Unity Changelog

What's new in Unity 2019.2.2

Aug 22, 2019
  • Fixes:
  • Android: Application.Quit will correctly quit the application process, previously it would only destroy Unity runtime, keeping activity alive, that lead to incorrect application resume. (1171368, 1172043)
  • Android: Fixed a Vulkan video playback crash. (1170411, 1174468)
  • Apple TV: Fixed regression, where clicking B on gamepad would show "JoystickButton0" as pressed. (1151006, 1172037)
  • Apple TV: GetKeyDown and GetKeyUp will work correctly with Siri Remote buttons. Due platform limitation, GetKeyDown, GetKeyUp will work with delay when receiving events from keyboard, see documentation for more info. (1143342, 1172039)
  • Apple TV: Pressing menu button on Siri remote will correctly exit to home screen, if tvOS.Remote.allowExitToHome is set to true. (1134856, 1171972)
  • Asset Import: Local fileIDs of FBX meshes are correctly upgraded from Unity 2018 and previous version when multiple meshes share the same name. (1169597, 1173704)
  • Editor: Fix incorrect colorspace for IMGUI in GameView. (1168191, 1173822)
  • Editor: MacEditor: "Unsupported image when converting for NSImage" log is now a DebugAssert, which will prevent the assert from being logged on build machines (1171194, 1172797)
  • Editor: Project Settings Window fails to appear after installing the Ryder Editor package. (1168648, 1173051)
  • Graphics: Fixed crash in the Editor that could be caused by having optimization enabled on meshes with empty sub-objects (1166419, 1174412)
  • Graphics: Fixed rare deadlock in CreateGpuProgram when multithreaded rendering is enabled on mobile devices. (1164492, 1174042)
  • IL2CPP: Fixed a crash when accessing the LocalEndpoint property of a socket using an IPV6 connection. (1167971, 1170304)
  • IL2CPP: Fixed an issue with nested type metadata being re-initialized without checking for previous initialization, which caused a memory leak in certain situations. (1167380, 1171265)
  • Kernel: Fixed player crash due to stack overflow in Loading.PreloadManager thread (1162496, 1174959)
  • Package Manager: Fix OSX - Package Manifest is not editable due to permission errors. (1174911, 1175426)
  • Particles: Fix a case where particle trails could flicker if their owning system used ParticleSystem.SetParticles in script during LateUpdate. (1155826, 1171470)
  • Particles: Fix a crash if using a non-read-write mesh from an Asset Bundle in the Particle System Shape Module. (1167081, 1171473)
  • Particles: Fix case where trails sometiems did not disappear. (1162394, 1171477)
  • Particles: Fix erroneous GetTransformInfoExpectUpToDate message. (1098990, 1171479)
  • Particles: Fixed case where Auto Random Seed was ignored for the Emission Rate property. (1166733, 1171468)
  • Physics: Fixed an issue when reparenting a GameObject with multiple static Collider2D which resulted in them not being correctly attached to the parent Rigidbody2D. (1174519, 1174697)
  • Physics: Fixed crash when changing Collider2D rigidbody while contacts are still active. (1065886, 1174064)
  • Physics: Fixed incorrect use of initial rotation of Rigidbody2D connected via a HingeJoint2D. (1160213, 1174067)
  • Prefabs: Added GameObjects and components with a DontSave flag (specifically DontSaveInEditor) will no longer show up in the Prefab overrides dropdown since they don't get applied or reverted anyway. (1173465, 1175218)
  • Profiler: Fixed crash when profiler runs out of memory budget on Job threads. (1169456, 1172233)
  • ps4: Fix camera HDR textures (1161961, 1173670)
  • Scripting: ClampBlendShapes are now set to false by default when loading a 3D template. (1148638, 1154002)
  • Scripting: Editor: Added missing 2018_4_OR_NEWER C# preprocessor directive when compiling C# scripts (1169225, 1171407)
  • Serialization: Editor: Fixed issue with SerializedProperty.objectReferenceInstanceIDValue emitting asserts to the console (1169801, 1171719)
  • Shaders: Improved generation of GLSL Tessellation shaders in more situations. (1134172, 1166876)
  • Terrain: Brush inspector no longer spams Undo events, preventing Undo from working while it was open. (1170735, 1176667)
  • Windows: Allow P/Invoke calls where the library extension is included in the library file name in the [DllImport] attribute. (1132730, 1148202)

New in Unity 2019.2.1 (Aug 16, 2019)

  • Fixes:
  • D: Fixed specific set of sprites can be packed non-optimally. (1002004, 1174641
  • Analytics: Analytics found that the device screen size is always reported as the application render size on Android/iOS and cpu architecture is wrong for Android arm64 devices that are running 32 bit binaries. (1160171, 1160172
  • Android: Fix Android root path initialization from enviroment variables. (1160998, 1173607
  • Android: Fix [Android][OpenGLES] Missing UI and render texture glitches after restarting the game (1145018, 1157350
  • Animation: Fixed an issue where a clip with no recorded data would cause a crash in GameObjectRecorder.SaveToClip (1166522, 1169821
  • Animation: Fixed Undo operation of "Add Motion" in the Blend Tree graph UI. (1134780, 1164506
  • Asset Import: Added the new FileScale property to the ModelImporter class. (1063711, 1169693
  • Asset Import: Fixed an issue where Unity failed to refresh the animation list after the source .fbx Asset changed. (1139051, 1172117
  • Asset Import: When importing, Unity now Ignores Constraint sources that are identical to the target. (1088845, 1170661
  • Build Pipeline: Fix a crash on Standalone Player when assets with Editor only serialized properties. (1144591, 1165740
  • Deployment Management: Worker threads for Enlighten are not set up when launching a Server Build. (1131677, 1144920
  • Editor: Added custom icons vof visual effect graph subgraphs. (1170470, 1171500
  • Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. (460449, 1161574
  • Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. (460449, 1161574
  • Editor: Fix for an error message when calling AssetDatabase.ImportPackage on a package that contains scripts. (1158305, 1165962
  • Editor: Fix free move handle being constricted in orthographic mode when Handles.matrix is rotated 90 degrees. (1089308, 1152134
  • Editor: Fixed a warning when using the object selector in the avatar preview window. (1138528, 1155345
  • Editor: Fixed an issue in the Editor where text containing special characters was not copied to the clipboard. (1152899, 1171259
  • Editor: Fixed Null Reference exceptions that occurred when trying to modify normal maps on non-instanced Terrain. (1153471, 1174638
  • Editor: Fixed Splash Screen Background field labels being truncated in Player Settings. (1164579, 1171455
  • Editor: Fixed text copy of special characters (1152899, 1171259
  • Editor: Fixes a crash issue with Occlusion Culling window in some scenarios (1140940, 1168988
  • Graphics: Fixed issues uploading compressed non-power-of-two textures when using D3D11. (1146074, 1149021
  • Graphics: Fixed screen space shadow errors when using dynamic resolution. (1141225, 1157021
  • Graphics: Sped up "CullAllVisibleLights" ~5x on a scene with many baked lights (1087657, 1170210
  • IMGUI: Fixed a word wrap flickering issue with IMGUI. (1089911, 1170535
  • macOS: Fixed a rare crash issue with the Editor build when creating or closing new windows (1151695, 1165408
  • Mobile: Fix android resolution changes in split-screen mode (1145325, 1160380
  • Mobile: Fix [Android] UI scales incorrectly when using Constant Physical Size mode on android device (1136224, 1161877
  • Mobile: [android] Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project (1164013, 1165806
  • Package Manager: Fixed an issue where a package could contain read-only folders if the installation process was interrupted. This made it difficult to delete parent folders without advanced file manipulations.
  • Package Manager: Fixed an issue where the execute file mode of packaged files was suppressed, which prevented executables in packages from running on macOS and Linux. (1154433, 1172896
  • Physics: Fix crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached. (1122684, 1167209
  • Profiler: Fix for lost custom samplers on some platforms, added runtime tests. (1160669, 1167124
  • Profiler: Fixed errors thrown when switching between ADB and WiFi profiling. (1050359, 1157909
  • Profiler: Fixed non matching Profiler.EndSample errors printed in console when closing player with connected profiler (1150065, 1153959
  • Profiler: Fixed Profiler-Module-close-button and Chart-outline alignment issues (1164515, 1164518
  • Shaders: Fixed an issue with GLSL where two buffers assigned to two separate shader stages could be assigned the same bind point. (1057118, 1171393
  • Shuriken: Particles: Fixed ParticleSystem bounds calculations when using stretched particles and a negative velocity scale (1160531, 1163757
  • Terrain: Fixed issue with terrain brush slider knob disappearing on sliding to extreme left. (1166317, 1167854
  • Terrain: Terrain brush selection shortcuts are assigned to hotkeys F1-F7 by default. (1155153, 1167462
  • Terrain: Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469, 1158548
  • UI Elements: Crash was related to some user code modifying the hierarchy while layout was being computed.Fix is to throw an error in such cases (1154561, 1172315
  • Video: VideoPlayer hangs when seeking backwards or forwards on Android (1156779, 1161629
  • Windows: Fixed deadlock on startup on systems with a certain group policy configuration. (1150661, 1170796
  • Windows: Fixed OpenGL graphics API crashing on certain monitor configurations. (1147157, 1170792
  • Windows: Fixed resolution reverting to native refresh rate after losing focus in exclusive full screen mode. (1164372, 1170787
  • Windows: Fixed switching to exclusive full screen from full screen other modes not respecting specified refresh rate. (1164373, 1170785
  • Windows: Fixed window being "Always on top" after switching from exclusive full screen to windowed full screen mode. (1157039, 1170780
  • XR: Editor crash when using holographic emulator with hololens (1141385, 1163557
  • XR: Fix for Can no longer save world anchors to the store using holographic simulate in editor. (1156868, 1163554
  • XR: Fix for Hands selection can no longer be controlled via scripts. (1152960, 1163551
  • XR: Fix for WMR devices assert when playing in editor (1159961, 1159964
  • XR: Fix for XR DeviceAPIs are coming back with incorrect values in Simulation (1158726, 1163548
  • XR: Fix issue with Depth Based LSR on HoloLens V2 that caused significant jitter. (1169760, 1169761
  • XR: Fix null deref access to vr eye texture manager instance. (1115371, 1171507
  • XR: Fix XR Manager system still allowing Legacy XR to be enabled via the checkbox even with loader present. (1169055, 1169066
  • XR: Fixes jiterry Time based animations on quest (1157271, 1172495
  • https://ono.unity3d.com/unity/unity/pull-request/90337/_/2019.2/platform/switch/sdk831

New in Unity 2019.3.0 Alpha 12 (Aug 16, 2019)

  • Features:
  • 2D: Following 2D Packages are now verified package com.unity.2d.spriteshape": "3.0.2", "com.unity.2d.animation": "3.0.3", "com.unity.2d.psdimporter": "2.0.3", "com.unity.2d.pixel-perfect": "2.0.2", "com.unity.2d.path":"2.0.1", "com.unity.2d.common":"2.0.1"
  • Android: com.unity.mobile.android-logcat v1.0.0 is now a verified package.
  • Asset Import: Added New Material Import Mode to the model importer allowing user customization of material generation when importing models.
  • DX12: DirectX 12 GPU Shader validation can be enabled on the editor or player using the command line argument "force-d3d12-debug-gbv"
  • GI: Baked LightProbes from scenes are now merged when additively loading scenes. Use LightProbes.Tetrahedralize() to update the tetrahedralization lookup structure after additive loads so new SH coefficients can be looked up correctly.
  • Kernel: Added JobsUtility.ResetJobWorkerCount to reset JobWorkerCount to the Unity adjusted value.
  • Backwards Compatibility Breaking Changes:
  • 2D: When snapping to the Grid Component, make use of Editor Snap Settings
  • This is a new issue, not seen in any released version.
  • Apple TV: Removed support for Universal Harmony Remote, currently there's no way to properly support Universal Harmony Remote without breaking Siri Remote.
  • Graphics: Graphics Jobs is now enabled by default in the 3D Template
  • Improvements:
  • 2D: Reduce memory usage of a Tilemap Tile by 16 bytes
  • GI: Considerably reduced main thread overhead of the baking pipeline. Expect 3x-5x improvement.
  • Graphics: Mesh.SetVertexBufferData no longer requires T size to match the vertex layout. You can pass a byte array for example, with proper vertex data.
  • This is a new issue, not seen in any released version.
  • Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time.
  • Graphics: Remove (Experimental) tag from Graphics Jobs setting and make it a per platform setting
  • Graphics: Vastly decreases the time taken when a Ray Tracing shader is executed for the first time or a particular shader code or configuration associated to a Ray Tracing dispatch has changed.
  • Shaders: Added stencil binding support for metal
  • This is a new issue, not seen in any released version.
  • Version Control: Added "-vcsMode" editor command line argument to set VCS mode.
  • Version Control: Fixed Save Project being very slow when there are a lot of changed assets and a slow Perforce connection (1170253)
  • API Changes:
  • Editor: Added UnityEditor.EditorUtility.RequestScriptReload public API that allows Script reloading.
  • Graphics: Added command buffer API to control single-pass instancing multiplier
  • Graphics: Moved RenderingThreadingMode and renderingThreadingMode from UnityEngine.Experimental.Rendering namespace to UnityEngine.Rendering namespace
  • Kernel: Added Unity.Jobs.LowLevel.Unsafe.ResetJobWorkerCount to reset the job worker count back to the Unity defaults
  • Package Manager: Add UnityEditor.PackageManager.UI.Window.Open function to open Package Manager Window on a selected package
  • XR: Added mirror view blit support to the display subsystem c# api
  • Fixes:
  • 2D: Fix dead area for SceneView Gizmos next to Tilemap Focus Window (1168038)
  • 2D: Fixed an issue where the edge and the filling of a Sprite Shape object were drawn in the wrong order when using the Universal Render Pipeline. (1169108)
  • 2D: Fixed assertion message when launching Unity with Sprite Editor Window docked from previous session (1169188)
  • 2D: Fixed Undo function not undoing properly when painting Prefab Tiles onto the Tilemap (1137692)
  • 2D: Legacy Sprite Atlas packer dialog shows incorrect path to Project Settings (1167641)
  • 2D: Resources.Load() crashes on Sprite::GetRenderData() when there is no sprite data (1149030)
  • 2D: Sprite Atlas asset is checked out in Perforce after entering Play Mode and exiting Editor (1164347)
  • 2D: SpriteEditorWindow.OnPostprocessAllAssets is slow due to calling Resources.FindObjectsOfTypeAll many times (1166158)
  • Android: Fix regression where Application.Quit wouldn't kill app in some cases, this prevented some of the services to incorrectly reinitialize on application relaunch.
  • Android: Fixed a Vulkan video playback crash on Android. (1170411)
  • Android: Fixed an Android build issue where Java installed by the Hub may not be used causing a CommandInvokationFailure error. (1136069)
  • Android: Fixed an Android video player crash. (1166265)
  • Android: Fixed behavior of ForcedCrash types FatalError and Access Violation on Android and other POSIX platforms. (1142726)
  • Android: Fixed problem with building with app when there's custom settings.gradle file in the project folder (1164013)
  • This has already been backported to older releases.
  • Android: QualitySettings.resolutionScalingFixedDPIFactor should work in runtime (1156467)
  • Animation: Fixed an issue where Playable Director's "Playable" field was missing the prefab override contextual menu (1167365)
  • Animation: Fixed an issue where the Controller field of an Animator would not react properly to Prefab overriding. (1162239)
  • Animation: Fixed Animation Stream bindings mismatch when sampling in the Animation Window in play mode. (1161080)
  • Animation: Fixed Animator Initialized flag not set during object construction leading to potential errors when setting keepAnimatorControllerStateOnDisable to true. (1168475)
  • Animation: Fixed blendtree asset corruption when changing motion tab field with another blendtree asset. (1028113)
  • Animation: Fixed crash when sampling an animation from a FBX with AnimatedCustomProperties. (1166217)
  • Animation: Fixed crash when using Animation Jobs with invalid human avatar. (1161250)
  • Animation: Fixed custom animator property appearing as missing in animation window. (1165368)
  • Animation: Fixed fetching of AnimationClip in override controller for Asset Bundles when AnimationClip is not yet loaded. (1165817)
  • Animation: Fixed NullReferenceException when deleting an override controller in the project folder when its inspector is still open. (1158222)
  • Apple TV: Fix empty project crash during loading on Apple TV (1162495)
  • Apple TV: Fix GetKeyDown and GetKeyUp for Siri Remote, previously those functions would tick every frame even though the buttons are in pressed state. Due platform limitation key up events for keyboard will be delayed by half a second, see UnityView+Keyboard.mm for more information. (1143342)
  • This has already been backported to older releases.
  • Apple TV: Fix Siri Remote regression, where pressing B would incorrectly show JoystickButton0 as pressed. (1151006)
  • This has already been backported to older releases.
  • Apple TV: Pressing Menu button while tvOS.Remote.allowExitToHome equals true, will properly exit to AppleTV Menu (1134856)
  • This has already been backported to older releases.
  • Asset Import: Curves previews in the ModelImporter's Animation panel are correctly updated when Revert is clicked. (1166122)
  • Asset Import: Deleting scripts outside of the Editor when it is selected does not log an error anymore. (1153082)
  • Asset Import: Fixed crash in mesh optimization when importing meshes or using the Mesh.Optimize() API that would occur if a mesh had empty sub-objects (1166419)
  • Asset Import: Fixed crash when an object already added to the ScriptedImporter context is destroyed before the import is over. (1133565)
  • Asset Import: Fixed crash when importing a fbx with an animation curve that has only 1 frame at a very low negative time. (1160772)
  • Asset Import: Fixed issue where animations from .blend files are not imported properly. (1117999)
  • Asset Import: Fixed out of memory crash when importing FBX assets with thousands of submeshes (1122713)
  • Asset Import: Fixed refresh of animation list after the source .fbx Asset is changed. (1139051)
  • This has already been backported to older releases.
  • Asset Import: ImportSettings can be changed and Applied from an Inspector while in Playmode. (1169942)
  • Asset Import: Local fileIDs of FBX meshes are correctly upgraded from Unity 2018 and previous version when multiple meshes share the same name. (1169597)
  • Asset Import: TextureImporter's apply button is properly enabled/disabled after changes are made in the Per-Platforms sections. (1167983)
  • Build Pipeline: Fixed issue where Terrain loaded from an Asset Bundle wasn't able to access Terrain Shaders
  • Compute: Fixed compute shaders not being imported when no graphics API in the current build target has compute support (1087245)
  • Editor: Added missing 2018_4_OR_NEWER C# preprocessor directive when compiling C# scripts. (1169225)
  • Editor: Adding an illegal character (/?:*|) in the project folder throws an exception in the console (1159270)
  • Editor: Fix editor floating container window min-max size info propagation (1169663)
  • Editor: Fix focus state IMGUI drawing (1170562)
  • Editor: Fix issue when deserializing ScriptableObject with no underlying C# script (1167575)
  • Editor: Fix issue where read-only "FBX" file would be corrupted after changing one of its materials and undoing (1120097)
  • Editor: Fix rename in project browser when switching directories (1169986)
  • Editor: Fix scrollbar on Inspector does not disappear after deselecting a gameObject (1159191)
  • Editor: Fixed "ArgumentException: Object at index 0 is null" thrown when entering play mode with two Inspector windows and an attached script (1147234)
  • This has already been backported to older releases.
  • Editor: Fixed an issue where scene vis data is lost when working with multiple scenes (1163991)
  • Editor: Fixed an issue where the Anchors section can be collapsed/expanded if the user clicks on the arrow. (1167867)
  • Editor: Fixed high CPU and GPU load when a material with certain shaders is displayed in the Inspector (1158089)
  • Editor: Fixed inconsistent text box padding on interactions in Graph View products (Shader Graph, Visual Effects Graph). (1160240)
  • This is a new issue, not seen in any released version.
  • Editor: Fixed incorrect handling of Unicode characters in the application file name when building the Player. (1169358)
  • Editor: Fixed iOS/tvOS GLES Deprecation warning appearing always (1170222)
  • Editor: Fixed issue with SerializedProperty.objectReferenceInstanceIDValue emitting asserts to the console. (1169801)
  • Editor: Fixed marquee selection always selecting asset loaded from a bundle (1158173)
  • Editor: Fixed missing Edit Polygon Collider 2D tool. (1166083)
  • Editor: Fixed nested GUILayoutFadeGroup layout issue resulting in some misaligned properties (1158658)
  • Editor: Fixed occasional crash when importing Compute Shaders for Metal (1171627)
  • Editor: Game view could hardly be resized because splitters had less priority than the view, now the splitters are correctly prioritized (1169963)
  • Editor: Ignore trailing spaces while saving layout names (1168978)
  • Editor: Improve Editor performance when marquee selecting objects in moderate to large sized scenes. (1168454)
  • Editor: MacEditor: Fixed regression from 2019.3a10 where live resizing a window could run out of memory (1170410)
  • Editor: macOS: 'Window/Bring All to Front' now brings secondary windows in front of the main window as expected in the Editor (1141001)
  • Editor: Optimize by 4x the ModeService initialization (1173729)
  • This has already been backported to older releases.
  • Editor: Optimize the style catalog compilation at startup and on domain reload (1173743)
  • Editor: Preference window shows now required NDK version
  • Editor: Project Settings Window fails to appear after installing the Ryder Editor package (1168648)
  • This has already been backported to older releases.
  • Editor: Set the host view name when the actual view changes (1169890)
  • Editor: Unable to drag assets from the 'Packages' subfolders in the Project window when using One Column Layout (1169200)
  • GI: Fixed error "Internal: JobTempAlloc has allocations that are more than 4 frames old" when baking lights (1128734)
  • GI: Fixed issue where we draw the UVs of disabled objects that are no longer in the lightmap. (1117696)
  • GI: Made a new exposure slider swatch that replaces the old UI in the scene view. Only shows up on specific scene view modes.
  • This is a new issue, not seen in any released version.
  • Graphics: Fix Shadow Cascades debug view were broken when no shadow casting directional light is present (1117145)
  • Graphics: Fixed editor stalls in script compilation, exit playmode after having a project open in the editor for a long time (1143772)
  • Graphics: Fixed frustum culling using incorrect near and far culling planes when user had set a custom culling matrix (1156517)
  • Graphics: Fixed GPU instancing sometimes not working correctly on Vulkan when shader didn't use all instancing constants (1106866)
  • Graphics: Fixed lightmaps baked with linear color space being wrong sometimes (1170585)
  • Graphics: Fixed Mesh.SetTriangles with List ignoring baseVertex argument. (1172814)
  • Graphics: Fixed random crash in GraphicsJobs when using SRP API DrawRenderers with RenderStateBlock (1159200)
  • Graphics: Fixed rare deadlock in CreateGpuProgram when multithreaded rendering is enabled on mobile devices (1164492)
  • Graphics: Fixed Windows 7 DirectX 11 DrawQuad crash. (1157730)
  • Graphics: Reset functionality is not working for Visual Effect (1158963)
  • Graphics: Texture streaming now works with LZ4 (and LZ4HC) compressed packages on all platforms (1167322)
  • IL2CPP: Fixed a crash when accessing the LocalEndpoint property of a socket using an IPV6 connection. (1167971)
  • This has already been backported to older releases.
  • iOS: Apps should no longer thrown an NSInvalidArgumentException when accessing WebCamTexture.devices and permission has been denied. (1160639)
  • iOS: Don't add UIApplicationExitsOnSuspend to iOS Xcode project info.plist because it was deprecated by Apple (1160614)
  • This has already been backported to older releases.
  • iOS: Fix typo in UaaL API unloadApplication
  • This is a new issue, not seen in any released version.
  • iOS: Fixed missing symbols when script debugging enabled (1156704)
  • iOS: SystemInfo.systemMemorySize should no longer under-report Physical Memory (1155192)
  • Linux: Enable IL2CPP scripting in linux
  • This is a new issue, not seen in any released version.
  • Linux: Fix Linux editor crashing when resizing the editor window during a player build (1168815)
  • macOS: fix for editor crash on certain project settings. (1167734)
  • macOS: Fixed crash when using Tex2DArray with MSAA on Metal. It will be created where supported, and MSAA disabled if not (1163393)
  • macOS: Fixed for MacEditor crashing on new HDRP template project or opening one (1169814)
  • This is a new issue, not seen in any released version.
  • Package Manager: Fix Package Manager window resizing and install/remove button dissapearing (1170710)
  • Package Manager: Fixed an issue where the execute file mode of packaged files was suppressed, which prevented executables in packages from running on macOS and Linux. (1154433)
  • This has already been backported to older releases.
  • Package Manager: Fixed issues where a package could contain read-only folders if the installation process was interrupted, which would make it difficult to delete parent folders without advanced file manipulations.
  • Package Manager: Fixed missing changelog link for core packages (1171169)
  • Package Manager: Fixed missing reference to post processing that caused 3d with extras template to load with errors. (1158918)
  • Package Manager: Package names longer than 19 characters are truncated (1144661)
  • Package Manager: Replaced "Import in project" by "Import into Project" for package samples in Package Manager UI window (1156690)
  • Package Manager: Start search in Package Manager UI window when pressing CTRL-F (1170019)
  • Particles: Ensure sub-emitter rotation is inherited from the parent system. (1168251)
  • Particles: Fix a case where particle trails could flicker if their owning system used ParticleSystem.SetParticles in script during LateUpdate. (1155826)
  • This has already been backported to older releases.
  • Particles: Fix a crash if using a non-read-write mesh from an Asset Bundle in the Particle System Shape Module. (1167081)
  • This has already been backported to older releases.
  • Particles: Fix case where trails sometiems did not disappear. (1162394)
  • This has already been backported to older releases.
  • Particles: Fix erroneous GetTransformInfoExpectUpToDate message. (1098990)
  • This has already been backported to older releases.
  • Particles: Fixed case where Auto Random Seed was ignored for the Emission Rate property. (1166733)
  • This has already been backported to older releases.
  • Particles: Remove a redundant grab-pass if a Particle System is not playing. (1159683)
  • Physics: Fixed crash when changing Collider2D rigidbody while contacts are still active. (1065886)
  • This has already been backported to older releases.
  • Physics: Fixed incorrect use of initial rotation of Rigidbody2D connected via a HingeJoint2D. (1160213)
  • This has already been backported to older releases.
  • Profiler: Callstacks option selection not set in in-process profiler (1171540)
  • This is a 2019.3 issue, not seen in any released version.
  • Profiler: Fixed a crash that happened when the Profiler ran out of memory budget on Job threads. (1169456)
  • Profiler: Fixed a memory leak that happened when the job debugger held onto the scheduled fences. (1156327)
  • Profiler: Fixed Hierarchy View performance regression due to thread dropdown. (1156675)
  • Scripting: Fixed crash when calling method with 'in', 'out' or 'ref' parameter using GameObject.SendMessage. (1167919)
  • Terrain: Fixed issue. Terrain details per resolution clamped from 0 to 1. (1171558)
  • This is a new issue, not seen in any released version.
  • Terrain: Fixed issue. Terrain details per resolution clamped from 0 to 1. (1171579)
  • Terrain: Fixed Terrain border seams appearing after resizing control map (splatmap) (1161101)
  • Terrain: Fixed Terrain brush raycast precision issues when the editor camera was far from the world origin (1171938)
  • Terrain: Fixed Terrain LOD Trees are placed at wrong positions when painted (1087104)
  • Terrain: Resizing Terrain splatmap now correctly registers Undo (1161102)
  • Terrain: Terrain control map (splatmap) resize is no longer corrupted by using a linear color space (for example in HDRP) (1160831)
  • UI: 0 (1173065)
  • UI Elements: Fix NullReferenceException when reducing size of bound array field (1158337)
  • UI Elements: Fixed assertion fired when drawing an empty border. (1165892)
  • UI Elements: Fixed border widths percent which must apply to the border box of the current element. (1162930)
  • UI Elements: Fixed Editors written in UIElements not getting rebound to the SerializedObject after a soft refresh of the InspectorWindow (like when you add a new component). (1156233)
  • UI Elements: Fixed seams in UIElements borders. (1168489)
  • UI Elements: Fixed UXML Foldout is collapsed by default (1160707)
  • This is a new issue, not seen in any released version.
  • Universal Windows Platform: Fixed benign assert message firing when using TextMeshPro edit boxes (1164482)
  • Version Control: Fixed bad inspector performance regression when Perforce is used (regressed in alpha 8) (1170427)
  • Version Control: Fixed Script Execution Order inspector being all disabled when Perforce is used (regressed in alpha 8) (1169674)
  • Version Control: Improved error messages when trying to checkout an immutable prefab. (1159836)
  • Video: Video alpha channels are flipped vertically when transcoding to H264 on Mac OS (1165238)
  • Video: Video Clip fails to upload to Cache Server when upgrading an old project to a newer version of Unity (1087082)
  • Video: Video preview window is blank upon transcoding. (1170157)
  • Video: VideoPlayer leaks memory when in Play mode (1168659)
  • Video: VideoPlayer leaks memory when set to a Camera target (1164058)
  • Video: WindowsVideoMedia error 0x8007007b is thrown when importing an AssetBundle with video in it. (1168061)
  • WebGL: Fix mouse drag event in WebGL (1109260)
  • WebGL: Fixed issue with AudioSource.time returning incorrect value while AudioSource is paused in WebGL (976669)
  • XR: Can now cast from UnityEngine.XR.InputFeatureUsage to UnityEngine.XR.InputFeatureUsage
  • XR: Fix player crash when using ARcore and multi-threaded rendering (1158392)
  • XR: Fixes jttery animations when using Time.deltaTime on quest (1157271)
  • This has already been backported to older releases.
  • XR: XRSDK: fix for render viewport scale Jitter when render viewport scale changes continuously (1170112)

New in Unity 2019.2.0 (Jul 31, 2019)

  • Features:
  • 2D: Added a Secondary Textures module to the Sprite Editor.
  • 2D: The Sprite Editor window is now available as a package.
  • Android: Added AAB file size validation to Android app bundles. You can disable this in the Android Player Settings (Warn About App Bundle Size) and adjust the maximum size (App Bundle Size Threshold).
  • Android: Added Optimized Frame Pacing.
  • Animation: Added a selection filter for the Animation window to only show properties and curves of selected GameObjects.
  • Editor: Added VSCode and Rider code editor integration as Packages.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window in Visual Studio, the corresponding C# file opens at the correct line and column.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window, in Visual Studio in Windows, the corresponding C# file opens at the correct line and column.
  • GI: Added Static Scene Dressing, which lets the user choose whether GameObjects that contribute to Global Ilumination should receive GI from Light Probes or Lightmaps.
  • GI: Added support for multiple importance sampling the environment to the GPU lightmapper.
  • GI: Added support for the cross-platform Intel lightmap denoiser, Intel Open Image Denoise.
  • Graphics: Added SpeedTree support to the Scriptable Render Pipeline.
  • Graphics: Added support for all GPU formats for RenderTexture with Vulkan.
  • Graphics: Added support for partial mipmap chains in Texture classes.
  • iOS: Added client/worker multi-threaded rendering support for OpenGL ES 2 and 3.
  • Package Manager: Added the ability to show or hide Packages in the Project window and the Object Picker.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Scripting: Added support for Assembly Definition Reference (.asmref) files.
  • UI Elements: Added UIElements Samples window. This window provides quick UIElements code snippets in the Editor.
  • VFX: Added core pieces to support MotionVectors in VFX Editor (preview Package).
  • Backwards Compatibility Breaking Changes:
  • 2D: Updated the 2D Project Template manifest.json to include 'com.unity.2d.sprite' and 'com.unity.2d.tilemap' as core packages.
  • Android: Android Gradle plugin version updated up to 3.4.
  • Android: Deprecated x86 support.
  • Android: Increased the minimum Vulkan API version for Adreno drivers to 1.0.38.
  • Animation: Changed the evaluation order to evaluate constraints before the LateUpdate script. (1123107)
  • Asset Import: Added a warning when multiple sub-Assets are imported with the same name or type. This often happens when importing Models with multiple Meshes or Materials that have the same name in the .fbx file. Their resulting file ID (and thus references to them) may break or change if Unity re-imports them and finds a new sub-Asset with the same name before finding the existing one.
  • Asset Import: Starting with the Unity 2019.3 release, you need an external plugin to import Cinema4D files directly in Unity. The External Tools forum provides updates: https://on.unity.com/c4d.
  • Editor: Changed default shortcut for Stage/Go Back from O to H to avoid shortcut conflicts in Project templates.
  • Editor: Removed most of the legacy Module Manager. Only extension modules located inside the Unity install are loaded now. Also completely removed the Modules... menu item and window.
  • Editor: UGui Objects use ObjectFactory and default Presets when created from the GameObject menu in the Editor.
  • Facebook: Added deprecation warning for Facebook Gameroom platform.
  • Graphics: Added Rendering Layer Mask to Lights as a filtering option during shadow passes in Scriptable Render Pipelines. This is similar to Renderers Rendering Layer Masks.
  • Graphics: Added support for graphics API switching when restarting Unity.
  • Graphics: Asynchronous Shader compilation: Blit now never uses cyan dummy Shader.
  • Graphics: Asynchronous Shader compilation: DrawProcedural now skips rendering during compilation instead of trying to use the dummy Shader.
  • Graphics: Moved the Async Shader Compilation option from Preferences to Project Settings.
  • Prefabs: Prefabs created by dragging into the hierarchy are now parents to the correct parent, instead of being a root object. The correct parent will thus be set in Awake calls.
  • Scripting: Made the recommended Visual Studio installer upgrade version 2019
  • Scripting: Made the GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.
  • Timeline: Clip properties can no longer be animated by recording. Clip properties are animated with the Curves view.
  • Timeline: Updated Timeline package version to 1.1.0.
  • XR: Moved Vuforia support to a package.
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Changes:
  • Android: Gradle version updated up to 5.1.1.
  • Android: Updated Bundletool to version 0.7.2.
  • VFX: Changed the awakening process of the VisualEffect component, so you can now use the Inspector even if the component is disabled. (1117103)
  • Improvements:
  • 2D: Added a toggle switch to the Grid Brush for a mode to change Z Positions of Tiles.
  • 2D: Added multitexture support to SpriteShapeRenderer.
  • 2D: Added multitexture support to TilemapRenderer.
  • 2D: Added the CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging Assets onto the Tile Palette window.
  • 2D: Exposed GridPaintingState APIs to allow users to programatically change Tile Palette Painting states
  • 2D: Users can now convert Prefabs to Tile Palettes by dragging a valid Prefab onto the Tile Palette window.
  • Android: Enabled Vulkan support for Optimized frame pacing on Android.
  • Android: Implemented Screen.Brightness property for Android (read-only).
  • Android: Improved performance of string marshaling between C# and Java (up to 50% faster).
  • Android: Moved AndroidJava* and AndroidJNI APIs to built-in package AndroidJNI.
  • Android: Reduced armv7 code size by 20% by enabling thumb.
  • Android: Small reduction in job overhead when few cores are being used.
  • Android: The Unity video player can now be used with the Vulkan renderer.
  • Android: When set to true, you can mimic TouchScreenKeyboard.hideInput by drawing an input field outside the screen.
  • Animation: Added a contextual menu option that jumps to a specific AnimatorController State while liveLinked is enabled.
  • Animation: Added a selection filter that shows properties and animation curves for only the selected GameObjects.
  • Animation: Added an option to hide read-only clip properties and animation curves in the Animation window, to improve performance.
  • Animation: Added an option to hide read-only clip properties and animation curves in the Animation window, to improve performance.
  • Animation: Added visibility feedback to the Animator Inspector.
  • Animation: Added visual feedback and keyboard shortcuts for the Ripple option in the Animation window.
  • Animation: Added visual feedback and keyboard shortcuts for the Ripple option in the Animation window.
  • Animation: Updated the Animation window to preview and author Animation C# Jobs constraints.
  • Animation: Updated the Animation window to preview and author Animation C# Jobs constraints.
  • Asset Import: Added a new Cancel option for changing the Import Settings for Assets in addition to Apply and Revert. The Cancel option is the default when pressing or closing the popup. Canceling restores the current selection and keeps the unapplied changes.
  • Asset Import: Compressor Quality can now be set in the texture asset import settings for BC6H and BC7 formats allowing compression quality to be traded for import speed.
  • Asset Import: Undo and Redo are now available on the Import Settings window while importing Assets.
  • Asset Import: Updated Sketchup SDK to version 19.0.
  • DX12: Improved performance of async texture loading in DX12 to avoid a rendering stall when 2D textures are created.
  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a Console warning that notifies users that enabling Coverage slows performance. The window title now displays [CODE COVERAGE] when Coverage is enabled.
  • Editor: Added a message box whenever the OS fails to delete an asset when deleted from the Project Browser view.
  • Editor: Added a proxy icon for the currently open Scene to the title bar in the main Editor window on macOS.
  • Editor: Added a toggle to the Scene Camera settings for infinite acceleration when navigating with flying mode.
  • Editor: Added Araxis Merge support on Revision Control Diff/Merge tool.
  • Editor: Added new options for expanding/collapsing the components in the inspector context menu.
  • Editor: Added shortcut for Scene Visibility Show All.
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile. This function allows Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used to create new MonoBehaviour classes.
  • Editor: Made ProBuilder a recommended package.
  • Editor: Made the RenderDoc capture button in the Scene/Game view work with the Xcode frame debugger in Metal. This requires launching Unity through Xcode with the Metal frame capture enabled.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Optimized Inspector refresh after entering Play mode.
  • Editor: Reduced the number of key presses in order to start a rebind in the Shortcut manager.
  • GI: Added a 'None' mode for emissive GI contribution in the standard shader GUI.
  • GI: Added mixed area lights to culling results, which enable mixed rectangular lights in HDRP.
  • GI: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable HDRP to provide direct realtime area lighting.
  • GI: Improved baking speed for the Progressive lightmapper in cases with many Light Probe sets in the Scene.
  • GI: Improved GPU Lightmapper performance by generating many rays per texel/Light Probe for indirect lighting. Optimized direct lighting by using compaction.
  • GI: Improved the GPU Lightmapper performance by generating many rays per texel/Light Probe for direct lighting.
  • GI: Optimized time to first lit texel for the progressive lightmappers by multithreading heavy functions.
  • GI: Realtime GI now uses correct lightomg falloff for indirect Lights when you use configurable light falloff.
  • GI: Reduced GPU memory footprint for the GPU Lightmapper when baking lighting. This is done by compressing normal vectors and albedo.
  • GI: The GPU Lightmapper now supports the Optix AI denoiser.
  • GI: Upgraded Optix AI Denoiser to version 6. This new version has better performance and a lower memory footprint.
  • Graphics: Added profiler markers for the Made with Unity splash screen.
  • Graphics: Added sprite Mesh support for custom splash screen logos. You can now use tight mesh mode and Vector sprites.
  • Graphics: Added SRP hooks for detail rendering Shaders.
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Rendering Pipeline.
  • Graphics: Added the ability to disable the blur on the Made with Unity splash screen. background.
  • Graphics: Asynchronous Shader compilation: Minimized cyan dummy shader flashes by variant tracking and warmup.
  • Graphics: Deferred the creation of command buffers and render encoders until they are needed in Metal.
  • Graphics: Improved the performance of asyncronous Texture loading on the PS4 by fixing a rendering stall that occured when you created a 2D Texture.
  • Graphics: The SRP Batcher is now supported on Xbox DirectX11.
  • Graphics: You can now use the SRP batcher on OpenGL 4.2+ and OpenGL ES 3.1+.
  • iOS: Added new iOS device (released in 2018) identification support to the Profiler.
  • iOS: Added LowPowerModeEnabled and WantsSoftwareDimming properties to iOS.Device and a Brightness Property to Screen (currently only supported on iOS).
  • iOS: Can now select architecture for native plugins on iOS & TvOS.
  • iOS: ReplayKit improvements:
  • For local recordings, we can now capture the local camera, microphone, and screen.
  • The size of the preview window overlay can now be adjusted.
  • Added ReplayKit.isPreviewControllerActive, ReplayKit.PauseBroadcasting, and ReplayKit.ResumeBroadcasting.
  • Kernel: Improveed the performance of the internal Matrix4x4 Invert method that Rendering and Cameras primarily use.
  • macOS: Native plugins with the .dylib file extension are now supported.
  • Mobile: Improved performance of async texture loading on iOS to remove a rendering stall when 2D textures are created.
  • Package Manager: Added support to include built-in packages in the Project as dependencies of other packages.
  • Package Manager: Improved package visibility in the Project view and the Object Picker.
  • Package Manager: Improved Undo/Redo and Cancel button handling in the Package Manifest Importer window.
  • Package Manager: Installed modules now appear in the Dependencies list alongside package dependencies.
  • Particles: Made missing External Forces module properties available in scripting API.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Plugins: Added Unity Companion license to the Plugin API header.
  • Profiler: Added names to Unity-created threads in VTune profiler.
  • Profiler: Added reduced profiler overhead when flushing data from Job threads.
  • Profiler: Added single threaded platform support to the Memory Profiler.
  • Profiler: Made players show up consistently in the profiler list,when there are a lot of players running on the same network.
  • Profiler: Provide dynamic code (Mono JIT) information to VTune Amplifier.
  • ps4: Improved PS4 Additional content to support multiple products.
  • Scripting: Enabled incremental Garbage Collection in the Editor.
  • Scripting: The managed debugger now outputs the network port it's listening on to the player log.
  • Shaders: Defined UNITY_SEPARATE_TEXTURE_SAMPLER in HlslSupport.cginc for platforms capable of separate texture and sampler objects.
  • Shaders: Moved 38 built-in keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • Terrain: Made changes such that the system no longer generates basemap Textures if you do not use the basemap shader.
  • Terrain: Made changes to allow local keywords, which are defined with multi_compile_local or shader_feature_local, for Terrain shaders.
  • Terrain: Removed the Terrain Material enum type, and changed built-in Terrain Materials into selectable Assets.
  • Timeline: Added mute to Track groups.
  • Timeline: Added new user interface to animate track and clip properties.
  • Timeline: Added the ability to override the loop setting on Animation clips. (1140766, 1144743)
  • Timeline: Implemented a new read-only mode for when a Timeline asset is not editable. This is caused by either the file readonly flag or source control.
  • UI: Added ability to modify the UI Dropdown's Alpha fade when showing and hiding.
  • UI: Added the ability to modify the number of pixels per unit used when calculating sliced and tiled sprites.
  • UI: Removed the spritePacking tag option from the TextureImporter when not using the legacy packing mode.
  • UI Elements: Prevented exceptions thrown by user code from corrupting the UI renderer.
  • Video: Improved the documentation for platform strings used by VideoClipImporter methods.
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again.
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • XR: Added Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.
  • XR: Moved the Google VR Cardboard and Daydream support to a package and updated to version 1.180.
  • XR: Updated Oculus to use the 1.36 plugin.
  • XR: Updated Vuforia to version 8.0.10.
  • API Changes:
  • AI: Added the GetEdgesAndNeighbors() method in the NavMeshQuery class for retrieving the shape of a given node and all the navigation nodes which it connects to. The method can be called in jobs.
  • Android: Added support for JNI Weak References (AndroidJNI class).
  • Asset Import: Added an API in the Model Importer to prevent GameObjects from being sorted by name in imported GameObject hierarchies.
  • Editor: Added API for Scene Visibility.
  • Editor: Added more API endpoints for TransformHandle to allow granular control over which handles appear.
  • Editor: Added new API to better detect and control async shader compilation in the Editor.
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added AssetDatabase.OpenAsset() overloads that take both a line number and column number.
  • Editor: Added Editor.DrawFoldoutInspector to draw a nested Inspector with a foldout title bar.
  • Editor: Added EditorWindow.CreateWindow, which works like EditorWindow.GetWindow, but always creates a new window.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScriptfor removing MonoBehaviours with missing scripts from GameObjects.
  • Editor: Added MaterialEditor.customShaderGUI property that returns the active ShaderGUI object for the current material.
  • Editor: Changing the display name of enum values in the Inspector is now done using the InspectorNameAttribute instead of the DescriptionAttribute. (1115381)
  • Editor: Renamed SceneView.SceneViewCameraSettings to SceneView.CameraSettings.
  • Editor: Replaced EditorTool.OnActivate and OnDeactivate methods with EditorTools events. This addresses callback order problems.
  • Editor: OnOpenAsset attribute now supports method signature (int instanceId, int line, int column)
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos.
  • GI: Made it so you can set Lightmap Parameters from scripts on non-prefab objects. (966408)
  • Graphics: Added the static function, Inverse3DAffine(), to Matrix4x4 to compute the inverse of an affine matrix.
  • Graphics: Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext. Added callbacks for end camera and end frame rendering.
  • Kernel: The function, UnsafeUtility.MemCpyReplicate(), no longer logs a failed assertion or raises an exception when the size or Count parameters are zero. Instead, it passively exits (like the other UnsafeUtility methods).
  • Mobile: Added 'Screen.cutouts' which displays cutout bounding boxes
  • Mobile: Added Application.absoluteURL property and Application.deepLinkActivated event which handles application activation via deep link.
  • Package Manager: Added an Editor API for retrieving package information based on an Asset path or an assembly:
  • PackageManager.PackageInfo.FindForAssetPath(string assetPath)
  • PackageManager.PackageInfo.FindForAssembly(Assembly assembly)
  • Scripting: Added the TryGetComponentAPI to GameObject and Component classes that do not allocate in the Editor when the component does not exist.
  • Scripting: Added UnityEditor.TypeCache API which extracts derived types, methods or classes marked with an attribute quickly.
  • Shaders: Added the Shader.FindPassTagValue method for querying pass tag values.
  • Shaders: Added the Shader.passCount property for retrieving the number of shader passes of the active SubShader.
  • Terrain: Added a non-alloc version overload to the new TerrainData.GetInterpolatedHeights API.
  • Terrain: Added new callback APIs to monitor changes to Terrain Textures.
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks return both the changed rect region, and whether the change is synchronized to the CPU or is GPU only.
  • Terrain: Added new TerrainData APIs to modify Terrain Textures more easily.
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture Use the two above functions to copy content of the active RT into Terrain Textures, and optionally delay CPU synchronization, for instance, when a mousemove event occurs in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion Use these two functions instead of ones initially listed if the user directly changes the GPU resources through other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture Use these two functions to perform a full synchronization from GPU to CPU, for instance, when a mouseup event occurs.
  • Terrain: Added the TerrainData.GetInterpolatedHeights method for querying interpolated Terrain height values over a grid of samples.
  • Terrain: Added TerrainData.SetTerrainLayersRegisterUndo for setting the terrainLayers property. This function also lets undo operations in the Editor correctly handle Textures created or destroyed during the process.
  • Terrain: Deprecate TerrainData.UpdateDirtyRegion. Use TerrainData.DirtyHeightmapRegion instead.
  • Terrain: Deprecated Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Terrain: Exposed the TerrainLayerInspector class.
  • Timeline: Added FootIK property to Timeline Animation clips. (1115652)
  • Timeline: Added the ClipEditor, TrackEditor, and MarkerEditor classes to UnityEditor.Timeline so a user can derive and modify custom clips, tracks, or markers respectively.
  • Timeline: Added TimelineEditor.selectedClip and TimelineEditor.selectedClips to get and set the selected clip or clips TimelineClips in the Timeline window.
  • Timeline: Added TrackAsset.mutedInHierarchy that indicates that a track is muted when it is in a muted group.
  • Video: Added overloads to MediaEncoder.AddFrame to accept timestamps for producing Variable Frame Rate movies. The timestamps are expressed with the new MediaTime struct.
  • Video: Added the sRGBClip property to VideoClipImporter and the sRGB property to VideoClip. These properties describe whether the content is sRGB or linear.
  • Video: Added Time.captureDeltaTime: a more precise floating point reciprocal of Time.captureFramerate.
  • XR: Added the XRSetting property XR.XRSettings.deviceEyeTextureDimension which allows you to determine what the XR platform's swap chain eye texture layout is.
  • XR: Added UNITY_INITIALIZE_OUTPUT_STEREO_EYE_INDEX to the built-in shader macros to allow for transfering the unity_StereoEyeIndex from a vertex shader to a geometry shader.
  • XR: Added XR.XRDevice.UpdateEyeTextureAntiAliasingSettings to force the hmd swap chain to be reallocated when the MSAA sample count is changed.
  • Fixes:
  • 2D: Changed position of Tile Instantiated GameObject to align with the Tile Anchor position of the Tilemap.
  • 2D: Cleaned up and updated the Sorting Group status of Renderers whose GameObjects were activated and then deactivated. (1141682, 1151999)
  • 2D: Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape. (1157201, 1163660)
  • 2D: Fixed an issue where a Particle System's Sorting Fudge value while it is in a Sorting Group caused it to sort correctly. Similar Renderers are now sorted according to their Sorting Group order.
  • 2D: Fixed an issue where a Sprite Atlas did not change when its associated "Object for Packing" Texture was modified by a custom AssetPostprocessor script. (1135638)
  • 2D: Fixed clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947, 1163376)
  • 2D: Fixed crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429, 1155196)
  • 2D: Fixed crash when setting SpriteRenderer to tiling draw mode when textureless Sprite is assigned (1156756, 1161725)
  • 2D: Fixed links to documentation for Tilemap components. (972901)
  • 2D: Fixed recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode.
  • 2D: Open ended Spriteshape renders the fill texture instead of the range sprite (1162134, 1163663)
  • 2D: Updated SortingLayerField and SpriteRendererEditor to correctly handle PrefabOverrides. (1109376, 1151997)
  • Analytics: Fixed an issue where passing Unity objects to AnalyticsEvent caused allocation leak warnings. (1086690)
  • Android: Android now handles an Application.targetFrameRate value of -1 as 30 fps again.
  • Android: Fix performance penalty when using Vulkan on Android Q preview 5 (1169046, 1169302)
  • Android: Fixed a crash when using Android JNI methods from custom thread. (545977)
  • Android: Fixed a crash when using Optimized Frame Pacing with Vulkan. (1164435)
  • Android: Fixed an issue that caused APK builds to fail because Unity failed to retrieve the version code from the APK. (1133867)
  • Android: Fixed an issue that caused the build to fail when setting a keystore name from script. (1158036, 1162258)
  • Android: Fixed an issue that caused the Editor to crash when opening Player Settings withough having Android SDK set up. (1143624, 1144223)
  • Android: Fixed an issue where custom Android libraries would not be initialized after launching an app after previously exiting the app via Application.Quit. (1116123)
  • Android: Fixed an issue where only part of a static splash image was visible on load when using a transparent splash image. (1136826)
  • Android: Fixed error "gradleOut-debug-unsigned.apk does not exist" that would occur while trying to build a signed development build. (1137971)
  • Android: Fixed incomplete reading of large texture files. (1111919)
  • Android: Fixed large Unicode character marshaling between C# and Java on Android 4 and 5. (1123693)
  • Android: Restored our previous method of managing Android signing keys and keystores. (1144308, 1153333)
  • Android: The Y position for the touch and mouse are now inverted in the native backend instead of managed code using the new input system.
  • Animation: Allow deleting curve keys whilst dragging, without throwing errors. (1129837)
  • Animation: Fix live link not showing the right edge (1032879)
  • Animation: Fixed a crash when unloading animations that are part of an AnimatorController. (1122054)
  • Animation: Fixed an issue where RectTransform properties would show missing curves that were not actually missing (1115014)
  • Animation: Fixed an issue where the Animation Component would stay ActiveAndEnabled when the GameObject was disabled. (1094567)
  • Animation: Fixed an issue where the AnimationEvent "Function" field would accept spaces. (1111933)
  • Animation: Fixed an issue where the Animator would keep references to temporary strings when using ADBv2. (1137999, 1154360)
  • Animation: Fixed an issue where the Avatar preview would not react to ObjectSelector changes. (1113154)
  • Animation: Fixed an issue where the preview of transitions with exitTime == 0 would generate some NaN errors (1092857)
  • Animation: Fixed AnimationUtility.SetAnimationClipSettings not regenerating runtime data. (1091972)
  • Animation: Fixed crash when changing controller in Animator Override Controller used in a Playable Graph. (1104518)
  • Animation: Fixed FileNotFoundException when double-clicking to open an Animator Controller asset. (1127826)
  • Animation: Fixed issue with .NET 4.0 causing issues with System.Single conversion (1057751)
  • Animation: Fixed memory leak in AnimationWindow when inspecting animation with large number of keyframes (1092423)
  • Animation: Fixed TransformStreamHandle.GetPosition not returning global position when applyRootMotion is off and user is controlling the root transform. (1115701)
  • Animation: Properly stop graph when switching to manual update mode (1084441)
  • Animation: Right clicking on an item in a ReoderableList will select it, but will not trigger dragging logic (907650)
  • Asset Import: An error message now appears in the Texture Import Settings window when assigning an invalid texture format for a given platform and texture type. (1115190)
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354, 1161614)
  • Asset Import: Fixed a problem with the Audio Importer which failed to save changes to platform specific settings when performing a Reset or applying an Audio Preset. (1150491, 1156484)
  • Asset Import: Fixed a regression where the contextual menu items for adding and deleting events were not working on the Animation tab of the Import Settings window. (1136900, 1144451)
  • Asset Import: Fixed an issue where imported Assets were reverting to their names at the time of export, if they didn't match the name associated with the GUID. (1130301)
  • Asset Import: Fixed an issue where re-importing a Shader caused a property size to keep growing even when the Shader failed to compile. (1127367)
  • Asset Import: Fixed an issue with the model importer inspector material remapping section where the remapped materials are not properly updated after an item was added. (1115556, 1160131)
  • Asset Import: Fixed cases where Sketchup files, originating from Sketchup 2019, failed to import successfully.
  • Asset Import: Fixed issue where clicking Cancel on the Import Package dialog failed to invoke the importPackageCancelled callback. (1037916)
  • Asset Import: Fixed issue where Unity returned an error instead of creating an empty package if no Assets can be exported. (1105480)
  • Asset Import: The Import Settings window now shows a specific error when the Editor is not a valid MonoScript type. (1127110)
  • Asset Management: Fixed issue where fbx files are not re-imported when a AssetPostprocessor implementing OnPostprocessAnimation has its version updated. (1153110, 1161616)
  • Asset Pipeline: Fix race condition crash when loading asset bundles from managed streams. (1135251, 1157657)
  • Asset Pipeline: Fixed an issue where mutually recursive assets could cause a crash.
  • Asset Pipeline: Fixed an issue with Unity crashing when a Material that is highlighted in the Project window is overwritten from a script. (1119351)
  • Audio: Fixed an issue with AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064, 1162046)
  • Audio: Removed "raw speaker mode" option from Project Settings for audio, as it was never usable and made the matching enum value obsolete. (1062387)
  • Build Pipeline: Fix Unity allows to build project via script with not compatible color space and graphics API. (1076664)
  • Build Pipeline: Fixed an issue where BuildPipeline.BuildAssetBundles was not releasing memory frequently enough leading to a out of memory crash
  • Build Pipeline: Fixed an issue where sprite atlas Sprites were included in the bundle multiple times. (1121868)
  • Build Pipeline: Fixed SBP out of memory crash. (1158643, 1160712)
  • Build Pipeline: Fixed sprite sheets in asset bundles built by scriptable build pipeline crash on access. (1146568, 1167257)
  • Build Pipeline: Made Unity include the splash screen background textures even when the splash screen is disabled, so that the scripting API can draw the splash screen. (1114547)
  • Deployment Management: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286, 1159243)
  • DX12: Fix for DX12 heap alignment (1160388, 1162983)
  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen.
  • DX12: Make sure we draw the light probe visualization only if we are inside a frame. (1158553, 1166716)
  • Editor: Added an error message to EditorGUI.EndChangeCheck when the stack is empty.
  • Editor: Added Material checkout support in the Game Object Inspector. (962080)
  • Editor: Added support for a new toolbox format for Rider.
  • Editor: Added support for menu trees in EditorTool context menu.
  • Editor: Assume calls in UnityTest are now treated as an inconclusive result. (1075663)
  • Editor: Checkbox buttons now toggle correctly when users press the Space shortcut key. (1136216)
  • Editor: Creating a material while multiple inspector windows are open no longer triggers IndexOutOfRange errors. (1122847)
  • Editor: Deleting a Preset Asset in ADB2 no longer causes an error. (1157112, 1159888)
  • Editor: Fix an issue where Panels displayed in the Scene view blocked user input across the width of the viewport. (1147144, 1161722)
  • Editor: Fix Batchmode build hanging in PackageManager::RunRequestSynchronously. (1137073, 1154317)
  • Editor: Fix the issue with NullReferenceException when previewing assets on Unity Package import (1148966, 1159897)
  • Editor: Fixed an issue where gamepad input was not detected when 3 Xbox controllers were connected. (1127453)
  • Editor: Fixed a crash that occurred when entering or exiting Play mode with certain AssetImporters displayed in the Inspector. (1141570, 1144208)
  • Editor: Fixed a crash that sometimes occurred if a sprite that was being drawn was deleted or modified while the splash screen was playing. The splash screen is now cancelled when an asset is modified or deleted. (857060)
  • Editor: Fixed a delay when dragging the end cap of an edge in GraphView.
  • Editor: Fixed a holdover of the alt modifier in the Editor when gaining focus for Linux editor from alt+tab (1104979)
  • Editor: Fixed a NullReferenceException that occurred when changing the order of a reorderable list.
  • Editor: Fixed an Editor crash that occurred when switching to DirectX 12. (1127388)
  • Editor: Fixed an error that occurred when closing a detached Material preview window belonging to a "second" instance of an Inspector window. (1119612)
  • Editor: Fixed an exception that occurred when expanding the Mesh Renderer's Shader section in the Tree Inspector. (1145010, 1145056)
  • Editor: Fixed an issue in Unity Test Runner where tests timed out early when using large Timescale values. (1098090)
  • Editor: Fixed an issue where PropertyAttribute was not applied on arrays. (1140241)
  • Editor: Fixed an issue where Shift + Del did not remove empty elements from arrays in the Inspector window. (1105084)
  • Editor: Fixed an issue where clicking an AudioListener Component in the Inspector window caused empty space to appear. (1122847)
  • Editor: Fixed an issue where compliation failures caused Play mode tint to affect parts of the Editor after exiting Play mode. (1130997)
  • Editor: Fixed an issue where Console windows disappear when the Unity Editor does not have focus. (1109182)
  • Editor: Fixed an issue where Editor layouts with undocked windows were saved/loaded incorrectly. (1122565)
  • Editor: Fixed an issue where Editor windows responded to mouse events outside their window areas. (1143721, 1144224)
  • Editor: Fixed an issue where invoking ShowObjectPicker right after closing another ObjectPicker freezes the Editor. (1113046)
  • Editor: Fixed an issue where relaunching the Editor after changing graphics settings returned the user to the Hub rather than the Editor. (1134314, 1161970)
  • Editor: Fixed an issue where the Reset option in the Inspector context menu cleared the Name property for MonoBehaviour assets. (1092051)
  • Editor: Fixed an issue where the Transform fields in the AvatarMask Inspector don't show all of a skeleton's transforms. (1123656, 1152129)
  • Editor: Fixed an issue where the Camera preview had a fixed size when the Scene view tools panel was displayed. (1125006)
  • Editor: Fixed an issue where the Edit button became stuck in its enabled state. (1120360)
  • Editor: Fixed an issue where the Editor window "cropped" render textures. (1127773)
  • Editor: Fixed an issue where the Splash Screen Unity logo did not fit inside the Logos list in the Player section of the Project Settings window. (976154)
  • Editor: Fixed an issue where the FilePathAttribute constructor threw an exception if called from a MonoBehaviour constructor or another thread. (1077857)
  • Editor: Fixed an issue where unassigning a shortcut in the Shortcuts Manager did not update the command entry in the main menu. (1109108)
  • Editor: Fixed an issue where uniformly scaling a zero-sized PrimitiveBoundsHandle using the Shift modifier caused the center point to drift. Uniform scaling now applies to all axes if the bounding volume had zero size at the time the control handle was clicked. (1021975, 1152362)
  • Editor: Fixed an issue with "Assembly has duplicate references" errors not listing the duplicate references correctly. (1132593, 1148355)
  • Editor: Fixed an issue with "Multiple precompiled assemblies with the same name" errors not listing the paths of the precompiled assemblies. (1138754, 1148356)
  • Editor: Fixed an issue with Use GUIDs being enabled in the Assembly Definition File inspector when GUID references are not used. (1140806, 1148354)
  • Editor: Fixed an issue with C# solutions not getting regenerated when changing the Allow 'unsafe' code Project setting. (1105512, 1148358)
  • Editor: Fixed an issue with jittery scrolling through large serialized lists in the Inspector. (1131250)
  • Editor: Fixed an issue with orphan host views that occurred while loading an Editor window layout. (1079742)
  • Editor: Fixed an issue with CompilationPipeline.GetAssemblies(AssemblyType.Player) not returning test assemblies. (1137205, 1148357)
  • Editor: Fixed assertion message 's2 != NULL' in log files.
  • Editor: Fixed display of blendshapes count when count is 1 in model preview. (1162436, 1166909)
  • Editor: Fixed incorrect asset icon being shown for assemblies.
  • Editor: Fixed resize borders on floating windows to better expose window controls. This also fixes an issue where dragging from other parts of the window triggered resizing. (1116567)
  • Editor: Fixed security vulnerability UNITY-SEC-2144.
  • Editor: Fixed splitter view layout and resizing rounding issues. (1099360)
  • Editor: Fixed the misalignment by reverting the fadegroup functionality. (1111065, 1158313)
  • Editor: Fixed the position of the drag area of the preview resizer depending on whether the target preview is in an img container. (1154694, 1160640)
  • Editor: Fixed the Preview pane in the Object Selector.
  • Editor: Fixed VU meter display on custom audio filter behaviours with custom Editors. (1117744, 1162045)
  • Editor: Made the "Add Component" popup window receive focus in Linux editor. (1098140)
  • Editor: Maximizing an Editor window after resizing it by dragging from the top bar now works correctly. (1126516)
  • Editor: One column layout drop fix (1150509, 1158294)
  • Editor: Renamed MeshRenderer Priority in the Editor to match the documentation.
  • Editor: Renamed the "Logging" preference in "Stack Trace" to avoid confusion. (1118914)
  • Editor: Renamed the UI Transparency Priority to Renderer Priority in MeshRenderer component.
  • Editor: Unity native DefaultImporter is now excluded from Presets. (1129083)
  • Editor: Updated the Windows splash screen.
  • Editor: CustomPropertyDrawers of array elements inside another array now now work correctly on each element. (1156837, 1158011)
  • GI: Fixed a crash that occured when you recompiled Shaders, both manually or when you switched render pipelines.
  • GI: Fixed a crash with baking global illumination when HideFlags was configured on objects. (1129038)
  • GI: Fixed an intermediate lookup issue in Enlighten when using SSDs with Realtime GI and Baked GI enabled (1128583, 1134676, 1134702, 1143679, 1143686, 1143687)
  • GI: Fixed an issue where Light Probes had corrupted gizmos when there was 1 static object in the Scene. (1123892)
  • GI: Fixed an issue where push off parameter in Lightmap Parameters asset was ignored when baking lightmaps. (1117680)
  • GI: Fixed an issue where selecting Probe groups would make the Editor crash on Metal (macOS). (1123971)
  • GI: Fixed broken bake in Editor with additive loaded scenes. (1138556, 1167604)
  • GI: Fixed case of missing lighting when baking with GPU lightmapper. (1121705)
  • GI: Fixed error related to cached G buffer data "Failed reading from a9/a9af123a12f31.ghd" when using the progressive lightmapper while having data from older versions in the GI cache.
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: Fixed the GPU Lightmapper so it gives stable results when changing compositing parameters, sample counts, or the number of bounces. (1111135)
  • GI: Fixed the Lighting Explorer so that it saves the column settings when you restart the Editor. (1131422)
  • GI: GI - Fix player crashes on Application.Quit() in Debug builds when using real-time GI (1158498) (1158498, 1160124)
  • GI: GPU lightmapper: Ensure OpenCL kernel are recompiled on Nvidia even when only the include files changes.
  • GI: GPU lightmapper: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: GPU lightmapper: Fixed a crash caused by running out of GPU memory when allocating the BVH (acceleration structure for ray tracing). This could happen when baking a terrain with a high heightmap resolution.
  • GI: GPU lightmapper: Make render jobs resilient to not yet prepared materials. This fix a crash when GPU lightmapper fallback to CPU. (1133816, 1149276)
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • GI: Use AI denoising for shadow mask and direct environment samples when baking with the GPU lightmapper. (1138839, 1144432)
  • Graphics: Delay in bursts no longer works. (1154292, 1156374)
  • Graphics: Enabled GPU skinning for BlendShapes on Metal.
  • Graphics: Fix CommandBuffer.SetShadowSamplingMode code typo. (1143760, 1158287)
  • Graphics: Fix Reflection Probes baking when R11G11B10 HDR mode is used in Graphics Settings. (1115040, 1169640)
  • Graphics: Fixed a crash caused by Unknown LightMode in a ShaderLab Shader. (1132088)
  • Graphics: Fixed a crash on GPU skinning when blend shapes had zero vertices. (1121794)
  • Graphics: Fixed a crash that happened when updating mesh data from script when using Vulkan and graphics jobs. (1090932)
  • Graphics: Fixed an infinite console error loop when the user tried to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727, 1156969)
  • Graphics: Fixed an issue where shadow quality settings were hidden when using an SRP, which meant that culling sometimes didn't include shadow casters.
  • Graphics: Fixed an issue where the Game view did not fully update streaming mips while in Edit mode. (1141222, 1145166)
  • Graphics: Fixed an issue where visual flickering happened when Mesh data was edited from a script while graphics jobs were in use in Vulkan. (1075277)
  • Graphics: Fixed an issue with non-readable mesh where indices were kept in memory when loading from built data (1126675)
  • Graphics: Fixed an issue with skinned mesh where vertex compression was disabled for all components. (1118278)
  • Graphics: Fixed bad alignment of render surface resource heaps (1155163, 1156592)
  • Graphics: Fixed cases where overlapping cross-fade objects sometimes appeared as opaque. (916831)
  • Graphics: Fixed dynamic resolution when using Vulkan. (1148341, 1148390)
  • Graphics: Fixed issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)
  • Graphics: Fixed missing caps in the Pixels32 APIs. (1129776)
  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs. (1129777)
  • Graphics: Fixed RenderTextureFormat BGRA support. (1141798, 1144325)
  • Graphics: Fixed the app bar so it shows "Compiling shader 'x'" instead of just the Shader name.
  • Graphics: Fixed: Instancing batcher would crash hard on Vulkan if attempting to draw without an active GPU program.
  • Graphics: Made changes to correctly display a preview image of the Billboard Renderer in the Project Window and LODGroup preview panel. (769753)
  • Graphics: Made create texture occur on a thread in cases where async loads to update an existing texture.
  • Graphics: Made normal maps acknowledge the [Normal] attribute in shader when Unity checks that they have "Normal Map" texture usage. (1132148)
  • Graphics: Made Textures unsupported by mip map streaming such as reflection probes and decals now load highest mip. (1115306, 1145164)
  • Graphics: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)
  • Graphics: Removed 4G limit on texture mip streaming budget. (1147394, 1150741)
  • Graphics: Terrain alphamaps now ignore QualitySettings master texture limit (1148582, 1154326)
  • Graphics: Unity crashes when a VFX is playing and the VFX project settings are reset. (1154099, 1154781)
  • Graphics: unity_LightIndices[1] are identical to every object and are set per frame (1155879, 1166706)
  • Graphics: VFX : Enable/Disable doesn't restart effect. (1133474, 1152230)
  • Graphics: Vulkan: Fixed a crash that occcured when setting rendertexture sampler properties before creating the actual texture. (1115165)
  • Graphics: Vulkan: Fixed an issue that caused an error message to repeatedly occur when attempting to draw with missing bindings.
  • Graphics: Vulkan: Fixed crash when rendering reflection probes on Android. (1108968)
  • Graphics: Vulkan: Fixed crash when using MSAA.
  • IL2CPP: Fixed a crash on background threads when a managed exception occured while the process was shutting down.
  • IL2CPP: Fixed a crash when many threadpool threads or sockets were in use. (1129409, 1168721)
  • IL2CPP: Fixed a performance issue with lumped builds.
  • IL2CPP: Made generated code marshal an array of primitive types as SAFEARRAY by default if it's used as a field. (1131557, 1146301)
  • IL2CPP: Throw a managed exception at runtime when a generic type is marshaled as a delegate parameter. (1122074)
  • Input: Fixed a crash that happened with non-ASCII key mapping when trying to map a key which does not produce characters for single key presses (e.g. Japanese).
  • Input: Made scrolling delta on Mac work with older mice
  • Internal: Fixed BatchRendererGroup group removal.
  • iOS: 'UIApplicationExitsOnSuspend' will no longer be included in the Xcode project's info.plist file because it was made obsolete by Apple. (1160614, 1165520)
  • iOS: Added missing iOS devices to the device list used by the editor for profiler, Unity Remote, etc. (1111598)
  • iOS: Added missing RG16 texture format for Metal.
  • iOS: Fixed an issue that caused keyboard type to sometimes not change when switching controls. (1154527, 1165455)
  • iOS: Fixed an issue where the Xcode framework search paths setting was overridden when appending an Xcode project. (703217)
  • iOS: Fixed build failure when Xcode DerivedData path was set relative to the project. (1117371)
  • iOS: Fixed identification of iPad 6th (it used to be identified as iPadPro10Inch2Genor or iPadUnknown with iOS.Device.generation) (1065983)
  • iOS: Fixed problem where Audio was "jumpy" on some iOS devices, skipping a few frames every few seconds (1124966)
  • iOS: Fixed Screen.autorotateTo causing missing call to UnityOrientationRequestWasCommitted, effectively resulting in running some code every frame from now on erroneously. (1122902)
  • iOS: Fixed UIApplicationExitsOnSuspend is deprecated in iOS 13 (1160614, 1165520)
  • iOS: Screen.currentResolution.refreshRate now correctly returns the actual refresh rate instead of returning 30 in all situations. (1117877)
  • Kernel: Fixed a crash when resizing an array through SerialziedProperty. (1123752)
  • Linux: Fixed an issue that caused submenus to lose focus and close prematurely. (1142911, 1144233)
  • Linux: Fixed an issue that caused the Editor to overwrite the PlayerPrefs file at launch. (1072116)
  • Linux: Fixed an issue where the Editor crashed when started from the Hub (1140369, 1154319)
  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)
  • Linux: Linux Editor no longer fails to delete assets on partitions or network drives that do not contain trash directories. (1062162)
  • Linux: Nvidia drivers are now forced to turn off vsync on Linux. (1109048, 1146524)
  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)
  • Linux: Vuforia link is now hidden in the Linux Editor for Linux. (1144110, 1157123)
  • Lumin: Fixed error preventing running playmode tests on a Lumin device.
  • Lumin: Re-added package signing support for MagicLeap packages.
  • macOS: Fixed an issue that caused the built game icon to appear distorted. (1152484, 1158746)
  • macOS: Fixed excessive fencing causing all GPU workload to be serialized.
  • macOS: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.
  • macOS: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.
  • Multiplayer: Fixed an error with the NetworkManagerHUD when clicking Lan Client on WebGL build (860733)
  • Package Manager: A local package (using the file:/ protocol) is no longer allowed to reference a sub folder inside "Assets", "Library" or "ProjectSettings".
  • Package Manager: Added error handling for when a user has an empty package.json file in their Project. (1157243, 1163613)
  • Package Manager: Fix the issue where the up/down arrows cycle through the full list of packages during search (1144663, 1154427)
  • Package Manager: Fixed an error in the Package Manager UI when the OS uses a language other than English.
  • Package Manager: Fixed an issue where a Git dependency resolved to the locked hash even after removing the commitish part of a Git URL.
  • Package Manager: Fixed an issue where cloning a Git repository could wait indefinitely for user input if credentials for that repository were not configured.
  • Package Manager: Fixed an issue where the cancel icon (x) on the Search box in the Package Manager UI disappears when installing or removing a package. (1152444, 1156832)
  • Package Manager: Fixed an issue where the status icons got corrupted whenever a user exits search mode. (1142542, 1144549)
  • Package Manager: Fixed an issue with hidden elements erroneously appearing in the UI. (1139170)
  • Package Manager: Fixed incorrect error messages in the Package Manager UI while disabling the Built-in package. (1131602, 1145317)
  • Particles: Added fade and soft particle properties to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed ETC transparency on particles (1144935, 1150180)
  • Particles: Fixed ParticleSystem prewarm not locating WindZones, ForceFields and Colliders during Awake. (1122824, 1164545)
  • Particles: Fixed stuttering when using scripted simulation to request long simulation times. (753940, 1144335)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Phyics2D: The implicitly created static ground-body is now not shown in the static body count in the profiler 2D physics area. (1143465, 1148737)
  • Physics: Fix issue with bounds in SkinnedMeshRenderer. (879696, 1153181)
  • Player: Fixed the order of event timestamps on windows. (1132707)
  • Player: Fixes CoreStats to only send Ads id if Ads service is enabled. (1120830, 1154339)
  • Player: New Input System: Fix potential deadlock when adding new devices.
  • Player: New Input System: Make Input Debugger work in edit mode.
  • Player: PlayerConnection API now works correctly when reconnecting after disconnecting.
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: Made imports batch when multi-selecting Prefab instances and clicking Apply All.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights)
  • Profiler: Fix [Profiler] "Requested frame does not exists" exception thrown on clearing data while looking at UI Module (1160622, 1164595)
  • Scene Management: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441, 1153391)
  • Scene Management: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842, 1153396)
  • SceneManager: MergeTwoScenes test has occasional instability (1150769, 1160351)
  • Scripting: Fixed a crash when large array initializer is used. (1148592, 1160548)
  • Scripting: Fixed an error where assertion failed on expression: '!m_CoroutineEnumeratorGCHandle.HasTarget()' is thrown when GC is collected (1094391)
  • Scripting: Fixed an issue when running the Editor with old scripting runtime if incremental GC is enabled in Project Settings. (1119216)
  • Scripting: Fixed an issue where constructors were called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)
  • Scripting: Fixed an issue where user scripts could unload global game managers (1114406)
  • Scripting: Fixed TargetInvocationException when using ML.NET. (1109657)
  • Scripting: Made useGUID enabled by default when the reference field is empty in the Assembly Definition Reference editor
  • Shaders: Fixed non-deterministic Shader binaries in Asset bundles. (749340)
  • Shaders: Fixed shader upgrader to not add exclude_renderers due to const array usage. (1053734, 1143646)
  • Shaders: Minor HLSLcc fixes. (1105361, 1142484, 1143647, 1143648)
  • Shadows/Light: Fix shadows culling when camera and frustum are almost perpendicular (1150849, 1163791)
  • SpeedTree: Fixed the import of collision objects from SpeedTree v8 Assets.
  • Terrain: Fix TerrainLayer selection in Paint Texture Tool when the terrain layer assets are deleted. (1113312, 1164861)
  • Terrain: Fix the case that alpha map textures were lost during saving of newly created TerrainData. (1158454, 1164113)
  • Terrain: Made Terrain Tree brush paint across Terrain tiles (1126622)
  • Terrain: Support for passing down per-layer attributes regarding mask maps and alpha channels (1110520, 1159521)
  • Timeline: Clips will no longer randomly disappear when showing or hiding inline curves. (1141661, 1150620)
  • Timeline: Fixed an issue where dragging and dropping objects between tracks did not insert a new track correctly. (1011381)
  • Timeline: Fixed an issue where the Track group background would disappear while scrolling. (876340)
  • Timeline: Fixed an issue with dragging and dropping objects on a Track group. (1014774)
  • Timeline: Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463, 1146268)
  • Timeline: Fixed record button state not updating when offset modes are changed. (1142747, 1150598)
  • Timeline: Going to Play Mode while inspecting a Track Asset will no longer throw exceptions. (1141958, 1150599)
  • Timeline: Reactions for Signals were not correctly drawn (1134422)
  • Timeline: The global/local time referential button will no longer be shown for a top-level timeline. (1080872, 1150607)
  • UI: Added support for copying uv2 and uv3 from the UIVertex AddVert overloaded API.
  • UI: An animation that updates items no longer dirties the Layout. This fixes some animation-related performance issues.
  • UI: Fixed an issue caused by deleting a drop-down list while it is open. (1106263)
  • UI: Fixed an issue where a null TransformHierarchy caused a crash when updating a RectTransform. (1102234, 1158048)
  • UI: Fixed an issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606, 1154185)
  • UI: Fixed an issue where enabling a Canvas and polling its RectTransform data in Awake/Start returned incorrect values for root RectTransforms.
  • UI: Fixed an issue where the Editor became unresponsive when the GICache tab was open in the Project Preferences. (1149001, 1152685)
  • UI: Fixed an issue where vertices generated for rich text tags led to very large vertex buffers.
  • UI: Fixed an issue with Canvas sort order being incorrect when Instantiating a GameObject with a Canvas
  • UI: Fixed compilation errors in .asmdef files that require a reference to the uGUI package. (1154163, 1154711)
  • UI: Fixed memory leak when rendering to a Camera with a disabled display. (944603)
  • UI: Fixed wording in Advanced Texture importing options for tiled sprites. (1040453)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI: Made Assembly type check use TypeCache for better performance in Editor (1099027, 1163856)
  • UI: Made Unity recreate the GFX buffer if the stride size changes. (1143087, 1144234)
  • UI: Updated SetChildAlongAxis to have a matching SetChildAlongAxisWithScale that takes a Scale.
  • UI Elements: A default asset is now created when a USS file import fails. (1125716)
  • UI Elements: Changing the an element's overflow after adding it to the visual tree now impacts clipping. (1141603, 1158365)
  • UI Elements: Fix the drop area of groups in graph view. (1152487, 1155396)
  • UI Elements: Fixed an invalid texture for toolbar elements in Light skin. (1117232)
  • UI Elements: Fixed an issue that caused the Editor to freeze when adding new elements while clearing children. (1102592)
  • UI Elements: Fixed an issue where resizing a clipper could leave child clippers with an invalid clipping state. (1119623)
  • UI Elements: Fixed an issue where some culled Inspectors and fields were displayed in the Inspector window. (1123033, 1151394, 1152519, 1153150, 1170579, 1170580)
  • UI Elements: Fixed an issue where the Material Editor constantly repainted the Inspector window. (1111923)
  • UI Elements: Fixed bound array fields in UIE not properly syncing their array sizes when the same object was being edited elsewhere. (1141787, 1153154)
  • UI Elements: Fixed broken edge expansion system and tesselation.
  • UI Elements: Fixed Play mode tint in the Editor for UIElements. (1129564)
  • UI Elements: Fixed the foldout triangle size. (1122034)
  • UI Elements: Fixed Unable to set the Foldout.text "text" or "value" attributes through UXML. (1119589, 1150532)
  • UI Elements: Improved consistency of MouseEnter and MouseLeave events. (1081998, 1150185)
  • UI Elements: Invalid Scale values on the Z component are now ignored and do not prevent the VisualElement from disappearing. (1134758, 1147315)
  • UI Elements: Picking is now faster in UIElements. (1124338)
  • UI Elements: Prevented the activation of Content Dragger from the Blackboard in GraphView. (1146288)
  • UI Elements: Prevented zooming in and out with the scroll wheel while the mouse pointer is over the Blackboard in GraphView. (1139333, 1146282)
  • UI Elements: Removed support for instantiating elements with DoCreate() in UXMLFactories
  • UI Elements: Resizing a VisualElement no longer causes unnecessary nudges or repainting of children. (1109689, 1144434)
  • UI Elements: UI element that has focus now loses focus when the window loses focus, and gets focus back when window is gets focus back. (984433)
  • Universal Windows Platform: Fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread). (1130193, 1150948)
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Version Control: Editor Fix logging when files/folders in the Unity project are excluded from the Perforce client workspace (1143683, 1145762)
  • Video: Camera Near Plane mode in a 2D project is not rendering the video clip only audio is heard (1135033, 1146656)
  • Video: Fix camera culling mask for VideoPlayer. (1146620, 1152117)
  • WebGL: Fixed a bug when indexedDB timeout would prevent the build from loading. (1134367)
  • WebGL: Fixed an issue with saving PlayerPrefs in WebGL. (1140820, 1145636)
  • WebGL: Fixed rendering errors in WebGL when canvas is not displayed. (1141232, 1154630)
  • Windows: Fixed an issue that caused an iOS build to fail when a language with non-Latin characters is set as the Windows display language. (1136098, 1160390)
  • Windows: Fixed an issue that caused key 9 sending key 8 events in the input system on Windows. (1132663)
  • Windows: Fixed standalone Windows player hanging on startup on machines with strict group policies (1083303)
  • Windows: Improved Windows crash handling reliability.
  • XR: Added Incremental GC on Lumin.
  • XR: Deprecated UnityEngine.XR.InputTrackings GetLocalPosition and GetLocalRotation.
  • XR: Device is Y-flipped when running scene on iOS Cardboard with Metal (1066864, 1153465)
  • XR: Final render image on Vulkan is no longer flipped vertically when single-pass stereo instancing is enabled. (1135134)
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1106219, 1146997)
  • XR: Renamed the two types of raycasts in the XRRaycastSubsystem profiler to XR.RaycastFromScreen and XR.RaycastRay for easier identification.
  • XR: The standalone player with Vulkan API and single-pass instanced mode no longer shows a black screen in HMD. (1142602)
  • XR: Unity shaders on Vulkan are now set up for stereo instancing. (1129654)
  • XR: Vulkan draw calls now draw to the second slice of texture array during stereo instancing. (1129656)
  • XR: Vulkan instance extensions are now correctly applied on Oculus. (1123193)

New in Unity 2019.1.12 (Jul 29, 2019)

  • Improvements:
  • XR: Updated Vuforia to version 8.3.8.
  • Fixes:;
  • Android: Fixed RenderTexture RenderTextureMemoryless.MSAA when using OpenGL ES. (1154687, 1165294)
  • Asset Import: Fixed ModelImporter.animationClips not changing the local file IDs anymore and references to animations are still valid after re-import. (1157349, 1168967)
  • Editor: Fixed leaking GUITexture blit materials when entering playmode. (1150933, 1167658)
  • Mobile: Fixed crash/data corruption when loading multiple asset bundles concurrently. (1140019, 1148621)
  • Particles: Fixed BakeMesh / BakeTrailsMesh crashing if update jobs are running. (1033341, 1063357)
  • Physics: Fixed an issue where no 2D physics shapes in the world due to all 2D colliders having bad Transform rotation/scale caused AutoSyncTransform to never be automatically executed stopping colliders being recreated when Transform is changed. (1164935, 1167637)
  • Physics: Fixed PolygonCollider2D.SetPath(List) API call incorrectly setting the path size to the next largest power of two. (1162315, 1167636)
  • Prefabs: Fixed a crash when deleting a prefab asset with a LightProbeGroup in it while editing it. (1156017, 1162742)
  • Scripting: Fixed burst API in Unity Engine not registered in play mode. (1168973, 1168975)
  • Terrain: Disabled terrain editing when the editor is running in GLES2. (1138137, 1164860)
  • Timeline: Fixed editor getting into an infinite loop when PlayableDircetor.Evaluate is called in the Signal Emitter's callback. (1149930, 1156625)
  • Timeline: Fixed empty Timeline window leaking object. (1142894, 1154474)
  • Timeline: Fixed Track binding input field getting very small when creating multiple Track Sub-Group. (1153446, 1155091)
  • Timeline: Fixed triangles for adjacent clips not being correctly drawn. (1141960, 1156628)
  • Timeline: Fixed TrimEnd not updating until exiting and entering Preview Mode. (1151894, 1156716)
  • Version Control: Fixed YAMLMerge race condition when reading from an empty base file. (1141221, 1150920)
  • Video: Fixed AudioSampleProvider buffer overflow. (1164480, 1168752)
  • XR: Fixed InteractionManager not clearing connceted controller list from last play mode session. (1137312, 1170420)

New in Unity 2019.1.11 (Jul 22, 2019)

  • Improvements:
  • Version Control: Added "Overwrite Failed Checkout Assets" editor setting, turning it off makes unity not overwrite files that can't be checked out (1010999, 1159203)
  • Fixes:
  • D: Fixed compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after. (1156794, 1163336)
  • D: Fixed the offset of a Tile's Collider shape when a Grid Collider type is used with an Isometric Grid. (1148573, 1163380)
  • Android: Fixed subsystems not being found when using Android app bundles. (1162654, 1162657)
  • Animation: Fixed issue where TextMesh with just a empty quad would crash. (1158732, 1166853)
  • Asset Import: Fixed compression quality issue found with some textures using DXT1/BC1 and DXT5/BC3 compressed texture formats. (1132906, 1148708)
  • Asset Import: Fxed not use FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE share mode when opening file for read on Windows. (1037669, 1158653)
  • Editor: Fixed clickable stacktrace not handling parentheses in path. (1139181, 1150437)
  • HDRP: Fixed editor crash while importing a model with bad mesh data which has 0 triangle. (1153037, 1160014)
  • OSX: Fixed focus issues between multiple visible game views. (1145433, 1153164)
  • WebRequest: Fixed handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis). (1141642, 1146142)

New in Unity 2019.2.0 Beta 10 (Jul 22, 2019)

  • Backwards Compatibility Breaking Changes:
  • 2D: The 'Tilemap Editor' has been renamed to the '2D Tilemap Editor'.
  • This is a new issue, not seen in any released version.
  • Improvements:
  • 2D: The last used Palette tool is stored when entering or exiting Play Mode.
  • This is a new issue, not seen in any released version.
  • 2D: The user's selected tool will now switch back to their previously selected Palette tool after picking a Tile from the Tile Palette. If the previously selected tool is not paint-capable, then the user is switched to the default Paintbrush tool.
  • This is a new issue, not seen in any released version.
  • Version Control: Added a new Editor setting Overwrite Failed Checkout Assets which you can disable to prevent Unity from overwriting files that can't be checked out. (1010999, 1159203)
  • This has already been backported to older releases.
  • Fixes:
  • 2D: Fix clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947, 1163376)
  • AI: Fix issue with NavMeshAgent getting stuck when the NavMesh changes near its long path. (1144605, 1166687)
  • This has already been backported to older releases.
  • AI: Fix issue with NavMeshAgent getting stuck when the NavMesh changes near its long path. (1144525, 1168608)
  • This has already been backported to older releases.
  • Android: Fixed an issue that caused the build to fail when setting a keystore name from script. (1158036, 1162258)
  • Animation: Fixed an issue where the Animator would keep references to temporary strings when using ADBv2. (1137999, 1154360)
  • Asset Import: Fixed an issue where updating the existing AnimationClip import setting would lose any references to the clip and import it as a new clip. (1157349, 1168966)
  • Asset Import: Fixed editor crash while importing a model with bad mesh data which has 0 triangle. (1153037, 1159848)
  • This has already been backported to older releases.
  • Asset Pipeline: Fix race condition crash when loading asset bundles from managed streams. (1135251, 1157657)
  • Build Pipeline: Fixed sprite sheets in asset bundles built by scriptable build pipeline crash on access. (1146568, 1167257)
  • DX12: Make sure we draw the light probe visualization only if we are inside a frame. (1158553, 1166716)
  • Editor: Fix the issue with NullReferenceException when previewing assets on Unity Package import (1148966, 1159897)
  • Editor: Fixed display of blendshapes count when count is 1 in model preview. (1162436, 1166909)
  • Editor: Fixed the position of the drag area of the preview resizer depending on whether the target preview is in an img container. (1154694, 1160640)
  • Graphics: Some LOD-Fade objects could flicker with HDRP and SRP Batcher ( Fontainebleau demo, 2019.2 ) (1164250, 1167002)
  • This is a 2019.2 issue, not seen in any released version.
  • Graphics: unity_LightIndices[1] are identical to every object and are set per frame (1155879, 1166706)
  • Graphics: [ShaderGraph] Frequently Crashes when API is set to Vulkan (1143811, 1167182)
  • This is a 2019.2 issue, not seen in any released version.
  • IL2CPP: Implement the Environment:GetBundledMachineConfig method to always return a null string. (1154761, 1161029)
  • This has already been backported to older releases.
  • IL2CPP: Improve the managed thread pool performance on Posix platforms. (1161926, 1162479)
  • This has already been backported to older releases.
  • iOS: Fixed an issue that caused keyboard type to sometimes not change when switching controls. (1154527, 1165455)
  • Linux: Nvidia drivers are now forced to turn off vsync on Linux. (1109048, 1146524)
  • Linux: Vuforia link is now hidden in the Linux Editor for Linux. (1144110, 1157123)
  • Multiplayer: Added missing method definition of SetMulticastLock in UNETWebSocketLib.cs file. (1149977, 1165954)
  • Profiler: Fix [Profiler] "Requested frame does not exists" exception thrown on clearing data while looking at UI Module (1160622, 1164595)
  • Scene Management: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441, 1153391)
  • Scene Management: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842, 1153396)
  • Scripting: Fix issue with Assembly Definition File inspector not showing if Name field is empty. (1153357, 1158574)
  • This is a 2019.2 issue, not seen in any released version.
  • Scripting: Fix issue with duplicate references error for Assembly Definition File not showing up on startup (1148651, 1159119)
  • This is a 2019.2 issue, not seen in any released version.
  • Services: Improved support for Apple arm64e devices in Cloud Diagnostics. (1155437, 1164037)
  • This has already been backported to older releases.
  • Terrain: Disable terrain editting when the editor is running in GLES2. (1138137, 1164859)
  • Terrain: Fix TerrainLayer selection in Paint Texture Tool when the terrain layer assets are deleted. (1113312, 1164861)
  • Terrain: Fix the case that alpha map textures were lost during saving of newly created TerrainData. (1158454, 1164113)
  • Terrain: Support for passing down per-layer attributes regarding mask maps and alpha channels (1110520, 1159521)
  • UI Elements: Fixed an issue where some culled Inspectors and fields were displayed in the Inspector window. (1123033, 1151394, 1152519, 1153150, 1170579, 1170580)
  • UI Elements: Fixed Unable to set the Foldout.text "text" or "value" attributes through UXML. (1119589, 1150532)
  • Unity Linker: Fix a crash that could occur when a method has an unmanaged constraint. (1158632, 1165033)
  • This has already been backported to older releases.
  • Version Control: Fixed some of Help menu entries not working in Windows Editor when Perforce VCS is on. (1158202, 1166587)
  • This is a new issue, not seen in any released version.
  • Video: Fix camera culling mask for VideoPlayer. (1146620, 1152117)
  • Video: [PS4] Unity VideoPlayer - AudioSampleProvider buffer overflow (1164480, 1168750)
  • Windows: Fixed an animation bug in the PlayerSettings editor when it is included in the Universal Settings window. (1152070, 1158000)
  • Windows: Fixed an issue that caused an iOS build to fail when a language with non-Latin characters is set as the Windows display language. (1136098, 1160390)
  • Windows: Fixed an issue that prevented builds using IL2CPP scripting backend from starting on Windows 7. (1166764, 1166766)
  • This has already been backported to older releases.

New in Unity 2019.1.10 (Jul 15, 2019)

  • Fixes
  • 2D: Fixed the rendering for edges on Spriteshape sometimes not happening when building on PS4. (1156882, 1164163)
  • Android: Fixed UnityWebRequest incorrectly failing due to malformed cookie. (1153466)
  • Editor: Fixed Play mode Color tint is not removed when Play mode cannot be entered due to compiler errors. (1141886, 1156448)
  • Editor: Fixed the editor crash when using EditorStyles.WordWrappedLabel inside a toggle group. (1136303, 1138815)
  • Graphics: Fixed crash in Material::SetFloat after calling Graphics.Blit() due to missing BlitTexArraySlice shader. (1163080, 1163764)
  • Graphics: Fixed for texture streaming crash switching Quality Level. (1159835, 1163486)
  • Graphics: Fixed for Xbox 32-bit float formats in UAVs not working. (1141538, 1153040)
  • IL2CPP: Implemented the Environment:GetBundledMachineConfig method to always return a null string. (1154761, 1161030)
  • IL2CPP: Improved the managed thread pool performance on Posix platforms. (1161926, 1162480)
  • LWRP: Eliminated extra time spent on shader compilation during the build when "Optimize Mesh Data" is enabled. (1090892, 1154948)
  • Mobile: Fixed cases where displaying Standalone player on second display would cause developer console to display twice. (1064308, 1158912)
  • Prefabs: Fixed nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699, 1156303)
  • Scripting: Fixed issue with "Coroutine continue failure" being emitted in some cases when calling StopAllCoroutines() on a AsyncOperation. (1153119, 1157966)
  • Scripting: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144755)
  • Scripting: Fixed serializedProperty.objectReferenceInstanceIDValue returns 0 for missing asset references. (1151910, 1157284)
  • Terrain: Fixed trees not being generated from Code in the Built Game when Terrain Data is created via Code using the Constructor. (1148469, 1156730)
  • UI: Fixed issue where Re-enabling game object with "Toggle group" loses information about previously checked toggle. (1146883, 1160992)
  • UnityLinker: Fixed a crash that could occur when a method has an unmanaged constraint. (1158632, 1165034)
  • Vulkan: Fixed memory leak when using Vulkan. (1137290, 1147517)
  • Windows: Fixed builds that use IL2CPP scripting backend not starting on Windows 7. (1166764, 1166765)
  • XR: Fixed app crashing when device is removed. (1155138, 1161754)

New in Unity 2019.2.0 Beta 9 (Jul 12, 2019)

  • Backwards Compatibility Breaking Changes:
  • Scripting: Added icon for Assembly Definition reference (asmref) assets.
  • This is a new issue, not seen in any released version.
  • Fixes:
  • D: Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape. (1157201, 1163660)
  • D: Fix compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after (1156794, 1163335)
  • D: Open ended Spriteshape renders the fill texture instead of the range sprite (1162134, 1163663)
  • D: Recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode
  • D: The rendering for edges on Spriteshape does not happen sometimes when building on PS4 (1156882, 1163658)
  • This has already been backported to older releases.
  • Android: Fix crash when using Optimized Frame Pacing with Vulkan (1164435)
  • Android: Fix RenderTexture RenderTextureMemoryless.MSAA when using OpenGL ES (1154687, 1163468)
  • This has already been backported to older releases.
  • Animation: Fixed out of bounds index in mecanim value array causing crash. (1144501, 1156289)
  • This has already been backported to older releases.
  • Animation: Fixed prefab import of animator with dangling references. (1154048, 1160254)
  • This has already been backported to older releases.
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354, 1161614)
  • Asset Pipeline: Fixed an issue where mutually recursive assets could cause a crash.
  • Deployment Manaagement: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286, 1159243)
  • DX12: Fix for DX12 heap alignment (1160388, 1162983)
  • Editor: Fix the issue with Panels displayed in scene view blocking user input across the width of the view port (1147144, 1161722)
  • Editor: Fixed incorrect asset icon being shown for assemblies.
  • Editor: Fixes a bug where scene root objects were not properly taken into account for Scene SceneVis state when they had hideflags set. (1156127, 1158755)
  • This has already been backported to older releases.
  • GI: Fixed optixQueryFunctionTable crash when opening project, lighting tab or building GI (1159110, 1164834)
  • This is a new issue, not seen in any released version.
  • GI: GI - Fix player crashes on Application.Quit() in Debug builds when using real-time GI (1158498) (1158498, 1160124)
  • Graphics: Fix CommandBuffer.SetShadowSamplingMode code typo. (1143760, 1158287)
  • Graphics: Fix Crash on Material::SetFloat after calling Graphics.Blit() (1163080, 1163763)
  • Graphics: Fix for texture streaming crash switching Quality Level (1159835, 1163484)
  • This has already been backported to older releases.
  • Graphics: Fixed issue with the error thrown while creating PSO on DX12 when using NullGeometry draws (1122343, 1161063)
  • This has already been backported to older releases.
  • Graphics: Graphics Fix rare crash with GPU skinning and blendshapes (1097227, 1152709)
  • This has already been backported to older releases.
  • IL2CPP: Allow Stopwatch to work correctly across system time changes on iOS and macOS. (1152381, 1155387)
  • This has already been backported to older releases.
  • IL2CPP: Correct code generation for multidimensional arrays used as fields of structs. (1155344, 1158619)
  • This has already been backported to older releases.
  • IL2CPP: Correct loading of static field initializer data when the field is of type ReadOnlySpan. (1146277, 1154769)
  • This has already been backported to older releases.
  • IL2CPP: Correct the behavior of Bind a Unix socket on Posix platforms. (1150549, 1155413)
  • This has already been backported to older releases.
  • IL2CPP: Fix UnityTls being incorrectly stripped with Medium and High Managed Stripping Levels. (1134343, 1154765)
  • This has already been backported to older releases.
  • IL2CPP: Fixing an issue in the IL2CPP runtime that can cause intermittent crashes when dealing with certain kinds of generic method metadata. (1145468, 1156079)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a hang during async write operations on Windows platforms. (1156384, 1159008)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a memory leak when interfaces are set up for doubly nested arrays. (1151219, 1155402)
  • This has already been backported to older releases.
  • OSX: Fixed built game icon may appear distorted (1152484, 1158746)
  • OSX: Fixed scrolling sensitivity being too high in game (1162791, 1162919)
  • This has already been backported to older releases.
  • Package Manager: Fix dependent package disappearing after removal (1152141, 1152167, 1152815, 1152851, 1152867, 1152871, 1153066, 1162931)
  • This is a 2019.2 issue, not seen in any released version.
  • Package Manager: Handle null exception when a package in project has an empty package.json file (1157243, 1163613)
  • Particles: Fixed a crash when reducing Max Particles below the current particle count, while a system is playing. (1155477, 1162839)
  • This has already been backported to older releases.
  • Particles: Fixed batching of particle sprites. (1148610, 1162830)
  • This has already been backported to older releases.
  • Particles: Fixed graphical corruption when rendering particle trails to multiple views (eg reflections and main camera) (1117520, 1162819)
  • This has already been backported to older releases.
  • Particles: Fixed scaling of velocity-facing particles. (1149730, 1162833)
  • This has already been backported to older releases.
  • Particles: Improved sorting algorithm to ensure it is stable when the camera rotates. (1154497, 1162836)
  • This has already been backported to older releases.
  • Physics: Fix issue with bounds in SkinnedMeshRenderer. (879696, 1153181)
  • SceneManager: MergeTwoScenes test has occasional instability (1150769, 1160351)
  • Scripting: Fix crash when large array initializer is used. (1148592, 1160548)
  • Scripting: Fix serializedProperty.objectReferenceInstanceIDValue returns 0 for missing asset references (1151910, 1157285)
  • This has already been backported to older releases.
  • Scripting: Scripting: Fix issue with "Coroutine continue failure" being emitted in some cases when calling StopAllCoroutines() on a AsyncOperation. (1153119, 1157965)
  • This has already been backported to older releases.
  • Shadows/Light: Fix shadows culling when camera and frustum are almost perpendicular (1150849, 1163791)
  • UI: Changing Assembly type check to use TypeCache for better performance in editor (1099027, 1163856)
  • UI: Fixed crash when writing "" In the Text field of Text Mesh component (1158732, 1163855)
  • UI: Fixed issue of Canvas sort order being incorrect when Instantiating a Gameobject with a Canvas
  • Universal Windows Platform: Fixed System.IO APIs not working on files outside of application and AppData directories on IL2CPP scripting backend. (1063768, 1156201)
  • This has already been backported to older releases.
  • Video: Camera Near Plane mode in a 2D project is not rendering the video clip only audio is heard (1135033, 1146656)
  • Video: Fix Crash on WindowsVideoMedia::CopyToRGBA when importing video file. (1154547, 1161549)
  • WebRequest: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis). (1141642, 1146140)
  • XR: Fixed an issued with Android app bundles which could cause XR Subsystems to fail to register. This would cause, for example, pose tracking to fail in ARFoundation. (1162654, 1162656)

New in Unity 2019.1.9 (Jul 11, 2019)

  • Backwards Compatibility Breaking Changes:
  • Asset Import: Added a warning when multiple sub-assets are imported with the same name/type. This often happen in the ModelImporter when multiple meshes or material have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break/change if a new sub-asset witht he same name is found before the existing one after a re-import.
  • Fixes:
  • Animation: Fixed prefab import of animator with dangling references. (1154048, 1160255)
  • Asset Import: Fixed a crash in the Sketchup Importer with specific .skp files. (1152480, 1158399)
  • Asset Import: Fixed models imported into Unity before 2019.1 with meshes that don't have a name not conserving their Local IDs and references to them being lost. (1147902, 1160478)
  • Audio: Fixed send value propagation in mixer. (1150703, 1166920)
  • Audio: Fixed setting already-scaled curves on audio sources. (1152137, 1166921)
  • Audio: Fixed Unity crashing at AudioScriptBufferManager::GetPCMReadArray while recompiling script in play mode. (884965, 1162741)
  • Editor: Fixed a bug where scene root objects were not properly taken into account for Scene SceneVis state when they had hideflags set. (1156127, 1158020)
  • Editor: Fixed crash on quit in UNITY_FT_Done_Face when using large prefab with TextMesh. (1075972, 1140678)
  • Editor: Fixed false-positive for multiple audio listeners when editing prefabs. (1152491, 1166915)
  • Editor: Fixed stop button in audio clip preview panel. (1154598, 1166913)
  • Graphics: Fixed a tessellation crash issue with Intel 4000 GPU and fencing. (1158299, 1159313)
  • Graphics: Fixed crash that can occur when accessing the MeshFilter.mesh property when the mesh is loaded via the async upload manager. (1124524, 1158403)
  • Graphics: Fixed editor throwing "d3d12: CreateGraphicsPipelineState failed." error when switching Graphics API to DX12. (1122343, 1125321)
  • Graphics: Fixed OpenGL 4.2 rendering the editor pink. (1146762, 1150531)
  • Hub: Fixed two identical HDRP templates are shown in new project creation when selecting 2019.1.8f1 or 2019.1.7f1 version. (1164282)
  • IL2CPP: Added support for NamedPipeClientStream on Windows platforms. (1159863, 1160511)
  • Linux: Fixed Linux Standalone Player touch events for IMGUI. (1106839, 1142854)
  • OSX: Fixed jitter from magic mouse and trackpad input on ScrollView component. (1144634, 1150397)
  • Particles: Fixed editor crashes with WorldCollision when Spawning Particles. (1155477, 1162838)
  • Particles: Fixed Particle System sorting unstable when Sort Mode is set to By Distance. (1154497, 1162835)
  • Particles: Fixed Particle System trails changing their size randomly when there is a Realtime Reflection Probe in the Scene. (1117520, 1162818)
  • Particles: Fixed Particle Systems being scaled incorrectly when using Velocity render alignment. (1149730, 1162832)
  • Particles: Fixed some ParticleSystems using the wrong texture when several of them are being rendered with different Textures. (1148610, 1162829)
  • Prefabs: Fixed prefabs lose references to unnamed meshes after upgrading the project to 2019.1.0a10 and above. (1147902, 1160478)
  • SceneManager: Disabled editing the name of the root GameObject of a Prefab Asset. (1146439, 1155975)
  • SceneManager: Fixed editor freezing if error is thrown while modifying multiple Prefab assets. (1150176, 1155979)
  • SceneManager: Fixed editor preference behavior to only update modified values in the plist file on MacOS. (1117481, 1154215)
  • SceneManager: Fixed undo of prefab asset after using Apply All from the overrides dropdown. (1150496, 1155978)
  • Scripting Upgrade: Fixed crash during Asset GC with large managed collections. (1137077, 1144681)
  • Scripting Upgrade: Fixed crash during async debugging. (1153078, 1162262)
  • Scripting Upgrade: Fixed incorrect ServicePointManager DefaultConnectionLimit. (1156607, 1158687)
  • Version Control: Fixed Prefab Editor overwriting files which are exclusively checked out in Version Control. (1027165, 1150746)
  • XR: Fixed Render Viewport Scale Jitter when render viewport scale changes continuously. (1153261, 1159974)

New in Unity 2019.3.0 Alpha 7 (Jun 27, 2019)

  • Features:
  • Graphics: Ability to specify custom Mesh vertex data formats, and set vertex buffer data from NativeArrays. See VertexAttributeFormat, VertexAttributeDescriptor, Mesh.SetVertexBufferParams, Mesh.SetVertexBufferData.
  • Graphics: Ability to specify Mesh submesh information directly, and set index buffer data from NativeArrays. See SubMeshDescriptor, Mesh.SetIndexBufferParams, Mesh.SetIndexBufferData.
  • Graphics: On Demand Rendering. Ability to set the rendering speed independently from other engine updates.
  • OSX: Unity can now generate Xcode project for macOS standalone build
  • Timeline: Timeline Lock is now worksing as Mute work.
  • Backwards Compatibility Breaking Changes:
  • 2D: Rename Tilemap Editor to 2D Tilemap Editor
  • Asset Import: Added a warning when multiple sub-assets are imported with the same name/type. This often happen in the ModelImporter when multiple meshes or material have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break/change if a new sub-asset witht he same name is found before the existing one after a re-import.
  • Improvements:
  • 2D: After picking from the Tile Palette, switch to a paintable tool if previous tool was not a paintable tool
  • 2D: Store last used Brush when entering or exiting PlayMode
  • Build Pipeline: LZ4 lib version updated to 1.9.1
  • Build Pipeline: LZMA lib version updated to 19.00
  • Build Pipeline: Modified API used by SBP to allow calling from background threads. This is in support of the Scriptable Build Pipeline optimizations.
  • This is a new issue, not seen in any released version.
  • Editor: 2D and 3D primitive collider tools are now editor tools. This makes these tools compatible with the scene toolbar, and top left toolbar.
  • Graphics: EncodeToPNG() now support 16 bit grayscale format
  • Graphics: VR mode "SinglePassStereoMultiview" is supported within SRP Batcher
  • This is a new issue, not seen in any released version.
  • Graphics: [metal] iOS native resolution is now same as render resolution int most cases, this way avoiding final blit
  • Kernel: Added ability to reinterpret native arrays and native array elements as other types, to better support explicit SIMD programming patterns.
  • This is a new issue, not seen in any released version.
  • Scripting: Added project name to the boot.config file for Players. This will enable popular IDE's to display more information about the Player when attaching a debugger.
  • UI Elements: ListView is now bindable via c# and UXML
  • API Changes:
  • GI: Add Lightmapping.lightingDataUpdated event. This event is called when the LightingDataAsset is updated.
  • Scripting: Add EditorUserBuildSettings.waitForManagedDebugger, instructs player to wait for managed debugger to attach before executing any scripts
  • Fixes:
  • 2D: Fix clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947)
  • 2D: Fix compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after (1156794)
  • 2D: Recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode
  • Android: Fix OpenGL ES fallback for RenderTextureMemoryless.MSAA (1154687)
  • This has already been backported to older releases.
  • Android: Fix threading configuration when Multithreaded Rendering and Graphics Jobs are both enabled and Vulkan is used as Graphic API
  • Android: Fixed some missing keyboard key bindings for the new input system. (1159198)
  • Android: Mouse forwardButton, backButton should work correctly in the new input system. Note: Not all android devices support these buttons correctly (1159766)
  • Android: Mouse.clickCount should work correctly now on the new input system. (1158552)
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354)
  • Asset Import: Fixed an error that woul cause a crash when idling due to dependent hashing error. (1120830)
  • Asset Import: Fixed issue where fbx files are not re-imported when a AssetPostprocessor implementing OnPostprocessAnimation has its version updated. (1153110)
  • Asset Import: Model imported in Unity before 2019.1 with meshes that don't have a name conserve their Local IDs and references to them are not lost anymore. (1147902)
  • This has already been backported to older releases.
  • Asset Pipeline: Fix for project being deleted, if temp folder got deleted while unity is running (1160415)
  • Audio: Fix AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064)
  • This has already been backported to older releases.
  • Audio: Fix send value propagation in mixer. (1150703)
  • This has already been backported to older releases.
  • Audio: Fix setting already-scaled curves on audio sources. (1152137)
  • This has already been backported to older releases.
  • Editor: Added error message if project contains .dlls with the same filename as Assembly Definition File assemblies. Which can lead various issues and crashes. (1117125, 1143057)
  • Editor: Added more information to an unrecoverable Undo scenario. (1116630)
  • Editor: Fix Avatar Mask UI layouting (1154715)
  • Editor: Fix false-positive for multiple audio listeners when editing prefabs. (1152491)
  • This has already been backported to older releases.
  • Editor: fix for an invalid memory access iwhen querying for a deleted texture with DX12 mode (1138909)
  • Editor: Fix issue with Assembly Definition File inspector not showing if Name field is empty. (1153357)
  • Editor: Fix issue with duplicate references error for Assembly Definition File not showing up on startup. (1148651)
  • Editor: Fix OnDestroy() get's called twice for custom Editor Windows (1156118)
  • Editor: Fix right handed copy/paste shortcuts (1132112)
  • Editor: Fix stop button in audio clip preview panel. (1154598)
  • This has already been backported to older releases.
  • Editor: Fix VU meter display on custom audio filter behaviours with custom editors. (1117744)
  • This has already been backported to older releases.
  • Editor: Fixed an error when using reflection probe anchor overrides in prefabs (1160643)
  • Editor: Fixed an issue where content of the text asset is not displayed in the inspector window (1155781)
  • Editor: Fixed Vector4 and Array types not displaying the values in the inspector (1139928)
  • Editor: Various alignment and icon issues (1157335)
  • GI: Fixed memory leak after compiling OpenCL kernels when using progressive GPU lightmapper.
  • Graphics: Fix issue with Android Blit type not being serialized properly (1161705)
  • Graphics: Fix shadows culling when camera and frustum are almost perpendicular (1150849)
  • Graphics: Fixed ExtractImage to check the presence of source image data. (1115638)
  • Graphics: Fixed Texture streaming when preloading textures (prior to associating with a renderer) to load low mip rather than highest mip. (1154415)
  • Graphics: Set SystemInfo.SupportsSetConstantBuffer to true for Open GL 4.3+ or Open GLES 3.1+
  • This is a new issue, not seen in any released version.
  • Kernel: field serialized as reference crashes unity when an UnityEngine.Object is stored in it using an interface. (1154723)
  • Package Manager: Fixed a regression in the package name validation which incorrectly allowed 231 characters instead of 214 as well as invalid characters
  • Package Manager: Fixed an issue where a partial copy of a package could be created in the global cache if the tarball extraction process was interrupted.
  • Package Manager: Fixed Git package submodules not being synchronized when a revision was set in the Git package URL. (1146083)
  • Package Manager: Fixed issues where a package could be partially copied, or could contain read-only folders if the copy operation from the global cache to the project cache was interrupted.
  • Prefabs: Fixes a crash when deleting a prefab asset with a LightProbeGroup in it while editing it. (1156017)
  • This has already been backported to older releases.
  • Scripting: Fix crash during Asset GC with large managed collections (1137077)
  • This has already been backported to older releases.
  • Scripting: Fix crash during async debugging (1153078)
  • This has already been backported to older releases.
  • Scripting: Fix crash when large array initializer is used (1148592)
  • Scripting: Set the ServicePointManager DefaultConnectionLimit property to a value of 2. (1156607)
  • This has already been backported to older releases.
  • Terrain: Terrain now fixes up splatmap resolutions if they are out of sync between the TerrainData and the embedded Texture (1137057)
  • UI: Fix issue where deactivating ToggleGroups loses the correct selection on re-activation. (1146883)
  • UI Elements: Event callbacks on composite elements do not have to be registered on the internal elements
  • UI Elements: VisualElement.cacheAsBitmap is Obsolete
  • This is a new issue, not seen in any released version.
  • Universal Windows Platform: fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread) (1130193)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixes InputField not displaying active IME composition updates (1158262)
  • Universal Windows Platform: Fixes InputField not selecting text when it receives focus (1157041)
  • Video: Crash on WindowsVideoMedia::CopyToRGBA when importing video file (Windows 7) (1154547)
  • Video: VideoPlayer hangs when seeking backwards or forwards on Android (1156779)
  • XR: Fix jitter when using multipass rendering on Lumin (1160523)

New in Unity 2019.2.0 Beta 7 (Jun 27, 2019)

  • Features:
  • 2D: Added a Secondary Textures module to the Sprite Editor.
  • 2D: The Sprite Editor window is now available as a package.
  • Android: Added AAB file size validation to Android app bundles. You can disable this in the Android Player Settings (Warn About App Bundle Size) and adjust the maximum size (App Bundle Size Threshold).
  • Android: Added Optimized Frame Pacing.
  • Animation: Added a selection filter for the Animation window to only show properties and curves of selected GameObjects.
  • Editor: Added VSCode, Visual Studio, and Rider code editor integration as Packages.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window in Visual Studio, the corresponding C# file opens at the correct line and column.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window, in Visual Studio in Windows, the corresponding C# file opens at the correct line and column.
  • GI: Added Static Scene Dressing, which lets the user choose whether GameObjects that contribute to Global Ilumination should receive GI from Light Probes or Lightmaps.
  • GI: Added support for multiple importance sampling the environment to the GPU lightmapper.
  • GI: Added support for the cross-platform Intel lightmap denoiser, Intel Open Image Denoise.
  • Graphics: Added SpeedTree support to the Scriptable Render Pipeline.
  • Graphics: Added support for all GPU formats for RenderTexture with Vulkan.
  • Graphics: Added support for partial mipmap chains in Texture classes.
  • iOS: Added client/worker multi-threaded rendering support for OpenGL ES 2 and 3.
  • Package Manager: Added the ability to show or hide Packages in the Project Browser and Object Picker.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Scripting: Added support for Assembly Definition Reference (.asmref) files.
  • UI Elements: Added UIElements Samples window. This window provides quick UIElements code snippets in the Editor.
  • VFX: Added core pieces to support MotionVectors in VFX Editor (preview Package).
  • Backwards Compatibility Breaking Changes
  • 2D: Updated the 2D Project Template manifest.json to include 'com.unity.2d.sprite' and 'com.unity.2d.tilemap' as core packages.
  • Android: Android Gradle plugin version updated up to 3.4
  • Android: Deprecated x86 support.
  • Android: Increased the minimum Vulkan API version for Adreno drivers to 1.0.38.
  • Animation: Constraints are now evaluated before LateUpdate script (1123107)
  • Asset Import: Added a warning when multiple sub-assets are imported with the same name/type. This often happen in the ModelImporter when multiple meshes or material have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break/change if a new sub-asset witht he same name is found before the existing one after a re-import.
  • Asset Import: Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates: https://on.unity.com/c4d.
  • Editor: Changed default shortcut for Stage/Go Back from O to H to avoid shortcut conflicts in Project templates.
  • Editor: Removed most of the legacy Module Manager. Only extension modules located inside the Unity install are loaded now. Also completely removed the Modules... menu item and window.
  • Editor: UGui Objects use ObjectFactory and default Presets when created from the GameObject menu in the Editor.
  • Facebook: Added deprecation warning for Facebook Gameroom platform.
  • Graphics: Added Rendering Layer Mask to Lights as a filtering option during shadow passes in Scriptable Render Pipelines. This is similar to Renderers Rendering Layer Masks.
  • Graphics: Asynchronous Shader compilation: Blit now never uses cyan dummy Shader.
  • Graphics: Asynchronous Shader compilation: DrawProcedural now skips rendering during compilation instead of trying to use the dummy Shader.
  • Graphics: Moved the Async Shader Compilation option from Preferences to Project Settings.
  • Graphics: Support graphics API switching by restarting Unity.
  • Prefabs: Prefabs created by dragging into the hierarchy are now parents to the correct parent, instead of being a root object. The correct parent will thus be set in Awake calls.
  • Scripting: Made the GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.
  • Scripting: Recommended Visual Studio installer upgrade to version 2019
  • Timeline: Clip properties are no longer animated by recording. They are now animated using the inline curves.
  • Timeline: Updated Timeline package version to 1.1.0.
  • XR: Moved Vuforia support to a package.
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Changes:
  • Android: Gradle version updated up to 5.1.1
  • Android: Updated Bundletool to version 0.7.2.
  • VFX: Changed the awakening process of the VisualEffect component, so you can now use the Inspector even if the component is disabled. (1117103)
  • Improvements:
  • 2D: Added a toggle switch to the Grid Brush for a mode to change Z Positions of Tiles.
  • 2D: Added multitexture support to SpriteShapeRenderer.
  • 2D: Added multitexture support to TilemapRenderer.
  • 2D: Added the CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging Assets onto the Tile Palette window.
  • 2D: Exposed GridPaintingState APIs to allow users to programatically change Tile Palette Painting states
  • 2D: Users can now convert Prefabs to Tile Palettes by dragging a valid Prefab onto the Tile Palette window.
  • Android: AndroidJava* and AndroidJNI APIs moved to built in package AndroidJNI.
  • Android: Enabled Vulkan support for Optimized frame pacing on Android.
  • Android: Implemented Screen.Brightness property for Android (read only)
  • Android: Improved performance of string marshaling between C# and Java (up to 50% faster).
  • Android: Reduce armv7 code size by 20% by enabling thumb.
  • Android: Small reduction in job overhead when few cores are being used.
  • Android: The Unity video player can now be used with the Vulkan renderer.
  • Android: When set to true, you can mimic TouchScreenKeyboard.hideInput by drawing an input field outside the screen.
  • Animation: Added a right-click menu option to jump to a specific AnimatorController State while liveLinked.
  • Animation: Added option to hide read-only clip properties and curves in the Animation Window to improve editor performance.
  • Animation: Added option to hide read-only clip properties and curves in the Animation Window to improve editor performance.
  • Animation: Added selection filter for the Animation Window. Only shows properties and curves of selected game objects.
  • Animation: Added visibility feedback in the Animator Inspector Info box
  • Animation: Added visual feedback and hotkeys for the ripple option in the Animation Window.
  • Animation: Added visual feedback and hotkeys for the ripple option in the Animation Window.
  • Animation: The Animation Window can now be used to preview/author Animation C# Jobs constraints.
  • Animation: Updated animation window to preview/author Animation C# Jobs constraints.
  • Asset Import: Added a new Cancel option for changing the Import Settings for Assets in addition to Apply and Revert. The Cancel option is the default when pressing or closing the popup. Canceling restores the current selection and keeps the unapplied changes.
  • Asset Import: Compressor Quality can now be set in the texture asset import settings for BC6H and BC7 formats allowing compression quality to be traded for import speed.
  • Asset Import: Undo and Redo are now available on the Import Settings window while importing Assets.
  • Asset Import: Updated Sketchup SDK to version 19.0.
  • DX12: Improved performance of async texture loading in DX12 to avoid a rendering stall when 2D textures are created.
  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a Console warning that notifies users that enabling Coverage slows performance. The window title now displays [CODE COVERAGE] when Coverage is enabled.
  • Editor: Added a message box whenever the OS fails to delete an asset when deleted from the Project Browser view.
  • Editor: Added a proxy icon for the currently open Scene to the title bar in the main Editor window on macOS.
  • Editor: Added a toggle to the Scene Camera settings for infinite acceleration when navigating with flying mode.
  • Editor: Added Araxis Merge support on Revision Control Diff/Merge tool.
  • Editor: Added new options for expanding/collapsing the components in the inspector context menu.
  • Editor: Added shortcut for Scene Visibility Show All.
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile. This function allows Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used to create new MonoBehaviour classes.
  • Editor: Made ProBuilder a recommended package.
  • Editor: Made the RenderDoc capture button in the Scene/Game view work with the Xcode frame debugger in Metal. This requires launching Unity through Xcode with the Metal frame capture enabled.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Optimized Inspector refresh after entering Play mode.
  • Editor: Reduced the number of key presses in order to start a rebind in the Shortcut manager.
  • GI: Added a 'None' mode for emissive GI contribution in the standard shader GUI.
  • GI: Added mixed area lights to culling results, which enable mixed rectangular lights in HDRP.
  • GI: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable HDRP to provide direct realtime area lighting.
  • GI: Improved baking speed for the Progressive lightmapper in cases with many Light Probe sets in the Scene.
  • GI: Improved GPU Lightmapper performance by generating many rays per texel/Light Probe for indirect lighting. Optimized direct lighting by using compaction.
  • GI: Improved the GPU Lightmapper performance by generating many rays per texel/Light Probe for direct lighting.
  • GI: Optimized time to first lit texel for the progressive lightmappers by multithreading heavy functions.
  • GI: Realtime GI now uses correct lightomg falloff for indirect Lights when you use configurable light falloff.
  • GI: Reduced GPU memory footprint for the GPU Lightmapper when baking lighting. This is done by compressing normal vectors and albedo.
  • GI: The GPU Lightmapper now supports the Optix AI denoiser.
  • GI: Upgraded Optix AI Denoiser to version 6. This new version has better performance and a lower memory footprint.
  • Graphics: Added profiler markers for splash screen.
  • Graphics: Added sprite mesh support for Splash Screen logos. You can now use tight mesh mode and Vector sprites.
  • Graphics: Added SRP hooks for detail rendering Shaders.
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Rendering Pipeline.
  • Graphics: Added the ability to disable the blur on the splash screen background.
  • Graphics: Asynchronous Shader compilation: Minimized cyan dummy shader flashes by variant tracking and warmup.
  • Graphics: Deferred the creation of command buffers and render encoders until they are needed in Metal.
  • Graphics: Improved performance of async texture loading on PS4 to remove a rendering stall when 2D textures are created.
  • Graphics: SRP batcher is now supported on OpenGL 4.2+ and OpenGL ES 3.1+.
  • Graphics: The SRP Batcher is now supported on Xbox DirectX11.
  • iOS: Added new iOS device (released in 2018) identification support to the Profiler.
  • iOS: Added LowPowerModeEnabled and WantsSoftwareDimming properties to iOS.Device and a Brightness Property to Screen (currently only supported on iOS).
  • iOS: Can now select architecture for native plugins on iOS & TvOS.
  • iOS: ReplayKit improvements:
  • For local recordings, we can now capture the local camera, microphone, and screen.
  • The size of the preview window overlay can now be adjusted.
  • Added ReplayKit.isPreviewControllerActive, ReplayKit.PauseBroadcasting, and ReplayKit.ResumeBroadcasting.
  • Kernel: Performance improvements in internal Matrix4x4 Invert method used primarily by Rendering and Cameras.
  • Mobile: Improved performance of async texture loading on iOS to remove a rendering stall when 2D textures are created.
  • OSX: Native plugins with the .dylib file extension are now supported.
  • Package Manager: Added support to include built-in packages in the Project as dependencies of other packages.
  • Package Manager: Improved package visibility in the Project view and the Object Picker.
  • Package Manager: Improved Undo/Redo and Cancel button handling in the Package Manifest Importer window.
  • Package Manager: Installed modules now appear in the Dependencies list alongside package dependencies.
  • Particles: Made missing External Forces module properties available in scripting API.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Plugins: Added Unity Companion license to the Plugin API header.
  • Profiler: Memory Profiler added single threaded platform support. Eg: WebGL.
  • Profiler: Players will show up more consistently in the profiler list, when there are a lot of players running on the same network, previously Editor wouldn't keep up with message processing incoming from a lot of players, thus it was taking a while for a new player to show up in the profiler list.
  • Profiler: Provide dynamic code (Mono JIT) information to VTune Amplifier.
  • Profiler: Reduced profiler overhead when flushing data from Job threads.
  • Profiler: Unity created threads are now named in VTune profiler.
  • ps4: Improved PS4 Additional content to support multiple products.
  • Scripting: Enabled incremental Garbage Collection in the Editor.
  • Scripting: Managed debugger will now output which network port it's listening on to the player log
  • Shaders: Defined UNITY_SEPARATE_TEXTURE_SAMPLER in HlslSupport.cginc for platforms capable of separate texture and sampler objects.
  • Shaders: Moved 38 built-in keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • Terrain: Made changes such that the system no longer generates basemap Textures if you do not use the basemap shader.
  • Terrain: Made changes to allow local keywords, which are defined with multi_compile_local or shader_feature_local, for Terrain shaders.
  • Terrain: Removed the Terrain Material enum type, and changed built-in Terrain Materials into selectable Assets.
  • Timeline: Added ability to override loop setting on AnimationClips in Timeline. (1140766, 1144743)
  • Timeline: Added the ability to mute an entire group.
  • Timeline: Added UI to animate track and clip properties.
  • Timeline: New read-only mode, when timeline asset is not editable (file readonly flag or by source control).
  • UI: Added ability to modify the UI Dropdown's Alpha fade when showing and hiding.
  • UI: Adding ability to modify the pixel per unit used during the calculation of sliced and tiled sprites.
  • UI: Removed the spritePacking tag option from the TextureImporter when not using the legacy packing mode.
  • UI Elements: Prevented exceptions thrown by user code from corrupting the UI renderer.
  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again
  • XR: Add Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • XR: Moved the Google VR Cardboard and Daydream support to a package and updated to version 1.180.
  • XR: Updated Oculus to use the 1.36 plugin.
  • XR: Updated Vuforia to version 8.0.10.
  • API Changes
  • AI: Added the GetEdgesAndNeighbors() method in the NavMeshQuery class for retrieving the shape of a given node and all the navigation nodes which it connects to. The method can be called in jobs.
  • Android: Added support for JNI Weak References (AndroidJNI class).
  • Asset Import: Added an API in the Model Importer to prevent GameObjects from being sorted by name in imported GameObject hierarchies.
  • Editor: Added API for Scene Visibility.
  • Editor: Added more API endpoints for TransformHandle to allow granular control over which handles appear.
  • Editor: Added new API to better detect and control async shader compilation in the Editor.
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added AssetDatabase.OpenAsset() overloads that take both a line number and column number.
  • Editor: Added Editor.DrawFoldoutInspector to draw a nested Inspector with a foldout title bar.
  • Editor: Added EditorWindow.CreateWindow, which works like EditorWindow.GetWindow, but always creates a new window.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScriptfor removing MonoBehaviours with missing scripts from GameObjects.
  • Editor: Added MaterialEditor.customShaderGUI property that returns the active ShaderGUI object for the current material.
  • Editor: Changing the display name of enum values in the Inspector is now done using the InspectorNameAttribute instead of the DescriptionAttribute. (1115381)
  • Editor: Renamed SceneView.SceneViewCameraSettings to SceneView.CameraSettings.
  • Editor: Replaced EditorTool.OnActivate and OnDeactivate methods with EditorTools events. This addresses callback order problems.
  • Editor: OnOpenAsset attribute now supports method signature (int instanceId, int line, int column)
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.
  • GI: Made it so you can set Lightmap Parameters from scripts on non-prefab objects. (966408)
  • Graphics: - Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext.
  • Added callbacks for end camera and end frame rendering.
  • Graphics: Added the static function, Inverse3DAffine(), to Matrix4x4 to compute the inverse of an affine matrix.
  • Kernel: The function, UnsafeUtility.MemCpyReplicate(), no longer logs a failed assertion or raises an exception when the size or Count parameters are zero. Instead, it passively exits (like the other UnsafeUtility methods).
  • Mobile: Added 'Screen.cutouts' which displays cutout bounding boxes
  • Mobile: Added Application.absoluteURL property and Application.deepLinkActivated event which handles application activation via deep link.
  • Package Manager: Added an Editor API for retrieving package information based on an Asset path or an assembly:
  • PackageManager.PackageInfo.FindForAssetPath(string assetPath)
  • PackageManager.PackageInfo.FindForAssembly(Assembly assembly)
  • Scripting: Add the TryGetComponent API to GameObject and Component classes that do not allocate in the editor when the component does not exist
  • Scripting: Added UnityEditor.TypeCache API for fast extraction of derived types, methods or classes marked with an attribute.
  • Shaders: Added the Shader.FindPassTagValue method for querying pass tag values.
  • Shaders: Added the Shader.passCount property for retrieving the number of shader passes of the active SubShader.
  • Terrain: Added a non-alloc version overload to the new TerrainData.GetInterpolatedHeights API.
  • Terrain: Added new callback APIs to monitor changes to Terrain Textures.
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks return both the changed rect region, and whether the change is synchronized to the CPU or is GPU only.
  • Terrain: Added new TerrainData APIs to modify Terrain Textures more easily.
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture Use the two above functions to copy content of the active RT into Terrain Textures, and optionally delay CPU synchronization, for instance, when a mousemove event occurs in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion Use these two functions instead of ones initially listed if the user directly changes the GPU resources through other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture Use these two functions to perform a full synchronization from GPU to CPU, for instance, when a mouseup event occurs.
  • Terrain: Added the TerrainData.GetInterpolatedHeights method for querying interpolated Terrain height values over a grid of samples.
  • Terrain: Added TerrainData.SetTerrainLayersRegisterUndo for setting the terrainLayers property. This function also lets undo operations in the Editor correctly handle Textures created or destroyed during the process.
  • Terrain: Deprecate TerrainData.UpdateDirtyRegion. Use TerrainData.DirtyHeightmapRegion instead.
  • Terrain: Deprecated Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Terrain: Exposed the TerrainLayerInspector class.
  • Time: Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate
  • Timeline: Added ClipEditor, TrackEditor, and MarkerEditor classes the user can derived from to modify custom clips, tracks and marker functionality inside the Timeline Editor
  • Timeline: Added TimelineEditor.selectedClip and TimelineEditor.selectedClips that gets and sets TimelineClips selected by the Timeline Editor
  • Timeline: Added TrackAsset.mutedInHierarchy to determine if a track is muted because it is in a muted group.
  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)
  • Video: MediaEncoder.AddFrame now has overloads that take timestamps for producing Variable Frame Rate movies. Timestamps are expressed using new MediaTime struct.
  • Video: VideoClipImporter and VideoClip now have a sRGBClip and sRGB property, respectively, to describe whether content is sRGB or linear.
  • XR: Added the XRSetting property XR.XRSettings.deviceEyeTextureDimension which allows you to determine what the XR platform's swap chain eye texture layout is.
  • XR: Added UNITY_INITIALIZE_OUTPUT_STEREO_EYE_INDEX to the builtin shader macros to allow for transfering the unity_StereoEyeIndex from a vertex shader to a geometry shader.
  • XR: Added XR.XRDevice.UpdateEyeTextureAntiAliasingSettings to force the hmd swap chain to be reallocated when the MSAA sample count is changed.
  • Fixes:
  • 2D: Changed position of Tile Instantiated GameObject to align with the Tile Anchor position of the Tilemap.
  • 2D: Cleaned up and updated the Sorting Group status of Renderers whose GameObjects were activated and then deactivated. (1141682, 1151999)
  • 2D: Fixed an issue where a Particle System's Sorting Fudge value while it is in a Sorting Group caused it to sort correctly. Similar Renderers are now sorted according to their Sorting Group order.
  • 2D: Fixed an issue where a Sprite Atlas did not change when its associated "Object for Packing" Texture was modified by a custom AssetPostprocessor script. (1135638)
  • 2D: Fixed crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429, 1155196)
  • 2D: Fixed links to documentation for Tilemap components. (972901)
  • 2D: Fixed the offset of a Tile's Collider shape when a Grid Collider type is used with an Isometric Grid. (1148573, 1155197)
  • 2D: Updated SortingLayerField and SpriteRendererEditor to correctly handle PrefabOverrides. (1109376, 1151997)
  • Analytics: Passing Unity objects to AnalyticsEvent causes allocation leak warnings (1086690)
  • Android: File system: Fixed incomplete reading of large files (1111919)
  • Android: Fix apk version parsing failing due to unexpected java output (1133867)
  • Android: Fix Editor crash on opening Player Settings when Android SDK is not setup. (1143624, 1144223)
  • Android: Fix error when trying to sign a development build (1137971)
  • Android: Fix large Unicode character marshaling between C# and Java on Android 4 and 5. (1123693)
  • Android: Fix [Android] Only part of Static Splash Image is visible on load when Splash Image is transparent. (1136826)
  • Android: Fixed a crash when using Android JNI methods from custom thread. (545977)
  • Android: Fixes an issue where custom android libraries would not be initialized after launching an app after previously exiting the app via Application.Quit. (1116123)
  • Android: Make Android handle an Application.targetFrameRate value of -1 as 30 fps again.
  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system
  • Animation: Allow deleting curve keys whilst dragging, without throwing errors. (1129837)
  • Animation: Fix live link not showing the right edge (1032879)
  • Animation: Fixed a crash when unloading animations that are part of an AnimatorController. (1122054)
  • Animation: Fixed an issue where RectTransform properties would show missing curves that were not actually missing (1115014)
  • Animation: Fixed an issue where the Animation Component would stay ActiveAndEnabled when the GameObject was disabled. (1094567)
  • Animation: Fixed an issue where the AnimationEvent "Function" field would accept spaces. (1111933)
  • Animation: Fixed an issue where the Avatar preview would not react to ObjectSelector changes. (1113154)
  • Animation: Fixed an issue where the preview of transitions with exitTime == 0 would generate some NaN errors (1092857)
  • Animation: Fixed AnimationUtility.SetAnimationClipSettings not regenerating runtime data. (1091972)
  • Animation: Fixed crash when changing controller in Animator Override Controller used in a Playable Graph. (1104518)
  • Animation: Fixed FileNotFoundException when double-clicking to open an Animator Controller asset. (1127826)
  • Animation: Fixed issue with .NET 4.0 causing issues with System.Single conversion (1057751)
  • Animation: Fixed memory leak in AnimationWindow when inspecting animation with large number of keyframes (1092423)
  • Animation: Fixed TransformStreamHandle.GetPosition not returning global position when applyRootMotion is off and user is controlling the root transform. (1115701)
  • Animation: Properly stop graph when switching to manual update mode (1084441)
  • Animation: Right clicking on an item in a ReoderableList will select it, but will not trigger dragging logic (907650)
  • Animation: Throw argument exception when legacy clip is used with AnimationClipPlayable (1100643)
  • Asset Import: An error message now appears in the Texture Import Settings window when assigning an invalid texture format for a given platform and texture type. (1115190)
  • Asset Import: Fixed a compression quality issue found with some Textures using DXT1/BC1 and DXT5/BC3 compressed Texture formats. (1132906, 1148707)
  • Asset Import: Fixed a regression where the contextual menu items for adding and deleting events were not working on the Animation tab of the Import Settings window. (1136900, 1144451)
  • Asset Import: Fixed an issue where imported Assets were reverting to their names at the time of export, if they didn't match the name associated with the GUID. (1130301)
  • Asset Import: Fixed an issue where re-importing a Shader caused a property size to keep growing even when the Shader failed to compile. (1127367)
  • Asset Import: Fixed AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491, 1156484)
  • Asset Import: Fixed cases where Sketchup files, originating from Sketchup 2019, failed to import successfully.
  • Asset Import: Fixed issue where clicking Cancel on the Import Package dialog failed to invoke the importPackageCancelled callback. (1037916)
  • Asset Import: Fixed issue where Unity returned an error instead of creating an empty package if no Assets can be exported. (1105480)
  • Asset Import: Model imported in Unity before 2019.1 with meshes that don't have a name conserve their Local IDs and references to them are not lost anymore. (1147902, 1160477)
  • Asset Import: The Import Settings window now shows a specific error when the Editor is not a valid MonoScript type. (1127110)
  • Asset Pipeline: Fixed an issue with Unity crashing when a Material that is highlighted in the Project window is overwritten from a script. (1119351)
  • Audio: Fix AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064, 1162046)
  • Audio: Fix send value propagation in mixer. (1150703, 1162041)
  • Audio: Fix setting already-scaled curves on audio sources. (1152137, 1162044)
  • Audio: Removed "raw speaker mode" option from Project Settings for audio, as it was never usable and made the matching enum value obsolete. (1062387)
  • Build Pipeline: Fix "Sprite Atlas Sprites Included in Bundle Multiple Times" (1121868)
  • Build Pipeline: Fix Unity allows to build project via script with not compatible color space and graphics API. (1076664)
  • Build Pipeline: Fixed an issue where BuildPipeline.BuildAssetBundles was not releasing memory frequently enough leading to a out of memory crash
  • Build Pipeline: We now Include the splash screen background textures even when the splash screen is disabled. If we dont then using the scripting api to draw the splash screen produces logos but no background. (1114547)
  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen.
  • Editor: Acknowledge [Normal] attribute in shader when checking that normal maps have "Normal Map" texture usage (1132148)
  • Editor: Added an error message to EditorGUI.EndChangeCheck when the stack is empty.
  • Editor: Added Material checkout support in Game Object Inspector. (962080)
  • Editor: Added support for a new toolbox format for Rider.
  • Editor: Added support for menu trees in EditorTool context menu.
  • Editor: Assume calls in UnityTest are now treated as an inconclusive result. (1075663)
  • Editor: CustomPropertyDrawers of array elements inside another array is now working properly on each element. (1156837, 1158011)
  • Editor: Editor windows now restore size when pulled from the top bar when maximized. (1126516)
  • Editor: Entering of exiting Playmode when some AssetImporter are focused in the Inspector does not crash anymore. (1141570, 1144208)
  • Editor: Fix Batchmode build hanging in PackageManager::RunRequestSynchronously. (1137073, 1154317)
  • Editor: Fix editor windows respond to mouse events outside the window (1143721, 1144224)
  • Editor: Fix false-positive for multiple audio listeners when editing prefabs. (1152491, 1162042)
  • Editor: Fix inspector is stuttering when scrolling through the large serialize list (1131250)
  • Editor: Fix issue with "Assembly has duplicate references" error not listing the duplicate references correctly. (1132593, 1148355)
  • Editor: Fix issue with "Multiple precompiled assemblies with the same name" error not listing the paths of the precompiled assemblies. (1138754, 1148356)
  • Editor: Fix issue with "Use GUIDs" being enabled in the Assembly Definition File inspector when GUID references were not used. (1140806, 1148354)
  • Editor: Fix issue with C# solution not getting regenerated when changing "Allow 'unsafe' code" project setting. (1105512, 1148358)
  • Editor: Fix issue with CompilationPipeline.GetAssemblies(AssemblyType.Player) not returning test assemblies. (1137205, 1148357)
  • Editor: Fix layout being saved/loaded incorrectly when saving undocked or maximized tabs (1122565)
  • Editor: Fix Play mode Color tint not removed when Play mode cannot be entered due to compiler errors (1141886, 1156447)
  • Editor: Fix Shift+Delete does not remove an empty element from the array in the Inspector window (1105084)
  • Editor: Fix shortcuts not being updated in Main Menus after user unbinds it. (1109108)
  • Editor: Fix stop button in audio clip preview panel. (1154598, 1162043)
  • Editor: Fix VU meter display on custom audio filter behaviours with custom editors. (1117744, 1162045)
  • Editor: Fixed an issue where gamepad input was not detected when 3 Xbox controllers were connected. (1127453)
  • Editor: Fixed a delay when dragging the end cap of an edge in GraphView.
  • Editor: Fixed a holdover of the alt modifier in the Editor when gaining focus for Linux editor from alt+tab (1104979)
  • Editor: Fixed a NullReferenceException when changing reorderable list order.
  • Editor: Fixed a possible crash when the splash screen was playing and a sprite that was being drawn was modified or deleted . We now cancel the splash when an asset is modified or deleted. (857060)
  • Editor: Fixed an Editor crash that occurred when switching to DirectX 12. (1127388)
  • Editor: Fixed an error when closing a detached Material preview window belonging to a second instance of a InspectorWindow. (1119612)
  • Editor: Fixed an exception when expanding the Mesh Renderer's Shader section in the Tree Inspector. (1145010, 1145056)
  • Editor: Fixed an issue in Unity Test Runner where tests timed out early when using large Timescale values. (1098090)
  • Editor: Fixed an issue where Console windows disappear when Unity Editor is not in focus (1109182)
  • Editor: Fixed an issue where ShowObjectPicker freezes editor when it's invoked right after another ObjectPicker is closed. (1113046)
  • Editor: Fixed an issue where the AvatarMask Inspector transforms field doesn't show all transforms from the skeleton. (1123656, 1152129)
  • Editor: Fixed an issue where the Edit button became stuck in its enabled state. (1120360)
  • Editor: Fixed an issue where the Editor window "cropped" render textures. (1127773)
  • Editor: Fixed an issue where the FilePathAttribute constructor threw an exception if called from a MonoBehaviour constructor or another thread. (1077857)
  • Editor: Fixed assertion message 's2 != NULL' in log files.
  • Editor: Fixed bug where uniformly scaling a zero-sized PrimitiveBoundsHandle with the Shift key modifier would simply cause the center point to drift. Uniform scaling now applies to all axes if the bounding volume had zero size at the time the control handle was clicked. (1021975, 1152362)
  • Editor: Fixed checkbox button not toggling when shortcut key(space) is pressed. (1136216)
  • Editor: Fixed clicking on AudioListener toggled some empty space (1122847)
  • Editor: Fixed console log that has paranthesis in the path. (1139181, 1149504)
  • Editor: Fixed crash on quit in UNITY_FT_Done_Face when using large prefab with TextMesh. (1075972, 1150370)
  • Editor: Fixed creating a material with multiple inspector windows open would trigger IndexOfOfRange errors (1122847)
  • Editor: Fixed issue where Inspector context menu Reset option clears name property for MonoBehaviour assets. (1092051)
  • Editor: Fixed issue where PropertyAttribute was not applied on arrays (1140241)
  • Editor: Fixed issue wih Camera preview having a fixed size when scene view tools popup is present (1125006)
  • Editor: Fixed issue with orphan host views while loading an editor window layout (1079742)
  • Editor: Fixed play mode tint affecting parts of the editor after exiting play mode due to compilation failiures. (1130997)
  • Editor: Fixed resize borders on floating windows to better expose window controls. This also fixes an issue where dragging from other parts of the window triggered resizing. (1116567)
  • Editor: Fixed security vulnerability UNITY-SEC-2144.
  • Editor: Fixed splitter view layout and resizing rounding issues. (1099360)
  • Editor: Fixed the preview pane in the object selector.
  • Editor: Fixed the Splash Screen Unity logo not fitting inside the logo list item box when the inspector is wide. (976154)
  • Editor: Fixed the Unity logo not fitting inside the logo list item box when the inspector is wide. (1077388)
  • Editor: Made the "Add Component" popup window receive focus in Linux editor. (1098140)
  • Editor: One column layout drop fix (1150509, 1158294)
  • Editor: Optimization on scene handle position computing (1137064, 1154695)
  • Editor: Optimization: for big nested prefabs, the search of removed components in the inspector could be slow (1137064, 1154696)
  • Editor: Preset asset does not show an error anymore when deleted in ADB2. (1157112, 1159888)
  • Editor: Renamed MeshRenderer Priority in the Editor to match the documentation.
  • Editor: Renamed the "Logging" preference in "Stack Trace" to avoid confusion. (1118914)
  • Editor: Renamed the UI Transparency Priority to Renderer Priority in MeshRenderer component.
  • Editor: Unity native DefaultImporter is now excluded from Presets. (1129083)
  • Editor: Update windows splash screen.
  • GI: Creash when recompiling shaders (both when manually doing it or when switching pipeline).
  • GI: Fixed an intermediate lookup issue in Enlighten when using SSDs with Realtime GI and Baked GI enabled (1128583, 1134676, 1134702, 1143679, 1143686, 1143687)
  • GI: Fixed case of missing lighting when baking with GPU lightmapper. (1121705)
  • GI: Fixed error related to cached G buffer data: "Failed reading from a9/a9af123a12f31.ghd" when using the progressive lightmapper while having data from older versions in the GI cache.
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: Fixed issue where probes had corrupted gizmos when they had 1 static object in the scene. (1123892)
  • GI: Fixed issue where push off parameter in Lightmap Parameters asset is ignored when baking lightmaps. (1117680)
  • GI: Fixed issue where selecting probe groups crashed Editor when using Metal (OSX). (1123971)
  • GI: Fixed so that the Lighting Explorer saves the column settings after restart of the Editor. (1131422)
  • GI: Fixes a potential baking crash when objects HideFlags are configured. (1129038)
  • GI: GPU lightmapper: Ensure OpenCL kernel are recompiled on Nvidia even when only the include files changes.
  • GI: GPU lightmapper: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: GPU lightmapper: Handle out of memory gracefully when BVH doesn't fit in GPU memory. This can happen when baking a terrain with high heightmap resolution.
  • GI: GPU lightmapper: Light shadow casting flag is respected for direct light from bounces. (1111135)
  • GI: GPU lightmapper: Make render jobs resilient to not yet prepared materials. This fix a crash when GPU lightmapper fallback to CPU. (1133816, 1149276)
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • GI: Use AI denoising for shadow mask and direct environment samples when baking with the GPU lightmapper. (1138839, 1144432)
  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.
  • Graphics: Delay in bursts no longer works. (1154292, 1156374)
  • Graphics: Do not try to do gpu skinning with blend shapes having zero vertices (this IS in line with cpu skinning behavior) (1121794)
  • Graphics: Enabled GPU skinning for BlendShapes on Metal.
  • Graphics: Fix crash caused by Unknown LightMode in ShaderLab shader (1132088)
  • Graphics: Fix for Xbox 32-bit float formats in UAVs not working (1141538, 1153168)
  • Graphics: Fixed a crash that can occur when accessing the MeshFilter.mesh property when the mesh is loaded via the async upload manager. (1124524, 1158402)
  • Graphics: Fixed a crash that happened when updating mesh data from script when using Vulkan and graphics jobs. (1090932)
  • Graphics: Fixed an infinite console error loop when the user tries to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727, 1156969)
  • Graphics: Fixed an issue where visual flickering happened when mesh data was edited from a script when graphics jobs are in use in Vulkan. (1075277)
  • Graphics: Fixed an issue with game view not updating streaming mips fully when in edit mode. (1141222, 1145166)
  • Graphics: Fixed bad alignment of render surface resource heaps (1155163, 1156592)
  • Graphics: Fixed cases where overlapping cross-fade objects sometimes appeared as opaque. (916831)
  • Graphics: Fixed dynamic resolution when using Vulkan. (1148341, 1148390)
  • Graphics: Fixed indices being kept in memory for non readable mesh when loading from built data (1126675)
  • Graphics: Fixed issue where shadow quality settings were hidden when using an SRP, which meant that culling sometimes didn't include shadow casters.
  • Graphics: Fixed issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)
  • Graphics: Fixed memory leak when using Vulkan. (1137290, 1147000)
  • Graphics: Fixed missing caps for Pixels32 APIs (1129776)
  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs (1129777)
  • Graphics: Fixed RenderTextureFormat BGRA support. (1141798, 1144325)
  • Graphics: Fixed the app bar to show "Compiling shader 'x'" instead of just the shader name.
  • Graphics: Fixed vertex compression being disabled for all components for skinned mesh (as opposed to being disabled only for pos/nrm/tan) (1118278)
  • Graphics: Fixed: Instancing batcher would crash hard on Vulkan if attempting to draw without an active GPU program.
  • Graphics: Made changes to correctly display a preview image of the Billboard Renderer in the Project Window and LODGroup preview panel. (769753)
  • Graphics: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)
  • Graphics: Remove 4G limit on texture mip streaming budget. (1147394, 1150741)
  • Graphics: Terrain alphamaps now ignore QualitySettings master texture limit (1148582, 1154326)
  • Graphics: Textures unsupported by mip map streamin such as reflection probes and decals now load highest mip. (1115306, 1145164)
  • Graphics: Unity crashes when a VFX is playing and the VFX project settings are reset. (1154099, 1154781)
  • Graphics: VFX : Enable/Disable doesn't restart effect. (1133474, 1152230)
  • Graphics: Vulkan: Fixed a crash that occcured when setting rendertexture sampler properties before creating the actual texture. (1115165)
  • Graphics: Vulkan: Fixed an issue that caused an error message to repeatedly occur when attempting to draw with missing bindings.
  • Graphics: Vulkan: Fixed crash when rendering reflection probes on Android. (1108968)
  • Graphics: Vulkan: Fixed crash when using MSAA.
  • IL2CPP: Corrects an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.
  • IL2CPP: Fixed a performance issue with lumped builds.
  • IL2CPP: Marshal an array of primitive types as SAFEARRAY by default when if it used as a field. (1131557, 1146301)
  • IL2CPP: Throw a managed exception at runtime when a generic type is marshaled as a delegate parameter. (1122074)
  • Input: New Input System: Fix a crash when trying to map a key when a non-ASCII key mapping is selected, which does not produce characters for single key presses (e.g. Japanese).
  • Input: New Input System: Make scrolling delta on mac work with old-school clicker mice
  • Internal: Fixed BatchRendererGroup group removal.
  • iOS: Add missing RG16 texture format for Metal.
  • iOS: Added missing iOS devices to the device list used by the editor for profiler, Unity Remote, etc. (1111598)
  • iOS: Fixed an issue where the Xcode framework search paths setting was overridden when appending an Xcode project. (703217)
  • iOS: Fixed build failure when Xcode DerivedData path was set relative to the project. (1117371)
  • iOS: Fixed identification of iPad 6th (it used to be identified as iPadPro10Inch2Genor or iPadUnknown with iOS.Device.generation) (1065983)
  • iOS: Fixed Screen.autorotateTo causing missing call to UnityOrientationRequestWasCommitted, effectively resulting in running some code every frame from now on erroneously. (1122902)
  • iOS: Made Screen.currentResolution.refreshRate return the actual refresh rate instead of hardcoding 30. (1117877)
  • iOS: [iOS] Audio is "jumpy" on some iOS devices, skipping a few frames every few seconds (1124966)
  • Kernel: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144754)
  • Kernel: Fixed: Resizing array through SerialziedPropertie could lead to a crash. (1123752)
  • Linux: Fix: [Linux] Editor overwrites PlayerPrefs file when launched (1072116)
  • Linux: Fixed Editor crashing when started from the Hub (1140369, 1154319)
  • Linux: Fixed Linux Standalone Player touch events for IMGUI (1106839)
  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)
  • Linux: Fixed submenus from losing focus, thus closing prematurely and not being functional. (1142911, 1144233)
  • Linux: Linux Editor no longer fails to delete assets on partitions or network drives that do not contain trash directories. (1062162)
  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)
  • Lumin: Fixed error preventing running playmode tests on a Lumin device.
  • Lumin: Re-add package signing support for MagicLeap packages.
  • LW RP: Eliminated extra time spent on shader compilation during build when "Optimize Mesh Data" is enabled (1090892, 1154949)
  • Multiplayer: Fixed NetworkManagerHUD "Uncaught TypeError: Cannot read property 'id' of null" thrown when clicking Lan Client on WebGL build (860733)
  • OSX: Fixed focus issues between multiple visible game views. (1145433, 1153165)
  • OSX: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.
  • OSX: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.
  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized
  • Package Manager: A local package (using the file:/ protocol) is no longer allowed to reference a sub folder inside "Assets", "Library" or "ProjectSettings".
  • Package Manager: Fixed an error in the Package Manager UI when the OS uses a language other than English.
  • Package Manager: Fixed an issue where a Git dependency resolved to the locked hash even after removing the commitish part of a Git URL.
  • Package Manager: Fixed an issue where cloning a Git repository could wait indefinitely for user input if credentials for that repository were not configured.
  • Package Manager: Fixed an issue where the cancel icon (x) on the Search box in the Package Manager UI disappears when installing or removing a package. (1152444, 1156832)
  • Package Manager: Fixed an issue where the status icons got corrupted whenever a user exits search mode. (1142542, 1144549)
  • Package Manager: Fixed an issue with hidden elements erroneously appearing in the UI. (1139170)
  • Package Manager: Fixed incorrect error messages in the Package Manager UI while disabling the Built-in package. (1131602, 1145317)
  • Particles: Added fade and soft particle properties to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed stuttering when using scripted simulation to request long simulation times. (753940, 1144335)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Player: Make PlayerConnection API work when reconnecting after disconnecting.
  • Player: New Input System: Fix order of event timestamps on windows. (1132707)
  • Player: New Input System: Fix potential deadlock when adding new devices.
  • Player: New Input System: Make Input Debugger work in edit mode.
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: Fixed nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699, 1156304)
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights)
  • Prefabs: When multi-selecting Prefab instances and clicking Apply All, imports are now batched.
  • SceneManager: Disable editing the name of the root GameObject of a Prefab Asset. (1146439, 1156299)
  • SceneManager: Fix editor freezing if error is thrown while modifying multiple Prefab assets. (1150176, 1156294)
  • SceneManager: Fixed undo of prefab asset after using Apply All from the overrides dropdown. (1150496, 1156293)
  • Scripting: Assembly Definition Reference editor - enable useGUID by default when the reference field is empty.
  • Scripting: Constructors called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)
  • Scripting: Fix running editor with old scripting runtime if incremental GC is enabled in Project Settings. (1119216)
  • Scripting: Fix TargetInvocationException when using ML.NET. (1109657)
  • Scripting: Fix: Assertion failed on expression: '!m_CoroutineEnumeratorGCHandle.HasTarget()' is thrown when GC is collected (1094391)
  • Scripting: Fix: prevent user scripts from explicitely unloading global game managers (1114406)
  • Shaders: Fixed non-deterministic shader binaries in asset bundles (749340)
  • Shaders: Fixed shader upgrader to not add exclude_renderers due to const array usage. (1053734, 1143646)
  • Shaders: Minor HLSLcc fixes. (1105361, 1142484, 1143647, 1143648)
  • SpeedTree: Fixed the import of collision objects from SpeedTree v8 Assets.
  • Terrain: Fixed case 1148469 : Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469, 1158548)
  • Terrain: Terrain tree brush can now be painted across Terrain tiles (1126622)
  • Timeline: Clips will no longer randomly disappear when showing or hiding inline curves. (1141661, 1150620)
  • Timeline: Fixed an issue where dragging and dropping objects between tracks did not insert a new track correctly. (1011381)
  • Timeline: Fixed an issue where the Track group background would disappear while scrolling. (876340)
  • Timeline: Fixed an issue with dragging and dropping objects on a Track group. (1014774)
  • Timeline: Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463, 1146268)
  • Timeline: Fixed record button state not updating when offset modes are changed. (1142747, 1150598)
  • Timeline: Going to Play Mode while inspecting a Track Asset will no longer throw exceptions. (1141958, 1150599)
  • Timeline: Reactions for Signals were not correctly drawn (1134422)
  • Timeline: The global/local time referential button will no longer be shown for a top-level timeline. (1080872, 1150607)
  • UI: Added support for copying uv2 and uv3 from the UIVertex AddVert overloaded API.
  • UI: Fix issue with null TransformHierarchy while Updating RectTransform (1102234, 1158048)
  • UI: Fixed an issue where enabling a Canvas and polling its RectTransform data in Awake/Start returned incorrect values for root RectTransforms.
  • UI: Fixed issue caused by deleting a dropdown list while it is open. (1106263)
  • UI: Fixed issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606, 1154185)
  • UI: Fixed issue where rich text tags would get verticies generated causing very large vertex buffers.
  • UI: Fixed memory leak when rendering to a Camera with a disabled display. (944603)
  • UI: Fixed performance issues with animation by not dirtying the layout if a animation updates the items.
  • UI: Fixed poor wording in Advance Texture importing of tiled sprites. (1040453)
  • UI: Fixed the editor becoming unresponsive when the GICache tab was open in the project preferences. (1149001, 1152685)
  • UI: Fixing compilation errors in .asmdefs that require a reference to the uGUI package. (1154163, 1154711)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI: Recreate the gfx buffer if the stride size changes. (1143087, 1144234)
  • UI: Update SetChildAlongAxis to have matching SetChildAlongAxisWithScale that takes a scale as default values will cause confusion in which function needs to be used
  • UI Elements: A default asset is now created when a USS file import fails. (1125716)
  • UI Elements: Changing the overflow of an element after its addition to the visual tree didn't impact clipping. (1141603, 1158365)
  • UI Elements: Fix the drop area of groups in graph view. (1152487, 1155396)
  • UI Elements: Fixed an invalid texture for toolbar elements in Light skin. (1117232)
  • UI Elements: Fixed an issue that caused the Editor to freeze when adding new elements while clearing children. (1102592)
  • UI Elements: Fixed an issue where resizing a clipper could leave child clippers with an invalid clipping state. (1119623)
  • UI Elements: Fixed an issue where the Material Editor constantly repainted the Inspector window. (1111923)
  • UI Elements: Fixed bound array fields in UIE not properly syncing their array sizes when the same object was being edited elsewhere. (1141787, 1153154)
  • UI Elements: Fixed broken edge expansion system and tesselation.
  • UI Elements: Fixed Play mode tint in the Editor for UIElements. (1129564)
  • UI Elements: Fixed the foldout triangle size. (1122034)
  • UI Elements: Improved consistency of MouseEnter and MouseLeave events. (1081998, 1150185)
  • UI Elements: Invalid Scale values on the Z component are now ignored and do not prevent the VisualElement from disappearing. (1134758, 1147315)
  • UI Elements: Picking is now faster in UIElements. (1124338)
  • UI Elements: Prevented the activation of Content Dragger from the Blackboard in GraphView. (1146288)
  • UI Elements: Prevented zooming in and out with the scroll wheel while the mouse pointer is over the Blackboard in GraphView. (1139333, 1146282)
  • UI Elements: Removed support for instantiating elements with DoCreate() in UXMLFactories
  • UI Elements: Resizing a VisualElement no longer causes unnecessary nudges or repainting of children. (1109689, 1144434)
  • UI Elements: UI element that has focus now loses focus when the window loses focus, and gets focus back when window is gets focus back. (984433)
  • Universal Windows Platform: fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread) (1130193, 1150948)
  • Universal Windows Platform: Fixed case of IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Version Control: Editor Fix Prefab Editor overwriting files which are exclusively checked out in Version Control (1027165, 1150745)
  • WebGL: Fix rendering errors in WebGL when canvas is not displayed (1141232, 1154630)
  • WebGL: Fixed a bug when indexedDB timeout would prevent the build from loading. (1134367)
  • WebGL: Fixed an issue with saving PlayerPrefs in WebGL. (1140820, 1145636)
  • Windows: Fix key 9 sending key events in the input system on Windows. (1132663)
  • Windows: Fix standalone Windows player hanging on startup on machines with strict group policies (1083303)
  • Windows: Improved Windows crash handling reliability.
  • XR: Added Incremental GC on Lumin.
  • XR: Deprecated UnityEngine.XR.InputTrackings GetLocalPosition and GetLocalRotation.
  • XR: Fix for standalone player with Vulkan api and single-pass instanced mode showing black screen in HMD. (1142602)
  • XR: Fix for Vulkan draw calls not drawing to second slice of texture array during stereo instancing (1129656)
  • XR: Fix for Vulkan Y-flipped on final rendered image when single-pass stereo instancing is enabled (1135134)
  • XR: Fix Unity shaders on Vulkan not setup for stereo instancing (1129654)
  • XR: Fixed case of Vulkan instance extensions not being applied on Oculus. (1123193)
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1106219, 1146997)
  • XR: Renamed the two types of raycasts in the XRRaycastSubsystem profiler to XR.RaycastFromScreen and XR.RaycastRay for easier identification.

New in Unity 2019.1.8 (Jun 24, 2019)

  • Fixes:
  • Android: Added support for supplementary Unicode characters for UnitySendMessage. (1059652, 1147133)
  • Asset Import: Fixed an issue where AssetPostprocessor::GetVersion() did not affect AssetDependencyHash on first import. (1146482, 1158850)
  • Asset Import: Fixed plugins marked as compatible with any platform not being copied to Lumin build archives. (1117516, 1150827)
  • Editor: Fixed crash when opening a window in nographics mode. (1147223, 1159456)
  • Editor: Fixed game view scale in play mode for mobile platforms. (1140742, 1151179)
  • Editor: Fixed opening a window in -nographics mode crashing the editor. (1147223, 1159455)
  • Graphics: Fixed an issue where meshes passed to static batcher can arrive in a different order on different PCs. (1098137, 1149325)
  • Graphics: Fixed ShadowMask rendering with SRP Batcher. (1146861, 1147164)
  • IL2CPP: Fixed a hang during async write operations on Windows platforms. (1156384, 1159009)
  • IL2CPP: Fixed a memory leak when interfaces are set up for doubly nested arrays. (1151219, 1155403)
  • IL2CPP: Fixed an issue in the IL2CPP runtime that can cause intermittent crashes when dealing with certain kinds of generic method metadata. (1145468, 1156080)
  • IL2CPP: Fixed incorrect behavior of Bind a Unix socket on Posix platforms. (1150549, 1155414)
  • IL2CPP: Fixed incorrect code generation for multidimensional arrays used as fields of structs. (1155344, 1158620)
  • IL2CPP: Fixed incorrect code generation of delegate types using NativeArray. (1156422)
  • IL2CPP: Fixed incorrect loading of static field initializer data when the field is of type ReadOnlySpan. (1146277, 1154770)
  • IL2CPP: Fixed Unity TLS being incorrectly stripped with Medium and High Managed Stripping Levels. (1134343, 1154766)
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights).
  • Profiler: Fixed incorrect memory reported for render texture. (1094084, 1151142)
  • SceneManager: Fixed drag and drop replacing of prefab when dragging variant to project folder. (1152704, 1154214)
  • SceneManager: Updated documentation of SaveAsPrefab with a note about namebased replace. (1152708, 1154228)
  • Scripting: Fixed TouchScreenKeyboard API no longer causes errors on platforms without on-screen keyboard support. (1141643, 1145444)
  • Shaders: Fixed shader include errors after package updates. (1141216, 1155956)
  • Universal Windows Platform: Fixed particles flickering on ARM64 builds. (1104677, 1156848)
  • Universal Windows Platform: Fixed reference rewriter complaining about managed code referencing fields from winmd files when those fields are of types that project to CLR from Windows Runtime. (1146307, 1159988)
  • Universal Windows Platform: Fixed reference rewriter errors when building UWP against the insider Windows SDK. (1146307, 1159988)
  • Universal Windows Platform: Fixed System.IO APIs not working on files outside of application and AppData directories on IL2CPP scripting backend. (1063768, 1156200)
  • Universal Windows Platform: Fixed UnityEngine.WSA.Application.windowActivated and UnityEngine.WSA.Application.windowSizeChanged events not firing. (1146982, 1159985)
  • XR: Fixed issue with respecting the build setting for enabling remoting in a player. (1099398, 1160286)

New in Unity 2019.1.7 (Jun 17, 2019)

  • Changes:
  • Android: Android Gradle plugin version updated up to 3.4
  • Android: Gradle version updated up to 5.1.1
  • Improvements:
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again (1107463, 1152570)
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • Fixes:
  • Android: Fixed ASTC HDR textures in Mac Editor. (1142953, 1145498)
  • Android: Fixed problem with Android manifest containing incorrect values for platformBuildVersionCode and platformBuildVersionName. (1118325, 1160630)
  • Animation: Fixed a crash when animating optimized hierarchies with constant animated properties (1142636, 1151041)
  • Asset Import: Fixes an issue where if a mesh asset has no vertex data, the import crashes in some cases. (1144169, 1150808)
  • Asset Pipeline: Fixed sprite mask sorting layer resetting to default when asset is loaded from asset bundle. (1119829, 1153004)
  • Editor: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599, 1146736)
  • Editor: Fixed a crash while using TextRenderingPrivate::GetFormatString with specific string. (1150645, 1156737)
  • Editor: Fixed host local address not validated on GET HTTP request. (1146895, 1152795)
  • Editor: Fixed issue where SceneVis was not preventing picking of objects with gizmos and no renderers. (1141999, 1146284, 1157414, 1157416)
  • Editor: Fixed the scale error by updating the scale once the platform is switched. (918311, 1153435)
  • GI: Fixed a potential baking crash when objects HideFlags are configured. (1064691, 1156004)
  • Graphics: Fixed excessive stripping of shaders without users keywords resulting in missing usage of vertex components and discarding them. (914736, 1149323)
  • Graphics: Fixed Vulkan Editor on AMD GPUs. (1145367, 1149412)
  • iOS: Fixed error/crash on startup when using DisplayP3 color gamut. (1136841, 1152114)
  • Particles: Fixed an issue where the Particle System Inspector can become slow after editing its material but not saving the changes. (1154688, 1159216)
  • Physics: Fixed crash that happened when destroying Colliders that had OnCollisionStay scripts attached. (1113545, 1161860)
  • Physics: Fixed Rigidbodies not following their parent sometimes. (1140632, 1161857)
  • Timeline: Fixed "Add Signal Emitter" commands should be listed first in a track's context menu. (1131166, 1133970)
  • Universal Windows Platform: Fixed files in StreamingAssets directory not treated as generic data files so they won't get consumed by various VS tools like the XAML compiler. (1110262, 1152577)
  • Version Control: Fixed prompting when attempting to check out ProjectSettings/XRSettings.asset. (1144407, 1151473)
  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player. (824304, 1152574)
  • Windows: Fixed Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (case 1117930). (1117930, 1147086)
  • XR: Fixed a crash in the Lumin video player when open fails. (1150947, 1151175)
  • XR: Fixed issue in HoloLens where we weren't using the correct anchor view for switching away from on screen keyboard in XAML. (1156224, 1156227)
  • XR: Fixed SwitchAsync call to use correct anchor view id. (1156224, 1156227)

New in Unity 2019.1.5 (Jun 5, 2019)

  • Animation: Fixed animation jobs SetPosition/SetLocalPosition not working on humanoid transform for rig with translation DoF ON (1103108)
  • Animation: Fixed bone animations failing to work on GameObjects when animations are scripted. (1137048)
  • Animation: Fixed drag and dropping of a clip into the animation previewer in the inspector window. (1148438)
  • Asset Pipeline: Fixed rehash asset when changing asset bundle setting in meta file v1. (1143338)
  • Editor: Fixed A cloth component attached to an object disabling the Transform tools. (1141582)
  • Editor: Fixed a regression where results from the player would no longer update correctly in the UI. (1151147)
  • Input: Fixed mouse.scroll glitching when moving mouse after scrolling. (1091512)
  • OSX: Fixed ASTC HDR textures broken in MacEditor/Metal. (1145498)
  • Terrain: Fixed issues with cloning TerrainData. (1151029)
  • Timeline: Fixed marker UI is the same color and size on infinite track. (1146267)
  • Timeline: Fixed moving a marker on an Infinite Track will keep the track in infinite mode. (1146263)
  • Timeline: Fixed zooming in/out will keep the padding at the beginning of the timeline. (1146276)
  • UI Elements: Fixed UIE Debugger picking on OSX. (1150832)
  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order. (1077708)
  • UI: Fixed a performance issue appears when sorting a large amount of UI Objects with Canvas Component. (1153402)
  • UI: Fixed being unable to change Image color cannot be changed via script when Image type is set to Simple. (1148360)
  • UI: Fixed issue with TextGeneration populating with extra unneeded verts from rich text tags.
  • UI: Fixed nested Canvas not rendering when UI element which is a following child of parent canvas is enabled and disabled. (1158241)
  • UI: removing sprite mesh caching optimization as it was causing too many issues . (1143135)
  • UI: Removing the ref requirement from the AllSelectablesNoAlloc
  • XR: Fixed a Lumin video player shutdown crash. (1143517)
  • XR: Fixed Camera.Render() incorrectly rendering to a RenderTexture when VR is enabled. (986355 )
  • XR: Fixed Google VR package removal when Cardboard or Daydream is still in the VR Device list. (1139415)
  • XR: Fixed latency issues in use of Windows MR API. (1148210)
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1139672)
  • XR: Fixed OpenVR package failing to download when Virtual Reality is enabled for new projects. (1139417)
  • XR: Fixed pointer access in certain situations to protect against null pointer dereference. (1152861)
  • XR: Fixed uGUI Dropdown when selected not using the raycasters of the parent canvas if available. (1152181)

New in Unity 2019.1.4f1 (May 27, 2019)

  • Fixes:
  • 2D: Foxed sprite atlases being packed when entering Play Mode when Sprite Packer Mode is set to "Enabled for builds". (1136349, 1148006)
  • Android: Fixed a crash when SRP batcher is enabled on Vulkan on Mali GPUs. (1141817, 1149380)
  • Android: Fixed wrong rendering in LWRP on GPUs that have EGL_GL_COLORSPACE_SRGB_KHR extension. (1145351, 1149381)
  • Asset Import: Fixed an issue where blendshapes normals are always recalculated although the blend shape normals import setting is set to 'none'. (1123265, 1140796)
  • Asset Import: Fixed an issue where blendShapes normals are broken when upgrading the project. (1117764, 1150188)
  • Asset Import: Fixed an issue where normal import settings get applied to the whole selection when selecting multiple model assets. (1150179)
  • Asset Import: Fixed an issue where some kinds of assets might not refresh after an Editor restart using ADB v1. (1140289, 1149023)
  • Asset Import: Fixed the root node of a model importer preset to be visible and editable. (1144441, 1150227)
  • Core: Fixed executing an IJobParallelFor accessing deallocated memory and cause Unity to crash. (1153961, 1157296)
  • Editor: Ensured duplicated prefabs retains transform values and other overrides. (1132860, 1152739)
  • Editor: Fixed an Editor crash when clicking Shader dropdown in Material inspector. (1150686, 1154053)
  • Editor: Fixed crash when duplicating prefabs with ConfigurableJoints. (1137347, 1152740)
  • Editor: Fixed importing badly broken prefab variants where components could be assigned to multiple GameObjects. (1113802, 1152733)
  • Editor: Fixed interacting with custom property drawer array resets the scroll bar position. (1109673, 1117759, 1132074, 1151035)
  • Editor: Fixed reverting files in Collab occasionally displaying a blank message. (1151178, 1151182)
  • Editor: Removed Extra FileIDs property that appears for some assets in the inspector. (1103218, 1155362)
  • Graphics: Fixed issue with large scaled meshes with texture mip map streaming. (1058192, 1149319)
  • Graphics: Fixed Unsupported textures such as reflection probes now load highest mip. (1139189, 1148714)
  • IAP: Fixed editor crashing when updating/installing/importing IAP plugin. (1138783, 1149292)
  • iOS: Fixed larger than 2k payloads not sent by UnityWebRequest when HTTP/2. (1146305, 1152777)
  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized. (1154010)
  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project. (1139199, 1139263)
  • Particles: Fixed particle rendering inconsistencies between Windows and macOS when a particle is generated by specifying RandomSeed. (1138802, 1142738)
  • Profiler: Fixed an issue where the compilation guards for the memory profiler API would not reset after doing a player build. (1152043)
  • Profiler: Reduced profiler overhead when flushing data from Job threads. (1147129, 1151146)
  • SceneManager: Fixed default shortcuts missing from SceneVis, Isolation and multi-hide are inaccessible. (1124247, 1144482)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150581)
  • Terrain: Fixed terrain's Texture2D texture appearing white when copied using Instantiate Method via Script. (1126400, 1148331)
  • Timeline: Fixe the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened.F (1147247, 1148481)
  • Web: Fixed encoding support in url escaping. (1151016, 1152779)
  • Windows: Fixed documentation summary in Visual Studio not being shown. (1148065, 1148634)
  • XR: Fixed crash when transitioning to VR Mode from non-VR. (1150910, 1152534)
  • XR: Fixed shell script permission denied error with Google VR when building iOS using the generated xcode project. (1129546, 1155363)

New in Unity 2019.1.3f1 (May 20, 2019)

  • Fixes:
  • 2D: Fixed artifacts when rendering with TilemapRenderer while 2D Animation Package is in the Project. (1142725, 1148239)
  • 2D: Fixed ETC texture compression Split Alpha Channelnot working for SpiteAtlas Variants. (1126070, 1144620)
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has been scaled to have micro gaps. (1081536, 1148231)
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has rotated Tiles causing micro gaps between Tiles. (1117432, 1148233)
  • 2D: Fixed InvalidCastException from Tilemap when an invalid Tile is added to the Tilemap. (1138862, 1148234)
  • Android: Fixed crash in signal handler on Android IL2CPP ARM64. (1038107, 1140372)
  • Android: Fixed gradle build failure with Android SDK Build-Tools 29-rc1. (1139492, 1142929)
  • Editor: Fixed "ArgumentException: Could not find item with id:" that could sometimes occurs when modifying points in the LineRenderer editor. (1143748, 1148299)
  • Editor: Fixed crash when moving the camera while having the scene view selected. (1146327, 1150616)
  • Editor: Fixed editor freeze when importing asset with a meta file. (1122521, 1126564)
  • Editor: Fixed issue with components from scripts not getting removed from "Add Component.." menu when they are deleted. (1111360, 1115484)
  • Editor: Fixed memory stomping in shutdown code doe to Performance Tracker cleanup. (1141510, 1145479)
  • Editor: Fixed Open Containing Folder for the packages folder in the project window on Linux. (1137366, 1146522)
  • Facebook: Fixed Facebook GameRoom sometimes failing when target is Standalone. (1114593, 1144846)
  • iOS: Fixed XCode project to be saved if Automatically add capabilities setting is disabled. (1142626, 1145251)
  • Linux: Fixed keystrokes being recorded twice. (987230, 1153054)
  • Linux: Fixed ShaderGraph gradients. (1138638, 1153319)
  • Linux: Fixed WebViewTests causing editor to crash at exit. (1038514, 1153080)
  • Particles: Fixed crash at KeyframeTpl::Transfer> when entering Play mode. (966306, 1150085)
  • Particles: Fixed crash in ApplyTexture function when selecting a GameObject with a Particle System. (1144240, 1150088)
  • Particles: Fixed fade and soft particle properties not being applied to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed Particle System Force Field parameters not being clamped to sensible values, and allow negative speeds to be set in the Inspector where appropriate. (1144031, 1150099)
  • Particles: Fixed ParticleSystem Sprite rendered using the wrong color when the associated SpriteRenderer Component was not enabled. (1110578, 1150092)
  • Particles: Fixed Texture Sheet Module Cycles value not being clamped to sensible values causing crashes. (1134342, 1150082)
  • Prefabs: Fixed Drag-select in Prefab Mode selecting GameObjects with Gizmos in any loaded scene. (1140279, 1140585)
  • Prefabs: Fixed error message when deleting prefab asset whilst it is open in the Prefab Editor and version control is enabled. (1086613, 1144355)
  • Prefabs: Fixed Prefab Mode reparenting to root GameObject by dragging is broken after having changed transform type. (1142496, 1144352)
  • Scripting: Auto-upgrade Cinemachine for Unity 2019.x. (1146557, 1146563)
  • Scripting: Fixed problem in namespace parser regarding reading nested classes inside partial monobehaviour. (1138161, 1148724)
  • Services: Ensured symbols are captured correctly on Android. (1108365, 1140378)
  • Services: Ensured symbols are captured correctly on iOS. (1109548, 1140375)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150581)
  • Services: Fixed File icons in Collab Toolbar missing after clearing partial publish selection. (1150564, 1150566)
  • Services: Fixed symbol upload for Cloud Diagnostics not working in batch mode. (851655, 1140370)
  • Shaders: Fixed runtime shader load performance regression by removing randomish up-front warmup of all subshaders. (1105268, 1117415)
  • Version Control: Fixed error when trying to write to Perforce locked settings file. (1113207, 1138539)
  • Windows: Fixed input not resetting when game controller is disconnected. (1104486, 1124313)
  • XR: Fixed a CPU core configuration issue on Oculus Quest that resulted in too many job threads spinning up. (1141670, 1141675)
  • XR: Fixed app callbacks deferral hang if suspending while exiting. (1124435, 1150681)

New in Unity 2019.2.0 Beta 2 (May 20, 2019)

  • Fixes:
  • 2D: Fixed Sprite Frame Inspector in Sprite Editor Window does not hide totally when Sprite are unselected. (1148325, 1148599)
  • This is a new issue, not seen in any released version.
  • Android: Fixed a problem when building with split APKs on Android. (1149203, 1152984)
  • Asset Pipeline: Fixed non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1143660)
  • This has already been backported to older releases.
  • Editor: SceneVis shortcuts are now contextual to hierarchy and scene view. (1131911, 1143470)
  • Editor: SceneVis shortcuts default to 'H' for toggling visibility and 'Shift+H' for toggling isolation. (1124247, 1144481)
  • GI: Skybox and lighting for Prefab Mode environment scenes now works correctly. This requires the lighting settings of the environment scene to have Auto Bake disabled. (1112978, 1146199)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150582)
  • This has already been backported to older releases.
  • UI Elements: Fixed issue that caused UIElements not to render on OpenGL Core 4.3 and 4.4. (1146281, 1146289)
  • Windows: Fixed documentation summary in Visual Studio not being shown. (1148065, 1148633)
  • XR: Fixed Google VR package removal when Cardboard or Daydream is still in the VR Device list. (1127443, 1146996)
  • This has already been backported to older releases.
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1106219, 1146997)
  • XR: Fixed OpenVR package from failing to download when Virtual Reality is enabled for new projects. (1082031, 1146995)
  • XR: Fixed potential app hang in UWP when suspending while exiting. (1124435, 1150680)
  • This has already been backported to older releases.
  • XR: [Lumin] Fixed a crash in the Unity video player when open fails. (1150947, 1151174)

New in Unity 2019.3.0 Alpha 2 (May 20, 2019)

  • Features:
  • Android: Unity as a Library enables to integrate unity in other native Android applications
  • Editor: Domain reload and / or scene reload could be disabled when entering play mode to allow faster iteration times in the editor.
  • iOS: Unity as a Library enables to integrate unity in other native iOS applications
  • Package Manager: Enable UI support for git package installation in the package manager window
  • Timeline: Added auto scroll option in Timeline Editor.
  • UI Elements: New floating tool windows available for GraphView-based products (note that each individual product is responsible for enabling them)
  • Backwards Compatibility Breaking Changes:
  • Editor: In the Scene View camera settings window, removed the slider to set easing duration.
  • Graphics: Adding explicit depth resolve to RenderPass Metal
  • Scripting: Incremental GC is now no longer marked as "Experimental"
  • Video: Legacy MovieTexture (Theora-based video playback system) has been removed. Use VideoPlayer instead.
  • Improvements:
  • Android: Enabled Vulkan support for Optimized frame pacing on Android.
  • Android: Make use of cpu_capacity for big.LITTLE core detection on devices where it's supported by the Linux kernel
  • Editor: Added a toggle to the scene camera settings to disable infinite acceleration when navigating with flying mode.
  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a console warning that notify users of performance being lower when Coverage is enabled. Displaying [CODE COVERAGE] to the Window Title when Coverage is enabled.
  • Editor: Added SceneVis ShowAll shortcut
  • Editor: Added support for generics to UnityEditor.TypeCache API
  • GI: Don't show the ReceiveGI.LightProbes objects in the "Lightmap indices" visualisation view.
  • GI: Increased editor responsiveness during baking with GPU lightmapper with AMD GPUs.
  • GI: Performance improvement: Only denoise AO buffer if AO is enabled.
  • GI: Reduce overhead in compositing when baking lightmaps with GPU lightmapper.
  • Graphics: Improved error logging in case ETC texture compression fails in the Editor
  • Graphics: Improved sRGB fallback to unorm format warning to explain how to silent it. (1127043)
  • Kernel: Introducing new serialization attribute: SerializeReference
  • Package Manager: Reduce Editor LastLayout file size
  • Particles: Expose the "particle" property in the EmitParams, so users can easily override every proeprty of emitted particles.
  • Profiler: Added thread dropdown to Hierachy View of Profiler Window
  • UI Elements: On SM3.5+, both point and bilinear textures will be elligible to enter the automatic atlas (if the other criterias such as size are fulfilled as well). Below SM3.5, only bilinear sampling is required and using point sampling will break batches.
  • API Changes:
  • Audio: New AudioSettings.Mobile.interface to detect mute state on Android/iOS and to stop/start AudioOutput thread to reduce energy comsumpion
  • Graphics: Added index support to Color32 struct.
  • Graphics: Removed TextureCompressionQuality enum defined in UnityEngine namespace but never used by any API (1108722)
  • Terrain: Added support for custom gather and scatter operations to Terrain API.
  • Time: (BACKPORTED TO 2019.2) Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate
  • Video: Removed MovieTexture class and API.
  • Fixes:
  • 2D: "NullReferenceException" on entering in play mode when a sprite is packed in the "Sprite Atlas" (1144386)
  • 2D: Clean up and update Sorting Group status for Renderers when their GameObjects are activated and deactivated (1141682)
  • 2D: Fix sorting issue when Particle System which has a sorting fudge under a Sorting Group is not sorting correctly. Renderers such as this should be sorted according to Sorting Group order.
  • 2D: Sprite Atlases are packed by entering Play Mode when Sprite Packer Mode is set to "Enabled for builds" (1136349)
  • 2D: Update SortingLayerField and SpriteRendererEditor to handle PrefabOverrides properly (1109376)
  • Android: Fix procedural skybox black ground on Mali-400 GPU. (1127106)
  • Android: Fix [Android] Built project shows black screen when using ARGB32 RenderTexture with HDR (1063891)
  • Android: Fix [GLES2] Artifacts on Meizu MX5 when using Realtime reflection probe (1106542)
  • Android: Fixed Keystore path to work with specific chars space, comma, etc... (1141839)
  • Animation: Fixed unstable test AnimationEventCanAlterTime (1146292)
  • Asset Import: Fix plugins marked as compatible with any platform not being copied to Lumin build archives.1117516 (1117516)
  • Asset Import: Fixed a crash when importing a corrupted mesh asset (1144169)
  • Asset Import: Fixed Alpha is Transparency field in image importer not resetting to false when switchng to default type (1117308)
  • Asset Import: Improved compression quality of certain DXT1/BC1 and DXT5/BC3 format compressed textures (1132906)
  • Asset Pipeline: Fix crash/data corruption when loading multiple asset bundles concurrently (1140019)
  • Build Pipeline: Assets in Editor/Resources folders are sometimes included in builds (1138237)
  • Editor: Allow camera speed to modified with the scroll wheel when right mouse button is pressed.
  • Editor: Error when switching scenes while the Editor section of Project Settings is open (1143702)
  • Editor: Exception when expanding the Mesh Renderer's Shader section in the Tree Inspector (1145010)
  • Editor: Fix fail to load editor window leaves an unclosable unmovable window (1146403)
  • Editor: Fix issue of drag & drop flickering (907336)
  • Editor: Fix logging when files/folders in the Unity project are excluded from the Perforce client workspace. (1143683)
  • Editor: Fix Perforce disconnecting when renaming an asset with AssetDatabase V2 enabled (1140262)
  • Editor: Fix Prefab Editor overwriting files which are exclusively checked out in Version Control. (1027165)
  • Editor: Fix the preview pane in the object selector.
  • Editor: Fixed an issue where the drop down menu freezes when opening a menu-drop down that contains large strings with unicode characters. (1119511)
  • Editor: Fixed to calculate GlobalMatrix correctly when parenting to a scaled and rotated object. (1089827)
  • Editor: Force Nvidia drivers to turn off vsync on Linux (1109048)
  • Editor: Improved error message when Unity tries to load an arbitrary file as though it's a Unity created serialized file.
  • Editor: Improving performance using big nested prefabs (1137064)
  • Editor: makes the root node of a model importer preset be visible and editable (1144441)
  • Editor: SceneVis hide shortcut is now 'H', Isolation shortcut is now Shift+'H'
  • Editor: Update Windows Editor splash image
  • Editor: YAMLMerge tool occasionally exiting without any warning when passing empty files (1141221)
  • GI: Don't create Enlighten worker threads in headless mode (1131677)
  • GI: Fixed memory report for light probes in the GPU lightmapper.
  • GI: GPU lightmapper: Make render jobs resilient to not yet prepared materials. This fix a crash when GPU lightmapper fallback to CPU. (1133816)
  • GI: Made error message more helpful when the GI albedo/emissive buffer update fails.
  • GI: Make custom bakes converge on GPU lightmapper, note that the feature is still not implemented.
  • GI: Progressive lightmappers will now skip baking lightmaps and shadow mask if there are no affecting light sources (lights, emissive or environment). (1033410)
  • Graphics: Add UnityEngine.Experimental.Rendering.RenderingThreadingMode API that returns actual rendering threading mode
  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.
  • Graphics: Ensure deterministic results for ASTC compressed textures with block sizes 10x10 and 12x12
  • Graphics: Fix hang during shutdown which could happen when running C# Jobs within a ScriptableRenderPipeline. (1142765)
  • Graphics: Fix SRP Batcher graphical artifacts with more accurate float to half conversion (1136206)
  • Graphics: Fixed excessive stripping of shaders without users keywords resulting in missing usage of vertex components and discarding them (914736)
  • Graphics: Fixed RenderTextureFormat BGRA support (1141798)
  • Graphics: tencil Rendering States do not get updated when setting via Shader.SetGlobalInt() (922259)
  • Graphics: Updated documentation for LODGroup (949239)
  • iOS: Fix iOS builds failling on when the system locale is not set to english (1136098)
  • iOS: Fixed an issue where OnEndDrag was not called when using Unity Remote in certain cases. (872909)
  • iOS: Fixed Product Bundle Identifyer to be set in Xcode Packaging Build Setting (1140420)
  • Kernel: Fixed job index allocation contention which could cause multiple seconds of stalling while using jobs.
  • Linux: Fixed issue when a locked cursor miscalculates the mouse move delta when the game view is too close to the edge of a monitor. (1134503)
  • Linux: Fixed not being able to set any resolution on the Linux player when the requested resolution matched either the width or height of the native desktop resolution. (1105102)
  • Package Manager: Fix inaccurate messaging when disabling built-in modules (1131602)
  • Package Manager: Fixed an issue where packages would not get automatically resolved after repairing the package.json file of a file: dependency.
  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project. (1139199)
  • Particles: Apply fade and soft particle properties to the Emissive color of the Standard Particle Shaders.
  • Physics: 2D Capsule overlap/cast queries where the capsule is in the horizontal orientation now produce correct results. (1105944)
  • Physics: Child Collider2D in a different Z position now renders correctly when displayed outside of "2D" view mode. (1061344)
  • Physics: Editing a Collider2D now stays in edit mode when making any collider change. (1090438)
  • Physics: Fix crash that happened when destroying Colliders that had OnCollisionStay scripts attached (1113545)
  • Physics: Fix nested Rigidbodies not following their parent sometimes (1140632)
  • Physics: PolygonCollider2D used by CompositeCollider2D now shows outline whilst editing. (926739)
  • Physics: Removed the hidden MeshCollider component that was added to all the Cloth game objects for the brush placement (1101598)
  • Physics: Rigidbody2D interpolation set during runtime now correctly interpolates. (1135129)
  • Physics: The implicitly created static ground-body is now not shown in the static body count in the profiler 2D physics area. (1143465)
  • SceneManager: Only do validation when dropping when using sub-scenes (not on every drag event)
  • Scripting: Fixed TouchScreenKeyboard API so that it behaves sensibly on platforms that don't have onscreen keyboards.
  • Scripting: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis) (1141642)
  • Terrain: Fix texture on a Terrain is painted in a square shape which only has Textured border when Graphics API for Windows is set to Vulkan (1138011)
  • Terrain: Fixed -Terrain Need to remove .5 clamp from Stamp Height shader pass (1137135)
  • Timeline: Fixed Override Tracks Menus not properly working with multi-selection (1124353)
  • Timeline: Fixed wrong context menu appearing when right clicking a marker in the marker track (1133592)
  • UI Elements: Border radiuses are now clamped independently in their x and y axes.
  • Version Control: Editor setting for VCS mode defaults to "Visible Meta Files" now, including when doing Reset on the settings
  • Version Control: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599)
  • Version Control: Inspector VCS status bar properly displays "disconnected" state now
  • Version Control: Project settings editor no longer displays two VCS status bars
  • Video: Fix Camera Near Plane in 2D rendering for VideoPlayer (1135033)
  • Video: Fixed a Lumin video player shutdown crash. (1143515)
  • Video: VideoPlayer hangs or starts from the beginning at double speed when seeking on Android (1141913)
  • Windows: Fix Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (1117930)
  • Windows: Fix Touch.Radius always returning 0 on Windows Editor and Standalone Player (1119934)
  • XR: Fix for Vulkan standalone player with single-pass instancing showing black screen in HMD (1130342)
  • XR: Fix Magic Leap package download in Lightweight Render Pipeline template. (1106219)
  • XR: Fix OpenVR package failing to download when Virtual Reality is enabled for new projects. (1082031)
  • XR: Fixed issue that would cause the player window to crash on resize after entering VR. (1097224)
  • XR: XR.InputDevice.Characteristics is a new series of flags describing how an XR device works, and what kind of features it can have. As a result XR.InputDevice.Role is now obsolete.
  • XR: XR.InputDevice.OnConfigChanged now let's you know if a an InputDevice has changed it's characteristics at without disconnecting.
  • XR: XR.InputDevices.GetDevicesByCharacteristics now let's you filter devices by characteristics. As a result, XR.InputDevices.GetDevicesByDeviceRole is now obsolete.

New in Unity 2019.1.2f1 (May 11, 2019)

  • Fixes:
  • Android: Fixed black bar shown on Android9+ devices without notch when in non-fullscreen mode. (1144669, 1148770)
  • Android: Fixed occasional crash on Moto G when using split binary and loading Asset Bundles from StreamingAssets. (1145139, 1150054)
  • Asset Pipeline: Asset Bundles - Fix non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1133370)
  • Audio: Fixed clip preview autoplay in the object selector. (1126745, 1151363)
  • Audio: Fixed crash when creating Presets of AudioManager settings and then modifying AudioManager. (1141203, 1151367)
  • Build Pipeline: Fixed AssetBundles being build differently on each rebuild when "Prebake Collision Mesh" option is on. (1116173, 1133370)
  • Editor: Fix GameObject preview flickering on mac (1132433, 1150247)
  • Editor: Fixed attempting to move an entire light probe group ends up selecting a single probe instead. (1115849, 1144908)
  • Editor: Fixed mouse position in new Input System on mac editor. (1145645, 1151369)
  • Editor: Fixed the preview pane in the object selector.
  • Editor: Fixed UI value synchronization for audio mixer send effects. (1139634, 1151365)
  • GI: Fixed we don't check if a point is behind the camera or not. These point should not be included in the selection. (1129856, 1143127)
  • GI: Total Bake Time is shown as 0:00:00 in Progressive Lightmapper when Prioritize View is disabled. (1095980, 1143691)
  • Graphics: Fixed bug when SRVs were not correct for Texture2DMSArrays. (1130212, 1145304)
  • Graphics: Fixed crash in CameraStackRenderingState::ReleaseResources when exiting play mode. (969092, 1151379)
  • Package Manager: Fixed an issue where package tarball files could not be extracted when the target path contained non-latin characters. (1124257, 1144686)
  • Player: Fixed mouse position in new Input System on mac standalone players. (1145647, 1151376)
  • Player: Libpng library upgraded to version 1.6.36 (1141755, 1148310)
  • Player: Zlib library upgraded to version 1.2.11 (1141751, 1148305)
  • Prefabs: Fixed Particle System Renderer component appearing when adding a script to prefab instance. (1148619, 1148998)
  • Prefabs: Fixed prefab asset with orphan GameObject creating dummy root and showing only one child whilst also outputting errors. (1115859, 1148995)
  • Prefabs: Fixed that opening a broken legacy Prefab Asset in Prefab Mode shows a recursive dialog (hangs the Editor). (1115859, 1148994)
  • Scripting: Fixed empty project generating a few bytes of garbage every frame. (1142485, 1148201)
  • Services: Ensure CrashReporting doesn't capture log messages that occur after the exception being reported (1134786, 1140381)
  • Services: Ensure symbols are captured correctly on Android (1108365, 1140378)
  • Services: Ensure symbols are captured correctly on iOS (1109548, 1140375)
  • Services: Fix crash in signal handler on Android IL2CPP ARM64 (1038107, 1140372)
  • Services: Fixed collaborate turning itself off. (1095539, 1149137)
  • Services: Symbol upload for Cloud Diagnostics will now work in batch mode. (851655, 1140370)
  • Shaders: Fixed the compute shader compilation failure in Vulkan. (1103046, 1138090)
  • Terrain: Fix the terrain inspector being disabled even after the initial inspector was closed. (1117658, 1143636)
  • UI Elements: fix: Graphview - Panning quickly make nodes or edges enter their hover state (1136318, 1141075)
  • UI Elements: Fixed a root cause for a bug causing locked inspectors to not update. (1139302, 1151364)
  • UI Elements: Pass wheel events in scrollview to parents when they are unused by the scrollview (1118002, 1131482)
  • Unity Test Runner: Fixed a regression where the Test Framework would run TearDown in a base class before the inheriting class. (1142553, 1143353)
  • Version Control: Fixed YAMLMerge duplicating chunk in output. (1139083, 1146420)
  • Video: Fixed audio sync issues on Windows in VideoPlayer when seeking. (889059, 1146539)
  • Windows: Fixes maximized Standalone window going to fullscreen (1137204, 1148786)
  • XR: Fix 2D player window crash on resize when started in non-VR and switched to VR. (1097224, 1148182)
  • XR: Fixed app memory leak when open for extended periods of time. (1138251, 1140775)

New in Unity 2019.1.1f1 (May 6, 2019)

  • Fixes:
  • Android: Fixed Vulkan rendering when sRGB write control is enabled in PlayerSettings. (1107481, 1125474)
  • Animation: Fixed crash when state has "too many" scripts attached. (1137055, 1150381)
  • Asset Bundle: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles. (1138140, 1139330)
  • Asset Import: Fixed a regression where blender files import fails when the blender application installed is version 2.79 (1144643, 1144766)
  • Audio: Fixed user selection not being respected for dsp buffer size in the audio settings. (1129895, 1150380)
  • Editor: Fixed a bug that disabled the availability of having rsp files inside Packages correctly. (1137372, 1138461)
  • Editor: Fixed editor crashing while clicking on Overrides window for instance of name based replaced variant. (1137288, 1145518)
  • Editor: Fixed hierarchy incorrect scenevis icon for scenes and toggling behavior (1126555, 1143155)
  • Editor: Fixed hierarchy ping being slightly offset (1140214, 1143158)
  • Editor: Fixed scene header context menu in hierararchy being slightly offset (1142146, 1143160)
  • Editor: Fixed the issue with GameView Scale's minimum value being dependent on the windows display scaling factor. (1099270, 1126537)
  • GI: Fixed a race condition in Enlighten data loading during additive scene loading that led to a crash in the standalone player. (1124660, 1132699)
  • Graphics: Fixed missing draws when using an uninitialized RenderTexture with Vulkan. (1107219, 1123843)
  • IL2CPP: Added support for the MethodImplOptions.NoOptimization C# attribute. (1124061, 1144679)
  • IL2CPP: Fixed a build failure that would occur when targeting UWP w/ il2cpp while using a Managed Stripping Level of High. (1137227, 1146287)
  • IL2CPP: Fixed an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.
  • IL2CPP: Fixed building generated player Visual Studio project when using IL2CPP scripting backend and building to a builder with unicode characters in the path on Windows Standalone and UWP players. (1129992, 1143205)
  • IL2CPP: Fixed making RuntimeHelpers.IsReferenceOrContainsReferences call a generation-time intrinsic that will output a "false" or "true" boolean value to the C++ code. This greatly speeds up some .NET container classes that make use of this method. (1143169, 1145502)
  • IL2CPP: Fixed overwriting a copy of a generic by ref argument that uses specifically crafted IL bytecode. (1140509, 1147441)
  • IL2CPP: Fixed proper C++ code not being generated when Mathf.Infinity is used as the value for an attribute argument. (1139579, 1141559)
  • IL2CPP: Fixed some assemblies missing symbol files after building with the Medium or High Managed Stripping Level. (1142732, 1144690)
  • iOS: Fixed SendMessage not working on iOS/tvOS simulator. (1138257, 1139346)
  • Linux: Fixed Linux editor 'scrolling' when starting up in a maximized position. (1130242, 1141032)
  • Mobile: Fixed [iOS] VR Shaders included in builds. (1123955, 1142461)
  • Physics: Fixed any hit being returned by MeshCollider.Raycast instead of the closest one. (1136868, 1144347)
  • Physics: Fixed crash that happened when passing a zero direction vector to batched physics queries. (1134317, 1144345)
  • Physics: Fixed the physics debug window not being open/closed correctly. (1115985, 1127093)
  • Scripting: Fixed issue with "Menu can't be checked because it doesn't exist" warning being emitted when deleting a checked menu item script. (1136169, 1136820)
  • Video: Fixed Spatial Blend in AudioSource not always impacted by distance when used by VideoPlayer. (1114277, 1139381)
  • Windows: Fixed issue where high-poll-rate mice were causing performance degradation in the Editor on Windows. (1117360, 1144635)
  • Windows: Fixed SystemInfo.deviceUniqueIdentifier not returnin the same values as Unity 2018.3 and earlier versions. (1146923, 1146971)
  • XR: Updated OpenVR to 1.0.14. This fixes an issue on Linux where the player may crash if it is built for OpenVR, but SteamVR is not installed on the machine. (985931, 1144524)

New in Unity 2019.2.0 Alpha 14 (May 6, 2019)

  • Fixes:
  • 2D: Added dialog box message to inform user to install 2D Sprite package if it is not installed when clicking on Sprite Editor Window button in TextureImporter. (1140578, 1144207)
  • This is a new issue, not seen in any released version.
  • Android: Fixed ASTC HDR textures in Mac Editor. (1142953, 1145497)
  • Asset Import: Fixed issue with import not working for blender files from Blender 2.79 and below. (1144643, 1144768)
  • This has already been backported to older releases.
  • Audio: Audio: Fixed audio stuttering when audio thread has to wait for audio jobs to complete. (1118284, 1144091)
  • This has already been backported to older releases.
  • Editor: Fixed attempting to move an entire light probe group ends up selecting a single probe instead. (1115849, 1144907)
  • Editor: Fixed problem in Assets > Open c# project with new code editor packages. Sending non-virtual path. (1145337, 1145347)
  • This is a new issue, not seen in any released version.
  • Editor: Fixed spelling, grammatical and missing characters throughout the editor. (1138604, 1143079)
  • This has already been backported to older releases.
  • Editor: Fixed the preview pane in the object selector.
  • GI: Fixed an intermediate lookup issue in Enlighten when using SSDs with Realtime GI and Baked GI enabled (1128583, 1134676, 1134702, 1143679, 1143686, 1143687)
  • GI: Use AI denoising for shadow mask and direct environment samples when baking with the GPU lightmapper. (1138839, 1144432)
  • Graphics: Fixed crash when the exposure texture is destroyed by holding on to the exposure texture via PPtr, instead of holding just a pointer. (1139545, 1144601)
  • This has already been backported to older releases.
  • Graphics: Fixed issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)
  • Graphics: Fixed memory leak when using Vulkan. (1137290, 1147000)
  • iOS: Fixed xcode project to be saved if Automatically add capabilities setting is disabled. (1142626, 1145250)
  • Package Manager: Disabling Modules error message is inaccurate (1131602, 1145317)
  • Scripting: Fixed issue with "Menu can't be checked because it doesn't exist" warning being emitted when deleting a checked menu item script. (1136169, 1144397)
  • Timeline: Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463, 1146268)
  • Timeline: Fixed marker UI is the same color and size on infinite track (1139370, 1146266)
  • This has already been backported to older releases.
  • Timeline: Fixed moving a marker on an Infinite Track will keep the track in infinite mode (1141190, 1146264)
  • This has already been backported to older releases.
  • Timeline: Fixed zooming in/out will keep the padding at the beginning of the timeline (1030689, 1146265)
  • This has already been backported to older releases.
  • UI Elements: Invalid scale values on the Z component are now ignored and won't prevent the VisualElement from disappearing (1134758, 1147315)
  • UI Elements: Prevents zoom in and out with scroll wheel while mouse is over blackboard in graphview. (1139333, 1146282)
  • Windows: Fixed issue where high-poll-rate mice were causing performance degradation in the Editor on Windows. (1117360, 1144636)
  • XR: Fixed a CPU core configuration issue on Oculus Quest that resulted in too many job threads spinning up. (1141670, 1143225)
  • This has already been backported to older releases.

New in Unity 2019.2.0 Alpha 13 (Apr 30, 2019)

  • Features:
  • 2D: A Secondary Textures module was added to the Sprite Editor. You can use this module to associate additional textures to the sprites you're editing, add access those textures in a shader.
  • Editor: VSCode, Visual Studio, and Rider code editor integration as packages.
  • Improvements:
  • Prefabs: It's now possible to edit the root GameObject of a Prefab directly from the Project browser without going into Prefab Mode. This supports multi-object editing as well. (1120805, 1144205)
  • This has already been backported to older releases.
  • Timeline: Added ability to override loop setting on AnimationClips in Timeline. (1140766, 1144743)
  • API Changes:
  • Editor: Added EditorWindow.CreateWindow which works like EditorWindow.GetWindow, but always creates a new window.
  • Kernel: UnsafeUtility.MemCpyReplicate() no longer asserts if size or count are zero. Instead it passively exits like other UnsafeUtility methods.
  • Time: Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate
  • Fixes:
  • 2D: Sprite in Sprite Renderer goes missing when upgrading project from 2018.3 to 2019.1 or 2019.2. (1142707, 1144741)
  • This has already been backported to older releases.
  • Android: Fix Editor crash on opening Player Settings when Android SDK is not setup. (1143624, 1144223)
  • Animation: Fixed float values not being animated when PPtr references were also in animated bindings. (1143168, 1143756)
  • Asset Import: Fix for .Meta files with a "UTF-8" BOM can cause the YAML parser to freeze Unity. (1140957, 1145245)
  • Asset Import: Fixed Events Add/Delete from the ModelImporterEditor Animation panel. (1136900, 1144451)
  • Asset Pipeline: Fixed rehash asset when changing asset bundle setting in meta file v1. (1126293, 1143337)
  • Audio: Fix UI value synchronization for audio mixer send effects. (1139634, 1144751)
  • Editor: Entering of exiting Playmode when some AssetImporter are focused in the Inspector does not crash anymore. (1141570, 1144208)
  • Editor: Fixed crash in VCProvider when updating the project. (1139303, 1144221)
  • This has already been backported to older releases.
  • Editor: UnityEngine.RectOffset causes GC.Collect() to be called at regular intervals causing noticeable lag spikes when using. (1130308, 1144227)
  • This has already been backported to older releases.
  • Editor: Update windows splash screen.
  • Facebook: Fixed platform detection.
  • This is a new issue, not seen in any released version.
  • GI: Fixed we don't check if a point is behind the camera or not. These point should not be included in the selection. (1129856, 1143126)
  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.
  • Graphics: Fixed an issue with game view not updating streaming mips fully when in edit mode. (1141222, 1145166)
  • Graphics: Fixed issue with large scaled meshes with texture mip map streaming. (1139189, 1144483)
  • Graphics: Textures unsupported by mip map streamin such as reflection probes and decals now load highest mip. (1115306, 1145164)
  • IL2CPP: Detect the proper default current culture on macOS and iOS instead of the invariant culture. (1133961, 1146299)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper C++ code when Mathf.Infinity is used as the value for an attribute argument. (1139579, 1144228)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper flow control code for try/catch/finally handling with async methods in C#. (1122868, 1146300)
  • This has already been backported to older releases.
  • IL2CPP: Improve the performance of Socket Poll operations on iOS. (1136660, 1146303)
  • This has already been backported to older releases.
  • IL2CPP: Improve the performance of WaitAny on non-Windows platforms. (1111339, 1146302)
  • This has already been backported to older releases.
  • IL2CPP: Marshal an array of primitive types as SAFEARRAY by default when if it used as a field. (1131557, 1146301)
  • IL2CPP: Throw a SocketException when a socket attempts to bind to an address and port that is already in use by another socket on Windows. (1133587, 1146298)
  • This has already been backported to older releases.
  • Kernel: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144754)
  • Mono: Prevent a TypeLoadException which can occur in the player at run time when the Medium or High managed stripping level is used with the Mono scripting backend. (1121958, 1146296)
  • This has already been backported to older releases.
  • Package Manager: Fix the issue where the status icons get corrupted when a user exit search mode. (1142542, 1144549)
  • Package Manager: Fixed an issue where package tarball files could not be extracted when the target path contained non-latin characters. (1124257, 1144687)
  • Particles: Fixed stuttering when using scripted simulation with long times. (753940, 1144335)
  • Prefabs: Fix Editor crash while clicking on Overrides window for instance of name based replaced variant. (1137288, 1144218)
  • This has already been backported to older releases.
  • Shaders: Fixed shader upgrader to not add exclude_renderers due to const array usage. (1053734, 1143646)
  • Shaders: Fixed surface shader include dependency handling on shader errors. (1002833, 1143645)
  • This has already been backported to older releases.
  • Shaders: Minor HLSLcc fixes. (1105361, 1142484, 1143647, 1143648)
  • UI Elements: Fixed a possible infinite recursion in picking.
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed rendering of UXML inspector preview. (1111250, 1144231)
  • This has already been backported to older releases.
  • UI Elements: Fixed scheduler not executing single delayed callbacks. (1142834, 1145277)
  • UI Elements: Resizing a visual element will not cause unnecessary nudge or repaint of the descendants. (1109689, 1144434)
  • WebGL: Fixed an issue where WebGL froze when switching to full-screen. (1106442, 1144827, 1144828)
  • This has already been backported to older releases.
  • WebGL: Fixed an issue with saving PlayerPrefs in WebGL. (1140820, 1145636)
  • XR: Fix for standalone player with Vulkan api and single-pass instanced mode showing black screen in HMD. (1142602)
  • XR: Fixed a regression where Android based VR was locked to 30fps. (1135328, 1143226)
  • This has already been backported to older releases.
  • XR: Updated OpenVR to 1.0.14. This fixes an issue on Linux where the player may crash if it is built for OpenVR, but SteamVR is not installed on the machine. (985931, 1148167)
  • This has already been backported to older releases.

New in Unity 2019.1.0f2 (Apr 16, 2019)

  • Improvements:
  • Prefabs: You can now edit the root GameObject of a Prefab directly from the Project browser, without going into Prefab Mode. This supports multi-GameObject editing as well. (1120805, 1120807)
  • XR: Updated Vuforia to version 8.1.7.
  • Fixes:
  • Asset Import: Fixed an issue where importing FBX files with skinned meshes and with Index Format set to 16-bit produced corrupt data and/or errors. (1126943, 1139690)
  • Editor: Updated Windows splash screen.
  • Graphics: Fixed Editor crashes on GfxDevice::ApplyBlendShape when playing animation preview. (1131617, 1142926)
  • This is a 2019.1 issue, not seen in any released version.
  • IL2CPP: Fix error when using float.Infinity in an attribute (1139579, 1141559)
  • This is a new issue, not seen in any released version.
  • Mobile: Fixed Application.Unload crashing on il2cpp (1135018, 1141970)
  • This has already been backported to older releases.
  • Scripting: Enabled empty assembly definition references and relaxed the need for a reference on an assembly. (1130125, 1136092)
  • Scripting: Fixed an issue where the execution order was not preserved in the Editor under domain reload. (1036602, 1130156)
  • This is a 2019.1 issue, not seen in any released version.
  • WebGL: Fixed an issue where WebGL froze when switching to full-screen. (1106442, 1144828)
  • XR: Fixed a regression where Android based VR was locked to 30fps. (1135328, 1140824)

New in Unity 2019.2.0 Alpha 11 (Apr 12, 2019)

  • Backwards Compatibility Breaking Changes:
  • Animation: Constraints are now evaluated before LateUpdate script (1123107)
  • Improvements:
  • Android: Implemented Screen.Brightness property for Android (read only)
  • Android: Improve performance of string marshaling between C# and Java (up to 50% faster).
  • Animation: Added visibility feedback in the Animator Inspector Info box
  • Editor: ProBuilder is now a recommended package.
  • GI: Faster baking with progressive lightmapper in cases with many light probe sets in the scene.
  • GI: GPU lightmapper performance improvement: generate many rays per texel/probe for indirect lighting. Optimize direct lighting by using compaction.
  • GI: Optimized time to first lit texel for the progressive lightmappers by multithreading heavy functions.
  • iOS: Can now select architecture for native plugins on iOS & TvOS.
  • Kernel: Performance improvements in internal Matrix4x4 Invert method used primarily by Rendering and Cameras.
  • Package Manager: Improved Undo/Redo and Cancel button handling in the PackageManifestImporter Editor.
  • Scripting: Managed debugger will now output which network port it's listening on to the player log
  • Terrain: Basemap textures now are not generated if the basemap shader is not used.
  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings
  • XR: Add Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.
  • API Changes:
  • Terrain: Added TerrainData.SetTerrainLayersRegisterUndo for setting the terrainLayers property and can be correctly undone if splat textures are created or destroyed during the process.
  • XR: Added XR.XRDevice.UpdateEyeTextureAntiAliasingSettings to force the hmd swap chain to be reallocated when the MSAA sample count is changed.
  • Fixes:
  • 2D: Change position of Tile Instantiated GameObject to be in line with Tile Anchor position of Tilemap
  • 2D: Fix crash on rendering with a TilemapRenderer when running shader compilation (1128961)
  • This has already been backported to older releases.
  • 2D: Fix Grid.GetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814)
  • This has already been backported to older releases.
  • 2D: Fix sorting of rendering on Isometric Tilemap with Chunk mode (1127579)
  • This has already been backported to older releases.
  • 2D: Fixed an issue where sprites could disappear while moving in the tile palette (1133841)
  • This has already been backported to older releases.
  • 2D: SpiteAtlas does not change when its associated "Object for Packing" texture is modified by a custom AssetPostprocessor script (1135638)
  • 2D: Update Tilemap Prefab when entering Prefab mode when Tiles have been changed outside of Prefab mode (1120471)
  • This has already been backported to older releases.
  • Analytics: Passing Unity objects to AnalyticsEvent causes allocation leak warnings (1086690)
  • Android: Don't try to repaint an android build window if it's closed (1113208)
  • This has already been backported to older releases.
  • Android: Fix apk version parsing failing due to unexpected java output (1133867)
  • Android: Fix Application.Unload crashing on il2cpp (1135018)
  • Android: Fix crash when AndroidJavaProxy is invoked while app is in background. (1126040)
  • This has already been backported to older releases.
  • Android: Fix Environment.TickCount returning negative value on Android 8.0+ (1108927)
  • This has already been backported to older releases.
  • Android: Fix error when trying to sign a development build (1137971)
  • Android: Fix large Unicode character marshaling between C# and Java on Android 4 and 5. (1123693)
  • Android: Fix [Android] Only part of Static Splash Image is visible on load when Splash Image is transparent. (1136826)
  • Android: Fixed an issue on Mali GPUs where font textures would occupy 4 times more memory than on other GPUs. (1132219)
  • This has already been backported to older releases.
  • Android: Fixed an issue where Android builds would fail if RC Android build tools were installed. They are now ignored and the latest final release version is chosen instead. (1139492)
  • Android: Reverts changes that broke implicit JNI method registration.
  • This is a new issue, not seen in any released version.
  • Animation: Allow deleting curve keys whilst dragging, without throwing errors. (1129837)
  • Animation: Fix crash when state has "too many" scripts attached. (1137055)
  • Animation: Fix live link not showing the right edge (1032879)
  • Animation: Fixed an issue where unloading an AnimatorController in an asset bundle could lead to a crash (1114534)
  • This has already been backported to older releases.
  • Animation: Fixed animation jobs SetPosition/SetLocalPosition not working on humanoid transform for rig with translation DoF ON (1103108)
  • Animation: Fixed Animator.keepAnimatorControllerStateOnDisable not keeping default values when disabling and re-enabling a GameObject. (1076483)
  • This has already been backported to older releases.
  • Animation: Fixed issue with .NET 4.0 causing issues with System.Single conversion (1057751)
  • Animation: Fixed memory leak in AnimationWindow when inspecting animation with large number of keyframes (1092423)
  • Animation: Fixed TransformStreamHandle.GetPosition not returning global position when applyRootMotion is off and user is controlling the root transform. (1115701)
  • Animation: Properly stop graph when switching to manual update mode (1084441)
  • Animation: Right clicking on an item in a ReoderableList will select it, but will not trigger dragging logic (907650)
  • Animation: Throw argument exception when legacy clip is used with AnimationClipPlayable (1100643)
  • Asset Import: Clicking cancel on the Import Package dialog now invokes the importPackageCancelled callback (1037916)
  • Asset Import: Fix bone-related crash when index format is set to 16-bit. (1126943)
  • Asset Import: Fixed issue with Blender 2.80 files not being properly imported. (1115353)
  • Asset Import: Fixed issue with blendshape normals being recalculated when the blendshape normal import option is set to 'None' (1123265)
  • Asset Import: If no assets can be exported, an error is returned instead of creating an empty package (1105480)
  • Asset Import: Imported assets fall back to the name at the time of export, if that differs from the name associated with the GUID (1130301)
  • Asset Import: TextureImporter inspector and SetPlatformSettings show an error message when assigning invalid texture format for a given platform and texture type. (1115190)
  • Audio: Spatial Blend in AudioSource is always impacted by distance when used by VideoPlayer (1114277)
  • Audio: Visually respect user selection for dsp buffer size in the audio settings. (1129895)
  • Build Pipeline: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles (1138140)
  • Build Pipeline: Fixed an issue where baked lighting information was lost when building scenes with the Scriptable Build Pipeline (1123968)
  • This has already been backported to older releases.
  • Build Pipeline: Fixed an issue with Scriptable Build Pipeline not building multiple SpriteAtlas texture pages. (1139343)
  • This has already been backported to older releases.
  • Build Pipeline: Fixed splash screen background not appearing when building through command line the first time. (1047042)
  • This has already been backported to older releases.
  • Editor: Acknowledge [Normal] attribute in shader when checking that normal maps have "Normal Map" texture usage (1132148)
  • Editor: Add a default implementation of EditorTool.toolbarIcon.
  • This is a new issue, not seen in any released version.
  • Editor: Added Material checkout support from within the Game Object Inspector. Previously it was only possible to check it out by selecting a Material asset in the Project panel. (962080)
  • Editor: Editor windows now restore size when pulled from the top bar when maximized. (1126516)
  • Editor: Fix inspector is stuttering when scrolling through the large serialize list (1131250)
  • Editor: Fix layout being saved/loaded incorrectly when saving undocked or maximized tabs (1122565)
  • Editor: Fix Shift+Delete does not remove an empty element from the array in the Inspector window (1105084)
  • Editor: Fix shortcuts not being updated in Main Menus after user unbinds it. (1109108)
  • Editor: Fix that the Animation Window's 'Add Property' button generates an error when adding a new property (1136983)
  • This has already been backported to older releases.
  • Editor: Fix the terrain inspector being disabled even after the initial inspector was closed. (1117658)
  • Editor: Fixed an issue from previous PR that caused unicode characters in logfile path to not work correctly on Windows (1122909)
  • This has already been backported to older releases.
  • Editor: Fixed an issue where Console windows disappear when Unity Editor is not in focus (1109182)
  • Editor: Fixed an issue where ShowObjectPicker freezes editor when it's invoked right after another ObjectPicker is closed. (1113046)
  • Editor: Fixed checkbox button not toggling when shortcut key(space) is pressed. (1136216)
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder (934940)
  • This has already been backported to older releases.
  • Editor: Fixed issue where PropertyAttribute was not applied on arrays (1140241)
  • Editor: Fixed issue wih Camera preview having a fixed size when scene view tools popup is present (1125006)
  • Editor: Fixed issue with orphan host views while loading an editor window layout (1079742)
  • Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition. (1127789)
  • This has already been backported to older releases.
  • Editor: Restored previous behavior of single channel textures with default texture usage (to generate grayscale data) (1082583)
  • This is a new issue, not seen in any released version.
  • Editor: The Unity Test Framework have been migrated into a package.
  • This is a new issue, not seen in any released version.
  • GI: Creash when recompiling shaders (both when manually doing it or when switching pipeline).
  • GI: Fix for crash when compositing multiple lightmaps in parallel with Intel OpenImage denoising. (1138064)
  • This is a new issue, not seen in any released version.
  • GI: Fixed correlation artifacts in CPU Progressive Lightmapper when using semi-transparent surfaces (1132640)
  • This has already been backported to older releases.
  • GI: Fixed error related to cached G buffer data: "Failed reading from a9/a9af123a12f31.ghd" when using the progressive lightmapper while having data from older versions in the GI cache.
  • GI: Fixed so that the Lighting Explorer saves the column settings after restart of the Editor. (1131422)
  • GI: Fixes a potential baking crash when objects HideFlags are configured. (1129038)
  • Graphics: Do not try to do gpu skinning with blend shapes having zero vertices (this IS in line with cpu skinning behavior) (1121794)
  • Graphics: Fix crash caused by Unknown LightMode in ShaderLab shader (1132088)
  • Graphics: Fix crash on GfxDevice::ApplyBlendShape when playing animation preview (1131617)
  • This has already been backported to older releases.
  • Graphics: Fixed indices being kept in memory for non readable mesh when loading from built data (1126675)
  • Graphics: Fixed issue where shadow quality settings were hidden when using an SRP, which meant that culling sometimes didn't include shadow casters.
  • Graphics: Fixed missing caps for Pixels32 APIs (1129776)
  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs (1129777)
  • Graphics: Fixed RenderTexture sRGB flag set incorrectly (1133874)
  • This has already been backported to older releases.
  • Graphics: Fixed vertex compression being disabled for all components for skinned mesh (as opposed to being disabled only for pos/nrm/tan) (1118278)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942)
  • This has already been backported to older releases.
  • Graphics: Loading Renderdoc on the game view in SRP causes the engine to crash ( if SRP Batcher is ON ) (1135805)
  • This has already been backported to older releases.
  • Graphics: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)
  • Graphics: Preview image of Billboard Renderer is now correctly shown in Project Window and LODGroup preview panel. (769753)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451)
  • This has already been backported to older releases.
  • IL2CPP: Avoid an error when IL2CPP encounters a ref readonly proper. (1131673)
  • This has already been backported to older releases.
  • IL2CPP: Correct Environment.TickCount on Android 8 and later. (1108927)
  • This has already been backported to older releases.
  • IL2CPP: Handle in parameters in delegates. (1128665)
  • This has already been backported to older releases.
  • IL2CPP: Implement the Monitor.IsEntered method properly. (1117372)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. (1121969)
  • This has already been backported to older releases.
  • IL2CPP: Prevent In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427)
  • This has already been backported to older releases.
  • IL2CPP: Properly detect the difference between macOS and Linux when the /proc directory exists on macOS. (1126262)
  • This has already been backported to older releases.
  • IL2CPP: Throw a managed exception at runtime when a generic type is marshaled as a delegate parameter. (1122074)
  • iOS: Do not include VR Shaders in builds when VR is not enabled (1123955)
  • iOS: Fix for SendMessage to work on iOS/tvOS simulator. (1138257)
  • This has already been backported to older releases.
  • iOS: Fixed identification of iPad 6th (it used to be identified as iPadPro10Inch2Genor or iPadUnknown with iOS.Device.generation) (1065983)
  • Linux: Fix: [Linux] Editor overwrites PlayerPrefs file when launched (1072116)
  • Linux: Fixed Editor crashing when started from the Hub (1140369)
  • Linux: Fixed Linux Standalone Player touch events for IMGUI (1106839)
  • Linux: Fixed main window scrolling when the requested window size is bigger than the window manager's work area. (1130242)
  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)
  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)
  • Package Manager: Fix incorrect text with the update button when a package is being installed (1124632)
  • This has already been backported to older releases.
  • Package Manager: Fix samples display overlap issues. (1140326)
  • Package Manager: Fixed an issue when closing the 'Reset Packages to Defaults' confirmation window still resets the Packages. (1134754)
  • This has already been backported to older releases.
  • Package Manager: Fixed an issue with Package Manager UI refreshing the package list when entering play mode. (1135815)
  • This has already been backported to older releases.
  • Package Manager: Use proper display:none to prevent hidden elements from showing up. (1139170)
  • Particles: Ensure particles are removed from the system when using SetParticles with zero remaining lifetime. (1130703)
  • This has already been backported to older releases.
  • Particles: Fix crash when resetting Particle System component via the cog wheel in the Editor. (1131320)
  • This has already been backported to older releases.
  • Particles: Fix texture property issue with Trails texture and Sprite mode being used together. (1127679)
  • This has already been backported to older releases.
  • Particles: Fixed an issue where 1 particle of each mesh type would be rendered, when a system did not actually have any particles using that mesh, when using GPU Instancing. (1139308)
  • This has already been backported to older releases.
  • Particles: Fixed FrameDebugger corruption when using Particle Systems. (1136275)
  • This has already been backported to older releases.
  • Particles: Made per-particle sorting work when using GPU Instanced particles. (1139313)
  • This has already been backported to older releases.
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989)
  • This has already been backported to older releases.
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989)
  • This has already been backported to older releases.
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313)
  • This has already been backported to older releases.
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313)
  • This has already been backported to older releases.
  • Physics: Fix any hit being returned by MeshCollider.Raycast instead of the closest one (1136868)
  • Physics: Fix crash that happened when passing a zero direction vector to batched physics queries (1134317)
  • Physics: Fix issue with cloth transform tools. (962773)
  • Physics: Fix the physics debug window not being open/closed correctly (1115985)
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514)
  • This has already been backported to older releases.
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514)
  • This has already been backported to older releases.
  • Playables: Fixed crash when instantiating GameObjects from Playable Notifications. (1129866)
  • This has already been backported to older releases.
  • Prefabs: Fix RectTransform properties of nested Canvas getting incorrectly modified upon entering Prefab Mode. (1132796)
  • This has already been backported to older releases.
  • Prefabs: Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases. (1132706)
  • This has already been backported to older releases.
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245)
  • This has already been backported to older releases.
  • Prefabs: When multi-selecting Prefab instances and clicking Apply All, imports are now batched.
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260)
  • This has already been backported to older releases.
  • Profiler: Fixed charts not rescaling after disabling/enabling a category. (1134368)
  • This has already been backported to older releases.
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769)
  • This has already been backported to older releases.
  • SceneManager: Add 'Collapse All' functionality to the Hierarchy Window to easily collapse all rows in the Hierarchy. Added to the Hierarchy window context menu. (1137167)
  • This has already been backported to older releases.
  • SceneManager: Fix SceneHierarchy throwing null ref exception in rare cases on LostFocus events. (1136536)
  • This has already been backported to older releases.
  • SceneManager: Fix Unity hangs after dropping a parent transform into a SubScene below it. (1136535)
  • This has already been backported to older releases.
  • Scripting: Relaxes the need for a reference on an assembly. Allow empty assembly definition references. (1130125)
  • This has already been backported to older releases.
  • Scripting Upgrade: Fix ReflectionTypeLoadException when accessing types from Accessibility assembly. (1138120)
  • This has already been backported to older releases.
  • Services: Cloud Diagnostics will no longer capture log messages that occur after the exception being reported (1134786, 1140382)
  • Services: Fix 851655: Symbol upload for Cloud Diagnostics will now work in batch mode. Fix 1038107: Fix crash in signal handler on Android IL2CPP ARM64 Fix 1109548: Ensure symbols are captured correctly on iOS Fix 1108365: Ensure symbols are captured correctly on Android (851655)
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass (1135888)
  • This has already been backported to older releases.
  • Shaders: Fixed GLSL binding overflow when using too many UBOs and SSBOs (now use separate binding space)
  • This is a new issue, not seen in any released version.
  • Shaders: Fixed incorrect GLSL code generation when using half in SSBOs (HLSL structured buffers)
  • This is a new issue, not seen in any released version.
  • Shaders: Fixed non-deterministic shader binaries in asset bundles (749340)
  • Shaders: Fixed regression on SRP subshader fallback (1127390)
  • This has already been backported to older releases.
  • Shaders: Fixed shader warnings on standalone build (1107819)
  • This has already been backported to older releases.
  • Terrain: Fixed a rare crash at TerrainData serialization. (1132798)
  • This has already been backported to older releases.
  • Timeline: Blending shortcut was lost with Clip Editing Integration (1116053)
  • This has already been backported to older releases.
  • Timeline: Notifications with Retroactive flag are triggered when the timeline loops (1137266)
  • This has already been backported to older releases.
  • Timeline: Paste operation does not place items at the correct location (1138563)
  • This has already been backported to older releases.
  • Timeline: Reactions for Signals were not correctly drawn (1134422)
  • Timeline: Track context menu does not appear when right-clicking on a track header after a copy operation (1131095)
  • This has already been backported to older releases.
  • UI Elements: Enable editing of script field when the script is missing (1117624, 1124725)
  • This has already been backported to older releases.
  • UI Elements: Fix set showVertical, showHorizontal properties of a Scrollview (1137340)
  • This has already been backported to older releases.
  • UI Elements: Fixed an invalid texture for toolbar element in Light skin (1117232)
  • UI Elements: Fixed background-color-tint that wasn't being properly applied (1137265)
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed invalid computed transform of a VisualElement that is the ancestor of a group transform. (1136670)
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed issue that caused the UIElements scheduler to run expired items (1138634)
  • This has already been backported to older releases.
  • UI Elements: Fixed the foldout triangle size (1122034)
  • UI Elements: Fixed the indentation of the variables for a custom script in the inspector window (1114055)
  • This has already been backported to older releases.
  • UI Elements: Focused UI element is unfocused when window loses focus and gets it back when window is refocused (984433)
  • UI Elements: ListView and TreeView support selecting all ement with Ctrl-A and clearing the selection with Escape
  • This is a new issue, not seen in any released version.
  • UI Elements: Removed support for instanciating elements with DoCreate() in UXMLFactories
  • Video: Editor crashes on skipping transcoding twice for video (1104507)
  • This has already been backported to older releases.
  • Video: Fix for overflow of texture release command queue for Apple Metal when running headless (1127529)
  • Video: Importing ARCore SDK for Unity 1.7.0 package crashes Editor when importing hand_eom.webm video (1133177)
  • This has already been backported to older releases.
  • Video: Unity crashes on "-[AVFoundationMediaLoader GetNumAudioChannels:]" when entering Play Mode (1104510)
  • This has already been backported to older releases.
  • Video: Using "LZ4" or "LZ4HC" compression methods results in an error in Standalone Player when viewing a Video (1092265)
  • This has already been backported to older releases.
  • Windows: Fix standalone Windows player hanging on startup on machines with strict group policies (1083303)
  • Windows: Fixed some dialog buttons text being cutoff in high dpi mode (1028835)
  • This has already been backported to older releases.
  • XR: Fix for Vulkan draw calls not drawing to second slice of texture array during stereo instancing (1129656)
  • XR: Fix for Vulkan Y-flipped on final rendered image when single-pass stereo instancing is enabled (1135134)
  • XR: Fix Unity shaders on Vulkan not setup for stereo instancing (1129654)
  • XR: Fixed settings issue where we would try to write to a settings file that was locked by source control without checking it out first. (1113207)
  • XR: WindowsMR: Fix app memory leak when open for extended periods of time. (1138251)

New in Unity 2019.1 Beta 10 (Apr 4, 2019)

  • Features:
  • Graphics: OpenGL Core and OpenGL ES 3.1+ now have full support for CBUFFERs in shaders.
  • Graphics: SRP batcher instanced rendering support on Vulkan.
  • Graphics: SRP batcher is now supported on OpenGL Core 4.2+ and OpenGL ES 3.1+.
  • Improvements:
  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings
  • Fixes
  • Android: Fixed an issue on Mali GPUs where font textures would occupy 4 times more memory than on other GPUs. (1132219, 1134226)
  • Editor: Fix crash while setting version control mode to visible meta files (1128867, 1132704)
  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window (987587, 1140566)
  • Editor: Fix that the Animation Window's 'Add Property' button generates an error when adding a new property (1136983, 1138469)
  • This is a 2019.1 issue, not seen in any released version
  • Editor: Fixed some dialog buttons text being cutoff in high dpi mode (1028835, 1137084)
  • This has already been backported to older releases
  • GI: Improved sampling when baking lightmaps in scenes with translucent objects. (1132640, 1133463)
  • Graphics: Fixed ShaderVariantCollection inspector to work properly with shaders of large keyword amounts (938054, 1131464)
  • This is a 2019.1 issue, not seen in any released version
  • Graphics: Optimizes single-colored ambient probe updates. (1115645, 1136076)
  • LWRP: Fixed RenderTexture sRGB flag set incorrectly. (1133874, 1136097)
  • Mobile: Fixed rare race condition when warming up shaders. (1115274, 1131530)
  • This has already been backported to older releases
  • Package Manager: Fix Closing the 'Reset Packages to Defaults' confirmation window still resets the Packages. (1134754, 1137060)
  • Package Manager: Fix package manager UI for different cultureinfos (1085232, 1117468)
  • This has already been backported to older releases
  • Package Manager: Package Manager throws "Input string was not in a correct format" error when using Locales with "," number separating (1131566, 1139270)
  • Package Manager: Package Manager UI refreshes the package list when entering play mode (1135815, 1135840)
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989, 1140551)
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313, 1138428)
  • This has already been backported to older releases
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514, 1140550)
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245, 1139582)
  • This has already been backported to older releases
  • Profiler: Fixed "Unknown profiler data message" error when deserialing profiler data (1124916, 1137179)
  • This is a 2019.1 issue, not seen in any released version
  • SceneManager: Add 'Collapse All' functionality to the Hierarchy Window to easily collapse all rows in the Hierarchy. Added to the Hierarchy window context menu. (1137167, 1138476)
  • SceneManager: Fix SceneHierarchy throwing null ref exception in rare cases on LostFocus events. (1136536, 1138475)
  • SceneManager: Fix Unity hangs after dropping a parent transform into a SubScene below it. (1136535, 1138474)
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass (1135888, 1139208)
  • Shaders: Fixed regression on SRP subshader fallback (1127390, 1130218)
  • Shaders: Fixed shader warnings on standalone build (1107819, 1136074)
  • Shaders: The XR wireframe shader now works correctly with OpenGL and DirectX. (1022184, 1131099)
  • UI: CanvasRenderer.SetMesh will now produce an error if a non-readable mesh is passed. (1101813, 1131495)
  • UI Elements: Fixed impossible to set showVertical, showHorizontal properties of a Scrollview through a callback (1137340, 1139666)
  • UI Elements: Fixed issue that caused the UIElements scheduler to run expired items (1138634, 1140174)
  • UI Elements: Fixed the indentation of custom scripts variables into the Inspector Window (1114055, 1137231)
  • UI Elements: Fixed the Inspector Window not redrawing when switching from Normal to Debug and vice-versa (1125071, 1133805)
  • UI Elements: Fixed the multiselection of animation clip showing debug output in the inspector (1115027, 1132587)
  • Video: Importing ARCore SDK for Unity 1.7.0 package crashes Editor when importing hand_eom.webm video (1133177, 1139365)
  • Video: Unity crashes on "-[AVFoundationMediaLoader GetNumAudioChannels:]" when entering Play Mode (1104510, 1139367)
  • Video: Using "LZ4" or "LZ4HC" compression methods results in an error in Standalone Player when viewing a Video (1092265, 1139366)
  • VisualEffect: Fix Round Behavior (1136839, 1140679)
  • This is a 2019.1 issue, not seen in any released version
  • XR: Fix performance degradation over time for Virtual Reality applications. (1112790, 1119498)
  • This has already been backported to older releases
  • XR: Fixed stereo rendering support functions for shaders that must be written in GLSL. (1080662, 1127101)
  • This is a 2019.1 issue, not seen in any released version

New in Unity 2018.3.11f1 (Mar 29, 2019)

  • Fixes:
  • Animation: Fixed integer values not being animated when PPtr references were also in animated bindings. (1079856, 1137005)
  • Animation: Fixed preview of sprite changes on a simple animation when controller is missing. (1122246)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor. (1123100, 1125126)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window. (1119191, 1124380)
  • Asset Bundles: Fixed non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1133368)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore. (1103231, 1131109)
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline. (1105486, 1105515)
  • Build Pipeline: Added a call to clean up high memory usage in BuildPipeline.BuildAssetBundles to avoid a crash due to out of memory. (1124274, 1129898)
  • Build Pipeline: Fixed splash screen background not being included when building with nographics argument (1047042, 1122687)
  • Collab: Fixed incorrect exit code for YAMLMerge when passing an empty file. (1094380, 1117860)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575, 1133366)
  • Editor: Fixed an issue where folder loses focus after renaming it in the Project Window. (1114527, 1127041)
  • Editor: Fixed crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688, 1132155)
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance. (1097140)
  • Editor: Fixed Editor crash when illegal position is introduced to graphics engine. (1115965, 1137218)
  • Editor: Fixed for MediaPlayer framework in plugin importer moved to rare group. (1124821, 1131722)
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder. (934940, 1137156)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11. (1111604, 1136274)
  • Editor: Fixed issue where Unity would log an error when de-serializeing older serialized data when it's intentional. (1106120, 1140228)
  • Editor: Fixed issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015, 1132122)
  • Editor: Fixed OS locale being used for Editor windows. (930798, 1116416)
  • Editor: Fixed that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015, 1134974)
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce. (1132238, 1133437)
  • Graphics: Fixed an issue where Quad Tessellation would not work in OpenGL and Vulkan. (1131397)
  • Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected. (1109892, 1130931)
  • Graphics: Fixed Enabled GPU skinning for blend shapes. (1133813, 1134299)
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex (1124697, 1133827)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942, 1135303)
  • Mobile: Fixed Application.Unload crash on Android P devices. (1120794, 1126393)
  • Mobile: Fixed escape PlayerSettings.productName when composing installPath. (1113179, 1134466)
  • Mobile: Fixed issue with detecting latest installed build tools version. (1094262, 1132184)
  • Mobile: Fixed [Android] "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222, 1133428)
  • Mobile: Fixed [Android] Visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358, 1133427)
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522, 1133429)
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1104092, 1133426)
  • Package Manager: Fixed missing Editor folder in PackageManager directory if installed through DownloadAssistant. (1133409, 1138012)
  • Particles: Fixed opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component not being correctly hidden in the Inspector.
  • Particles: Fixed opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578, 1134976)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199, 1123850)
  • Prefabs: Fixed losing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Improved error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424, 1134975)
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245, 1139583)
  • Scene/Game View: Fixed ControlID getting out of sync for layout and repaint evengs when transitioning from 2D to 3D. (1126865, 1130151)
  • SceneManager: Fixed a Race condition in TransformAccessArray. (1132255, 1133799)
  • SceneManager: Fixed issue LoadSceneAsync not updating isLoaded to false for scene unloaded. (1125003, 1126524)
  • Scripting Upgrade: Fixed breakpoint resolution for methods in partial classes. (1118285, 1135008)
  • Scripting Upgrade: Fixed TargetParameterCountException when using Substance. (1093274, 1135337)
  • Serialization: Fixed issues with the serialization when using a non-US locale. (1065595, 1127019)
  • Shaders: Fixed UNITY_VERSION shader macro generation for double digit major/minor versions. (1113175, 1122980)
  • UI: Fixed API inconsistency with no support of uv2 and uv3 inside the VertexHelper class. (1117237, 1132490)
  • UI: Fixed scroll jitter when the scroll view component has Elastic movement type. (1129915, 1135071)

New in Unity 2019.1 Beta 9 (Mar 27, 2019)

  • Features:
  • Graphics: SpeedTree hooks for Scriptable Render Pipeline
  • Fixes:
  • 2D: Change position of Tile Instantiated GameObject to be in line with Tile Anchor position of Tilemap
  • 2D: Fix crash on rendering with a TilemapRenderer when running shader compilation (1128961, 1129025)
  • 2D: Fix Grid.GetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814, 1136013)
  • 2D: Fix Hexagonal Grid rendering in SceneView for OpenGL, Vulkan and Metal graphics APIs. (1124945, 1124991)
  • 2D: Fix sorting of rendering on Isometric Tilemap with Chunk mode (1127579, 1136014)
  • 2D: Update Tilemap Prefab when entering Prefab mode when Tiles have been changed outside of Prefab mode (1120471, 1126785)
  • Android: Fix Environment.TickCount returning negative value on Android 8.0+ (1108927, 1131807)
  • Animation: Fixed an issue where unloading a controller in an asset bundle could lead to a crash (1114534, 1132705)
  • Asset Bundles: Fixed a case where Progressive Lightmapper data was being lost when building Asset Bundles with Scriptable Build Pipeline. (1123968, 1124312)
  • Audio: Fix audio stuttering when audio thread has to wait for audio jobs to complete (1118284, 1138972)
  • Build Pipeline: Fixed splash screen background not being included when building with nographics argument (1047042, 1122982)
  • Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors (1128724, 1131937)
  • Editor: Fix Crash on dragging Script to component in inspector (1124734, 1131934)
  • Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects (1126938, 1131936)
  • Editor: Fix for MediaPlayer framework at plugin importer to be shown at rare group. (1124821, 1131531)
  • Editor: Fix Inspector Window's uxml contains strings that are no longer localized (1122433, 1131929)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575, 1133365)
  • Editor: Fixed Editor crash when illegal position is introduced to graphics engine. (1115965, 1137219)
  • Editor: Fixed invalid screen parameters when multiple game views instances are active. (1110671, 1131010)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11 (1111604, 1136273)
  • Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition. (1127789, 1131535)
  • GI: Fixed an issue where Unity would try to load incompatible serialized lighting data from cache and print out "Failed to load '***' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version).". (1112513, 1129760)
  • Global Illumination: Baked shadow angle is now taken into account for indirect bounce (1132238, 1133436)
  • Graphics: Fix [Android] [LWRP] [Vulkan] Particles are rendered in black on Galaxy S6 Edge+ (1126887, 1134652)
  • Graphics: Fixed bug in BC6H texture compression exhibited in textures containing negative zero values (1049552, 1123977)
  • Graphics: Fixed Metal-Enabled GPU skinning for blend shapes. (1133813, 1134275)
  • Graphics: Fixed Vulkan-Enabled GPU skinning for blend shapes. (1134323, 1138973)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942, 1135302)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451, 1133589)
  • IL2CPP: Avoid an error when IL2CPP encounters a ref readonly proper. (1131673, 1133643)
  • IL2CPP: Correct Environment.TickCount on Android 8 and later. (1108927, 1131807)
  • IL2CPP: Handle in parameters in delegates. (1128665, 1130325)
  • IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. (1121969, 1122739)
  • IL2CPP: Properly detect the difference between macOS and Linux when the /proc directory exists on macOS. (1126262, 1130999)
  • Multiplayer: Fixed issue where the unet hlapi package was not being automatically added to old projects opened in 2019.1, bumped version in editor manifest to 1.0.1 as well
  • OSX: Fixed the icon at 128x128 being corrupt in MacOS build (1038984, 1132657)
  • Package Manager: Fix incorrect text with the update button when a package is being installed (1124632, 1139328)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199, 1123849)
  • Profiler: Fix charts not rescaling after disabling/enabling a category. (1134368, 1136925)
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260, 1136917)
  • Profiler: Fixed Profiler not automatically focusing selected object when closing search. (1117915, 1129857)
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769, 1136922)
  • Scene Management: Fix API and UI incorrectly reporting added/removed object overrides on disconnected Prefab instances. (1115758, 1134970)
  • Scene Management: Fix driven properties causing RectTransform to temporarily show up in Overrides dropdown after reverting or applying anything in the Comparison view. (1131854, 1135006)
  • Scene Management: Fix Prefab instances with driven properties showing Apply All and Revert All buttons in Overrides dropdown even when there are no overrides. (1131854, 1135006)
  • Scripting: Editor: Fix crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16. (1126689, 1134968)
  • Scripting: Fix a crash related to calling CaptureScreenshotAsTexture at the wrong moment (1053476, 1136126)
  • Timeline: Blending shortcut was lost with Clip Editing Integration (1116053, 1120472)
  • Timeline: Cannot disable a Signal Receiver (1131163, 1133968)
  • Timeline: Cannot edit receivers on signals when the track is in a Group (1131811, 1133971)
  • Timeline: Clips don't always draw when moving them in Replace Mode (1132605, 1133972)
  • Timeline: Cog icon in the Signal Receiver inspector is blurry (1130320, 1133960)
  • Timeline: Custom user Tracks that are not public do not show up in the Timeline AddTrack menu (1122803, 1129914)
  • Timeline: Exception thrown when deleting a reaction from a Signal Receiver (1131065, 1133963)
  • Timeline: Inspector Add Key & Undo in Timeline Curves un-selects & collapses curve properties (1125443, 1133955)
  • Timeline: Marker context menu has a superfluous line at the bottom (1132662, 1133973)
  • Timeline: Markers can be seen in track header (1124381, 1133953)
  • Timeline: Muting marker header track throws an Exception (1131106, 1133965)
  • Timeline: Right click on the header marker area will open its sub menu even if its hidden (1124351, 1133952)
  • Timeline: Selecting both a track marker and a timeline marker throws an ArgumentOutOfRangeException (1113006, 1133946)
  • Timeline: Selection with markers is detachable in ripple mode (1131123, 1133967)
  • Timeline: Signal Emitter Inspector: The receiver UI is lost when the inspector is locked and another object is selected (1116041, 1133947)
  • Timeline: Signal Emitters created on override tracks do not show the signals list (1102913, 1133943)
  • Timeline: Timeline marker track hamburger icon is not centered vertically (1131112, 1133966)
  • Timeline: Unselect Marker when hiding marker header track (1124661, 1133954)
  • Timeline: When moving items to the left in ripple mode, movement is not blocked correctly (1102594, 1133942)
  • UI: Fixed scroll jitter when the scroll view component has Elastic movement type (1129915, 1135070)
  • UI Elements: Fixed inconsistent border width at non integer scaling. (1131952, 1136268)
  • UI Elements: Fixed incorrectly displayed selection state in Graphview (1136637, 1137863)
  • UnityLinker: Prevent In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427, 1130994)
  • Video: [WINDOWS 7] Imported Video File cannot be played in 2019.1 (1133061, 1133666)
  • Windows: Fixed crash caused when log file fails to open due to unicode characters in the path (1122909, 1124015)
  • XR: Updated to v2.0.2 of Legacy Input Helpers package for XR.

New in Unity 2018.3.10f1 (Mar 26, 2019)

  • Fixes:
  • Android: Fixed Environment.TickCount returning negative value on Android 8.0+. (1108927, 1131808)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966, 1126619)
  • Build Pipeline: Removed unnecessary files packaged with the Unity installer. (1124267, 1131022)
  • Editor: Fixed nullreference in Rider toolbox discovery. (1126936)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451, 1133590)
  • IL2CPP: Avoided an error when IL2CPP encounters a ref readonly property. (1131673, 1133644)
  • IL2CPP: Fixed build failing if delegate has an 'in' parameter. (1128665, 1130326)
  • IL2CPP: Fixed difference between macOS and Linux not properly detected when the /proc directory exists on macOS. (1126262, 1131000)
  • IL2CPP: Fixed Environment.TickCount on Android 8 and later. (1108927, 1131808)
  • IL2CPP: Fixed Monitor.IsEntered method not implemented properly. (1117372, 1129123)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204, 1115744)
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260, 1136918)
  • Profiler: Fixed charts not rescaling after disabling/enabling a category. (1134368, 1136924)
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769, 1136921)
  • UnityLinker: Prevented In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427, 1130995)
  • Video: Fixed issue Non–360 3D video is rendering with glitches (vertical colour bands). (1098079, 1128908)
  • WebGL: Fixed WebGL linker error when native plugins are used. (1129621, 1129624)

New in Unity 2019.2.0 Alpha 9 (Mar 21, 2019)

  • Features:
  • Graphics: SpeedTree hooks for Scriptable Render Pipeline
  • Backwards Compatibility Breaking Changes:
  • 2D: Updated 2D Project Template to include com.unity.2d.sprite and com.unity.2d.tilemap Core Packages.
  • Timeline: Changed Track Context Menu to show "Add Signal Emitter" at the top of the list of Marker commands. (1131166)
  • Timeline: Moved "Add Signal Emitter" and "Add Signal Emitter From Asset" commands out of their sub-menu. (1131166)
  • Improvements:
  • Build Pipeline: Scripts only build now works with managed and engine stripping. (1125022)
  • GI: Apply shadow angle and shadow radius in the indirect lighting for Progressive Lightmapper. (1132238)
  • GI: GPU lightmapper performance improvement: generate many rays per texel/light probe for direct lighting.
  • Package Manager: Improve behaviour of Package Visibility in Project Browser and Object Picker.
  • Particles: Expose missing External Forces module properties to script API.
  • Terrain: Local keywords (those defined using multi_compile_local or shader_feature_local) are now allowed for Terrain shaders.
  • Timeline: Changed Marker show/hide to be undoable. Hide will also unselect markers. (1124661)
  • Timeline: Changed SignalReceivers to show their enabled state in the inspector. (1131163)
  • API Changes
  • Terrain: Added a non-alloc version overload to the new TerrainData.GetInterpolatedHeights API.
  • Fixes:
  • Android: Fix V-sync on devices with display refresh rates higher than 60Hz. (1078663)
  • Android: Fix [Android] [LWRP] [Vulkan] Particles are rendered in black. (1126887)
  • Animation: Fixed a crash when unloading animations that are part of an AnimatorController. (1122054)
  • Animation: Fixed an issue where the AnimationEvent "Function" field would accept spaces. (1111933)
  • Animation: Fixed an issue where the Avatar preview would not react to ObjectSelector changes. (1113154)
  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)
  • Animation: Fixed AnimationUtility.SetAnimationClipSettings not regenerating runtime data. (1091972)
  • Animation: Fixed Bezier curve segments conversion to Hermite when evaluating Animation Curves with weighted tangents. (1124522)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Animation: Fixed crash when changing controller in Animator Override Controller used in a Playable Graph. (1104518)
  • Animation: Fixed FileNotFoundException when double-clicking to open an Animator Controller asset. (1127826)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor. (1123100)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window. (1119191)
  • Build Pipeline: Fixed issue where package assemblies would not be included in il2cpp + scripts only builds. (1125022)
  • Editor: Fix crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16. (1126689)
  • Editor: Fix interacting with custom property drawer array resets the scroll bar position (1109673, 1110222, 1131012, 1132074)
  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window . (987587)
  • Editor: Fixed an error when closing a detached Material preview window belonging to a second instance of a InspectorWindow. (1119612)
  • Editor: Fixed getting list of renderer components displayed in the InspectorWindow. (1131794)
  • Editor: Fixed inconsistent border width at non integer scaling. (1131952)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11. (1111604)
  • Editor: Fixed play mode tint affecting parts of the editor after exiting play mode due to compilation failiures. (1130997)
  • Editor: Reduced recurrent memory allocations performed by UIElements. (1135055)
  • Editor: Unity native DefaultImporter is now excluded from Presets. (1129083)
  • GI: Optimizes single-colored ambient probe updates. (1115645)
  • Graphics: Fixed error message when loading 2018.2 Compressed Mesh data. (1117664)
  • Graphics: Fixed the app bar to show "Compiling shader 'x'" instead of just the shader name.
  • iOS: Fixed Screen.autorotateTo causing missing call to UnityOrientationRequestWasCommitted, effectively resulting in running some code every frame from now on erroneously. (1122902)
  • OSX: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.
  • Package Manager: Fixed an issue where package file timestamps would keep their original value when restoring a package in the global package cache. Since newer versions of npm CLI set timestamps to 1985-10-26, keeping the original timestamp would prevent Unity from refreshing package assets. (1125054)
  • Particles: Allow the Shape module to have negative scale. (1119823)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message. (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime. (1119163)
  • Particles: Fixed Editor crash on adding item to a Particle System's External Forces list. (1126275)
  • Particles: Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. (1104199)
  • Particles: Sprite Texture Sheet Animation was getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Player: New Input System: Fix order of event timestamps on windows. (1132707)
  • Prefabs: Fix API and UI incorrectly reporting added/removed object overrides on disconnected Prefab instances. (1115758)
  • Prefabs: Fix driven properties causing RectTransform to temporarily show up in Overrides dropdown after reverting or applying anything in the Comparison view. (1131854)
  • Prefabs: Fix Prefab instances with driven properties showing Apply All and Revert All buttons in Overrides dropdown even when there are no overrides. (1131854)
  • Scripting: Constructors called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)
  • Scripting: Fix breakpoint resolution for methods in partial classes. (1118285)
  • Scripting: Fix TargetInvocationException when using ML.NET. (1109657)
  • Scripting: Restrict Editor debugging to clients on same machine. (1131839)
  • Timeline: Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1129572)
  • Timeline: Fixed an exception being raised when selecting both a Track marker and a Timeline marker at the same time. (1113006)
  • Timeline: Fixed an issue where the Marker context menu would show a superfluous line at the bottom. (1132662)
  • Timeline: Fixed animation window link not releasing when deleting the timeline asset. (1127425)
  • Timeline: Fixed cog icon in the Signal Receiver inspector being blurry. (1130320)
  • Timeline: Fixed exception being thrown when deleting Signal entries. (1131065)
  • Timeline: Fixed inline curves to retain their state when performing undo/redo or keying from the inspector. (1125443)
  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071)
  • Timeline: Fixed issue where the Signal Emitter inspector did not show the Signal Receiver UI when placed on the timeline marker track. (1131811)
  • Timeline: Fixed keyboard shortcuts for Frame All (default: A) and Frame Selected (default: F) to also apply horizontally. (1126623)
  • Timeline: Fixed Marker and Clip appearing to be allowed to move to another track in Ripple mode. (1131123)
  • Timeline: Fixed markers being drawn outside their pane. (1124381)
  • Timeline: Fixed Markers blocking against Clips when moving both Clips and Markers in Ripple mode. (1102594)
  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678)
  • Timeline: Fixed non-public tracks not being recognized by the Timeline Editor. (1122803)
  • Timeline: Fixed NullReferenceException being thrown when muting an empty marker track. (1131106)
  • Timeline: Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119)
  • Timeline: Fixed Replace mode not drawing clips when moved together with a Marker. (1132605)
  • Timeline: Fixed Signal emitters to show the Signals list when created on override tracks. (1102913)
  • Timeline: Fixed the header marker area so it no longer opens its context menu if it's hidden. (1124351)
  • Timeline: Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. (930909)
  • Timeline: Fixed Timeline Duration changes in editor not being undoable. (1109279)
  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895)
  • Timeline: Fixed Timeline marker track hamburger icon not being centered vertically. (1131112)
  • UI Elements: Fix editor play mode tint for UIElements. (1129564)
  • UI Elements: Fixed scroll jitter when the scroll view component has Elastic movement type. (1129915)
  • Video: Fix Media Foundation playback on Windows 7. (1133061)
  • Windows: Fix key 9 sending key events in the input system on Windows. (1132663)
  • XR: Fix performance degradation over time for Virtual Reality applications. (1112790)

New in Unity 2019.1 Beta 8 (Mar 19, 2019)

  • Improvements:
  • Build Pipeline: Scripts only build now supports managed and engine stripping (1135101)
  • Particles: Expose missing External Forces module properties to script API
  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.
  • API Changes:
  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.
  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.
  • Terrain: Added a non-alloc versino overload to the new TerrainData.GetInterpolatedHeights API.
  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
  • Fixes:
  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706)
  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor (1123100)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window (1119191)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore (1103231, 1131108)
  • Build Pipeline: Fixed scripts only build issue where not all dependencies were being marked during il2cpp builds (1135101)
  • Editor: EditorWindow notification is rendered behind UI elements when the elements are instantiated from UXML (1116944)
  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075, 1135091)
  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in BeforeTest (1075230, 1129943)
  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in Setup (1093694, 1129048)
  • Editor: Fixed an issue where the Test Framework will give an error when exiting playmode after a test (1105087, 1129049)
  • GI: Fixed crash when using experimental custom bake API. (1127812, 1136107)
  • Graphics: Fixed error message when loading 2018.2 Compressed Mesh data. (1117664, 1135445)
  • Particles: Allow the Shape module to have negative scale. (1119823)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime (1119163)
  • Particles: Fixed Editor crash on adding item to a Particle System's External Forces list (1126275)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Sprite Texture Sheet Animation was getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Prefabs: Do not block saving a Prefab in Prefab Mode to a new Prefab when in Animation Mode
  • Scene Management: Fixed a Race condition in TransformAccessArray (1133798)
  • SceneManager: Fix sub scene GUI visualization
  • Scripting: Fix breakpoint resolution for methods in partial classes (1118285)
  • Scripting: Fix TargetParameterCountException when using Substance (1093274)
  • Timeline: Fixed animation window link not releasing when deleting the timeline asset. (1127425)
  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071)
  • Timeline: Fixed keyboard shortcuts for Frame All (default: A) and Frame Selected (default: F) to also apply horizontally. (1126623)
  • Timeline: Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119)
  • Timeline: Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. (930909)
  • Timeline: Fixed Timeline Duration changes in editor not being undoable. (1109279)
  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895)
  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678)
  • UI Elements: Fix GraphView badges behavior on zoom in/out
  • UI Elements: Reduced recurrent memory allocations performed by UIElements. (1136266)
  • UI Elements: UIElements Debugger splitter resets after entering Play Mode (1113790)
  • Windows: Fixed Build and Run failing with an incorrect path error when the project's Product Name included a colon (1113179)

New in Unity 2018.3.9f1 (Mar 19, 2019)

  • Improvements:
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?". (1126737)
  • XR: Enabled depth buffer sharing on Windows MR by default.
  • Fixes:
  • 2D: Fixed SVG sprites are constanly re-imported when added into prefabs. (1125015)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator. (1115086)
  • Animation: Fixed an issue where trying to add a key to a curve would crash. (1101703)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Editor: Added icon for the particle system force field in the scene view. (1107479)
  • Editor: Fixed certain shortcuts not executing when in paused play mode. (1129380)
  • Editor: Fixed editor freezing when importing/reimporting script that contains unicode characters. (1111740)
  • Editor: Fixed issue with compile errors not always being cleared correctly when moving the .cs file from one .asmdef folder to another .asmdef folder. (1121925)
  • Editor: Fixed issue with compile errors not being cleared correctly in some cases when moving and removing .asmdef files. (1120835)
  • Editor: Fixed issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Auto Reference" disabled. (1124266)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Test Assemblies" enabled. (1082290)
  • Editor: Fixed MaterialEditor inspector becoming increasingly laggy the more managed types you have. (1099071)
  • Editor: Fixed the issue with the order of items in the Edit Menu on OSX. (1110914)
  • Editor: Fixed user32.dll SetCursorPos function always moves the Cursor to the center of the screen when CursorLockMode is set to None. (1096406)
  • GI: Fixed crash on application exit when GPU lightmapper openCL context is lost.
  • Graphics: Fixed Assets with serializedVersion: 6 meshes are not rendered. (1079076, 1130112)
  • Graphics: Fixed crash when loading 2018.2 Compressed Mesh data in 2018.3. (1120492)
  • Graphics: Fixed particles are not rendered in XBOX One from VSE with HDRP. (1126333)
  • Graphics: Fixed Set rendertarget before setting viewport in GrabIntoRenderTexture. (1126248)
  • Graphics: Optimised cluster rendering by reducing network packet send latency. (965251, 1131274)
  • iOS: Added 'Automatically add capabilities' checkbox to player settings. (1131078)
  • iOS: Fixed Crash when using R8 and RG16 Metal texture formats.
  • OSX: Fixed issue where on macOS in the Editor sometimes floating windows would end up in front of other apps. (1115348)
  • Package Manager: Fixed package manager for different CultureInfos. (1117469)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime. (1119163)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Fixed sprite texture sheet animatio getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Physics: Disallow zero bounds being passed to Physics.RebuildBroadphaseRegions. (1051407)
  • Physics: Fixed a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive. (1121720)
  • Physics: Fixed a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius. (1113683)
  • Physics: Fixed a GJK issue that returned incorrect normals when a primitive's centre was so close to the surface of a convex (affected Physics.ComputePenetration). (1115449)
  • Physics: Fixed convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Physics: Fixed MeshCollider not following the changes to a mesh after it produced an empty geometry. (996035)
  • Physics: Fixed the force limits of ConfigurableJoint's drives being expressed in incorrect units actually. (1116513)
  • Physics: Fixed the reset editor button actually not resetting the Collider's trigger property. (1093243)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting Upgrade: Fixed issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting Upgrade: Fixed issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not. (1099165)
  • Shaders: Unity could crash if infinite dependency loop between "UsePass" and "Fallback". (1068293, 1115947)
  • Terrain: Fixed normalization issue when blending 5 or more materials on Terrain. (1129582)
  • UI: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1115499)
  • UI: Fixed issue where canvas elements positions are set to NAN when the camera orthographic size is set to 0 and do not reset to valid positions when the orthographic size is changed again. (1125401)
  • Vulkan: Vulkan: Fixed crash if the scene does not contain any cameras. (1067621)
  • WebGL: FIxed audio not working Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)
  • XR: Fixed performance degradation over time for Virtual Reality applications. (1130392)

New in Unity 2019.2.0 Alpha 8 (Mar 14, 2019)

  • Features:
  • Graphics: Added support for partial mipmap chains in texture classes
  • Graphics: Support of all GPU formats for RenderTexture with Vulkan
  • Improvements:
  • Asset Import: Updated Sketchup SDK to version 19.0.
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?". (1126737)
  • GI: Realtime GI now uses correct light falloff for indirect light when using configurable light falloff.
  • Graphics: Added profiler markers for splashscreen.
  • Graphics: Added sprite mesh support for Splash Screen logos. You can now use tight mesh mode and Vector sprites.
  • Graphics: Added the ability to disable the blur on the splash screen background.
  • Terrain: Removed terrain material type enum but made Terrain built-in materials actual assets that you can select.
  • Timeline: Added the ability to mute an entire group.
  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding.
  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode.
  • API Changes:
  • Timeline: Added ClipEditor, TrackEditor, and MarkerEditor classes the user can derived from to modify custom clips, tracks and marker functionality inside the Timeline Editor
  • Timeline: Added TimelineEditor.selectedClip and TimelineEditor.selectedClips that gets and sets TimelineClips selected by the Timeline Editor
  • Timeline: Added TrackAsset.mutedInHierarchy to determine if a track is muted because it is in a muted group.
  • Fixes:
  • 2D: ETC texture compression Split Alpha Channel, doesn't work for SpiteAtlas Variants. (1126070)
  • 2D: Fix Hexagonal Grid rendering in SceneView for OpenGL, Vulkan and Metal graphics APIs. (1124945)
  • 2D: Fix Sprite Editor Window package not added into project manifest if upgrading from previous 2019.2 version.
  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Android: Fixed black screen on Android devices with Mali GPUs when HDR was on and AA was set to 8x. (1126493)
  • Android: Fixes an issue where custom android libraries would not be initialized after launching an app after previously exiting the app via Application.Quit. (1116123)
  • Asset Import: AssetImporterEditor shows specific error when the Editor is not a valid MonoScript type. (1127110)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore. (1103231)
  • Asset Import: Fixed issue with Sketchup files exported from Sketchup 2019 not importing.
  • Asset Import: Fixed ShaderImporterInspector infinite property size grow when the shader has import error. (1127367)
  • Build Pipeline: We now Include the splash screen background textures even when the splash screen is disabled. If we dont then using the scripting api to draw the splash screen produces logos but no background. (1114547)
  • Editor: Added an error message to EditorGUI.EndChangeCheck when the stack is empty.
  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075)
  • Editor: Fix crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688)
  • Editor: Fix issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015)
  • Editor: Fix rare crash in Scripting::ScriptingWrapperFor. (1127555)
  • Editor: Fix that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015)
  • Editor: Fixed a possible crash when the splash screen was playing and a sprite that was being drawn was modified or deleted . We now cancel the splash when an asset is modified or deleted. (857060)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575)
  • Editor: Fixed issue where Inspector context menu Reset option clears name property for MonoBehaviour assets. (1092051)
  • Editor: Fixed render textures being "cropped" by the EditorWindow's scissor rect. (1127773)
  • Editor: Fixed the Splash Screen Unity logo not fitting inside the logo list item box when the inspector is wide. (976154)
  • Editor: Fixed unable to read gamepad input when 3 Xbox controllers connected (1127453)
  • Editor: Fixed when using RestoreSceneManagerSetup with serialized SceneSetup state renders the Hierarchy empty if the serialized state is from before 19.1. (1133382)
  • Graphics: Fixed Material.Lerp() crash when 'start' or 'end' argument is null. (1093930)
  • Graphics: Fixed Texture.allowThreadedTextureCreation to function correctly. (1131041)
  • IL2CPP: Correct step-into debugging for some generic methods. (1124177)
  • OSX: Fixed the icon at 128x128 being corrupt in MacOS build. (1038984)
  • Package Manager: A local package (file:) is no longer allowed to reference a sub folder inside "Assets", "Library" or "ProjectSettings".
  • Package Manager: Fixes package manager UI error with different culture infos.
  • Particles: Fix opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Player: New Input System: Fix potential deadlock when adding new devices.
  • Player: New Input System: Make Input Debugger work in edit mode.
  • Prefabs: Better error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424)
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Profiler: Fixed Profiler not automatically focusing selected object when closing search. (1117915)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting: Fix issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting: Fix issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not on GL ES. (1099165)
  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version. (1126186)
  • UI: Fixed memory leak when rendering to a camera with a disabled display. (944603)
  • UI: Fixing API inconsistency with no support of uv2 and uv3 inside the VertexHelper class. (1117237)
  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list. (1129157)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI Elements: Fix issue where the last VisualElement may not draw under very specific circumstances (1133385)
  • UI Elements: Fixed object multi-selection badly shown in the inspector. (1115027)
  • UI Elements: Fixed the redraw of the InspectorWindow when changing the type of Window seen (Normal vs Debug, and UIE vs IMGUI). (1125071)
  • UI Elements: Fixed the UIElements CurveField visual output. (1118999)
  • Universal Windows Platform: Prevent a crash when a Master or MasterWithLTCG build is made with script debugging enabled. (1123751)
  • Windows: Fixed gamepad state doesn't reset when controller disconnected. (1104486)

New in Unity 2019.1 Beta 7 (Mar 14, 2019)

  • Improvements:
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?" (1126737)
  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding.
  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode.
  • API Changes:
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.
  • Fixes:
  • Android: Fix Environment.TickCount returning negative value on Android (1108927)
  • Android: Fix [Android] "Preserve framebuffer alpha" flag always shows the phone background. (1104092, 1131474)
  • Android: Fix [Android] "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222, 1131472)
  • Android: Fix [Android] Screen.safeArea and cutouts not initialized until orientation change on Huawei Mate 20 Pro (1133794)
  • Android: Fix [Android] Visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358, 1131473)
  • Android: Fix [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522, 1131471)
  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Android: Fixed black screen on Android devices with Mali GPUs when HDR was on and AA was set to 8x. (1126493)
  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196)
  • Audio: Added a slider for Cutoff Frequency in the Audio High Pass Filter component. (818332)
  • Audio: Fixed an audio playables crash at shutdown. (1107760, 1127464)
  • Audio: Fixed the tree view for Audio Mixer groups in the Output object selector. (1010156)
  • Build Pipeline: Added a call to clean up high memory usage in BuildPipeline.BuildAssetBundles to avoid a crash due to out of memory. (1124274)
  • Editor: Fix Copy/paste in the Linux bug reporter (1065366, 1115908)
  • Editor: Fix crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688)
  • Editor: Fix dragging floating windows in Linux Editor (1102805, 1115932)
  • Editor: Fix issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015)
  • Editor: Fix issue with compile errors not always being cleared correctly when moving the .cs file from one .asmdef folder to another .asmdef folder. (1121925)
  • Editor: Fix issue with compile errors not being cleared correctly in some cases when moving and removing .asmdef files. (1120835)
  • Editor: Fix issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fix issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Auto Reference" disabled. (1124266)
  • Editor: Fix issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Test Assemblies" enabled. (1082290)
  • Editor: Fix issue with scripts not being recompiled when exiting play and "Recompile After Finished Playing" is set. (1118204)
  • Editor: Fix rare crash in Scripting::ScriptingWrapperFor. (1127555)
  • Editor: Fix that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015)
  • Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder. (1120826)
  • Editor: Fixed user32.dll SetCursorPos function always moves the Cursor to the center of the screen when CursorLockMode is set to None. (1096406)
  • Editor: Fixed when using RestoreSceneManagerSetup with serialized SceneSetup state renders the Hierarchy empty if the serialized state is from before 19.1 (1133382, 1133405)
  • Graphics: Fixed bug in BC6H texture compression exhibited in textures containing negative zero values (1049552, 1123977)
  • Graphics: Fixed Crash when calling Graphics.ExecuteCommandBuffer() if CommandBuffer.SetShadowSamplingMode() is used before it (1102773)
  • Graphics: Fixed Texture.allowThreadedTextureCreation to correctly allow control of which thread textures are created on. (1131041)
  • Graphics: Graphics - Fix crashes caused by reflection probes when entering Play mode with a camera selected (1109892)
  • Graphics: Optimised cluster rendering by reducing network packet send latency (965251, 1131273)
  • IL2CPP: Correct step-into debugging for some generic methods. (1124177)
  • IL2CPP: Implement the Monitor.IsEntered method properly. (1117372)
  • Package Manager: Updating package versions for Scriptable Render Pipeline, fixing bug in HoloLens settings on Project Templates. (1133913)
  • Particles: Fix opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Physics: Physics Fix "Selected Object Info" in Physics Debug View being expanded incorrectly (1122474)
  • Physics: Physics Fix a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive (1121720)
  • Physics: Physics Fix a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius (1113683)
  • Physics: Physics Fix convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Prefabs: Better error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424)
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Profiler: Fixed an issue where chart data would be inconsistent from hierarchy data (1080435, 1128769)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting Upgrade: Fix crash from method with too many variables (1103205)
  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800)
  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819)
  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137)
  • Scripting Upgrade: Fix issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting Upgrade: Fix issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667)
  • Services: Fix crash when unhandled exception occurs on OSX with Cloud Diagnostics enabled (1121882, 1131571)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not. (1099165)
  • Timeline: Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1133959)
  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version (1126186)
  • UI: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1125701)
  • UI: Fixing API inconsistency with no support of uv2 and uv3 inside the VertexHelper class (1117237)
  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list (1129157)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI Elements: Fix Inspector's preview of a UXML file (1128632)
  • UI Elements: Fixed the delayed behaviour when mouse dragger is used on numeric input field. (1131767)
  • UI Elements: Fixed the visual output of the CurveField (1131858)
  • Universal Windows Platform: Fixed Enter and Tab keys not working in multiline InputField UI (1108599)
  • Universal Windows Platform: Prevent a crash when a Master or MasterWithLTCG build is made with script debugging enabled. (1123751)
  • Video: Fix for multiple GameViews, Camera Preview, and manual Camera Render. (1109551)
  • Windows: Fixed WinPixEventRuntime.dll deployed with non-development builds (1118833)

New in Unity 2019.2.0 Alpha 7 (Mar 9, 2019)

  • Features:
  • 2D: Sprite Editor Window available as a Package.
  • GI: Added support for multiple importance sampling the environment to the GPU lightmapper.
  • Physics: Upgrade cloth lib from deprecated PxCloth to NvCloth.
  • Scripting: Added support for Assembly Definition Reference (.asmref) files. These files allow for adding additional source code directories to an existing Assembly Definition File(.asmdef).
  • VFX: Added needed core behavior to support MotionVectors.
  • Backwards Compatibility Breaking Changes:
  • 2D: Tilemap Tooling (Tile Palette) is now a Core Package.
  • Android: Deprecated x86 support.
  • Editor: Default property drawer will use EnumPopup and EnumMaskPopup when possible to display the property instead of the old Enum drawer. (1115381)
  • Editor: The legacy Module Manager has been mostly removed. Only extension modules located inside the Unity install will still be loaded now, and the 'Modules...' menu item and window has been removed completely.
  • Graphics: Async shader compilation: Blit now never uses cyan dummy shader.
  • Graphics: Async shader compilation: DrawProcedural skips rendering during compilation instead of trying to use dummy shader.
  • Graphics: Moved the async shader compilation option from preferences to project settings.
  • Graphics: Support graphics API switching by restarting Unity.
  • Timeline: Clip properties are no longer animated by recording. They are now animated using the inline curves.
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Changes:
  • VFX: Change the awkening process of VisualEffect component, inspector is now functionnal even if component is disabled. (1117103)
  • Improvements:
  • Android: AndroidJava* and AndroidJNI APIs moved to builtin package AndroidJNI.
  • Android: Reduce armv7 code size by 20% by enabling thumb.
  • Animation: Added option to hide read-only clip properties and curves in the Animation Window to improve editor performance.
  • Animation: Added selection filter for the Animation Window. Only shows properties and curves of selected game objects.
  • Animation: Added visual feedback and hotkeys for the ripple option in the Animation Window.
  • Animation: The Animation Window can now be used to preview/author Animation C# Jobs constraints.
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.
  • Editor: macOS: Add proxy icon for currently open scene to editor main window title bar.
  • Editor: Optimized inspector refresh after Enter Playmode.
  • Graphics: Async shader compilation: Minimize cyan dummy shader flashes by variant tracking and warmup.
  • Graphics: Improved performance of async texture loading on PS4 to remove a rendering stall when 2D textures are created.
  • Mobile: Improved performance of async texture loading on iOS to remove a rendering stall when 2D textures are created.
  • OSX: Native plugins with the .dylib filextension are now supported.
  • Package Manager: Now showing modules as installed if they are installed as a dependency.
  • Profiler: Memory Profiler added single threaded platform support. Eg: WebGL.
  • Profiler: Players will show up more consistently in the profiler list, when there are a lot of players running on the same network, previously Editor wouldn't keep up with message processing incoming from a lot of players, thus it was taking a while for a new player to show up in the profiler list.
  • Profiler: Provide dynamic code (Mono JIT) information to VTune Amplifier.
  • Profiler: Unity created threads are now named in VTune profiler.
  • Scripting: NativeArrays of bool and char and types containing bool and char can now be created. (1127499)
  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.
  • Timeline: Added UI to animate track and clip properties.
  • UI Elements: Prevented exceptions thrown by user code from corrupting the UI renderer.
  • API Changes:
  • AI: Added the GetEdgesAndNeighbors() method in the NavMeshQuery class for retrieving the shape of a given node and all the navigation nodes which it connects to. The method can be called in jobs.
  • Editor: Added Editor.DrawFoldoutInspector to draw a nested inspector with a foldout title bar.
  • Editor: Added MaterialEditor.customShaderGUI property returning the active ShaderGUI object for the current material.
  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been changed to use the InspectorNameAttribute instead. (1115381)
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.
  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.
  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.
  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
  • Terrain: Exposed TerrainLayerInspector class.
  • Video: MediaEncoder.AddFrame now has overloads that take timestamps for producing Variable Frame Rate movies. Timestamps are expressed using new MediaTime struct.
  • Fixes:
  • Fix security vulnerability UNITY-SEC-2144.
  • Analytics: Fixed issue: usage statistics will no longer be sent when editor analytics is disabled.
  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122260)
  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1117274)
  • Android: File system: Fixed incomplete reading of large files (1111919)
  • Android: Fix "Preserve framebuffer alpha" flag always shows the phone background. (1104092)
  • Android: Fix "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222)
  • Android: Fix load failure of il2cpp player using OBB. (1124777)
  • Android: Fix null exception on GC when Java class is not found. (1120132)
  • Android: Fix pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522)
  • Android: Fix Screen.safeArea and cutouts not initialized until orientation change on Huawei Mate 20 Pro. (1127700)
  • Android: Fix visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358)
  • Android: Hide the internal Visual Studio build system setting for Android (1118921)
  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system
  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706)
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator (1115086)
  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196)
  • Animation: Fixed an issue where RectTransform properties would show missing curves that were not actually missing (1115014)
  • Animation: Fixed an issue where the Animation Component would stay ActiveAndEnabled when the GameObject was disabled. (1094567)
  • Animation: Fixed an issue where the preview of transitions with exitTime == 0 would generate some NaN errors (1092857)
  • Animation: Fixed an issue where trying to add a key to a curve would crash. (1101703)
  • Asset Import: Disabled multi-selection in ModelImporter Material panel to prevent bad reading of serialized properties. (1118475)
  • Asset Import: Fixed local fileID upgrade of FBX files that were not upgraded correctly between 2019.1.0a3 and 2019.1.0a8 releases. (1124003)
  • Audio: Audio High Pass Filter component has no slider (818332)
  • Audio: Audio output groups are not shown with a Tree structure (but as a flat list) in output group object selector (1010156)
  • Audio: Fixed an audio playables crash at shutdown. (1107760)
  • Build Pipeline: Fix "Sprite Atlas Sprites Included in Bundle Multiple Times" (1121868)
  • Build Pipeline: Fix Unity allows to build project via script with not compatible color space and graphics API. (1076664)
  • Cinemachine: Fix: Timeline - When mainpulating any controls the camera pops between the desired image and some point in space (1109024)
  • DX12: Fixes for sparse textures flickering or incorrect when modified (1119913, 1119915)
  • Editor: Added new particle system force field icon in the scene view (1107479)
  • Editor: Asserts in in test actions now correctly impacts the test results. (1075230)
  • Editor: Assume calls in UnityTest is now treated as inconclusive result. (1075663)
  • Editor: BuildSettings Window uses SettingsWindow for Player Settings (1113248, 1126351)
  • Editor: Fix for crash in Editor when switching to DX12 (1127388)
  • Editor: Fix issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fix issue with scripts not being recompiled when exiting play and "Recompile After Finished Playing" is set (1118204)
  • Editor: Fix SceneView out-of-sync controlIDs on "duringSceneGui" callback (1126865)
  • Editor: Fix SettingsWindow layout breaks (1124696)
  • Editor: Fixed certain shortcuts not executing when in paused play mode (1110320)
  • Editor: Fixed clicking on AudioListener toggled some empty space (1122847)
  • Editor: Fixed creating a material with multiple inspector windows open would trigger IndexOfOfRange errors (1122847)
  • Editor: Fixed editor resize issues when multiple GameViews are open (1110671)
  • Editor: Fixed issue related to Script Execution Order window truncating lengthy script names in label control. (1122059)
  • Editor: Fixed issue where Version Control option is not enabled in Assets context menu after enabling Perforce (942261)
  • Editor: Fixed issue with incorrect order of Menu items in Edit Menu - OSX (1110914)
  • Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder (1120826)
  • Editor: Fixed removing a component from multi-selected gameobjects would break the inspector (1122847)
  • Editor: Fixed SVG sprites are re-serialized to disk multiple times when working with prefabs (1125015)
  • Editor: Removed an unnecessary directory that was included in the Editor installer and bloated the install size by over 100 Mb. (1124267)
  • GI: Fixed an issue where attempting to denoise lightmaps with Optix on a machine with both an RTX and a non-RTX card installed would lead to a crash. (1122962)
  • GI: Fixed an issue where Unity would try to load incompatible serialized lighting data from cache and print out "Failed to load '***' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version).". (1112513)
  • GI: Fixed issue where push off parameter in Lightmap Parameters asset is ignored when baking lightmaps. (1117680)
  • GI: Fixes an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1122595)
  • GI: GPU lightmapper: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: GPU lightmapper: Light shadow casting flag is respected for direct light from bounces. (1111135)
  • Graphics: Fix crashes caused by reflection probes when entering Play mode with a camera selected (1109892)
  • Graphics: Fixed cases where overlapping cross fading objects somtimes appear to be opaque. (916831)
  • Graphics: Fixed crash on projector material selection (1124907)
  • Graphics: Fixed cyan dummy shader polluting terrain base map (1111755)
  • Graphics: Fixed rare race condition when warming up shaders (1115274)
  • Graphics: Fixed ShaderVariantCollection inspector to work properly with shaders of large keyword amounts (938054)
  • Graphics: Fixed: Instancing batcher would crash hard on Vulkan if attempting to draw without an active GPU program. (1126106)
  • Graphics: Hardcoded _NormalMap and _DetailNormalMap shader property name do not have [Normal] attribute automatically added anymore. (1111860)
  • Graphics: Metal: Fix a rare, generic codegen regression after adding Metal Tessellation support (1120434)
  • Graphics: Metal: Fix a runtime address sanitation issue with hull/domain shader stages (1126152)
  • Graphics: Optimised cluster rendering by reducing network packet send latency (965251)
  • Graphics: Vulkan: Fixed a crash when draw call is made without an active GPU program. (1126841)
  • Input: New Input System: Fix a crash when trying to map a key when a non-ASCII key mapping is selected, which does not produce characters for single key presses (e.g. Japanese).
  • Input: New Input System: Make scrolling delta on mac work with old-school clicker mice
  • iOS: Correctly return Pen.tilt values in the new input system (1093816)
  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829)
  • Kernel: Fixed: Resizing array through SerialziedPropertie could lead to a crash. (1123752)
  • OSX: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.
  • OSX: Fixed incorrect Input.keyCode value when using "Dvorak - QWERTY Command" keyboard layout on macOS. (1103558)
  • Package Manager: Fix ordering of packages in Package Manager Window (1130315)
  • Package Manager: Fix Package Manager UI freezing issue when opening a project pointing to the staging registry (1123022)
  • Package Manager: Fixed an issue where a git dependency would resolve to the locked hash even after removing the commitish part of a Git URL.
  • Package Manager: Fixed an issue where assemblies and asmdefs in packages could no longer be referenced. (1124267)
  • Package Manager: Fixed an issue where cloning a Git repository could wait indefinitely for user input if credentials for that repository were not configured.
  • Package Manager: Fixed Package Manager UI doesn't display digit after -preview in package version (1122777)
  • Physics: Fix "Selected Object Info" in Physics Debug View being expanded incorrectly (1122474)
  • Physics: Fix a crash in registerContactManager when instantiating many objects close to each other (1111274)
  • Physics: Fix a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive (1121720)
  • Physics: Fix a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius (1113683)
  • Physics: Fix convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Playables: Fixed Issue where Instantiating a Prefab using a PlayableDirector with ExposedReferences loaded from an AssetBundle would produce error messages in the Editor. (1120186)
  • Player: Make PlayerConnection API work when reconnecting after disconnecting.
  • Prefabs: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1115499, 1125701)
  • Prefabs: Fix Awake being called with wrong added asset objects. (1126072)
  • Prefabs: Fix Variants and nested prefabs getting wrong override under some circumstances. (1122325, 1123007)
  • Prefabs: Fixed an issue where edits in prefab mode might not persist after returning to the scene (1124967)
  • Prefabs: Fixed crashes when instantiating prefab with certain user scripts. (1113205, 1125019)
  • Prefabs: Fixed drag and drop not unpacking the Prefab instance under some circumstances. (1117374)
  • Prefabs: Fixed object IDs changing when saving a prefab after building a player. (1106345)
  • Profiler: Fixed missing CPU chart label for the "Others" category not being displayed (1080435)
  • Scripting: Assembly Definition Reference editor - enable useGUID by default when the reference field is empty.
  • Scripting: Fix: prevent user scripts from explicitely unloading global game managers (1114406)
  • Scripting: Legacy .NET 3.5 Scripting Runtime is no longer an option in the player settings UI.
  • Scripting: Remove allocation in every frame from ScriptableRuntimeReflectionSystemWrapper.TickRealtimeProbes (1097039)
  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668)
  • Scripting Upgrade: Fix an issue where some C# class libaries would fail to load (1116475)
  • Scripting Upgrade: Fix crash from method with too many variables (1103205)
  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800)
  • Scripting Upgrade: Fix GC performing unnecessary full collections when incremental GC is enabled (1129037)
  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819)
  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137)
  • Scripting Upgrade: Fix TargetParameterCountException when using Substance (1093274)
  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667)
  • Services: Fix crash when unhandled exception occurs on OSX with Cloud Diagnostics enabled (1121882)
  • UI: CanvasRenderer.SetMesh will now produce an error if a non-readable mesh is passed. (1101813)
  • UI Elements: Create default asset when import a USS file fails (1125716)
  • UI Elements: Faster picking in UIElements (1124338)
  • UI Elements: Fix Adding new elements while clearing children make the editor freeze (1102592)
  • UI Elements: Fixed Layout struggling message when opening prefab in hierarchy (1120821)
  • UI Elements: Fixed Layout struggling message when selecting line and trail renderers (1121685)
  • UI Elements: Fixed Layout struggling message when selecting object in hierarchy (1106900)
  • UI Elements: Fixed Object picker selection when cancelling the ObjectSelector window. (1123688)
  • UI Elements: FIxed the delayed attribute not working when using the mouse dragger on UIElements numeric fields (1117379)
  • UI Elements: In a scrollview, pass unused wheel events to parent so they can e.g. scroll themselves (1118002)
  • UI Elements: Make EditorWindow notification render on top of UIElements content (1116944)
  • UI Elements: Make UIElements debugger remember split view position after domain reload (1113790)
  • Universal Windows Platform: Prevent an error from the reference rewriter about the missing method 'ConfigurationElement::get_Item' when the EntityFramework.dll assembly is used. (1124092)
  • Video: Fixed missing rendering in Editor with multiple game views, and, manual Camera renders targetted by VideoPlayer. (1109551)
  • Web: Improved documentation for UnityWebRequest regarding cookies. (1111425)
  • Web: More relaxed format requirements for jar:file uris. (1117525)
  • Windows: Fixed Build and Run failing with an incorect path error when the project's Product Name included a colon (1113179)
  • Windows: Fixed SetCursorPos function not working properly after CursorLockMode is set to None (1096406)
  • Windows: Fixed WinPixEventRuntime.dll deployed with non-development builds (1118833)
  • Fix security vulnerability UNITY-SEC-2144.

New in Unity 2019.1 Beta 6 (Mar 9, 2019)

  • Backwards Compatibility Breaking Changes:
  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed. (1115381, 1130991)
  • Graphics: Moved the async shader compilation option from preferences to project settings
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Improvements:
  • Graphics: SRP hooks added for detail rendering shaders.
  • API Changes:
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.
  • Fixes:
  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122262)
  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1122263)
  • Android: Fix load failure of il2cpp player using OBB. (1124777, 1130918)
  • Android: Fix null exception on GC when Java class is not found. (1120132, 1128658)
  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator (1115086)
  • Animation: Fixed an issue where trying to add a key to a curve would crash (1101703)
  • Asset Import: Fixed local fileID upgrade of FBX files that were not upgraded correctly between 2019.1.0a3 and 2019.1.0a8 releases. (1124003, 1129471)
  • Editor: Added new particle system force field icon in the scene view (1127536)
  • Editor: Fix SettingsWindow layout breaks from 18.3 (1124696, 1129237)
  • Editor: Fixed certain shortcuts not executing when in paused play mode (1110320)
  • Editor: Fixed click and Alt-click being reversed for visibility toggling in hierarchy (1127371)
  • Editor: Fixed crash where building while having some hidden objects would crash (1122807, 1128621)
  • Editor: Fixed generic menu issue related to incorrect grouping of child menu item's when parent menu item contains space(" ") as its last character. (1116792)
  • Editor: Fixed hidden object count not refreshing properly when deleting hidden GameObjects (1102437, 1104749, 1123905, 1123910)
  • Editor: Fixed Hierarchy view hover issues (1131031)
  • Editor: Fixed Isolate shortcut not toggling Isolation (1127373)
  • Editor: Fixed issue related to label control not showing full script file names in search execution Order editor. (1122059, 1129942)
  • Editor: Fixed the issue with the order of items in the Edit Menu on OSX. (1110914)
  • Editor: Logging Setting layout breaks on shrinking the window (1113248, 1131479)
  • Editor: Update toolbox handling for rider path detection
  • GI: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: Fixes an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1122595)
  • GI: Fixes missing bounce off transmissive surfaces (1061354, 1126302)
  • Graphics: Fix memory leak in Mac threaded texture creation (1126615)
  • Graphics: Fixed crash on projector material selection (1128979)
  • Graphics: Fixed Set rendertarget before setting viewport in GrabIntoRenderTexture. (1126248)
  • Graphics: Hardcoded _NormalMap and _DetailNormalMap shader property name do not have [Normal] attribute automatically added anymore. (1120580)
  • iOS: Correctly return Pen.tilt values in the new input system (1093816)
  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829)
  • Linux: Fixed Mouse position is inconsistent with the Old Input. (1114148, 1126307)
  • Package Manager: Fix packages sorting in Package Manager UI (1130315, 1130316)
  • Package Manager: Hide package details when there are no items selected in the list
  • Prefabs: Fix Awake being called with wrong added asset objects. (1126072)
  • Prefabs: Fix Variants and nested prefabs getting wrong override under some circumstances. (1122325, 1123007)
  • Prefabs: Fixed an issue where edits in prefab mode might not persist after returning to the scene (1124967, 1124992)
  • Scene/Game View: Bugfix: SceneView.duringSceneGui callback gets out of sync controlIDs (1126865)
  • Scripting: Fix potential crash when calling Editor.CreateEditor with a type that does not derive from UnityEditor.Editor. (1119535)
  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668)
  • Scripting Upgrade: Fix GC performing unnecessary full collections when incremental GC is enabled (1129037)
  • UI Elements: Fixed Line and Trail Renderers throw errors in the console when Inspector window is of certain dimensions (1131006)
  • UI Elements: Fixed the layout struggling when opening a prefab in the window hierarchy (1131003)
  • UI Elements: Fixed the layout struggling when selecting an object in the window hierarchy (1106900, 1129981)
  • UI Elements: Fixed the ObjectPicker setting none in ObjectField when cancelling. (1123688, 1131001)
  • Universal Windows Platform: Fixed HDR lightmaps not getting imported as HDR textures.
  • WebGL: WebGL: Fix build&run with wasm streaming enabled. (1104514)

New in Unity 2018.3.8f1 (Mar 9, 2019)

  • Release notes:
  • Fixes:
  • 2D: Fixed case of Editor crashing on WorldContactFilter2D::ShouldCollide when trying to destroy Tilemap. (1126791)
  • 2D: Fixed case of Tile Animation showing a wrong Sprite when Tilemap is deactivated and reactivated. (1126772)
  • 2D: Fixed issue where Tilemap Collider Physics Shape/s were not updating when a single Tile was removed. (1126789)
  • 2D: Fixed to clean up Preview Tiles when painting on a Tilemap when an asset is saved. (1126776)
  • 2D: Fixed NullReferenceException when painting with a Tile Palette without a valid Tilemap component. (1120310, 1126781)
  • 2D: We now use Grid Cell Layout instead of Tile Orientation for doing Grid Cell picking when painting on a Tilemap. (1126779)
  • Android: Fixed null exception on GC when Java class is not found. (1128659)
  • Android: UnityWebRequest: Relaxed format requirements for jar:file uris. (1117525, 1128887)
  • Asset Import: Fixed crash when reading a meta file with a "Byte Order Mark". (1128853)
  • Editor: Fixed Instability in IConnectionStateInternal_HasAtLeastTheDefaultAmountOfAvailableConnections . (1103431)
  • GI: Fixed an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1129335)
  • Graphics: Fixed for [ASAN] Memory use after free in GpuProgramMetal::ApplyGpuProgram. (1127838)
  • Graphics: Fixed issue where "GetGfxDevice() should only be called from main thread" errors are thrown and crashes in Play Mode later on. (1124135)
  • Graphics: Fixed memory leak in batchmode when rendering on desktop platforms . (1093649, 1102280)
  • Graphics: Vulkan: Fixed a crash when draw call was made without an active GPU program. (1126841)
  • IL2CPP: Fixed correct flow control code not generated for try/catch/finally handling with async methods in C#. (1122868)
  • IL2CPP: Fixed step-into debugging for some generic methods. (1124177)
  • IL2CPP: Improved the performance of WaitOne, WaitAny, and WaitAll on Windows platforms. (1111339)
  • IMGUI: Maximizing the player in the windowed mode sets it to Maximized Window mode. (1085673, 1127910)
  • iOS: Fixed background audio stopping when startin an Unity app on iOS. (1115948)
  • iOS: Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run. (1114541)
  • Linux: Fixed editor UI breaking with Screen.SetResolution is called. (1057513, 1128667)
  • Mobile: Fixed il2cpp player build when engine stripping is enable and AssetImporter log is not empty. (1115957)
  • Multiplayer: Fixed memory leak in TLS connections, affecting Windows/Linux/Mac/UWP. (1121523)
  • OSX: Fixed an issue where older Macs could incorrectly report that they support GPU instancing. (1126530)
  • OSX: Fixed the fullscreen menu item in the standalone player. (1120105)
  • Package Manager: Fixed incorrect build settings on Project Templates in packages. (1114141)
  • Prefabs: Fixed crashes when instantiating prefab with certain user scripts. (1113205, 1125019)
  • Prefabs: Fixed drag and drop not unpacking the Prefab instance under some circumstances. (1117374)
  • Prefabs: Fixed object IDs changing when saving a prefab after building a player. (1106345)
  • Profiler: Fixed an issue where chart data would be inconsistent from hierarchy data. (1080435)
  • Scripting: Fixed MissingMethodException when calling bindings methods in VRModule on XBox One. (1109347)
  • Scripting: Removed allocation in every frame from ScriptableRuntimeReflectionSystemWrapper.TickRealtimeProbes. (1097039)
  • Scripting Upgrade: Fixed an issue where some C# class libaries would fail to load. (1116475)
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when getting types from assembly. (1127900)
  • Services: Fixed crash when an unhandled exception occurs on a background thread with Cloud Diagnostics enabled. (1114571, 1122097)
  • Shaders: Fixed out-of-memory when trying to compile shader that uses self-referencing macro. (1119490)
  • Timeline: Fixed issue where a timeline would not play on AOT platforms using Mono and .NET 3.5 (1129165)
  • UI: Fixed issue with CanvasGroup.Alpha not affecting nested Canvas's UI elements. (1127613)
  • Unity Test Runner: Fixed Exception not handled properly in PlayTests when a custom Enumerator is used as a Coroutine and throws an Exception. (1120096)
  • Universal Windows Platform: Fixed incorrect mouse position for NewInput. (1091493)
  • Universal Windows Platform: Fixed rapid triggering of OnClick() events in UI when multiple Xbox controllers connected. (1099111)
  • Universal Windows Platform: Prevented an error from the reference rewriter about the missing method 'ConfigurationElement::get_Item' when the EntityFramework.dll assembly is used. (1124092)
  • Video: Fixed a crash on quit, and on end of playmode, when using a VideoPlayer in a prefab. (1126578)
  • Video: Fixed Android Video doesn't start to play in the application when Android OS is 4.1 or 4.2. (1124979)
  • Web: UnityWebRequest: Better document SetRequestHeader regarding cookie. (1128889)
  • Windows: Fixed Multidisplay always reverting to native resolution on primary display. (1040726)

New in Unity 2018.3.7f1 (Mar 5, 2019)

  • Fixes:
  • Fix security vulnerability UNITY-SEC-2144.
  • Analytics: Fixed issue: usage statistics will no longer be sent when editor analytics is disabled.
  • 2D: Fixed "Invalid SortingGroup index set in Renderer" warning from occurring after removing Sorting Group component on an object with nested Sorting Groups. (1106381)
  • 2D: Fixed Sprites randomly flipping when moving/zooming camera (1117333)
  • Android: Fix hang at exit if submitting AndroidJavaProxy/Runnable to UI thread. (1113139, 1124900)
  • Android: Fixed an out of memory issue happening on Adreno devices on GLES. (1111097)
  • Asset Bundles: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions. (1094045)
  • Build Pipeline: Remove unnecessary files from mac standalone build, reducing the size by about 500kb. (1111649)
  • Editor: Fix error in ScriptExecutionOrder Editor when exiting play mode. (1119209)
  • Editor: Fix issue where EditorPrefs wouldn't be saved on editor close when using Rider as an external script editor (1110859)
  • Editor: Fix issue where if the user cancels a non scripts only build it will cache an incomplete form of the player data cache which on a subsequent scripts only build will cause the build to fail and then crash the editor. Canceled builds will now clean up the cache and an additional check was added to VerifyBuildSetup to fail the build properly if there is no cached player data. (1114580, 1123801)
  • Graphics: OpenGL & Vulkan: Fixed shader code generation for InterlockedMax(). (1124926)
  • Graphics: Vulkan: "Attempting to draw with missing bindings" is now a warning instead of an error. (1100647)
  • Graphics: Vulkan: Fixed restoring a fullscreen window from minimized state on Windows (1090059)
  • Graphics: Vulkan: Improved async readback performance. (1123745)
  • iOS: Stretching image across the entire screen when resolution is set to one that does not match the aspect ratio of the screen. (1077959, 1103189)
  • Mobile: Fix Screen.width and Screen.height don't update at the same time as Screen.orientation (1013176, 1094317)
  • Mono: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used (1045644, 1122898)
  • Prefabs: Fix crash when passing invalid paths to PrefabUtility.LoadPrefabContents. (1116603)
  • Prefabs: Fixed crash when entering play mode while having a locked inspector on a GameObject with AudioSource. (1114376)
  • Shaders: Fixed a missing interpolator in GL shader outputs. (1122033)
  • Terrain: Fixed issue where control key and mouse wheel does not adjust the Stamp Height value for the Stamp Terrain brush (1108352)
  • UI: UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)

New in Unity 2019.1 Beta 4 (Feb 20, 2019)

  • Backwards Compatibility Breaking Changes:
  • Graphics: LODGroup.ForceLODMask now allows int.MaxValue to force cull the whole LODGroup
  • Improvements
  • Graphics: Add mixed area lights to cull results to enable mixed rectangular lights in HDRP.
  • Graphics: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable HDRP to provide direct realtime area lighting.
  • XR: Enable depthBufferSharing by default for Windows Mixed Reality.
  • API Changes:
  • Editor: Added more API points for TransformHandle to permit granular control over which handles appear.
  • Graphics: - Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext.
  • Add callbacks for end camera and end frame rendering
  • Fixes
  • 2D: "sprite.textureRect" returns values for master SpriteAtlas instead of SpriteAtlas Variant (1115285, 1125298)
  • 2D: Crash in FitBlockMaskInBlockMaskUsingPadding when packing a Sprite Atlas with blockOffset value set to 0 (1121583, 1125296)
  • 2D: Editor throws "GetGfxDevice() should only be called from main thread" errors and eventually crashes when in Play Mode (1110007, 1119496)
  • Android: Fix Android Screen.safeArea coordinate system to be in screen space.
  • Android: Fix hang at exit if submitting AndroidJavaProxy/Runnable to UI thread. (1113139, 1123785)
  • Android: Fixed Application.Unload crashing on Android P devices (1124729)
  • Android: Workaround Mali geometry working set memory limitation by splitting up render passes when needed (1056056, 1122164)
  • Animation: Fixed a crash when parenting an GameObject during an AnimationEvent (1115423)
  • Asset Import: Fix Importing subscene invalid references regression (1121768)
  • Audio: Fixed a potential crash when resetting Audio Mixer Group properties (1097134, 1119090)
  • Build Pipeline: Fix rare data corruption when building asset bundles with LZMA compression.
  • Editor: Fix for randomly frozen Terrain Inspector controls (1107487, 1125119)
  • Editor: Fix issue where if the user cancels a non scripts only build it will cache an incomplete form of the player data cache which on a subsequent scripts only build will cause the build to fail and then crash the editor. Canceled builds will now clean up the cache and an additional check was added to VerifyBuildSetup to fail the build properly if there is no cached player data (1114580, 1123800)
  • Editor: Fix locked inspector editors not receiving OnSceneGUI callbacks. (1125090)
  • Editor: Fix splitter view layout and resizing rounding issues (1104725, 1118299)
  • Editor: Replace EditorTool.OnActivate and OnDeactivate methods with events on EditorTools, addressing callback order problems. (1125383)
  • Editor: Vulkan: Fixed crashes and validation errors when creating editor windows (1085277)
  • Graphics: Fix for texture atlas generation when a detail mesh material does not contain a valid texture. (776013, 1120579)
  • Graphics: Fixed "CPU fence is invalid or very old!" error message. (1122971)
  • Graphics: Fixed a rare crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. (1115627)
  • Graphics: OpenGL & Vulkan: Fixed shader code generation for InterlockedMax() (1125306)
  • Graphics: Rename Renderer Priority by Priority in the MeshRenderer component as requested by the doc team
  • Graphics: Vulkan: "Attempting to draw with missing bindings" is now a warning instead of an error. (1125418)
  • Graphics: Vulkan: Fix poor async readback performance (1123745, 1125268)
  • iOS: Metal: no longer unconditionally discard AA-ed depth (meaning post-opaque + AA now works) (1107546)
  • Kernel: Fixed temp job warning in C# jobs when job was executing for longer than one frame
  • Lumin: Fix an issue where the minimum platform API level in a custom manifest was not being respected.
  • Mono: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used (1045644, 1116409)
  • Physics: Ensure that ContactPoint2D and Collision2D types do not get stripped causing a crash (1121995)
  • Prefabs: Fix crash when passing invalid paths to PrefabUtility.LoadPrefabContents. (1116603)
  • Prefabs: Fix references in scene getting lost when modifying a Prefab. (1116476)
  • Prefabs: Fixed crash when entering play mode while having a locked inspector on a GameObject with AudioSource. (1114376)
  • Scripting: Fix crash when a GameObject instantiate a new GameObject on the parent during OnDestroy callback and the whole hierarchy is being destroyed (1121506, 1125293)
  • Scripting: When fields in an object are null and you use ToJson() to serialize it, the fields will still not be null in the resulting JSON, but they will no longer be modified in the source object (942547, 1124727)
  • Shaders: Fixed an issue where the respective interpolation modifier would get lost from geometry shader output variables. (1121782)
  • SpeedTree: Fixed collision object importing from SpeedTree v8 assets.
  • Terrain: Fixed blending artifacts when painting 5+ terrain materials (1104291)
  • Timeline: A marker aligned with the edge of a clip is now easier to select (1102591)
  • Timeline: Changed behaviour of the Timeline Window to apply modifications immediately during Playmode (922846, 1111908)
  • Timeline: Clip edit mode clutch keys will not get stuck when holding multiple keys at the same time (1097216)
  • Timeline: Clip inspector will no longer throw exceptions when changing values when the inspector is locked (1115984)
  • Timeline: Context menu operations will now be applied on all selected tracks (1089820)
  • Timeline: Fixed an issue where a circular reference warning appeared in the Control Clip inspector even if there was no circular reference (1116520)
  • Timeline: Fixed appearance of muted tracks (1018643)
  • Timeline: Fixed multiple issues where clips and markers were selectable when located under the time ruler and the marker header track (1102598, 1117925)
  • Timeline: Marker inspector will be disabled when the marker is collapsed (1102860)
  • Timeline: PlayableDirector.played event is now called after entering or exiting Playmode (1088918)
  • Timeline: Signal Receiver will no longer throw exceptions when its inspector is locked (1114526)
  • Timeline: The correct context menu will now be displayed on the marker header track (1120857)
  • Timeline: Undoing a paste track operation in a group will no longer corrupt the timeline (1116052)
  • UI Elements: Fixed Null Reference exception thrown on changing scale factor of the screen from Window's display settings (1104793, 1123854)
  • UI Elements: Fixed the GradientField not showing the alpha checker (1123838)
  • UI Elements: Fixed the Toolbar search cancel button not showing correctly. (1124647)
  • UI Elements: Fixed the value not being in synch when doing a Cut or Paste action from contextual menu in TextFields (1120588, 1124654)
  • Unity Test Runner: Fix for Exception not handled properly in PlayTests when a custom Enumerator is used as a Coroutine and throws an Exception (1111243, 1120288)
  • Unity Test Runner: Fixed issue where the test runner would not reopen the original scene after running playmode tests. (1118111)
  • Universal Windows Platform: Fixed build failure in generated VS project due to duplicate Extension nodes in the appx manifest (1123172)
  • Universal Windows Platform: Fixed incorrect mouse position for NewInput (1091493)
  • Universal Windows Platform: Fixed rapid triggering of OnClick() events in UI when multiple Xbox controllers connected (1099111)
  • Vulkan: Vulkan: Fixed crash if the scene does not contain any cameras. (1067621)
  • Windows: Fixed Multidisplay always reverting to native resolution on primary display (1040726)
  • XR: Resolved broken XR SDK platform (1124630)

New in Unity 2018.3.6f1 (Feb 18, 2019)

  • Fixes
  • 2D: Fixed crash on when passing array of nulls to SpriteAtlas.Add. (1089125, 1120906)
  • Animation: Fixed a crash when parenting an GameObject during an AnimationEvent. (1115423)
  • Asset Pipeline: Optional parameter added to SceneManager.UnloadScene function allowing to unload assets embedded in a scene without calling UnloadUnusedAssets. (998958, 1111167)
  • Build Pipeline: Fixed rare data corruption when building asset bundles with LZMA compression. (1118331)
  • DX12: Fixed a crash when switching to exclusive fullscreen.
  • Editor: Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled. (1106201)
  • Editor: Fixed crash and validation errors when opening editor windows. (1085277)
  • Graphics: Disabled GPU skinning in the Editor when Graphics Emulation is enabled. (1107282)
  • Graphics: Fixed an issue where Light Probe Proxy Volumes did not function correctly with Vulkan as the graphics API. (988476)
  • Graphics: Improved terrain painting that produces quantization when using OpenGL API. (1114680)
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: [ShaderGraph] Fixed Transparent preview not clearing framebuffer. (1068062)
  • IL2CPP: Add support for marshaling fields which are arrays of structs which in turn have arrays as fields. (1106047)
  • IL2CPP: Added protocol support for IPv6 on Windows. (1099133)
  • IL2CPP: Correctly indicate that IPv6 is not supported on non-IPv6 platforms. (1108823)
  • IL2CPP: Emit proper C++ code when type names include characters that are not valid for C++ source code. (1108435)
  • IL2CPP: Fixed a crash when using the Environment.MachineName property on some machines when targeting UWP and make it return results consistent with the Standalone Player. (1093953)
  • IL2CPP: Fixed an intermittent crash in the native linker on Android. (1108960)
  • IL2CPP: Fixed InvalidCastException that can sometimes happen when passing managed object that derives from a native Windows Runtime class to native code. For instance, this happens when deriving from Windows.UI.Xaml.Control.ContentDialog and trying to show it. (1104540)
  • IL2CPP: Generate proper C++ code for an out parameter used as SizeParamIndex. (1115412)
  • IL2CPP: Handle null explicitly casted to an array and indexed. (1115145)
  • IL2CPP: Loaded field addresses via unsigned native integer types properly. (1104370)
  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases. (1108435)
  • IL2CPP: Prevent an compilation error in generated C++ code when an enum field is marshaled. (1104889)
  • IL2CPP: Prevent an exception during IL2CPP code conversion that can happen with Trace statements in some cases. (1120880)
  • IL2CPP: Prevented a crash at runtime with the .NET 4.x equivalent scripting runtime that can occcur when an enum is nested in a generic type. (1113091)
  • IL2CPP: Properly generate code using the in modifier for parameters on abstract methods in a generic type. (1103142)
  • Package Manager: Fixed moving files in the editor project view (drag and drop) not working in local packages. (1114391, 1117976)
  • Particles: Fixed erroneous Particle System error message: "Sub-emitters must be children of the system that spawns them". (949522, 1089804)
  • Particles: Fixed Frame Debugger failing to show draw call information for Particle Systems. (1107382)
  • Particles: Fixed incorrect curve evaluation when using the Limit Velocity over Lifetime module with a micture of optimized and non-optimzied curves. (1096701)
  • Particles: Fixed particle bounds when using Sprites in the Texture Sheet Animation Module. (1107722)
  • Particles: Fixed particle trails could being culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Fixed regression bug where offscreen Particle Systems failed to play. (1114729)
  • Particles: Fixed scaling regression bugs with Particle Systems. (1112937, 1116160)
  • Particles: Fixed Velocity Module Speed Modfiier not applied to the initial simulation step of newly spawned particles. (1111134)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Physics: Ensure that ContactPoint2D and Collision2D types do not get stripped causing a crash. (1121995)
  • Prefabs: Fixed references to Prefabs from scene getting lost if prefab is modified. (1116476)
  • Prefabs: Updated Undo to return Prefab instances with missing assets to previous state correctly. (1056446, 1120322)
  • Scripting Upgrade: Fixed crash in ScriptUpdater.exe when code contains qualified references to methods of type that were statically imported (#using static). (1081267)
  • Shaders: Fixed incorrect shader code generation with tessellation shaders when using the Vulkan API. (1092160)
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Universal Windows Platform: Fixed memory leaks on .NET backend when calling Mesh.SetVertices(), Mesh.SetUVs(), Mesh.SetTriangles() methods. (1042218)
  • Windows: Fixed setting refresh rate in exclusive fullscreen mode having no effect on D3D11 and D3D12. (975924)
  • XR: XR devices in new input system package are now all Y-up is away from the user. (1091918)

New in Unity 2019.1 Beta 3 (Feb 12, 2019)

  • Known Issues in 2019.1.0b2 under investigation:
  • Asset Import: Error message - Asset import did not unload metadata path. This will leak memory (1106466)
  • Editor: "Opening Project in Non-Matching Editor" pop up is missing in HUB while opening 2018.3.x project in 2019.1.a12 (1108963)
  • Graphics: Editor throws "GetGfxDevice() should only be called from main thread" errors and eventually crashes when in Play Mode (1110007, 1119496)
  • Package Manager: Packages fail to compile and show Package Manager because of missing .NET Core prerequisites (1110751)
  • Prefabs: Editing prefabs directly in the project browser is no longer possible (1120805)
  • Scripting: Editor crashes when ScriptableObject filename does not match class name when reloading the ScriptableObject (1118266)
  • Shaders: ShaderGraph - Slider Node doesn't refresh when values are changed (1106475)
  • Video: Video Clip renders only in single Game Window when multiple Game Windows are open (1109551)
  • 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 2019.1.0b2 Entries since 2019.1.0b1:
  • Improvements:
  • XR: Updated Google VR to version 1.18.0.
  • API Changes:
  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)
  • Terrain: Added new callback APIs to monitor the terrain texture changes:
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Fixes:
  • 2D: Editor crashes when spriteshape with one sprite on a single angle in scene closes the angle (1115439)
  • 2D: PSB files do not get packed when added to Sprite Atlas (1114959)
  • 2D: Sprites randomly flipping when moving/zooming camera (1108407)
  • Android: Fix Android Plugin Importer - Non-native libraries respecting CPU properties causes problems. (1076868)
  • Android: Fix automatic resolution scaling when using Vulkan (1108491)
  • Android: Fixed problem with different sign configs for release and debug configuration (1109570, 1120585)
  • Editor: Calling GetComponent on a game object for a missing component type will now only cause a GC allocation the first time for the specific game object and missing component type. (1118303)
  • Editor: Debug Internal inspector no displays all properties (1118915)
  • Editor: Fix SceneViewEditMode tools not exiting on selection or active tool changes. (1115873, 1122167)
  • Editor: Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled (1115607)
  • Editor: Fixed scene un-hide sometimes not working (1111720)
  • Editor: Fixed scene visibility column hiding the search path of the hierarchy (1114645)
  • Editor: Fixed textures being imported with the platform-specific format when the platform override property is false. (1104345)
  • Editor: Removed the incorrect error when a script with spaces in name is attached (1118301)
  • Editor: Unhandled Group assertion failure removed when asset store filter was used (1109197, 1118311)
  • Editor: Update Undo to return Prefab instances with missing assets to previous state correctly (1056446, 1120316)
  • GI: Fixed issue where we can't set Lightmap Parameters from script on non-prefab objects. (966408, 1118289)
  • Graphics: Batchmode never calls resource clearing at the end of frame render, as it is done during present. add a new graphics command to notify gfxdevice to clean up frame resources at the end of BatchModeUpdate. (1093649, 1119568)
  • Graphics: Editor crashes at MaterialScripting::Lerp when Renderer.material.Lerp() has a null material (1117775, 1119503)
  • Graphics: Fixed 16 bits format disabled for RenderTexture on PS4 (1115197)
  • Graphics: Fixed crash when using BC6H on PS4 (1115196)
  • Graphics: Fixed Package Manager UI not rendering correctly on GLES2. (1108286)
  • Graphics: Fixed RenderTexture asset UI to lose selected format data when the selected format is not supported. (1116500, 1116501)
  • Graphics: Fixed sRGB RenderTexture failing to be created when enableRandomWrite is on (1115223)
  • Graphics: Fixed texture inspector label repeating sRGB twice (1117187)
  • Graphics: Fixed WARNING message on Mac Editor with Android build target were a warning shows up for decompressing ETC textures also that the expected behavior because desktop GPUs don't have native ETC format support (1115543)
  • Graphics: Improved RenderTexture asset UI to store the user requested format (1115203)
  • IL2CPP: Avoid using managed exceptions during time zone initialization. This cause cause crashes on some platforms. (1100856)
  • iOS: Fixed crash on startup on 32bit devices using oldish iOS (1109610)
  • iOS: Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run. (1108944, 1115493)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204, 1115743)
  • Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode (1109908)
  • Package Manager: Disable delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Particle Systems could cause graphical glitches and error messages. (1099125, 1111132, 1116662)
  • Prefabs: Driven properties no longer cause Prefabs to have overrides for those properties. (1115499)
  • Scripting: Consistent targetframeworkversion as shipped with Unity.
  • Scripting: Fixed random crash in Asset GC (1091878)
  • Scripting: Fixes issue where processing SynchronizationContext tasks would allocate (1114295)
  • Scripting: Fixes potential crash when an exception is thrown during domain unload (879906)
  • Scripting Upgrade: Fix NotImplementedException when calling XmlSerializationReader.ReadString (1106236)
  • Timeline: Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline (1115652)
  • Timeline: Fixed animated object in timeline popping for a single frame when switching Timelines (1109118)
  • Timeline: Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Mode (1116007)
  • Timeline: Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets (1116297)
  • Web: Fix disposing WWW object that has been yield returned from coroutine. (1117213, 1120581)
  • WebGL: Make audio work again in Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)

New in Unity 2018.3.5f1 (Feb 9, 2019)

  • Fixes:
  • AI: Fixed issue with NavMeshAgent getting stuck wobbling when an obstacle carves a hole in the NavMesh near its path. (1039002)
  • Android: Fixed "Gradle prewarm failed" error not giving any meaningful information. (1114985, 1115479)
  • Android: Fixed issue where Unity logo in splash screen was shown as a black rectangle on Android 4.4 devices. (1104471)
  • Android: Fixed problem with opening keyboard on Android 9. (1102448, 1115490)
  • Android: Fixed redundant render pass switches when using Vulkan.
  • Android: Fixed sporadic crash during startup in development builds. (1116047)
  • Android: Fixed system resolution on Android. (1090830, 1118761)
  • Asset Import: Fixed issue where asset database incorrectly assumes it has imported assets when switching target platform with a clean library folder. (1123035)
  • Editor: Fixed AdvancedDropdown not selecting the first element of the list when searching. (1119474)
  • Editor: Fixed an issue where compilation would not start correctly and would emit "Assembly for Assembly Definition File '.asmdef' will not be compiled, because it has no scripts associated with it." when updating both C# source files and Assembly Definition Files (asmdef). (1115384)
  • Editor: Fixed editor throwing errors when connected to an android device with usb debugging disabled. (1090834)
  • Editor: Fixed empty context menu being popped. (1118300)
  • Editor: Fixed first option isn't selected by default when using "Add Component". (1116399)
  • Editor: Fixed issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar. (1082571)
  • Editor: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices . (1096058, 1103502)
  • Graphics: Fixed "CPU fence is invalid or very old!" error message. (1122971)
  • Graphics: Fixed async readback when using Vulkan. (1018472)
  • IL2CPP: Fixed crash during managed code stripping when user has Turkish language. May have happened for other non-english languages as well. (1083122)
  • IL2CPP: Fixed the throwing of exceptions in attribute constructors. (1101440)
  • Package Manager: Disabled delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Fixed particle systems causing graphical glitches and error messages. (1099125, 1116662)
  • Physics: Fixed incorrect collision detection between CapsuleCollider2D and CircleCollider2D when the capsule is orientated towards the center of the circle. (1119018)
  • Physics: Fixed multithreaded joint constraints not working when there are no contacts in the contact island. (1109272)
  • ps4: Fixed crash duing dynamicaly changing meshes. (1117853)
  • ps4: Fixed crash when viewing information on large shaders (like ones from ShaderGraph). (1110680)
  • ps4: Fixed functionality in .net 4 relating the network features.
  • ps4: Fixed regression when running native graphics jobs. (1117621)
  • Scripting Upgrade: Fixed crash when Debug.Log is called in finally block. (1093869)
  • Scripting Upgrade: Fixed NotImplementedException when calling XmlSerializationReader. (1106236)
  • Scripting Upgrade: Fixed TimeZoneNotFoundException on some Windows machines. (1076679)
  • Timeline: Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline. (1115652)
  • Timeline: Fixed animated object in timeline popping for a single frame when switching Timelines (1109118)
  • Timeline: Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Mode (1116007)
  • Timeline: Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets (1116297)
  • VR: Improved XR Trace, now logs at Errors, Asserts, Warnings, Log Messages, Exceptions and Debug level. (1115640)
  • VR: Performance fixes for viewport scaling for performance on tiled renderers. (1014390, 1105278)
  • XR: Fixed a hang on iOS when using the ARKit XR Plugin package. (1068999)
  • XR: Fixed Oculus Quest controllers not working with native input. (1118025)

New in Unity 2019.2.0a4 (Feb 7, 2019)

  • Features:
  • Android: Android App Bundles: Added APK files size validation when generated AAB file is larger than some threshold
  • Editor: Visual Studio (Windows): Double clicking on C# compile messages in the console window will now open the corresponding C# file at both line and column, previously only at the line.
  • Editor: Visual Studio Code: Double clicking on C# compile messages in the console window will now open the corresponding C# file at both line and column, previously only at the line
  • GI: GPU agnostic lightmap denoiser that works across all our editor platforms.
  • Backwards Compatibility Breaking Changes
  • Android: Raise minimum Vulkan API version for Adreno drivers to 1.0.38.
  • Editor: UGui Objects are now using ObjectFactory and default Presets when created from the GameObject menu in the Editor.
  • Graphics: When using SRP, added Rendering Layer Mask to Lights as a filtering option during shadow passes (similar to Renderers Rendering Layer Masks).
  • Scripting: Make the GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.
  • Changes:
  • Android: Bundletool is updated up to version 0.7.2.
  • Improvements
  • Android: Mimic TouchScreenKeyboard.hideInput by drawing input field outside the screen, when this property is true.
  • Asset Import: Compressor Quality can now be set in the texture asset import settings for BC6H and BC7 formats allowing compression quality to be traded for import speed.
  • Editor: Added a message box whenever the OS fails to delete an asset when deleted from the Project Browser view.
  • Editor: Reduced the number of key presses in order to start a rebind in the Shortcut manager (from 3 to 2).
  • GI: Added a 'None' mode for emissive GI contribution in the standard shader GUI.
  • GI: Reduced GPU memory footprint for GPU lightmapper when baking lighting, by compressing normal vectors and albedo.
  • GI: The Optix AI denoiser is now supported with GPU Lightmapper.
  • GI: Upgraded Optix AI Denoiser to version 6. This new version has better performance and a lower memory footprint.
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Rendering Pipeline.
  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed.
  • Graphics: SRP batcher is now supported on Xbox, DirectX11.
  • Graphics: SRP hooks added for detail rendering shaders.
  • ps4: Improved PS4 Additional content to support multiple products.
  • Scripting: Enable incremental Garbage Collection in editor.
  • Shaders: Moved 38 builtin keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • XR: Move Google VR Cardboard and Daydream support to a package and Update to verision 1.180.
  • API Changes:
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added AssetDatabase.OpenAsset() overloads that take both a line number and column number.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.
  • Editor: Added new API to detect & control async shader compilation better in the Editor.
  • Editor: OnOpenAsset attribute now supports method signature (int instanceId, int line, int column)
  • GI: Fixed issue where we can't set Lightmap Parameters from script on non-prefab objects. (966408)
  • Graphics: Add static function to Matrix4x4 to compute inverse of an affine matrix
  • Mobile: Add 'Screen.cutouts' to get display cutout bounding boxes
  • Mobile: Application.absoluteURL property and Application.deepLinkActivated event to handle application activation via deep link, implemented for Android/iOS/UWP
  • Terrain: Added new callback APIs to monitor the terrain texture changes:
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Terrain: Deprecate TerrainData.UpdateDirtyRegion. Use TerrainData.DirtyHeightmapRegion instead.
  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)
  • Fixes:
  • 2D: Editor crashes when spriteshape with one sprite on a single angle in scene closes the angle. (1115439)
  • 2D: PSB files do not get packed when added to Sprite Atlas. (1114959)
  • Android: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used. (1045644)
  • Android: Fixed problem with crash when using Android JNI methods from custom thread. (545977)
  • Android: Handle geometry working set out-of-memory when using Vulkan on Mali GPUs. (1056056)
  • Android: Now the same sign config is being used for both release and debug configurations. (1109570)
  • Audio: Fixed a potential crash when resetting a group's properties in the Audiomixer. (1097134)
  • Build Pipeline: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions. (1094045)
  • Editor: 0 Item GenericMenu throws Error while in Play mode. (1110510)
  • Editor: Debug.LogException will correctly be shown in Editor console when received from the player. (1103744)
  • Editor: Fix assertion message 's2 != NULL' in log files.
  • Editor: Fix editor crash while saving a scene with missing script. (1111432)
  • Editor: Fix issue with FilePathAttribute constructor throwing exception if called from MonoBehaviour constructor or another thread. (1077857)
  • Editor: Fix Missing script disappears from Inspector until selection is changed. (1095540)
  • Editor: Fix splitter view layout and resizing rounding issues. (1099360)
  • Editor: Fixed "Add Component" popup window not receiving focus in Linux editor. (1098140)
  • Editor: Fixed an issue where Editor throws Enum errors while displaying nested serialized Unity Events. (1053465)
  • Editor: Fixed an issue where folder loses focus after renaming it in the Project Window. (1114527)
  • Editor: Fixed editor hang when batch processing sprites with asterisks in file name. (1106232)
  • Editor: Fixed flicker/jumping that occured when dragging floating windows in linux editor. (1102805)
  • Editor: Fixed issue where shift+tab in linux where shift+tab activated the last active window instead of the last active element. (1107323)
  • Editor: Fixed resizing called from managed code in linux editor. (1104108)
  • Editor: Fixed the Unhandled Group assertion message. (1109197)
  • Editor: Fixes holdover of alt modifier in the editor when gaining focus for Linux editor from alt+tab (1104979)
  • Editor: Focus the settings window after it has been shown. (1110475)
  • Editor: Improve project generation time. (1111543)
  • Editor: Incorrect error dialog appears when trying to attach script with spaces in name. (1106237)
  • Editor: Linux editor now supports multiple checkable items in a submenu. (1092501)
  • Editor: Rename UI Transparency Priority to Renderer Priority in MeshRenderer component.
  • Editor: Renaming "Logging" preference in "Stack Trace" to avoid confusion. (1118914)
  • Editor: Support menu trees in EditorTool context menu.
  • Editor: Support new toolbox format for Rider.
  • Editor: Update Undo to return Prefab instances with missing assets to previous state correctly. (1056446)
  • GI: Fix issue with Total Bake Time is shown as 0:00:00 in Progressive Lightmapper after a bake in some cases. (1095980)
  • GI: Fixed experimental custom bake API.
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: GPU lightmapper: Handle out of memory gracefully when BVH doesn't fit in GPU memory. This can happen when baking a terrain with high heightmap resolution.
  • GI: GPU Lightmapper: Stabilize result in various cases (compositing parameters changed, sample count changed, having 2 bounces or more). (1099004)
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • Graphics: Editor crashes at MaterialScripting::Lerp when Renderer.material.Lerp() has a null material. (1117775)
  • Graphics: Fix crash when stripping Umbra module on platforms supporting native code stripping. (1116487)
  • Graphics: Fix fo texture atlas generation when a detail mesh material does not contain a valid texture. (776013)
  • Graphics: Fix for crashes or incorrect display when updating mesh data from script when using Vulkan and graphics jobs. (1090932)
  • Graphics: Fixed the missing geometry shader output interpolation qualifier for Metal/OpenGL. (1113018)
  • Graphics: SRP Batcher doesn't support 32 bit vertex index buffer sub-mesh on dx11. (1117383)
  • Graphics: Vulkan: Disable error spew when attempting to draw with missing bindings.
  • IMGUI: Fixed: Input field is not always updated properly after pasting. (1103315)
  • IMGUI: Pixel alignment sometimes influenced word wrapping. (1096878)
  • iOS: Fixed Build And Run to work on projects with space in path. (1108944)
  • iOS: Made Screen.currentResolution.refreshRate return actual refresh rate instead of hardcoding 30. (1117877)
  • iOS: Metal: added warning for using grabpass+AA on old ios/gpu (when store+resolve action is not supported). (1107546)
  • iOS: Metal: stopped unconditionally discarding AA depth. (1107546)
  • Linux: Fix graphical corruption in framebuffer on Nvidia Linux. (1108929)
  • Linux: Fix to leave maximized window programmatically. (1099286)
  • Linux: Fixed annoying "'Unity' is not responding" message on Linux. (1072712)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204)
  • Linux: Fixed framerate drops caused by repainting on excessive mouse input events. (1023587)
  • Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode. (1109908)
  • Linux: Scrolling the mouse wheel no longer produces large framerate drop. (1066760)
  • OSX: Fix for GameKit reference in the application when Game Center is not used. (1065311)
  • OSX: Removed legacy Mono config folder from Mono BE player build. (1111649)
  • Package Manager: An error could occur during package resolution if the global npm cache was corrupted. (1111208)
  • Package Manager: Disable delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Particle trails could be culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Prefabs: Driven properties no longer cause Prefabs to have overrides for those properties. (1115499)
  • Scripting: Fix exception when calling XRSettings methods and properties on some platforms. (1109347)
  • Scripting: Fix freeze in editor when compiling script containing quote character literal. (1111740)
  • Services: Fix crash when unhandled exception occured on background thread with Cloud Diagnostics enabled. (1114571)
  • Shaders: Fixed SHADER_MACRO to stop it from generating version numbers that are too high when Unity's major/mino version reaches double-digits. (1113175)
  • Timeline: Made drag and drop of objects between track insert the new track correctly. (1011381)
  • UI Elements: Fixed the long names not displayed correctly in the shortcut manager. (1099039)
  • UI Elements: Fixed the multiline TextField not supporting the Tab character. (984808)
  • Web: Fix disposing WWW object that has been yield returned from coroutine. (1117213)
  • WebGL: Make audio work again in Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)
  • Windows: Improved Windows crash handling reliability.
  • XR: Allow Incremental GC on Lumin.
  • XR: The two types of raycasts in the XRRaycastSubsystem were profiled using the same tag, "XR.Raycast", making them indistinguishable in the profiler. They are now called "XR.RaycastFromScreen" and "XR.RaycastRay".
  • XR: UnityEngine.XR.InputTracking's GetLocalPosition and GetLocalRotation has been deprecated.

New in Unity 2019.1.0 Beta 2 (Feb 5, 2019)

  • Improvements:
  • XR Updated Google VR to version 1.18.0.
  • API Changes:
  • Terrain Added new callback APIs to monitor the terrain texture changes
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain Added new TerrainData APIs for easier modifying the terrain textures
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Terrain Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Timeline Exposed FootIK option on Timeline Animation Clips (1115652)
  • Fixes:
  • 2D Editor crashes when spriteshape with one sprite on a single angle in scene closes the angle (1115439)
  • 2D PSB files do not get packed when added to Sprite Atlas (1114959)
  • 2D Sprites randomly flipping when moving/zooming camera (1108407)
  • Android Fix Android Plugin Importer - Non-native libraries respecting CPU properties causes problems. (1076868)
  • Android Fix automatic resolution scaling when using Vulkan (1108491)
  • Android Fixed problem with different sign configs for release and debug configuration (1109570, 1120585)
  • Editor Calling GetComponent on a game object for a missing component type will now only cause a GC allocation the first time for the specific game object and missing component type. (1118303)
  • Editor Debug Internal inspector no displays all properties (1118915)
  • Editor Fix SceneViewEditMode tools not exiting on selection or active tool changes. (1115873, 1122167)
  • Editor Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled (1115607)
  • Editor Fixed scene un-hide sometimes not working (1111720)
  • Editor Fixed scene visibility column hiding the search path of the hierarchy (1114645)
  • Editor Fixed textures being imported with the platform-specific format when the platform override property is false. (1104345)
  • Editor Removed the incorrect error when a script with spaces in name is attached (1118301)
  • Editor Unhandled Group assertion failure removed when asset store filter was used (1109197, 1118311)
  • Editor Update Undo to return Prefab instances with missing assets to previous state correctly (1056446, 1120316)
  • GI Fixed issue where we can't set Lightmap Parameters from script on non-prefab objects. (966408, 1118289)
  • Graphics Batchmode never calls resource clearing at the end of frame render, as it is done during present. add a new graphics command to notify gfxdevice to clean up frame resources at the end of BatchModeUpdate. (1093649, 1119568)
  • Graphics Editor crashes at MaterialScriptingLerp when Renderer.material.Lerp() has a null material (1117775, 1119503)
  • Graphics Fixed 16 bits format disabled for RenderTexture on PS4 (1115197)
  • Graphics Fixed crash when using BC6H on PS4 (1115196)
  • Graphics Fixed Package Manager UI not rendering correctly on GLES2. (1108286)
  • Graphics Fixed RenderTexture asset UI to lose selected format data when the selected format is not supported. (1116500, 1116501)
  • Graphics Fixed sRGB RenderTexture failing to be created when enableRandomWrite is on (1115223)
  • Graphics Fixed texture inspector label repeating sRGB twice (1117187)
  • Graphics Fixed WARNING message on Mac Editor with Android build target were a warning shows up for decompressing ETC textures also that the expected behavior because desktop GPUs don't have native ETC format support (1115543)
  • Graphics Improved RenderTexture asset UI to store the user requested format (1115203)
  • IL2CPP Avoid using managed exceptions during time zone initialization. This cause cause crashes on some platforms. (1100856)
  • iOS Fixed crash on startup on 32bit devices using oldish iOS (1109610)
  • iOS Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run. (1108944, 1115493)
  • Linux Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204, 1115743)
  • Linux Fixed issue with keyboard input not being captured by the Game view when in Play mode (1109908)
  • Package Manager Disable delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles Particle Systems could cause graphical glitches and error messages. (1099125, 1111132, 1116662)
  • Prefabs Driven properties no longer cause Prefabs to have overrides for those properties. (1115499)
  • Scripting Consistent targetframeworkversion as shipped with Unity.
  • Scripting Fixed random crash in Asset GC (1091878)
  • Scripting Fixes issue where processing SynchronizationContext tasks would allocate (1114295)
  • Scripting Fixes potential crash when an exception is thrown during domain unload (879906)
  • Scripting Upgrade Fix NotImplementedException when calling XmlSerializationReader.ReadString (1106236)
  • Timeline Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline (1115652)
  • Timeline Fixed animated object in timeline popping for a single frame when switching Timelines (1109118)
  • Timeline Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Mode (1116007)
  • Timeline Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets (1116297)
  • Web Fix disposing WWW object that has been yield returned from coroutine. (1117213, 1120581)
  • WebGL Make audio work again in Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)

New in Unity 2018.3.4f1 (Feb 2, 2019)

  • Fixes:
  • 2D: Disabled Tilemap Focus filter when closing Tile Palette window if enabled. (1098821, 1116141)
  • 2D: Fixed crash on Tilemap::CompressBounds when calling Tilemap.CompressBounds() on corrupted tilemap. (1090111, 1116143)
  • 2D: Fixed crash on Tilemap::CopyTileDataToTile when importing corrupted Tilemap prefab. (1116144)
  • 2D: Fixed crash on TilemapRenderer when rendering with a Material that is destroyed. (1116145)
  • 2D: Fixed current Active Tilemap selection unable to be deselected when a new GameObject is instantiated on the scene. (1116150)
  • 2D: Fixed for missing Tiles being created when dragging a spritesheet with empty initial columns or rows into Tile Palette. (1103034, 1116146)
  • 2D: Fixed Tilemap.SwapTiles when swapping Tiles to other Tiles that already exist on the Tilemap. (1108368, 1116147)
  • Analytics: Removed all XR dependencies on Analytics and made all events support events. (1092403)
  • Android: Add '-mstackrealign' compile option for android x86 to fix the crash on some x86 devices. (1058255)
  • Android: Fixed for Android Dynamic feature crashes the application when running the build via Android Studio. (1102209)
  • Asset Pipeline: Fixed Asset Bundles not able to load scenes if the scene had a period in its name. (1022819, 1115505)
  • Build Pipeline: Fixed crash when loading compressed meshes out of asset bundles. (1115334)
  • Editor: Fixed textures being imported with the platform-specific format when the platform override property is false. (1104345)
  • Graphics: Fixed Rendering a scene with a SpriteRenderer with Graphics Jobs on causes a JobTempAlloc memory leak. (1100859)
  • IL2CPP: Allow stack sizes for new threads to be set explicitly larger than 64K with the .NET 4.x Equivalent scripting runtime. (1104843)
  • IL2CPP: Fixed IL2CPP compiler configuration setting missing from some platforms player settings (like WebGL). (1099894)
  • IL2CPP: Updated the zlib implementation to correct the following security issues: CVE-2016-9840, CVE-2016-9841,CVE-2016-9842, CVE-2016-9843.
  • iOS: Fixed iOS Frameworks location is ignored when building Xcode project. (1108970)
  • Linux: Fixed GPU skinning. (1117706)
  • Linux: Fixed issue where SetResolution cannot programmatically resize Linux player after window has been maximized. (1099286, 1115831)
  • Linux: Fixed the graphical corruption in the framebuffer for various games on Nvidia Linux. (1108929, 1111474)
  • Linux: Fixed using libstdc++ in native plugins crashing (2018.3 no longer links with libstdc++ statically). (1115024)
  • Particles: Fixed JobTempAlloc memory leaks in the Particle System Trails Module on WebGL. (1114502)
  • Physics: Added a message with a reference to the Rigidbody component when the CCD mode is incompatible with the kinematic setting. (1064491)
  • Physics: Fixed crash due to auto-sync-transforms during Rigidbody2D.Cast query when changing transform prior to query being executed. (1099642)
  • Physics: Fixed crash due to multi-scene physics when destroying an object during a 2D collision/trigger callback. (1110897)
  • Plugins: Fixed an issue where CPU information was respected on non-native libs for android plugins. Since users could potentially change these CPU properties on a Plugin Importer via PluginImporter.SetPlatformData() we should eliminate the possibility of problems occurring due to wrongful modifications of the plugin importer's properties. (1076868)
  • Prefabs: Fixed crash when applying changes from Prefab Instance to asset, when assets contains disconnected nested prefabs. (1104595)
  • Prefabs: Fixed crash when creating a Prefab Asset in Awake when entering Play Mode. (1085577, 1115008)
  • Prefabs: Fixed crash when undo'ing after applying a disconnected prefab. (1110703)
  • Prefabs: Fixed crash when using Undo wrongly on Prefab asset objects. (1099646)
  • Prefabs: Fixed MonoBehaviour cannot be dragged to the Inspector after ParticleSystem on a Prefab Instance (1110704)
  • Scripting: Fixed an issue with static members such as generic classes with their argument being an array type not being reported the memory snapshot API. (984330)
  • Scripting: Fixed issue where processing SynchronizationContext tasks would allocate. (1114295)
  • Scripting: Fixed random crash in Asset GC. (1091878)
  • XR: Fixed an issue with a black screen occuring after resuming from pause on some Oculus devices. (1115358)

New in Unity 2019.1.0 Beta 1 (Jan 31, 2019)

  • Improvements:
  • Android: The Unity video player can now be used with the Vulkan renderer.
  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed
  • XR: Updated Vuforia to version 8.0.10.
  • API Changes:
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.
  • Editor: Added new API to detect & control async shader compilation better in the Editor.
  • Fixes:
  • 2D: Fix "Sprite Editor" text is clipped from Sprite Editor window's tab when it is not docked (1114471)
  • 2D: Fix clicking trim multiple times will reduce Sprite Rect size (1114472)
  • 2D: Fix exception when trimming Sprite alpha on a texture that is downsized (1104094, 1113929)
  • 2D: Fix for missing Tiles being created when dragging a spritesheet with empty initial columns or rows into Tile Palette (1103034, 1115694)
  • 2D: Fix Sprite Editor Window module breakage when window is maximized and restore (1114930)
  • 2D: Fix Sprite Frame Inspector window overlaps the header and options when the window is shrunk diagonally (1114470)
  • 2D: Fix Tilemap.SwapTiles when swapping Tiles to other Tiles that already exist on the Tilemap (1108368, 1115695)
  • 2D: Prevent current Active Tilemap selection from being unselected when a new GameObject is instantiated on the scene (1102618, 1115696)
  • Android: Fix "Gradle prewarm failed" hiding the actual reason of failure (1115478)
  • Android: Fix GPU skinning on Mali GPUs when using OpenGL ES (1103330)
  • Android: Fix HDR rendering when using Vulkan on older Mali drivers (1105065)
  • Android: Make Android handle an Application.targetFrameRate value of -1 as 30 fps again.
  • Build Pipeline: Fix crash when loading compressed meshes out of asset bundles.
  • Editor: Fix editor crash while saving a scene with missing script. (1115552)
  • Editor: Fix IME input causing text duplication in the editor (1117878)
  • Editor: Fix Missing script disappears from Inspector until selection is changed. (1115930)
  • Editor: Fix scene view camera moving at a constant speed instead of accelerating. (1117685, 1117686)
  • Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager (1110790)
  • Editor: Fixed cyan color appearing on thumbnails, previews etc (1115282)
  • Editor: Fixed issue with "Fail to read .asmdef" error being emitted on startup (1111571)
  • Editor: Fixed MenuItems not being called when pressing the corresponding key combination if the key combination contains the Space key (1106151)
  • Editor: Fixed missing stylesheet error when closing modal windows (1115057)
  • Editor: Fixed right clicking a shortcut entry in the Shortcut Manager window not selecting the entry (1110804)
  • Editor: Fixed selected shortcut entry in the Shortcut Manager not being reset when changing categories (1104559)
  • Editor: Rename UI Transparency Priority to Renderer Priority in the MeshRenderer component
  • Editor: Vulkan: Fixed crash when switching graphics APIs (1111769)
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • Graphics: Fix for instability at DX12 graphics tests. (1078231)
  • Graphics: Vulkan: Disabled error messages when attempting to draw with missing bindings
  • IL2CPP: Add protocol support for IPv6 on Windows. (1099133)
  • IL2CPP: Add support for marshaling fields which are arrays of structs which in turn have arrays as fields. (1106047)
  • IL2CPP: Correct an intermittent crash in the native linker on Android. (1108960)
  • IL2CPP: Emit proper C++ code when type names include characters that are not valid for C++ source code. (1108435)
  • IL2CPP: Fix a crash when using the Environment.MachineName property on some machines when targeting UWP and make it return results consistent with the Standalone Player. (1093953)
  • IL2CPP: Fixed InvalidCastException that can sometimes happen when passing managed object that derives from a native Windows Runtime class to native code. For instance, this happens when deriving from Windows.UI.Xaml.Control.ContentDialog and trying to show it. (1104540)
  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases. (1108435)
  • IL2CPP: Prevent an compilation error in generated C++ code when an enum field is marshaled. (1104889)
  • Linux: Fix SetResolution was not able to resize a maximized window (1099286, 1115927)
  • Linux: Fixed GPU skinning on Vulkan when running on Linux (1117706)
  • OSX: Fixed occasional crash when using Camera (1101944, 1110670)
  • Package Manager: An error could occur during package resolution if the global npm cache was corrupted. (1114662)
  • Package Manager: Fixed the link to the changelog of Analytics package not showing up in Package Manager UI (1085232)
  • Particles: Fix JobTempAlloc memory leaks in the Particle System Trails Module on WebGL. (1114502)
  • Particles: Particle trails could be culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Physics: Fix crash due to auto-sync-transforms during Rigidbody2D.Cast query when changing transform prior to query being executed. (1099642)
  • Physics: Fix crash due to multi-scene physics when destroying an object during a 2D collision/trigger callback. (1110897)
  • Prefabs: Fix crash if prefab instance object is referencing a corresponding source object in the prefab asset of a different type. (1109081)
  • Prefabs: Fix crash when creating a Prefab Asset in Awake when entering Play Mode (1115007)
  • Prefabs: Fix that a MonoBehaviour cannot be dragged to the Inspector after ParticleSystem on a Prefab Instance (1107231, 1117045)
  • Prefabs: Fixed crash when applying changes from Prefab Instance to asset, when assets contains disconnected nested prefabs. (1104595)
  • Prefabs: Fixed crash when undo'ing after applying a disconnected prefab (1109513, 1115286)
  • Prefabs: Fixed crash when using Undo wrongly on Prefab asset objects. (1099646)
  • Scripting: Editor freezes when importing/reimporting script that contains unicode characters. (1111740, 1116255)
  • Scripting: Fix compiler error reporting in Editor.log (1115012)
  • Scripting: Fix invalid UTF8 characters from imported assets. (1086920, 1114945)
  • UI: Fix 4 split layout only showing perspective in scene views. (1114618)
  • UI Elements: Fix ScrollView with vertical-horizontal scrolling (1115974)
  • UI Elements: Fixed : Setting a TextField's "Password" attribute via C# doesn't work. (1115308)
  • UI Elements: Fixed : Setting a TextField's "Password" attribute via UXML doesn't work. (1115309)
  • UI Elements: Fixed the foldout visual triangle that changed to checkmark. (1118229)
  • UI Elements: Fixed the multiline TextField not supporting Tab character (984808, 1115525)
  • UI Elements: Fixed the shortcutmanager where long names are not displayed correctly in the profile selector. (1099039, 1118262)
  • Universal Windows Platform: Fix build & run on D3D and XAML build types (1109738)
  • Video: Fixed iOS/OSX playback not starting with AudioSource enabled (1116398)
  • VR: XR Trace now logs at Errors, Asserts, Warnings, Log Messages, Exceptions and Debug level. (1115643)
  • Windows: Improved error messages after failing to load native plugins on Windows Standalone and UWP if one of their dependencies is missing (1083178)
  • XR: Oculus Quest controllers should now work with native input. (1118024)

New in Unity 2018.3.2f1 (Jan 17, 2019)

  • Fixes:
  • Animation: Fixed race condition crash in Legacy animation during the domain reload. (1046821)
  • Audio: Fixed AudioCustomFilter leaks mutexes on PS4 (and probably other platforms). (1101492)
  • Build Pipeline: Fixed Missing script reference returns MonoBehavior type instead of null in ContentBuildPipeline.GetTypeForObject & ContentBuildPipeline.GetTypeForObjects. (1105304)
  • Camera: Fixed case where we would crash when rendering with an invalid occlusion camera. (1089008)
  • Editor: Fixed EditorUtility.DisplayProgressBar crashing editor running example code. (1095373)
  • Editor: Namespace parser - optional whitespace after preprocessor directive. (1104800)
  • GI: N/A (1083081)
  • iOS: Fixed race condition that can cause a crash when aborting UnityWebRequest. (1102938)
  • iOS: Fixed Unity Remote not working on Windows. (1107874)
  • Kernel: Fixed an issue which could cause an error when reading files from disk. (1092419)
  • Linux: Fixed Linux player fails to build if there is a default icon assigned in the player settings. (1104530)
  • Package Manager: Fixed an issue where cancelling import of package assets would still result in those assets being imported after restarting Unity. The Cancel button of the asset import progress bar is now disabled. (1107329)
  • Physics: Fixed incorrect "Physics2D.CapsuleCast()" method that used "infinity" rather than the supplied distance argument. (1098251)
  • Prefabs: Fixed adding component that requires Transform to GameObject that has RectTransform. (1106473)
  • Prefabs: Fixed dragging Prefabs to embedded Package. (1096426)
  • Prefabs: Fixed null reference exception when clicking on text "No Overrides" in Overrides dropdown after applying changes via Comparison view. (1099228)
  • Prefabs: Fixed referencing object in Prefab from ScriptableObject if ScriptableObject is added to Prefab asset. (1090541)
  • Profiler: Fixed profiler errors when profiling the editor in Vulkan renderer. (1087222, 1089098)
  • Shaders: Fixed closing the 'Shader' dropdown menu when inspecting a Material fills the Console with !asset->IsFolderAsset() errors. (1083410)
  • UI: Fixed material asset file timestamp being modified when rendering with a clipping mask. (967024)
  • Universal Windows Platform: Fixed nullptr Exception thrown by WebCamTexture when stopping video playback causing memory leak. (1036939)
  • Version Control: Fixed a bug where Asset Inspectors would not be editable while working offline with VCS enabled. (952780)

New in Unity 2019.1.0 Alpha 13 (Jan 4, 2019)

  • Backwards Compatibility Breaking Changes:
  • Asset Import: GenerateBackFaces is now enabled by default in the Sketchup Importer.
  • Asset Import: Removed normal calculation options in Sketchup importer inspector.
  • GI: Reduce frequency with which LightmapSettings warnings are issued
  • Graphics: CommandBuffer.IssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture
  • Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings
  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 5.2.3 and tweaked Scenes inside accordingly.
  • Scripting: Changing UnityEngine.Scripting.GarbageCollector.GCMode is no longer allowed in the editor. It has too many side effects and causes a lot of unexpected and hard to diagnose issues. (1103095)
  • Windows: Disabled cursor locking and confinement in batch mode;
  • Improvements:
  • 2D: Added GridPaintSortingAttribute to allow users to specify the sorting of GameObjects listed in the Active Tilemaps list of the Tile Palette
  • Android: Check Vulkan device compatibility on Build & Run
  • Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations (1069130)
  • Package Manager: Show dependent packages in Project Browser and corresponding assemblies in Object Picker.
  • Profiler: Added profiler markers for static constructors.
  • Universal Windows Platform: Added ExecutableOnly build type, which allows building without creating Visual Studio project, enabling quicker iteration using Build & Run. See documentation for UnityEditor.WSAUWPBuildType for more information
  • Web: UnityWebRequest: report Content-Length to DownloadHandlerScript as 64-bit (32-bit method is now deprecated). (1092447)
  • Fixes:
  • 2D: A Sprite that is no longer packed into a Sprite Atlas remains invisible. (1083304)
  • 2D: Disable Tilemap Focus filter when closing Tile Palette window if enabled (1098821)
  • 2D: Editor crashes on clicking Pack Preview when same atlas is added in Packables in debug view (1107235)
  • 2D: Fix crash on Tilemap::CompressBounds when calling Tilemap.CompressBounds() on corrupted tilemap (1090111)
  • 2D: Fix crash on Tilemap::CopyTileDataToTile when importing corrupted Tilemap prefab (1100372)
  • 2D: Fix crash on TilemapRenderer when rendering with a Material that is destroyed (1099241)
  • 2D: Fixed "Invalid SortingGroup index set in Renderer" warning from occurring after removing Sorting Group component on an object with nested Sorting Groups (1106381)
  • 2D: The side of a sprite is chopped off when it's Max Size property is changed (1101500)
  • Android: Android: refactored and improved android device detection and selection during builds (1102133)
  • Android: Fix Android quickly changing screen orientation twice stretches view (1098327)
  • Android: Fix Application.Unload sometimes crashing on android (1093574)
  • Android: Fix black screen when PlayerSetting "Use 32-bit Display Buffer" is disabled (1103404)
  • Android: Fix CrashReportint module not stripped on il2cpp when not used
  • Android: Fix gradle warmup errors when project root includes gradle files (1109183)
  • Android: Print linker errors to console when using il2cpp
  • Android: Support for using the customized gradle installation in Editor preferences
  • Animation: Fixed frame rounding issues in animation sampling of the animation window. (1101186)
  • Asset Import: Fix Missing Avatar assignement in older projects (1107242)
  • Asset Import: Fixed issue with ModelImporter where imported materials have no textures assigned in HDRP projects.
  • Editor: Drag and drop a scene to another scene in a package shows a dialog twice
  • Editor: Ensure assembly definitions cannot be named as any predefined assembly names. (1081704)
  • Editor: Fix an issue where asset store window could turn blank when redocking (1100443)
  • Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window (1103342)
  • Editor: Fix bug where floating windows couldn't be resized on Ubuntu 18.04 (942780)
  • Editor: Fix duplication slightly changing Transform values due to floating point precision errors. (912111)
  • Editor: Fix empty strings causing textfield crash (1107172)
  • Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields. (958884)
  • Editor: Fix Game view layout not changing when paused (1104417)
  • Editor: Fix issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar. (1082571)
  • Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph. (1108637)
  • Editor: Fixed an issue where preview icon for the material preset flickers (1099296)
  • Editor: Fixed CustomEditorAttributes scanning order (1108536)
  • Editor: Fixed default shortcuts for Cut/Copy/Paste/Select All/Undo/Redo menu items not usable for other commands in Shortcuts window.
  • Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase.LoadAllAssetsAtPath (1104874)
  • Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.
  • Editor: Fixed nested scrollviews issue (1106670)
  • Editor: Fixed the issue with project update from 2017.4 to 2019.1 (1099240)
  • Editor: GraphView: Fix textfield blocking hover state on blackboard pills (1108327)
  • Editor: Linux: Using the "Verify Save Assets" option should not properly work in the Linux Editor (957853)
  • Editor: Make VisualElementAsset id field deterministic (1100451)
  • Editor: Updated mbedtls to version 2.7.8 (1106822)
  • GI: Added an icon for the UV Overlay button in the Lightmap Preview window.
  • GI: All new 3D scenes will not have Auto enabled, and a text in the right lower corner will show which mode you are in (Auto/OnDemand)
  • GI: Editor log outputs ''d3d11: failed to lock buffer [HASH].'' while baking using CPU PLM (1095976)
  • GI: File reading errors with hashID.ghd while baking lighting (1047087)
  • GI: Fix for when the lightmap preview window doesn't get cleared when lightmaps are removed. (1082621)
  • GI: Fixed documentation for Lightmapping.Clear and Lightmapping.ClearLightingDataAsset
  • GI: Fixed the Baked UV Charts debug lightmap (1078533)
  • GI: GICache errors are thrown when baking Terrain with trees having deringing enabled on the light probes (1100362)
  • GI: GPU Lightmapper: For baking default is to select the same graphic hardware as the editor.
  • GI: GPU Lightmapper: Stabilize noise when iterating on lighting.
  • Graphics: Fix AccessRenderBufferTexture of Vulkan Plugin API
  • Graphics: Fix Inspector Previews using black cubemaps for environment reflection. (1039018)
  • Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro (1104217)
  • Graphics: Fixed Metal format using unsigned interger storage when requesting 32 bits signed integer formats
  • Graphics: Fixed terrain painting rendering using OpenGL API
  • iOS: Fixed UnauthorizedAccessException when building for iOS (1108549)
  • iOS: Fixed Unity Remote not working on Windows (1107874)
  • Linux: Fix for Editor windows repaint bug (Ubuntu 16.04) (1107716)
  • Linux: Fixed issue where tabs were incorrectly processed twice. (1080441)
  • Linux: Fixed Linux Editor executable being much larger than it used to be (1.2GB instead of ~350MB)
  • Linux: Fixed touchpad scrolling being too sensitive in the Linux Editor (1073152)
  • Linux: Linux and Mac will now launch the BugReport crash handler when a SIGABRT is sent. (1074324)
  • OSX: Fixed an issue building the Mac Editor using customer source code distributions
  • Package Manager: Fix error message when dragging Packages folder on to Favorites section (1084176)
  • Package Manager: Fixed an issue where cancelling import of package assets would still result in those assets being imported after restarting Unity. The Cancel button of the asset import progress bar is now disabled. (1104196)
  • Package Manager: Fixed an issue where the error dialog would not be displayed if package resolution error occurred during Unity startup
  • Package Manager: Open offline documentations when the online ones are not accessible.
  • Prefabs: Fix creating Prefab in custom package (1096426)
  • Prefabs: Fix handling of Transform replacement in Prefab instances and assets
  • Prefabs: Fix having references to root GameObject (or other) in ScriptableObject added to same Prefab asset (1090541)
  • Prefabs: Fix that after building a Player opening Prefab Mode fails with: 'Could not detect a Prefab root after loading'. (1107035)
  • Profiler: Fixed Profiler stats recording when profiling Editor with runtime profiler API. (Profiler.enabled)
  • SceneManager: Option parameter added to SceneManager.UnloadScene function allowing to unload assets embedded in a scene without calling UnloadUnusedAssets. (998958)
  • Scripting: Allow Application.targetFramerate to be used when Time.captureFrameRate is set. (1099068)
  • Scripting: Allow extra optional characters than whitespace after preprocessor directive if and elif (1104428)
  • Scripting: Fixed: originalProjection variable in Camera.projectionMatrix Scripting API example is not initialized (1097500)
  • Terrain: Fixed selection outline of terrain to work from the back side as well (1098438)
  • Terrain: New tool bar button for adding neighbor terrain actions
  • Terrain: Terrain default checker texture updated
  • UI: Do not make the material dirty when rendering with a RectMask2D (967024)
  • UI: Fixed issue where creating a ui element under a disabled canvas would create a new canvas (1089472)
  • UI: Fixed performance regression with RectTransform animation (1104878)
  • UI Elements: Address issue with UXML template instance always appearing at the end of their parent. (1104566)
  • UI Elements: Only top element under mouse affects cursor shape. (1105206)
  • Universal Windows Platform: Builds now fail if the certificate is expired (1022794)
  • Universal Windows Platform: Fixed "Open Download Page" button navigating to non-existent file (1106517)
  • Video: Fix crash when calling Prepare() on a VideoPlayer component held by a delay destroyed GameObject (1096915)
  • Video: VR single-pass instancing mode is now supported by the VideoPlayer (950205)
  • WebGL: Fixed build window linear color space compatibility check (1105479)
  • Windows: Fixed cursor confinement coordinates not readjusting when the window is moved, resized or switched to fullscreen mode using keyboard shortcuts. (1046253)
  • Windows: Fixed cursor confinement to window not matching window bounds visually (1046253)
  • Windows: Fixed editor freezing when certain devices (Steinberg UR 22 mk II, Cronus MAX) are connected to the computer (917526)
  • Windows: Fixed headless build crashing if closed via the "X" button in the console
  • Windows: Fixed headless build not having console window when built from generated Visual Studio solution (1095769)
  • Windows: Fixed Standalone player not starting on Windows 8.1 and older operating systems (1097444)
  • Windows: Fixed the issue where building Windows Standalone player with "Create Visual Studio Solution" checkbox checked did not open explorer upon a successful build (1078360)
  • Windows: When exiting fullscreen mode, the window will now be centered instead of put in the top left corner of the monitor (1067817)
  • Preview of Final 2019.1.0a13 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Android: Added support for ASTC HDR texture formats
  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.
  • Editor: Console : added text based filtering for the console entry list
  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack
  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns
  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Editor: new keyboard Shortcut Manager configuration interface.
  • Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.
  • Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor.log with [ScriptCompilation] prefix in messages
  • GI: Add option to limit number of generated lightmaps for a group of game objects.
  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper
  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.
  • GI: GPU Lightmapper: Support for double sided GI flag on the materials.
  • GI: GPU Lightmapper: Support for shadow casting and receiving on meshes.
  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))
  • Graphics: Add support of any GPU formats for RenderTexture
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS
  • Graphics: FrameDebugger now supports SRP batcher
  • Graphics: Initial sparse texture support for Vulkan
  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware
  • Graphics: Native rendering plugin support for Vulkan
  • iOS: Added support for rendering Unity on top of native UI on iOS and tvOS
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Package Manager: Add Package manifest inspector
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Physics: Add a seperate gravity setting for cloth simulation.
  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Timeline: Added Signals and Markers to Timeline
  • Timeline: Timeline has moved to be a built-in Package.
  • UI Elements: Background image can now be tinted using styles and uss
  • UI Elements: Progress Bar control added
  • Universal Windows Platform: Added support for building ARM64 applications
  • Video: Video H.265 transcode support
  • WebGL: Add WebAssembly streaming instantiation support
  • WebGL: Added experimental multi-threading support.
  • Backwards Compatibility Breaking Changes:
  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Asset Import: GenerateBackFaces is now enabled by default in the Sketchup Importer.
  • Asset Import: Removed normal calculation options in Sketchup importer inspector.
  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.
  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown
  • Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. (1103117)
  • GI: Moved tetrahedralization code to the player
  • GI: Reduce frequency with which LightmapSettings warnings are issued
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'
  • Graphics: CommandBuffer.IssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture
  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Graphics: Removed graphics emulation from Editor
  • Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings
  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 5.2.3 and tweaked Scenes inside accordingly.
  • Graphics: [Metal] Debug groups are now visible in Release builds
  • iOS: UnityWebRequest will use new backend based on NSURLSession. Old NSURLConnection backend is still available (commented out in trampoline).
  • iOS: Updated Game View resolution options with iPhone XR/XS/XS Max
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • Multiplayer: The multiplayer high level API has been moved from an extension DLL to a package. Projects which should be automatically updated with a reference to the package when they open for the first time with 2019.1.
  • Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low
  • Scripting: Added support for serialisation for struct UnityEngine.Rendering.SphericalHarmonicsL2 (922290)
  • Universal Windows Platform: Removed .NET scripting backend
  • WebGL: Removed asm.js PreBuilt Engine option
  • WebGL: Removed MemorySize and LinkerTarget options from Editor
  • WebGL: rename gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • WebGL: Update Emscripten to version 1.38.11
  • Windows: Disabled cursor locking and confinement in batch mode;
  • Improvements:
  • Android: Add keystores dedicated location option
  • Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.
  • Android: Adjust the number of worker threads dynamically according to the number of online cores.
  • Android: After building the apk, the Proguard mapping file is placed at the same location
  • Android: Check Vulkan device compatibility on Build & Run
  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Improved il2cpp player startup by ~200ms for second and later launches
  • Android: Native Systrace profiling support is implemented
  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.
  • Animation: Added Experimental methods to AnimationPlay.
  • Animation: Added property Avatar.humanDescription.
  • Animation: Aligned all Animator StateMachine nodes on the grid
  • Animation: Improved performance for AvatarBuilder
  • Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.
  • Animation: Upgraded the animation window preview/playback engine to use the Playable API.
  • Asset Import: Added Support for cameras in Sketchup Importer.
  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag
  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Note that although compression quality is not affected subtly different compressed results will likely be produced
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.
  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.
  • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
  • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console
  • Editor: Added confirmation prompt when deleting a Shortcut Profile through the Shortcut Manager
  • Editor: Added field of view axis selection dropdown in camera inspector
  • Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations (1069130)
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improve performance when interacting with Model Inspector with some large meshes
  • Editor: Improved performance of the model importer inspector material remapping section.
  • Editor: Improved the performance of the UIElements renderer
  • Editor: Metal: Add texture type validation to built-in Metal API validation feature
  • Editor: Reworked Android keystore and key creation UI
  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).
  • GI: Added support for user defined range for area lights.
  • GI: Enable GPU lightmapper (preview) on macOS and Linux
  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.
  • GI: Lightprobe Gizmos are now affected by postprocessing
  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.
  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on
  • Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load
  • Graphics: Frame debugger now displays shader properties for compute shader dispatches
  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.
  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL and OpenGL ES rendering backends.
  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage
  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization
  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained
  • Graphics: Not evaluating the light rectangles for oblique projection matrices
  • Graphics: Perform mesh creation for terrain details (e.g. grass) on parallel threads
  • Graphics: Removed stall on render thread when loading large textures
  • Graphics: Revamp of the DrawProcedural script API:
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown
  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
  • Graphics: Update ASTC texture compressor with faster multi-core compression
  • IL2CPP: The performance of code generated by il2cpp has been improved by up to 20%
  • iOS: Add Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)
  • iOS: Added launch screen image fields for iPhone XS and XS Max
  • iOS: Refactored iOS device generation parsing
  • Mobile: Added support for RGBM and native HDR lightmaps
  • OSX: Make Vsync handling in Mac standalone players more stable
  • Package Manager: Log project load time in Editor.log
  • Package Manager: Release of Package Manager UI v2.1.0-preview-1
  • Support maximize/minimize
  • Support PackageManager UI saved maximized in a layout
  • Keep track of selected built-in package
  • Keep track of last selected filter
  • Fix UI Layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Package Manager: Show dependent packages in Project Browser and corresponding assemblies in Object Picker.
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.
  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used
  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using
  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • 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.
  • Plugins: When double clicking on a plugin in Unity project, an associated IDE will open up.
  • Profiler: Added "Semaphore.WaitForSignal" profiler marker.
  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers
  • Profiler: Added profiler markers for static constructors.
  • Profiler: Enabled automatic scripting threads profiling for il2cpp
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.
  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down
  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity.
  • Terrain: Allows shadowCastingMode to be set on terrain.
  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips
  • Timeline: Performance improvements in Timeline Editor Window display
  • Universal Windows Platform: Added ExecutableOnly build type, which allows building without creating Visual Studio project, enabling quicker iteration using Build & Run. See documentation for UnityEditor.WSAUWPBuildType for more information
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • Web: UnityWebRequest: report Content-Length to DownloadHandlerScript as 64-bit (32-bit method is now deprecated). (1092447)
  • WebGL: Add Quit() function support to the unity instance
  • WebGL: Added multithreading compatibility check
  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.
  • XR: Update Oculus minimum supported version to 1.28.0
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.
  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.
  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
  • Android: Added Android API 28 (Pie)
  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)
  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Add AnimationStream.GetInputWeight(int index)
  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations
  • Animation: Can't write into a scene handle anymore (experimental API)
  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)
  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.
  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.
  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()
  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.
  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Exposed method to check if a profile ID is valid
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.
  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.
  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.
  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.
  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext
  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.
  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.
  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Kernel: TypeTrees are now have a central cache.
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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 "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.
  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.
  • Physics: Added Collider2D method overloads to provide List support for Raycast(), Cast(), GetContacts() and OverlapCollider().
  • Physics: Added Collision.contactCount to retrieve the number of contacts.
  • Physics: Added Collision.GetContact to retrieve a specific contact.
  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.
  • Physics: Added Collision.GetContacts to retrieve all contacts.
  • Physics: Added CompositeCollider2D method overloads to provide List support for GetPath().
  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.
  • Physics: Added Physics2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().
  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.
  • Physics: Added PhysicsScene2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().
  • Physics: Added PolygonCollider2D method overloads to provide List support for GetPath() and SetPath().
  • Physics: Added Rigidbody2D method overloads to provide List support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().
  • Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available.
  • Physics: Exposed Physics.GetIgnoreCollision()
  • Playables: Added 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: Extended HierarchyFrameDataView profiling api with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample).
  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.
  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental
  • Shaders: Added functions to ShaderUtil class to retrieve and clear errors/warnings from Shader compilation and added ShaderMessage class to provide error/warning details
  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//
  • Terrain: Added hotkey Terrain tool selection API, lets you bind custom Terrain tools to hotkeys
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)
  • Fixes:
  • 2D: A Sprite that is no longer packed into a Sprite Atlas remains invisible. (1083304)
  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)
  • 2D: Crash on SpriteAtlas::Add when passing array of nulls to SpriteAtlas.Add (1089125)
  • 2D: Editor crashes in GameObjectHierarchyProperty::CountRemaining when undoing the creation of Sprite Mask object (1074128)
  • 2D: Editor crashes on clicking Pack Preview when same atlas is added in Packables in debug view (1107235)
  • 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: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)
  • 2D: SpriteShapeRenderer passes invalid _texelSize.zw (1099636)
  • 2D: The side of a sprite is chopped off when it's Max Size property is changed (1101500)
  • 2D: When click and drag on an unselected Sprite in Sprite Editor Window will show a normal cursor to indicate draging of Sprite instead of 'resize' cursor for resizing border Old behaviour https://drive.google.com/open?id=1cOVhoE3-sXfV7o1ScJQYJDAzEFa9R8t7 New Behaviour https://drive.google.com/open?id=1qWljJXFSrCebz07_aa_4gE0m0azVQbPf (1077700)
  • Android: Android: refactored and improved android device detection and selection during builds (1102133)
  • Android: Detect when editor did not manage to install app to device (1086410)
  • Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.
  • Android: Enabled EGL sRGB backbuffer in Android 9.0
  • Android: Fix Application.Unload sometimes crashing on android (1093574)
  • Android: Fix 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 CrashReportint module not stripped on il2cpp when not used
  • Android: Fix dynamic resolution on some older Mali GPUs on Vulkan (1065227)
  • Android: Fix for application freeze when displaying Android ProgressBar (1053736)
  • Android: Fix for Bluetooth headset related crash when application doesn't use sounds (1086597)
  • Android: Fix for keyboard not opening on Android 9 (1102448)
  • 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: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Android: Fix terrain rendering when using Vulkan on Adreno (1102440)
  • Android: Fix Vulkan shader compile error when using SV_RenderTargetArrayIndex in vertex shader output (1098973)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)
  • Android: Fixed Display.systemHeight and Display.systemWidth (1090830)
  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)
  • Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance. (1089122)
  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)
  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Android: Mounting additional apk files to support dynamic features is implemented (1078212)
  • Android: Mouse delta will be correctly calculated in the new input system.
  • Android: Print linker errors to console when using il2cpp
  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fix crash when animator changes the bindings of the next animator in the same frame (1099988)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Animation: Fixed [burstcompile] for animation jobs not working anymore
  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.
  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)
  • Asset Import: Fixed issue with ModelImporter where imported materials have no textures assigned in HDRP projects.
  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.
  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.
  • Asset Import: The ModelImporter "Use File Scale" property was not showingg the multiple different values checkbox in multiple selection.
  • Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is played.
  • Audio: Edit key option displays incorrect parameters in the curve editor (713681)
  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • Audio: Fixed audio importing of very short audio files which previously caused importer errors. (882227)
  • Audio: Fixed AudioCustomFilter which was leaking mutexes. (1101492)
  • Audio: Fixed loud clicking sound during automatic preview when multiple audio clips are selected in the Project window. (1049785)
  • Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. (1086988)
  • Build Pipeline: Don't treat failed builds as "successful"
  • Build Pipeline: Fixed an issue where PlayerSettings.applicationIdentifier would not return the identifier for the active build target when editing settings for a different build target. (1041443)
  • Build Pipeline: Fixed an issue where scenes with a period in the name could not be loaded by asset bundles (1022819)
  • Build Pipeline: Fixed an issue where the Scripting Define Symbols line in Player Settings could not be reverted with the Undo command. (1083481)
  • Build Pipeline: Fixed AssetBundleBuild.addressableNames not triggering an asset bundle rebuild when the property changed (996380)
  • Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior. (1081760)
  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds
  • Collab: Fixed after renaming a file in Visual Studio and restarting Unity Editor the file was not marked as changed in the Collab Toolbar. (1051583)
  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)
  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)
  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)
  • Editor: Add missing size and style to CacheFontForText (1087730)
  • Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.txt file. (1002683)
  • Editor: Android release builds don't forward network traffic to device anymore (1090170)
  • Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs (1090134)
  • Editor: Clear compile errors from the console when switching platform. (1078935)
  • Editor: Context Menu's "Open" menu does not perform any actions on folders fix (1079852)
  • Editor: Corrected a typo in 2D/3D scene view toggle popup (1048139)
  • Editor: CSharpNamespaceParser fixes: Whitespace around # in conditional (1077417)
  • Editor: Diagnostic warning icon drawn under text (1093938)
  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)
  • Editor: Editor systematically crashes when opening client project View on Crashes (1076793)
  • Editor: ENABLE_VSTU when VisualStudio support has been initialized. (1099395)
  • Editor: Ensure assembly definitions cannot be named as any predefined assembly names. (1081704)
  • 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 bug where floating windows couldn't be resized on Ubuntu 18.04 (942780)
  • Editor: Fix composite fields where the inner component is to big to fit in. (1074392)
  • Editor: Fix crash if null texture in GUIStyle.scaledbackground (1074485)
  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)
  • Editor: Fix crash when launching Editor on Mac with -batchmode as first argument (1059028)
  • Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading (1004336)
  • Editor: Fix define expression parsing in namespace parser (1085267)
  • Editor: Fix duplication slightly changing Transform values due to floating point precision errors. (912111)
  • Editor: Fix empty strings causing textfield crash (1107172)
  • Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields. (958884)
  • Editor: Fix game view dimensions (1083316)
  • Editor: Fix Game view layout not changing when paused (1104417)
  • Editor: Fix game view mouse offset (1097051)
  • Editor: Fix 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 Editor recommending update to an earlier version
  • Editor: Fix issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar. (1082571)
  • 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 JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 remove binding and reset entry not saving changes in the Shortcut Profile file
  • Editor: Fix response file references not recognized in VS (1066726)
  • Editor: Fix Scene icon not updated when changing the png file (1084630)
  • Editor: Fix SceneView freezing after certain interactions under an OpenGL device (1100000)
  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)
  • Editor: Fix to enable only seleected menu items (cut/copy/paste/delete/select all) when modal windows are shown - OSX (1092367)
  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut
  • Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph. (1108637)
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • Editor: Fixed "Open by File Extension" not working properly on Linux and MacOS (1090145)
  • Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input (1061975)
  • Editor: Fixed an issue where Add Component menu is not displayed in some cases. (1104169)
  • Editor: Fixed an issue where continuously opening and closing Utility windows could crash the Editor on OSX (1046287)
  • Editor: Fixed an issue where 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • Editor: Fixed an issue where preview icon for the material preset flickers (1099296)
  • Editor: Fixed an issue where Project window scroll bar blinks when the assets from the last row are selected. (1076266)
  • Editor: Fixed 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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 LoadSceneAsync would not trigger subscribed callbacks on load (1049526)
  • Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase.LoadAllAssetsAtPath (1104874)
  • Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.
  • Editor: Fixed issue where signed 8bit ints were checked against the bounds of unsigned 8bit ints during text serialization, this resulted in unnecessary warnings. (1101155)
  • Editor: Fixed issue with editor crash when reordering game objects in a particular workflow (1097118)
  • 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 performance issues related to the test runner for projects with many assemblies.
  • Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages. (1101390)
  • Editor: Fixed serialization issue for MonoBehaviour's with no script causing a crash in save scene (925313)
  • Editor: Fixed the bug where renaming an asset via Context Menu-->Rename after searching for it in Project Browser's One-Column Layout would not work (1073306)
  • Editor: Fixed the issue with project update from 2017.4 to 2019.1 (1099240)
  • Editor: Fixed the 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: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices (1096058)
  • Editor: Generate for mcs.rsp reference (1053714)
  • Editor: GenericMenu.allowDuplicateNames now works for subMenus (1074892)
  • Editor: Horizontal and Vertical Layout Group "Child controls size" property has been renamed to "Control Child size" for more clarity. (1090329)
  • Editor: Horizontal scrollbar added for Preset Manager (Settings) (1087969)
  • Editor: Improve performance when deserializing uint64 values from text serialized assets
  • Editor: Linux: Using the "Verify Save Assets" option should not properly work in the Linux Editor (957853)
  • Editor: Make VisualElementAsset id field deterministic (1100451)
  • Editor: Null protection when iterating using ExtendVisibleAsChild (1083254)
  • Editor: Only show "Strip Engine Code" checkbox in Player Settings for platforms which actually support stripping.
  • Editor: ParticleSystemForceField component has no icon (1084799)
  • Editor: Remove cursor warning when calling Cursor.SetCursor on a texture loaded from an asset bundle (1028350)
  • Editor: Remove duplicate for Rider path discovery on Linux
  • Editor: Removed additional separator in GameObject hierarchy menu (1080882)
  • Editor: 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: Test Runner console message overlapping the test menu fix (1094277)
  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform
  • Editor: Update the progress bar window on Linux to use a consistent size (1100653)
  • 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)
  • Editor: [OSX] Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471)
  • GI: Editor log outputs ''d3d11: failed to lock buffer [HASH].'' while baking using CPU PLM (1095976)
  • GI: File reading errors with hashID.ghd while baking lighting (1047087)
  • GI: Fix an issue for LightingDataAssets in Auto-mode were hashing didn't capture a change of scenes. (1094637)
  • GI: Fix for performance issue where UpdateMaterials are run too often.
  • GI: Fix for when the lightmap preview window doesn't get cleared when lightmaps are removed. (1082621)
  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • 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 an issue where the bake could spit out "Assertion failed on expression: 'm_NumInstanceTransforms == m_NumInstanceLODGroups'" and produce incorrect results for scenes with LODs in them. It could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1102752)
  • GI: Fixed an issue with "OpenRL reported error code 501/502: rlBindBuffer/rlMapBuffer" that could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1047430)
  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)
  • GI: Fixed documentation for Lightmapping.Clear and Lightmapping.ClearLightingDataAsset
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios). (1067913)
  • GI: Fixed the Baked UV Charts debug lightmap (1078533)
  • GI: Fixed UV Overlap preview not displaying after a manual bake. (1087688)
  • GI: GICache errors are thrown when baking Terrain with trees having deringing enabled on the light probes (1100362)
  • GI: GPU Lightmapper: For baking default is to select the same graphic hardware as the editor.
  • GI: GPU Lightmapper: Stabilize noise when iterating on lighting.
  • GI: Indirect probe lighting should be affected by the indirect intensity slider in the Progressive Lightmapper. (1060939)
  • GI: Reflection Probes progress bar doesnt get cleared when cancelling.
  • Graphics: Added extra validation for RT volumeDepth (1096019)
  • Graphics: Explicitly disallow destroying of temporary render textures (1070564)
  • Graphics: Fix async readback when using Vulkan
  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)
  • Graphics: Fix Inspector Previews using black cubemaps for environment reflection. (1039018)
  • Graphics: Fix issue with Animator preview not rendering grid in SRP (1044281)
  • Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro (1104217)
  • Graphics: Fix selection of the correct subshader when rendering with the editor camera.
  • Graphics: Fixed an issue that would crash the editor when copying raw depth buffers. (1040591)
  • Graphics: Fixed crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546)
  • 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 memory overwrites in DX11 render target setting code.
  • Graphics: Fixed texture streaming crash bug which showed up when disabling and enabling renderers (1061165)
  • Graphics: Fixed Vertex Compression not working for vectors with

New in Unity 2019.1.0 Alpha 12 (Dec 15, 2018)

  • 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Android: Added support for ASTC HDR texture formats
  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.
  • Editor: Console : added text based filtering for the console entry list
  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack
  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns
  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Editor: new keyboard Shortcut Manager configuration interface.
  • Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.
  • Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor.log with [ScriptCompilation] prefix in messages
  • GI: Add option to limit number of generated lightmaps for a group of game objects.
  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper
  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.
  • GI: GPU Lightmapper: Support for double sided GI flag on the materials.
  • GI: GPU Lightmapper: Support for shadow casting and receiving on meshes.
  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))
  • Graphics: Add support of any GPU formats for RenderTexture
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS
  • Graphics: FrameDebugger now supports SRP batcher
  • Graphics: Initial sparse texture support for Vulkan
  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware
  • Graphics: Native rendering plugin support for Vulkan
  • iOS: Added support for rendering Unity on top of native UI on iOS and tvOS
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Package Manager: Add Package manifest inspector
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Physics: Add a seperate gravity setting for cloth simulation.
  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Timeline: Added Signals and Markers to Timeline
  • Timeline: Timeline has moved to be a built-in Package.
  • UI Elements: Background image can now be tinted using styles and uss
  • UI Elements: Progress Bar control added
  • Universal Windows Platform: Added support for building ARM64 applications
  • Video: Video H.265 transcode support
  • WebGL: Add WebAssembly streaming instantiation support
  • WebGL: Added experimental multi-threading support.
  • Backwards Compatibility Breaking Changes
  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.
  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown
  • Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. (1103117)
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'
  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Graphics: 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
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • Multiplayer: The multiplayer high level API has been moved from an extension DLL to a package. Projects which should be automatically updated with a reference to the package when they open for the first time with 2019.1.
  • Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low
  • Scripting: Added support for serialisation for struct UnityEngine.Rendering.SphericalHarmonicsL2 (922290)
  • Universal Windows Platform: Removed .NET scripting backend
  • WebGL: Removed asm.js PreBuilt Engine option
  • WebGL: Removed MemorySize and LinkerTarget options from Editor
  • WebGL: rename gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • WebGL: Update Emscripten to version 1.38.11
  • Improvements:
  • Android: Add keystores dedicated location option
  • Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.
  • Android: Adjust the number of worker threads dynamically according to the number of online cores.
  • Android: After building the apk, the Proguard mapping file is placed at the same location
  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Improved il2cpp player startup by ~200ms for second and later launches
  • Android: Native Systrace profiling support is implemented
  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.
  • Animation: Added Experimental methods to AnimationPlay.
  • Animation: Added property Avatar.humanDescription.
  • Animation: Aligned all Animator StateMachine nodes on the grid
  • Animation: Improved performance for AvatarBuilder
  • Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.
  • Animation: Upgraded the animation window preview/playback engine to use the Playable API.
  • Asset Import: Added Support for cameras in Sketchup Importer.
  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag
  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Note that although compression quality is not affected subtly different compressed results will likely be produced
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.
  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.
  • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
  • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console
  • Editor: Added confirmation prompt when deleting a Shortcut Profile through the Shortcut Manager
  • Editor: Added field of view axis selection dropdown in camera inspector
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improve performance when interacting with Model Inspector with some large meshes
  • Editor: Improved performance of the model importer inspector material remapping section.
  • Editor: Improved the performance of the UIElements renderer
  • Editor: Metal: Add texture type validation to built-in Metal API validation feature
  • Editor: Reworked Android keystore and key creation UI
  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).
  • GI: Added support for user defined range for area lights.
  • GI: Enable GPU lightmapper (preview) on macOS and Linux
  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.
  • GI: Lightprobe Gizmos are now affected by postprocessing
  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.
  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on
  • Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load
  • Graphics: Frame debugger now displays shader properties for compute shader dispatches
  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.
  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL and OpenGL ES rendering backends.
  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage
  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization
  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained
  • Graphics: Not evaluating the light rectangles for oblique projection matrices
  • Graphics: Perform mesh creation for terrain details (e.g. grass) on parallel threads
  • Graphics: Removed stall on render thread when loading large textures
  • Graphics: Revamp of the DrawProcedural script API:
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown
  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
  • Graphics: Update ASTC texture compressor with faster multi-core compression
  • IL2CPP: The performance of code generated by il2cpp has been improved by up to 20%
  • iOS: Add Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)
  • iOS: Added launch screen image fields for iPhone XS and XS Max
  • iOS: Refactored iOS device generation parsing
  • Mobile: Added support for RGBM and native HDR lightmaps
  • OSX: Make Vsync handling in Mac standalone players more stable
  • Package Manager: Log project load time in Editor.log
  • Package Manager: Release of Package Manager UI v2.1.0-preview-1
  • Support maximize/minimize
  • Support PackageManager UI saved maximized in a layout
  • Keep track of selected built-in package
  • Keep track of last selected filter
  • Fix UI Layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.
  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used
  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using
  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • 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.
  • Plugins: When double clicking on a plugin in Unity project, an associated IDE will open up.
  • Profiler: Added "Semaphore.WaitForSignal" profiler marker.
  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers
  • Profiler: Enabled automatic scripting threads profiling for il2cpp
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.
  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down
  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity.
  • Terrain: Allows shadowCastingMode to be set on terrain.
  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips
  • Timeline: Performance improvements in Timeline Editor Window display
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • WebGL: Add Quit() function support to the unity instance
  • WebGL: Added multithreading compatibility check
  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.
  • XR: Update Oculus minimum supported version to 1.28.0
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.
  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.
  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
  • Android: Added Android API 28 (Pie)
  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)
  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Add AnimationStream.GetInputWeight(int index)
  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations
  • Animation: Can't write into a scene handle anymore (experimental API)
  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)
  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.
  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.
  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()
  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.
  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Exposed method to check if a profile ID is valid
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.
  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.
  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.
  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.
  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext
  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.
  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.
  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Kernel: TypeTrees are now have a central cache.
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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 "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.
  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.
  • Physics: Added Collider2D method overloads to provide List support for Raycast(), Cast(), GetContacts() and OverlapCollider().
  • Physics: Added Collision.contactCount to retrieve the number of contacts.
  • Physics: Added Collision.GetContact to retrieve a specific contact.
  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.
  • Physics: Added Collision.GetContacts to retrieve all contacts.
  • Physics: Added CompositeCollider2D method overloads to provide List support for GetPath().
  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.
  • Physics: Added Physics2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().
  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.
  • Physics: Added PhysicsScene2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().
  • Physics: Added PolygonCollider2D method overloads to provide List support for GetPath() and SetPath().
  • Physics: Added Rigidbody2D method overloads to provide List support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().
  • Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available.
  • Physics: Exposed Physics.GetIgnoreCollision()
  • Playables: Added 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: Extended HierarchyFrameDataView profiling api with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample).
  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.
  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental
  • Shaders: Added functions to ShaderUtil class to retrieve and clear errors/warnings from Shader compilation and added ShaderMessage class to provide error/warning details
  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//
  • Terrain: Added hotkey Terrain tool selection API, lets you bind custom Terrain tools to hotkeys
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)
  • Fixes:
  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)
  • 2D: Crash on SpriteAtlas::Add when passing array of nulls to SpriteAtlas.Add (1089125)
  • 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: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)
  • 2D: SpriteShapeRenderer passes invalid _texelSize.zw (1099636)
  • 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: Detect when editor did not manage to install app to device (1086410)
  • Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.
  • Android: Enabled EGL sRGB backbuffer in Android 9.0
  • Android: Fix 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 application freeze when displaying Android ProgressBar (1053736)
  • Android: Fix for Bluetooth headset related crash when application doesn't use sounds (1086597)
  • Android: Fix for keyboard not opening on Android 9 (1102448)
  • 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: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Android: Fix terrain rendering when using Vulkan on Adreno (1102440)
  • Android: Fix Vulkan shader compile error when using SV_RenderTargetArrayIndex in vertex shader output (1098973)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)
  • Android: Fixed Display.systemHeight and Display.systemWidth (1090830)
  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)
  • Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance. (1089122)
  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)
  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Android: Mounting additional apk files to support dynamic features is implemented (1078212)
  • Android: Mouse delta will be correctly calculated in the new input system.
  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fix crash when animator changes the bindings of the next animator in the same frame (1099988)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Animation: Fixed [burstcompile] for animation jobs not working anymore
  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.
  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)
  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.
  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.
  • Asset Import: The ModelImporter "Use File Scale" property was not showingg the multiple different values checkbox in multiple selection.
  • Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is played.
  • Audio: Edit key option displays incorrect parameters in the curve editor (713681)
  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • Audio: Fixed audio importing of very short audio files which previously caused importer errors. (882227)
  • Audio: Fixed AudioCustomFilter which was leaking mutexes. (1101492)
  • Audio: Fixed loud clicking sound during automatic preview when multiple audio clips are selected in the Project window. (1049785)
  • Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. (1086988)
  • Build Pipeline: Don't treat failed builds as "successful"
  • Build Pipeline: Fixed an issue where PlayerSettings.applicationIdentifier would not return the identifier for the active build target when editing settings for a different build target. (1041443)
  • Build Pipeline: Fixed an issue where scenes with a period in the name could not be loaded by asset bundles (1022819)
  • Build Pipeline: Fixed an issue where the Scripting Define Symbols line in Player Settings could not be reverted with the Undo command. (1083481)
  • Build Pipeline: Fixed AssetBundleBuild.addressableNames not triggering an asset bundle rebuild when the property changed (996380)
  • Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior. (1081760)
  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds
  • Collab: Fixed after renaming a file in Visual Studio and restarting Unity Editor the file was not marked as changed in the Collab Toolbar. (1051583)
  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)
  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)
  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)
  • Editor: Add missing size and style to CacheFontForText (1087730)
  • Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.txt file. (1002683)
  • Editor: Android release builds don't forward network traffic to device anymore (1090170)
  • Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs (1090134)
  • Editor: Clear compile errors from the console when switching platform. (1078935)
  • Editor: Context Menu's "Open" menu does not perform any actions on folders fix (1079852)
  • Editor: Corrected a typo in 2D/3D scene view toggle popup (1048139)
  • Editor: CSharpNamespaceParser fixes: Whitespace around # in conditional (1077417)
  • Editor: Diagnostic warning icon drawn under text (1093938)
  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)
  • Editor: Editor systematically crashes when opening client project View on Crashes (1076793)
  • Editor: ENABLE_VSTU when VisualStudio support has been initialized. (1099395)
  • 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 if null texture in GUIStyle.scaledbackground (1074485)
  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)
  • Editor: Fix crash when launching Editor on Mac with -batchmode as first argument (1059028)
  • Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading (1004336)
  • Editor: Fix define expression parsing in namespace parser (1085267)
  • Editor: Fix game view dimensions (1083316)
  • Editor: Fix game view mouse offset (1097051)
  • 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 Editor recommending update to an earlier version
  • Editor: Fix issue with overriden Main Menu shortcuts
  • Editor: Fix issue with RuntimeInitializeOnLoadMethodAttribute not working in players builds inside player-only code blocks (e.g. #if !UNITY_EDITOR) and inside player-only .asmdef assemblies (922692, 1071599)
  • Editor: Fix JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 remove binding and reset entry not saving changes in the Shortcut Profile file
  • Editor: Fix response file references not recognized in VS (1066726)
  • Editor: Fix Scene icon not updated when changing the png file (1084630)
  • Editor: Fix SceneView freezing after certain interactions under an OpenGL device (1100000)
  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)
  • Editor: Fix to enable only seleected menu items (cut/copy/paste/delete/select all) when modal windows are shown - OSX (1092367)
  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • Editor: Fixed "Open by File Extension" not working properly on Linux and MacOS (1090145)
  • Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input (1061975)
  • Editor: Fixed an issue where Add Component menu is not displayed in some cases. (1104169)
  • Editor: Fixed an issue where continuously opening and closing Utility windows could crash the Editor on OSX (1046287)
  • Editor: Fixed an issue where 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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 where signed 8bit ints were checked against the bounds of unsigned 8bit ints during text serialization, this resulted in unnecessary warnings. (1101155)
  • Editor: Fixed issue with editor crash when reordering game objects in a particular workflow (1097118)
  • 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 performance issues related to the test runner for projects with many assemblies.
  • Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages. (1101390)
  • 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: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices (1096058)
  • Editor: Generate for mcs.rsp reference (1053714)
  • Editor: GenericMenu.allowDuplicateNames now works for subMenus (1074892)
  • Editor: Horizontal and Vertical Layout Group "Child controls size" property has been renamed to "Control Child size" for more clarity. (1090329)
  • Editor: Horizontal scrollbar added for Preset Manager (Settings) (1087969)
  • Editor: Improve performance when deserializing uint64 values from text serialized assets
  • Editor: Null protection when iterating using ExtendVisibleAsChild (1083254)
  • Editor: Only show "Strip Engine Code" checkbox in Player Settings for platforms which actually support stripping.
  • Editor: ParticleSystemForceField component has no icon (1084799)
  • Editor: Remove cursor warning when calling Cursor.SetCursor on a texture loaded from an asset bundle (1028350)
  • Editor: Remove duplicate for Rider path discovery on Linux
  • Editor: Removed additional separator in GameObject hierarchy menu (1080882)
  • Editor: 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: Test Runner console message overlapping the test menu fix (1094277)
  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform
  • Editor: 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)
  • Editor: [OSX] Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471)
  • GI: Fix an issue for LightingDataAssets in Auto-mode were hashing didn't capture a change of scenes. (1094637)
  • GI: Fix for performance issue where UpdateMaterials are run too often.
  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • 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 an issue where the bake could spit out "Assertion failed on expression: 'm_NumInstanceTransforms == m_NumInstanceLODGroups'" and produce incorrect results for scenes with LODs in them. It could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1102752)
  • GI: Fixed an issue with "OpenRL reported error code 501/502: rlBindBuffer/rlMapBuffer" that could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1047430)
  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios). (1067913)
  • 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: Added extra validation for RT volumeDepth (1096019)
  • Graphics: Explicitly disallow destroying of temporary render textures (1070564)
  • Graphics: Fix async readback when using Vulkan
  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)
  • Graphics: Fix issue with Animator preview not rendering grid in SRP (1044281)
  • Graphics: Fix selection of the correct subshader when rendering with the editor camera.
  • Graphics: Fixed an issue that would crash the editor when copying raw depth buffers. (1040591)
  • Graphics: Fixed crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546)
  • 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 memory overwrites in DX11 render target setting code.
  • 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: HDR Mode in Graphics Settings is respected in LWRP (1104140)
  • Graphics: MeshTopology.Quads generates a draw call that uses 3 point patches instead of 4 point (1078885)
  • Graphics: Metal/iOS: Fix scissor/viewport handling when used with Dynamic Resolution feature
  • Graphics: Metal: Fix vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input (1086957)
  • Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression (did not apply to RenderTexture)
  • Graphics: Metal: Fixed crash when creating Texture2DArray with a YUY2 TextureFormat (1094777)
  • Graphics: Metal: Fixed crash when user created RT has unsupported sample count (1095433)
  • Graphics: Reinstate support for reading terrain brush textures. (1102415)
  • 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
  • Input: Correctly set/get sampling frequencies for sensors on iOS and Android platforms in the new input system.
  • iOS: Added an option to player settings to not add Game Center and Push Notifications Capabilities to Xcode project even if the project had code using those frameworks (1101266)
  • iOS: Fix LWRP crash on several SoC's (1098913)
  • iOS: Fix warnings related to launch image that were thrown when building for iOS in Xcode 10 (1085602)
  • iOS: Fixed a crash when forcing Portrait Upside Down orientation on iPhone XS/XS Max (1085662)
  • iOS: Fixed bug where changing Screen.orienation on some iOS devices would not update variable that holds the current orientation state (1088729)
  • iOS: Fixed DiscardContents and GrabIntoRenderTexture interop on Metal (1082159)
  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)
  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)
  • iOS: Fixed issue when Screen.allowedOrientations are updated every frame (1103167)
  • iOS: Fixed occasional crash when destroying WebCamTexture (1090053)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)
  • iOS: iOS: fixed more issues with reporting orientation when autorotating and tweaking enabled orientations (1075839, 1075855)
  • iOS: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • iOS: Remove the DISABLE_TOUCH_DELAYS define, Defer system gestures options in Player Settings should be used instead (available from iOS 11) (1087337)
  • Linux: Linux: Crash in UnityEngine.Input.GetJoystickNames when controllers are removed & reconnected (1080508)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075)
  • 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)
  • Mobile: [iOS][Metal] Always stretching the final render to the full screen, no letterbox when rendered image aspect ratio does not match the aspect ratio of the screen (1077959)
  • Multiplayer: Fix syncvar variables sequential refreshing issue. (1085466)
  • OSX: Fixed "Using Metal Editor" now showing (1094058)
  • OSX: Fixed case where color picker would not properly select color when cursor size was beyond normal size (1074188)
  • OSX: Fixed GPU selector being always disabled (1055634)
  • OSX: Fixed MacOS player crashing when Resolution Dialog looses focus (1106074)
  • OSX: Fixed resolution crash when setting to invalid values via script (1070915)
  • Package Manager: Add a confirm dialog and trace when user selects "Reset Packages to defaults" in "Help" menu (1066143)
  • Package Manager: Fix an issue that prevented specific native plugins to be correctly identified the second time a project was loaded.
  • Package Manager: Not installed packages are shown in package manager window (1098870)
  • Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI (1057210)
  • 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: Particle system bounds were incorrect when particles used meshes with a large offset pivot in the model data. (1090863)
  • 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: CharacterController will now ignore Rigidbodies that have their collision detection turned off (984035)
  • Physics: Ensure that 2D trigger/collision exit callbacks occur when destroying a GameObject inside a 2D trigger/collision callback (1057320)
  • Physics: Ensure that 2D trigger/collision exit callbacks occur when disabling a GameObject or 2D collider component. (1071700)
  • Physics: Fix a crash in the 2D physics manager on iOS upon start-up when Physics2D package is disabled. (1080899)
  • Physics: Fix crash when adding a MeshCollider without CookingOptions.CookForFasterSimulation. Fixed by PhysX 3.4 Upgrade. (1041838)
  • Physics: Fix issue when copying and pasting cloth component values. (975495)
  • Physics: Fix issue where physics internal query data may not be updated if there are only static colliders in scene , causing shape cast issue (1064897)
  • Physics: Fix poor performance of self and inter collision gizmos for cloth. (963985)
  • Physics: Fixed an issue where raycast may fail on terrain collider (1063586)
  • Physics: RelativeJoint2D now correctly handles rotation. (1103365)
  • Physics: Stop NullReferenceException due to sprite-snapping when dragging a Joint2D anchor when the same GameObject contains a SpriteRenderer without an assigned Sprite. (1077680)
  • Prefabs: Added localization to Overrides window and PrefabUtility dialogs.
  • Prefabs: Editor crashes with PrefabImporter::GenerateAssetData when importing "PBR Flower Pack" Asset (1084315)
  • Prefabs: Fix null reference exception when clicking on text "No Overrides" in Overrides dropdown after applying changes via Comparison view. (1099228)
  • 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)
  • Prefabs: [Nested Prefabs] "PPtr cast failed when dereferencing! Casting from PrefabInstance to Prefab!" after upgrading Corridor scene (1065694)
  • Profiler: Fix increased memory usage by profiler for long lasting background operations. (1094748)
  • 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: Assigning a custom Debug.logger.logHandler intercept thrown exceptions (753944)
  • Scripting: CSharpNamescapeParser throws InvalidOperationException, fixing precendence checking for CSharpNamespaceParser. (1099297, 1101447)
  • Scripting: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)
  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)
  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)
  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.
  • Scripting: 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: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • 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: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)
  • Shaders: Made editor log on shader compiler crashes more clean and useful. (1097215)
  • Shaders: Zero-init appdata in domain surface shader to avoid compiler error about out parameter not being fully inited (1065883)
  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)
  • Terrain: Fixed border artifacts when terrain height is painted (1098118)
  • Terrain: Fixed crash when terrain with empty trees database moved in scene view (1087072)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • 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 case where inputfield cursor wouldn't be positionned properly (1083649)
  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)
  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)
  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)
  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)
  • UI: Fixed the bug where changing the Constraint Count for a Grid Layout Component would cause a Division by Zero Error. (1075194)
  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)
  • 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
  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Enter, the control is now leaving edit mode. (1096200)
  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Escape, the older value is now restored. (1096199)
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • UI Elements: Fixed UIElements not responding correctly to Return key, Keypad Enter Key, and space key for Toggle, GradientField, CurveField, ObjectField, EnumField and all popup related fields.
  • UI Elements: List View selection is now dimmed when the view doesn't have keyboard focus (1085251)
  • UI Elements: ObjectField: Pressing delete now clears contents (1062184)
  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • Universal Windows Platform: Fixes an assert triggered when Xbox gamepads are disconnected in some situations (1080114)
  • Universal Windows Platform: Fixes Animator changing GameObject's position when animation job is empty (1095938)
  • Universal Windows Platform: Fixes build error in Editor when using Entities package for UWP (1067528)
  • Universal Windows Platform: Fixes characters not dispatched to NewInput (1097242)
  • Universal Windows Platform: Fixes nullptr Exception thrown by WebCamTexture when stopping video playback causing memory leak (1036939)
  • Universal Windows Platform: Fixes Stereo Display (non head-mounted) VR SDK being unavailable (1033346)
  • Universal Windows Platform: Fixes Visual Studio warning from generated UWP project concerning missing VS2015 toolset (1091279)
  • Universal Windows Platform: Fixes WebCamTexture failing to play in certain (rare) situations (1044635)
  • Video: Disregard unsupported stream on Windows (1065499)
  • Video: Fixed crash on specific avi video files on windows (1088203)
  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)
  • Video: Fixed video with 6 audio channels crashes when switching between videos on iOS (935497)
  • Video: Improved VideoPlayer network error handling on Windows (1051461)
  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)
  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)
  • Video: [Recorder] Frame rate drops drastically when using Movie Recorder to record as WebM (1052060)
  • WebGL: Fix Application.Quit() and memory cleanup (1032870)
  • WebGL: Fix for camera viewport rect bug in WebGL with linear color space (957652)
  • WebGL: Fixed Editor preventing to build for WebGL when Linear Color space is enabled (1103083)
  • WebGL: Fixed Performnance Reporting integer overflow in WebAssembly development builds.
  • Windows: Fixed 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: Fix player crash when using Google Cardboard API (1102049)
  • XR: Mac VR Billboarded trees are improperly lit if VR is enabled (1025108)
  • XR: Performance fixes for viewport scaling for performance on tiled renderers (1014390)

New in Unity 2018.2.19f1 (Dec 10, 2018)

  • Improvements:
  • iOS: Add device generation enums for the new iPad pro
  • Fixes:
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015, 1096352)
  • Build Pipeline: Fixed "Couldn't call method ShowProfilerWindow" error during Build & Run with the Autoconnect Profiler option set. (1059763)
  • Build Pipeline: Fixed Build & Run with Autoconnect Profiler. (1059763)
  • Editor: Fixed this issue by restricting the insertion of menu items into a given submenu to a prescribed limit of 1000 items and displays a warning about the same. (1039181)
  • GI: Fixed an ordering issue with textures when baking in auto mode. (1064388)
  • Graphics: Fixed crash if a shader attempts to access a ComputeBuffer that is not set. (1083323)
  • IL2CPP: Fixed IL2CPP build failing if Visual Studio 2019 is installed on the machine.
  • IL2CPP: Fixed non-zero based arrays via Array.CreateInstance not being correctly created. (1099608)
  • IL2CPP: Fixed string fields of types marked with CharSet.Auto as Unicode not being properly marshalled. (1087594)
  • Networking: Fixed syncvar variables sequential refreshing issue. (1085466, 1102859)
  • Physics: Fixed RaycastHit.textureCoord performance issue, was internally copying whole mesh index buffer for no good reason. (1065218)
  • Scripting: Fixed an issue where SynchronizationContext.Current.CreateCopy would return a default SynchronizationContext and not a UnitySynchronizationContext. (1096869)
  • Scripting: Fixed scripting runtime version not changing when modifing it on ProjectSettings.asset from any external tool like version control / overwriting the file / etc. (1010811)
  • Universal Windows Platform: Fixed an assert that is triggered when Xbox gamepads are disconnected in some situations. (1080114)
  • Universal Windows Platform: Fixed crash on app start when using LWRP. (1064175)

New in Unity 2019.1.0 Alpha 11 (Dec 6, 2018)

  • 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Android: Added support for ASTC HDR texture formats
  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.
  • Editor: Console : added text based filtering for the console entry list
  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack
  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns
  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Editor: new keyboard Shortcut Manager configuration interface.
  • Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.
  • Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor.log with [ScriptCompilation] prefix in messages
  • GI: Add option to limit number of generated lightmaps for a group of game objects.
  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.
  • GI: GPU Lightmapper: Support for double sided GI flag on the materials.
  • GI: GPU Lightmapper: Support for shadow casting and receiving on meshes.
  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))
  • Graphics: Add support of any GPU formats for RenderTexture
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS
  • Graphics: Initial sparse texture support for Vulkan
  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware
  • Graphics: Native rendering plugin support for Vulkan
  • iOS: Added support for rendering Unity on top of native UI on iOS and tvOS
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Package Manager: Add Package manifest inspector
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Physics: Add a seperate gravity setting for cloth simulation.
  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Timeline: Added Signals and Markers to Timeline
  • Timeline: Timeline has moved to be a built-in Package.
  • UI Elements: Background image can now be tinted using styles and uss
  • UI Elements: Progress Bar control added
  • Universal Windows Platform: Added support for building ARM64 applications
  • Video: Video H.265 transcode support
  • WebGL: Add WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.
  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'
  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Graphics: 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
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • 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: Removed asm.js PreBuilt Engine option
  • WebGL: Removed MemorySize and LinkerTarget options from Editor
  • WebGL: rename gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • WebGL: Update Emscripten to version 1.38.11
  • Improvements:
  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Native Systrace profiling support is implemented
  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.
  • Animation: Added Experimental methods to AnimationPlay.
  • Animation: Added property Avatar.humanDescription.
  • Animation: Aligned all Animator StateMachine nodes on the grid
  • Animation: Improved performance for AvatarBuilder
  • Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.
  • Animation: Upgraded the animation window preview/playback engine to use the Playable API.
  • Asset Import: Added Support for cameras in Sketchup Importer.
  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag
  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Note that although compression quality is not affected subtly different compressed results will likely be produced
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.
  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.
  • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
  • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console
  • Editor: Added field of view axis selection dropdown in camera inspector
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improve performance when interacting with Model Inspector with some large meshes
  • Editor: Improved performance of the model importer inspector material remapping section.
  • Editor: Improved the performance of the UIElements renderer
  • Editor: Metal: Add texture type validation to built-in Metal API validation feature
  • Editor: Reworked Android keystore and key creation UI
  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).
  • GI: Added support for user defined range for area lights.
  • GI: Enable GPU lightmapper (preview) on macOS and Linux
  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.
  • GI: Lightprobe Gizmos are now affected by postprocessing
  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.
  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on
  • Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load
  • Graphics: Frame debugger now displays shader properties for compute shader dispatches
  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.
  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL and OpenGL ES rendering backends.
  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage
  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization
  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained
  • Graphics: Not evaluating the light rectangles for oblique projection matrices
  • Graphics: Perform mesh creation for terrain details (e.g. grass) on parallel threads
  • Graphics: Revamp of the DrawProcedural script API:
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown
  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
  • Graphics: Update ASTC texture compressor with faster multi-core compression
  • IL2CPP: The performance of code generated by il2cpp has been improved by up to 20%
  • iOS: Added launch screen image fields for iPhone XS and XS Max
  • iOS: Refactored iOS device generation parsing
  • Mobile: Added support for RGBM and native HDR lightmaps
  • OSX: Make Vsync handling in Mac standalone players more stable
  • Package Manager: Log project load time in Editor.log
  • Package Manager: Release of Package Manager UI v2.1.0-preview-1
  • Support maximize/minimize
  • Support PackageManager UI saved maximized in a layout
  • Keep track of selected built-in package
  • Keep track of last selected filter
  • Fix UI Layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.
  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used
  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using
  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • 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: Added Mono.JIT and Mono.DomainUnload profiler markers
  • Profiler: Enabled automatic scripting threads profiling for il2cpp
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.
  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down
  • Terrain: Allows shadowCastingMode to be set on terrain.
  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips
  • Timeline: Performance improvements in Timeline Editor Window display
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • WebGL: Add Quit() function support to the unity instance
  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.
  • XR: Update Oculus minimum supported version to 1.28.0
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.
  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.
  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
  • Android: Added Android API 28 (Pie)
  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)
  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Add AnimationStream.GetInputWeight(int index)
  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations
  • Animation: Can't write into a scene handle anymore (experimental API)
  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)
  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.
  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.
  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()
  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.
  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Exposed method to check if a profile ID is valid
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.
  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.
  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.
  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.
  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext
  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.
  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.
  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Kernel: TypeTrees are now have a central cache.
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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 "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.
  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.
  • Physics: Added Collider2D method overloads to provide List support for Raycast(), Cast(), GetContacts() and OverlapCollider().
  • Physics: Added Collision.contactCount to retrieve the number of contacts.
  • Physics: Added Collision.GetContact to retrieve a specific contact.
  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.
  • Physics: Added Collision.GetContacts to retrieve all contacts.
  • Physics: Added CompositeCollider2D method overloads to provide List support for GetPath().
  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.
  • Physics: Added Physics2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().
  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.
  • Physics: Added PhysicsScene2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().
  • Physics: Added PolygonCollider2D method overloads to provide List support for GetPath() and SetPath().
  • Physics: Added Rigidbody2D method overloads to provide List support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().
  • Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available.
  • Physics: Exposed Physics.GetIgnoreCollision()
  • Playables: Added 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.
  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental
  • Shaders: Added functions to ShaderUtil class to retrieve and clear errors/warnings from Shader compilation and added ShaderMessage class to provide error/warning details
  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)
  • Fixes:
  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)
  • 2D: Crash on SpriteAtlas::Add when passing array of nulls to SpriteAtlas.Add (1089125)
  • 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: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)
  • 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: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)
  • Android: Fixed Display.systemHeight and Display.systemWidth (1090830)
  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)
  • Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance. (1089122)
  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)
  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Android: Mounting additional apk files to support dynamic features is implemented (1078212)
  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.
  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)
  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.
  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.
  • Asset Import: The ModelImporter "Use File Scale" property was not showingg the multiple different values checkbox in multiple selection.
  • Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is played.
  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • 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)
  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds
  • Collab: Fixed after renaming a file in Visual Studio and restarting Unity Editor the file was not marked as changed in the Collab Toolbar. (1051583)
  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)
  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)
  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)
  • Editor: Add missing size and style to CacheFontForText (1087730)
  • Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.txt file. (1002683)
  • Editor: 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: Diagnostic warning icon drawn under text (1093938)
  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)
  • Editor: Editor systematically crashes when opening client project View on Crashes (1076793)
  • Editor: ENABLE_VSTU when VisualStudio support has been initialized. (1099395)
  • 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 if null texture in GUIStyle.scaledbackground (1074485)
  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)
  • Editor: Fix crash when launching Editor on Mac with -batchmode as first argument (1059028)
  • Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading (1004336)
  • Editor: Fix define expression parsing in namespace parser (1085267)
  • Editor: Fix game view dimensions (1083316)
  • Editor: Fix game view mouse offset (1097051)
  • 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 Editor recommending update to an earlier version
  • Editor: Fix issue with overriden Main Menu shortcuts
  • Editor: Fix issue with RuntimeInitializeOnLoadMethodAttribute not working in players builds inside player-only code blocks (e.g. #if !UNITY_EDITOR) and inside player-only .asmdef assemblies (922692, 1071599)
  • Editor: Fix JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 Scene icon not updated when changing the png file (1084630)
  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)
  • Editor: Fix to enable only seleected menu items (cut/copy/paste/delete/select all) when modal windows are shown - OSX (1092367)
  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input (1061975)
  • Editor: Fixed an issue where 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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 where signed 8bit ints were checked against the bounds of unsigned 8bit ints during text serialization, this resulted in unnecessary warnings. (1101155)
  • Editor: Fixed issue with editor crash when reordering game objects in a particular workflow (1097118)
  • 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 performance issues related to the test runner for projects with many assemblies.
  • Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages. (1101390)
  • 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: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices (1096058)
  • 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: ParticleSystemForceField component has no icon (1084799)
  • 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: Test Runner console message overlapping the test menu fix (1094277)
  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform
  • Editor: 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)
  • Editor: [OSX] Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471)
  • GI: Fix an issue for LightingDataAssets in Auto-mode were hashing didn't capture a change of scenes. (1094637)
  • GI: Fix for performance issue where UpdateMaterials are run too often.
  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • 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 by introducing proper round robin sampling between supersamples. (936693)
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios). (1067913)
  • 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: Added extra validation for RT volumeDepth (1096019)
  • Graphics: Explicitly disallow destroying of temporary render textures (1070564)
  • Graphics: Fix async readback when using Vulkan
  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)
  • Graphics: Fix 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 crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546)
  • 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 memory overwrites in DX11 render target setting code.
  • 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: Metal/iOS: Fix scissor/viewport handling when used with Dynamic Resolution feature
  • Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression (did not apply to RenderTexture)
  • Graphics: Metal: Fixed crash when user created RT has unsupported sample count (1095433)
  • 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 bug where changing Screen.orienation on some iOS devices would not update variable that holds the current orientation state (1088729)
  • iOS: Fixed DiscardContents and GrabIntoRenderTexture interop on Metal (1082159)
  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)
  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)
  • iOS: iOS: fixed more issues with reporting orientation when autorotating and tweaking enabled orientations (1075839, 1075855)
  • iOS: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Linux: Linux: Crash in UnityEngine.Input.GetJoystickNames when controllers are removed & reconnected (1080508)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075)
  • 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)
  • Multiplayer: Fix syncvar variables sequential refreshing issue. (1085466)
  • OSX: Fixed "Using Metal Editor" now showing (1094058)
  • OSX: Fixed case where color picker would not properly select color when cursor size was beyond normal size (1074188)
  • 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 an issue that prevented specific native plugins to be correctly identified the second time a project was loaded.
  • Package Manager: Fix drag and drop with local packages (1061439)
  • Package Manager: Not installed packages are shown in package manager window (1098870)
  • Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI (1057210)
  • 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: Particle system bounds were incorrect when particles used meshes with a large offset pivot in the model data. (1090863)
  • 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: Fix increased memory usage by profiler for long lasting background operations. (1094748)
  • 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: Assigning a custom Debug.logger.logHandler intercept thrown exceptions (753944)
  • Scripting: CSharpNamescapeParser throws InvalidOperationException, fixing precendence checking for CSharpNamespaceParser. (1099297, 1101447)
  • Scripting: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)
  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)
  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)
  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.
  • Scripting: 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: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • 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: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)
  • Shaders: Zero-init appdata in domain surface shader to avoid compiler error about out parameter not being fully inited (1065883)
  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)
  • Terrain: Fixed crash when terrain with empty trees database moved in scene view (1087072)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • 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 case where inputfield cursor wouldn't be positionned properly (1083649)
  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)
  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)
  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)
  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)
  • UI: Fixed the bug where changing the Constraint Count for a Grid Layout Component would cause a Division by Zero Error. (1075194)
  • UI: 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
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • Universal Windows Platform: Fixes an assert triggered when Xbox gamepads are disconnected in some situations (1080114)
  • Universal Windows Platform: Fixes Animator changing GameObject's position when animation job is empty (1095938)
  • 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)
  • Universal Windows Platform: Fixes Visual Studio warning from generated UWP project concerning missing VS2015 toolset (1091279)
  • Universal Windows Platform: Fixes WebCamTexture failing to play in certain (rare) situations (1044635)
  • Video: Disregard unsupported stream on Windows (1065499)
  • Video: Fixed crash on specific avi video files on windows (1088203)
  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)
  • Video: Fixed video with 6 audio channels crashes when switching between videos on iOS (935497)
  • Video: Improved VideoPlayer network error handling on Windows (1051461)
  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)
  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)
  • 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)

New in Unity 2018.3.0 Beta 12 (Nov 29, 2018)

  • Features:
  • Android: Added AppBundle generation support.
  • Android: Added notch support for Android.
  • Android: Added support for requesting permissions at runtime for apps using API level 23 and above.
  • Android: Added support for using Kotlin source filesas plugins.
  • Android: Added the automatic installation and configuration of OpenJDK when installing Unity Android support. Configuration to use manually installed JDKs is no longer officially supported.
  • Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture.
  • Asset Import: Added support for importing R16 textures.
  • Editor: Added improvements to the window tabs: -Selected window tab is now highlighted using a blue outline -The width of the tab is now adjusted according to the length of the tab title -Scrolling through open tabs with arrows when number of open tabs exceeds the width of the window.
  • Editor: Added view each channel in texture inspector.
  • Editor: Introduced new searchable window to display and edit Project Settings and Preferences.
  • Editor: Rider installation path detection in Editor Preferences.
  • Facebook: Facebook platform now uses package manager for Facebook SDK management. Configuration is via the Facebook build settings (i.e. not the package manager UI).
  • GI: Added (baked lighting only) disc shaped area light type. Only available in the progressive lightmapper.
  • 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.
  • Graphics: Added memoryless framebuffer depth to iOS Metal.
  • Graphics: Added shadow bias options to Particles, Lines and Trails.
  • Graphics: Added support for render targets and the R16 texture format.
  • Graphics: Added texture 3D CopyTexture support.
  • Graphics: VFX editor runtime API.
  • IL2CPP: Added support for managed code debugging with IL2CPP on Xbox One.
  • Mobile: Added Dynamic Resolution Scaling support for Vulkan on Android and Metal on iOS.
  • Multiplayer: Added support for providing a custom network transport implementation to be used by Unity Multiplayer's high-level API. Refer to the documentation on UnityEngine.Networking.NetworkManager.activeTransport for details.
  • Package Manager: Added support for packages in the Project Browser.
  • Particles: Added option to disable roll on billboard particles, which is particularly useful for VR applications.
  • Particles: Added Ringbuffer mode, for persistent effects such as footprints or bullet holes.
  • Particles: New ParticleSystemForceField Component and External Forces Module update.
  • Particles: Ordered Mesh shape emission: emit particles in a deterministic sequence from meshes.
  • Physics: Added complete set of non-allocating 2D queries to new multi-scene PhysicsScene2D type.
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries (3D physics).
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries.
  • Physics: Support Box , Capsule and Sphere casts in aysnc query command.
  • Playables: Exposed the time wrap mode for Playables.
  • Playables: Implemented a method to send notifications through the playable system.
  • Player: [Also mentioned under API Changes] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: New Improved Prefab Workflows (Not preview nor Experimental) Prefabs landing page.
  • Profiler: Added backend for Memory Profiler V2.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Scripting: Added managed memory profiler support for Mono .NET 4.x. E.g. UnityEditor.MemoryProfiler.MemorySnapshot APIs.
  • Scripting: Added NET_LEGACY C# preprocessor directive when compiling scripts on .NET 3.5 scripting runtime.
  • Scripting Upgrade: Enabled Roslyn compiler and C# 7.3 when targeting the new scripting runtime.
  • Scripting Upgrade: The .NET 4.x scripting runtime is now the default. The .NET 2.0 scripting runtime has been deprecated and support for it .NET 2.0 will be removed in a future release.
  • Terrain: Made the following improvements to the Terrain system:
  • Introduced Brush and Terrain Layer Assets.
  • Added instanced drawing mode that reduces the number of drawcalls by approximately two orders of magnitude.
  • Added tools for creating adjacent Terrain Tiles.
  • Added functionality for seamless painting across Terrain Tiles.
  • Added functionality to automatically connect Terrain Tiles.
  • Moved basemap calculation to the GPU.
  • Moved Terrain paint tool processing to the GPU.
  • Introduced the Terrain stamp tool.
  • XR: Added VR single-pass stereo support for Vulkan and OpenVR using double wide texture.
  • Backwards Compatibility Breaking Changes:
  • AI: The maximum number of OffMeshLinks that can be autogenerated and loaded in a static scene NavMesh has been set to 65535.
  • Android: Deprecated the Internal build system.
  • Android: On Adreno 4xx devices, Vulkan is now only used when it is the only selected Graphics API.
  • Android: Removed fastzip support.
  • Asset Import: Reorganized the Model tab of the Model Import Settings window to improve usability.
  • Audio: Simplified audio profiler view so that it is consistent with other profiler panes. The detailed view also enables audio profiling, so that this is only performed when actually needed.
  • Editor: Added 'Find references in scene' to Component context menus.
  • Editor: Assemblies built in the editor for the .NET 4.x scripting runtime will now always have NET_4_6 define set regardless of when .NET STandard 2.0 scripting profile is choosen (NET_STANDARD_2_0 define). As the scripting profile setting only affects players and .NET 4.6 scripting profile is always used in the editor.
  • Editor: Changed ParticleSystem module headers to only track the enabled state property instead of all properties and added Property menu choices to right clicking on the headers.
  • Editor: Event queueing in UIElements: events generated while processing an event are now processed after the current event finishes processing, instead of being processed immediately. As a consequence, event order may change compared to what it was previously, but is now coherent for all elements in a hierarchy.
  • Editor: File Menu item name changes: 'Save Scenes' -> 'Save' and 'Save Scene As' -> 'Save As'. Since they now save either a Prefab or Scenes depending on if Prefab Mode is active. Note that any dirty assets are still being saved when using Ctrl/Cmd + S.
  • Editor: In USS files, flex N now means flex N 0 auto. It previously meant flex N 0 0.
  • Editor: The UXML factory related API has changed. The old API is now marked obsolete.
  • Editor: We no longer show the Services window automatically in any situation.
  • GI: Renamed 'Recompile RSLS Shaders' menu item to "Recompile lightmapping shaders".
  • Graphics: Graphics emulation is now disabled whenever a Scriptable Render Pipeline is active.
  • Package Manager: original: "Packages assets are now hidden in the object selector." rewritten: "Hid Assets subfolders for Packages in the Project view."
  • Particles: Added option to start Android app in non-fullscreen mode.
  • Scripting: The .NET 3.5 Equivalent Scripting Runtime has been marked as deprecated.
  • Scripting Upgrade: Updated the default Api Compatibility Level to .NET Standard 2.0.
  • Web: WWW is now obsolete. Use UnityWebRequest instead.
  • WebGL: Added asm.js deprecation warning.
  • WebGL: Enabled WebAssembly traps in Development builds.
  • WebGL: Removed caching support for compiled WebAssembly module.
  • WebGL: Removed usage of glGetProcAddress.
  • WebGL: WebAssembly is now the default Linker Target on new WebGL projects.
  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings.
  • XR: Oculus support moved to a package. The package automatically downloads when Oculus is added to the Virtual Reality SDKs list.
  • XR: OpenVR support moved to a package. The package automatically downloads when OpenVR is added to the Virtual Reality SDKs list.
  • XR: Windows Mixed Reality support moved to a package. The package automatically downloads when Hololens/WindowsMR is added to the Virtual Reality SDKs list.
  • Changes:
  • Android: Disabled Android TV by default for new projects.
  • Build Pipeline: Calling BuildPipeline.BuildPlayer while scripts are being compiled will now wait for compilation to complete before beginning the build process, rather than aborting compilation.
  • Editor: Removed undocumented behavior where pressing the F key twice in rapid succession would execute Edit->Lock View to Selected instead of simply Edit->Frame Selected. Use the hotkey bound to the latter menu item instead when that behavior is desired.
  • iOS: iOS/tvOS simulators players are now distributed as dylibs.
  • iOS: The Mono scripting backend has been marked as deprecated.
  • Particles: It is now possible to flip a percentage of mesh particles, in the same way that was previously only possible with billboards.
  • Particles: The Unlit Particle Standard Shader is now applied by default when creating new Particle Systems.
  • Windows: The Vulkan editor support on Windows and Linux is no longer considered experimental. The "Enable Vulkan editor support" checkbox has been removed.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display a Sprite's pivot position in pixels, and to allow the pivot to snap pixels as it is dragged.
  • 2D: Added Isometric Tilemap support for 2D Tilemap.
  • 2D: Added support for custom axis sorting and Sorting Groups in SRP.
  • 2D: Added the Z Position Editor to the Tile Palette Brush Inspector to allow users to adjust the Z Position of Tiles painted by the Tile Palette Paint Brush. Keyboard shortcuts '-' and '=' can be used to adjust the Z Position value as well.
  • AI: Faster unloading of a scene that contains a large number of autogenerated OffMeshLinks.
  • Android: Added support to pass the -d switch to adb install to allow version downgrade.
  • Android: Added WebCamTexture acceleration for Android 5.0 and later.
  • Android: Added Start in fullscreen mode checkbox option to player settings, resolution and presentation section. If disabled, app starts in non immersive mode and the navigation bar is shown. (977660)
  • Android: APKs are now packed by default using apkzlib. Added Use legacy SDK tools checkbox in player settings to force the use of AAPT and apkbuilder.
  • Android: Fixed an issue that had prevented certain public classes in the Android extensions DLL from appearing in the Unity API reference docs.
  • Android: Improved the performance of memory stats gathering when the profiler is enabled.
  • Android: Reduced the build time when building multiple APKs for different CPU architectures. This only affects the internal build system.
  • Android: Reduded the time it takes to load the Player on Android devices.
  • Android: Set JAVA_HOME to point to the JDK path set in Unity Editor. (961766)
  • Android: Updated the version of the Android NDK used by Unity on Android to r16b.
  • Android: Updated to automatically populate the minimum and target Android API level dropboxes in the Editor.
  • Animation: Added Reset functionality to the Animation component and Legacy Animation Clip. (994291)
  • Animation: Added IAnimationClipSource interface to let MonoBehaviour components provide a list of clips to the Animation Window.
  • Animation: Animation performance improvement: Reduce animator polling for events.
  • Animation: Animator will not automatically create an empty output when it doesn't have an AnimatorController assigned.
  • Animation: Batched Animator Jobs to avoid scheduling overhead on large amounts of jobs.
  • Animation: Changed default StateMachine node width so that all nodes align vertically.
  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window.
  • Animation: Improved Animation system's root transformation/motion.
  • Animation: Improved Animator temporary allocation scheme.
  • Animation: Improved memory reporting of some animation classes.
  • Apple TV: Enabled display P3 color gamut for compatible tvOS devices.
  • Asset Import: Added support for physical camera Gate Fit modes to ModelImporter importCameras property.
  • Asset Import: Added UseSRGBMaterialColor option in the Model Importer for converting Material Albedo colors. (1033503)
  • Asset Import: Fixed inconsistency between the UI and the API when using some Model Importer properties.
  • Asset Import: Improved the SpeedTree Importer to include importing Materials as sub-Assets, and allowing workflows using Material sub-Assets, similar to the ModelImporter.
  • Asset Import: Improved the UI for the AvatarMask by adding search functionality, allowing multiple selection, keyboard navigation, and enabling using modifier keys to collapse, enable, or disable the entire hierarchy.
  • Compute: ComputeBuffer.GetData and ComputeBuffer.SetData will now throw exceptions when bad values for arguments are provided: offset/size is checked more strictly (for one argument version we assume offset 0 and size same as of container provided), and compatibility between c# type size and ComputeBuffer stride is checked.
  • Docs: Expanded the documentation of the SerializedObject class.
  • Editor: (Also mentioned under API Changes) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added support for finding .asmdef assets with t:asmdef when using AssetDatabase.FindAssets and the Unity Editor project browser search field.
  • Editor: Added warning when assembly definition file (asmdef) assemblies are not loaded on startup where one or more of their asmdef references are not being compiled due to having no scripts. Also added warning when compiling asmdefs with no scripts in the Editor. (1041284)
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • Editor: Asset Bundles included in Read-Only folders can now be registered with the Caching system by adding the Read-Only folder path as a Cache.
  • Editor: Deleting a script now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Disable menu item for deleting or renaming GameObjects marked NotEditable via context menu.
  • Editor: Edited Component Presets can now use Reset and Paste Component Values methods in the Preset inspector.
  • Editor: Enabled editing of multiple icons in the Inspector. (643017)
  • Editor: Improved the Rig tab of the Model Import Settings window to improve usability for ExposedTransforms when Optimize GameObject is selected. Changes include new search functionality, allowing multiple selection, keyboard navigation, and enabling using modifier keys to collapse, enable, or disable the entire hierarchy.
  • Editor: In USS files, flex-basis now accept the value auto.
  • Editor: Made the Clip Masks faster to refresh in the ModelImporter Animation panel by using the new SerializedProperty.DataEquals method.
  • Editor: MinMaxSliders now display horizontal/vertical resize cursors when hovering over the resize handles at their ends.
  • Editor: Replaced the animation condition dropdown with a searchable dropdown. (720995)
  • Editor: The Build Settings window now allows building a Development Headless Linux Standalone Player.
  • Editor: UIElement's scrollview scrolling speed now matches IMGUI's scrolling speed.
  • Editor: UIElements: Several UXML attributes and USS properties have been renamed, for consistency and alignment with CSS. See https://docs.google.com/spreadsheets/d/1vS7LASgy1_Cdnr49isXGIVf6FWkNAOc56zGODfJbzPM/edit?usp=sharing for details.
  • Editor: Updating and deleting a precompiled assembly (.NET plugin) with "Auto Referenced" disabled now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: When switching between different Desktop Standalone platforms in Build Settings, the x64 architecture will now be selected by default.
  • GI: Added a debug view to display visible texels from the baked GI point of view, useful along view prioritization.
  • GI: Added support for configurable falloff for Enlighten lightmap baking.
  • GI: Added two GI profiling counters. One for pending albedo/emission renders and one for pending material updates.
  • GI: Lights from particle systems can now affect realtime GI if they have non-zero bounce intensity and realtime GI is enabled. (832496)
  • GI: Moved Enlighten data loading to the loading thread and added DynamicGI.materialUpdateTimeSlice to control albedo/emissive rendering per frame budget:
  • Pre-2017.2 when a scene was loaded the Enlighten data was read on the main thread and albedo/emissive was rendered in one go causing a big spike.
  • In 2017.2 Enlighten data is loaded in a time-sliced manner, but still on the main thread. Albedo/emissive rendering is scheduled from the main thread and has a 8ms budget per frame.
  • In 2018.3+ Enlighten data is loaded on the loading thread. Albedo/emissive is scheduled from the main thread and the budget can be controlled by using the DynamicGI.materialUpdateTimeSlice API.
  • Also note: Enlighten data is read on the loading thread currently only in the Player. (975975)
  • GI: Performance improvement: we now only extract materials when the progressive lightmap baking backend is running.
  • GI: Progressive lightmapper: Show Light Probes convergence status in the Lighting window during baking.
  • GI: Reduced baking artifacts in areas using interpolated normals.
  • GI: The lightmap window memory view can now show allocations greater than 4Gb.
  • GI: We now cache progressive lightmapper g-buffers in the GI cache. Lightmap baking will start quicker if the g-buffer is already in the cache.
  • Graphics: Added 'Clamp BlendShapes (Deprecated)' option in PlayerSettings to toggle BlendShape weight range clamping and replaced the FloatField with a Slider in SkinnedMeshRenderer. (741808)
  • Graphics: Added physical camera Gate Fit modes to Camera properties.
  • Graphics: Added support for a "linearGrey" texture in ShaderLab as a default texture: it is grey 50% in linear space.
  • Graphics: Blend shapes now use compute shaders where supported: GPU Skinning must be enabled in Player Settings.
  • Graphics: Disabled robust buffer access when using Vulkan in Player builds.
  • Graphics: Implemented Asynchronous readback of GPU resources for the Metal API.
  • Graphics: Improved error messages issued when creating a texture with a specific format fail.
  • Graphics: Metal now supports GPU skinning with Compute Shaders.
  • Graphics: Metal: added possibility to use ComputeBuffer in "native" metal shaders (written in metal shading language).
  • Graphics: Removing the Wind Module no longer disables particles and terrain. (1085664, 1096340)
  • Graphics: Texture2DArray objects now have an improved Editor, including the ability to preview the textures in the array.
  • IL2CPP: Added "Master" configuration to IL2CPP compiler configuration drop down. This configuration is optimized for speed with complete disregard for build time. It enables compiler options that slow down compilation, for instance link time code generation on Windows based platforms. Furthermore, generated Visual Studio projects for IL2CPP scripting backend on Windows Standalone and Universal Windows Platform now also contain optional "MasterWithLTCG" configuration, which can be used to enable these settings there. (1089249)
  • iOS: Added profiler blocks in native code for input events in the new input system. This allows you to see how many input events are coming.
  • Kernel: Improved archive header read performance by reducing system IO calls.
  • Kernel: The contents of ProjectVersion.txt are now updated automatically after the user accepts the 'Project Upgrade' prompt dialog shown when opening an existing project in a newer version of Unity.
  • License: A suitable error message is now displayed where a Personal Edition license is blocked.
  • License: Added two parameters ('createManualActivationFile' and 'manualLicenseFile') to allow activation of offline license via command line.
  • Package Manager: Added access to the package's author from the Unity Package Manager.
  • Package Manager: Added experimental support for Git package dependencies.
  • Package Manager: Added experimental support for scoped (private) registries.
  • Package Manager: Added logging package upgrades to a file.
  • Package Manager: Added references to Package Manager .asmdef files from the Object Selector.
  • Package Manager: Made several improvements to the Package Manager UI, including being able to filter the packages displayed.
  • Package Manager: Package Manager UI release 2.0.1:
  • Made undesired public classes internal.
  • Made minor updates to the documentation.
  • Package Manager: Package Manager UI release 2.0.2:
  • Updated the documentation.
  • Set the dialog title to 'Unity Package Manager'.
  • Package Manager: Package Manager UI release 2.0.3:
  • Changed the behavior to keep showing updates even if "Show Preview Packages" is not checked while a preview package is being installed.
  • Changed the behavior before a user chooses to show or hide Preview Packages:
  • If a preview package is already installed, "Show Preview Packages" is enabled.
  • If no preview packages are installed, "Show Preview Packages" is not enabled.
  • Changed the behavior to save the user's choice after they have decided to show or hide Preview Packages.
  • Particles: Added 'Probability' option to the Burst emission, to enable a random chance that a burst will/will not trigger.
  • Particles: Added Emit Probability property to Particle System Sub Emitters. This controls the chance that the sub-emitter will emit particles.
  • Particles: Improved Shape Module gizmos to visualize the volume emission parameter.
  • Particles: The Texture Animation Module now supports a fixed FPS mode, and a speed-based mode.
  • Particles: We now expose a culling mode option, giving users control over particle simulation whilst offscreen. (765905)
  • Physics: Physics.reuseCollisionCallbacks and Physics2D.reuseCollisionCallbacks properties are now enabled by default in all new project templates.
  • Physics:
  • Playables: Improved performance of PlayableGraph housekeeping. Improves performance for large numbers of PlayableGraphs/Timelines/Animators.
  • Prefabs: For Prefab instances: we now show the last known overridden root prefab instance name when the prefab asset has gone missing. Now showing "MyGameObjectName (Missing Prefab)" instead of just "Missing Prefab".
  • Profiler: Added an Options drop-down menu to the CPU Hierarchy View toolbar on the Profiler Window. This allows for collapsing of samples that only occur when the game is run in the Editor. Collapsed samples do not add their GC Alloc value to that of the encompassing sample. Collapsing is on by default and Samples will show up as "EditorOnly [SomeMethodName]".
  • Profiler: Added auto-registration of Mono threads with Profiler.
  • Profiler: Added functionality so that Recorder objects can be configured to collect samples from a single thread.
  • Profiler: Added GC finalizer thread to Profiler for the new Mono backend.
  • Profiler: All native Unity threads are now registered with Profiler.
  • Profiler: Enabled automatic scripting threads profiling for il2cpp.
  • Profiler: Exposed Profiler.maxUsedMemory property in the API, and command line arguments, to control the maximum used memory by Profiler. (1049157)
  • Profiler: Fixed incorrect total/used memory metrics in the Memory pane of the Profiler.
  • Profiler: Improved performance of data integration into ProfilerWindow.
  • Profiler: New Profiler blocks are now added automatically to infrequently run blocks, to avoid having sections of the Profiler with no data.
  • Profiler: Windows Editor now supports PIX for Windows CPU Timeline captures. (1080203)
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Scripting: Added the status code and name of the error (rather than a generic message) to the error property of UnityWebRequest when it encounters an HTTP error.
  • Scripting: Hides obsolete properties from IntelliSense using the [EditorBrowsable] attribute: -Visual Studio (without R#): works out of the box (Win, Mac). -Visual Studio (with R#): the user needs to configure Filter members by [EditorBrowsable] attribute in R#. (https://www.jetbrains.com/help/resharper/Reference__Options__Environment__IntelliSense__Completion_Appearance.html). -Visual Studio Code: works out of the box (Win, Mac). -Rider: does not support filtering by [EditorBrowsable] attribute.
  • Scripting: New UNITY_SERVER define when building for server builds to enable server specific script logic.
  • Scripting: Optimized 'DisallowMultipleComponent' check to be faster and not allocate garbage collection memory.
  • Scripting: Removed main thread limitation from the LineUtility.Simplify method.
  • Scripting: Allocator.Temp memory in NativeContainer types is now automatically disposed of when returning from managed code back to native. Also enforced the restriction of passing Allocator.Temp memory to jobs, which enables the use of Allocator.Temp NativeContainer types in Burst compiled jobs.
  • Scripting Upgrade: Added log changes made to user assemblies by the AssemblyUpdater in the file Editor.log. For more information, see the Logging section in APIUpdater.
  • Shaders: Generated GLSL shaders for GLSL 3.00 and higher now use medium precision instead of low precision.
  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFile.cginc".
  • SpeedTree: Added support for importing new SpeedTree v8 Assets (.st files) into Unity.
  • Added support for PBR rendering.
  • Improved vertex shader performance when computing the wind animation.
  • Added support for top-down Billboards.
  • Terrain: Added a Mask map texture to the Terrain Layers, which is usable by custom Terrain shaders for more sophisticated shading.
  • Terrain: Added a normal scale setting, which allows you to control how far normals are disturbed from the neutral position for Terrain Layers.
  • Terrain: Added a per-pixel normal map on Terrain with instancing enabled.
  • Terrain: Made changes to allow users to specify a shader, so that shading of the basemap pass better matches the splatting passes. To do this, add the BaseMapGenShader dependency for generating the Terrain basemaps.
  • Testing: Introduced an NUnit constraint for testing whether code allocated any GC memory, along with supporting classes to integrate with NUnit's fluent Assert.That syntax. This allows you to write very concise tests to assert that your code doesn't allocate any GC memory.
  • Timeline: Added API to rebind the PlayableOutputs to the scene.
  • Timeline: Improved performance and reduced allocations when playing a Timeline.
  • Timeline: Improved Timeline's root animation.
  • Timeline: The scene offset mode on AnimationTracks now use the existing scene position and rotation when previewing in Editor.
  • Timeline: Timeline Editor uses different color and icons when editing a PlayableDirector in prefab isolation mode.
  • Timeline: Timeline now always evaluates objects back to their scene position when an AnimationTrack has no clips or extrapolation at the current time.
  • UI: Added Sprite Atlas Late-Binding support for UI.
  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI.
  • UI: Updated the way bold characters are generated when no bold font can be found, by thickening the glyph strokes rather than horizontally distorting the glyph. (966667, 983200)
  • UI: Updated UI InputField to use a cached version of WaitForSecondsRealtime to reduce GC.
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • Web: UnityWebRequest will now support cookies in the same game session. Also added API to remove them.
  • XR: Android apps utilizing ARCore can now use multi-threaded rendering.
  • 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: Using presence detection on Windows Mixed Reality is now more responsive and reliable.
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: Added Experimental.U2D.ISpriteEditor.SetPreviewTexture to set preview textures for SpriteEditorWindow. Importers that support ITextureDataProvider can also implement Experimental.U2D.ITextureDataProvider._previewTexture to set preview textures.
  • AI: Added UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(), which can handle the main and prefab stages separately.
  • AI: New experimental NavMeshQuery.Raycast() method usable in jobs and capable of returning the list of visited NavMesh nodes.
  • Android: Added Android API 28 (Pie) to the Unity scripting reference.
  • Android: Removed the public API for setting the JVM Max heap size.
  • Animation: Added PPtr support for Animator.BindStreamProperty and Animator.BindSceneProperty.
  • Animation: Exposed Animator.WriteDefaultValues, allowing you to force a write of default values stored in the animator when appropriate.
  • Animation: GameObjectRecorder is out of experimental
  • Animation: It is now possible to define the FPS of the clip generated by the GameObjectRecorder using additional parameter in GameObjectRecorder.SaveToClip().
  • Animation: Refined the experimental Anim C# Jobs API, and renamed and changed some fields in AnimationStream and AnimationHumanStream. E.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, DoF renamed to Dof, etc.
  • Asset Import: Added the AssetPostprocessor.OnPostprocessMeshHierarchy callback, which allows you to modify the imported hierarchy before importing the Avatar and animation clips. (1069175)
  • Asset Import: Added AssetImportContext.DependsOnSourceAsset to make it possible to report source dependencies during imports, in ScriptedImporters.
  • Asset Pipeline: Deprecated the overload of AssetDatabase.TryGetGUIDAndLocalFileIdentifier with int localID parameter, as it can return a localID that has overflowed (can happen when called on objects that are part of a Prefab). Instead use the overload that uses a long data type for the localID parameter.
  • Compute: Extended ComputeShader.SetTexture() and CommandBuffer.SetComputeTextureParam() APIs with the mipLevel parameter, which allows binding a MIP level of a read-write (unordered access) texture to a compute shader. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.
  • Editor: (Also mentioned under Improvements) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added a SelectRange API to the UIElements text field.
  • Editor: Added new fields to the ModelImporter Scripting API:
  • ModelImporter.importBlendShapeNormals, which is similar to ModelImporter.importNormals but for blend shapes.
  • ModelImporter.normalSmoothingSource, which controls whether to use smoothing groups or face angles to determine which edges are smooth when computing normals.
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle (refactor).
  • Editor: Added new UIElements fields: MaskField, LayerField, TagField, LayerMaskField, PopupField (refactor).
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle. For the Toggle, the OnToggle() callback is now deprecated. User should use OnValueChanged().
  • Editor: Added EditorUtility.CopySerializedManagedFieldsOnly, which allows you to copy fields between any two managed objects using the Unity serializer.
  • Editor: Added Preset.ApplyTo(Object, string[]) that applies the specified properties and their children to the target Object. If the array is empty it applies all properties.
  • Editor: Added Presets.DataEquals(UnityEngine.Object) that lets you compare the content of a Preset with the Serialization of any matching Object type, and determine whether applying the Preset would change the target object.
  • Editor: Added SerializedProperty.DataEquals method that compares the raw data of two SerializedProperty.
  • Editor: Added VisualElement.SendEvent method to allow sending events to VisualElements.
  • Editor: Deprecated PlayerSettings.vulkanUseSWCommandBuffers: the property is now ignored. SW CommandBuffers are now only used if GraphicsJobs are enabled and native Vulkan secondary command buffers are slow or have issues on some drivers.
  • Editor: In UIElements (experimental), renamed BaseControl to BaseField.
  • Editor: In UIElements, BaseControl is now BaseField.
  • Editor: KeyDown events receiving a KeyCode and KeyUp events are now used by text fields in the Editor when the user is entering text. Previously they only used KeyDown events producing printable characters. If you have controls that draw after a text field that need to be aware of these events, you should test for them before drawing the text field.
  • Editor: Old Prefabs API that is not consistent with the new Prefabs feature set has been marked obsolete. Note that it still works for now but will produce warnings.
  • Editor: Various EditorGUI.EnumPopup changes:
  • EditorGUI.EnumPopup no longer shows Obsolete values with Error flag when using includeObsolete = true.
  • EditorGUI.EnumPopup used with includeObsolete = true will append (Obsolete) to the name on Obsolete enum values.
  • Added support for [TooltipAttribute] to add a tooltip on enum values when using EditorGUI.EnumPopup.
  • GI: Added LightProbeGroup.dering to enable/disable remove ringing from probes in the group
  • GI: Added Terrain.deringLightProbesForTrees to enable/disable remove ringing from probes attached to trees on a terrain
  • Graphics: Added GateFitMode enum and gateFit property to Camera component.
  • Graphics: Exposed Texture.isReadable property, allowing you to check if texture data can be read at runtime (imported textures are not readable by default).
  • Graphics: Removed obsolete iOS specific 'isReadable' property and 'MarkNonReadable' method from WebCamTexture.
  • IMGUI: Added TreeView.getNewSelectionOverride. This override is required in order to support selection via clicking/keyboard while building only the visible rows.
  • iOS: Added a AddShellScriptBuildPhase public method, plus InsertShellScriptBuildPhase and InsertCopyFileBuildPhase methods which accept an index parameter to the Xcode API.
  • iOS: Added methods to the Xcode API to allow adding script and copy file build phases at a specific position. Alsoexposed a way to retrieve all defined build phases and their types.
  • iOS: Added support for Telephoto, Dual Back and True Depth cameras on iOS devices (new enum WebCamKind, new properties WebCamDevice.kind, WebCamDevice.depthCameraName, WebCamTexture.isDepth).
  • iOS: Added GetAllBuildPhasesForTarget, GetBuildPhaseType & GetBuildPhaseName methods to the Xcode API.
  • iOS: Removed iOS as supported platform for Application.Unload API.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Mobile: Added the WebCamDevice.availableResolutions` property to support retrieving the available device camera resolutions on Android and iOS.
  • Mobile: Added the WebCamDevice.isAutoFocusPointSupported and WebCamTexture.autoFocusPoint custom focus point properties on both iOS and Android.
  • Package Manager: Exposed package keywords in the Package Manager C# API.
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts.
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" 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 PlayableDirector.ClearGenericBinding. Use this method to remove dependencies to unassigned Timeline tracks. (1058514)
  • Playables: Creating a Playable using new now creates a Null Playable.
  • Player: [Also mentioned under Features] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: Added method PrefabUtility.HasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance.
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.
  • Scripting: Added an optional exitCode parameter to Application.Quit().
  • Scripting: Added diagnostics functions in UnityEngine.Diagnostics.Utils: ForceCrash, NativeAssert, NativerError, NativeWarning. See the documentation for further info.
  • Scripting: Added UnityEngine.Scripting.GarbageCollector API for enabling and disabling the garbage collector on Mono and IL2CPP scripting backends.
  • Scripting: Exposed public API for console log path.
  • Shaders: Obsoleted [ShaderIncludePath] attribute with warning.
  • Terrain: Added the BuiltinPaintMaterialPasses enum, which describes the built-in paint material passes, to TerrainPaintUtility.
  • Terrain: Added Terrain.preserveTreePrototypeLayers, which allows you to specify how Unity chooses the layer for Tree instances.
  • Timeline: Added the method Timeline.TimelineEditor.Refresh() (along with the enum Timeline.RefreshReason) to allow users to refresh Timeline's window.
  • Timeline: Added AnimationPlayableAsset.removeStartOffset to enable relative root offsets.
  • Timeline: Added AudioPlayableAsset.loop property accessor. (1056481)
  • Timeline: Deprecated 'AnimationTrack.applyTrackOffsets' and added 'rootTransformOffsetMode' for specifying new root offset properties.
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • Video: Added to VideoPlayer: width, height, length, pixelAspectRatioNumerator, pixelAspectRatioDenominator, GetAudioSampleRate(). These provide access to the corresponding attributes for URL source in VideoPlayer.
  • Video: Added VideoPlayer.clockTime which indicates the time the VideoPlayer follows to schedule its samples.
  • Video: Added VideoPlayer.isPaused. Indicates whether player is in paused state (as opposed to being stopped or playing).
  • XR: Added event XR.XRDevice.deviceLoaded. Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.
  • XR: Added method for retrieving the stereo rendering mode currently in use at runtime via XRSettings.stereoRenderingMode.
  • Fixes:
  • 2D: Added a dialog box when the user selects a Tilemap which is a Prefab Instance, allowing the user to edit the Tilemap in Prefab Mode for improved performance. (966679)
  • 2D: Aligned rotation direction of flipped Tiles when painting on a Tilemap. (1067941)
  • 2D: All instantiated Tile GameObjects are now cleared when a Tilemap is reset.
  • 2D: Changes in the Tile Palette are now saved when creating or importing an Asset. (1077382, 1084076)
  • 2D: Fix crash when using Tilemap.SwapTile with a Null Tile. (1084072)
  • 2D: Fix Sprite Editor border "T" and "B" fields assign their values to the wrong borders. (1086672, 1089720)
  • 2D: Fix tiled animated Sprites glitch when iterating over frames. (1076834, 1089719)
  • 2D: Fixed crash on 'crnlib::crn_comp::append_chunks' when packing a Sprite Atlas. (1058281)
  • 2D: Fixed Editor crash when packing very large Sprites into a Sprite Atlas with the graphics API set to D3D11 or D3D12. (1030584)
  • 2D: Fixed issue caused by late binding where the Sprite Renderer would render from the wrong Sprite Atlas with a duplicate name. (1046157)
  • 2D: Fixed issue causing Tile Startup being called more than once during placement. (1046004)
  • 2D: Fixed issue of repeated GetTransformInfoExpectUpToDate error messages when placing Tiles on Tilemap while using SRP. (1044224)
  • 2D: Fixed issue of the Editor freezing changes were applied to prefabs ontaining child GameObjects with TilemapRenderer components. (1048857)
  • 2D: Fixed issue of Tiles being flipped immediately by the 'Flip Y' shortcut when the Default Grid Brush is active. (1067964)
  • 2D: Fixed issue where changes to the Sprite Atlas "Max Texture Size" and "Compression" settings were not being saved correctly. (1037553)
  • 2D: Fixed issue where it was not possible to select or manipulate Sprites in Sprite Editor Window. (1044314)
  • 2D: Fixed issue where it was not possible to tab between controls in Sprite Editor Window when in Sprite Frame Inspector. (1027063)
  • 2D: Fixed issue where SpriteAtlas packed sprites were not rendered after calling SetPlatformSettings and `PackAtlases. (1040280)
  • 2D: Fixed issue where Unity would crash during Sprite Atlas Packing. (1029266)
  • 2D: Fixed issue where Unity would crash on MonoStringNew when entering Play Mode after a project was reopened with resources loaded. (1066715)
  • 2D: Fixed issue with painting the Tilemap in the Scene view when rapidly switching between Editor windows. (1077694, 1084075)
  • 2D: Fixed the culling of large Tiles by the TilemapRenderer at certain camera views. (1044578)
  • 2D: Fixed the Sprite Atlas inspector to update immediately after calling SpriteAtlasExtensions.SetPlatformSetting. (1040282)
  • 2D: Image components now correctly display valid Sprite data when instantiated from a Prefab and triggering a Sprite Atlas request. (1038179)
  • 2D: The "Invalid texture used for cursor" warning message is no displayed in the console when switching between the Tile Palette edit modes. (1051717)
  • 2D: The Scene view Camera no longer focuses on the (0, 0, 0) position when a Tile Palette is selected while no Tile Palette Brush tool is active. (1069022)
  • 2D: The Sprite index in a Sprite Atlas is no longer rearranged when switching to different Platform settings. (1019559)
  • 2D: The Tilemap editing preview is now cleared when the user switches to another tab from Scene view. (1043365)
  • 2D: The Tilemap painting preview now updates properly when panning the Scene view with the keyboard. (1077400, 1084073)
  • 2D: Tile Palettes no longer spawn Prefabs from Tiles when entering Play Mode. (1057958)
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh. (921228)
  • AI: NavMesh.Raycast() returns the correct normal when an outward ray starts on a NavMesh border. (925727)
  • AI: Removed assertion on expression verts.size() > 0. (944759)
  • AI: Whenever CalculatePath() returns false the status of the output path will be PathInvalid. (874746)
  • Android: Added an a error message in Player Settings UI that displays the Android Adaptive icons are not set up correctly. (1064764)
  • Android: Added an implementation of the TouchScreenKeyboard.selection property for Android.
  • Android: Fixed an issue where Time.realTimeSinceStartup did not take the time spent while the device slept into account . The fix also improved reliabilityon older devices. (1037712)
  • Android: Fixed an issue that caused a JNI global reference table overflow crash when performing a lot of AndroidJavaProxy calls per frame. (1044728)
  • Android: Fixed an issue that caused graphical corruption when the screen resolution changed. (785610)
  • Android: Fixed an issue that occured when returning null from Java native code. (1062852)
  • Android: Fixed an issue that occured when switching from a scene that had an active WebCamTexture. (1059444)
  • Android: Fixed an issue that occurred when upgrading an ARM64 application that had been launched previously.. (1024014)
  • Android: Fixed an issue that triggered an ETC2 decompression assert when downscaling 1 pixel wide/height texture. (1030609)
  • Android: Fixed an issue wee IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject returned an incorrect path when exporting a gradle project. (1049213)
  • Android: Fixed an issue where an application was not unloading correctly when the IL2CPP scripting backend was used. (989301)
  • Android: Fixed an issue where gradle builds failed when there were more than 250 files in the streamingAssets folder. (962451)
  • Android: Fixed an issue where Input.GetKey(KeyCode.Return) was not set to true when the return key was pressed on an external keyboard. (1007047)
  • Android: Fixed an issue where instancing was not working in some situations on Adreno GPUs. (1053324)
  • Android: Fixed an issue where terrain was not rendered on certain Mali devices on Vulkan. (1029328)
  • Android: Fixed an issue where the DrawMeshInstancedIndirect method did not work on Android on Adreno and some Nvidia GPUs. (1008623)
  • Android: Fixed an issue where Input.GetMouseButton stayed true even when there was a touch interrupt. (1001675)
  • Android: Fixed an issue with AndroidJavaProxy callbacks that had primitive array arguments. (1036625)
  • Android: Fixed an issue with detectign OpenGL ES 3.1 + AEP.
  • Android: Fixed an issue with detecting a bluetooth speaker on application start. (1064409)
  • Android: Fixed an issues where textures are not displayed when Compress using ETC1(split alpha channel) was checked. (1067933)
  • Android: Fixed and issuew ehere Auto or Never Blit modes casued a black screen on Android. (1052530)
  • Android: Fixed issue preventing Unity-generated Android manifests from being reused in an application. (1061304)
  • Android: Fixed shader compile errors caused by a precision mismatch on Mali 450 devices.
  • Android: Improved performance when repeatedly pausing/playing a WebCamTexture on Android. (917983)
  • Animation: Allow a function with overloads to be assigned to an Animation Event. Only the first function will be called by the animation event however. Also added a HelpBox with a warning message to warn the user for that (1039852)
  • Animation: Fix crash when changing/deleting an animation asset used in unbound playable graph. (1074214)
  • Animation: Fixed a cosmetic issue where input boxes in the animation window would overlap when large numbers were entered. (1065467)
  • Animation: Fixed a crash that was triggered when saving scenes. (1080024)
  • Animation: Fixed an issue getting velocity from input AnimationStreams. (1096208)
  • Animation: Fixed ArgumentOutOfRangeException when selecting "Any State" transition in the Animator Window. (995684)
  • Animation: Fixed case of Animation Window Add Properties DropDown Menu size not matching its content size. (1056393)
  • Animation: Fixed case of error messages being thrown when zooming in too much in Curve Editor. (1064815)
  • Animation: Fixed case of null reference exception that could occur when switching build platforms. (1024668)
  • Animation: Fixed case of warning message being issued when changing Animation Window selection in play mode in the Editor. (1046665)
  • Animation: Fixed case of wrong CurveModifiedType being sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Animation: Fixed copy/paste of multiple sprite selection in the animation window introducing delays in later frames (1028025)
  • Animation: Fixed crash caused by race condition when deleting Animation component and MeshRenderer under high stress. (1041327)
  • Animation: Fixed crash on use of controller with missing statemachine reference. (1038352)
  • Animation: Fixed crash when adding an AnimationPlayableOutput with no source Playable to PlayableGraph and exiting game. (1056043)
  • Animation: Fixed crash when calling GetSource/SetSource on invalid constraints. (1044031)
  • Animation: Fixed crash when invalid component type is used to create AnimationStream handle. (1032369)
  • Animation: Fixed crash when null animator is passed to any AnimationPlayableUtilities functions. (1041877)
  • Animation: Fixed crash when previewing a prefab with an empty game object names in its hierarchy. (1026947)
  • Animation: Fixed crash when requesting the bindings on a ScriptableObject. (1088673)
  • Animation: Fixed crash when you modify a controller in a PlayableGraph while in playmode (991264)
  • Animation: Fixed humanoid character preview in animation window when applyRootMotion is disabled. (1086313)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • Animation: Fixed Integers and Enum in nested structs in a MonoBehaviour not beeing animated. (1019123)
  • Animation: Fixed issue where OnStateIK would fire unexpectedly on all layer with IK pass on. (1064994)
  • Animation: Fixed keyframing issues affecting animation clips with root motion in the Animation Window. (952189)
  • Animation: Fixed MonoBehaviour recording when more than one copy of the same component exists on an object. (1063505)
  • Animation: Fixed performance issues when dragging large amount of keyframes from multiple curves in the dopesheet editor. (1032730)
  • Animation: Fixed root motion evaluation in humanoid characters when manually calling animator.Update(0). (1064826)
  • Animation: Made Animator.CrossFade documentation more explicit (making Feature request 965113 obsolete)
  • Apple TV: Bluetooth remote controller support for tvOS (1021795)
  • Asset Import: Apply/Revert can be used when a change is made in the selected ScriptedImporter settings. (1087775, 1099000)
  • Asset Import: Copying settings from an FBX to another FBX file using Presets does not break asset references anymore. (1031246)
  • Asset Import: Deactivating and reactivating standalone support on a PluginImporter now keeps the correct values in the Per-Platform Desktop settings. This fixes an issue whereby plugins were not copied to the Standalone Plugin folder when they were marked to be included in build. (983225)
  • Asset Import: Fixed an issue with the ScriptedImporter default inspector where you couldn't change the script inside the imported Project. (1040745)
  • Asset Import: Fixed an issue with the ScriptedImporter where it failed to re-import an Asset after renaming the ScriptableObjectClass. (1025425)
  • Asset Import: Fixed an issue with the ScriptedImporter where it failed to re-import an Asset after renaming the ScriptableObjectClass. (1056618)
  • Asset Import: Fixed an issue with the ScriptedImporter where it failed to re-import an Asset after renaming the ScriptableObjectClass. (1065609)
  • Asset Import: Fixed inability to choose anything other than "Auto" for the default Texture format in the TextureImporter. (955096)
  • Asset Import: Fixed issue with MonoBehaviours and ScriptableObjects not being recognized in .NET 4.x .dlls after changing the scripting runtime version from .NET 3.x to .NET 4.x. (1012922)
  • Asset Import: Fixed TextureImporter platform getter/setter to find the correct platform when using BuildTargetGroup enum names, as happens on other Importers. (678452)
  • Asset Import: Fixed the case of blendshapes animation tracks not being bound to blend shapes when BlendShapeChannel and targetShapes have no name in FBX. (1025917)
  • Asset Import: Fixed the case where the importer crashed during Material Asset preview while importing a package Asset. (987972)
  • Asset Import: Fixed the case where the ModelImporter would crash Unity when setting a null Avatar mask. (1066253)
  • Asset Import: Fixed the case where the scripted importers selection of the main Asset was not always applied correctly. (969107)
  • Asset Import: Fixed the Cubemap compressed Texture size calculations to pick the correct compression method. (1045716)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the Avatar using scripts and presets. (1060952)
  • Asset Import: Fixed wrong Texture colors when importing Assets using Sketchup tinted materials. (964166)
  • Asset Import: Using Reset in the Inspector on ScriptedImporter will revert values to users declaration in their script. (1098109, 1099001)
  • Asset Pipeline: Fix editor crashes under certain conditions when adding assets without .meta files before starting editor (1035960)
  • Asset Pipeline: Improved performance when importing assets and saving scenes, by caching all asset post-processor types.
  • Audio: Added better descriptive error message when streaming unsupported formats for the current platform and the URL doesn't contain meaningful information. (925882)
  • Audio: Fixed a potential hang when playing streamed sounds from WWW/UnityWebRequest. Fixed playback of partially downloaded sounds in certain cases. (1016705)
  • Audio: Fixed crash when unloading audio data in the same frame as an AudioSource started playing it. (1008302)
  • Audio: Fixed issue where imported audio clip size would include both Editor and Player compressed data on platforms where there are two representations. (961754)
  • Audio: Previously, AudioSource.minDistance could be set to be greater than the AudioSource.maxDistance via script, contrary to what is possible in the AudioSourceInspector. It is now clamped between 0 and maxDistance. (978664)
  • Build Pipeline: Fixed case of empty build folders being created in project directory after failed builds. (856971)
  • Build Pipeline: Fixed issue where EditorBuildSettings was not updated when a scene was moved or renamed. (1038666)
  • Build Pipeline: Fixed issue where scripts only build would fail when both il2cpp and code stripping were in use. (1063594)
  • Editor: A snap indicator no longer appears when you try to connect two input ports on the same node in GraphView. (1002414)
  • Editor: Add Component doesn't accept New script name instead of "NewBehaviourScript". (1043229)
  • Editor: Added 1px interior stroke to color slider thumb to improve visibility against light background. (1058139)
  • Editor: Added a check at project initialization to verify that at least 256 MB is available, and emits a warning message in the Editor console if not. (840183)
  • Editor: Added check for assembly references before loading them in the editor. Fixes various issues with crash/errors when trying to load assemblies for which their references no longer exist or are incompatible with the editor. (996976, 1045480)
  • Editor: Asset names are no longer part of Preset serialization. (1044464)
  • Editor: AssetImporter presets now correctly ignore all properties that are excluded from meta files.
  • Editor: Backed out a change that made Unity Mac Editor render timer tick while menus and other modal popups were open (1027527, 1028213)
  • Editor: Color Picker tool is now cancelled when changing keyboard focus.
  • Editor: Disable scripting settings when editor is in play mode. (1092377)
  • Editor: Duplicate inspector window has disabled controls and user is notified that the duplicate window/tab won't be usable. (1080942)
  • Editor: Editor drawing is consistent between Linear and Gamma space projects on all machine types (Mac, Windows, Linux) and graphics APIs (D3D, Metal, OpenGL, Vulkan), including content drawn in Scene View and Game View. (1004112)
  • Editor: EditorApplication.Exit will now shut down the graphics device before exiting.
  • Editor: Excluded MonoImporter and MonoScript types from the Preset system. (1046041)
  • Editor: Fix "UI Elements View" Asset throws "Null Reference Exception" on de-selection (1036610)
  • Editor: Fix a NullReferenceException in the inspector window when handling none set scriptable object (1048653)
  • Editor: Fix bad focus on ColorField from UIElement (1010002)
  • Editor: Fix command line license return issue (1048839)
  • Editor: Fix crash when creating brushes when texture is not present (cause is same as 1086739). (1086675)
  • Editor: Fix crash when creating brushes when texture is not present. (1086739)
  • Editor: Fix crash when loading additive scene containing corrupted GameObjects. (1056080)
  • Editor: Fix crash when several characters are entered into the new script name input field (1060241)
  • Editor: Fix for Terrain not being marked as modified after an auto-upgrade to new terrain layers occurs on load. (1081612)
  • Editor: Fix Gizmos.DrawFrustum rendering the near clip rectangle in an incorrect coordinate space. (1084268)
  • Editor: Fix issue with "Unable to find key name that matches 'right'" error when switch to .NET 4.x scripting runtime when Turkish locale is set. (1058961)
  • Editor: Fix issue with .js/.cs/.boo files getting compiled in "Assets/WebGLTemplates" and "Assets/StreamingAssets" folders. (1060319)
  • Editor: Fix issue with .pdbs getting deleted in Library/ScriptAssemblies after compiling .asmdefs on startup (1072529)
  • Editor: Fix locking the InspectorWindow to a ScriptableObject sometimes not surviving assembly reloads. (1035491)
  • Editor: Fix multi-edit of delayed numeric field when discarding changes (1021293)
  • Editor: Fix outline color changing between Gamma and Linear space projects. Guard the editor UI against GUI elements generating bad colors and NaNs. Screen captures from within the editor's Game View match the Player's results with regards to Canvas and IMGUI drawing. (1028386)
  • Editor: Fix rendering of list view items in multiple places in audio mixer UI. (833537)
  • Editor: Fix to allow dropdowns to get keyboard focus by default on Linux.
  • Editor: Fix to set targetframeworkversion correctly for rider and vscode when running under the new 4.x runtime.
  • Editor: Fix undo for audio mixer group visibility toggle. (833534)
  • Editor: Fix undo for Solo/Mute/Bypass for multiple selected audio mixer groups. (718311)
  • Editor: Fix UnityException when calling EditorGUIUtility ObjectPicker methods from Custom Editor (1061966)
  • Editor: Fix VU-meter drawing in the mixer window during audio preview. (716214)
  • Editor: Fix warning when trying to select multiple elements with mouse capture. (1020813)
  • Editor: Fixed "Failed to copy lightmap snapshot" error after toggling Baked GI checkbox while baking is active. (985915)
  • Editor: Fixed "Open source code", "Open error" in external code editor for a test method from Test Runner window. (1029918)
  • Editor: Fixed "Unity extensions are not yet initialized" errors on startup when UWP is selected as as build target and Visual Studio is selected as external script editor. (1067917)
  • Editor: Fixed a bug in UIElements'ListView hiding some items when scrolling or showing partially hidden items
  • Editor: Fixed a bug when Multi Scene Editing is used and baked lightmaps are generated: 'ArgumentException: Invalid SceneManagerSetup' error is shown after generating lighting or reloading the scene. (1000397)
  • Editor: Fixed a crash when creating a Preset from PlayerSettings with VR devices specified. (1061747)
  • Editor: Fixed a crash when importing a SketchUp (.skp) file. (1004401)
  • Editor: Fixed a crash when switching Lightmap window tabs after opening project in the Developer Mode. (986844)
  • Editor: Fixed a problem where it was possible to open multiple Console windows while playing back a scene with the Game view maximized. (1021153)
  • Editor: Fixed a problem where Scene view got stuck if you held shift and changed directions while in Flythrough mode. (1018932)
  • Editor: Fixed a regression which caused some keyboard shortcuts to execute while typing in text fields. (1022730)
  • Editor: Fixed an assert caused when using a Light Probe Group as Anchor Override option in a Mesh Renderer. (1002580)
  • Editor: Fixed an issue that launching Unity via Hub invalidates existing login for direct launchers (1070443)
  • Editor: Fixed an issue that was causing problems in the Animation Window in systems whose language is set to one that uses a character other than '.' for decimal separation. (1065595)
  • Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup (948616)
  • Editor: Fixed an issue where reverting to default layout could not be canceled (1069203)
  • Editor: Fixed an issue where the original scene would not be reopened after the player had started running PlayMode tests.
  • Editor: Fixed an where clicking a menu item crashed the Editor on certain hardware. (1033991)
  • Editor: Fixed Assembly Updater crashing if UWP NuGet packages were never restored on current machine and there is a UWP class library in the project. (934962)
  • Editor: Fixed broken Animation panel in the Model Importer when a custom AnimationClipEditor is used. (1055621)
  • Editor: Fixed bug on Windows where pressing F to frame the selected object in the Scene View would actually execute Edit -> Lock View to Selected (1070698)
  • Editor: Fixed bug where color with max RGB component of 1 was decomposed in color picker as if it were an HDR color with exposure. (1057610)
  • Editor: Fixed bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction. (1061635)
  • Editor: Fixed bug where opening the native color picker on macOS would immediately change a color field's value to the most recent color selected. (1051179)
  • Editor: Fixed case of "Callback registration failed kMaxCallback" error (873467)
  • Editor: Fixed case of "GetPixels32 failed" when painting terrain with a texture that has DXT crunched format. (861457)
  • Editor: Fixed case of backspace adding a 0 character in compound fields in UIElements. (1049281)
  • Editor: Fixed case of clipped rendering of audioclip waveforms in the project view at small window size. (964935)
  • Editor: Fixed case of content inside a FadeGroup being clipped if horizontal position was less than 0. (1046315)
  • Editor: Fixed case of misplaced tooltips. (1040256)
  • Editor: Fixed case of null exceptions when calling various handle methods in OnGUI outside of the scene view. (1073359)
  • Editor: Fixed case of Shift+Space not maximizing moused-over windows. (1044785)
  • Editor: Fixed case of Alt + Shift + opening the main menu instead of executing a defined shortcut. (1073352)
  • Editor: Fixed case of Handles.DotCapHandle not respecting the zTest value. (1048024)
  • Editor: Fixed case where arrow keys would not be released on MouseUp in Scene View. (1056475)
  • Editor: Fixed crash when using shader for which all subprograms failed to compile (1047382)
  • Editor: Fixed Editor instability issues relating to closing a RestService connection. (977837, 1004629)
  • Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., chang

New in Unity 2019.1.0 Alpha 10 (Nov 26, 2018)

  • 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Android: Added support for ASTC HDR texture formats
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.
  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack
  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns
  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Editor: new keyboard Shortcut Manager configuration interface.
  • Editor: 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: Add support of any GPU formats for RenderTexture
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • 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
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Package Manager: Add Package manifest inspector
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Universal Windows Platform: Added support for building ARM64 applications
  • Video: Video H.265 transcode support
  • WebGL: Add WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'
  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Graphics: 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
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • 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: Removed asm.js PreBuilt Engine option
  • WebGL: Removed MemorySize and LinkerTarget options from Editor
  • WebGL: rename gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • WebGL: Update Emscripten to version 1.38.11
  • Improvements:
  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Native Systrace profiling support is implemented
  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.
  • Animation: Added Experimental methods to AnimationPlauy
  • 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
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.
  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.
  • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
  • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console
  • Editor: Added field of view axis selection dropdown in camera inspector
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improved performance of the model importer inspector material remapping section.
  • Editor: Reworked Android keystore and key creation UI
  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.
  • GI: Lightprobe Gizmos are now affected by postprocessing
  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.
  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on
  • Graphics: 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
  • Graphics: Revamp of the DrawProcedural script API:
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
  • Graphics: Update ASTC texture compressor with faster multi-core compression
  • 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: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.
  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used
  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using
  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • 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: Added Mono.JIT and Mono.DomainUnload profiler markers
  • Profiler: Enabled automatic scripting threads profiling for il2cpp
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.
  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down
  • Terrain: Allows shadowCastingMode to be set on terrain.
  • Timeline: Performance improvements in Timeline Editor Window display
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • WebGL: Add Quit() function support to the unity instance
  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.
  • XR: Update Oculus minimum supported version to 1.28.0
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.
  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.
  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
  • Android: Added Android API 28 (Pie)
  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)
  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Add AnimationStream.GetInputWeight(int index)
  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations
  • Animation: Can't write into a scene handle anymore (experimental API)
  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)
  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.
  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.
  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()
  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.
  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Exposed method to check if a profile ID is valid
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.
  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.
  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.
  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext
  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.
  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Kernel: TypeTrees are now have a central cache.
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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 "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.
  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.
  • Physics: Added Collision.contactCount to retrieve the number of contacts.
  • Physics: Added Collision.GetContact to retrieve a specific contact.
  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.
  • 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.
  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental
  • Shaders: Added functions to ShaderUtil class to retrieve and clear errors/warnings from Shader compilation and added ShaderMessage class to provide error/warning details
  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)
  • Fixes:
  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)
  • 2D: Crash on SpriteAtlas::Add when passing array of nulls to SpriteAtlas.Add (1089125)
  • 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: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)
  • 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: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)
  • Android: Fixed Display.systemHeight and Display.systemWidth (1090830)
  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)
  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)
  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Android: Mounting additional apk files to support dynamic features is implemented (1078212)
  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • 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: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • 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)
  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds
  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)
  • DX12: Fixed a crash when using lightSource.AddCommandBuffer and exiting Player that has Graphics Jobs enabled (958323)
  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)
  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)
  • Editor: 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: Diagnostic warning icon drawn under text (1093938)
  • 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 if null texture in GUIStyle.scaledbackground (1074485)
  • 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 game view dimensions (1083316)
  • Editor: Fix game view mouse offset (1097051)
  • 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 JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 Scene icon not updated when changing the png file (1084630)
  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)
  • Editor: Fix to enable only seleected menu items (cut/copy/paste/delete/select all) when modal windows are shown - OSX (1092367)
  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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 editor crash when reordering game objects in a particular workflow (1097118)
  • 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 performance issues related to the test runner for projects with many assemblies.
  • 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: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform
  • 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)
  • Editor: [OSX] Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471)
  • GI: Fix for performance issue where UpdateMaterials are run too often.
  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • 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 by introducing proper round robin sampling between supersamples. (936693)
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios). (1067913)
  • 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: Added extra validation for RT volumeDepth (1096019)
  • 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 crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546)
  • 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 memory overwrites in DX11 render target setting code.
  • 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: Metal: Fixed crash when user created RT has unsupported sample count (1095433)
  • 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 full screen movie resetting after app minimize on iOS (840951)
  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)
  • 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)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075)
  • 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 "Using Metal Editor" now showing (1094058)
  • OSX: Fixed case where color picker would not properly select color when cursor size was beyond normal size (1074188)
  • 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: Fix increased memory usage by profiler for long lasting background operations. (1094748)
  • 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: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)
  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)
  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)
  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.
  • Scripting: 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: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • 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: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)
  • Shaders: Zero-init appdata in domain surface shader to avoid compiler error about out parameter not being fully inited (1065883)
  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • 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 case where inputfield cursor wouldn't be positionned properly (1083649)
  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)
  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)
  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)
  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)
  • UI: Fixed the bug where changing the Constraint Count for a Grid Layout Component would cause a Division by Zero Error. (1075194)
  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)
  • 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
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • Universal Windows Platform: Fixes an assert triggered when Xbox gamepads are disconnected in some situations (1080114)
  • Universal Windows Platform: Fixes Animator changing GameObject's position when animation job is empty (1095938)
  • 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: Disregard unsupported stream on Windows (1065499)
  • Video: Fixed crash on specific avi video files on windows (1088203)
  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)
  • Video: Fixed video with 6 audio channels crashes when switching between videos on iOS (935497)
  • Video: Improved VideoPlayer network error handling on Windows (1051461)
  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)
  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)
  • 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)

New in Unity 2018.2.17f1 (Nov 22, 2018)

  • Improvements:
  • XR: Update Vuforia to version 7.5.26.
  • Fixes:
  • Asset Bundles: Fixed Changing addressableNames doesn't trigger bundle rebuild. (996380)
  • Editor: Fixed an issue where the camera frustum gizmo would always draw the near clipping plane at world origin. (1084269)
  • Licenses: Fixed an issue where licence activation didn't work when using the -nographics command line flag. (1043511, 1090055)
  • Package Manager: Added a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Added information to compiler errors explaining if a package has been disabled as a dependency of another package.
  • Package Manager: Added information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package.
  • Package Manager: Fixed compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime. (1084240)
  • Physics: Improved performance when baking meshes offline. (1075709, 1091429)
  • Scripting: Fixed an issue where DLL references in mcs.rsp were not processed correctly in Visual Studio. (1085634, 1089141)
  • Unity Test Runner: Fixed an issue where TearDown and UnityTearDown are skipped for tests that fail due to errors logged with UnityEngine.Log.Error. (1077871)
  • Universal Windows Platform: Fixed ENABLE_MANAGED_JOBS not being defined when building scripts on IL2CPP scripting backend. (1085045)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs. (1094198)
  • Windows: Fixed standalone player crashing on startup on machines where Citrix Workstation is installed. (1082241)

New in Unity 2018.3.0 Beta 11 (Nov 22, 2018)

  • New 2018.3.0b11 Entries since 2018.3.0b10:
  • Backwards Compatibility Breaking Changes:
  • Editor: Removed support for compiling UnityScript and Boo scripts.
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • Improvements:
  • IL2CPP: Improve run time performance when script debugging is enabled.
  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL.
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts.
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.
  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.
  • API Changes:
  • 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.
  • Fixes:
  • AI: Fixed an issue with NavMeshObstacle carving that could create an unexpected boundary where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1078553, 1097941)
  • Animation: Fixed an issue getting velocity from input AnimationStreams. (1096208)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash when playing a playable graph and setting an override controller. (1087755)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • Asset Import: Apply/Revert can be used when a change is made in the selected ScriptedImporter settings. (1087775, 1099000)
  • Asset Import: Using Reset in the Inspector on ScriptedImporter will revert values to users declaration in their script. (1098109, 1099001)
  • Editor: Fix issue with all previous compile errors always being cleared from the console after recompiling any scripts. (1086896)
  • Editor: Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471, 1095490)
  • Editor: Fixed DynamicVBO crashing when switching renderers back and forth in player settings. (1092405)
  • Editor: Fixes mouse position being slightly offset from cursor in GameView. (1068201, 1092348)
  • Editor: Improved performance for EditorCompilation.CheckCyclicAssemblyReference, which would be very slow for projects with a large number of .asmdefs and many dependencies between them. (1095709)
  • Editor: NET_LEGACY is now only set when NET 2.0 or .NET 2.0 Subset profile is used.
  • Editor: ScriptableObject apply default references when created from ObjectFactory API and UI. (1090072, 1099366)
  • Editor: Updated com.unity.analytics package to version 3.2.2, now includes Data Privacy tools previously available as Unity Data Privacy Plug-in in the Asset Store.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • GI: Progressive Lightmapper (CPU) : Fix first bake AO in non auto-mode. (1096065)
  • Graphics: Fix Crash when creating RenderTexture with XR formats. (1089864)
  • Graphics: Fixed crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546, 1100073)
  • Graphics: Fixes a memory leak which can occur during job based rendering. (1090901)
  • IL2CPP: Fixed NullReferenceException in UnityLinker when trying to preserve .winmd file with link.xml from stripping but not specifying "windowsruntime" attribute. (1094644)
  • IL2CPP: Fixes an issue where code that may not even run can cause a crash in IL2CPP due to attempting to call a method on a value type after an invalid cast. (1085551)
  • IL2CPP: Fixing an issue with Il2Cpp stack analysis routines that fail when a null and a reference type are inputs into the same block in a method. This situation can be caused by combining null conditional and null coalescing operators in C#. (1096192)
  • IL2CPP: Fixing incorrect handling of ldind.i instruction in certain cases. (1093892)
  • IL2CPP: Properly marshal Char arrays as two byte characters when CharSet.Unicode is used. This corrects the behavior of some Windows Registry assemblies. (1086670)
  • iOS: Fix occasional stalls in Memory Profiler that happen in development build. (1000164, 1024354)
  • Linux: Fixed an issue with linking Go code causing garbage collector to not run on Linux (1087371)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075, 1100864)
  • OSX: Fixed OnApplicationFocus() not being called upon entering Play Mode (1075100)
  • Particles: Fixed a memory leak when pausing Play Mode in the Editor with particle billboards visible. (1098914)
  • Particles: Fixed rendering corruption on particles. (1092374)
  • Prefabs: Do not use UI Environment if prefab opened does not have a Canvas Renderer (1098873)
  • Prefabs: Ensure Prefab sorting is stable across multiple saves. (1098561)
  • Prefabs: Fix leaks of Editor objects created by Overrides dropdown comparison view. (1051224, 1098910)
  • Prefabs: Fix Overrides dropdown failing to provide information about why Revert All and Apply All buttons are disabled in cases where Prefab instance was also disconnected. (1098911)
  • Prefabs: Fix Transform.DetachChildren() to not hang the Editor if called on a Prefab instance. An error is now logged with info about restructuring a Prefab instance is not allowed. (1089493, 1098865)
  • Prefabs: Prefab Mode no longer Unpacks all Environment objects but only the outermost prefab ancestor of the Prefab root. (1098874)
  • Prefabs: Prefabs with ScriptableObjects are no longer sorted wrong. (1100169)
  • Profiler: Fixed CPU Timeline view not allowing to expand threads to their full depth on a loaded profiler capture. (1098279)
  • Scene Management: Fix crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode). (1079683)
  • Scripting: Fixed an issue where Unity would not report static members to the MemorySnapshot API, such as generic classes with an array type argument. (984330, 1101141)
  • Scripting Upgrade: Added support for the System.Data.DataSetExtensions assembly with the .NET 4.x Equivalent Scripting Runtime Version. (1071607)
  • Scripting Upgrade: Fix crash when debugging ref return of struct type. (1096820)
  • Terrain: Fixed a case when brush shape preview doesn't change while painting details. (1098030)
  • UI: Fix crash if null texture in GUIStyle.scaledbackground. (1074485, 1098087)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs. (1094198)
  • Universal Windows Platform: Fixed renderer not using multiple threads when using D3D12. (1094199)
  • Windows: Fixed Application.isFocused returning true if the player has been minimized before the first scene loaded. (1080560)

New in Unity 2018.3.0 Beta 10 (Nov 22, 2018)

  • Features:
  • Scripting: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Backwards Compatibility Breaking Changes:
  • Editor: File Menu item name changes: 'Save Scenes' -> 'Save' and 'Save Scene As' -> 'Save As'. Since they now save either a Prefab or Scenes depending on if Prefab Mode is active. Note that any dirty assets are still being saved when using Ctrl/Cmd + S.
  • Improvements:
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • API Changes:
  • iOS: Removed iOS as supported platform for Application.Unload API.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)
  • Fixes:
  • Android: Fix gradle builds failing due to jcenter download failures. (1093946)
  • Android: Fixed an issue with terrain not being rendered on certain Mali devices on Vulkan. (1029328)
  • Animation: Fixed Animation Window hotkeys conflicting with Timeline hotkeys. (1090940)
  • Animation: Fixed exceptions triggered by CurveEditor. (1092191)
  • Asset Import: Fixed Vertex Compression not working for vectors with odd dimensions (positions and normals). (1078795)
  • Cache Server: Fixes duplicate downloads of assets from Cache Server. (1084628)
  • Editor: Backporting Asset Store menuItem position.
  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline.
  • Editor: Fix JPEG logo assets for UWP builds not added to VS project. (1066142, 1095662)
  • Editor: Fixed a bug when pressing Apply in rig configuration panel exits the config mode. (1094387, 1096999)
  • Editor: Fixed a crash when adding multiple animation clips to imported model in Import Settings. (1094987, 1096392)
  • Editor: Fixed a crash when adding multiple events to imported model animation in Import Settings. (1095730, 1097001)
  • Editor: Fixed a crash when applying exactly 2 slices to a sprite. (1096698, 1096998)
  • Editor: Fixed a crash when creating a Preset from PlayerSettings with VR devices specified. (1061747)
  • Editor: Fixed a crash when selecting more than one item in Extra Transforms to Expose. (1097932)
  • Editor: Fixed a crash with array serialization in the ModelImporter when changing avatar mapping. (1094387)
  • Editor: Fixed the issue where the short keys show error message while entering the same shortcut key for the action. (1094364)
  • Editor: Fixes text editor shortcuts using ctrl key on macOS instead of cmd (e.g. Ctrl+A to move to start of line).
  • Editor: Remove duplicates of the same path, due to shortcut evaluation in the rider path discovery.
  • GI: Fixed issue with Disc light is not affecting light probes in CPU Progressive Lightmapper. (1067071)
  • GI: Hotfix for a failure to write baked light maps when VCS is enabled. (1075976, 1083366)
  • iOS: Fixed VideoPlayer.isPlaying keeps returning true when the video is paused. (1086705)
  • Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package
  • Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package
  • Package Manager: Fix compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime (1084240)
  • Physics: Improved performance when baking meshes offline. (1075709, 1091428)
  • Prefabs: Fix child object reference properties with references to non-assets getting cleared when applying parent property. (1092845, 1093647)
  • Prefabs: Fix memory leak when calculating prefab dependencies during import.
  • Prefabs: Fixed crash because some components destroys others during awake while saving a prefab, which we did not expect. (1091412)
  • Prefabs: Fixed regression causing cloned prefab instances during save to show up in the scene. (1092726)
  • Prefabs: Updating Property modifications on a RectTransform does not need to attempt to disconnect from the prefab. (1078892)
  • Scripting Upgrade: Fix IEnumerable.ToArray() incorrectly producing 'null' elements. (1015876, 1095555)
  • Shaders: Allow loading shaders from AssetBundles that were created in 2017.2. (1096786)
  • Shaders: Fixed bad Metal shader code generation on some cases using SV_GroupIndex. (1097866)
  • Shaders: Fixed incorrect uniform names produced by the shader compiler when uniform arrays are indexed in fragment shaders on OpenGL ES 2. (1083384)
  • Shaders: Fixed shader compiler output for older mobile GPUs on GLES 2. (1084530)
  • Shaders: Fixed shader compiler output for older mobile GPUs on GLES 3. (1084531)
  • Shaders: Fixed some compute shader errors not being passed to the inspector/console with Metal build targets. (1097864, 1097865)
  • Shuriken: Fixed Trails using the old position when a Move and Clear is performed. (1061683)
  • SpeedTree: Fixed a crash when importing an invalid SpeedTree v7 asset. (1087431)
  • Timeline: Fix timeline window not displaying after exiting PlayMode with MaximizeOnPlay. (1090119)
  • Timeline: Fix warnings when keyframing rotation values. (1093429)
  • WebGL: Fixed integer overflow on start-up when Performance Reporting is enabled. (1085302)
  • Preview of Final 2018.3.0b10 Release Notes:
  • Features:
  • Android: Add android notch support.
  • Android: Added AppBundle generation support.
  • Android: Added support for requesting permissions at runtime.
  • Android: Kotlin source files now can be used as plugins.
  • Android: OpenJDK will be included into Unity Android support, user will no longer be required to install Java.
  • Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture.
  • Asset Import: Added support for importing R16 textures.
  • Editor: Added improvements to the window tabs: -Selected window tab is now highlighted using a blue outline -The width of the tab is now adjusted according to the length of the tab title -Scrolling through open tabs with arrows when number of open tabs exceeds the width of the window.
  • Editor: Added view each channel in texture inspector.
  • Editor: Introduced searchable Unified Settings window for Project Settings and Preferences.
  • Editor: Rider installation path detection in Editor Preferences.
  • Facebook: Facebook platform now uses package manager for Facebook SDK management. Configuration is via the Facebook build settings (i.e. not the package manager UI).
  • GI: Added (baked lighting only) disc shaped area light type. Only available in the progressive lightmapper.
  • 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.
  • Graphics: Added memoryless framebuffer depth to iOS Metal.
  • Graphics: Added R16 texture & render targets support.
  • Graphics: Added shadow bias options to Particles, Lines and Trails.
  • Graphics: Added texture 3D CopyTexture support.
  • Graphics: VFX editor runtime API.
  • IL2CPP: Added support for managed code debugging with IL2CPP on Xbox One.
  • Mobile: Added Dynamic Resolution Scaling support for Vulkan on Android and Metal on iOS.
  • Multiplayer: Added support for providing a custom network transport implementation to be used by Unity Multiplayer's high-level API. Refer to the documentation on UnityEngine.Networking.NetworkManager.activeTransport for details.
  • Package Manager: Added support for packages in the Project Browser.
  • Particles: Added option to disable roll on billboard particles, which is particularly useful for VR applications.
  • Particles: Added Ringbuffer mode, for persistent effects such as footprints or bullet holes.
  • Particles: New ParticleSystemForceField Component and External Forces Module update.
  • Particles: Ordered Mesh shape emission: emit particles in a deterministic sequence from meshes.
  • Physics: Added complete set of non-allocating 2D queries to new multi-scene PhysicsScene2D type.
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries (3D physics).
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries.
  • Physics: Support Box , Capsule and Sphere casts in aysnc query command.
  • Playables: Exposed the time wrap mode for Playables.
  • Playables: Implemented a method to send notifications through the playable system.
  • Player: [Also mentioned under API Changes] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: New Improved Prefab Workflows (Not preview nor Experimental) Prefabs landing page.
  • Profiler: Added backend for Memory Profiler V2.
  • Scripting: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Scripting: Added managed memory profiler support for Mono .NET 4.x. E.g. UnityEditor.MemoryProfiler.MemorySnapshot APIs.
  • Scripting: Added NET_LEGACY C# preprocessor directive when compiling scripts on .NET 3.5 scripting runtime.
  • Scripting Upgrade: Enabled Roslyn compiler and C# 7.3 when targeting the new scripting runtime.
  • Scripting Upgrade: The .NET 4.x scripting runtime is now the default. The .NET 2.0 scripting runtime has been deprecated and support for it .NET 2.0 will be removed in a future release.
  • Terrain: Terrain system improvements:
  • Introducing Brush and TerrainLayer assets
  • Added instanced drawing mode reducing the number of drawcalls by about 2 orders of magnitude.
  • Tools for creating adjacent terrain tiles
  • Seamless painting across terrain tiles
  • Autoconnection of terrain tiles
  • Basemap calculation moved to the GPU
  • Terrain paint tools have been moved to the GPU
  • Introducing terrain stamp tool.
  • XR: Added VR single-pass stereo support for Vulkan and OpenVR using double wide texture.
  • Backwards Compatibility Breaking Changes:
  • AI: The maximum number of OffMeshLinks that can be autogenerated and loaded in a static scene NavMesh has been set to 65535.
  • Android: Deprecated Internal build system.
  • Android: Remove fastzip support.
  • Android: Vulkan is now only considered on Adreno 4xx devices when Vulkan is the only selected Graphics API.
  • Asset Import: Reorganized ModelImporter inspector Model panel.
  • Audio: Simplified audio profiler view so that it is consistent with other profiler panes. The detailed view also enables audio profiling, so that this is only performed when actually needed.
  • Editor: Added 'Find references in scene' to Component context menus.
  • Editor: Assemblies built in the editor for the .NET 4.x scripting runtime will now always have NET_4_6 define set regardless of when .NET STandard 2.0 scripting profile is choosen (NET_STANDARD_2_0 define). As the scripting profile setting only affects players and .NET 4.6 scripting profile is always used in the editor.
  • Editor: Changed ParticleSystem module headers to only track the enabled state property instead of all properties and added Property menu choices to right clicking on the headers.
  • Editor: Event queueing in UIElements: events generated while processing an event are now processed after the current event finishes processing, instead of being processed immediately. As a consequence, event order may change compared to what it was previously, but is now coherent for all elements in a hierarchy.
  • Editor: File Menu item name changes: 'Save Scenes' -> 'Save' and 'Save Scene As' -> 'Save As'. Since they now save either a Prefab or Scenes depending on if Prefab Mode is active. Note that any dirty assets are still being saved when using Ctrl/Cmd + S.
  • Editor: In USS files, flex N now means flex N 0 auto. It previously meant flex N 0 0.
  • Editor: The UXML factory related API has changed. The old API is now marked obsolete.
  • Editor: We no longer show the Services window automatically in any situation.
  • GI: Renamed 'Recompile RSLS Shaders' menu item to "Recompile lightmapping shaders".
  • Graphics: Graphics emulation is now disabled whenever a Scriptable Render Pipeline is active.
  • Package Manager: Packages assets are now hidden in the object selector.
  • Particles: The Legacy Particle System has been removed.
  • Scripting: The .NET 3.5 Equivalent Scripting Runtime has been marked as deprecated.
  • Scripting Upgrade: Updated default API Compatibility Level to .NET Standard 2.0.
  • Web: WWW is now obsolete. Use UnityWebRequest instead.
  • WebGL: Added asm.js deprecation warning.
  • WebGL: Enabled WebAssembly traps in Development builds.
  • WebGL: Removed caching support for compiled WebAssembly module.
  • WebGL: Removed usage of glGetProcAddress.
  • WebGL: WebAssembly is now the default Linker Target on new WebGL projects.
  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings.
  • XR: Oculus support moved to a package. The package automatically downloads when Oculus is added to the Virtual Reality SDKs list.
  • XR: OpenVR support moved to a package. The package automatically downloads when OpenVR is added to the Virtual Reality SDKs list.
  • XR: Windows Mixed Reality support moved to a package. The package automatically downloads when Hololens/WindowsMR is added to the Virtual Reality SDKs list.
  • Changes:
  • Android: Disabled Android TV by default for new projects.
  • Build Pipeline: Calling BuildPipeline.BuildPlayer while scripts are being compiled will now wait for compilation to complete before beginning the build process, rather than aborting compilation.
  • Editor: Removed undocumented behavior where pressing the F key twice in rapid succession would execute Edit->Lock View to Selected instead of simply Edit->Frame Selected. Use the hotkey bound to the latter menu item instead when that behavior is desired.
  • iOS: iOS/tvOS simulators players are now distributed as dylibs.
  • iOS: The Mono scripting backend has been marked as deprecated.
  • Particles: It is now possible to flip a percentage of mesh particles, in the same way that was previously only possible with billboards.
  • Particles: The Unlit Particle Standard Shader is now applied by default when creating new Particle Systems.
  • Windows: The Vulkan editor support on Windows and Linux is no longer considered experimental. The "Enable Vulkan editor support" checkbox has been removed.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display pivot position in pixels and snap pivot to pixels when you drag it.
  • 2D: Added Isometric support for 2D Tilemap.
  • 2D: Added support for custom axis sorting and Sorting Groups in SRP.
  • 2D: Added the Z Position Editor to the Tile Palette Brush Inspector, that allows users to adjust the Z Position of the Tile Palette Paint Brush. Keyboard shortcuts '-' and '=' can be used to adjust the Z Position value as well.
  • AI: Faster unloading of a scene that contains a large number of autogenerated OffMeshLinks.
  • Android: Added option to start Android app in non-fullscreen mode. (977660)
  • Android: Added WebCamTexture acceleration for Android 5.0 and later.
  • Android: Android NDK has been updated to r16b.
  • Android: Automatically populate min / target android api level dropboxes in the editor.
  • Android: Improved performance of memory stats gathering when profiler is enabled.
  • Android: Improved player loading time on Android devices.
  • Android: Include public classes from Android extensions in the Unity API reference docs.
  • Android: Reduced build time when building multiple APKs (for different CPU architectures). This only affects the internal build system.
  • Android: We now pass -d switch to adb install to allow version downgrade.
  • Android: We now set JAVA_HOME to point to the jdk path set in Unity Editor. (961766)
  • Android: We now use use apkzlib by default to pack apk. The "Use legacy SDK tools" checkbox in build settings can be used to force using aapt / apkbuilder instead.
  • Animation: Added Reset functionality to the Animation component and Legacy Animation Clip. (994291)
  • Animation: Added IAnimationClipSource interface to let MonoBehaviour components provide a list of clips to the Animation Window.
  • Animation: Animation performance improvement: Reduce animator polling for events.
  • Animation: Animator will not automatically create an empty output when it doesn't have an AnimatorController assigned.
  • Animation: Batched Animator Jobs to avoid scheduling overhead on large amounts of jobs.
  • Animation: Changed default StateMachine node width so that all nodes align vertically.
  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window.
  • Animation: Improved Animation system's root transformation/motion.
  • Animation: Improved Animator temporary allocation scheme.
  • Animation: Improved memory reporting of some animation classes.
  • Apple TV: Enabled display P3 color gamut for compatible tvOS devices.
  • Asset Import: Added UseSRGBMaterialColor option in Model Importer to convert material albedo colors. (1033503)
  • Asset Import: Fixed inconsistency when using some ModelImporter properties from their serialization vs. inspector.
  • Asset Import: New UI for AvatarMask inspector and ModelImporter Animation panel for the Mask section.
  • Added a SearchBar.
  • Multiselection and keyboard navigation is now supported.
  • Using ALT/CMD to collapse or enable/disable the entire hierarchy is now supported.
  • Asset Import: SpeedTree import changes:
  • Added option to import materials as sub-assets, making the import deterministic.
  • Added support for workflows using material sub-assets, similar to the ModelImporter.
  • Compute: ComputeBuffer.GetData and ComputeBuffer.SetData will now throw exceptions when bad values for arguments are provided: offset/size is checked more strictly (for one argument version we assume offset 0 and size same as of container provided), and compatibility between c# type size and ComputeBuffer stride is checked.
  • Docs: Expanded the documentation of the SerializedObject class.
  • Editor: (Also mentioned under API Changes) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added support for finding .asmdef assets with t:asmdef when using AssetDatabase.FindAssets and the Unity Editor project browser search field.
  • Editor: Added warning when assembly definition file (asmdef) assemblies are not loaded on startup where one or more of their asmdef references are not being compiled due to having no scripts. Also added warning when compiling asmdefs with no scripts in the Editor. (1041284)
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • Editor: Asset Bundles included in Read-Only folders can now be registered with the Caching system by adding the Read-Only folder path as a Cache.
  • Editor: Deleting a script now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Disable menu item for deleting or renaming GameObjects marked NotEditable via context menu.
  • Editor: Edited Component Presets can now use Reset and Paste Component Values methods in the Preset inspector.
  • Editor: Enabled editing of multiple icons in the Inspector. (643017)
  • Editor: In USS files, flex-basis now accept the value auto.
  • Editor: MinMaxSliders now display horizontal/vertical resize cursors when hovering over the resize handles at their ends.
  • Editor: New UI for ExposedTransforms in the ModelImporter Rig panel when Optimize GameObject is selected:
  • Added a SearchBar with a filter to show only selected nodes.
  • Added support for multiselection and keyboard navigation.
  • Added support for using ALT/CMD to collapse or enable/disable the entire hierarchy.
  • Editor: Replaced animation condition dropdown with a searchable dropdown. (720995)
  • Editor: The Build Settings window now allows building a Development Headless Linux Standalone Player.
  • Editor: UIElement's scrollview scrolling speed now matches IMGUI's scrolling speed.
  • Editor: UIElements: Several UXML attributes and USS properties have been renamed, for consistency and alignment with CSS. See https://docs.google.com/spreadsheets/d/1vS7LASgy1_Cdnr49isXGIVf6FWkNAOc56zGODfJbzPM/edit?usp=sharing for details.
  • Editor: Updating and deleting a precompiled assembly (.NET plugin) with "Auto Referenced" disabled now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Using new SerializedProperty.DataEquals method in the ModelImporter Animation panel to make the Clip Masks faster to refresh.
  • Editor: When switching between different Desktop Standalone platforms in Build Settings, the x64 architecture will now be selected by default.
  • GI: Added a debug view to display visible texels from the baked GI point of view, useful along view prioritization.
  • GI: Added support for configurable falloff for Enlighten lightmap baking.
  • GI: Added two GI profiling counters. One for pending albedo/emission renders and one for pending material updates.
  • GI: Lights from particle systems can now affect realtime GI if they have non-zero bounce intensity and realtime GI is enabled. (832496)
  • GI: Moved Enlighten data loading to the loading thread and added DynamicGI.materialUpdateTimeSlice to control albedo/emissive rendering per frame budget:
  • Pre-2017.2 when a scene was loaded the Enlighten data was read on the main thread and albedo/emissive was rendered in one go causing a big spike.
  • In 2017.2 Enlighten data is loaded in a time-sliced manner, but still on the main thread. Albedo/emissive rendering is scheduled from the main thread and has a 8ms budget per frame.
  • In 2018.3+ Enlighten data is loaded on the loading thread. Albedo/emissive is scheduled from the main thread and the budget can be controlled by using the DynamicGI.materialUpdateTimeSlice API.
  • Also note: Enlighten data is read on the loading thread currently only in the Player. (975975)
  • GI: Performance improvement: we now only extract materials when the progressive lightmap baking backend is running.
  • GI: Progressive lightmapper: Show Light Probes convergence status in the Lighting window during baking.
  • GI: Reduced baking artifacts in areas using interpolated normals.
  • GI: The lightmap window memory view can now show allocations greater than 4Gb.
  • GI: We now cache progressive lightmapper g-buffers in the GI cache. Lightmap baking will start quicker if the g-buffer is already in the cache.
  • Graphics: Added 'Clamp BlendShapes (Deprecated)' option in PlayerSettings to toggle BlendShape weight range clamping and replaced the FloatField with a Slider in SkinnedMeshRenderer. (741808)
  • Graphics: Added Gate fit modes to Physical Camera and import from FBX in ModelImporter.
  • Graphics: Added support for a "linearGrey" texture in ShaderLab as a default texture: it is grey 50% in linear space.
  • Graphics: Blend shapes now use compute shaders where supported: GPU Skinning must be enabled in Player Settings.
  • Graphics: Disabled robust buffer access when using Vulkan in Player builds.
  • Graphics: Implemented Asynchronous readback of GPU resources for the Metal API.
  • Graphics: Improved error messages issued when creating a texture with a specific format fail.
  • Graphics: Metal now supports GPU skinning with Compute Shaders.
  • Graphics: Metal: added possibility to use ComputeBuffer in "native" metal shaders (written in metal shading language).
  • Graphics: Removing the Wind Module no longer disables particles and terrain. (1085664, 1096340)
  • Graphics: Texture2DArray objects now have an improved Editor, including the ability to preview the textures in the array.
  • IL2CPP: Added "Master" configuration to IL2CPP compiler configuration drop down. This configuration is optimized for speed with complete disregard for build time. It enables compiler options that slow down compilation, for instance link time code generation on Windows based platforms. Furthermore, generated Visual Studio projects for IL2CPP scripting backend on Windows Standalone and Universal Windows Platform now also contain optional "MasterWithLTCG" configuration, which can be used to enable these settings there. (1089249)
  • iOS: Added profiler blocks in native code for input events in the new input system. This allows you to see how many input events are coming.
  • Kernel: Improve archive header read performance by reducing system IO calls.
  • Kernel: The contents of ProjectVersion.txt are now updated automatically after the user accepts the 'Project Upgrade' prompt dialog shown when opening an existing project in a newer version of Unity.
  • License: A suitable error message is now displayed where a Personal Edition license is blocked.
  • License: Added two parameters ('createManualActivationFile' and 'manualLicenseFile') to allow activation of offline license via command line.
  • Package Manager: Add experimental support for Git package dependencies.
  • Package Manager: Add experimental support for scoped registries (private registries).
  • Package Manager: Add references to package manager asmdef files from the Object Selector.
  • Package Manager: Package Manager UI release 2.0.1:
  • Move undesired public classes to internal.
  • Minor fix to the documentation.
  • Package Manager: Package Manager UI release 2.0.2:
  • Documentation update.:
  • Set dialog title to 'Unity Package Manager'.
  • Package Manager: Package Manager UI release 2.0.3:
  • When a preview package is installed, keep showing updates even if "Show Preview Packages" is not checked.
  • When user has not already choose to show or hide Preview Packages:
  • If a preview package is already installed, "Show Preview Packages" is checked.
  • If no preview packages are installed, "Show Preview Packages" is not checked.
  • When user has decided to show or hide Preview Packages, use this decision.
  • Package Manager: Package upgrades are now logged into a file.
  • Package Manager: UI improvements, including the ability to filter packages displayed.
  • Package Manager: UPM now provides the author information of packages.
  • Particles: Added 'Probability' option to the Burst emission, to enable a random chance that a burst will/will not trigger.
  • Particles: Added Emit Probability property to Particle System Sub Emitters. This controls the chance that the sub-emitter will emit particles.
  • Particles: Improved Shape Module gizmos to visualize the volume emission parameter.
  • Particles: The Texture Animation Module now supports a fixed FPS mode, and a speed-based mode.
  • Particles: We now expose a culling mode option, giving users control over particle simulation whilst offscreen. (765905)
  • Physics: Upgrade the PhysX version to 3.4.2. This is the latest release up to date.
  • Up to 2x faster, and more accurate queries.
  • Improved multi-threaded simulation and broadphase that saturate cores noticeably better.
  • Improved convex collisions in PCM mode.
  • More accurate collisions vs terrain, unified with the mesh collisions now.
  • Support for negative scaling of concave meshes (w/o baking!).
  • Faster & more accurate convex hull generator (based on Quickhull), it doesn't need inflation.
  • Speculative CCD; now fast rotations can be dealt with (think Pinball flippers).
  • Simulation determinism now doesn't depend on the order of Rigidbody creation.
  • Mesh cooking is now at least 2x faster than before.
  • Playables: Improved performance of PlayableGraph housekeeping. Improves performance for large numbers of PlayableGraphs/Timelines/Animators.
  • Prefabs: For Prefab instances: we now show the last known overridden root prefab instance name when the prefab asset has gone missing. Now showing "MyGameObjectName (Missing Prefab)" instead of just "Missing Prefab".
  • Profiler: Added an Options drop-down menu to the CPU Hierarchy View toolbar on the Profiler Window. This allows for collapsing of samples that only occur when the game is run in the Editor. Collapsed samples do not add their GC Alloc value to that of the encompassing sample. Collapsing is on by default and Samples will show up as "EditorOnly [SomeMethodName]".
  • Profiler: Added auto-registration of Mono threads with Profiler.
  • Profiler: Added GC finalizer thread to Profiler for the new Mono backend.
  • Profiler: All native Unity threads are now registered with Profiler.
  • Profiler: Enabled automatic scripting threads profiling for il2cpp.
  • Profiler: Exposed Profiler.maxUsedMemory API and cmdline argumets to control max used memory by Profiler. (1049157)
  • Profiler: Fix incorrect total/used memory metrics in the Profiler's Memory pane.
  • Profiler: Improved performance of data integration into ProfilerWindow.
  • Profiler: Profiler blocks are now added automatically to blocks that run infrequently, to avoid having sections of the profiler with no data.
  • Profiler: Recorder objects can now be configured to only collect samples from a single thread.
  • Profiler: Windows Editor now supports PIX for Windows CPU Timeline captures. (1080203)
  • Scripting: Hides obsolete properties from intellisense: -Visual Studio (without R#) : works out of the box (win, mac). -Visual Studio (with R#) : User needs to configure Filter members by [EditorBrowsable] attribute in R# (https://www.jetbrains.com/help/resharper/Reference__Options__Environment__IntelliSense__Completion_Appearance.html). -Visual Studio Code: works out of the box (win, mac). -Rider: Does not support filtering by [EditorBrowsable] Attribute. A ticket has been submitted with them for a feature request: https://youtrack.jetbrains.com/issue/RIDER-17505.
  • Scripting: If a UnityWebRequest encounters an HTTP error, its error property will now contain the status code and name of the error (rather than a generic message).
  • Scripting: New UNITY_SERVER define when building for server builds to enable server specific script logic.
  • Scripting: Optimized 'DisallowMultipleComponent' check to be faster and not allocate GC memory.
  • Scripting: Removed main thread limitation from LineUtility Simplify functions.
  • Scripting: Allocator.Temp memory in NativeContainers is now auto disposed when returning from managed code back to native. Additionally, the restriction that Allocator.Temp memory cannot be passed to jobs is now enforced. This enables the use of Allocator.Temp native containers in Burst compiled jobs.
  • Scripting Upgrade: We now log changes made to user assemblies by the AssemblyUpdater in Editor.log (check Logging section in https://docs.unity3d.com/Manual/APIUpdater.html for more details).
  • Shaders: Generated GLSL shaders for GLSL 3.00 and higher now use medium precision instead of low precision.
  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFile.cginc".
  • SpeedTree: New SpeedTree v8 asset (.st files) can now be imported to Unity.
  • PBR rendering is supported.
  • Improved vertex shader performance computing the wind animation.
  • Top-down billboards are supported.
  • Terrain: Added a mask map texture to the terrain layers so that custom terrain shaders can utilize them for more sophisticated shading.
  • Terrain: Added normal scale setting, which allows you to control how far the normals are disturbed from neutral position for terrain layers.
  • Terrain: Added per-pixel normal map on terrains with instancing enabled.
  • Terrain: You can now specify a shader so that the shading of basemap pass can better match the splatting passes. Do so by adding the "BaseMapGenShader" dependency for generating the terrain basemaps.
  • Testing: Introduced an NUnit constraint for testing whether code allocated any GC memory, along with supporting classes to integrate with NUnit's fluent Assert.That syntax. This allows you to write very concise tests to assert that your code doesn't allocate any GC memory.
  • Timeline: Added API to rebind the PlayableOutputs to the scene.
  • Timeline: Improved performance and reduced allocations when playing a Timeline.
  • Timeline: Improved Timeline's root animation.
  • Timeline: The scene offset mode on AnimationTracks now use the existing scene position and rotation when previewing in Editor.
  • Timeline: Timeline Editor uses different color and icons when editing a PlayableDirector in prefab isolation mode.
  • Timeline: Timeline now always evaluates objects back to their scene position when an AnimationTrack has no clips or extrapolation at the current time.
  • UI: Added Sprite Atlas Late-Binding support for UI.
  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI.
  • UI: Updated the way bold characters are generated when no bold font can be found, by thickening the glyph strokes rather than horizontally distorting the glyph. (966667, 983200)
  • UI: Updated UI InputField to use a cached version of WaitForSecondsRealtime to reduce GC.
  • Web: UnityWebRequest will now support cookies in the same game session. Also added API to remove them.
  • XR: Android apps utilizing ARCore can now use multi-threaded rendering.
  • 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: Using presence detection on Windows Mixed Reality is now more responsive and reliable.
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • 2D: New experimental API to set preview texture for SpriteEditorWindow with Experimental.U2D.ISpriteEditor.SetPreviewTexture. Importers that support ITextureDataProvider can also provide custom SpriteEditorWindow preview texture by implementing Experimental.U2D.ITextureDataProvider._previewTexture.
  • AI: Added UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(), which can handle the main and prefab stages separately.
  • AI: New experimental NavMeshQuery.Raycast() method usable in jobs and capable of returning the list of visited NavMesh nodes.
  • Android: Added Android API 28 (Pie) to our scripting reference
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Added PPtr support for Animator.BindStreamProperty and Animator.BindSceneProperty.
  • Animation: Exposed Animator.WriteDefaultValues, allowing you to force a write of default values stored in the animator when appropriate.
  • Animation: GameObjectRecorder is out of experimental
  • Animation: It is now possible to define the FPS of the clip generated by the GameObjectRecorder using additional parameter in GameObjectRecorder.SaveToClip().
  • Animation: Refined the experimental Anim C# Jobs API, and renamed and changed some fields in AnimationStream and AnimationHumanStream. E.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, DoF renamed to Dof, etc.
  • Asset Import: Added AssetImportContext.DependsOnSourceAsset to make it possible to report source dependencies during imports, in ScriptedImporters.
  • Asset Import: Added AssetPostprocessor.OnPostprocessMeshHierarchy callback, to allow you to modify the imported hierarchy before proceeding to import the avatar and animation clips. (1069175)
  • Asset Pipeline: Deprecated the overload of AssetDatabase.TryGetGUIDAndLocalFileIdentifier with int localID parameter, as it can return a localID that has overflowed (can happen when called on objects that are part of a Prefab). Instead use the overload that uses a long data type for the localID parameter.
  • Compute: Extended ComputeShader.SetTexture() and CommandBuffer.SetComputeTextureParam() APIs with the mipLevel parameter, which allows binding a MIP level of a read-write (unordered access) texture to a compute shader. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.
  • Editor: (Also mentioned under Improvements) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added a SelectRange API to the UIElements text field.
  • Editor: Added fields:
  • ModelImporter.importBlendShapeNormals: analogous to ModelImporter.importNormals but for blend shapes, and
  • ModelImporter.normalSmoothingSource: controls whether to use smoothing groups or face angles to determine which edges are smooth when computing normals.
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle (refactor).
  • Editor: Added new UIElements fields: MaskField, LayerField, TagField, LayerMaskField, PopupField (refactor).
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle. For the Toggle, the OnToggle() callback is now deprecated. User should use OnValueChanged().
  • Editor: Added Preset.ApplyTo(Object, string[]) that apply only the given properties and their children to the target Object. An empty array will apply all properties.
  • Editor: Added Presets.DataEquals(UnityEngine.Object) that allows to compare the content of a Preset with the Serialization of any matching Object type. This would let you know if applying this Preset would make any change on the target object or not.
  • Editor: Added EditorUtility.CopySerializedManagedFieldsOnly, which allows you to copy fields between any two managed objects using the Unity serializer.
  • Editor: Added SerializedProperty.DataEquals method that compares the raw data of two SerializedProperty.
  • Editor: Added VisualElement.SendEvent method to allow sending events to VisualElements.
  • Editor: Deprecated PlayerSettings.vulkanUseSWCommandBuffers: the property is now ignored. SW CommandBuffers are now only used if GraphicsJobs are enabled and native Vulkan secondary command buffers are slow or have issues on some drivers.
  • Editor: In UIElements (experimental), renamed BaseControl to BaseField.
  • Editor: In UIElements, BaseControl is now BaseField.
  • Editor: KeyDown events receiving a KeyCode and KeyUp events are now used by text fields in the Editor when the user is entering text. Previously they only used KeyDown events producing printable characters. If you have controls that draw after a text field that need to be aware of these events, you should test for them before drawing the text field.
  • Editor: Old Prefabs API that is not consistent with the new Prefabs feature set has been marked obsolete. Note that it still works for now but will produce warnings.
  • Editor: Various EditorGUI.EnumPopup changes:
  • EditorGUI.EnumPopup no longer shows Obsolete values with Error flag when using includeObsolete = true.
  • EditorGUI.EnumPopup used with includeObsolete = true will append (Obsolete) to the name on Obsolete enum values.
  • Added support for [TooltipAttribute] to add a tooltip on enum values when using EditorGUI.EnumPopup.
  • GI: Added LightProbeGroup.dering to enable/disable remove ringing from probes in the group
  • GI: Added Terrain.deringLightProbesForTrees to enable/disable remove ringing from probes attached to trees on a terrain
  • Graphics: Added GateFitMode enum and gateFit property to Camera component.
  • Graphics: Exposed Texture.isReadable property, allowing you to check if texture data can be read at runtime (imported textures are not readable by default).
  • Graphics: Removed obsolete iOS specific 'isReadable' property and 'MarkNonReadable' method from WebCamTexture.
  • IMGUI: Added TreeView.getNewSelectionOverride. This override is required in order to support selection via clicking/keyboard while building only the visible rows.
  • iOS: Added a AddShellScriptBuildPhase public method, plus InsertShellScriptBuildPhase and InsertCopyFileBuildPhase methods which accept an index parameter to the Xcode API.
  • iOS: Added methods to the Xcode API to allow adding script and copy file build phases at a specific position. Alsoexposed a way to retrieve all defined build phases and their types.
  • iOS: Added support for Telephoto, Dual Back and True Depth cameras on iOS devices (new enum WebCamKind, new properties WebCamDevice.kind, WebCamDevice.depthCameraName, WebCamTexture.isDepth).
  • iOS: Added GetAllBuildPhasesForTarget, GetBuildPhaseType & GetBuildPhaseName methods to the Xcode API.
  • iOS: Removed iOS as supported platform for Application.Unload API.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Mobile: Added support for custom focus point on both iOS and Android (new WebCamDevice.isAutoFocusPointSupported and WebCamTexture.autoFocusPoint properties).
  • Mobile: Added support for device camera available resolutions on Android and iOS: new property WebCamDevice.availableResolutions.
  • Package Manager: Exposed package keywords in Package Manager C# API.
  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)
  • Playables: Added PlayableDirector.ClearGenericBinding. Use this method to remove dependencies to unassigned Timeline tracks. (1058514)
  • Playables: Creating a Playable using new now creates a Null Playable.
  • Player: [Also mentioned under Features] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: Added method PrefabUtility.HasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance.
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Scripting: Added an optional exitCode parameter to Application.Quit().
  • Scripting: Added diagnostics functions in UnityEngine.Diagnostics.Utils: ForceCrash, NativeAssert, NativerError, NativeWarning. See the documentation for further info.
  • Scripting: Added UnityEngine.Scripting.GarbageCollector API for enabling and disabling the garbage collector on Mono and IL2CPP scripting backends.
  • Scripting: Exposed public API for console log path.
  • Shaders: Obsoleted [ShaderIncludePath] attribute with warning
  • Terrain: Added BuiltinPaintMaterialPasses enum to TerrainPaintUtility to describe the built-in paint material passes.
  • Terrain: Added Terrain.preserveTreePrototypeLayers which allows you to specify how Unity chooses the layer for tree instances.
  • Timeline: Added the method Timeline.TimelineEditor.Refresh() (along with the enum Timeline.RefreshReason) to allow users to refresh Timeline's window.
  • Timeline: Added AnimationPlayableAsset.removeStartOffset to enable relative root offsets.
  • Timeline: Added AudioPlayableAsset.loop property accessor. (1056481)
  • Timeline: Deprecated 'AnimationTrack.applyTrackOffsets' and added 'rootTransformOffsetMode' for specifying new root offset properties.
  • Video: Added to VideoPlayer: width, height, length, pixelAspectRatioNumerator, pixelAspectRatioDenominator, GetAudioSampleRate(). These provide access to the corresponding attributes for URL source in VideoPlayer.
  • Video: Added VideoPlayer.clockTime which indicates the time the VideoPlayer follows to schedule its samples.
  • Video: Added VideoPlayer.isPaused. Indicates whether player is in paused state (as opposed to being stopped or playing).
  • XR: Added event XR.XRDevice.deviceLoaded. Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.
  • XR: Added method for retrieving the stereo rendering mode currently in use at runtime via XRSettings.stereoRenderingMode.
  • Fixes:
  • 2D: Added a dialog box when a user selects a Tilemap which is a Prefab Instance, to allow the user to edit the Tilemap in Prefab Mode for improved performance. (966679)
  • 2D: Added fix for culling large Tiles for TilemapRenderer at certain Camera views. (1044578)
  • 2D: Aligned rotation direction of flipped Tiles when painting on a Tilemap. (1067941)
  • 2D: All instantiated Tile GameObjects are cleared when a Tilemap is reset.
  • 2D: Changes in the Tile Palette are now saved when creating or importing an Asset. (1077382, 1084076)
  • 2D: Crash on 'crnlib::crn_comp::append_chunks' when Packing Sprite atlas. (1058281)
  • 2D: During Sprite Atlas Packing, Unity Editor Crashes (1029266)
  • 2D: Fix crash when using Tilemap.SwapTile with a Null Tile. (1084072)
  • 2D: Fix Sprite Editor border "T" and "B" fields assign their values to the wrong borders. (1086672, 1089720)
  • 2D: Fix tiled animated Sprites glitch when iterating over frames. (1076834, 1089719)
  • 2D: Fix to prevent Tile Startup from being called more than once during placement. (1046004)
  • 2D: Fixed case of Editor freezing when applying changes to a prefab which has child GameObjects with TilemapRenderer components. (1048857)
  • 2D: Fixed case of tiles being flipped immediately by the 'Flip Y' shortcut when the Default Grid Brush is active. (1067964)
  • 2D: Fixed case of Unity crashing on MonoStringNew when entering Play Mode after reopening the project and loading resources. (1066715)
  • 2D: Fixed issue where it was not possible to select or manipulate Sprites in Sprite Editor Window. (1044314)
  • 2D: Fixed issue where it was not possible to tab between controls in Sprite Editor Window when in Sprite Frame Inspector. (1027063)
  • 2D: Fixed issue where Sprite Renderer would render from the wrong Sprite Atlas with a duplicate name (because of a late binding issue). (1046157)
  • 2D: Fixed issue where SpriteAtlas inspector did not update correctly after calling SpriteAtlasExtensions.SetPlatformSetting. (1040282)
  • 2D: Fixed issue where SpriteAtlas packed sprites did not render after SetPlatformSettings and PackAtlases. (1040280)
  • 2D: Fixed issue with painting the Tilemap in the Scene view when rapidly switching between Editor windows. (1077694, 1084075)
  • 2D: Fixed problem where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved correctly. (1037553)
  • 2D: Fixed the SceneView Camera to no longer focus on the (0, 0, 0) position if a Tile is selected in the Tile Palette when no Tile Palette tool is active. (1069022)
  • 2D: Fixed GetTransformInfoExpectUpToDate when placing Tiles on Tilemap and using SRP. (1044224)
  • 2D: Image components not displaying sprite data when instantiated from a prefab and trigger a SpriteAtlas request (1038179)
  • 2D: The Tilemap painting preview now updates properly when panning the Scene view with the keyboard. (1077400, 1084073)
  • 2D: There is no longer a "Invalid texture used for cursor" warning message in the console when switching between Tile Palette edit modes. (1051717)
  • 2D: Tile Palettes no longer spawn Prefabs from Tiles when entering Play Mode. (1057958)
  • 2D: Tilemap editing preview is now cleared when the user switches to another tab from Scene view. (1043365)
  • 2D: Unity crashes while packing a huge sprite with sprite atlas when the graphics API is set to D3D11 or D3D12 (1030584)
  • 2D: [2D] Sprite indexing is rearranged in Atlas when switching platforms while having platform-dependent settings. (1019559)
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh. (921228)
  • AI: NavMesh.Raycast() returns the correct normal when an outward ray starts on a NavMesh border. (925727)
  • AI: Removed assertion on expression verts.size() > 0. (944759)
  • AI: Whenever CalculatePath() returns false the status of the output path will be PathInvalid. (874746)
  • Android: Application.Unload will correctly work when il2cpp scripting backend is used. (989301)
  • Android: Cancel mouse button down event when the touch input is received (1001675)
  • Android: Fix ETC2 decompression assert when downscaling 1 pixel wide/height texture (1030609)
  • Android: Fix shader compile errors caused by precision mismatch on Mali 450 devices
  • Android: Fixed a bug where DrawMeshInstancedIndirect did not work on Adreno and some Nvidia GPUs on Android. (1008623)
  • Android: Fixed a crash when upgrading an existing application that was launched at least once to ARM64. (1024014)
  • Android: Fixed a JNI global reference table overflow crash when doing a lot of AndroidJavaProxy calls per frame (1044728)
  • Android: Fixed an issue where gradle builds failed when having more than 250 files inside the streamingAssets folder (962451)
  • Android: Fixed an issue with terrain not being rendered on certain Mali devices on Vulkan. (1029328)
  • Android: Fixed AndroidJavaProxy callbacks with primitive array arguments (1036625)
  • Android: Fixed case of Auto or Never Blit modes causing a black screen on Android. (1052530)
  • Android: Fixed case of pink shader when using UI with ETC1 split alpha texture. (1067933)
  • Android: Fixed case of Time.realTimeSinceStartup not taking into account the time spent when device sleeps. This now also works reliably on old devices. (1037712)
  • Android: Fixed crash when returning null from Java native code. (1062852)
  • Android: Fixed crash when switching from scene which has active WebCamTexture (1059444)
  • Android: Fixed IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject returning incorrect path when exporting a gradle project (1049213)
  • Android: Fixed issue preventing Unity-generated Android manifests from being reused in an application. (1061304)
  • Android: Fixed OpenGL ES 3.1 + AEP detection.
  • Android: Fixed problem detecting bluetooth speaker on application start (1064409)
  • Android: Fixed problem with return key on external keyboard (1007047)
  • Android: Fixing graphical corruption when screen resolution is changed (785610)
  • Android: Implement TouchScreenKeyboard.selection
  • Android: Improve performance when pausing/playing a WebCamTexture repeatedly on Android. (917983)
  • Android: We now show a error message in Player Settings UI if Android Adaptive icons are not set up correctly. (1064764)
  • Animation: Allow a function with overloads to be assigned to an Animation Event. Only the first function will be called by the animation event however. Also added a HelpBox with a warning message to warn the user for that (1039852)
  • Animation: Fix crash when changing/deleting an animation asset used in unbound playable graph. (1074214)
  • Animation: Fixed a cosmetic issue where input boxes in the animation window would overlap when large numbers were entered. (1065467)
  • Animation: Fixed a crash that was triggered when saving scenes. (1080024)
  • Animation: Fixed ArgumentOutOfRangeException when selecting "Any State" transition in the Animator Window. (995684)
  • Animation: Fixed case of Animation Window Add Properties DropDown Menu size not matching its content size. (1056393)
  • Animation: Fixed case of error messages being thrown when zooming in too much in Curve Editor. (1064815)
  • Animation: Fixed case of null reference exception that could occur when switching build platforms. (1024668)
  • Animation: Fixed case of warning message being issued when changing Animation Window selection in play mode in the Editor. (1046665)
  • Animation: Fixed case of wrong CurveModifiedType being sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Animation: Fixed copy/paste of multiple sprite selection in the animation window introducing delays in later frames (1028025)
  • Animation: Fixed crash caused by race condition when deleting Animation component and MeshRenderer under high stress. (1041327)
  • Animation: Fixed crash on use of controller with missing statemachine reference. (1038352)
  • Animation: Fixed crash when adding an AnimationPlayableOutput with no source Playable to PlayableGraph and exiting game. (1056043)
  • Animation: Fixed crash when calling GetSource/SetSource on invalid constraints. (1044031)
  • Animation: Fixed crash when invalid component type is used to create AnimationStream handle. (1032369)
  • Animation: Fixed crash when null animator is passed to any AnimationPlayableUtilities functions. (1041877)
  • Animation: Fixed crash when previewing a prefab with an empty game object names in its hierarchy. (1026947)
  • Animation: Fixed crash when requesting the bindings on a ScriptableObject. (1088673)
  • Animation: Fixed crash when you modify a controller in a PlayableGraph while in playmode (991264)
  • Animation: Fixed humanoid character preview in animation window when applyRootMotion is disabled. (1086313)
  • Animation: Fixed Integers and Enum in nested structs in a MonoBehaviour not beeing animated. (1019123)
  • Animation: Fixed issue where OnStateIK would fire unexpectedly on all layer with IK pass on. (1064994)
  • Animation: Fixed keyframing issues affecting animation clips with root motion in the Animation Window. (952189)
  • Animation: Fixed MonoBehaviour recording when more than one copy of the same component exists on an object. (1063505)
  • Animation: Fixed performance issues when dragging large amount of keyframes from multiple curves in the dopesheet editor. (1032730)
  • Animation: Fixed root motion evaluation in humanoid characters when manually calling animator.Update(0). (1064826)
  • Animation: Made Animator.CrossFade documentation more explicit (making Feature request 965113 obsolete)
  • Apple TV: Bluetooth remote controller support for tvOS (1021795)
  • Asset Import: Deactivating and reactivating standalone support on a PluginImporter now keeps the correct values in the Per-Platform Desktop settings. This fixes an issue whereby plugins were not copied to the Standalone Plugin folder when they were marked to be included in build. (983225)
  • Asset Import: Editor crash reimporting an asset tied to a missing scripted importer (1025425)
  • Asset Import: fix switching scripted importer reapplies old import settings (1056618)
  • Asset Import: Fixed case of blendshapes animation tracks not being bound to blendshapes when BlendShapeChannel and targetShapes have no name in FBX. (1025917)
  • Asset Import: Fixed crasher during material asset preview creating while importing package asset (987972)
  • Asset Import: Fixed Cubemap compressed texture size calculations to pick correct compression method. (1045716)
  • Asset Import: Fixed inability to choose anything other than "Auto" for the default texture format in the TextureImporter. (955096)
  • Asset Import: Fixed issue with MonoBehaviours and ScriptableObjects not being recognized in .NET 4.x .dlls after changing scripting runtime version from .NET 3.x to .NET 4.x. (1012922)
  • Asset Import: Fixed TextureImporter platform getter/setter to find the correct platform when using BuildTargetGroup enum names, as happens on other Importers. (678452)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets. (1060952)
  • Asset Import: Fixed the ScriptedImporter default inspector. (1040745)
  • Asset Import: Fixed wrong texture colors when importing assets using Sketchup tinted materials. (964166)
  • Asset Import: ModelImporter would crash unity when setting a null avatar mask. (1066253)
  • Asset Import: Scripted importers selection of main asset was not always applied correctly. (969107)
  • Asset Import: ScriptedImporter changing the version number does not trigger a re-import after renaming the importer (1065609)
  • Asset Pipeline: Fix editor crashes under certain conditions when adding assets without .meta files before starting editor (1035960)
  • Asset Pipeline: Improved performance when importing assets and saving scenes, by caching all asset post-processor types.
  • Audio: Added better descriptive error message when streaming unsupported formats for the current platform and the URL doesn't contain meaningful information. (925882)
  • Audio: Fixed a potential hang when playing streamed sounds from WWW/UnityWebRequest. Fixed playback of partially downloaded sounds in certain cases. (1016705)
  • Audio: Fixed crash when unloading audio data in the same frame as an AudioSource started playing it. (1008302)
  • Audio: Fixed issue where imported audio clip size would include both Editor and Player compressed data on platforms where there are two representations. (961754)
  • Audio: Previously, AudioSource.minDistance could be set to be greater than the AudioSource.maxDistance via script, contrary to what is possible in the AudioSourceInspector. It is now clamped between 0 and maxDistance. (978664)
  • Build Pipeline: Fixed case of empty build folders being created in project directory after failed builds. (856971)
  • Build Pipeline: Fixed issue where EditorBuildSettings was not updated when a scene was moved or renamed. (1038666)
  • Build Pipeline: Fixed issue where scripts only build would fail when both il2cpp and code stripping were in use. (1063594)
  • Editor: Add Component doesn't accept New script name instead of "NewBehaviourScript". (1043229)
  • Editor: Added 1px interior stroke to color slider thumb to improve visibility against light background. (1058139)
  • Editor: Added a check at project initialization to verify that at least 256 MB is available, and emits a warning message in the Editor console if not. (840183)
  • Editor: Added check for assembly references before loading them in the editor. Fixes various issues with crash/errors when trying to load assemblies for which their references no longer exist or are incompatible with the editor. (996976, 1045480)
  • Editor: Assets name are not part of the Preset serialization anymore. (1044464)
  • Editor: Backed out a change that made Unity Mac Editor render timer tick while menus and other modal popups were open (1027527, 1028213)
  • Editor: Disable scripting settings when editor is in play mode. (1092377)
  • Editor: Duplicate inspector window has disabled controls and user is notified that the duplicate window/tab won't be usable. (1080942)
  • Editor: Editor drawing is consistent between Linear and Gamma space projects on all machine types (Mac, Windows, Linux) and graphics APIs (D3D, Metal, OpenGL, Vulkan), including content drawn in Scene View and Game View. (1004112)
  • Editor: EditorApplication.Exit will now shut down the graphics device before exiting.
  • Editor: Excluded MonoImporter and MonoScript types from Preset system. (1046041)
  • Editor: Fix "UI Elements View" Asset throws "Null Reference Exception" on de-selection (1036610)
  • Editor: Fix a NullReferenceException in the inspector window when handling none set scriptable object (1048653)
  • Editor: Fix an issue manifesting on a small set of hardware where clicking on a menu item under some circumstances can crash the editor (1033991)
  • Editor: Fix bad focus on ColorField from UIElement (1010002)
  • Editor: Fix command line license return issue (1048839)
  • Editor: Fix crash when creating brushes when texture is not present (cause is same as 1086739). (1086675)
  • Editor: Fix crash when creating brushes when texture is not present. (1086739)
  • Editor: Fix crash when loading additive scene containing corrupted GameObjects. (1056080)
  • Editor: Fix crash when several characters are entered into the new script name input field (1060241)
  • Editor: Fix for Terrain not being marked as modified after an auto-upgrade to new terrain layers occurs on load. (1081612)
  • Editor: Fix Gizmos.DrawFrustum rendering the near clip rectangle in an incorrect coordinate space. (1084268)
  • Editor: Fix issue with "Unable to find key name that matches 'right'" error when switch to .NET 4.x scripting runtime when Turkish locale is set. (1058961)
  • Editor: Fix issue with .js/.cs/.boo files getting compiled in "Assets/WebGLTemplates" and "Assets/StreamingAssets" folders. (1060319)
  • Editor: Fix issue with .pdbs getting deleted in Library/ScriptAssemblies after compiling .asmdefs on startup (1072529)
  • Editor: Fix locking the InspectorWindow to a ScriptableObject sometimes not surviving assembly reloads. (1035491)
  • Editor: Fix multi-edit of delayed numeric field when discarding changes (1021293)
  • Editor: Fix outline color changing between Gamma and Linear space projects. Guard the editor UI against GUI elements generating bad colors and NaNs. Screen captures from within the editor's Game View match the Player's results with regards to Canvas and IMGUI drawing. (1028386)
  • Editor: Fix rendering of list view items in multiple places in audio mixer UI. (833537)
  • Editor: Fix to allow dropdowns to get keyboard focus by default on Linux.
  • Editor: Fix to set targetframeworkversion correctly for rider and vscode when running under the new 4.x runtime.
  • Editor: Fix undo for audio mixer group visibility toggle. (833534)
  • Editor: Fix undo for Solo/Mute/Bypass for multiple selected audio mixer groups. (718311)
  • Editor: Fix UnityException when calling EditorGUIUtility ObjectPicker methods from Custom Editor (1061966)
  • Editor: Fix VU-meter drawing in the mixer window during audio preview. (716214)
  • Editor: Fix warning when trying to select multiple elements with mouse capture. (1020813)
  • Editor: Fixed "Failed to copy lightmap snapshot" error after toggling Baked GI checkbox while baking is active. (985915)
  • Editor: Fixed "Open source code", "Open error" in external code editor for a test method from Test Runner window. (1029918)
  • Editor: Fixed "Screen position out of view frustum" when zooming with mouse outside of Scene View. (983757)
  • Editor: Fixed "Unity extensions are not yet initialized" errors on startup when UWP is selected as as build target and Visual Studio is selected as external script editor. (1067917)
  • Editor: Fixed a bug in UIElements'ListView hiding some items when scrolling or showing partially hidden items
  • Editor: Fixed a bug when Multi Scene Editing is used and baked lightmaps are generated: 'ArgumentException: Invalid SceneManagerSetup' error is shown after generating lighting or reloading the scene. (1000397)
  • Editor: Fixed a crash when creating a Preset from PlayerSettings with VR devices specified. (1061747)
  • Editor: Fixed a crash when importing an skp file. (1004401)
  • Editor: Fixed a crash when switching Lightmap window tabs after opening project in the Developer Mode. (986844)
  • Editor: Fixed a regression which caused some keyboard shortcuts to execute while typing in text fields. (1022730)
  • Editor: Fixed an assert caused when using a Light Probe Group as Anchor Override option in a Mesh Renderer. (1002580)
  • Editor: Fixed an issue that launching Unity via Hub invalidates existing login for direct launchers (1070443)
  • Editor: Fixed an issue that was causing problems in the Animation Window in systems whose language is set to one that uses a character other than '.' for decimal separation. (1065595)
  • Editor: Fixed an issue where "Shift+Tab" does not navigate backwards on OSX. (1065620)
  • Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup (948616)
  • Editor: Fixed an issue where reverting to default layout could not be canceled (1069203)
  • Editor: Fixed an issue where the error message "Invalid memory pointer detected" is spammed in the editor log when a large number of objects are selected. (1060229)
  • Editor: Fixed an issue where the original scene would not be reopened after the player had started running PlayMode tests.
  • Editor: Fixed Assembly Updater crashing if UWP NuGet packag

New in Unity 2018.2.16f1 (Nov 16, 2018)

  • Fixes:
  • AI: Fixed an issue with NavMeshObstacle carving that could create an unexpected boundary where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1078553, 1097930)
  • AI: Fixed RemoveAllNavMeshData() not waiting for NavMeshObstacles to finish carving, causing a crash. (1075239)
  • Android: Fixed wrong path returned by IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject during project export.
  • Android: Increased JVM heap size from 2gb to 4gb. (969563)
  • Asset Import: Fixed scripts that are in special folders like Assets/Plugins/Android/ not being ignored during compilation. (1092532)
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar. (1077942, 1095518)
  • Audio: Fixed FMOD shutdown to avoid a deadlock, which could causes freezes on Android. (1046752, 1087597)
  • Cache Server: Fixed duplicate downloads of assets from Cache Server. (1084628)
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled. (1083520)
  • IL2CPP: COM Callable Wrappers for managed arrays now implement IReferenceArray interface. This fixes cases where Windows Runtime APIs expected objects to implement this interface, and if they don't, they report errors such as "Data of this type is not supported." and "Error trying to serialize the value to be written to the application data store". (1054327)
  • IL2CPP: Fixed a call to GetGenericArguments on a MethodInfo not working for an inflated generic type. (1087317)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method. (1086209)
  • IL2CPP: Fixed Debug.WriteLine() not implemented. (1088770)
  • IL2CPP: Fixed Marshal.SizeOf not supported for types with a generic base class when the base class does not use the generic type in any field. (1083239)
  • iOS: Added iPhone XR/XS/XS Max resolutions to Game View.
  • iOS: Fixed wrong Screen.safeArea on iPhone on Start(). (1085662)
  • PS4: Fixed render target clear with solid color wasn't cleared properly under Scriptable render pipeline. (1096478)
  • Shaders: Fixed loading shaders from AssetBundles that were created in 2017.2 not being allowed.. (1096787)

New in Unity 2019.1.0 Alpha 9 (Nov 15, 2018)

  • Known Issues in 2019.1.0a9 under investigation:
  • Audio: Editor crash on resetting Audio Mixer group properties (1097134)
  • 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)
  • 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 2019.1.0a9 Entries since 2019.1.0a8:
  • Features:
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Universal Windows Platform: Added support for building ARM64 applications
  • WebGL: Add WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Improvements:
  • Android: Disable package patching if Strip Engine Code is enabled in Player Settings
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Stop package patching operation, if target application has wrong CPU architecture
  • Animation: Added Experimental methods to AnimationPlauy
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improve textual representation of shortcuts in Shortcut Manager.
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers
  • API Changes:
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Kernel: TypeTrees are now have a central cache.
  • Fixes:
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • AI: Fixed NavMeshObstacle carving a slit in the NavMesh at the place where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1044247, 1078553)
  • Android: Fix creation of redundant render pass for clear when using Vulkan
  • Android: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • Editor: Editor: Fix menu shortcuts before first menu show on linux
  • Editor: Fix crash if null texture in GUIStyle.scaledbackground (1074485)
  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline.
  • Editor: Fix game view mouse offset (1097051)
  • Editor: Fix Scene icon not updated when changing the png file (1084630)
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • Editor: Shortcut manager window: Don't trigger onscreen command key when pressing control on OSX
  • Editor: Shortcut manager: Remove old profile when renaming.
  • Editor: Timeline context menu items (copy, paste, delete) will show the correct bindings if the user rebinds them
  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)
  • GI: Hotfix for a failure to write baked light maps when VCS is enabled. (1075976)
  • GI: Made it possible to export unfiltered textures from Progressive CPU in order to train ML denoisers.
  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)
  • Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package
  • Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package
  • Package Manager: Fix compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime (1084240)
  • Prefabs: Do not use UI Environment if prefab opened does not have a Canvas Renderer (1095948)
  • Prefabs: Fix leaks of Editor objects created by Overrides dropdown comparison view. (1051224)
  • Prefabs: Fix Overrides dropdown failing to provide information about why Revert All and Apply All buttons are disabled in cases where Prefab instance was also disconnected. (1096751)
  • Prefabs: Fix Transform.DetachChildren() to not hang the Editor if called on a Prefab instance (restructuring a Prefab instance is not allowed). (1089493)
  • Prefabs: Prefab Mode no longer Unpacks all Environment objects but only the outermost prefab ancestor of the Prefab root. (1094613)
  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)
  • Shaders: Allow loading shaders from AssetBundles that were created in 2017.2. (1091064)
  • Shaders: Fixed bad Metal shader code generation on some cases using SV_GroupIndex (1092420)
  • Shaders: Fixed some compute shader errors not being passed to the inspector/console with Metal build targets (1097864)
  • SpeedTree: Fixed a crash when importing an invalid SpeedTree v7 asset. (1087431)
  • Timeline: Fix timeline window not displaying after exiting PlayMode with MaximizeOnPlay (1090119)
  • Timeline: Fix warnings when keyframing rotation values (1093429)
  • Timeline: Remap default prev/next shortcuts on OSX to avoid conflict with system shortcut.
  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)
  • Preview of Final 2019.1.0a9 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Editor: new keyboard Shortcut Manager configuration interface.
  • Editor: 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: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • 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
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Universal Windows Platform: Added support for building ARM64 applications
  • WebGL: Add WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'
  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Graphics: 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: Removed asm.js PreBuilt Engine option
  • WebGL: rename gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • Improvements:
  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.
  • Animation: Added Experimental methods to AnimationPlauy
  • 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: Columns in the Shortcut Manager shortcuts list are now resizable
  • 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: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on
  • Graphics: 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: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • 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: Added Mono.JIT and Mono.DomainUnload profiler markers
  • Profiler: Enabled automatic scripting threads profiling for il2cpp
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • 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:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • 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)
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)
  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.
  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Exposed method to check if a profile ID is valid
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • 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: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Kernel: TypeTrees are now have a central cache.
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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//
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • Fixes:
  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • 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: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • 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: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • 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: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • 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 if null texture in GUIStyle.scaledbackground (1074485)
  • 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 game view dimensions (1083316)
  • Editor: Fix game view mouse offset (1097051)
  • 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 JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 Scene icon not updated when changing the png file (1084630)
  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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 by introducing proper round robin sampling between supersamples. (936693)
  • 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 full screen movie resetting after app minimize on iOS (840951)
  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • 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 crash when adding multiple components of a disallowed type (959136)
  • 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: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • 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)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • 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: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)
  • 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
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • 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)

New in Unity 2018.2.15f1 (Nov 9, 2018)

  • Fixes:
  • Android: Fixed gradle builds failing due to jcenter download failures. (1093946, 1095913)
  • Android: Fixed gradle daemons not killed in batch mode. (1073824, 1090861)
  • Audio: Fixed ease in/ease out in Timeline when using an Audio Source. (1084540)
  • 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, 1091552)
  • GI: Fixed an issue which prevented render targets being used as a source for reflection probes. (1029512)
  • Graphics: Fixed a legacy cubemap crash when its parameters are changed. (1038653, 1085557)
  • iOS: Fixed an issue where the namespace UnityEditor.iOS.Xcode was not found when running the Editor in batch mode. (1018716, 1083343)
  • iOS: Fixed an issue where the screen could be cut off/corrupted when launching from an associated domain link. (1093922)
  • Multiplayer: Fixed UNetWeaver error arised when used Entities package and then creating a NetworkBeahaviour. (1052489)
  • Particles: Fixed the last mesh in multi-mesh systems was being ignored. (1060973, 1068211)
  • Scripting: Fixed crash with message box "GetThreadContext failed". (1082246)
  • Scripting Upgrade: Fixed ArgumentException: "GCHandle value belongs to a different domain" during WebRequest. (1091744)
  • Scripting Upgrade: Fixed crash when using Debug.Log. (1073634)
  • Scripting Upgrade: Fixed for libMonoPosixHelper.so cannot be found. (1077828)
  • Scripting Upgrade: Fixed IEnumerable.ToArray() incorrectly producing 'null' elements. (1066693)
  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain"). (1082650, 1091745)
  • Shuriken: Fixed where the last mesh in multi-mesh systems was being ignored. (1060973)
  • Timeline: Fixed audio ease in and ease out broken when assigned to an audio source. (1084540)

New in Unity 2019.1.0 Alpha 8 (Nov 7, 2018)

  • Known Issues in 2019.1.0a8 under investigation:
  • Audio: Editor crash on resetting Audio Mixer group properties (1097134)
  • 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 2019.1.0a8 Entries since 2019.1.0a7
  • Features
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Backwards Compatibility Breaking Changes
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • WebGL: Removed asm.js PreBuilt Engine option
  • Improvements:
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • Editor: Shortcut Manager entries that does not have the default binding are now shown as bold.
  • Graphics: Made the Wind Module optional for Particles and Terrains, so they don't get disabled if wind is disabled. (1085664)
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • XR: Update Vuforia to version 7.5.20
  • API Changes:
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Fixes:
  • Android: Fixed instancing not working in some situations on Adreno GPUs (1053324)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed Animation Window hotkeys conflicting with Timeline hotkeys. (1090940)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash when playing a playable graph and setting an override controller. (1087755)
  • Animation: Fixed crash when requesting the bindings on a ScriptableObject. (1088673)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Animation: Fixed exceptions triggered by CurveEditor. (1092191)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar. (1077942)
  • Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterface.PrepareScene
  • Editor: Fix game view dimensions (1083316)
  • Editor: Fix JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • Editor: Fixed an issue where Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • Editor: Fixed an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • Graphics: Fixed a Metal shader link error printed to the console first time an object with Standard shader is selected. (1083321)
  • Graphics: Fixed memory leak when using both custom render properties and changed material keywords (1090901)
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled. (1083520)
  • IL2CPP: Allow a call to GetGenericArguments on a MethodInfo to work for an inflated generic type. (1087317)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method (1086209)
  • IL2CPP: Implement Debug.WriteLine. (1088770)
  • IL2CPP: Support Marshal.SizeOf for types with a generic base class when the base class does not use the generic type in any field. (1083239)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • Linux: Fixed player defaulting to a 1x1 resolution rather than using the default native resolution (1091258)
  • OSX: Fixed OnApplicationFocus() not being called upon entering Play Mode (1075100)
  • Prefabs: Fix child object reference properties with references to non-assets getting cleared when applying parent property. (1092845, 1093647)
  • Prefabs: Fix memory leak when calculating prefab dependencies during import.
  • Prefabs: Fixed crash because some components destroys others during awake while saving a prefab, which we did not expect. (1091412)
  • Prefabs: Fixed regression causing cloned prefab instances during save to show up in the scene. (1092726)
  • Prefabs: More robust throwing of exceptions for invalid input to PrefabUtility apply and revert methods. (1090918)
  • Prefabs: Updating Property modifications on a RectTransform does not need to attempt to disconnect from the prefab (1078892)
  • Scripting: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • Terrain: Updated terrain built-in brushes with new brushes that contain higher resolution textures and nicer falloff curves
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs (1094198)
  • Universal Windows Platform: Fixed renderer not using multiple threads when using D3D12 (1094199)
  • Preview of Final 2019.1.0a8 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
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • 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: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • 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.
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Timeline: Added API support for track-level animation
  • Backwards Compatibility Breaking Changes
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • 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: Removed asm.js PreBuilt Engine option
  • 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
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • 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:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • 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: Exposed settting for number of jobs used when using occlusion culling.
  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: canAcceptDrop callback added to BlackBoardSection
  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.
  • GraphView: OnResized callback added to MiniMap
  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter
  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • 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//
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Timeline: Exposed methods to create and manipulate track-level animation curves.
  • Timeline: Exposed methods to work with infinite clips on animation tracks
  • 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: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash if there's a cycle in an animation graph (792020)
  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • 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 game view dimensions (1083316)
  • 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 JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • 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 Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • 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 an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • 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 crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • 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: Fixed possible crash on app exit when destroying static objects (1050875)
  • 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: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • 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)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • 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
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • 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)

New in Unity 2019.1.0 Alpha 7 (Nov 2, 2018)

  • 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:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • 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)

New in Unity 2018.2.14f1 / 2018.3.0 Beta 8 (Oct 31, 2018)

  • Features:
  • Scripting: Added NET_LEGACY C# preprocessor directive when compiling scripts on .NET 3.5 scripting runtime.
  • Improvements:
  • XR: Update Vuforia to version 7.5.20.
  • Fixes:
  • 2D: Editor crashes in GameObjectHierarchyProperty::CountRemaining when undoing the creation of Sprite Mask object. (1074128, 1078534)
  • 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)
  • Animation: Fixed Animator.applyRootMotion toggle resetting state machine when in game. (1080216, 1087729)
  • Animation: Fixed root motion not being evaluated when overriding with a script. (1086070)
  • Asset Import: Fixed "Format" setting is missing and ArgumentException occurs for texture preset platforms. (1081058, 1091711)
  • DX12: Fix crash when scene is using depth only + HDR Camera. (1087306)
  • Editor: Fix crash when creating brushes when texture is not present (cause is same as 1086739). (1086675)
  • Editor: Fix crash when creating brushes when texture is not present. (1086739)
  • Editor: Fix for Terrain not being marked as modified after an auto-upgrade to new terrain layers occurs on load. (1081612)
  • Editor: Fix Gizmos.DrawFrustum rendering the near clip rectangle in an incorrect coordinate space. (1084268)
  • Editor: Fix that errors are thrown when a prefab with more that 50 game components is selected in the Hierarchy window. (1085685, 1090995)
  • 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, 1091550)
  • Editor: Fixed an issue where usage of Obsolete APIs could spam the console window with infinite null reference exceptions. (1085675, 1092288)
  • Editor: Fixed arrow keys logging errors in editor log slowing down editor.
  • Editor: Fixed issue by restricting 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: 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: Fixed Find References in Scene showing objects that are not referencing the asset when using prefabs. (970903)
  • Editor: GenericMenu.allowDuplicateNames now works for subMenus. (1074892, 1091738)
  • Editor: Removing .meta files from empty 3D and 2D project templates so unique GUIDs are generated. (1089085)
  • GI: Crash in CalculateSurfaceArea after opening project with 32bit compressed mesh. Crash was caused by missing index format test in the Mesh code. (1072951)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios) (1067913)
  • Graphics: Fixed binding a 2D Texture with a depthSlice of -1 on DX11 failing.
  • IL2CPP: Allow a call to GetGenericArguments on a MethodInfo to work for an inflated generic type. (1087317)
  • IL2CPP: Choose the proper default p/invoke function name for Win32 API functions. (1079850)
  • IL2CPP: Correctly handle memory mapped files with an offset. (1082118)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method. (1086209)
  • IL2CPP: Generate proper C++ code for unsafe C# code which accesses an array element via a pointer. (1081052)
  • iOS: Fixed an issue where the screen could be cut off/corrupted when launching from an associated domain link. (1093921)
  • Particles: Add error message when trying to play a Particle System that has not been instantiated (i.e. a Prefab). (1063358)
  • Particles: Fixed crash in Ring Buffer mode when max particles was set to 0 during playback. (1080066)
  • Particles: Fixed flipbook shadows in the Standard Particle Shaders. (1080457)
  • Prefabs: Fix 'Open Prefab Asset' context menu item causing issues when used on a model Prefab. Now, show 'Open Model' context menu item for model Prefabs instead. (1079961)
  • Prefabs: Fix issues with incorrect display of removed components on Prefab instances in the Inspector in cases where components are null (due to missing script) or are set to HideInInspector on either the Asset or on the instance. (1082570, 1083899)
  • Prefabs: Fixed issue where 'Open Prefab' button in 'Cannot Restructure Prefab instance' dialog would open the nested Prefab being attempted reparented or deleted, instead of opening the Prefab that this object is a child in. (1091294)
  • Prefabs: Prefab Mode: Ensure environement object hideflags is correctly set after callbacks have been called when opening Prefab Mode to ensure hidden environment objects in the Hierarchy (1089393)
  • Prefabs: Prefab Mode: Fix automatic UI reparenting to leave out the prefab itself when looking for a Canvas to render with
  • Prefabs: Prefab Mode: Fix error thrown in Console when creating a new script in Prefab Mode and exiting Prefab Mode while compiling (1083386)
  • Scripting: Fix crash with message box "GetThreadContext failed". (1082246)
  • Scripting Upgrade: Fix ArgumentException: "GCHandle value belongs to a different domain" during WebRequest. (1082650)
  • Scripting Upgrade: Fix crash during memory snapshot. (1081890)
  • Scripting Upgrade: Fix crash when calling GetMethod("Invoke") on Delegate or MulticastDelegate type. (1085270)
  • Scripting Upgrade: Fix crash when using Debug.Log. (1073634)
  • Scripting Upgrade: Fix IEnumerable.ToArray() incorrectly producing 'null' elements. (1066693)
  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain"). (1082650)
  • Shaders: Fix shader compiler crash when handling SV_DepthGreaterEqual/SV_DepthLessEqual (1077443)
  • Video: Fixed Video component volume controls are not working. (1077684, 1079708)
  • Video: Fixed VideoPlayer.errorReceived event is not fired on network connection lost (on OSX). (975480)
  • Vulkan: Fixed crash on standalone Windows player when minimizing the player window. (1086940)

New in Unity 2018.2.13f1 / 2018.3.0 Beta 6 (Oct 19, 2018)

  • Improvements:
  • 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: Updated Vuforia to version 7.5.20.
  • XR: Updated Oculus to version 1.29.0.
  • Fixes:
  • Android: Fixed crash when closing scene with active webcamTexture. (1059444)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets. (1060952, 1066786)
  • Editor: Fixed GradientEditor closing when selecting the color picker tool on OSX. Color picker tool is now cancelled when changing keyboard focus. (1059666)
  • Editor: Fixed issue with .asmdef assemblies referencing player-only .asmdefs not getting properly compiled on startup in projects without a Library folder/clean import. Potentially leading to missing MonoBehaviour references in scenes until the next recompile of scripts. (1082746)
  • Editor: Fixed issue with script compilation not triggering correctly when moving a script from one .asmdef folder to another .asmdef folder. (1082699)
  • Editor: Fixed keypad period and delete for input fields (linux).
  • Editor: Fixed Null reference exceptions while typing in project window search bar. (1077389)
  • Editor: Fixed persistence of user-added items in Component menu. (1038153)
  • Graphics: Fixed multi-threading crash where default property values have to be pulled from the Material when Graphics.DrawMeshInstanced is called. (1046126)
  • Graphics: Metal: Fixed unity applications not correctly reported as "Requires High Perf GPU" in Activity Monitor. Vulkan/Metal/OpenGL: Compute shader compilation optimizations.
  • IMGUI: Fixed Exception when calling EditorGUIUtility ObjectPicker methods from Custom Editor. (1061966, 1077369)
  • Mobile: Updated iOS and Android editor game view resolutions and aspect ratios.
  • Physics: Fixed issue where physics internal data wasn't being updated if the scene only contained static colliders, causing issues with shape casts. (1064897)
  • Scripting Upgrade: Fixed crash callstacks on OSX. (1074280)
  • Shuriken: Fixed transform not recached immediately whena particle system play state is changed. (1027576)
  • XR: Updated Google VR for iOS to v1.170. Should resolve issue with orientation changes in Cardboard on iOS. (1087865)

New in Unity 2018.2.12f1 / 2018.3.0 Beta 6 (Oct 18, 2018)

  • Backwards Compatibility Breaking Changes:
  • Scripting: The .NET 3.5 Equivalent Scripting Runtime has been marked as deprecated.
  • Improvements:
  • Profiler: Windows Editor now supports PIX for Windows CPU Timeline captures. (1080203)
  • Timeline: Timeline Editor uses different color and icons when editing a PlayableDirector in prefab isolation mode.
  • XR: XR LWRP Improvements:
  • 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.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • Android: Removed public API for setting the JVM Max heap size
  • Fixes:
  • Android: Fixed blit not working on Android when source is a depth texture. (1078008)
  • Animation: Fix Editor freezes when selecting Animator component's Optimize Transform Hierarchy. (1079977, 1083358)
  • Build Pipeline: Clarified size values presented by the Build Report. (1006704)
  • Compute: Vulkan/Metal/OpenGL: compute shader compilation optimizations.
  • Editor: Disable scripting settings when editor is in play mode. (1075345)
  • Editor: Fix Adding DLL references to "mcs.rsp" doesn't update Visual Studio. (1085634)
  • Editor: Fix Editor dead-locking in Console logic. (1081060)
  • Editor: Fix HttpClient namespace not being recognized in VS with .NET 4.x. (1066726, 1084826)
  • Editor: Fix issue with .asmdef assemblies referencing player-only .asmdefs not getting properly compiled on startup in projects without a Library folder/clean import. Potentially leading to missing MonoBehaviour references in scenes until the next recompile of scripts. (1082746)
  • Editor: Fix issue with script compilation not triggering correctly when moving a script from one .asmdef folder to another .asmdef folder. (1082699)
  • Editor: Fix panels not being properly set when calling SetPanel. (1082311)
  • Editor: Fixed issue with scale handle disappearing when screen resolution is changed. (1077720, 1087604)
  • Editor: Fixed shortcuts executing twice when Game View is focused on macOS. (1078535, 1085213)
  • GI: GPU Lightmapper, fix non uniform scaling.
  • GI: GPU Lightmapper, fix number of bounces (was doing two extra).
  • GI: Renamed 'Progressive' to 'Progressive CPU' to differentiate it from 'Progressive GPU'. (1086524)
  • Graphics: Fixed crash when changing alpha import settings on an R16 texture. (1084645)
  • Graphics: Fixed dynamic batching when shader uses only tangents and not normals. (1069184, 1078545)
  • Graphics: Fixed shaders failing to compile when using explicit sample IDs on OpenGL ES. (1078109)
  • Graphics: Fixed visual artifacts when SceneView filtering is active. (1087534)
  • iOS: Fixed XCode project breakage when using WebCamTexture. (1086963, 1087282)
  • OSX: Metal: Unity applications now correctly reported as "Requires High Perf GPU" in Activity Monitor.
  • Physics: Fix a performance regression in physics queries. (1086243)
  • Physics: Fixed an issue where physics internal data wasn't being updated if the scene only contained static colliders, causing issues with shape casts.
  • Prefabs: Crash on dragging a Canvas object to the scene. (1086494, 1087680)
  • Prefabs: Crossreferences of abstract type in prefabs crash during import. (1086779, 1087679)
  • Prefabs: Fix applying a dependent component to nested prefab crashing Editor. (1055869, 1087681)
  • Prefabs: Fix error logged "Cannot navigate back" when using API: NavigateBack. (1083300)
  • Prefabs: Fix inconsistent preview object state error after dragging a prefab into the Scene. (1080545)
  • Prefabs: Fix invalid cast in OnOpenAsset. (1081061)
  • Prefabs: Fix References being lost on PrefabInstances when Library folder is deleted and a component cross reference other PrefabInstances. (1084470)
  • Prefabs: Fix where all Prefabs where reimported if CompileErrors or IsCompiling pending when entering Play mode. (1086442)
  • Scripting: Fix System.Net.Http.dll could not be found error is thrown when response file is present in Assets folder. (1068300, 1078476)
  • Shaders: Fixed regression breaking GLSLPROGRAM/ENDGLSL on compute shaders. (1087923)
  • Terrain: Converted the experimental terrain tool API to use BrushTransform instead of a Rect, enabling better control and accuracy of the transform used when painting Terrain. (1079073, 1086278)
  • Terrain: Fixed Terrain corruption when painting across terrains of different resolution. (1086526)
  • Terrain: Slight change to the terrain material mask alignment on Terrains, to make the transition between adjacent Terrain tiles seamless (previously would always have a strip of duplicated values along seams). (1086527)
  • Terrain: Streamlined the experimental terrain tool API, to follow Unity conventions and reduce code complexity.
  • Terrain: Terrain brush preview more accurately track terrain and gives a better preview of the current operation. (1079072, 1086538)
  • Timeline: Added drop down menu to animation tracks for switching offset mode for tracks without root transform animation. (1081118)
  • Timeline: Fix temporary game object being created for custom tracks by Timeline Editor. (1082600)
  • Timeline: Fix timeline scrubbing for sub-emitters with autorandomseed. (1076850)
  • Timeline: Fix tooltip typo in control tracks. (1083618)
  • Timeline: Fixed drop down in Timeline Editor to not show Scene objects in Prefab Isolation mode. (1080142)
  • Universal Windows Platform: Fixes Stereo Display (non head-mountedVR SDK being unavailable. (1033346, 1084984)
  • Windows: Improves ExclusiveFullscreen resolution not being set if/when DXGI fails to apply requested resolution. (1058040, 1084985)
  • XR: Fix deadlock with ARFoundation. (1068999)
  • XR: Fixed an issue with Oculus focus loss causing vsync to turn off when "Run in Background" is enabled. (898992, 1082067)
  • XR: Fixed issue with reported device possition when building ARCore apps targeting x86.
  • XR: iOS Cardboard udpated to 1.170 to fix screen issue when rotating from portrait to landscape. (1087864)

New in Unity 2018.2.12f1 (Oct 15, 2018)

  • Fixes:
  • Android: Allow Power VR devices rendering at custom resolution with BlitType:Auto. (1022974, 1063419)
  • Animation: Fixed crash when using the GameObjectRecorder with an invalid EditorCurveBinding. (1076523)
  • Asset Import: Fixed crash when re-importing assets for some global settings. (1079532, 1081911)
  • Build Pipeline: Fixed crash in "il2cpp::utils::Debugger::InitializeTypeSourceFileMap()" at startup. (1051393)
  • Editor: Fix colliding file ids in YAMLMerge not tracking already remapped keys. (1076698)
  • Graphics: Fixed a race condition in the culling code that would free memory of a job that is still in-flight leading to a crash in the editor. (1062032)
  • IL2CPP: Add support for building with Xcode 10 and the macOS 10.14 SDK.
  • IL2CPP: Fixed memory mapped files with an offset not being handled correctly. (1082118)
  • IL2CPP: Fixed proper C++ code not being generated for unsafe C# which accesses an array element via a pointer. (1081052)
  • IL2CPP: Fixed the proper default p/invoke function name for Win32 API functions not being called. (1079850)
  • IMGUI: Fixing issue with 16bit chars not displaying correctly. (1067159)
  • iOS: Fixed "textures used in draw call" not using our hash_set instead of std::set. (1061553)
  • iOS: Fixed Screen.safeArea not being reported correctly when orientation is changed. (1028312, 1037753)
  • Physics: Fixed contact callback assertion errors when using multi-threaded 2D physics. (1042478)
  • Physics: Fixed intermittent editor crash when using multi-threaded 2D physics. (1082697)
  • Physics: FIxed Joint2D.breakForce and Joint2D.breakTorque not able to be set to infinity. (1065618)
  • Physics: Fixed OnCollisionEnter2D occasionally returning zero normal/tangent impulse when using Continuous Collision Detection mode on a Rigidbody2D. (1080330)
  • Physics: Fixed OnCollisionEnter2D occasionally returning zero relative-velocity when using Continuous Collision Detection mode on a Rigidbody2D. (1037965)
  • Scripting: Fixed incorrect Transform.hierarchyCount and Transform.hierarchyCapacity properties. (1079998, 1082886)
  • Scripting: Fixed TLS related crash. (1073395)
  • Scripting Upgrade: Fixed crash when calling Application.Unload. (1060891)
  • Scripting Upgrade: Fixed potential deadlock on OSX. (1077203)
  • Scripting Upgrade: Fixed SslStream/UnityTlsContext not reporting gracefully closed Streams on read. (1076788)
  • Shaders: Added two env vars to override the default shader compiler timeouts: UNITY_SHADER_COMPILER_TASK_TIMEOUT_MINUTES overrides the timeout for waiting a response from a compiler task (compile, preprocess, disassemble) UNITY_SHADER_COMPILER_CONNECT_TIMEOUT_SECONDS overrides the initial connection creation timeout. (1038278)
  • Shaders: Added two env vars to override the default shader compiler timeouts: UNITY_SHADER_COMPILER_TASK_TIMEOUT_MINUTES overrides the timeout for waiting a response from a compiler task (compile, preprocess, disassemble) UNITY_SHADER_COMPILER_CONNECT_TIMEOUT_SECONDS overrides the initial connection creation timeout. (1072458)
  • Shuriken: Fixed syncing transforms when acquiring the light prefab in particle systems. (1064232)
  • Timeline: Fixed temporary game object being created for custom tracks by Timeline Editor. (1082600)
  • Timeline: Fixed timeline scrubbing for subemitters with autorandomseed. (1076850)
  • Timeline: Fixed tooltip typo in control tracks. (1083618)
  • XR: Fixed incorrect device position when building ARCore apps targeting x86.

New in Unity 2018.2.11f1 (Oct 15, 2018)

  • Fixes:
  • (1067933) - Android: Fixed pink shader when using UI with ETC1 split alpha texture.
  • (1080559) - Animation: Fixed regression when changing hierarchy under an Animator.
  • (1078001) - Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., change checks, disabled groups), as in the ModelImporter's Animation tab.
  • (1057779) - Editor: Disabled incomplete drag & drop functionality for packaged textures onto scene objects.
  • (1083008) - Graphics: Fixed crash in texture mip map streaming.
  • (1082125 (1079066)) - Graphics: Fixed an issue where texture presets in project templates were forcing textures with alpha to RGB format (ignoring alpha channels) by default on Android and iOS.
  • (1049221) - IL2CPP: Fixed an issue with certain unprintable characters in C# source code causing failed compilations when they are copied to the C++ code as comments.
  • (1077373) - IL2CPP: Updated load indirect instructions to always use a temporary instead of pushing a pointer expression on the value stack, which can cause incorrect behavior in certain cases.
  • (1075581) - IL2CPP: Fixed For assumption that a class with a method named Invoke is a delegate.
  • (1078167) - IL2CPP: Fixed for an issue that can be encountered when trying to set a field value via reflection that has a previously unused type.
  • (1070548) - IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • (1058928) - iOS: Fixed using French as default language on Mac, building iOS app gives unassigned icon warning in Xcode.
  • (1058928) - iOS: Fixed unassigned icon warning in Xcode when locale is not using "." as the decimal separator.
  • (None) - iOS: Fixed stylus not returning normalized pressure value in the new input system..
  • (None) - iOS: Fixed input event time not being relative to new input system time.
  • (None) - iOS: Fixed stylus events coming from Pen device instead of Touchscreen device in the new input system.
  • (1081785 (1051704)) - SceneManager: Fixed crashes caused by incorrectly activated children of inactive parents.

New in Unity 2018.3.0 Beta 5 (Oct 15, 2018)

  • New:
  • Backwards Compatibility Breaking Changes:
  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings.
  • Improvements:
  • Graphics: Metal: added possibility to use ComputeBuffer in "native" metal shaders (written in metal shading language).
  • Package Manager: Package Manager UI release 2.0.1:
  • Move undesired public classes to internal.
  • Minor fix to the documentation.

New in Unity 2018.3.0 Beta 4 (Oct 3, 2018)

  • Improvements:
  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI
  • API Changes:
  • Android: Added Android API 28 (Pie) to our scripting reference
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Fixes:
  • 2D: Changes in the Tile Palette are now saved when creating or importing an Asset. (1077382, 1084076)
  • 2D: Fix crash when using Tilemap.SwapTile with a Null Tile. (1084072)
  • 2D: Fixed issue with painting the Tilemap in the Scene view when rapidly switching between Editor windows. (1077694, 1084075)
  • 2D: The Tilemap painting preview now updates properly when panning the Scene view with the keyboard. (1077400, 1084073)
  • Android: Cancel mouse button down event when the touch input is received (1001675)
  • Android: Fix shader compile errors caused by precision mismatch on Mali 450 devices
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1081811)
  • Particles: Added error message when trying to use a statically batched mesh in the Particle System (1075564, 1084252)
  • Particles: Inverted how spherical wind zones affect Particle Systems, to fix inconsistency between particles and trees (1053956, 1084259)
  • Particles: Multi-selecting billboard and mesh particles hid the particle material slot in the inspector (1077827, 1084251)
  • Particles: Particle sorting was incorrect with ortho camera with negative near clipping plane when using sort by distance (1056469, 1084256)
  • Particles: Particle start speed now uses sub-frame time to distribute valuise correctly when using Curve modes (1063952, 1084258)
  • Particles: Particle System bounds ignored Shape Y scale when using Rectangle emission shape (1064275, 1084257)
  • Particles: Particles with the Render alignment set to "Facing" billboarded incorrectly with directional lights (1072493, 1084254)
  • Particles: Setting the scale of a GameObject didn't adjust the Pivot value of a StretchedBillboard ParticleSystem (1068381, 1084255)
  • Particles: Sub Emitter particles were not randomized when using Auto Random Seed (1068735, 1084248)
  • Terrain: Fix selection outline for terrains. (1082024)
  • Terrain: Fix spot/point light shadow receiving for terrain and grass. (810803, 1070424)
  • UI: Fixing issue with 16bit chars not displaying correctly. (1067159)
  • UI: UIElements: fix UXML factories not initialized when creating instantiating assets at Editor startup (1045535)
  • Visual Effect: Larger effects add up to large serialized states and in-graph latency when selecting moved nodeblocks (1079937)

New in Unity 2018.3.0 Beta 3 (Oct 3, 2018)

  • Features:
  • 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.
  • Improvements:
  • Prefabs: For Prefab instances: we now show the last known overridden root prefab instance name when the prefab asset has gone missing. Now showing "MyGameObjectName (Missing Prefab)" instead of just "Missing Prefab".
  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFile.cginc".
  • API Changes:
  • Asset Import: Added AssetPostprocessor.OnPostprocessMeshHierarchy callback, to allow you to modify the imported hierarchy before proceeding to import the avatar and animation clips. (1069175)
  • Prefabs: Added method PrefabUtility.HasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance.
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Scripting: Added UnityEngine.Scripting.GarbageCollector API for enabling and disabling the garbage collector on Mono and IL2CPP scripting backends.
  • Fixes:
  • Animation: Fixed a crash that was triggered when saving scenes. (1080024)
  • Asset Import: Deactivating and reactivating standalone support on a PluginImporter now keeps the correct values in the Per-Platform Desktop settings. This fixes an issue whereby plugins were not copied to the Standalone Plugin folder when they were marked to be included in build. (983225)
  • Asset Import: Fixed TextureImporter platform getter/setter to find the correct platform when using BuildTargetGroup enum names, as happens on other Importers. (678452)
  • Editor: GUIStyle constructor: improved robustness. (1081081)
  • Editor: The PresetManager dropdown on each default preset line is now updated correctly when Presets are deleted/added in a project. (1070684)
  • Particles: Fixed occasional emission glitch when using prewarm. (1064065)
  • Windows: Fixed crash when Custom Editor window is destroyed due to going out of focus while being dragged. (1075038)

New in Unity 2018.2.10f1 (Sep 27, 2018)

  • Fixes:
  • (1069175) - Asset Import: Added the callback AssetPostprocessor.OnPostprocessMeshHierarchy, which allows you to modify the imported hierarchy before proceeding to import the avatar and animation clips.
  • (1069203) - Editor: Fixed an issue were you could not cancel from the Revert Layout window once it was open.
  • (1061477) - Graphics: Fixed flickering on objects when dynamic batching is enabled (case 1061477).
  • (1067685) - Graphics: Fixed SRP Batcher crash on Win7 + SP1 ( Book of the Dead ).
  • (1033948) - OSX: Fixed issue with delete key and special keys inputing garbage characters in text fields.

New in Unity 2018.2.9f1 (Sep 24, 2018)

  • Fixes:
  • 2D: Fixed rendering of Grid Component in Hexagonal Cell Layout for certain AMD Radeon cards.
  • 2D: Fixed crash on MonoStringNew when entering Play Mode after reopening the project and loading resources.
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh.
  • AI: Removed assertion on expression "verts.size() > 0".
  • Animation: Fixed interrupted transition clearing controller parameter values.
  • Asset Import: Fixed bug where a scriptedImporter gets switched to an other scripted importer: previsouly imported assets would keep trying to use old importer.
  • Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • Editor: Fixed startup crash on CPUs that don't support AVX instructions. (linux).
  • Graphics: Fixed OpenGL ES 3.1 + AEP detection on Android.
  • Graphics: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • Graphics: Initial support for using MTLHeap, fixes Tessellation performance regression when running on macOS Mojave.
  • IL2CPP: Fixed an issue that allowed debugger stack-frame data to get out of synchronization with the debugger thread and cause crashes when debugging IL2CPP players.
  • IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • IL2CPP: Fixed an unhandled exception in IL2CPP. Adding support for pointer types when executing an initobj instruction.
  • iOS: Fixed a crash on launch when using storyboards for launch screens on iOS.
  • OSX: Fixed build system diabling new input system.
  • PS4: Fixed Terrain trees billboarding on PSVR.
  • PS4: Fixed for incorrect hash generations for shader compiler hashing.
  • SceneManager: Fixed possibility that users can set the DontDestroyOnLoadScene as active.
  • UI: Fixed RectTransform DrivenProperty fields not ungreying when removing driven object/ value.
  • Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • Web: UnityWebRequest: Fixed handling 300 redirect without Location header.
  • XR: Fix for 360 Stereo Capture where left and right eye images are being swapped in the stereo equirect map after ConvertToEquriect API is called.

New in Unity 2018.3.0 Beta 2 (Sep 21, 2018)

  • Improvements:
  • Particles: We now expose a culling mode option, giving users control over particle simulation whilst offscreen. (765905)
  • Timeline: Improved performance and reduced allocations when playing a Timeline.
  • Fixes:
  • Animation: Fixed case of Animation Window Add Properties DropDown Menu size not matching its content size. (1056393)
  • Animation: Fixed case of error messages being thrown when zooming in too much in Curve Editor. (1064815)
  • Animation: Fixed issue where OnStateIK would fire unexpectedly on all layer with IK pass on. (1064994)
  • Animation: Fixed root motion evaluation in humanoid characters when manually calling animator.Update(0). (1064826)

New in Unity 2018.2.8f1 (Sep 21, 2018)

  • Android: Fixed crash when returning null string from Java plugin.
  • Asset Import: Fixed renaming or changing the namespace containing a scripted importer breaking the auto-reimport mechanism.
  • Editor: Fixed an issue where launching Unity via Hub invalidates existing login for direct launchers.
  • Graphics: Fixed main thread stall deleting temporary render targets after calling ConvertTexture() from script.
  • Graphics: Fixed crash in intensive rendering scenes when using legacy graphics jobs.
  • Graphics: Fixed crash in MinMaxAABB::MinMaxAABB when Legacy Deferred Render Path is used.
  • Graphics: Fixed RGBA16 having swapped red/blue channels.
  • Graphics: Fixed issue where Camera FOV cannot be set to a value lower than 1.
  • OSX: Fixed an issue where MacOS player would not go into correct screen mode when Command+F is pressed.
  • Physics: Fixed issue where colliders without physics material don't return correct default material in Physics Settings.
  • Physics: Fixed wrong UV returned in Raycast result when raycasting to a mesh collider that has negative scale.
  • Physics: Fixed issue where transform to CharacterController in OnControllerColliderHit is ignored.
  • Physics: Fixed an issue where some Physics Settings are not reset upon request.
  • Physics: Fixed issue where mass properties are not correctly updated when changing collider scale.
  • Physics: Fixed a crash when user sets a very small size to Terrain data.
  • Physics: Fixed an issue where kinematic bodies may not follow transform change after setting its postion after setting their position or rotation via Transform component.
  • Scene Management: Fixed crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode).
  • Scene/Game View: Fixed issue where specifying frustum view point would actually use it as base for the near plane.
  • Scripting Upgrade: Fixed hang when disconnecting while reading/writing on a SslStream.
  • Scripting Upgrade: Fixed crash when entering playmode on OSX.
  • Scripting Upgrade: Fixed Android Runtime test instability.
  • Scripting Upgrade: Fixed an issue where UnsafeUtility.GetFieldOffset could return 0 when the type is not initialized.
  • Scripting Upgrade: Fixed crash when DynamicMethod is constructed into non-dynamic image.
  • Scripting Upgrade: Fixed crash when using unmanaged constraint.
  • UI: Fixed Chinesse bolded Arial font style looks wide in Editor.
  • UI: Fixed spacing between characters is lost and text is stretched with bold font selected when built on certain platforms.

New in Unity 2018.3.0 Beta 1 (Sep 21, 2018)

  • Features:
  • Android: Added AppBundle generation support.
  • Android: Added support for requesting permissions at runtime.
  • Android: Kotlin source files now can be used as plugins.
  • Android: OpenJDK will be included into Unity Android support, user will no longer be required to install Java.
  • Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture
  • Asset Import: Added support for importing R16 textures
  • Editor: Added improvements to the window tabs: -Selected window tab is now highlighted using a blue outline -The width of the tab is now adjusted according to the length of the tab title -Scrolling through open tabs with arrows when number of open tabs exceeds the width of the window
  • Editor: Added view each channel in texture inspector
  • Editor: Introduced searchable Unified Settings window for Project Settings and Preferences
  • Editor: Rider installation path detection in Editor Preferences.
  • Facebook: Facebook platform now uses package manager for Facebook SDK management. Configuration is via the Facebook build settings (i.e. not the package manager UI).
  • GI: Added (baked lighting only) disc shaped area light type. Only available in the progressive lightmapper.
  • Graphics: Added memoryless framebuffer depth to iOS Metal.
  • Graphics: Added R16 texture & render targets support
  • Graphics: Added shadow bias options to Particles, Lines and Trails.
  • Graphics: Added texture 3D CopyTexture support.
  • Graphics: VFX editor runtime API.
  • IL2CPP: Added support for managed code debugging with IL2CPP on Xbox One.
  • Mobile: Added Dynamic Resolution Scaling support for Vulkan on Android and Metal on iOS.
  • Multiplayer: Added support for providing a custom network transport implementation to be used by Unity Multiplayer's high-level API. Refer to the documentation on UnityEngine.Networking.NetworkManager.activeTransport for details.
  • Package Manager: Added support for packages in the Project Browser.
  • Particles: Added option to disable roll on billboard particles, which is particularly useful for VR applications.
  • Particles: Added Ringbuffer mode, for persistent effects such as footprints or bullet holes.
  • Particles: New ParticleSystemForceField Component and External Forces Module update.
  • Particles: Ordered Mesh shape emission: emit particles in a deterministic sequence from meshes.
  • Physics: Added complete set of non-allocating 2D queries to new multi-scene PhysicsScene2D type.
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries (3D physics).
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries.
  • Physics: Support Box , Capsule and Sphere casts in aysnc query command
  • Playables: Exposed the time wrap mode for Playables.
  • Playables: Implemented a method to send notifications through the playable system.
  • Player: [Also mentioned under API Changes] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: New Improved Prefab Workflows (Not preview nor Experimental) Prefabs landing page
  • Profiler: Added backend for Memory Profiler V2.
  • Scripting: Added managed memory profiler support for Mono .NET 4.x. E.g. UnityEditor.MemoryProfiler.MemorySnapshot APIs.
  • Scripting Upgrade: Enabled Roslyn compiler and C# 7.2 when targeting the new scripting runtime.
  • Scripting Upgrade: The .NET 4.x scripting runtime is now the default. The .NET 2.0 scripting runtime has been deprecated and support for it .NET 2.0 will be removed in a future release.
  • Terrain: Terrain system improvements:
  • Introducing Brush and TerrainLayer assets
  • Added instanced drawing mode reducing the number of drawcalls by about 2 orders of magnitude.
  • Tools for creating adjacent terrain tiles
  • Seamless painting across terrain tiles
  • Autoconnection of terrain tiles
  • Basemap calculation moved to the GPU
  • Terrain paint tools have been moved to the GPU
  • Introducing terrain stamp tool.
  • XR: Added VR single-pass stereo support for Vulkan and OpenVR using double wide texture.
  • Backwards Compatibility Breaking Changes:
  • AI: The maximum number of OffMeshLinks that can be autogenerated and loaded in a static scene NavMesh has been set to 65535.
  • Android: Deprecated Internal build system
  • Android: Remove fastzip support
  • Android: Vulkan is now only considered on Adreno 4xx devices when Vulkan is the only selected Graphics API
  • Asset Import: Reorganized ModelImporter inspector Model panel.
  • Audio: Simplified audio profiler view so that it is consistent with other profiler panes. The detailed view also enables audio profiling, so that this is only performed when actually needed.
  • Editor: Added 'Find references in scene' to Component context menus.
  • Editor: Assemblies built in the editor for the .NET 4.x scripting runtime will now always have NET_4_6 define set regardless of when .NET STandard 2.0 scripting profile is choosen (NET_STANDARD_2_0 define). As the scripting profile setting only affects players and .NET 4.6 scripting profile is always used in the editor.
  • Editor: Changed ParticleSystem module headers to only track the enabled state property instead of all properties and added Property menu choices to right clicking on the headers.
  • Editor: Event queueing in UIElements: events generated while processing an event are now processed after the current event finishes processing, instead of being processed immediately. As a consequence, event order may change compared to what it was previously, but is now coherent for all elements in a hierarchy.
  • Editor: In USS files, flex N now means flex N 0 auto. It previously meant flex N 0 0.
  • Editor: The UXML factory related API has changed. The old API is now marked obsolete.
  • Editor: We no longer show the Services window automatically in any situation.
  • GI: Renamed 'Recompile RSLS Shaders' menu item to "Recompile lightmapping shaders".
  • Package Manager: Packages assets are now hidden in the object selector.
  • Particles: The Legacy Particle System has been removed.
  • Scripting Upgrade: Updated default API Compatibility Level to .NET Standard 2.0.
  • Web: WWW is now obsolete. Use UnityWebRequest instead.
  • WebGL: Added asm.js deprecation warning.
  • WebGL: Enabled WebAssembly traps in Development builds.
  • WebGL: Removed caching support for compiled WebAssembly module.
  • WebGL: Removed usage of glGetProcAddress
  • WebGL: WebAssembly is now the default Linker Target on new WebGL projects.
  • XR: Oculus support moved to a package. The package automatically downloads when Oculus is added to the Virtual Reality SDKs list.
  • XR: OpenVR support moved to a package. The package automatically downloads when OpenVR is added to the Virtual Reality SDKs list.
  • XR: Windows Mixed Reality support moved to a package. The package automatically downloads when Hololens/WindowsMR is added to the Virtual Reality SDKs list.
  • Changes:
  • Android: Disabled Android TV by default for new projects.
  • Build Pipeline: Calling BuildPipeline.BuildPlayer while scripts are being compiled will now wait for compilation to complete before beginning the build process, rather than aborting compilation.
  • Editor: Removed undocumented behavior where pressing the F key twice in rapid succession would execute Edit->Lock View to Selected instead of simply Edit->Frame Selected. Use the hotkey bound to the latter menu item instead when that behavior is desired.
  • iOS: iOS/tvOS simulators players are now distributed as dylibs.
  • iOS: The Mono scripting backend has been marked as deprecated.
  • Particles: It is now possible to flip a percentage of mesh particles, in the same way that was previously only possible with billboards.
  • Particles: The Unlit Particle Standard Shader is now applied by default when creating new Particle Systems.
  • Windows: The Vulkan editor support on Windows and Linux is no longer considered experimental. The "Enable Vulkan editor support" checkbox has been removed.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display pivot position in pixels and snap pivot to pixels when you drag it.
  • 2D: Added Isometric support for 2D Tilemap.
  • 2D: Added support for custom axis sorting and Sorting Groups in SRP.
  • 2D: Added the Z Position Editor to the Tile Palette Brush Inspector, that allows users to adjust the Z Position of the Tile Palette Paint Brush. Keyboard shortcuts '-' and '=' can be used to adjust the Z Position value as well.
  • AI: Faster unloading of a scene that contains a large number of autogenerated OffMeshLinks.
  • Android: Added option to start Android app in non-fullscreen mode. (977660)
  • Android: Added WebCamTexture acceleration for Android 5.0 and later.
  • Android: Android NDK has been updated to r16b.
  • Android: Automatically populate min / target android api level dropboxes in the editor
  • Android: Improved performance of memory stats gathering when profiler is enabled.
  • Android: Improved player loading time on Android devices.
  • Android: Include public classes from Android extensions in the Unity API reference docs
  • Android: Reduced build time when building multiple APKs (for different CPU architectures). This only affects the internal build system.
  • Android: We now pass -d switch to adb install to allow version downgrade.
  • Android: We now set JAVA_HOME to point to the jdk path set in Unity Editor. (961766)
  • Android: We now use use apkzlib by default to pack apk. The "Use legacy SDK tools" checkbox in build settings can be used to force using aapt / apkbuilder instead.
  • Animation: Added Reset functionality to the Animation component and Legacy Animation Clip. (994291)
  • Animation: Added IAnimationClipSource interface to let MonoBehaviour components provide a list of clips to the Animation Window.
  • Animation: Animation performance improvement: Reduce animator polling for events
  • Animation: Animator will not automatically create an empty output when it doesn't have an AnimatorController assigned
  • Animation: Batched Animator Jobs to avoid scheduling overhead on large amounts of jobs
  • Animation: Changed default StateMachine node width so that all nodes align vertically.
  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window.
  • Animation: Improved Animation system's root transformation/motion
  • Animation: Improved Animator temporary allocation scheme
  • Animation: Improved memory reporting of some animation classes.
  • Apple TV: Enabled display P3 color gamut for compatible tvOS devices
  • Asset Import: Added UseSRGBMaterialColor option in Model Importer to convert material albedo colors. (1033503)
  • Asset Import: Fixed inconsistency when using some ModelImporter properties from their serialization vs. inspector.
  • Asset Import: New UI for AvatarMask inspector and ModelImporter Animation panel for the Mask section.
  • Added a SearchBar.
  • Multiselection and keyboard navigation is now supported.
  • Using ALT/CMD to collapse or enable/disable the entire hierarchy is now supported.
  • Asset Import: SpeedTree import changes:
  • Added option to import materials as sub-assets, making the import deterministic.
  • Added support for workflows using material sub-assets, similar to the ModelImporter.
  • Compute: ComputeBuffer.GetData and ComputeBuffer.SetData will now throw exceptions when bad values for arguments are provided: offset/size is checked more strictly (for one argument version we assume offset 0 and size same as of container provided), and compatibility between c# type size and ComputeBuffer stride is checked
  • Docs: Expanded the documentation of the SerializedObject class.
  • Editor: (Also mentioned under API Changes) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added support for finding .asmdef assets with t:asmdef when using AssetDatabase.FindAssets and the Unity Editor project browser search field.
  • Editor: Added warning when assembly definition file (asmdef) assemblies are not loaded on startup where one or more of their asmdef references are not being compiled due to having no scripts. Also added warning when compiling asmdefs with no scripts in the Editor. (1041284)
  • Editor: Asset Bundles included in Read-Only folders can now be registered with the Caching system by adding the Read-Only folder path as a Cache.
  • Editor: Deleting a script now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Disable menu item for deleting or renaming GameObjects marked NotEditable via context menu.
  • Editor: Edited Component Presets can now use Reset and Paste Component Values methods in the Preset inspector.
  • Editor: Enabled editing of multiple icons in the Inspector. (643017)
  • Editor: In USS files, flex-basis now accept the value auto.
  • Editor: MinMaxSliders now display horizontal/vertical resize cursors when hovering over the resize handles at their ends.
  • Editor: New UI for ExposedTransforms in the ModelImporter Rig panel when Optimize GameObject is selected:
  • Added a SearchBar with a filter to show only selected nodes.
  • Added support for multiselection and keyboard navigation.
  • Added support for using ALT/CMD to collapse or enable/disable the entire hierarchy.
  • Editor: Replaced animation condition dropdown with a searchable dropdown. (720995)
  • Editor: The Build Settings window now allows building a Development Headless Linux Standalone Player.
  • Editor: UIElement's scrollview scrolling speed now matches IMGUI's scrolling speed.
  • Editor: UIElements: Several UXML attributes and USS properties have been renamed, for consistency and alignment with CSS. See https://docs.google.com/spreadsheets/d/1vS7LASgy1_Cdnr49isXGIVf6FWkNAOc56zGODfJbzPM/edit?usp=sharing for details
  • Editor: Updating and deleting a precompiled assembly (.NET plugin) with "Auto Referenced" disabled now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Using new SerializedProperty.DataEquals method in the ModelImporter Animation panel to make the Clip Masks faster to refresh.
  • Editor: When switching between different Desktop Standalone platforms in Build Settings, the x64 architecture will now be selected by default.
  • GI: Added a debug view to display visible texels from the baked GI point of view, useful along view prioritization.
  • GI: Added support for configurable falloff for Enlighten lightmap baking.
  • GI: Added two GI profiling counters. One for pending albedo/emission renders and one for pending material updates.
  • GI: Lights from particle systems can now affect realtime GI if they have non-zero bounce intensity and realtime GI is enabled. (832496)
  • GI: Performance improvement: we now only extract materials when the progressive lightmap baking backend is running.
  • GI: Progressive lightmapper: Show Light Probes convergence status in the Lighting window during baking.
  • GI: Reduced baking artifacts in areas using interpolated normals.
  • GI: The lightmap window memory view can now show allocations greater than 4Gb.
  • GI: We now cache progressive lightmapper g-buffers in the GI cache. Lightmap baking will start quicker if the g-buffer is already in the cache.
  • Graphics: Added 'Clamp BlendShapes (Deprecated)' option in PlayerSettings to toggle BlendShape weight range clamping and replaced the FloatField with a Slider in SkinnedMeshRenderer. (741808)
  • Graphics: Added Gate fit modes to Physical Camera and import from FBX in ModelImporter.
  • Graphics: Added support for a "linearGrey" texture in ShaderLab as a default texture: it is grey 50% in linear space.
  • Graphics: Blend shapes now use compute shaders where supported: GPU Skinning must be enabled in Player Settings.
  • Graphics: Disabled robust buffer access when using Vulkan in Player builds.
  • Graphics: Implemented Asynchronous readback of GPU resources for the Metal API.
  • Graphics: Improved error messages issued when creating a texture with a specific format fail.
  • Graphics: Metal now supports GPU skinning with Compute Shaders.
  • Graphics: Texture2DArray objects now have an improved Editor, including the ability to preview the textures in the array.
  • iOS: Added profiler blocks in native code for input events in the new input system. This allows you to see how many input events are coming.
  • Kernel: Improve archive header read performance by reducing system IO calls
  • Kernel: The contents of ProjectVersion.txt are now updated automatically after the user accepts the 'Project Upgrade' prompt dialog shown when opening an existing project in a newer version of Unity.
  • License: A suitable error message is now displayed where a Personal Edition license is blocked.
  • License: Added two parameters ('createManualActivationFile' and 'manualLicenseFile') to allow activation of offline license via command line.
  • Package Manager: Add references to package manager asmdef files from the Object Selector
  • Package Manager: Package upgrades are now logged into a file
  • Package Manager: UI improvements, including the ability to filter packages displayed.
  • Package Manager: Upm now provides the author information of packages
  • Particles: Added 'Probability' option to the Burst emission, to enable a random chance that a burst will/will not trigger.
  • Particles: Added Emit Probability property to Particle System Sub Emitters. This controls the chance that the sub-emitter will emit particles.
  • Particles: Improved Shape Module gizmos to visualize the volume emission parameter.
  • Particles: The Texture Animation Module now supports a fixed FPS mode, and a speed-based mode.
  • Physics: Upgrade the PhysX version to 3.4.2. This is the latest release up to date.
  • Up to 2x faster, and more accurate queries
  • Improved multi-threaded simulation and broadphase that saturate cores noticeably better
  • Improved convex collisions in PCM mode
  • More accurate collisions vs terrain, unified with the mesh collisions now
  • Support for negative scaling of concave meshes (w/o baking!)
  • Faster & more accurate convex hull generator (based on Quickhull), it doesn't need inflation
  • Speculative CCD; now fast rotations can be dealt with (think Pinball flippers)
  • Simulation determinism now doesn't depend on the order of Rigidbody creation
  • Mesh cooking is now at least 2x faster than before
  • Playables: Improved performance of PlayableGraph housekeeping. Improves performance for large numbers of PlayableGraphs/Timelines/Animators
  • Profiler: Added an Options drop-down menu to the CPU Hierarchy View toolbar on the Profiler Window. This allows for collapsing of samples that only occur when the game is run in the Editor. Collapsed samples do not add their GC Alloc value to that of the encompassing sample. Collapsing is on by default and Samples will show up as "EditorOnly [SomeMethodName]".
  • Profiler: Added auto-registration of Mono threads with Profiler.
  • Profiler: Added GC finalizer thread to Profiler for the new Mono backend.
  • Profiler: All native Unity threads are now registered with Profiler.
  • Profiler: Exposed Profiler.maxUsedMemory API and cmdline argumets to control max used memory by Profiler (1049157)
  • Profiler: Fix incorrect total/used memory metrics in the Profiler's Memory pane
  • Profiler: Improved performance of data integration into ProfilerWindow.
  • Profiler: Profiler blocks are now added automatically to blocks that run infrequently, to avoid having sections of the profiler with no data.
  • Profiler: Recorder objects can now be configured to only collect samples from a single thread.
  • Scripting: Hides obsolete properties from intellisense: -Visual Studio (without R#) : works out of the box (win, mac) -Visual Studio (with R#) : User needs to configure Filter members by [EditorBrowsable] attribute in R# (https://www.jetbrains.com/help/resharper/Reference__Options__Environment__IntelliSense__Completion_Appearance.html) -Visual Studio Code: works out of the box (win, mac) -Rider: Does not support filtering by [EditorBrowsable] Attribute. A ticket has been submitted with them for a feature request: https://youtrack.jetbrains.com/issue/RIDER-17505
  • Scripting: If a UnityWebRequest encounters an HTTP error, its error property will now contain the status code and name of the error (rather than a generic message).
  • Scripting: New UNITY_SERVER define when building for server builds to enable server specific script logic.
  • Scripting: Optimized 'DisallowMultipleComponent' check to be faster and not allocate GC memory.
  • Scripting: Removed main thread limitation from LineUtility Simplify functions
  • Scripting: Allocator.Temp memory in NativeContainers is now auto disposed when returning from managed code back to native. Additionally, the restriction that Allocator.Temp memory cannot be passed to jobs is now enforced. This enables the use of Allocator.Temp native containers in Burst compiled jobs.
  • Scripting Upgrade: We now log changes made to user assemblies by the AssemblyUpdater in Editor.log (check Logging section in https://docs.unity3d.com/Manual/APIUpdater.html for more details)
  • Shaders: Generated GLSL shaders for GLSL 3.00 and higher now use medium precision instead of low precision.
  • SpeedTree: New SpeedTree v8 asset (.st files) can now be imported to Unity.
  • PBR rendering is supported.
  • Improved vertex shader performance computing the wind animation.
  • Top-down billboards are supported.
  • Terrain: Added a mask map texture to the terrain layers so that custom terrain shaders can utilize them for more sophisticated shading.
  • Terrain: Added normal scale setting, which allows you to control how far the normals are disturbed from neutral position for terrain layers.
  • Terrain: Added per-pixel normal map on terrains with instancing enabled.
  • Terrain: You can now specify a shader so that the shading of basemap pass can better match the splatting passes. Do so by adding the "BaseMapGenShader" dependency for generating the terrain basemaps.
  • Testing: Introduced an NUnit constraint for testing whether code allocated any GC memory, along with supporting classes to integrate with NUnit's fluent Assert.That syntax. This allows you to write very concise tests to assert that your code doesn't allocate any GC memory.
  • Timeline: Added API to rebind the PlayableOutputs to the scene.
  • Timeline: Improved Timeline's root animation.
  • Timeline: The scene offset mode on AnimationTracks now use the existing scene position and rotation when previewing in Editor.
  • Timeline: Timeline now always evaluates objects back to their scene position when an AnimationTrack has no clips or extrapolation at the current time.
  • UI: Added Sprite Atlas Late-Binding support for UI.
  • UI: Updated the way bold characters are generated when no bold font can be found, by thickening the glyph strokes rather than horizontally distorting the glyph. (966667, 983200)
  • UI: Updated UI InputField to use a cached version of WaitForSecondsRealtime to reduce GC.
  • Web: UnityWebRequest will now support cookies in the same game session. Also added API to remove them.
  • XR: Android apps utilizing ARCore can now use multi-threaded rendering.
  • XR: Using presence detection on Windows Mixed Reality is now more responsive and reliable.
  • API Changes:
  • 2D: New experimental API to set preview texture for SpriteEditorWindow with Experimental.U2D.ISpriteEditor.SetPreviewTexture. Importers that support ITextureDataProvider can also provide custom SpriteEditorWindow preview texture by implementing Experimental.U2D.ITextureDataProvider._previewTexture.
  • AI: Added UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(), which can handle the main and prefab stages separately.
  • AI: New experimental NavMeshQuery.Raycast() method usable in jobs and capable of returning the list of visited NavMesh nodes.
  • Animation: Added PPtr support for Animator.BindStreamProperty and Animator.BindSceneProperty.
  • Animation: Exposed Animator.WriteDefaultValues, allowing you to force a write of default values stored in the animator when appropriate.
  • Animation: GameObjectRecorder is out of experimental
  • Animation: It is now possible to define the FPS of the clip generated by the GameObjectRecorder using additional parameter in GameObjectRecorder.SaveToClip().
  • Animation: Refined the experimental Anim C# Jobs API, and renamed and changed some fields in AnimationStream and AnimationHumanStream. E.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, DoF renamed to Dof, etc.
  • Asset Import: Added AssetImportContext.DependsOnSourceAsset to make it possible to report source dependencies during imports, in ScriptedImporters.
  • Asset Pipeline: Deprecated the overload of AssetDatabase.TryGetGUIDAndLocalFileIdentifier with int localID parameter, as it can return a localID that has overflowed (can happen when called on objects that are part of a Prefab). Instead use the overload that uses a long data type for the localID parameter.
  • Compute: Extended ComputeShader.SetTexture() and CommandBuffer.SetComputeTextureParam() APIs with the mipLevel parameter, which allows binding a MIP level of a read-write (unordered access) texture to a compute shader. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.
  • Editor: (Also mentioned under Improvements) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added a SelectRange API to the UIElements text field.
  • Editor: Added fields:
  • ModelImporter.importBlendShapeNormals: analogous to ModelImporter.importNormals but for blend shapes, and
  • ModelImporter.normalSmoothingSource: controls whether to use smoothing groups or face angles to determine which edges are smooth when computing normals.
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle (refactor).
  • Editor: Added new UIElements fields: MaskField, LayerField, TagField, LayerMaskField, PopupField (refactor).
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle. For the Toggle, the OnToggle() callback is now deprecated. User should use OnValueChanged().
  • Editor: Added Preset.ApplyTo(Object, string[]) that apply only the given properties and their children to the target Object. An empty array will apply all properties.
  • Editor: Added Presets.DataEquals(UnityEngine.Object) that allows to compare the content of a Preset with the Serialization of any matching Object type. This would let you know if applying this Preset would make any change on the target object or not.
  • Editor: Added EditorUtility.CopySerializedManagedFieldsOnly, which allows you to copy fields between any two managed objects using the Unity serializer.
  • Editor: Added SerializedProperty.DataEquals method that compares the raw data of two SerializedProperty.
  • Editor: Added VisualElement.SendEvent method to allow sending events to VisualElements.
  • Editor: Deprecated PlayerSettings.vulkanUseSWCommandBuffers: the property is now ignored. SW CommandBuffers are now only used if GraphicsJobs are enabled and native Vulkan secondary command buffers are slow or have issues on some drivers.
  • Editor: In UIElements (experimental), renamed BaseControl to BaseField.
  • Editor: In UIElements, BaseControl is now BaseField.
  • Editor: KeyDown events receiving a KeyCode and KeyUp events are now used by text fields in the Editor when the user is entering text. Previously they only used KeyDown events producing printable characters. If you have controls that draw after a text field that need to be aware of these events, you should test for them before drawing the text field.
  • Editor: Old Prefabs API that is not consistent with the new Prefabs feature set has been marked obsolete. Note that it still works for now but will produce warnings.
  • Editor: Various EditorGUI.EnumPopup changes:
  • EditorGUI.EnumPopup no longer shows Obsolete values with Error flag when using includeObsolete = true.
  • EditorGUI.EnumPopup used with includeObsolete = true will append (Obsolete) to the name on Obsolete enum values.
  • Added support for [TooltipAttribute] to add a tooltip on enum values when using EditorGUI.EnumPopup.
  • GI: Added LightProbeGroup.dering to enable/disable remove ringing from probes in the group
  • GI: Added Terrain.deringLightProbesForTrees to enable/disable remove ringing from probes attached to trees on a terrain
  • Graphics: Added GateFitMode enum and gateFit property to Camera component.
  • Graphics: Exposed Texture.isReadable property, allowing you to check if texture data can be read at runtime (imported textures are not readable by default).
  • Graphics: Removed obsolete iOS specific 'isReadable' property and 'MarkNonReadable' method from WebCamTexture.
  • IMGUI: Added TreeView.getNewSelectionOverride. This override is required in order to support selection via clicking/keyboard while building only the visible rows.
  • iOS: Added a AddShellScriptBuildPhase public method, plus InsertShellScriptBuildPhase and InsertCopyFileBuildPhase methods which accept an index parameter to the Xcode API.
  • iOS: Added methods to the Xcode API to allow adding script and copy file build phases at a specific position. Alsoexposed a way to retrieve all defined build phases and their types.
  • iOS: Added support for Telephoto, Dual Back and True Depth cameras on iOS devices (new enum WebCamKind, new properties WebCamDevice.kind, WebCamDevice.depthCameraName, WebCamTexture.isDepth).
  • iOS: Added GetAllBuildPhasesForTarget, GetBuildPhaseType & GetBuildPhaseName methods to the Xcode API.
  • Mobile: Added support for custom focus point on both iOS and Android (new WebCamDevice.isAutoFocusPointSupported and WebCamTexture.autoFocusPoint properties).
  • Mobile: Added support for device camera available resolutions on Android and iOS: new property WebCamDevice.availableResolutions.
  • Package Manager: Exposed package keywords in Package Manager C# API.
  • Playables: Added PlayableDirector.ClearGenericBinding. Use this method to remove dependencies to unassigned Timeline tracks. (1058514)
  • Playables: Creating a Playable using new now creates a Null Playable.
  • Player: [Also mentioned under Features] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Scripting: Added an optional exitCode parameter to Application.Quit().
  • Scripting: Added diagnostics functions in UnityEngine.Diagnostics.Utils: ForceCrash, NativeAssert, NativerError, NativeWarning. See the documentation for further info.
  • Scripting: Exposed public API for console log path.
  • Terrain: Added BuiltinPaintMaterialPasses enum to TerrainPaintUtility to describe the built-in paint material passes.
  • Terrain: Added Terrain.preserveTreePrototypeLayers which allows you to specify how Unity chooses the layer for tree instances.
  • Timeline: Added the method Timeline.TimelineEditor.Refresh() (along with the enum Timeline.RefreshReason) to allow users to refresh Timeline's window.
  • Timeline: Added AnimationPlayableAsset.removeStartOffset to enable relative root offsets.
  • Timeline: Added AudioPlayableAsset.loop property accessor. (1056481)
  • Timeline: Deprecated 'AnimationTrack.applyTrackOffsets' and added 'rootTransformOffsetMode' for specifying new root offset properties.
  • Video: Added to VideoPlayer: width, height, length, pixelAspectRatioNumerator, pixelAspectRatioDenominator, GetAudioSampleRate(). These provide access to the corresponding attributes for URL source in VideoPlayer.
  • Video: Added VideoPlayer.clockTime which indicates the time the VideoPlayer follows to schedule its samples.
  • Video: Added VideoPlayer.isPaused. Indicates whether player is in paused state (as opposed to being stopped or playing).
  • XR: Added event XR.XRDevice.deviceLoaded. Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.
  • XR: Added method for retrieving the stereo rendering mode currently in use at runtime via XRSettings.stereoRenderingMode.
  • Fixes:
  • 2D: Added a dialog box when a user selects a Tilemap which is a Prefab Instance, to allow the user to edit the Tilemap in Prefab Mode for improved performance. (966679)
  • 2D: Added fix for culling large Tiles for TilemapRenderer at certain Camera views. (1044578)
  • 2D: Aligned rotation direction of flipped Tiles when painting on a Tilemap. (1067941)
  • 2D: All instantiated Tile GameObjects are cleared when a Tilemap is reset.
  • 2D: Crash on 'crnlib::crn_comp::append_chunks' when Packing Sprite atlas (1058281)
  • 2D: During Sprite Atlas Packing, Unity Editor Crashes (1029266)
  • 2D: Fix to prevent Tile Startup from being called more than once during placement. (1046004)
  • 2D: Fixed case of Editor freezing when applying changes to a prefab which has child GameObjects with TilemapRenderer components. (1048857)
  • 2D: Fixed case of tiles being flipped immediately by the 'Flip Y' shortcut when the Default Grid Brush is active. (1067964)
  • 2D: Fixed case of Unity crashing on MonoStringNew when entering Play Mode after reopening the project and loading resources. (1066715)
  • 2D: Fixed issue where it was not possible to select or manipulate Sprites in Sprite Editor Window. (1044314)
  • 2D: Fixed issue where it was not possible to tab between controls in Sprite Editor Window when in Sprite Frame Inspector. (1027063)
  • 2D: Fixed issue where Sprite Renderer would render from the wrong Sprite Atlas with a duplicate name (because of a late binding issue). (1046157)
  • 2D: Fixed issue where SpriteAtlas inspector did not update correctly after calling SpriteAtlasExtensions.SetPlatformSetting. (1040282)
  • 2D: Fixed issue where SpriteAtlas packed sprites did not render after SetPlatformSettings and PackAtlases. (1040280)
  • 2D: Fixed problem where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved correctly. (1037553)
  • 2D: Fixed the SceneView Camera to no longer focus on the (0, 0, 0) position if a Tile is selected in the Tile Palette when no Tile Palette tool is active. (1069022)
  • 2D: Fixed GetTransformInfoExpectUpToDate when placing Tiles on Tilemap and using SRP. (1044224)
  • 2D: Image components not displaying sprite data when instantiated from a prefab and trigger a SpriteAtlas request (1038179)
  • 2D: There is no longer a "Invalid texture used for cursor" warning message in the console when switching between Tile Palette edit modes. (1051717)
  • 2D: Tile Palettes no longer spawn Prefabs from Tiles when entering Play Mode. (1057958)
  • 2D: Tilemap editing preview is now cleared when the user switches to another tab from Scene view. (1043365)
  • 2D: Unity crashes while packing a huge sprite with sprite atlas when the graphics API is set to D3D11 or D3D12 (1030584)
  • 2D: [2D] Sprite indexing is rearranged in Atlas when switching platforms while having platform-dependent settings (1019559)
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh. (921228)
  • AI: NavMesh.Raycast() returns the correct normal when an outward ray starts on a NavMesh border. (925727)
  • AI: Removed assertion on expression verts.size() > 0. (944759)
  • AI: Whenever CalculatePath() returns false the status of the output path will be PathInvalid. (874746)
  • Android: Application.Unload will correctly work when il2cpp scripting backend is used. (989301)
  • Android: Fix ETC2 decompression assert when downscaling 1 pixel wide/height texture (1030609)
  • Android: Fixed a bug where DrawMeshInstancedIndirect did not work on Adreno and some Nvidia GPUs on Android. (1008623)
  • Android: Fixed a crash when upgrading an existing application that was launched at least once to ARM64. (1024014)
  • Android: Fixed a JNI global reference table overflow crash when doing a lot of AndroidJavaProxy calls per frame (1044728)
  • Android: Fixed an issue where gradle builds failed when having more than 250 files inside the streamingAssets folder (962451)
  • Android: Fixed AndroidJavaProxy callbacks with primitive array arguments (1036625)
  • Android: Fixed case of Auto or Never Blit modes causing a black screen on Android. (1052530)
  • Android: Fixed case of pink shader when using UI with ETC1 split alpha texture. (1067933)
  • Android: Fixed case of Time.realTimeSinceStartup not taking into account the time spent when device sleeps. This now also works reliably on old devices. (1037712)
  • Android: Fixed crash when returning null from Java native code. (1062852)
  • Android: Fixed crash when switching from scene which has active WebCamTexture (1059444)
  • Android: Fixed IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject returning incorrect path when exporting a gradle project (1049213)
  • Android: Fixed issue preventing Unity-generated Android manifests from being reused in an application. (1061304)
  • Android: Fixed OpenGL ES 3.1 + AEP detection.
  • Android: Fixed problem detecting bluetooth speaker on application start (1064409)
  • Android: Fixed problem with return key on external keyboard (1007047)
  • Android: Fixing graphical corruption when screen resolution is changed (785610)
  • Android: Implement TouchScreenKeyboard.selection
  • Android: Improve performance when pausing/playing a WebCamTexture repeatedly on Android. (917983)
  • Android: We now show a error message in Player Settings UI if Android Adaptive icons are not set up correctly. (1064764)
  • Animation: Allow a function with overloads to be assigned to an Animation Event. Only the first function will be called by the animation event however. Also added a HelpBox with a warning message to warn the user for that (1039852)
  • Animation: Fixed a cosmetic issue where input boxes in the animation window would overlap when large numbers were entered. (1065467)
  • Animation: Fixed ArgumentOutOfRangeException when selecting "Any State" transition in the Animator Window. (995684)
  • Animation: Fixed case of null reference exception that could occur when switching build platforms. (1024668)
  • Animation: Fixed case of warning message being issued when changing Animation Window selection in play mode in the Editor. (1046665)
  • Animation: Fixed case of wrong CurveModifiedType being sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Animation: Fixed copy/paste of multiple sprite selection in the animation window introducing delays in later frames (1028025)
  • Animation: Fixed crash caused by race condition when deleting Animation component and MeshRenderer under high stress. (1041327)
  • Animation: Fixed crash on use of controller with missing statemachine reference. (1038352)
  • Animation: Fixed crash when adding an AnimationPlayableOutput with no source Playable to PlayableGraph and exiting game. (1056043)
  • Animation: Fixed crash when calling GetSource/SetSource on invalid constraints. (1044031)
  • Animation: Fixed crash when invalid component type is used to create AnimationStream handle. (1032369)
  • Animation: Fixed crash when null animator is passed to any AnimationPlayableUtilities functions. (1041877)
  • Animation: Fixed crash when previewing a prefab with an empty game object names in its hierarchy. (1026947)
  • Animation: Fixed crash when you modify a controller in a PlayableGraph while in playmode (991264)
  • Animation: Fixed Integers and Enum in nested structs in a MonoBehaviour not beeing animated. (1019123)
  • Animation: Fixed keyframing issues affecting animation clips with root motion in the Animation Window. (952189)
  • Animation: Fixed MonoBehaviour recording when more than one copy of the same component exists on an object. (1063505)
  • Animation: Fixed performance issues when dragging large amount of keyframes from multiple curves in the dopesheet editor. (1032730)
  • Animation: Made Animator.CrossFade documentation more explicit (making Feature request 965113 obsolete)
  • Apple TV: Bluetooth remote controller support for tvOS (1021795)
  • Asset Import: Editor crash reimporting an asset tied to a missing scripted importer (1025425)
  • Asset Import: fix switching scripted importer reapplies old import settings (1056618)
  • Asset Import: Fixed case of blendshapes animation tracks not being bound to blendshapes when BlendShapeChannel and targetShapes have no name in FBX. (1025917)
  • Asset Import: Fixed Cubemap compressed texture size calculations to pick correct compression method (1045716)
  • Asset Import: Fixed inability to choose anything other than "Auto" for the default texture format in the TextureImporter (955096)
  • Asset Import: Fixed issue with MonoBehaviours and ScriptableObjects not being recognized in .NET 4.x .dlls after changing scripting runtime version from .NET 3.x to .NET 4.x. (1012922)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets. (1060952)
  • Asset Import: Fixed the ScriptedImporter default inspector. (1040745)
  • Asset Import: Fixed wrong texture colors when importing assets using Sketchup tinted materials. (964166)
  • Asset Import: ModelImporter would crash unity when setting a null avatar mask. (1066253)
  • Asset Import: Scripted importers selection of main asset was not always applied correctly. (969107)
  • Asset Import: ScriptedImporter changing the version number does not trigger a re-import after renaming the importer (1065609)
  • Asset Pipeline: Fix editor crashes under certain conditions when adding assets without .meta files before starting editor (1035960)
  • Asset Pipeline: Improved performance when importing assets and saving scenes, by caching all asset post-processor types.
  • Audio: Added better descriptive error message when streaming unsupported formats for the current platform and the URL doesn't contain meaningful information. (925882)
  • Audio: Fixed a potential hang when playing streamed sounds from WWW/UnityWebRequest. Fixed playback of partially downloaded sounds in certain cases. (1016705)
  • Audio: Fixed crash when unloading audio data in the same frame as an AudioSource started playing it. (1008302)
  • Audio: Previously, AudioSource.minDistance could be set to be greater than the AudioSource.maxDistance via script, contrary to what is possible in the AudioSourceInspector. It is now clamped between 0 and maxDistance. (978664)
  • Build Pipeline: Fixed case of empty build folders being created in project directory after failed builds. (856971)
  • Build Pipeline: Fixed issue where EditorBuildSettings was not updated when a scene was moved or renamed. (1038666)
  • Build Pipeline: Fixed issue where scripts only build would fail when both il2cpp and code stripping were in use. (1063594)
  • Editor: Add Component doesn't accept New script name instead of "NewBehaviourScript". (1043229)
  • Editor: Added 1px interior stroke to color slider thumb to improve visibility against light background. (1058139)
  • Editor: Added a check at project initialization to verify that at least 256 MB is available, and emits a warning message in the Editor console if not. (840183)
  • Editor: Added check for assembly references before loading them in the editor. Fixes various issues with crash/errors when trying to load assemblies for which their references no longer exist or are incompatible with the editor (996976, 1045480)
  • Editor: Assets name are not part of the Preset serialization anymore. (1044464)
  • Editor: Backed out a change that made Unity Mac Editor render timer tick while menus and other modal popups were open (1027527, 1028213)
  • Editor: Editor drawing is consistent between Linear and Gamma space projects on all machine types (Mac, Windows, Linux) and graphics APIs (D3D, Metal, OpenGL, Vulkan), including content drawn in Scene View and Game View. (1004112)
  • Editor: EditorApplication.Exit will now shut down the graphics device before exiting.
  • Editor: Excluded MonoImporter and MonoScript types from Preset system. (1046041)
  • Editor: Fix "UI Elements View" Asset throws "Null Reference Exception" on de-selection (1036610)
  • Editor: Fix a NullReferenceException in the inspector window when handling none set scriptable object (1048653)
  • Editor: Fix an issue manifesting on a small set of hardware where clicking on a menu item under some circumstances can crash the editor (1033991)
  • Editor: Fix bad focus on ColorField from UIElement (1010002)
  • Editor: Fix command line license return issue (1048839)
  • Editor: Fix crash when loading additive scene containing corrupted GameObjects. (1056080)
  • Editor: Fix crash when several characters are entered into the new script name input field (1060241)
  • Editor: Fix issue with "Unable to find key name that matches 'right'" error when switch to .NET 4.x scripting runtime when Turkish locale is set. (1058961)
  • Editor: Fix issue with .js/.cs/.boo files getting compiled in "Assets/WebGLTemplates" and "Assets/StreamingAssets" folders. (1060319)
  • Editor: Fix issue with .pdbs getting deleted in Library/ScriptAssemblies after compiling .asmdefs on startup (1072529)
  • Editor: Fix locking the InspectorWindow to a ScriptableObject sometimes not surviving assembly reloads. (1035491)
  • Editor: Fix multi-edit of delayed numeric field when discarding changes (1021293)
  • Editor: Fix outline color changing between Gamma and Linear space projects. Guard the editor UI against GUI elements generating bad colors and NaNs. Screen captures from within the editor's Game View match the Player's results with regards to Canvas and IMGUI drawing. (1028386)
  • Editor: Fix rendering of list view items in multiple places in audio mixer UI (833537)
  • Editor: Fix to allow dropdowns to get keyboard focus by default on Linux.
  • Editor: Fix to set targetframeworkversion correctly for rider and vscode when running under the new 4.x runtime.
  • Editor: Fix undo for audio mixer group visibility toggle (833534)
  • Editor: Fix undo for Solo/Mute/Bypass for multiple selected audio mixer groups (718311)
  • Editor: Fix UnityException when calling EditorGUIUtility ObjectPicker methods from Custom Editor (1061966)
  • Editor: Fix VU-meter drawing in the mixer window during audio preview (716214)
  • Editor: Fix warning when trying to select multiple elements with mouse capture. (1020813)
  • Editor: Fix: Starting a process in a test no longer causes an IOException when reading hte standard output. (1049597)
  • Editor: Fixed "Failed to copy lightmap snapshot" error after toggling Baked GI checkbox while baking is active. (985915)
  • Editor: Fixed "Open source code", "Open error" in external code editor for a test method from Test Runner window. (1029918)
  • Editor: Fixed "Screen position out of view frustum" when zooming with mouse outside of Scene View (983757)
  • Editor: Fixed "Unity extensions are not yet initialized" errors on startup when UWP is selected as as build target and Visual Studio is selected as external script editor. (1067917)
  • Editor: Fixed a bug in UIElements'ListView hiding some items when scrolling or showing partially hidden items
  • Editor: Fixed a bug when Multi Scene Editing is used and baked lightmaps are generated: 'ArgumentException: Invalid SceneManagerSetup' error is shown after generating lighting or reloading the scene. (1000397)
  • Editor: Fixed a crash when importing an skp file (1004401)
  • Editor: Fixed a crash when switching Lightmap window tabs after opening project in the Developer Mode. (986844)
  • Editor: Fixed a regression which caused some keyboard shortcuts to execute while typing in text fields. (1022730)
  • Editor: Fixed an assert caused when using a Light Probe Group as Anchor Override option in a Mesh Renderer. (1002580)
  • Editor: Fixed an issue that launching Unity via Hub invalidates existing login for direct launchers (1070443)
  • Editor: Fixed an issue that was causing problems in the Animation Window in systems whose language is set to one that uses a character other than '.' for decimal separation. (1065595)
  • Editor: Fixed an issue where "Shift+Tab" does not navigate backwards on OSX. (1065620)
  • Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup (948616)
  • Editor: Fixed an issue where reverting to default layout could not be canceled (1069203)
  • Editor: Fixed an issue where the error message "Invalid memory pointer detected" is spammed in the editor log when a large number of objects are selected. (1060229)
  • Editor: Fixed an issue where the original scene would not be reopened after the player had started running PlayMode tests.
  • Editor: Fixed being able to save layout when invalid characters (OS specific) are present in the name. (1025369)
  • Editor: Fixed broken Animation panel in the Model Importer when a custom AnimationClipEditor is used. (1055621)
  • Editor: Fixed bug on Windows where pressing F to frame the selected object in the Scene View would actually execute Edit -> Lock View to Selected (1070698)
  • Editor: Fixed bug where color with max RGB component of 1 was decomposed in color picker as if it were an HDR color with exposure. (1057610)
  • Editor: Fixed bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction. (1061635)
  • Editor: Fixed bug where opening the native color picker on macOS would immediately change a color field's value to the most recent color selected. (1051179)
  • Editor: Fixed case of "Callback registration failed kMaxCallback" error (873467)
  • Editor: Fixed case of "GetPixels32 failed" when painting terrain with a texture that has DXT crunched format. (861457)
  • Editor: Fixed case of ALT + SHIFT + opening the main menu instead of executing a defined shortcut (where one exists). (1073352)
  • Editor: Fixed case of backspace adding a 0 character in compound fields in UIElements. (1049281)
  • Editor: Fixed case of clipped rendering of audioclip waveforms in the project view at small window size. (964935)
  • Editor: Fixed case of content inside a FadeGroup being clipped if horizontal position was less than 0. (1046315)
  • Editor: Fixed case of GradientEditor closing when selecting the color picker tool on OSX. (1059666)
  • Editor: Fixed case of GUI text width not being calculated correctly when GUIStyle uses Word Wrap. (1047812)
  • Editor: Fixed case of misplaced tooltips. (1040256)
  • Editor: Fixed case of null exceptions when calling various handle methods in OnGUI outside of the scene view. (1073359)
  • Editor: Fixed case of Shift+Space not maximizing moused-over windows. (1044785)
  • Editor: Fixed case of UIElements background not being the same color as a similar IMGUI element. (1051307)
  • Editor: Fixed case of Handles.DotCapHandle not respecting the zTest value. (1048024)
  • Editor: Fixed case where arrow keys would not be released on MouseUp in Scene View (1056475)
  • Editor: Fixed crash when using shader for which all subprograms failed to compile (1047382)
  • Editor: Fixed Editor instability issues relating to closing a RestService connection. (977837, 1004629)
  • Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., change checks, disabled groups), as in the ModelImporter's Animation tab (1070848)
  • Editor: Fixed FadeGroup not being present as a GUI element when fade property was 0 (minimized) or 1 (fully expanded). Now FadeGroup is always present and EndFadeGroup should always be called. (773350)
  • Editor: Fixed hang/crash when importing for Metal Compute Shader with compiler errors (1056605)
  • Editor: Fixed incorrect font in the inspector for ParticleSystem CustomData module
  • Editor: Fixed issue preventing to create a new console from clicking the console status bar when a window is maximized. (1021153)
  • Editor: Fixed issue that caused packages to not import when editor did not have focus (1001106)
  • Editor: Fixed issue where a scene asset would be visible in the object selection window for a UnityEvent callback. (788849)
  • Editor: Fixed issue where Game Object preview would change after switching scene. (1038538)
  • Editor: Fixed issue where values of a component weren't reset when right-clicking the gear icon on the component. (1068828)
  • Editor: Fixed issue whereby 'Create Empty Child' menu item logged an error in the console when a prefab was selected in the project browser. (1056130)
  • Editor: Fixed issue whereby the Version field was in the wrong place in Player Settings. (898100)
  • Editor: Fixed issue with script compilation triggering at random times during synchronous import of scripts, which could cause erroneous compilation errors to be emitted to Editor.log. (1028797)
  • Editor: Fixed losing alpha occasionally when using ETC2 RGBA (1060866)
  • Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled. (1074400)
  • Editor: Fixed mip slider not showing handle (1068861)
  • Editor: Fixed NullReferenceException when pressing SHIFT + space on a non-window element. (1073352)
  • Editor: Fixed ParticleSystem noise and sub emitter module fields becoming squashed and unreadable when the Editor was narrow. We now go to multi-line. (1053112)
  • Editor: Fixed Render alignment field being disabled when shape module is disabled but align to direction is ticked. (1056027)
  • Editor: Fixed search starting after each character typed in Project View and Hierarchy/Scene View by introducing a small typing delay (1048493)
  • Editor: Fixed text bluriness on high-dpi with non-integer scale ratios. (1025083)
  • Editor: Fixed the editor playmode tint when using UIElements. (1018617)
  • Editor: Implement Undo for audio mixer snapshot renaming (833536)
  • Editor: Improve native stack trace generation on linux
  • Editor: ModelImporter now has ability to import blend shape normals from FBX SDK. (578865)
  • Editor: PlayMode and EditMode tests now stop all execution of tests if any of the PrebuildSetup steps throws an exception.
  • Editor: Presets of AssetImporter will correctly ignore all properties that are excluded from meta files.
  • Editor: Prevent duplicate audio mixer snapshot names (722077)
  • Editor: Removed animated scroll in the Hierarchy when navigating by keys. The selected new item would not be visible on key repeat when reaching scroll edges. (986238)
  • Editor: Removed spurious/erroneous * character from "Scripting Define Symbols" in PlayerSettings. (978843)
  • Editor: Removed superfluous "(64bit)" from window title.
  • Editor: Running tests from the Test Runner window will not override any unsaved changes to the currently open scene (1024480)
  • Editor: Switched FSBTool to 64 bit on macOS and Windows
  • Editor: Test Runner: PrebuildSetupAttribute can find types in arbitrary assemblies (used to be a hard coded list of Unity specific assemblies) (1033694)
  • Editor: Test Runner: PrebuildSetupAttribute can find types in arbitrary assemblies (used to be a hard coded list of Unity specific assemblies) (1033694)
  • Editor: The color picker tool is now cancelled when changing keyboard focus.
  • Editor: The first phase of event propagation, formerly named Capture, has been renamed TrickleDown. API has been updated accordingly. MouseCaptureController function names have been simplified. This includes a few extension methods on IEventHandler.
  • Editor: The Unity selection stays sorted no matter the object instanceIDs
  • Editor: Trying to change to an invalid camera mode will throw an exception. (1033951)
  • Editor: UIElements: dispatch mouse enter/leave, mouse over/out, drag enter/leave events even when mouse is captured (960336)
  • Editor: Unity Editor will no longer automatically unlock assembly reload (960397)
  • Editor: We no longer reimport the Reflection Probe cubemaps if the user selects the same Lightmap Encoding setting (1067156)
  • Editor: We now show UIElements contextual menu on CTRL- on OSX. (1003067)
  • Editor: [Graphview] There's a "snap indicator" when you try to connect two input ports of a same node (1002414)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • Facebook: Fix for Facebook platform support is not detected by the editor (1046782)
  • Facebook: Fix issue that caused Windows standalone build issues if Facebook is also installed (984001)
  • GI: Clarify the functionality of Mobile Bumped Specular (1 Directional Light) shader (1001712)
  • GI: Fix Anti-aliasing Samples value change from Lightmap Parameters not being taken into account after a lightmap bake. (1006916)
  • GI: Fix crash when switching scenes with GI particle lights enabled (1068896)
  • GI: Fix NullReferenceException on Play Mode with Lighting window open. (1052763)
  • GI: Fix the output color for HDR lightmap textures in Gamma Space. (1035068)
  • GI: Fixed "Runtime Texture job failed with error code: 2" error after switching scene visualization mode to Indirect or Emissive. (997954)
  • GI: Fixed a hash collision for identical meshes in two or more additively loaded scenes. (974240)
  • GI: Fixed issue where changing the subtractive colour resets the environment lighting settings. (1046191)
  • GI: Fixed issue where some buttons didn't scale correctly in the Lighting Settings window (1050860)
  • GI: Fixed issue where the user defined width of columns in the Lighting Explorer didn't reset if a new extenstion was loaded.
  • GI: Fixed so that it is possible to view the realtime lightmap for terrain (980695)
  • GI: Fixed so that objects maps are no longer renderered upside down (905014)
  • GI: Make LightmapSettingsManager::CheckSettingsConsistency less verbose. Only report diffs for scenes where GI is enabled.
  • GI: Support AO for direct only baking in Progressive Lightmapper. (1010881)
  • GI: Warnings are no longer seen when ambient background differs between multiple scenes that were loaded together. (1031433)
  • Graphics: Add possibility to remove ReflectionProbe gizmo for other render pipelines. (1064410)
  • Graphics: Added CommandBuffer.ResolveAntiAliasedSurface to SRP
  • Graphics: Calling AddCommandBuffer, AddCommandBufferAsync, and RemoveCommandBuffer will no longer allocate GC memory. (1064900)
  • Graphics: Enable to hide light gizmo for SRP
  • Graphics: ETC Texture Compressor "Fast", "Normal", "Best" dropdown options are no longer broken. (1050954)
  • Graphics: Expose Reset functions or Light, Camera and ReflectionProbe for high definition render pipeline workflow. (1016209)
  • Graphics: Fix cases where LineRenderer could be missing/corrupted when using Local Space mode. (881119)
  • Graphics: Fix crash due to memcpy'ing overlapped memory.
  • Graphics: Fix crash when baking Local Space Line Renderer. (1066465)
  • Graphics: Fix disc area light handle wrong placement (1058259)
  • Graphics: Fix flipped normals on Local Space Line Renderers. (1038136)
  • Graphics: Fix for main thread stall deleting temporary render targets after calling ConvertTexture() from script. (1075850)
  • Graphics: Fix for shadow rendering when using DrawMeshInstancedIndirect. (1044712)
  • Graphics: Fix JobTempAlloc warning message in SRP (1033301)
  • Graphics: Fix submitting non-instanced property arrays via DrawMeshInstanced. (1010738)
  • Graphics: Fixed a crash when LoadImage is called on a null texture. (1064955)
  • Graphics: Fixed a race condition in the shadow culling code, which could crash Editor. (1062032)
  • Graphics: Fixed a resource leak issue with SRP BlendState when using with Graphics Jobs
  • Graphics: Fixed a shader compilation error related to UNITY_SHADOW_COORDS macro. (978069)
  • Graphics: Fixed an issues where using a SkinnedMeshRenderer and the job system could cause Unity to crash when switching from Play to Edit mode. (1064582)
  • Graphics: Fixed BGRA8 format with sparse texture on DX11. (1042465)
  • Graphics: Fixed case of deprecated TextureFormat errors being thrown erroneously. (1045495)
  • Graphics: Fixed case of pink error shader not being replaced by the updated shader after making edits to a shader include file. (1012881)
  • Graphics: Fixed case of supersampled screenshots being blurry. (1059733)
  • Graphics: Fixed case of wrong capsule collider height when imported from a SpeedTree asset. (1051448)
  • Graphics: Fixed crash in Texture2D.PackTextures when using textures with zero extents (1051229)
  • Graphics: Fixed crash on Metal in CopyTexture due to specifying more slices than there is data (1054356)
  • Graphics: Fixed crash when asynchronously uploading NPOT textures when they are not supported (1027911)
  • Graphics: Fixed Graphics.DrawMeshInstancedIndirect not supporting 32-bit indices on OpenGL
  • Graphics: Fixed point sampled on batchmode with -nographics. (1064071)
  • Graphics: Fixed rendering errors (ghost of objects) in Material Validation Draw mode. (1031995)
  • Graphics: Fixed SRP-Batcher resource leak (1053627)
  • Graphics: Fixed the issue where occasionally the build player will use a wrong shader pass.
  • Graphics: Fixed unintended interaction between special input processing and date changes. (1061535)
  • Graphics: Fixed WebcamTexture rendering with artifacts (grain & noise) when color space is set to Linear (1019984)
  • Graphics: Metal: Initial support for using MTLHeap. Fixes Tessellation performance regression when running on macOS Mojave. (1074413)
  • Graphics: Metal: Optimized CPU overhead with constant buffer updates when using SRP based render pipelines. (1052354)
  • Graphics: Rendering command buffers: Fixed using temporary render targets as UAV targets. (1033216)
  • Graphics: Shaders/Compute: New #pragma disable_fastmath to enable precise IEEE 754 rules for NaN handling on select target platforms (like Metal).
  • Graphics: SRP: Getting a temporary, multi-sampled depth texture no longer yields a warning about the destination texture being NULL. (1014408)
  • Graphics: Stopped SRP Batcher crashing on Win7 + SP1 ( Book of the Dead ) (1067685)
  • Graphics: Texture2DArray and Texture3D now check if the filtering mode is supported by the GPU and downgrade when necessary (963073)
  • Graphics: The VFACE variable is incorrect in shaders when rendered from a Reflection Probe (1027670)
  • Graphics: Various graphics Bugs when new SRP Batcher is ON in SampleGame,Fontainebleau and BOTD demos (1036664)
  • IL2CPP: Adding missing support for System.IO.Directory.GetLogicalDrives() on Windows desktop. (1057411)
  • IL2CPP: Corrected a race condition in the Monitor implementation that could trigger an assert when compiled in debug. (976185)
  • IL2CPP: Fix to allowing IL2CPP to function correctly in cases where a generic virtual method is called via reflection using MakeGenericMethod(). (1053267)
  • IL2CPP: Fix to enable primitive value type sharing by default in order to reduce build time significantly for some projects. (1029611)
  • iOS: "Disable Depth and Stencil" now works on Metal. (921435)
  • iOS: Added a way to specify the order when adding new copy file and build script phases to the Xcode project (978996)
  • iOS: Added Input class support for bluetooth keyboard on IOS and tvOS. (904052)
  • iOS: Added UI navigation support for bluetooth keyboard on IOS and tvOS. (1051178)
  • iOS: Changing iPhone X orientation manually to upside-down portrait is no longer permitted, as it's not supported by the device. (1064081)
  • iOS: Do not crash when reading shaders from AssetBundles built before 2017.3 (1038178)
  • iOS: Fix device model detection on simulator (1033270)
  • iOS: Fix for incorrect 'Success' message when a build fails during post processing stage. (1057069)
  • iOS: Fix for iOS build failure when the bundle ID doesn't include a dot (1053292)
  • iOS: Fix values not updating when multiple iOS PlayerSettings inspectors are open. (971213)
  • iOS: Fixed an issue preventing entitlements files from being updated when appending a build. (1064795)
  • iOS: Fixed broken "Hide Mobile Input" Input Field option. (1044120)
  • iOS: Fixed case of iOS splash images being shown incorrectly on iPhone 5, iPhone 6. (1053233)
  • iOS: Fixed case of UnityEditor.iOS.Xcode not being found when running Editor in batch mode. (1018716)
  • iOS: Fixed crash when command line arguments passed to Unity initialization function are NULL.
  • iOS: Fixed error message for lost connection on iOS. (1071825)
  • iOS: Fixed Font.GetOSInstalledFontNames being incorrectly populated under some circumstances (1017006)
  • iOS: Fixed iOS8 Render Texture Crash (1027704)
  • iOS: Fixed Screen.safeArea returning a bigger view frustrum than Screen.width & Screen.height in zoomed display mode (1027960)
  • iOS: Fixed splash screen transition to first scene. (1071087)
  • iOS: Fixed wrong Vuforia plugin path on Windows for iOS build target. (1010209)
  • iOS: Met

New in Unity 2018.2.7f1 (Sep 21, 2018)

  • Fixes:
  • (1066381) - Deployment Management : Fixed a crash when using sprites with no texture with the splash screen.
  • (NONE) - Android : Player binary files contain .note.unity section with version and stripping information. This is useful for certain automation tools.
  • (1061635) - Editor : Fixed a bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction.
  • (NONE) - Editor : Fixed a potential crash when calling Provider.GetLatest
  • (1048493) - Editor : Fixed slow search in project view and scene/hierarchy views by starting the search only when the user pauses from typing instead of searching after every character typed.
  • (1069263, 1066381) - Graphics : Fixed a crash when using sprites with no texture with the splash screen.
  • (1061004) - Graphics : Fix for crunch compressed texture support in texture mip map streaming.
  • (1065223) - IL2CPP : Fixed deadlock on exit when calling back to managed code on a thread that doesn't exit before player shutdown.
  • (1068426, 1061635) - Inspector functionality : Fixed a bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction.
  • (1069065) - Timeline : Fixed Drag and Drop of Playable Assets from Project folder onto Timeline tracks.
  • (1041817) - XR : Scenes will no longer be y flipped when running on the HoloLens.

New in Unity 2018.2.6f1 (Aug 31, 2018)

  • Fixes:
  • (1070250 (1064071)) - 2D: Fixed an issue where building sprite atlas via batchmode with -no-graphics on the command line would result in point sampled sprites.
  • (1064876 (1063235)) - Asset Import: Fixed FBX model import crash when importing files that contains stereo cameras.
  • (1072565 (1045074)) - Editor: Fixed drag/dropping material preset onto a material not correctly refreshing the material inspector and the material icon.
  • (1072564)- Editor: Fixed PresetManagerEditor not correctly refreshing the list of available presets whenever the list of the manager is changing.
  • (1066405) - IL2CPP: Prevented a memory leak in delegate unsubscription with the new script runtime.
  • (1068657) - IL2CPP: Prevented a crash in il2cpp::os::Image::Initialize when Unity is embedded in another app on iOS.
  • (1045881 (1027704)) (1030311) - iOS: Fixed crash when using Depth Only camera and when using LWSRP.
  • (1042973) - UI: Fixed FieldMouseDragger on labels in ShaderGraph.
  • (1047330) - XR: Windows MR now reports it's inputs properly and no longer spams the console.
  • (None) - XR: XR.InputTracking now only reports XRNodeStates for connected controllers on mobile.

New in Unity 2018.2.4f1 (Aug 20, 2018)

  • Fixes:
  • (1059665) - Android : Fixed stack overflow when decompressing ASTC textures at runtime.
  • (1050715) - Android : ETC texture compressor now preserves color channels when alpha is 0.
  • (1051561) - Android : Disabled 3D RenderTextures when using Vulkan on Adreno 4xx devices.
  • (1048803) - Android : Fixed GPU memory corruption when using Vulkan on Mali devices.
  • (1059717, 1062402) - Animation : Fixed root motion cache so that stale data (NaN) does not propagate in the animation hierarchy.
  • (1062576, 1060971) - Editor : Fixed invalid namespace in documentation for UIElements.
  • (None) - Editor : Fixed launch on linux desktops running wayland.
  • (989834) - Editor : Added short options for unattended mode detection in linux download assistant.
  • (1001151) - Editor : Fixed a crash when removing a toplevel menu item on linux.
  • (1050874) - Editor : Fixed crash when calling GUILayout.Window multiple times in an editor window's OnGUI.
  • (1048553) - Editor : Fixed a crash when imgui events get removed in the same frame that they're used.
  • (1048491) - Editor : Fix for package scripts not showing up in script execution order inspector.
  • (970038) - Graphics : Improved CPU performance running GLES3 on some Android devices particularly for scenes with large number of draw calls.
  • (1052529) - IL2CPP : Improved managed stack traces on Android in some cases.
  • (1063886) - IL2CPP : Now return the proper address list from DNS.GetHostEntry on posix platforms.
  • (1058590) - IL2CPP : Implemented the Socket.IOControl method for the new scripting runtime.
  • (1051253) - iOS : The default Adaptive icon now will only be included if no legacy or round icons are set and if the default icon field is empty.
  • (1038876) - Mobile - Android : Fixed GLSL uniform arrays on android 4.* VideoCore and Vivante GPU.
  • (1054313) - OSX : Fixed a case of Mac Standalone player crashing on launch when the width / height is set to 0 in Preferences.
  • (None) - Package Manager : Missing ProjectVersion.txt file would write error in console during migration
  • (1036736) - Package Manager : "Failed to change file flags" spam in Unity console.
  • (943649) - Particles : Properly handle NaN coming from PhysX due to internal bug.
  • (1028462) - Particles : Cleanup temp memory even when simulation doesn't need advancing.
  • (1032743) - Particles : Fixed a crash when sprite atlas is not included in build.
  • (1003997) - Particles : Fixed an issue that could cause re-selecting a Particle System in the Editor to be very slow in some situations.
  • (1064472,105444) - Physics : Fixed a crash triggered by changing cook option on a deactivated mesh collider.
  • (1049604,1049157) - Profiler : Increased maximum allowed memory usage for profiler in the Editor to 256MB
  • (1025248) - Scripting : Fixed MonoScript default constructor not working correctly.
  • (1056395) - Scripting : Fixed a single quote and trailing whitespaces issues while parsing namespaces in C#.
  • (1062514) - : Scripting : Fixed a random crash during GC thread suspend on OSX.
  • (1062676) - : Scripting : Fixed a crash on exit when domains are created.
  • (1044157) - Scripting Upgrade : Fixed an issue where converting from UTC to local time may have been off by one hour for some timezones.
  • (1066020, 1059730) - UI : Reduced the wobbling in the editor caused by resizing windows.
  • (1025639) - UI : Fixed EndLayout group or Stack empty error after progress dialog is displayed.
  • (1060435) - UnityLinker : Prevent an error in the linker when an unused method is stubbed and that is the only method on the type.
  • (1056212, 1056215) - VersionControl : Editor Made UnityEditor.VersionContro.Asset.isInCurrentProject return true if the asset file exists and is within the current project root.
  • (973778) - Video : Fixed an issue where a specific video was not played when built via command line.
  • (1067985, 1025433) - XR : Fixed Play mode crash when continually running Windows MR in editor.

New in Unity 2018.2.3f1 (Aug 13, 2018)

  • Fixes:
  • (1040282) - 2D - Fixed issue where the SpriteAtlas Inspector did not correctly update after calling SpriteAtlasExtensions.SetPlatformSetting.
  • (1037553) - 2D - Fixed issue where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved properly.
  • (1040280) - 2D - Fixed issue where SpriteAtlas packed Sprites did not render after SetPlatformSettings and PackAtlases.
  • (1046157) - 2D - Fixed issue where Sprite Renderer was rendering from the wrong Sprite Atlas with a duplicate name because of a late binding issue.
  • (1048645, 1041651) - Android - Fixed issue where instant app installs failed with the internal build system, because there was no APK Signature Scheme v2.
  • (1053353, 1041385) - Android - Unity no longer destroys Gradle Daemons after every build; it now destroys them on Editor exit.
  • (1053346, 1016755) - Android - Fixed an issue where Android Gradle builds failed when a custom template used double asterixes.
  • (1062024, 941276) - Android - Fixed an issue where multithreaded rendering became enabled when upgrading from 2017.1.
  • (1060076, 956425) - Android - Added a friendly user message when using JDK other than 8.
  • (1004980) - Asset Bundles - Fixed an issue where it was impossible to build Variants using the BuildPipeline API that takes an AssetBundleBuild array.
  • (1004980) - Build Pipeline - Fixed issue where variant bundles built via a build map show an error and have pink texture.
  • (1058139) - Editor - Added a 1px interior stroke to the color slider thumb, to improve visibility against the light background.
  • (1051179) - Editor - Fixed bug where opening the native color picker on macOS would immediately change a color field's value to the most recent color selected.
  • (1047812) - Editor - Fixed issue where Unity did not calculate GUI text width correctly when GUIStyle used Word Wrap.
  • (1063416, 1040256) - Editor - Fixed misplaced tooltip when moving UIElements position.
  • (1012892) - Editor - Appled fix to generate C# project and solution for all script editors when using Assets > Open C# Project menu.
  • (1037523) - Editor - Fixed issue with .sln project names not being unique.
  • (1047812) - Editor - Fixed issue where GUI text width was not calculated correctly when GUIStyle used Word Wrap.
  • (1032167) - Graphics - Fixed race condition when using Reflection probes extensively.
  • (1057610) - Graphics - Fixed bug where a color with a max RGB component of 1 was decomposed as if it were an HDR color with exposure.
  • (1047517) - Graphics - Fixed RenderTexture Assets using the default color format even when selecting a different format.
  • (1053308) - IL2CPP - Fixed managed debugger exception handling issue which threw an exception if the type for a catch handler was not specified.
  • (1056170) - IL2CPP - Applied fix to correctly treat the timeout value passed to Socket.Poll as microseconds, instead of milliseconds.
  • (1058474) - IL2CPP - Fixed [RuntimeInitializeOnLoadMethod] not working during certain player builds when managed code stripping occurs.
  • (1058475) - IL2CPP - Fixed [Preserve] not working during certain player builds when managed code stripping occurs.
  • (1044003) - Kernel - Fixed crash on shutdown when calling JobHandle.Complete() or Scheduling jobs during OnDisable during engine shutdown.
  • (1056554) - Kernel - Added missing information to Scripted Importers serialization. This fixes script change detection so that Unity can reimport Assets correctly.
  • (1056554) - Kernel - Fixed Unity crashing when trying to preview an Asset with scripted importers.
  • (1060093, 1056406) - Kernel - Fixed crash and modified behaviour when passing null to Transform.Find.
  • (1062524, 1049679) - Linux - Fixed keyboard input buffering at low framerates on Linux.
  • (None) - Mono - Removed the 32-bit slice from Mono, so that macOS App Store submissions are not rejected.
  • (1056126) - OSX - Fixed regression of Gamepads and Joysticks not working in Mac OSX Standalone player.
  • (769969) - OSX - Fixed issuewhere the Player configuration window would not open when you clicked its tray icon in OSX Dock panel.
  • (None) - Package Manager - Fixed an issue where upm.log (and UnityLog.txt on Mac) would get spammed when running offline search requests.
  • (None) - Package Manager - Fixed an issue where existing npm configuration files would interfere with the Package Manager. - (
  • (None) - Package Manager - Fixed an issue where HTTP requests from Unity to the local upm server would abort after 2 minutes.
  • (1061427) - Package Manager - Fixed issue where packages downloaded for one registry became available on all registries.
  • (1062050) - Particles - Added a warning message that appears when you assign a non-read/write Mesh to a Renderer that won't be shown.
  • (1062051, 1051205) - Particles - Fixed crash and added a warning message that appears when you assign a non-read/write Mesh to the Shape module.
  • (1043662) - Physics - Fixed crash when deactivating/re-activating a transform in RunTimeInitializeOnLoadMethod, if there is a Rigidbody attached.
  • (1030966) - Physics - Fixed a bug when WheelCollider.GetGroundHit causes crash at Scripting::ScriptingWrapperFor if WheelCollider is null.
  • (1061733, 1025263) - Physics - Fixed a performance regression when using continuous collision detection on kinematic Rigidbody components,
  • (1041208) - Physics - Fixed an issue where RaycastCommand would yield a wrong result if input ray direction was not normialized.
  • (1060013, 1050751) - Physics - Fixed an issue where a Collider's underlying PhysX Transfrom did not update correctly when reparenting.
  • (1064077) - Scriptable Build Pipeline - Fixed an issue where Unity was stripping precompiled assembly serialized data in the Scriptable Build Pipeline.
  • (1032183) - Scripting - Fixed issue where packages would sometimes not compile when starting the Editor with "Assembly has reference to non-existent assembly" .asmdef errors.
  • (None) - Services - Fixed an issue which inadvertently enabled Analytics when creating a new project.
  • (1044712) - Shaders - Fixed issue where Custom Surface Shader did not handle Shadow correctly when used from DrawMeshInstancedIndirect.
  • (1062117) - Timeline - Fixed Animation Track refresh when Avatar Masks are updated on override tracks.
  • (1046113) - VR - Updated copy of warning and log message when using Canvas screen space overlay render mode with VR enabled.
  • (1059945) - XR - Fixed issue where XR plug-ins delivered via the Package Manager (notably ARCore and ARKit) produced warnings in the console window regarding multiple GUIDs.
  • (None) - XR - Shifted Gear VR Touchpad Axes to 16 and 17 in for consistency with other platforms.
  • (None) - XR - Updated Resonance audio plugins to version 1.2.1. Fixed a meta file issue in OSX standalone builds.

New in Unity 2018.2.2f1 (Aug 6, 2018)

  • Fixes:
  • Android: Fixed rendering on Tegra 3 devices.
  • Android: Fixed Vulkan rendering errors on Adreno devices
  • Android: A friendly user message is now shown when using a JDK other than 8. (956425, 1060076)
  • Animation: Fixed wrong CurveModifiedType sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Editor: Fixed editor crashes when calling EditorUtility.SetDirty(null). (1060898, 1061076)
  • GI: Correctly sample area lights from probes in Progressive Lightmapper. (1033074)
  • GI: Fix low CPU utilization when baking with the progressive lightmapper (1013830)
  • Graphics: Fixed a crash (out of bound array access) when some empty RenderPass is used in SRP context. (1002440)
  • Graphics: Fixed possible crash during shader warmup when using Vulkan.
  • Graphics: Fixed Vulkan validation errors during texture uploads.
  • Graphics: Fixed a resource leak issue with SRP BlendState and Graphics Jobs
  • OSX: Fixed framerate being limited in batch mode when Application.targetFrameRate == -1. (1022906)
  • Package Manager: Fixed not being able to create assets from drop down menu if any projectSettings are opened in inspector. (975732)
  • Particles: Particles are now allowed to use dynamic batching and GPU instancing at the same time for mesh particle systems. Batching allows for a single material setup between systems, and instancing allows for efficient rendering of mesh particles.
  • Scripting: Fixed "using static" directive causing Unity to not find the class in the script (962043, 962275)
  • Scripting: Fixed crash when dragging a script with a UI or RectTransform component requirement to a GameObject. (1036699, 1057076)
  • Scripting: Fixed random memory corruption and crash usually surfaced during liveness.
  • Timeline: Fixed parent constraint does not work in timeline preview. (1057525)
  • XR: Fixed crash that causes the VR device to stop rendering when render texture size is too large and not a power of 2. (1027366)
  • XR: Fixed issue where HMD's would only render a single frame and black everywhere else when Game tab isn't visible during play mode. (878454)

New in Unity 2018.2.1f1 (Aug 1, 2018)

  • Fixes:
  • (1027063) - 2D: Fixed tab button not switching to other input fields in the sprite editor window.
  • (1054125(1045785)) - Android: Fixed android crash on startup related to having 18 thousand or more assets.
  • (1045436) - Android: Fixed crash when "Use 32-bit Display buffer" is unchecked in PlayerSettings.
  • (1056241) - Animation: Fixed parent-child constraint source weight influencing even if set to Zero.
  • (947055) - Asset Import: ScriptedImporter - Fixed display of properties that should be read-only in the inspector.
  • (1059266(1035312)) - Editor: Fixed issue where sprite was not loaded correctly from Sprite Atlas into scene after late binding.
  • (947055) - Editor: Fixed ScriptedImporter fields not read-only in Inspector.
  • (1058290(1037161)) - Editor: Fixes VSCode opens multiple files with spaces in project name.
  • (1028797) - Editor: Fix issue with script compilation triggering at random times during synchronous import of scripts. Could cause erroneous compilation errors to be emitted to the Editor.log.
  • (1041276(948616)) - Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup.
  • (1040404(1018539)) - Editor: Fixed a transform error caused by particle collision events when it's object was being destroyed.
  • (1058347(1046782)) - Facebook: Fixed for Facebook platform support is not detected by the editor.
  • (1046782) - Facebook: Fixed for Facebook platform support is not detected by the editor.
  • (None) - GI: Fixed up so that area lights have a toggle instead of a dropdown.
  • (1057921) - Graphics: Fixed Metal/Vulkan/OpenGL shader codegen issue with translating a special case with MOVC instruction.
  • (1020262) - IL2CPP: Fixed an issue with call-by-reference method arguments not being properly preserved in certain circumstances.
  • (1037601) - IL2CPP: Improved performance of thread synchronization for reflection calls.
  • (1045847) - IL2CPP: Fixed IL2CPP build failing when project contains a .winmd file that is compiled from C# code.
  • (1044485) - IL2CPP: Fixed calls to native functions from delegates using stdcall calling convention, even if explicitly marked as cdecl. Caused problems on windows x86 (and UWP x86), leading to rare crashes in code using SSLStream.
  • (1042026) - Scripting: Fixed crash when calling DestroyImmediate(gameObject) in OnApplicationQuit after script recompile in the editor. Fixes ZenInject crash that would happen sometimes after exiting play mode.
  • (1053937) - Timeline: Fixed issue where the PlayableDirector would not report the correct state when going into play mode after the editor was previously paused.
  • (1043171) - Universal Windows Platform: IL2CPP will now successfully be able to P/Invoke into kernel32.dll!GetNativeSystemInfo and Event tracing APIs in advapi32.dll.
  • (1049132(1041274)) - Web: Fixed crash when sending the same UnityWebRequest twice.

New in Unity 2018.2.0 Beta 3 (May 5, 2018)

  • Features:
  • IL2CPP: Add support for managed code debugging on Android.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display pivot position in pixels and snap pivot to pixels when you drag it.
  • API Changes:
  • Animation: Refined the experimental Anim C# Jobs API, renamed and changed some fields in AnimationStream and AnimationHumanStream (e.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, 'DoF' renamed to 'Dof', etc.)
  • Fixes:
  • 2D: Fix exception IndexOutOfRangeException when using Sprite Editor Window's alpha trimming after switching to different texture (1010125)
  • 2D: Fix GameObject disappaering in SceneView when zooming in after switching from 3D view to 2D view when SceneView camera is in front of the GameObject (1005508)
  • Editor: Fix crash on quitting the Editor when Verify Saving Assets is turned on (1027527)
  • Scripting Upgrade: Fix unexpected behavior processing async/await continuations (991724, 1006978)

New in Unity 2018.1.1f2 (May 5, 2018)

  • Features:
  • 2D: [Experimental] Added experimental API to support Sprite animation.
  • 2D: [Experimental] Added the ability for you to add functionality for Sprite editing in the Sprite Editor Window.
  • Android: Added a new interface, IPostGenerateGradleAndroidProject, with a callback that Unity calls after it generates the Android Gradle project, but before it builds it.
  • Android: Added a new setting, Sustained Performance Mode, which sets a predictable, consistent level of device performance over longer periods of time without thermal throttling.
  • Android: Added ARM64 (also known as AArch64) experimental support.
  • Animation: Added Position Constraint, Rotation Constraint and Scale Constraint components.
  • Also see "Constraint Creation" and "Constraint Activation" items.
  • Animation: Added new Parent Constraint component.
  • Multisource Animation:
  • Animation: Added the Aim Constraint component.
  • Animation: Added weighted tangent support to AnimationCurve.
  • Animation: Constraint Activation:
  • Animation: Constraint Creation:
  • Asset Import: Added support for importing Aim constraints from FBX files.
  • Asset Import: Added support for importing Parent Constraints from FBX files.
  • Asset Import: Added support for importing Point, Orient and Scale constraints from FBX files.
  • Asset Import: Added OnPreprocessAsset callback in AssetPostprocessor (also see API changes) .
  • Asset Import: [Experimental] Added experimental API to generate Textures/Sprites from Importer Settings.
  • Audio: Added Google's Resonance Audio plug-ins.
  • Build Pipeline: Added ability to store and retrieve GameObject references by name through EditorBuildSettings.
  • Build Pipeline: Added new API for changing platform icons. It supports platform-specific icon types and multi-layer icons. See documentation on PlayerSettings.SetPlatformIcons for more information.
  • Build Pipeline: Added new BuildReport API. Building Players and AssetBundles now returns a BuildReport object that allows you to query information about the build process and outputs.
  • Build Pipeline: Android Build & Run now has target device selection in Build Settings. This allows you to deploy to either a specific single device, or to all supported devices simultaneously.
  • Cache Server: Added -CacheServerIPAddress command line argument to connect the Editor to specified Cache Server on startup.
  • Editor: Added a Clear on play button to the Unity Profiler window.
  • Editor: Added a preset class that allows you to save serialized information about a GameObject to a .preset Asset, and apply it later to the same GameObject type.
  • Editor: Added new ObjectFactory API that allows you to create a GameObject using default values. See Scripting API and documentation on Presets for more details.
  • Editor: Added Templates for 3D, 2D, 3D with Extras (Preview), Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview) to streamline the new user experience with Scriptable Render Pipeline features, as well as to define better starting points for graphical, player, and lighting settings. description description
  • Editor: Unity now compiles Assembly Definition File (asmdef) assemblies on startup, before any other scripts (such as Assembly-CSharp.dll), and does not stop compilation on the first compile error. Uniy loads all asmdef assemblies that succesfully compile and have all their references compiled, then compiles the remaining scripts (Assembly-CSharp.dll and friends). This ensures that Unity packages are always built and and loaded, regardless of other compile errors in the Project.
  • Editor: When running PlayMode and EditMode tests in batch mode, you can now specify which scripting back-end to use, via a Test Settings file.
  • GI: Progressive Lightmapper is now out of preview!
  • GI: [Experimental] Added experimental API for baking sky occlusion in Progressive Lightmapper. The sky occlusion value for a given input position defines what fraction of the sky is visible for that point. It takes into account any static GameObjects. The sky occlusion allows you to apply the correct amount of sky lighting to GameObjects that are otherwise hard to lightmap, such as trees and foliage.
  • GI: [Experimental] Added new experimental C# interface to pass light information to the GI baking back-ends.
  • Graphics: Added dynamic resolution support for Playstation 4.
  • Graphics: GPU Instancing now supports GI.
  • Unity can now automatically batch GameObjects affected by Light Probes, Occlusion Probes (in Shadowmask mode) or lightmaps, with Foward and Deferred pipeline.
  • Unity can send Light Probe and Occlusion Probe data to Graphics.DrawMeshInstanced using the LightProbeUsage.CustomProvided mode.
  • Added New APIs to calculate probe data and copy it to MaterialPropertyBlock: LightProbes.CalculateInterpolatedLightAndOcclusionProbes, MaterialPropertyBlock.CopySHCoefficientArrayFrom, MaterialPropertyBlock.CopyProbeOcclusionArrayFrom.
  • Graphics: Metal: Added support for tessellation using DX11 convention through hull/domain shader stages.
  • Graphics: [Preview] High Definition (HD) Render Pipeline (in preview for 2018.1): a modern renderer built on the Scriptable Render Pipeline (SRP).
  • See documentation here: High Definition Render Pipeline overview
  • Blogpost: The High Definition Render Pipeline: Focused on visual quality
  • Launcher: The launcher now allows users to select one of the new project templates when creating new projects. Project templates available currently: 2D, 3D, 3D With Extras (Preview), Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview).
  • Multiplayer: You can now set Unity up to send you notifications about defined callbacks when there is something to read or the connection is ready to send information.
  • OSX: Added support for IL2CPP scripting backend for Mac Standalone player.
  • Package Manager: Added Package Manager User Interface to allow you to manage a Project's packages and discover new packages.
  • The Package Manager UI is itself a package, at version 1.8.8 at this time. Versions 1.8.x of the package are verified for use with 2018.1. Versions 1.9.x or newer may be available for download via the Package Manager UI itself, but are not officially verified for 2018.1.
  • Open the Package Manager from the Editor main menu (Window > Package Manager).
  • The 'In Project' tab shows the packages (and versions) in the current Project.
  • The 'All' tab shows other packages available for this version of Unity: including preview packages and newer versions of packages in the current Project.
  • The right hand pane shows information about the package, and contains links to the package documentation. description
  • Particles: Added GPU instancing support for Particle System Mesh rendering. description
  • Particles: Added support for Orbital Velocity to the Velocity over Lifetime module.
  • Particles: All Particle Emitter shapes now support reading a Texture for masking and color tinting.
  • Physics: 2D Physics can now use all the cores on a device to run its simulation. See Job Options (Experimental) in 2D Physics Settings.
  • Player: Added an experimental API, UnityEngine.Experimental.LowLevel.PlayerLoop. This allows you to change the order in which Unity invokes engine systems, removes engine systems from the update order, or inserts new C# entry points at any point in the update cycle.
  • Scripting: Added a new command line option, overrideMonoSearchPath, for desktop standalone players (OSX, Windows). This specifies an extra folder to search when Mono is loading assemblies. You can use this to re-use Assets but load different scripts.
  • Scripting Upgrade: Added support for Portable PDBs when running with the new scripting runtime.
  • Scripting Upgrade: Scripting Runtime Upgrade is no longer in Experimental.
  • Video: Added audio sample output API for the VideoPlayer, with support for access from C# or C++.
  • Video: Added support for reading videos from AssetBundles on Android.
  • Web: Added custom certificate validation support to UnityWebRequest. See CertificateHandler script documentation for more info.
  • Web: Added UploadHandlerFile for UnityWebRequest. This sends file contents as a request body, without loading the entire file to memory.
  • Windows: Added support for IL2CPP scripting backend for Windows Standalone player.
  • XR: Added 360-degree stereo image capturing, with support for converting rendered textures (cubemap) to stereo and mono equi-rectangular format for display in VR. Added new API: RenderTexture.ConvertToEquirect().
  • XR: Added a new option in the Windows MR Player Settings called Enable Depth Buffer Sharing. This allows the OS to better stabilize images without the need to manually set the focus plane.
  • XR: Added Standalone player support for stereoscopic 360-degree image capture for VR and non-VR projects on Win64/macOS platforms.
  • Use the 360 Stereo Capture UI checkbox in the VR Editor Settings panel to generate 360-degree capture shader variants when building a Standalone Player.
  • Added PlayerSettings.enable360StereoCapture binding.
  • XR: Added support for capturing stereoscopic 360-degree images for VR and non-VR projects. Added omni-directional stereo (ODS) support in the Shader pipeline for rendering to 360-degree stereo cubemap.
  • Added support for 360-degree stereo cubemap rendering in forward/deferred pipelines, directional/point light shadows, Skybox, MSAA, HDR and post-processing stack.
  • Added ODS rendering support for screenspace shadows via separate ODS world space passes and render textures, to avoid incorrect shadows per eye.
  • Added stereo RenderToCubemap API script support: camera.RenderToCubemap with stereo eye parameter.
  • Changes:
  • Android: Input field character now always appears at the end of text when opening keyboard. (966477)
  • Android: Newly created projects now default to ARMv7 CPU architecture.
  • Android: Removed support for UnityPlayerProxyActivity.
  • Android: SDK Platform 26 now required to build for Android.
  • Android: Unity now creates a 2048-bit RSA key for signing the APK.
  • Android: Updated JDK requirements to JDK 8. This a requirement from the latest Android SDK.
  • Animation: Starting play mode while editing an Avatar configuration will no longer change the current scene. (916586)
  • Audio: Added error message when calling AudioSource.GetSpectrumData or AudioListener.GetSpectrumData with float arrays that are not a power of 2 or are outside the valid range between 64 and 8192 samples. (827154)
  • Editor: Added InspectorWindow.OnPostHeaderGUI callback to allow drawing of custom GUI elements in the inspector window.
  • Editor: Compiling 'unsafe' C# code now requires the "Allow 'unsafe' code" option to be enabled in the player settings for predefined assemblies (Assembly-CSharp.dll, etc.) and in the inspector for Assembly Definition Files assemblies. Enabling this option will make Unity pass the /unsafe option to the C# compiler when compiling scripts.
  • Editor: Removed MonoDevelop 5.9.6 from macOS and Windows installers and deprecated support for it in Unity. Visual Studio for Mac is installed as the C# code editor on macOS and Visual Studio 2017 Community on Windows.
  • Editor: Removed the "Intensity" float field next to HDR texture fields in Material editors. Use the exposure controls in the Color Picker instead.
  • Editor: Substituted "intensity" float field in the Static Emissives tab of the Light Explorer for HDR color field; instead use the exposure controls in Color Picker.
  • Editor: The plug-in code that creates Textures used in rendering with IMGUI should now avoid specifying them in linear space (i.e. should set the linear parameter to false in the Texture2D constructor). Otherwise, GUI elements drawn with such textures might look washed out when the project is working in Linear space (Player Settings > Color space: Linear). (908904)
  • GI: Support for hiding and disabling GI features when making a render pipeline.
  • Graphics: Deprecated PlayerSettings.defaultIsFullscreen. Use PlayerSettings.fullscreenMode instead.
  • Graphics: GraphicsSettings shaders are no longer loaded on startup.
  • Graphics: Metal tessellation: Improved shader importing error reporting for when features are unsupported.
  • IL2CPP: Deprecated BuildOptions.IL2CPP, which never actually did anything. (986326)
  • iOS: Increased min target iOS version to 8.0.
  • iOS: iOS now links with Security framework by default. To remove it, set a pre-processor define DISABLE_WEBREQUEST_CERTIFICATE_CALLBACK and remove "Security" from the list of linked frameworks in Xcode.
  • iOS: ScreenOrientation.Unknown is deprecated.
  • OSX: Metal is now the default graphics backend for Editor.
  • Package Manager: Unity Package Manager project sub-folder was moved from UnityPackageManager to Packages. This is to align the physical path with the logical path of packages. Notes:
  • Projects configured with a NuGet should change their configuration to point to another folder (default repository path for NuGet configuration is packages). The risk of NuGet and Unity Package Manager sharing the Packages folder is minimal, but we suggest to separate them nonetheless to avoid any issues.
  • When opening a project created with a previous version, a migration flow will copy the content of the UnityPackageManager folder to the Packages folder. It is left to the project maintainer to erase the UnityPackageManager folder and update source control configuration.
  • Services: Replaced web-based Collab history window with improved RMGUI version.
  • Substance: Built-in support for Substance Designer materials is deprecated in Unity 2017.3, and will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you will need to install a suitable third-party external importer from the Asset Store.
  • Universal Windows Platform: Build & Run now defaults to 64-bit player when running on local machine.
  • Web: AssetBundle-related parts of UnityWebRequest have been split into a new module, allowing UnityWebRequest to be used without pulling in AssetBundle module. API change: UnityWebRequest.GetAssetBundle -> UnityWebRequestAssetBundle.GetAssetBundle.
  • WebGL: Removed experimental label from WebAssembly linker target.
  • Windows: Removed support for Windows XP in Standalone Player builds. Windows Vista is the minimum supported OS now.
  • Windows: The Build Player location selection dialog now asks for a folder rather than a file name when building Windows standalone player. The BuildPipeline.BuildPlayer API is not affected by this change. (995320)
  • XR: Standalone UWP applications targeting Windows Mixed Reality now cause the OS to notify you if the Mixed Reality components are not installed or a headset is not connected, rather than silently falling back to non-VR desktop mode.
  • XR: Updated Google VR
  • Improvements:
  • Android: Added ability to use the activity attribute when setting max aspect ratio since API 26.
  • Android: Added API 26 and 27 to scripting and the Editor.
  • Android: Added support for Linear Rendering without additional fullscreen blit on Android O.
  • Android: Added GUIUtility.systemCopyBuffer support.
  • Android: Added InputTouch.radius and InputTouch.radiusVariance properties (currently works on a limited set of devices).
  • Android: Improved shader compilation time.
  • Android: Improved Ping class performance on devices supporting ICMP sockets. More information added to Ping scripting documentation. (972519, 1005103)
  • Android: Unity is now slightly smarter about guessing the location of the Android SDK if you didn't fill it out in the Preferences.
  • Android: Unity now imprints the product name into Unity's default Android banner, making it easier to distinguish between apps on Android devices where the banner is used for showing the app.
  • Android: Updated Gradle template to not strip symbols from *.so files, because they already are stripped where needed.
  • Android: [Gradle] Added more variables to build.gradle.
  • Animation: Transition exit time condition now works with negative state speed parameter. (941112)
  • Animation: Using Reset in the Inspector while Recording an animation creates a key for each supported modified property at the current frame. (766821)
  • Animation: AnimationUtility.SetAnimationEvents now sorts AnimationEvents by time. (913430)
  • Asset Import: In optimized mode, if a root bone is specified in the unoptimized SkinnedMeshRenderer and its Transform is exposed, it now stays as it is. Otherwise, Unity sets it to root. (972082, 988438)
  • Audio: Added minDistance/maxDistance information to the native Audio plug-in interface, so spatializers can implement near-field effects.
  • Audio: Fixed Audio Profiler stall of about 0.7 ms in the main loop, which was happening even for empty Scenes.
  • Build Pipeline: The build process progress bar now shows progress updates on shaders that have more than 100 variants to prevent editor from appearing unresponsive during long builds.
  • Documentation: The Scripting Reference now shows which assembly an API is implemented in.
  • Editor: Added lightmap overlap visualization for debugging.
  • Editor: Added Rename option to the the Project view's right-click menu. (773117)
  • Editor: Added the ability to duplicate any read-only sub-asset in the Project View to get a writable copy. Select any sub-asset and go to Edit > Duplicate.
  • Editor: Added time ruler, dynamic grid lines, and the ability to select and zoom to specific intervals in the Profiler timeline.
  • Editor: Added Application.wantsToQuit and Application.quitting events to EditorApplication, enabling the user to control the Editor quit process. (802175)
  • Editor: Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints.
  • Editor: Clarified message shown in Build Settings window when the current license does not support the platform. (957929)
  • Editor: HDR color fields in the Inspector now use gradient overlay to indicate underexposed colors where the max color component is less than 1/255.
  • Editor: HDR color fields now always appear with HDR badge in the Inspector, irrespective of their current value.
  • Editor: It is no longer possible to start multiple EditMode or PlayMode test runs at the same time from the Test Runner UI. (945000)
  • Editor: Optimizations to Editor startup time.
  • Editor: Profiler now displays 3 frames of context, and supports jobs spanning more than one frame.
  • Editor: Profiler Window: Improved performance of Hierarchy View.
  • Editor: Redesigned the color picker window with exposure-based HDR controls. description
  • Editor: Reduced some heap allocations incurred every frame when drawing a serialized property with a PropertyDrawer.
  • Editor: Removed a workaround for WebViews that had been added for macOS Sierra 10.12.1. This prevents a warning message in the Editor.log file every time a WebView is added to the main window.
  • Editor: The Editor console window now displays a timestamp from when the entry was logged.
  • Editor: The Mute Audio option in the Editor / Game View now persists after Editor reload. (785243)
  • Editor: Unity now adds references and defines from mcs.rsp to generated .csproj for MonoDevelop, VS Code and Rider.
  • Editor: Unsupported shaders are now grouped in the shader selection dropdown in the Material inspector.
  • Editor: You can now select the text in the Profiler Window's "Details" sections. (787073)
  • Editor: ExecuteMenuItem can now quit the macOS EditorApplication.
  • GI: Creation of LightingDataAsset is now a job.
  • GI: Upgrades Enlighten SDK to version: 3.09.P1.62184
  • Fix for SetThreadAffinityMask crashes, backported from a newer version of Embree (CS-1196)
  • Fix in IffWriter, so that > 4GB file sizes fail instead of corrupting the file. (CS-1193)
  • Fix for CalcPrecomputedVisibilityWorkspaceSize() returning an error (CS-1204)
  • Unity no longer emits warnings for deprecated attributes that the schema definition has assigned default values to.
  • Graphics: - Directly render and sample into depth-cube map without additional color RT.
  • Enabled hardware PCF for shadow point light.
  • Added support for Vulkan.
  • Graphics: Add option to Texture Importer to select red color channel for Single Channel Textures
  • Added support for R8 uncompressed format
  • Added support for EAC_R compressed textures
  • Red channel Single Channel Textures use R8, EAC_R, BC4 formats
  • Graphics: Added new attribute ToggleUI, which you can use to display a checkbox in the Shader's Inspector without generating a keyword (unlike Toggle and ToggleOff). (986865)
  • Graphics: Added support for ETC textures with Texture2D.PackTextures, similar to DXT.
  • Graphics: Added MeshRenderer.subMeshStartIndex property.
  • Graphics: Change to allow you to attach async compute command buffers to Cameras and Lights.
  • Graphics: Enabled instancing flexible array size for Vulkan.
  • Graphics: Improved shader import handling when using #pragma target. If you are not using #pragma geometry, #pragma hull or #pragma domain statements to specify entrypoint functions, Unity drops these shader features (geometry or tessellation) from the internal shader capabilities requirement, allowing greater compatibility across non-DX11 graphics targets. In practise, this now allows using #pragma target 5.0 with Metal, as long as geometry shaders are not used.
  • Graphics: Improved Mesh.CombineMeshes to include only vertices of selected submeshes instead of the entire Mesh. (895464)
  • Graphics: In forward rendering, Unity no longer fetches 2x2 white shadowmask textures when lighting a dynamic GameObject with a Mixed light using baked occlusion. (952761)
  • Graphics: You can now directly render and sample into depth-cube maps without additional color RT. Hardware PCF for shadow Point light is now enabled. Added support for PS4, XB1, desktop GL Core, GLES3, WebGL 2.0, Metal.
  • IL2CPP: Added C++ compiler configuration setting to Player Settings. Note: this setting does not affect platforms which generate an IDE project rather than an executable, such as iOS and UWP.
  • iOS: Added a checkbox to the iOS plugin importer: when checked, the plug-in is added to the "Embedded Binaries" folder. (984264)
  • iOS: Added a default camera usage description when using Vuforia or ARKit. (956291)
  • iOS: Added change to allow you to manipulate the caret position in Input Field with touch when Hide Mobile Input is set.
  • iOS: Added ETC2 as texture format for iOS OpenGL ES3.
  • iOS: Added GUIUtility.systemCopyBuffer support.
  • iOS: Improved iCould capability support in Xcode API.
  • iOS: Improved shader compilation time.
  • iOS: Improved support of the plist specification in Xcode API.
  • iOS: iOS plugin importer extension updated to support new iOS 11 frameworks.
  • Kernel: Improved error messages for YAML file reading so that it also reports filenames, which aids in the resolution of merge conflicts for meta files.
  • Licenses: Improved error handling for command line activation. (834325)
  • Linux: Added ability to allow games to provide their own controller configuration files.
  • Linux: Improved support for unconfigured/non-gamepad joysticks.
  • Multiplayer: Two or more channels can now share the messages order, so that messages which send via differnet channels are delivered in order.
  • OSX: Added Visual Studio for Mac to macOS Installer.
  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (956196)
  • Package Manager: Allow surface shaders compilation when relative path include are used inside a package.
  • Particles: Overriden Prefab values are now indicated/highlighted in the Inspector.
  • Particles: Sub-Emitters can now be triggered when conditions are met in the Trigger Module (e.g. when particles enter a collision volume).
  • Particles: You can now trigger Sub-Emitters from script, using the new TriggerSubEmitter script API.
  • Profiling: Added Editor startup profiling markers.
  • Scripting: Added a scripting callback which is called just before a cube map texture completes importing (AssetPostprocessor::OnPostprocessCubemap).
  • Scripting: Added new GetAllocatedMemoryForGraphicsDriver API. (896812)
  • Scripting: Improved "The referenced script on this Behaviour is missing!" error message to tell you which script is missing, where possible.
  • Scripting: Improved performance characteristics of FindObjectsOfType for scenes with large GameObject count.
  • Services: Updated Unity Ads SDK to v2.1.1. Note that this is via the update of the ads package to v2.0.7 - see 'Packages' section for details.
  • Shaders: Added a more granular way of specifying shader compilation requirements, compared to #pragma target.
  • pragma require XYZ for specific features that the shader requires.
  • SHADER_REQUIRE_XYZ and SHADER_AVAILABLE_XYZ preprocessor defines are passed to shaders, based on which features are requested or are available.
  • Shaders: Added Windows support for shader include absolute paths longer than 260 characters.
  • Shaders: Compute shaders are now included in the shader cache. For example, tweaking a shader and then reverting the change fetches the shader from the cache instead of recompilation.
  • Shaders: Compute shaders now support #pragma exclude_renderers and #pragma only_renderers.
  • Shaders: Global shader properties are now visible to compute shaders. A global property value is used if the property is not set locally for the compute shader.
  • Shaders: Improved shader compilation speed.
  • Shaders: Proper shader include dependency tracking implemented. Whenever a shader include file is modified all the dependent shaders - and nothing else - will get reimported. (646064, 916386, 957024)
  • Shaders: Surface Shaders with many multi_compile/shader_feature variants import several times faster now (internally, Unity now multi-threads that process).
  • Shaders: You can now use SetPropertyBlock per Material (in the case of the multi-material renderer), and an optional Material index.
  • Shaders: ComputeShader.Dispatch now validates if all the properties are valid.
  • Shaders: UNITY_PASS_FORWARDBASE, UNITY_PASSFORWARDADD, etc. are now also defined for custom vertex / fragment shaders according to the pass type.
  • Timeline: Added support for exposed references on custom TrackAssets. (976409)
  • Timeline: Added support for left trim on recorded Animation Track clips.
  • Timeline: Improved clip visual rendering.
  • Timeline: Improved workflow when autokeying animation tracks that contain clips.
  • Timeline: Introduced new modes for editing clips in the Timeline Editor. description
  • Timeline: TrackAssets now allow multiple TrackClip types through base class specification. (950934)
  • UI: Added the ability to toggle the rounding of advance width. This allows you to get more consistent spacing between characters in a Text Mesh.
  • Universal Windows Platform: Added an option to select which configuration (debug/release/master) should be used when doing Build & Run.
  • Universal Windows Platform: Improved support for building project into longer paths.
  • Video: Added basic video bitrate control in MediaEncoder API.
  • Video: Video Decoding via Job System on many platforms (reducing overall thread count and improving performance).
  • Web: Improved performance for large data download using custom download handler script.
  • Web: UnityWebRequest now accepts URI instances alongside string URL (URI being faster). (944500)
  • WebGL: Added indexedDB caching support for all build files in WebGL and for compiled WebAssembly code.
  • WebGL: You can now override webglContextAttributes.premultipliedAlpha.
  • Windows: Added a completely new, out-of-process crash handler for both the Windows Editor and Windows Standalone Player, improving reliability of error.log and minidump generation.
  • Windows: Added support to enable/disable exclusive mode on Windows through new SetResolution API overload. Consolidated platform specific fullscreen modes into a single cross platform FullScreenMode API.
  • Windows: Multiple improvements in crash handling:
  • Unity applications that enable the Performance Reporting Service now receive Windows crash telemetry.
  • Crash interception is now much more reliable, catching more categories of error, sooner and later in the application life.
  • The crash UX for the player has been updated to remove the wordy English-only error message and display something generic before handing off to WER (which tells the user what happened in their native language).
  • Windows: When installing VS2017, Unity Download Assistant will now also include C++ modules so that IL2CPP builds work out of the box. (1003155)
  • XR: Android builds that support ARCore can now be built using target API version 14 or higher.
  • XR: Improved background rendering performance in ARCore by eliminating an unnecessary OpenGL state reset.
  • XR: Metal: Implemented the remaining draw call functionality (such as Graphics.DrawProcedural) for Single-Pass Stereo rendering, which was missing previously.
  • XR: Updated Vuforia to version 7.1.27.
  • API Changes:
  • 2D: Added DetectChunkCullingBounds to TilemapRenderer to allow for correct culling of large tiles. (971087)
  • 2D: Experimental API TextureGenerator.GenerateTexture now takes in a NativeArrray for image buffer instead of setting an IntPtr in TextureGenerationSettings.
  • AI: Changed struct name in the Experimental API for Navmesh Queries from PolygonID to PolygonId.
  • AI: New experimental API for NavMesh queries, usable within C# jobs: namespace UnityEngine.Experimental.AI; struct PolygonID; struct NavMeshLocation; enum PathQueryStatus; enum NavMeshPolyTypes; struct NavMeshWorld; struct NavMeshQuery with these methods: BeginFindPath(), UpdateFindPath(), EndFindPath(), GetPathResult(), IsValid(), GetAgentTypeIdForPolygon(), MapLocation(), GetPortalPoints(), MoveLocations(), MoveLocation(), PolygonLocalToWorldMatrix(), PolygonWorldToLocalMatrix(), GetPolygonType(), Dispose().
  • Animation: Added AnimationClipPlayable.GetApplyPlayableIK and AnimationClipPlayable.SetApplyPlayableIK.
  • Animation: Moved AnimationUtility.SetGenerateMotionCurves and AnimationUtility.GetGenerateMotionCurves from internal to public.
  • Animation: AnimatorTransitionBase and Motion are now abstract.
  • Animation: AvatarBuilder.BuildHumanAvatar is no longer supported on the .NET scripting backend.
  • Asset Import: Added OnPreprocessAsset callback in AssetPostprocessor. (Also see Features)
  • Asset Pipeline: API manual previously stated that AssetDatabase.GetSubFolders() takes absolute paths, which was incorrect. This has now been updated to relative paths, consistent with other AssetDatabase methods.
  • Build Pipeline: Added EditorBuildSettings API methods: AddConfigObject, TryGetConfigObject, GetConfigObjectNames, RemoveConfigObejct.
  • Build Pipeline: Added IPreprocessBuildWithReport, IPostprocessBuildWithReport, and IProcessSceneWithReport interfaces to provide the BuildReport object during the build process.
  • Build Pipeline: Renamed BuildSummary.errors and BuildSummary.warnings to BuildSummary.totalErrors and BuildSummary.totalWarnings respectively.
  • Build Pipeline: Reverted IPreprocessBuild, IPostprocessBuild and IProcessScene interfaces to their 2017.3 signatures.
  • Build Pipeline: The IPreprocessBuild, IPostprocessBuild and IProcessScene interfaces have been changed to pass the BuildReport object instead of just the path to the build and target platform.
  • Build Pipeline: BuildReport API has been moved to the UnityEditor.Build.Reporting namespace.
  • Editor: Added Application.wantsToQuit and Application.quitting events.
  • Editor: Added EditorApplication.hierarchyChanged event and clarified API documentation.
  • Editor: Added EditorApplication.projectChanged event and clarified API documentation.
  • Editor: Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints. (Also mentioned under Improvements)
  • Editor: Explicitly setting the following delegates to null will no longer draw a control handle, instead of drawing using a default implementation: PrimitiveBoundsHandle.midpointHandleDrawFunction, ArcHandle.angleHandleDrawFunction, ArcHandle.radiusHandleDrawFunction, JointAngularLimitHandle.angleHandleDrawFunction.
  • Editor: Explicitly setting the following delegates to null will now result in a handle size of 0 instead of using a default value: PrimitiveBoundsHandle.midpointHandleSizeFunction, ArcHandle.angleHandleSizeFunction, ArcHandle.radiusHandleSizeFunction, JointAngularLimitHandle.angleHandleSizeFunction.
  • Editor: ColorPickerHDRConfig is now obsolete and is no longer used.
  • Editor: EditorApplication.hierarchyWindowChanged is now obsolete, superceded by EditorApplication.hierarchyChanged.
  • Editor: EditorApplication.projectWindowChanged is now obsolete, superceded by EditorApplication.projectChanged.
  • Editor: EditorGUI.ColorField() and EditorGUILayout.ColorField() signatures taking a ColorPickerHDRConfig are now obsolete.
  • Editor: UnityEditor.AndroidTargetDevice is now obsolete, superceded by UnityEditor.AndroidArchitecture. UnityEditor.PlayerSettings.targetDevice is now obsolete, superceded by UnityEditor.PlayerSettings.targetArchitectures.
  • GI: Experimental Lightmapping scripting API now uses NativeArray instead of Lists.
  • Graphics: Added a new API to extract shader information (ShaderData).
  • Graphics: Exposed RenderPipelineAsset.OnValidate and OnDisable methods.
  • Graphics: Graphics.ConvertTexture now supports RenderTexture as source.
  • Graphics: Texture is now abstract.
  • Input: TouchScreenKeybord.done and TouchScreenKeyboard.wasCanceled are now obsolete, superceded by UseTocuhScreenKeyboard.status.
  • Multiplayer: Added GetHostPort function, reporting the port number assigned to the host.
  • Multiplayer: Deprecated unused function NetworkTransport.GetAssetId(). (950325)
  • Playables: New functions in UnityEditor.Playables.Utility to retrieve all the PlayableGraphs and events for when a PlayableGraph is created or destroyed.
  • Playables: New LeadTime feature allowing you to "pre-warm" the data inside the playable node.
  • Playables: PlayableGraphs can now have names.
  • Playables: Playable.ConnectInput can now optionally take a weight for the connected input.
  • Player: Added an experimental API which allows you to change the order in which engine systems are invoked, remove engine systems from the update order, or insert new C# entrypoints at any point in the update cycle: UnityEngine.Experimental.LowLevel.PlayerLoop. (Also mentioned under Features)
  • Player: Added Application.wantsToQuit and Application.quitting events.
  • Player: Deprecated Application.CancelQuit method.
  • Scripting: Added constructor for TextAsset that allows you to specify a string for its text contents.
  • Scripting: Added ShaderUtil.GetAllShaderInfo for listing all available shaders.
  • Scripting: Added Vector2.Perpendicular to calculate a perpendicular vector in 2D space.
  • Scripting: Extended Vector2 to support component-wise multiplication and division between two Vector2 values.
  • Scripting: Made unimplemented parameterless constructors for the following classes private: AudioManager, EditorSettings, GraphicsSettings, InputManager, LightmapSettings, MonoManager,Physics2DSettings, PhysicsManager, PlayerSettings, QualitySettings, RenderSettings, Shader, Sprite, TagManager, TimeManager, AssetBundle, AssetBundleManifest, AudioClip, ComputeShader, LightingDataAsset, LightProbes, MovieTexture, ProceduralTexture, SceneAsset, SubstanceArchive, VideoClip, RuntimeAnimatorController.
  • UI: Added characterLimit property for TouchScreenKeyboard.
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for acquiring and setting the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled.
  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode.
  • Fixes:
  • 2D: Fixed case of snapping being enabled in the Sprite Editor Window's Outline Editor, even if set otherwise. (951918)
  • 2D: Fixed issue where changing Sprite in SpriteRenderer would cause Unity to recreate Collider2D when Collider2Ds auto-tiling was disabled. (971931)
  • 2D: Fixed issue where Unity would not set the Sprite 2D Physics Shape until the 'Edit Physics Shape' tab was opened for the first time after texture import. (985912)
  • 2D: Grid component now renders when the values in CellSize/CellGap are changed. (976408, 998558)
  • 2D: New SpriteRect in SpriteEditorWindow no longer contains data from last inserted SpriteRect. (1001198, 1010061)
  • 2D: SpriteRenderer no longer has a memory leak when in tiled draw mode. (1006814, 1010060)
  • Android: Amazon Kindle Fire no longer experiences screen distortion when a launching a Unity application that does not have a Splash Screen. (900732)
  • Android: Black textures no longer appear after pausing and resuming the Unity app during the splash screen. (952769)
  • Android: Buttons in scroll view should now properly detect input. (885600)
  • Android: Fixed poor Light Cookie quality on OpenGLES2 GPUs that don't have high support in fragment shaders. (908253)
  • Android: Fixed Vertex-Lit Point and Spot light issues seen on some Adreno devices. (949576)
  • Android: Selecting any path for Android sdk/Java/NDK no longer results in a null reference exception. (1010249)
  • Android: Selecting input field on some Samsung and Sony Xperia devices no longer cause a crash. (953849)
  • Android: Shadow quality no longer degrades on OpenGLES2 GPUs when a fragment shader does not support highp (high precision). (919669)
  • Android: The decimal point button on a decimal keyboard is now selectable on older Samsung devices. (973815)
  • Android: Unity applications no longer disable the built-in camera button on Sony Xperia devices. (944797)
  • Animation: Bool properties are now properly restored to their initial value when exiting the Animation window preview. (947491)
  • Animation: Calling AnimationUtility.SetAnimationEvents no longer causes a NullReferenceException. (989647)
  • Animation: Fixed an irrelevant assert in the Animation Component. (943954)
  • Animation: Fixed an issue where the Transition preview did not update when switching transitions in the Inspector. (938053)
  • Animation: Fixed an issue where Unity would reset the Animation mode saving the Scene. (949523)
  • Animation: Fixed an issue where Unity would sometimes not update Animators set to "Cull Completely". (947990)
  • Animation: Fixed case of Timeline sequence not firing animation events. (947918)
  • Animation: Fixed crash in the animation system when using code stripping. (938640)
  • Animation: Fixed issue where not all playables bound to the Animator were evaluated when coming out of culling. (883583)
  • Animation: The parameter now resets to default value when changing override controller. (958173)
  • Apple TV: Fix to only allow to set one layer for Top shelf images. (760436)
  • Asset Import: Clicking on other windows while Avatar Inspector is applying no longer results in random errors. (994383, 1011622)
  • Asset Import: Fixed 90-degree offset of Light and Camera animations from MotionBuilder when pre-rotation, post-rotation and rotation offset values are 0 and use Euler values. (954475)
  • Asset Import: Fixed an issue where the update avatar button would not disappear in the ModelImporter Rig panel. (837263, 990716)
  • Asset Import: Fixed bug where import of FBX with custom framerate would generate AnimationClips with the wrong framerate. (916405)
  • Asset Import: Fixed handling of Object fields on ScriptedImporters so that they can be assigned a value in the inspector.
  • Asset Import: Fixed issue where compressed mesh UVs produce huge serialized data when values are within a very short range. (960280)
  • Asset Import: Fixed issue where FBX models imported from 3DSMax 2018 for the first time have an avatar, even if they contain no animation. (923384)
  • Asset Import: Fixed issue where the Asset selector type is wrong in Material remapping import settings if the Material is already assigned. (971556)
  • Asset Import: Fixed the import of string typed custom properties from FBX files created with MotionBuilder. (956420)
  • Asset Import: Fixed the state of the "Extract Materials" button on the Model Importer Inspector when the names of the imported Materials has changed. (958044)
  • Asset Import: Fixed AssetImporter.GetAtPath when the asset is imported by a ScriptedImporter.
  • Audio: Fix to avoid GC allocations when using audio callbacks on consoles with IL2CPP (though note that the Mono backend still allocates). (1004804)
  • Audio: Fixed a bug on Windows Editor and Standalone builds where Unity would not react to changes in the system audio device list (such as when changing the default audio output device, amongst others). (935547)
  • Audio: Fixed a bug where a very low frequency generated audio clip (< 1000 Hz) would crash Unity. (873683)
  • Audio: Fixed a bug where an AudioSource with the highest possible priority could be virtualized before others. (928587)
  • Audio: Fixed a bug where assigning to AudioSource.clip would additionally stop the AudioSource's currently playing oneshots, also inducing performance spikes. Now it only stops the main clip. (875968)
  • Audio: Fixed a bug where the editor would crash when recompiling scripts while having generated streaming audio clips (AudioClip.Create()). (884965)
  • Audio: Fixed a bug where using Razer Kraken 7.1 headsets as an audio input device (using Microphone.Start()) would throw errors. (946835, 950409)
  • Audio: Fixed a crash when calling AudioSource.SetCustomCurve() with a null argument. (931396)
  • Audio: Fixed a crash when creating audio clips (AudioClip.Create()) inside OnEnable().
  • Audio: Fixed a possible crash when destroying GameObjects with attached custom filters (OnAudioFilterRead).
  • Audio: Fixed a possible crash with bad audio drivers, device initialization is more now robust - also added a diagnostic message in case of failure to open audio devices with expected settings. (916971)
  • Audio: Fixed issue where AudioClips with future time stamps would fail import. (951169)
  • Audio: [RequireComponent(AudioBehaviour)] now works correctly with AudioSources and AudioListeners. (888121)
  • Build Pipeline: An occasional crash when building AssetBundles no longer occurs. (1009641)
  • Build Pipeline: Scripts-only build now requires that the destination directory of the player match the last cached build. Some platforms such as Xbox One and PS4 fail in unclear ways without this requirement. (932403)
  • Build Pipeline: The Icon setting for Linux player & consoles is no longer broken. (1018605)
  • Cache Server: Add check for enough data in protocol version check (943300)
  • Cache Server: Fixed bugs that could potentially cause communication with the Cache Server to stall
  • Cache Server: Fixed caching issue where slashes '/' were in the url parameters were causing the cache key to be corrupted (896779)
  • DX12: Opening a Scene using Android graphics target API and the Editor is using DX12 API no longer causes a crash. (969590)
  • Editor: "OS X Color Picker" is now named "macOS Color Picker" in Editor Preferences. (991730)
  • Editor: A menu item checked state are no longer lost on entering Play mode. (923501)
  • Editor: Added a list of whitelist paths, which will be the only ones to get copied/replaced when cloning a template in project. (996769)
  • Editor: Auxiliary Editor windows with a fixed size no longer contain a maximize button on macOS. (1006807)
  • Editor: Canvas text no longer disappears when the Editor regains focus. (807380, 988399)
  • Editor: Collab updates now reload scenes in the correct order to preserve the value of new script variables. (996118)
  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (932926, 985130)
  • Editor: Cursor lock no longer engages at unexpected moments on Mac and Windows. (959859)
  • Editor: Deleting the child of a prefab that's nested in a child of itself no longer causes a crash. (956141)
  • Editor: Ensures that Collaborate reloads data in the correct order to avoid losing values of new script variables after update. (996118)
  • Editor: Executing PlayMode tests in batch mode no longer leaves behind a bootstrap scene after execution.
  • Editor: Fixed a crash when importing an skp file. (1004401)
  • Editor: Fixed ALOC_TEMP_THREAD error when entering Play mode. (939779)
  • Editor: Fixed background in Keys tab of Preferences when using the Personal Skin. (931908)
  • Editor: Fixed bug where clicking on the "Swatches" label in Color Picker would not expand preset controls. (976080)
  • Editor: Fixed bug where HDR color swatches in the Inspector were not converted to gamma color space before being displayed.
  • Editor: Fixed bug where pressing Esc would not cancel color sampling eyedropper mode.
  • Editor: Fixed bug where sampling color with eyedropper would not convert sampled color back to linear space when the color field was marked as HDR.
  • Editor: Fixed bug where UnityEvent drawer would not synchronize correctly when displayed using multiple different serialized data streams, such as when displayed in two different windows at once. (974069)
  • Editor: Fixed case of "System is already interested in this transform" errors in some cases. (962008)
  • Editor: Fixed case of asset remaining highlighted when moving last asset out of a folder. (961630)
  • Editor: Fixed case of Color Picker eyedropper preview rendering upside-down in Linux editor.
  • Editor: Fixed case of Color Picker window losing color when intensity is dropped and then increased again while window is still open. (712903)
  • Editor: Fixed case of locks on multiple inspectors getting lost on maximising and restoring views. (775007)
  • Editor: Fixed case of never-ending exception when an invalid character was present on the iOS version string in Player Settings. (986098)
  • Editor: Fixed case of object skipping its initial position when using the Transform Tool or the Universal Tool + (Control/Command) key. (964593)
  • Editor: Fixed case of scene view picking sometimes not selecting the topmost object when loading previously serialized window layout. (943051)
  • Editor: Fixed case of EditorConnection removing registered callbacks when player disconnects.
  • Editor: Fixed crash from "RenderSelectionOutline" when using ImageEffectAllowedInSceneView and setting camera's targetTexture to null. (966404)
  • Editor: Fixed Editor crash when closing 2 custom editor windows at the same time. (967778)
  • Editor: Fixed Editor hang when merging files with Collaborate. (971434)
  • Editor: Fixed error when using "Static" checkbox on a game object with children. (962453, 964436)
  • Editor: Fixed exception while selecting Android NDK in preferences and clicking Cancel when NDK path is invalid. (909635)
  • Editor: Fixed GUI state scoping issues. (967017)
  • Editor: Fixed hard crash in Linux editor when a progress bar supplied a very long string.
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)
  • Editor: Fixed issue whereby RequireComponent would cause components on prefabs to be duplicated on play. This would happen if the user added a new component (of the same type) and removed the original. (778588)
  • Editor: Fixed issue with uXML asset preview being clipped incorrectly. (960313)
  • Editor: Fixed moving assets around when ctrl/cmnd buttons are pressed (938735)
  • Editor: Fixed OnSceneUnload being called when switching focus away from objects with materials (946988)
  • Editor: Fixed pinging newly created objects (766150)
  • Editor: Fixed plugin setting "Exclude Platforms" having no effect. (873575)
  • Editor: Fixed project view sorting file names with long numbers incorrectly (681738)
  • Editor: Fixed random hangs during Editor startup. (954607)
  • Editor: Fixed scrolling down to the last selected item in a one column layout when selecting or desecting an item (800606)
  • Editor: Fixed the "Add component" window reseting the search after domain reload (946012)
  • Editor: Fixed top right-hand scene view gizmo to update projection type label correctly when setting SceneView.lastActiveSceneView.orthographic (878205)
  • Editor: Generated Visual Studio Solutions will now reference module assemblies, fixing use of PS4 and WebGL API in VS projects. (967854)
  • Editor: Items in the AddComponent dropdown are now sorted by name.
  • Editor: Layout orientation of AudioMixer window now persists after being closed / reloaded. (776811)
  • Editor: Made ObjectSelector's text field react to Home and End button (762158)
  • Editor: Made subasset textures visible when searching (788431)
  • Editor: Mip-level slider now works on Metal (900891)
  • Editor: Now batching and tier settings are correctly restored after exiting from playmode (965811)
  • Editor: Removed UnityConnect error output from console window. (963815)
  • Editor: The crash in scripting_stack_trace_info_for when opening Projects where loading of assemblies fails no longer exists. (1005030, 1005520)
  • Editor: The Game View no longer has a bug that stops it updating in some layouts. (988147)
  • Editor: Throw ArgumentNullException instead of crashing if null Asset/ChangeSet are passed to VersionControl Provider methods. (922714)
  • Editor: [Collab] Fix to prevent snapshot from getting updated when publish fails with copy file error. (952686)
  • Editor: [OSX] Exceptions are no longer thrown in GUILayoutUtility.BeginLayoutGroup after pressing Cancel button in a dialog window. (971204)
  • Editor: InspectorWindow.OnSelectionChange() callback during certain operations no longer causes a null reference exception. (851988, 970700)
  • Editor: Profiling.Recorder now picks up all dynamic markers visible in Profiler. (881136, 1006484)
  • GI: An error code is no longer reported when switching Scene visualization mode to Indirect or Emissive due to a lack of data. (997954)
  • GI: Assigning a Light Probe Group to Anchor Override Parameter on a Mesh Renderer component no longer causes errors or crashes the Editor after some time. (1002580)
  • GI: Building Standalone no longer throws ... program 'frag_surf': Unrecognized sampler 'samplerunity_lightmap' .. error with specific shaders. Shadowmasks now use their own sampler. (955176)
  • GI: Double-sided GI is now able to be rendered when an occluder uses a transparent texture. (981329)
  • GI: Exiting play mode with realtime GI enabled no longer causes a memory leak. (991939, 1007945)
  • GI: Fix for issue where there is no available job slot but jobs are being issued nonetheless.
  • GI: Fixed an assert caused by an incorrectly triggered Lighting Data Asset write. (985915, 1010124)
  • GI: Fixed case of assert kValidSceneObjectIdentifier == res firing after selecting a prefab and its preview window is visible. (955674)
  • GI: Fixed case of default specular reflection texture containing object from the scene when Umbra is enabled. (975325)
  • GI: Fixed case of Reflection Probes always including Terrain objects even if they are not Reflection Probe Static. (863968)
  • GI: Fixed case of scene becoming completely black after clicking 'Generate Lighting' button. (973666, 988957)
  • GI: Fixed crash when trying to access the "Baked Lightmap" parameter of a Terrain. (952939)
  • GI: Fixed issue where in standalone the skybox would disappear after switching active scene, whereas in the editor the skybox would remain. (828440)
  • GI: Fixed issue where IsLightmapBakeTypeSupported() GCAlloc's 17B every frame when CPU usage is 0.0% (986319)
  • GI: Lightmaps now bake correctly after the first bake. (1006916)
  • GI: Progressive Lightmapper: Fix to composit shadowmasks correctly. (953780)
  • GI: Receive Shadows and Cast Shadows options in Progressive Lightmapper now work as expected. (953108)
  • GI: The EnlightenRuntimeManager no longer has a small memory leak that resulted in failure to free texture wrapper objects. (991939, 1007945)
  • GI: The output for spotlights from the Progressive Lightmapper is no longer too bright when compared to the output from Enlighten. (953775)
  • GI: The Progressive Lightmapper now correctly deals with all quad faces in models. (908068)
  • Graphics: A rare crash when you enable seam stitching on an object packed to the boundary of a lightmap no longer occurs. (1000350)
  • Graphics: A rare deadlock in CreateGpuProgram when you enable graphics jobs no longer occurs. (934897)
  • Graphics: Added GetColor API to MaterialPropertyBlock. (942523)
  • Graphics: Added support for Cube RenderTexture as a cookie on PointLight. (999718)
  • Graphics: Black screen on devices that do not support RGBA16F rendering to texture no longer occurs. (989654)
  • Graphics: Boxing in the GI system no longer causes small per-frame allocations. (986319)
  • Graphics: Fix crash when script is creating a culling group, but fails to call SetBoundingSphere.
  • Graphics: Fix for deadlock in graphics command buffer when updating constant buffers. (986772, 995312)
  • Graphics: Fix for leaking texture IDs associated with the depth textures on some platforms.
  • Graphics: Fix to avoid attempting to render LineRenderers with huge vertex counts. (977228)
  • Graphics: Fixed case of incorrect realtime sampling of gradient ambient. The previous behavior can be re-enabled by setting UnityEditor.Experimental.RenderSettings.useRadianceAmbientProbe to true. (673298)
  • Graphics: Fixed case of objects using HideAndDontSave being visible in preview windows after being disbled and re-enabled. (963576, 994424)
  • Graphics: Fixed case of splash screen flickering if background color alpha is not 1. (901782)
  • Graphics: Fixed crash in SkinnedMeshRenderer::PrepareSkinCommon when SkinnedMeshRenderer has Animator and Cloth attached. (941369)
  • Graphics: Fixed crash on Mesh.ClearBlendShapes (972060)
  • Graphics: Fixed crash when using shadow-casting Lines/Particles/Trails with SRP. (985077)
  • Graphics: Fixed Flare constructor returning null object.
  • Graphics: Fixed issue where the TrailRenderer didn't drop a point at its spawning location. (978250)
  • Graphics: Fixed Material ctor crashing with null shader/material (now it will correctly throw managed nullref exception) (971263)
  • Graphics: Fixed occasional crash seen when using marquee selection on dynamic geometry such as Particles, Lines and Trails. (1021655)
  • Graphics: Fixed OpenGL errors in the Editor due to mismatched of color and depth MSAA samples.
  • Graphics: Fixed Vulkan multiple display support.
  • Graphics: Metal: Fix occassional GPU hang/crash when dispatching compute shader (950983)
  • Graphics: No longer an inconsistency in UI between lighting group and material group functionality in the MeshRenderer component. (969494)
  • Graphics: Renderer AABB position is no longer reset to zero in case of zero extents (856906)
  • Graphics: We no longer create OSX GLCore compute shader variants when they are not supported. (989250)
  • IL2CPP: Corrected the behavior of DateTime.TryParse with the .NET 4.6 profile. (948887)
  • IL2CPP: Fix to allow link.xml files to contain comments at the beginning of the file. (956493)
  • IL2CPP: Fix to prevent an intermittent crash in the GC on PS4. (955991)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6. (943671)
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using the latest scripting runtime. (952403)
  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class, such as QueryInterface. (930386)
  • iOS: "Done" and "Cancel" buttons are no longer missing from the keyboard in landscape mode on iPhone X. (966702)
  • iOS: Added a Provisioning Profile type property. It is set automatically for profiles available locally, or via a dropdown if it's not available. (1018835)
  • iOS: Changed default iOS launch screen color to the same (black) color as the Unity default launch screen.
  • iOS: Changing Screen.autorotateToXXX should now work properly. (974181)
  • iOS: DTD declaration is no longer missing in plist files written by Xcode API.
  • iOS: Fixed Screen.dpi return value for iPhone 8/8+/x. (960914)
  • iOS: FMOD no longer fails to initialize if the app is minimized during launch. FMOD now re-initializes if this happens. (915971)
  • iOS: iOS8 : The correct screen size is now used when you change screen orientation from a script. (997885, 1004720)
  • iOS: Keyboard now open correctly when switching between input fields. (789270)
  • iOS: Metal: RenderTexture.DiscardContents should now work properly on Metal. (930907)
  • iOS: Screen no longer flickers during screen autorotation. (956026)
  • iOS: Screen no longer flickers when you change the orientation via script (953524)
  • iOS: Team Signing ID is no longer hidden when switching to manual signing. (960657)
  • iOS: UnityViewControllerBase+iOS.h is now compatible with Objective-C. (793420, 1018836)
  • Kernel: Corrected spelling mistakes in editor log output. (966081)
  • Kernel: Fix a precision issue on AMD cpu for windows and linux platform (953111)
  • Kernel: Fix scripting math Quaternion.Angle function so it returns 0 when quaternions are considered equal by operator== (955655)
  • Licenses: Clicking the NO button on the "Confirm" pop-up while returning the license View no longer causes a crash. (991220)
  • Licenses: Fixed issue in license time verification logic when timezone changed. Previously a time verification error could be reported. (960760)
  • Licenses: Removed misleading "This should not be called in batch mode" message when returning license. (877423)
  • Linux: Fixed a Progressive Lightmapper crash in the Linux Editor. (913799, 1013759)
  • Multiplayer: Fixed issue with scene id determinism during scene post processing. (935230)
  • OSX: "Do you really want to quit?" dialog no longer appears when closing windows in macOS Standalone build. (984155)
  • OSX: CMD-Q and Quit menu option fixed for Unity launcher on macOS. (978777)
  • OSX: Fixed FPS no longer drops in the Editor when you set Graphics API to OpenGLCore and when you turn V.Sync Count "Every V Blank" on. (950318)
  • OSX: Game no longer continues to run when you minimize the Standalone build, and regardless of whether the user was active on another application. (776557)
  • OSX: Game no longer receives mouse input when running in the background on macOS. (758806)
  • OSX: Hidden cursor no longer fails to hide when moved down to Dock. (858220)
  • OSX: Input from USB mouse no longer disables further touchpad input in Input.GetAxis on MacBooks. (842835)
  • OSX: Mac native resolution is now set correctly. (792350)
  • OSX: Metal: Metal no longer hangs when using MSAA on OSX 10.11 on Nvidia GPUs. (952826)
  • OSX: Resizing the Standalone game window on Mac no longer causes flickering. (852470)
  • OSX: Second screen can now be displayed on macOS when the built Scene is 64-bit or Universal. (959498)
  • OSX: The close button is no longer grayed out and unavailable for the Editor main window. (985142)
  • OSX: You can no longer play a built Scene in higher than desktop resolution in windowed mode. (962469)
  • Package Manager: Cancelling a package manager operation through the progress bar no longer results in a crash. (1011686, 1014739)
  • Package Manager: Cured an uncaught exception in the upm startup sequence, which could result in failure to start Unity. (1003077)
  • Package Manager: Fixed a permissions issue on Windows that would prevent package metadata from being updated. (1003070, 1024322)
  • Package Manager: Packaged assets are now reimported when appropriate, when switching build target or graphics API. (1018493, 1019200)
  • Package Manager: Switched Packages folder name to UnityPackageManager in order to prevent conflict with nuget. (941516)
  • Particles: Fixed issue where particle bounds were not being calculated correctly when transform scale was non-uniform. (977520)
  • Particles: Fixed issue with Align to Velocity and 3D Rotation where local space particles could align inconsistently. (970786)
  • Particles: Fixed some inconsistencies with Pivot Offset and Bounding Boxes when using particle meshes. (962121)
  • Particles: Implemented more accurate handling of start delay and non-fixed-update. (971841)
  • Particles: Receive Shadows checkbox is now always ticked when using Deferred Rendering. (960622)
  • Physics: Corrected error message when changing Mesh on Skinned Mesh Renderer on GameObjects that have a Cloth Component. (950424)
  • Physics: Disabled cloth now inherits its parent's transform. (946307)
  • Physics: Editor no longer freezes for a long time when adding a Cloth component to a Mesh with high vertex count. (956856)
  • Physics: Fixed a crash on project load that was caused by tiny meshes. (953083)
  • Physics: Fixed crash in PhysicsManager::SetColliderTransform, which would be triggered when entering Play mode after reloading a scene that had changes on disk. (958230, 983579)
  • Physics: Physics Debugger's layer mask now filters GameObjects correctly. (948201)
  • Physics: Prevented crash when loading new scene and activating a Cloth GameObject in a coroutine. (951789)
  • Physics: Prevented potential crash in Rigidbody::GetVelocity() when opening certain scenes. (955697)
  • Physics: Set cloth pointer to null in SkinnedMeshRenderer when deactivating, to prevent the SkinnedMeshrenderer from trying to use a de-allocated cloth object. (946356)
  • Physics: When performing a transform change that causes a Collider2D to be recreated, we now ensure that any existing pending physics moves do not cause a crash. (1017868)
  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile (803576, 804510)
  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile. (803576, 804510)
  • Scripting: C# compiler error when using implicit operators and Nullable no longer occurs. (970493)
  • Scripting: Calling MethodInfo.GetParameters() no longer causes a crash. (1006251)
  • Scripting: Crash at mono_class_array_element_size when opening iOS project that contains IAP plugin no longer occurs. (980669, 998787)
  • Scripting: Error no longer being logged to the console when you modify a MonoBehaviour-derived script that is attached to a GameObject to a ScriptableObject-derived script. (946510, 947929)
  • Scripting: Fix issue with scripts in the editor being compiled with ENABLE_IL2CPP instead of ENABLE_MONO in some cases
  • Scripting: Fix menu items not getting removed when changing the MenuItem name and it contains consecutive forward slashes (916305)
  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)
  • Scripting: Fixed potential crash when calling Activator.CreateInstance() on an array type. (964848)
  • Scripting: GameObjects that are being disabled or destroyed no longer start coroutines. (863131)
  • Scripting: Indexing into an array with negative values no longer produces an IndexOutOfRange exception on x64. (967679)
  • Scripting: MonoDevelop: Fix startup-crash on macOS 10.13 when using multiple monitors (955089)
  • Scripting: Prevented garbage collection allocations when invoking UnityEvents if the event handler does not use the parameters. (967201)
  • Scripting: Prevented StopCoroutine from not working with nested IEnumerator coroutines. (935955)
  • Scripting: Text written to System.Environment.Out is no longer flushed to disk character-by-character.
  • Scripting: The Mono C# compiler no longer hangs while compiling certain C# scripts. (948492)
  • Scripting: HashSet.TrimExcess no longer results in a memory use increase. (969832)
  • Scripting Upgrade: Awaiting continuations that spawn more continuations no longer cause a hang. (1004428)
  • Scripting Upgrade: Calling NativeArray.Equals no longer causes a crash. (1005597)
  • Scripting Upgrade: Fix ScriptUpdater not running when building some players leading to "Recursion error" message logged (952674)
  • Scripting Upgrade: Fixed crash in the updater when scripts contains a call to NetworkConnection.TransportRecieve() (951261)
  • Scripting Upgrade: Fixed failure to resolve system types when building .NET player when user code guarded by #if NET_CORE used obsolete APIs. (946498)
  • Scripting Upgrade: Fixed pinvoke structure alignment on Android. (915869)
  • Scripting Upgrade: Text fields in the Editor can now accept strings with unmatched surrogate characters. (939578)
  • Scripting Upgrade: Type.GetInterface now finds the specified interface on .NET 4.6 (985462)
  • Services: Building in Cloud Build with Performance Reporting enabled no longer causes an exception. (996949)
  • Services: Fixed case of local assets being overwritten during Collab update. (952569, 1008212)
  • Services: Fixed issue where the Editor would fail to build project when Performance Reporting is enabled but the service was unavailable. (980543, 1022106)
  • Terrain: The crash in SplatMaterials::FindMaterialProperties when opening a Scene with specific Material and Terrain combination no longer occurs. (919769)
  • Timeline: A hang no longer occurs when you use a Prefab instance with the same Prefab on a control track. (989856)
  • Timeline: Audio waveform now refreshes on re-open. (927126)
  • Timeline: Bindings no longer fail on first track with inline curve open. (998182)
  • Timeline: Changes to inline curves are now applied immediately on custom tracks. (976036)
  • Timeline: Copied groups are no longer being saved under the wrong Timeline. (991434)
  • Timeline: Corrected inability to drag multiple clips to another track. (908228)
  • Timeline: Custom track properties now show in Inspector. (989269)
  • Timeline: Dragging a clip in the timeline and releasing drag outside of the timeline window no longer freezes clip. (946823)
  • Timeline: Finder window no longer shows 'none' when creating a Timeline asset on OSX. (998190)
  • Timeline: Fixed Animation Clip offset issue

New in Unity 2017.3.0 Patch 3 (Jan 22, 2018)

  • Fixes:
  • (973815) - Android: Fixed decimal point button in decimal keyboard for older Samsungs.
  • (978299) - Animation: Fixed InvalidOperationException when clicking cancel in 'Add Animation Clip' dialog window in animation window.
  • (932926) - Editor: Collaborate no longer deletes ignored files when restoring to an older version.
  • (978478) - OSX: Fixed IDE does not get focused when opening script on Mac.
  • (978636) - OSX: Fixed VS for Mac opens new instance after Unity was reopened.
  • (827158) - OSX: Fixed detached Editor windows go behind the Editor when clicked outside of them.
  • (971980) - Particles: Fixed support for entering Infinity into the Start Lifetime field.
  • (968096) - Particles: Fixed Duration field when used on Sub-Emitters.
  • (974867) - Particles: Fixed Stop Action when used on particles that finish off screen.
  • (975289) - Particles: Fixed a crash when using RuntimeInitializeOnLoadMethod with a Particle System.
  • (977710) - Particles: Fixed a crash when enabling certain modules via script (e.g. Size over Lifetime).
  • (976439) - Profiler: Fixed deep profiling in standalone players.
  • (984447) - Fixed building UWP player with IL2CPP scripting backend and Analytics enabled.
  • (973918) - XR: Removed application orientation settings disable when Virtual Reality Supported was enabled and updated info message related to the settings.

New in Unity 2018.1.0b3 Beta (Jan 18, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues:
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • Build Pipeline: BuildObserver failed is thrown when building a project with Vuforia enabled. (984712)
  • Editor: "Assertion failed" exception is generated on opening a project on Mac OSX (977901)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Baking pipeline still runs even if GI systems are disabled (989061)
  • GI: Editor freezes on 'Writing Lighting Data' when baking multiple scenes in Build Settings (989055)
  • GI: [Progressive Lightmapper] Scene is completely black after clicking Generate Light button (988957)
  • GI: [UI] New parameters are incorrectly introduced for directional, spot and point lights (988956)
  • Graphics: [UI] Multiple debug scene visualization modes are broken (988955)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Features:
  • Editor: Added Templates for 3D, 2D, Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview) to streamline the new user experience with Scriptable Render Pipeline features as well as to define better starting points for graphical, player, and lighting settings. Note that these are not yet easily selectable - this will come soon via an update to the Launcher.
  • GI: Progressive Lightmapper is now out of preview!
  • Package Manager: Added Package Manager user interface v1.3.0, from where a project's packages can be managed and new packages can be discovered. Note that the UI isn't yet final and will see further improvements during the beta cycle. Known limitations at this time:
  • No visual indication of recommended vs. otherwise discoverable packages.
  • Light on details for most packages, including for alternative versions available.
  • Improvements:
  • Multiplayer: Two or more channels can now share the messages order, so that messages which send via differnet channels will be delivered in order.
  • WebGL: Added indexedDB caching support for all build files in WebGL and for compiled WebAssembly code.
  • API Changes:
  • Multiplayer: Added GetHostPort function, reporting the port number assigned to the host.
  • Fixes:
  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (985130)
  • Graphics: Fix to avoid attempting to render LineRenderers with huge vertex counts. (977228)
  • Particles: Implemented more accurate handling of start delay and non-fixed-update. (971841)
  • UI: Fixed a bug preventing renaming UI objects after duplicating them. (950420)
  • UI: Fixed a crash caused by UI Mask on Buid & Run when material is null. (935112)
  • The following are changes and fixes to 2018.1.0 features and regressions:
  • Fixes:
  • Android: Fix to no longer include Android Adaptive icons in build if only a single layer is specified. (970815)
  • Editor: Fixed an issue with normalization of transform rotations which was causing spurious tiny differences in the rotation quaternion when serialized to YAML files. (984239)
  • Editor: Fixed case of blurriness in UIElements. (985084)
  • Editor: Fixed GetSRGBWrite() assert that occurred when changing the colorspace from "gamma" to "linear". (985872)
  • Editor: Improve handling of Collaborate errors in the new History Window.
  • Editor: We now import Android & iOS icons correctly when opening a project created with an older version of Unity. (974198)
  • iOS: Fix to initialize iOS project signing info fields from editor settings correctly, if they have not been set in player settings. (972905)
  • iOS: Metal: Fixed MSAA corner case issue causing warning messages and validation errors. (983851)
  • OSX: Fixed case of detached Editor windows going behind the Editor when clicking outside both. (827158)
  • OSX: Fixed case of IDE not getting focus when opening script on Mac. (978478)
  • OSX: Fixed case of VS for Mac opening a new instance on restart of Unity. (978636)
  • Physics: Fixed a problem whereby the physics settings in Editor would revert to default values on entry to play mode. (954601)
  • Universal Windows Platform: UWP builds no longer fail when project contains Assembly Definition files. (985351)
  • XR: Fix to ensure that orientation settings are not locked when VR Support is enabled for Android and iOS Player Settings, and updated info message related to these settings. (973918)
  • XR: Updated GVR NDK to 1.100. (977805)

New in Unity 2017.3.0 Patch 2 (Jan 15, 2018)

  • Improvements:
  • iOS: Expose APIs that allow changing home button hiding and system gesture deferral properties on runtime.
  • XR: Update Google NDK to v1.100
  • XR: Update Oculus to version 1.20
  • XR: Update Vuforia to version 7.0.43
  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled. This gets or sets whether the app is displaying protected content. While content protection is enabled, rendered content will be visible only in the headset, disabling the Mixed Reality Portal's preview.
  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode. This gets or sets the kind of reprojection the app is requesting to stabilize its holographic rendering relative to the user's head motion.
  • Fixes:
  • (978651) - 2D: Fixed NullReferenceException from Tilemap Palette when assembly changes.
  • (941945) - Animation: Fixed issue with creating an ongoing transition.
  • (58017) - Asset Pipeline: Cancel dialog/reimport after skipping video import processing.Dominique Leroux.
  • (959444) - Build Pipeline: Improved buildpipeline performance for large builds.
  • (976076) - Graphics: Fixed Crash in Projector::PrepareRenderNode after selecting GameObject in the Hierarchy.
  • (970747) - Graphics: Fixed occasional TrailRenderer error message when using Local alignment and more than one width curve key.
  • (957651) - Il2CPP: Fixed a crash on iOS which can occur when a device is awakened during a blocking socket call with a SIGPIPE signal.
  • (963785) - IL2CPP: Fixed a C++ compiler bug in the Android r13b NDK that could cause the NullCheck method to be incorrectly removed from the resulting binary.
  • (983852) - iOS: Metal: Fixed MSAA corner case causing warning messages and validation error.
  • (978917) - iOS: Fix for black screen flickering when screen orientation is changed via script.
  • (979002) - iOS: iPhone X, fixed problem with missing keyboard Done/Cancel buttons.
  • ([956318 57804](https://issuetracker.unity3d.com/product/unity/issues/guid/956318 57804/)) - iOS: Fixed trampoline being able to call UI methods ([UIApplication delegate]) from background thread.
  • (980302) - iOS: Fixed landscape splashscreen not enabled for iOS11 on some devices.
  • (980361) - iOS: Fix iOS 11 crash when application is launched from URL and airplay screen mirroring is enabled.
  • (971905) - Launcher: Fix Open project dialog stop working.
  • (963246) - Launcher: Fix display of Unity Teams "Seat Required" message when project is both in the cloud and on disk.
  • (969863) - Particles: Fixed particles showing visual artifacts when ribbon count was higher than the current particle count.
  • (968908) - Particles: Fixed material texture becoming invisible when its shader had been set from 'Particles/Standard Surface' or 'Particles/Unlit'.
  • (964377) - Particles: Fixed ribbon trail of Sub Emitter not inheriting color from spawning particle.
  • (961702) - Particles: Fixed flip U/V settings being ignored after enabling Custom Vertex Streams.
  • (None) - Scripting: Fixed issue with generic types not being collected correctly in Mono/.NET 2.x memory snapshot.
  • (827984) - Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor.
  • (948492) - Scripting: Fixed mcs hanging while compiling script.
  • (952631) - Scripting Upgrade: Fixed DllImport when library name is specified with a path.
  • (957072) - Scripting Upgrade: Improved TypeLoadException messages.
  • (907918) - Scripting Upgrade: Fixed URI processing on OSX.
  • (945353) - Scripting Upgrade: Fixed InternalsVisibleTo.
  • (962711) - Scripting Upgrade: Fixed value types larger than 1MB.
  • (967206) - Scripting Upgrade: Fixed random crash due to memory corruption on domain reload.
  • (978596) - Scripting: Fixed an issue causing GC allocation for UnityEvent handler without parameters in some cases.
  • (962771) - UnityLinker: Prevented an error from the linker when an iOS type is used in an assembly on Android.
  • (955086) - Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds.
  • (None) - XR: Fixed issue with capturing a screen shot image while in single-pass instancing mode.
  • (None) - XR: Fixed single-pass shadow issue when used with Nvidia VRWorks

New in Unity 2017.2.1 Patch 2 (Jan 12, 2018)

  • Improvements:
  • iOS: Expose APIs that allow changing home button hiding and system gesture deferral properties on runtime.
  • Fixes:
  • (941945) - Animation: Improved fix for creating an ongoing transition.
  • (967382) - Animation: Fixed an issue that was causing the Editor to throw an exception when selecting animator transitions in an undocked preview window.
  • (973917) - Asset import: Fixed bug with import of FBX with custom framerate generating animationClips with an incorrect framerate.
  • (975345) - Audio: Fixed a crash in AudioLowPassFilter on Nintendo Switch.
  • (959444) - Build Pipeline: Improved player and asset bundle build performance for large builds.
  • (953940) - Cache Server: Fixed an issue which caused the Unity client to hang indefinitely.
  • (975920) - Editor: Fixed lightingdata.asset files getting re-opened in text mode in certain situations.
  • (946550) - GI: Fixed editor crash when when deleting a prefab which is used as a tree in Terrain inspector.
  • (957651) - IL2CPP: Fixed a crash on iOS which can occur when a device is awakened during a blocking socket call with a SIGPIPE signal.
  • (962771) - IL2CPP: Work around for a C++ compiler bug in the Android r13b NDK that could cause the NullCheck method to be incorrectly removed from the - resulting binary.
  • (980362) - iOS: Fix iOS 11 crash when application is launched from URL and airplay screen mirroring is enabled.
  • (980303) - iOS: Allow landscape startup on iOS11.
  • (956318) (57809) - iOS: Fixed trampoline calling UI methods ([UIApplication delegate]) from a background thread.
  • (913856) (57503) - iOS: Fixed locked orientation app getting rotations from portrait to landscape when sharing to another app on iOS 8 & 9
  • (979005) (58588) - iOS: Fixed problem with missing keyboard Done/Cancel buttons for iPhone X.
  • (None) - Package Manager: Fixed editor not starting because of custom proxy configuration on host machine.
  • (966306) - Particles: Fixed emission properties being incorrectly upgraded from previous Unity versions.
  • (930358) - Scripting: Fixed crash when using GitHub for Unity.
  • (962764) - Terrain: Fixed default smoothness for terrain without a texture.
  • (966790) - Universal Windows Platform: Fixed NotSupportedException being thrown on UWP builds with .NET scripting backend enabled when using Timeline.
  • (955086) - Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds
  • (949806) (934783) - Universal Windows Platform: Fixed debugging scripts on .NET scripting backend
  • (953086) - Windows: Fixed game window not getting minimized when using exclusive fullscreen mode on Windows key press.
  • (964052) - Windows: Fixed executable not having Unity version info.
  • (None) - XR: Fixed a random crash in Windows Mixed Reality.
  • (969944) - XR: Fixed tracking loss never recovers in Windows Mixed Reality.
  • (963320) - XR: Fixed issue with grabpass when used single-pass stereo rendering.
  • (970906) - XR: Fixed ScreenCapture.CaptureScreenshot() captures stereo instancing screenshots incorrectly.
  • (971944) - XR: Fixed shaders targeting XR platforms being included in builds where XR support is disabled.
  • (None) - XR: Fixed a regression that would cause BEV cameras not to track properly

New in Unity 2017.3.0 Patch 1 (Dec 29, 2017)

  • Fixes:
  • (966036) - Editor: Fixed input field staying highlighted after enter key is pressed.
  • (960531) - Editor: Fixed dragging slider causing creation of too many undo steps.
  • (976076) - Graphics: Fixed crash in Projector:PrepareRenderNode after selecting a gameobject in the hierarchy.
  • (931921) - Package Manager: Fixed an issue where editor was not starting for some users by adding 127.0.0.1 address to the default list of non-proxied address.

New in Unity 2017.2.1 Patch 1 (Dec 21, 2017)

  • Improvements:
  • Video: RGB to YUV conversion that happens during video transcoding and recording is now 2-3 times faster.
  • Fixes:
  • (970718) - AI: Fixed NavMeshAgents swapping to different NavMeshes when they are disabled and re-enabled right on an edge.
  • (971571) - Android: Fixed a rare static splash screen crash.
  • (960595) - Asset Import: Fixed crash when setting the property ModelImporter.clipAnimations, when the clip avatar mask is set to "Create From This Model".
  • (969114 (945000)) - Editor: Fixed being able to start multiple PlayMode and EditMode test runs at the same time from the test runner ui.
  • (969114) - Editor: Fixed bootstrap scene sometiems being left behind if running PlayMode and EditMode tests from script.
  • (975427 (956872)) - Facebook: Fixed unhandled BadImageFormatException for deleted SDK .dll.
  • (961692, 964998) - Graphics: Fixed asserts and potential memory leaks when Skinned Mesh Renderers with the "Update When Offscreen" property enabled are not visible.
  • (968591) - Graphics: Fixed crash during a visibility callback when a GameObject which was not visible is set inactive followed by setting a visible GameObject inactive.
  • (951975) - Graphics: Fixed crash in CommandBuffer.DrawMeshInstanced when called with a null property block.
  • (973686) - Graphics: Fixed crash in Canvas node extraction, usually triggering a crash on save.
  • (930408) - Graphics: Fixed a crash in the job system related to light culling.
  • (841236) - Graphics: Fixed changing the projectors render queue in script not having an effect.
  • (956919 (891894)) - Graphics: Fixed issue where DrawMeshInstanced calls will render with inverse normals if the previous draw call used negative scaling.
  • (922979) - IL2CPP: Fixed issue where android builds would crash on launch with the 4.5 runtime when the byte code stripping option was selected.
  • (954593) - iOS: Fixed videos started with Handheld.PlayFullScreenMovie not resuming after returning to the app in some circumstances.
  • (877423 (972989)) - License: Removed misleading "This should not be called in batch mode" message when returning license.
  • (940084) - License: Fixed issue when cached refresh token & access token expired, command line activation will failed.
  • (960527) (964537) - Particles: Fixed Rate over Distance emission issues.
  • (955697) - Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes.
  • (951789) - Physics: Fixed crashes when loading new scene and activating cloth gameobject in coroutine.
  • (948201) - Physics: Fixed issue where Physics Debugger's layer mask does not filter GameObject correctly.
  • (962711) - Scripting: Fixed TypeLoadException for types and array initializers larger than 1 MB.
  • (952631) - Scripting: Fixed DllImport when library name is specified with path.
  • (957072) - Scripting: Improved TypeLoadException messages.
  • (827984) - Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor.
  • (945353) - Scripting: Fixed InternalsVisibleToAttribute.
  • (907918) - Scripting: Fixed URI processing on OSX.
  • (967206) - Scripting: Fixed random crash due to memory corruption on domain reload.
  • (None) - Shaders: Fixed some edge cases where shaders would be compiled using cached include file data which was out of date.
  • (964302) - Terrain: Removed Editor error about non read/write textures.
  • (965091) - Timeline: Fixed preview mode for properties animated by Control Tracks.
  • (967026) - Timeline: Fixed console errors when using Default Playables package.
  • (963979 (976826)) - Video: Fixed videos being transcoded when switching platform even when they are cached in Cache Server.
  • (962118) - Video: Meta files are updated for videos that were transcoded during platform switch resulting in litter for VCS.
  • (None) - Web: Fixed DownloadHandlerFile not truncating file on overwrite.
  • (965165) - Web: UnityWebRequest: improve performance for DownloadHandlerScript.
  • (963947) - Web: Fixed hang when busy waiting on a redirecting request.
  • (968877) - Web: Fixed crash when checking AssetBundle download progress, that gets aborted.
  • (961465) - WebGL: Fixed UnityWebRequest with relative URL when running with custom port.
  • (965094) - WebGL: Fixed crash for relative URL in UnityWebRequest when exceptions are disabled.
  • (None) - Windows: Fixed possible crash in UnityWebRequest on Windows platforms when using UnityWebRequest with custom download handler script.
  • (972924 (950056)) - Windows Standalone: Fixed a regression where a fullscreen application would be restored to the native resolution of the attached display after losing focus. The expected outcome was that it should be restored to the original resolution that it was launched on.
  • (970844) - XR: Fixed inconsistency between generic code path and WSA-namespace-specific path for whether select is pressed.
  • (963315) - XR: Fixed UnityEngine.Experimental.XR.Boundary.TryGetGeometry throwing internal exception always failing.
  • (948931) - XR: Fixed Windows Mixed Reality controllers not being properly detected in Editor Play mode.
  • (883630) - XR: Fixed Oculus not reporting values for XRStats properties.

New in Unity 2017.3.0f3 (Dec 19, 2017)

  • Features:
  • Analytics: Added support to capture VR device refresh rate, dimension, aspect ratio, HMD tracking and Controllers tracking as part of device info and device status events.
  • Animation: Added support for integer and enum animation.
  • Asset Pipeline: Added AssetDatabase.ForceReserializeAssets API. This method allows you to proactively load, upgrade, and write back to disk any Asset or Scene files in the project. When project upgrades cause serialization changes to Assets and metafiles, Unity writes these changes to disk separately from regular development iterations.
  • Editor: Added assembly definition files for script compilation pipeline in the editor. This allows you to define your own managed assemblies based on scripts inside a folder. Splitting your project's scripts into multiple assemblies can greatly reduce script compilation times in the Editor. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
  • Editor: Added events: MouseEnter, MouseLeave, MouseOver, MouseOut, AttachToPanel, DetachFromPanel, PostLayout.
  • Editor: Added Focus events that notify UIElements when they gain or lose focus (the focused element receives keyboard input), and a focus ring, which is a circular list of UIElements that gives the order in which they receive the focus when you press Tab or Shift+Tab.
  • Editor: Added the Transform Tool, a single Gizmo you can use to move, rotate and scale in the Unity Editor.
  • Editor: You can now use DX12 API in the Editor.
  • Facebook: Segmented the uploader for the Facebook platform.
  • GI: Added support for HDR compressed lightmaps (BC6H) on PC, Xbox One and PlayStation 4. To enable this, go to Player Settings and set the Lightmap Encoding option to High Quality.
  • Graphics: Added a new method, ScreenCapture.CaptureScreenshotAsTexture. Use this to save screenshots taken with ScreenCapture as Textures in the Editor.
  • Graphics: Added Crunch compression support for ETC_RGB4 and ETC2_RGBA8 textures. Improved compression ratio and speed for DXT Crunch.
  • Graphics: Added Dynamic Resolution as an engine feature, debuting on Xbox One platform.
  • Graphics: Added support for multisampled Textures in Shaders. To use a multi-sampled Texture in a Shader, declare it as Texture2DMS (or, for example, float for a single-channel texture), and then sample as described in Microsoft's documentation on Texture2DMS::Load methods. You must create the corresponding RenderTexture with the bindMS flag set on the RenderTextureDescriptor, or set the bindTextureMS flag after creation on the RenderTexture itself.
  • Graphics: Support for 32 bit Mesh index buffers:
  • By default, meshes larger than 65k vertices get imported with a 32 bit index buffer. Smaller meshes still use 16 bit indices.
  • Added Index Format setting to Mesh Importer to override this behavior.
  • Added Mesh.indexFormat to scripting API for Meshes created at run time.
  • Kernel: Added new argument -systemallocator. This disables Engine management of allocations, and instead uses system allocations. This is useful when using external tools for memory debugging.
  • Particles: Added a new Speed Modifier option in the Particle System Velocity Module. Use this to control particle speeds without changing their directions. description
  • Particles: Added Unlit and Surface shaders for use with Particle Systems. description
  • Particles: Ribbonized Particle Trails. description
  • Physics: Exposed a new broadphase algorithm called Multi-Box Pruning, which is based on subdividing the world boundaries. This helps to overcome the performance issues in the standard sweep-and-prune approach, by exluding the excess checks of bodies that are far away but overlap each other along one of the principal axes. Access Multi-Box Pruning in the Unity Editor's Physics Settings.
  • Physics: Exposed new settings in the Physics Manager: Contacts Generation, Contact Pairs, and Broadphase Type. This allows receiving the collision and trigger events from kinematic-kinematic and kinematic-static contact pairs.
  • Physics: Exposed MeshCollider.cookingOptions. Cooking options allow you to enable or disable certain features in Mesh cooking (the process of turning a normal Mesh into a Mesh that is suitable for use in the physics system). These options can help you achieve a much shorter cooking time. This API requires that you manually check the input data for validity.
  • Playables: Added new delay feature for IPlayables.
  • Playables: Added new Video Playables Integration.
  • Profiler: Added API for custom threads profiling: Profiling.BeginThreadProfiling, and Profiling.EndThreadProfiling.
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows). "overrideMonoSearchPath" specifies an extra folder to search when Mono is loading assemblies. One intended use is to have two versions of the same project (such as a trial version and a full version). The Assets are the same, but the scripts are different. You can use this command line option to re-use the Assets, but load different scripts.
  • Scripting: Added Mono/.NET 2.0 support for Memory Profiler. See more on GitHub.
  • Services: Analytics Standard Events and Tracker are now built into the editor.
  • Services: Performance Reporting Service: Added support for MacOS native crashes.
  • Video: Added panoramic 360/180 2D/3D video workflows.
  • Video: Introduced UnityEngine.Media.MediaEncoder to expose the VideoClipImporter encoders. This allows you to create movie files via script.
  • XR: Added a new option in the Windows MR Player Settings called Enable Depth Buffer Sharing. This allows the OS to better stabilize images without the need to manually set the focus plane. For more information about the benefits of image stabilization, see Microsoft's documentation on Hologram Stability.
  • XR: Added new UI to Daydream VR Device configuration, to support new 6DOF Standalone devices.
  • XR: Added support for Oculus Dash and Depth Buffer Sharing. Depth sharing makes opaque objects semi-transparent when in front of Dash. Both features can be toggled via the Depth Buffer Sharing and Dash Support checkboxes in the Oculus Player Settings
  • XR: Added XR support to Experimental Scriptable Render Pipelines.
  • Backwards Compatibility Breaking Changes
  • Graphics: Removed DirectX 9 support from Windows Editor & Standalone. See blog post.
  • Linux: Minimum supported OS version is now Ubuntu 14.04.
  • OSX: Removed support for targeting 32bit macOS applications. Replaced BuildTarget.StandaloneOSX* enums with BuildTarget.StandaloneOSX.
  • SamsungTV: Removed support for Samsung TV.
  • Tizen: Removed Tizen mobile support.
  • Changes:
  • 2D: Unity now generates a default Physics Shape when it creates a Sprite from an imported Texture.
  • Android: Release Gradle builds are now signed with a debug key by default, and no longer fail if no key is provided.
  • Android: Release Gradle builds no longer have ProGuard enabled by default.
  • Android: Removed "Export as ADT project" option.
  • Asset Import: TextScriptImporter now recognises Markdown files (.md).
  • Editor: Added methods EditorGUI.EnumFlagsField and EditorGUILayout.EnumFlagsField, which respect the values of the enum type and support custom names for values 0 and ~0 (all bits set). Deprecated methods EditorGUI.EnumMaskField, EditorGUILayout.EnumMaskField, EditorGUI.EnumMaskPopup, and EditorGUILayout.EnumMaskPopup, which always assume values to be 1, 2, 4, 8 (and so on). (896176)
  • Graphics: Removed allegorithmic Texture compressor.
  • Graphics: Resolution is no longer clamped when using custom shadow resolution on a light, allowing you to reach up to 8k shadowmap if needed.
  • Graphics: Updated splash screen logo with new branding style.
  • Graphics: You can now access imageContentsHash for all Texture objects. This was previously only accessible using the RenderTexture API. (952466)
  • Licenses: Updated FBX license to require acceptance of FBX SDK license. See Autodesk's License and Services Agreement 2015.
  • Package Manager: Added upmResetToEditorDefaults command-line option and menu item to reset packages to Editor defaults.
  • Profiler: Improved profiler data serialization for Players - lower memory overhead, better performance.
  • Shaders: Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • Substance: Deprecated built-in support for Substance Designer materials. This support will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you need to install a suitable third-party external importer from the Asset Store.
  • UI: Unity no longer resets the LookDev camera when you create a new Scene. (938493)
  • XR: Improved the way XR devices pause/unpause applications, particularly when pausing as a result of application focus being lost. Unity now handles overlapping pause conditions correctly, regardless of the order in which they occur.
  • XR: Removed padding on double-wide texture used with Single Pass.
  • Improvements:
  • 2D: Exposed methods to set and retrieve Physics Shape from a Sprite.
  • 2D: If you use Shift-Click to do picking for Tile Palette, Unity now switches back to the original tool after picking is done.
  • 2D: Unity now displays a confirmation dialog box when you create new Tile Assets that overwrite existing Tile Assets.
  • 2D: Unity now saves changes to the Tile Palette when you stop editing the Tile Palette, or when you save the project.
  • Android: Added a new way to handle audio focus in Android Oreo.
  • Android: Added the option to configure Texture decompression format on Android devices that have no ETC2 Texture format support.
  • Android: Updated Gradle version and made it the default build system for Android.
  • Android: [OpenGL ES] Added support for preserving the framebuffer alpha.
  • Animation: Added a 2D mode to the Animation Previewer.
  • Animation: Added new Translation DoFs for Arms, Legs and Head for Humanoid animation and retargeting. This converts translations (also known as stretch) found on imported animations to retargetable Humanoid animations.
  • Animation: Added zoom in the Animator Window.
  • Animation: Entry, Exit and AnyState StateMachine Transitions can now be copy-pasted. (921705)
  • Animation: Framing a single key does not give proper context for manipulation in the curve editor, so we included neighbouring keys.
  • Asset Import: Added Preserve Hierarchy toggle to the Model Importer, to prevent Unity stripping the root transform when the model has a single root.
  • Asset Import: Added AssetPostprocessor.OnPostprocessMaterial.
  • Asset Import: Exposed ModelImporter.MaterialLocation to allow you to switch the Iaterial import location in AssetPostprocessor scripts.
  • Asset Import: Material workflow enhancement: added the ability to remap all embedded materials to existing material assets in the project, using the same heuristics as the legacy system
  • Asset Import: You can now skip Video Clip transcoding during import. If you do so, Unity uses a non-transcoded version of the video instead.
  • DX12: Native Rendering Plugin: Exposed and implemented native RenderBuffer resource retrieval, and fixed multithreading issues.
  • Editor: Added UnityEngine.Networking.PlayerConnection.ConnectedPlayer.Name. This makes it easier for you to identify connected players.
  • Editor: Connected Players now only show debug logging in Editor console, not all of stdout. Added an option to disable player logging in the Editor console.
  • Editor: Fixed over 120 missing or incomplete tooltips in the Unity Editor.
  • Editor: If Edit mode and Play mode tests produce files without proper cleanup, Unity now logs a warning.
  • Editor: It is now possible to adjust the number of lines per log row in the Console window.
  • Editor: Updated UnityShaderCompiler tool for macOS and Linux to 64bit. This improves shader compilation performance.
  • Editor: You can now double-click a Scene file in the Build List to highlight Scenes in the Project view.
  • Editor: You can now select which Xcode version to build your project with on MacOS.
  • GI: Before, all trees, lightmap static or not, would cast baked shadows on Terrain. Now Unity honors the Static flag on the prefab.
  • GI: Fixed debugging textures for GI. It's now easier to tell when they should be availble, and why they might be missing.
  • GI: Legacy trees and prefabs that don't have a LOD group now cast baked shadows on Terrain. (685764)
  • GI: Made spot light and point light fall-off match real-time fall-off in Progressive Lightmapper.
  • Graphics: Added "base vertex" functionality to Mesh.SetIndices, to allow meshes larger than 65k vertices when using 16 bit index buffer..
  • Graphics: Added GPU selection in metal for MacEditor and MacStandalonePlayer.
  • Graphics: Added non-allocating overloads for GeometryUtility.CalculateFrustumPlanes.
  • Graphics: Fixed Occlusion culling regression that was causing objects to be incorrectly culled. (972075)
  • Graphics: GPU Instancing: Instance properties are now packed as arrays of structures. Internally, we changed the constant buffer layout, where multiple instance properties are present. There are three changes in the instancing declaration macros, but the old shaders can be upgraded automatically. For your reference, the three changes are:
  • UNITY_INSTANCING_CBUFFER_START/END renamed to UNITY_INSTANCING_BUFFER_START/END.
  • UNITY_INSTANCING_BUFFER_END now takes an arrayName in the parentheses.
  • UNITY_ACCESS_INSTANCED_PROP must now be provided with the arrayName in the first argument to indicate where this property comes from. Note that if graphics jobs are not enabled, the CPU-side processing of instance property values are optimized and off-loaded to a worker thread to further reduce CPU cost.
  • Graphics: GPU Instancing: Introduced a new feature on most platforms, called "flexible instancing array sizes". This means you no longer need to specify instancing array sizes. Instead, Unity calculates it from the next draw's instance count.
  • This greatly reduces shader compiling time for instancing variants.
  • If you always take the maximum constant buffer size allowed by the device, then divide by the instance data structure size, you can further reduce instance batch count, especially on OpenGL and Metal.
  • This introduces moderate performance improvements, especially for Scenes with lots of small batches. particularly useful if you rely on Unity renderloops to automatically batch instances for you.
  • Graphics: Improved documentation for graphics hardware tiers.
  • Graphics: Improved motion vectors precision when dynamic batching is disabled.
  • Graphics: Introduced various performance and memory consumption optimizations to the Vulkan renderer.
  • Graphics: Optimized Point Light real-time shadows for D3D11.
  • Graphics: Updated compute shader API: Added SetMatrix, SetMatrixArray and SetVectorArray for SetComputeXXX and for command buffer.
  • Graphics: Vulkan: Implemented multidisplay support for the Vulkan rendering back-end (Windows/Linux).
  • Graphics: [Metal] Eliminated Z-fighting artifacts on certain devices.
  • iOS: Exposed PlayerSettings.iOS.disableDepthAndStencilBuffers in scripting API. (938696)
  • iOS: [Metal] Improved render thread scheduling.
  • Kernel: Made optimizations to the job system to reduce CPU usage on job worker threads in specific scenarios.
  • Linux: Enabled Wayland support (experimental, requires -force-wayland command line argument).
  • Linux: Updated to SDL 2.0.5.
  • Mobile: Engine code stripping now works on Android.
  • OSX: Fixed input configuration behaviour in launcher window, sharing code used elsewhere.
  • Package Manager: Added update to allow you to reset Project packages to Editor defaults.
  • Particles: Added a Resimulate checkbox for previewing all looping Particle Systems in Edit Mode. description
  • Particles: Added an option to the Scene View FX dropdown to toggle the visibility of Particle Systems.
  • Particles: Added script accessors for animatedVelocity and totalVelocity/ These allow you to query the total velocity of a particle from script, rather than just the physics velocity.
  • Particles: Added support for Meshes using lines and linestrips for particle Shape Module spawning. (931662)
  • Particles: Added update to display particle stats in Editor Play Mode for selected systems.
  • Particles: Improved the workflow for creating multiple Particle Systems inside a shared GameObject hierarchy: The Particle System no longer resumes playing a paused preview when you select systems belonging to the same effect.
  • Particles: Moved Resimulate and Show Bounds from the Inspector to the Scene View Overlay.
  • Physics: Introduced Cloth self-collision and inter-collision tools and technology. Improved constraint painting.
  • Profiler: Added experimental option to use Deep Profiler in Players with Mono runtime.
  • Scripting: Added a fastpath which avoids boxing of value types when a UnityEvent invokes listeners with the exact same argument types (932039)
  • Testing: Introduced [RequirePlatformSupport] in the Editor Tests framework, allowing tests to be marked as requiring support for particular platforms to be installed.
  • Testing: The -testCategory command line argument (to select the category of tests to run) now supports regular expressions.
  • Timeline: Added multi-selection capabilities to the Clip Inspector.
  • Timeline: Introduced various clip snap improvements:
  • Improved snap precision
  • Added Multi-selection clip snap support
  • Added double side snap hint
  • You can now hold down Ctrl to toggle snapping when moving clips
  • No snapping on Muted tracks
  • Auto snapping on Clip Asset duration and loop ends
  • Timeline: Made improvements to the Copy/Paste workflow.
  • UI: All Editor tab views now use FitToContents for button contents with flexible space on either side of toolbar, instead of filling window width.
  • UI: Cached eventCamera access in Raycast() to avoid calling Camera.main multiple times.
  • UI: Improved UI for currently selected profiler connection.
  • UI: Improved MarkLayoutAsDirty by early-exiting check loop, inlining check and removing list manipulation.
  • UI: Made performance improvements to GraphicRaycaster and EventSystem. (934842)
  • WebGL: Changed WebGLExceptionSupport.Full to WebGLExceptionSupport.FullWithStacktrace and added WebGLExceptionSupport.FullWithoutStacktrace.
  • Windows: Added support for proxy setup on UWP.
  • XR: Added support for Single-Pass stereo rendering on MacOS.
  • XR: Added XRSettings.useOcclusionMesh to allow for disabling the occlusion Mesh.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Improved VR Terrain Trees: Fixed billboard trees rotating all the time as viewer moves in VR, better transition of 2D to 3D trees, fast "sort-independent" trees with alpha-to-coverage blending and MSAA , billboard Texture aliasing improvements. (733507, 946544)
  • XR: Updated Google VR NDK to 1.80.
  • XR: Updated Vuforia to version 7.0.36
  • XR: XR now supports jittered projection matrices (for use with TAA). (873685)
  • API Changes:
  • 2D: Added new methods for Sprites to set and retrieve Physics Shape: GetPhysicsShapeCount, GetPhysicsShapePointCount, GetPhysicsShape,OverridePhysicsShape`.
  • Animation: Added AnimationCurve.Constant().
  • Animation: The structure AnimatorTransitionInfo now has a "duration" property that returns the duration of the current transition, as well as a durationUnit property that returns which unit is expressed this duration: fixed (in seconds) or normalized (in percentage).
  • Animation: Animator.CrossFade() and Animator.CrossFadeInFixedTime() can now set the transition time.
  • Asset Import: Added API signature changes and constraints removal to ScriptedImporters (Experimental feature).
  • Build Pipeline: Deprecated BuildTarget.StandaloneOSXIntel, BuildTarget.StandaloneOSXIntel64 and BuildTarget.StandaloneOSXUniversal. Upgraded BuildTarget.StandaloneOSXUniversal to new BuildTarget.StandaloneOSX. This now is the only option for targeting macOS.
  • Caching: Added overloaded version of ClearCache() that can clear cached AssetBundles which are unused for longer than the given expiration time.
  • Editor: Added methods EditorGUI.EnumFlagsField and EditorGUILayout.EnumFlagsField. These respect the values of the enum type, and support custom names for values 0 and ~0 (all bits set). (896176)
  • Editor: Deprecated methods EditorGUI.EnumMaskField, EditorGUILayout.EnumMaskField, EditorGUI.EnumMaskPopup, and EditorGUILayout.EnumMaskPopup, which always assume values to be 1, 2, 4, 8, and so on. (896176)
  • GI: Renamed LightmapEditorSettings.Lightmapper.Radiosity to LightmapEditorSettings.Lightmapper.Enlighten, and LightmapEditorSettings.Lightmapper.PathTracer to LightmapEditorSettings.Lightmapper.ProgressiveCPU. Use the Unity Automatic API Updater to make these changes automatically in your Project.
  • GI: Unity no longer supports Light.isBaked and Light.alreadyLightmapped. Use Light.bakingOutput.isBaked (and other members of Light.bakingOutput) instead.
  • IMGUI: Added GUI.Toolbar and GUILayout.Toolbar methods with new GUI.ToolbarButtonSize enum parameter, to support Fixed and FitToContents modes for button contents.
  • IMGUI: Upgraded lowercase EventType enums to their corresponding uppercase variants. The old API is now obsolete.
  • iOS: Added iOS.Device.RequestStoreReview, a review request API for the App Store.
  • Playables: Added new callback in PlayableBehaviour: OnBehaviourDelay. This is called in the first frame that the playable is delayed.
  • Playables: Added new callback in PlayableBehaviour: PrepareData. This is called if the playable is delayed.
  • Playables: Added new method to allow building or rebuilding the graph without initiating Play(): PlayableDirector.RebuildGraph.
  • Playables: Added new methods for IPlayable: SetDelay() and GetDelay().
  • Playables: Added new properties in FrameData: effectiveParentDelay and effectiveParentSpeed.
  • Playables: AudioClipPlayable.IsPlaying() is now obsolete. This method was for testing purposes only.
  • Playables: IPlayable.SetPlayState() is now obsolete. Use Play(), Pause() or SetDelay().
  • Playables: Playable.ConnectInput now takes an optional weight parameter.
  • Scripting: Added AssemblyBuilder.excludeReferences.
  • Scripting: Made Vector2.SmoothDamp parameters maxSpeed and deltaTime optional.
  • XR: Added 'PlayerSettings.VROculus.sharedDepthBuffer' and 'PlayerSettings.VROculus.dashSupport' for aquiring and setting the Oculus properties in the XR Settings.
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and setting the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: RenderViewportScale is now disabled in Deferred Rendering.
  • Fixes:
  • 2D: Fix ArgumentOutOfRangeException thrown when attempt to move point outside of the sprite rect in Sprite Editor while holding control key (946546)
  • AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary. (930830, 959522)
  • Android: Android: Add "Low Accuracy Location" checkbox to player settings (915891)
  • Android: Android: Buildpipe - Fixed exporting for projects with chars in ProductName which are forbidden by the file system (925490)
  • Android: Buildpipe - Fixed longer export times because of the build report (950381)
  • Android: Fixed an issue with having lots of VBOs allocated even for an empty scene on Android during application startup (920508)
  • Android: Fixed Android not supporting asset bundles larger than 2GB (912482)
  • Android: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode (942923)
  • Android: Fixed issue preventing apps using OBB from launching after install from Google Play
  • Android: Fixed OpenGL ES version check for Android and Android Extension Pack detection in the editor (931848)
  • Android: Fixed player crash when profiler with GPU profiling was enabled and graphics API was not OpenGL ES 3 (944118)
  • Android: Fixed realtime HDR reflection probes being black on older Android devices (776875)
  • Android: Partially fixed streaming assets being compressed when building with gradle (952981)
  • Android: Shaders that fail to compile no longer spam the log in release builds (837845)
  • Animation: Display clip name in clip importer preview title (888864)
  • Animation: Fixed a crash when closing Animator Window (916970)
  • Animation: Fixed an exception in the transition inspector when the previewer is not docked (935015)
  • Animation: Fixed an issue where Animation Events in empty clips were not getting fired (921121)
  • Animation: Fixed an issue where copy pasting a state containing a Blend tree to a synchronized layer would link (891990)
  • Animation: Fixed an issue where the Avatar Previewer (StateMachine transitions and Animation Clips previewer) was not centering for some models (936144)
  • Animation: Fixed animation events firing twice when using animator manual update. (938978)
  • Animation: Fixed animation starts sliding in Blend Tree preview when having more that two animations (903883)
  • Animation: Fixed Animation Window clip popup list not alphabetically sorted (934923)
  • Animation: Fixed animations that reference script properties that are in asset bundles (920973)
  • Animation: Fixed AnimatorState's WriteDefaults not working properly on very specific setups (893779)
  • Animation: Fixed assertion message displayed when using override controllers with legacy clips (919054)
  • Animation: Fixed Avatar preview not initializing properly
  • Animation: Fixed crash in invalid state machine transition (920625)
  • Animation: Fixed crash when changing number of input in AnimationLayerMixerPlayable at runtime. (921997)
  • Animation: Fixed default values when setting an OverrideController (810415)
  • Animation: Fixed editor freezing when duplicating badly formed state machines (913757)
  • Animation: Fixed erroneous visual feedback for the transition in the AnimatorController when transition time is negative (883899)
  • Animation: Fixed Frame-All and Frame-Selected in Animator Window
  • Animation: Fixed humanoid body position not properly animated when used in additive layer (916487)
  • Animation: Fixed interrupted transition on layers that have empty states. (920470)
  • Animation: Fixed keyframes not pasted in the proper order in the dopesheet. (944695)
  • Animation: Fixed keyframes skipped when navigating to Previous/Next keyframe in animation window (927700)
  • Animation: Fixed keyframing of multiple material selection in the animation window (934578)
  • Animation: Fixed muscle settings being reset when changing other muscle settings in the model importer.
  • Animation: Fixed NaN errors originating from root motion calculation. (794979)
  • Animation: Fixed non-animated values in Transform component not properly restored when previewing in Animation Window (809332)
  • Animation: Fixed property not displayed with "Default Value" identifier when last key is deleted in the curve editor (925529)
  • Animation: Fixed state machine range selection not adjusting to bigger graphs (877827)
  • Animation: Fixed tangent mode not properly set when adding a key at curve extremities in curve editor (944014)
  • Animation: Fixed unresponsive animation window when zoomed out (919500)
  • Animation: Root motion broken in animation when weight of any additional layer is greater than zero (943238)
  • Animation: Transition between animations makes GetIKRotation and GetIKPosition return incorrect value (945035)
  • Asset Bundles: Fixed bug where incorrect error was getting thrown if an asset was included in the same AssetBundle more than once (932726)
  • Asset Import: Fixed bug with ScriptedImporter where a sub-asset added to the AssetImportContext would become the main asset, when the specified main asset was of certain built-in types
  • Asset Import: Fixed crash when accessing ModelImporter.sourceAvatar with a null avatar (951241)
  • Asset Import: Fixed crash when importing a corrupted prefab (919220)
  • Asset Import: Fixed crash when importing some invalid .3ds files. (937949)
  • Asset Import: Fixed crash when reparenting imported root in OnPostprocessModel (943075)
  • Asset Import: Fixed editor crash and visibility curves correcteness on FBX with non baked animations. (940745)
  • Asset Import: Updated SketchUp SDK to latest to support SketchUp 2015/2016/2017 (782948)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Build Pipeline: Fix "Must set an output directory through SetCompileScriptsOutputDirectory before compiling" error when importing some asset packages (923377)
  • Build Pipeline: Fix crash when unloading an asset bundle that contains a GameObject with a non-persistent component (807541)
  • Build Pipeline: Fixed bug where error was getting thrown if Cancel was selected in the folder dialogue for certain types of Android builds (931036)
  • Build Pipeline: Fixed editor crash when attempting to build Assetbundles from a PreProcessBuild callback (920116, 928647)
  • Build Pipeline: Fixed editor crash when reading very old serialized files (911018)
  • Build Pipeline: Modified warning message in the build player window to direct users to log in to use services (800269)
  • Cache Server: Fixed several cache server bugs that would manifest as freezes/hangs or failures when reading from a cache server (943300)
  • Editor: Changing width of LookDev window to lowest possible while HDRI panel is open throws errors (938490)
  • Editor: Crash on macOS when canceling undock of Hierarchy or Scene View (942253)
  • Editor: Don't show incorrect label inspectors on folders in the project browser (914534)
  • Editor: Fix a fatal error caused when code is trying to access a non-existing platform (for example, one that was deprecated and later removed in Unity) (943461)
  • Editor: Fix crash on shutdown after using Windows speech recognizer (946499)
  • Editor: Fix framework inspector showing only one option in Option Dependencies (930624)
  • Editor: Fix issue that caused Windows speech recognizer not to work if a bad syntax file was loaded (871461)
  • Editor: Fix modifiers being discarded when pressing hotkey (936062)
  • Editor: Fix null reference exception on scene view drop (915829)
  • Editor: Fix null Reference Exception with the DockArea OldOnGUI (973680)
  • Editor: Fix player build success notification
  • Editor: Fix preview generation when lighting data hasn't been baked (818075)
  • Editor: Fix progress bar display for test tools
  • Editor: Fixed "Help > Software Licenses" menu item not working when editor application has spaces in path (macOS). (914937)
  • Editor: Fixed 9-slice not working well on transform scale values that are other than Vector3.one. (933414)
  • Editor: Fixed a issue that launching the editor using -projectPath argument without a valid license results in hang on splash or no visible window (942380)
  • Editor: Fixed an issue that was preventing the execution of menu items that contained a hotkey character (e.g., '&', '_', etc) via Editor scripts. (941189)
  • Editor: Fixed an issue where GameView size would not be restricted correctly when we don't think there's enough video memory (900779)
  • Editor: Fixed an issue where LogAssert.Expect would ignore the the logtype when finding a satisfying event when running playmode and editmode tests. (935602)
  • Editor: Fixed an issue where ResourceRequest.isDone was never set when loading resources in the Editor with LoadAsync until Editor window got resized (898008)
  • Editor: Fixed bug where Object Selector would default to Scene tab for ScriptableObject and other non-GameObject/Component asset types
  • Editor: Fixed bug where Object Selector would not display objects of a custom type if their unqualified type name matched some Unity type's unqualified name
  • Editor: Fixed Build And Run button for AppleTV on non macOS (938824)
  • Editor: Fixed crash on Mac on window close after upding drag and drop for interacting with object picker (939211)
  • Editor: Fixed crash when clicking Gizmos button in Scene view. (923088)
  • Editor: Fixed editor crash on UnloadSceneAsync() when exiting play mode if two scenes are added in Hierarchy (868291)
  • Editor: Fixed Editor crash when using obsolete platform StandaloneOSXUniversal in code. (942560)
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center (962721)
  • Editor: Fixed issue that user is not recognized as signed when open a cloud project
  • Editor: Fixed issue where Editor would crash on reload of a named scene without a scene Asset (928294)
  • Editor: Fixed issue where trying to exit Avatar Configuration would not open a new scene and lock the inspector (926815)
  • Editor: Fixed issue where you could not reload the last loaded scene, when there is an unloaded scene in the scene hierarchy. (927176)
  • Editor: Fixed issue with wrong xcode beeing used to build the project on Mac (815711)
  • Editor: Fixed NullReferenceException when selecting objects in hierarchy at the same frame they are destroyed (784805)
  • Editor: Fixed planar handles of position handle using absolute mouse position instead of relative. (920533)
  • Editor: Fixed Profiler not showing chart data after Playmode change if Scene view was set to Maximize on Play. (778068)
  • Editor: Fixed so OnHierarchyChanged event is not fired if a root GameObject added/removed is hidden. Now same behavior as non-root GameObjects.
  • Editor: Fixed so OnHierarchyChanged event is not fired if selection changes to a GameObject that shows preview area or material preview icons in the Inspector. (935289)
  • Editor: Fixed TextField changing height when entering new text and toggles not fully displaying when no text is entered (912001)
  • Editor: Fixed TreeView renaming issue when re-docking an EditorWindow (888658)
  • Editor: Fixed UIElements ScrollView having empty space when scroll bars are hidden (930065)
  • Editor: Fixed various issues in PlayerConnection and EditorConnection, player connect and disconnect should work properly now.
  • Editor: LookDev camera/objects is reset upon creating new unity scene (938493)
  • Editor: LookDev window allows meshes to be dropped from scene hierarchy (938500)
  • Editor: Removed unnecessary error in console when using point mesh topology. (930042)
  • Editor: The generated TestResults.xml when running playmode and editmode tests is now updated to be in NUnit3 format. (910845, 940839)
  • Editor: Unit tests in custom assemblies are again loaded by the test runner as playmode and editmode tests when the assembly is placed inside the assets folder. (926540)
  • Editor: [Profiler] Shows no data if docked and Game View is maximized (778068)
  • GI: Fixed issue where GI data wasn't loading properly from Asset Bundles. (924597)
  • Graphics: Convert scene view texture to LDR before drawing scene view elements. (878724)
  • Graphics: Fix second display rendering on Android/iOS when Camera.targetDisplay is not zero, Camera.targetDisplay is now completely ignored on these platforms (920394)
  • Graphics: Fix shadows when only alpha blended shadow caster are present. (930221)
  • Graphics: Fixed a crash when frustum culling local (point and spot) moving lights. (930408, 967291)
  • Graphics: Fixed changing the projectors render queue in script not having an effect. (841236, 974526)
  • Graphics: Fixed crash in canvas rendering while scene was saving (973686)
  • Graphics: Fixed crash when importing a BC6 source texture and the destination format is RGBA8UNorm.
  • Graphics: Fixed crash when passing null property block to CommandBuffer.DrawMeshInstanced. (951975)
  • Graphics: Fixed crash when using Graphics.ConvertTexture() to generate a R8/RG16 texture on DX12 or Vulkan (972069)
  • Graphics: Fixed GameView Stats windows & profiler to display rendered vertex/triangle counts properly when they are larger than 2 Billion.
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture (919162)
  • Graphics: Fixed SkinnedMeshRenderers marked with "update when offscreen" not being updated when rendering via CommandBuffers. (938897)
  • Graphics: Fixed wrong texture quality beeing applyed for graphic APIs not supporting NPOT with mipmaps (881121)
  • Graphics: Increase vsync count cap from 2 to 4 to better align with what is allowed by DXGI (941921)
  • Graphics: Make flares respond to 2D colliders (911429)
  • Graphics: Work around Metal driver issue breaking reflection probes (899153)
  • iOS: Cardboard. Enable Transition View fixed (893415)
  • iOS: Don't overwrite provisioning on append if it's not set up (946822)
  • Kernel: Assert no longer occurs when finding game objects that are deactivating (667483)
  • Kernel: Display correct value when mult-editing and changing property to extreme clamped value (806441)
  • Kernel: Improved error reporting for semantic YAML merges, particularly on macOS (719374)
  • Licenses: Fixed a issue that when cached refresh token & access token expired, command line activation will failed (940084)
  • Licenses: Removed misleading "This should not be called in batch mode" message when returning license. (877423)
  • Linux: Improve native plugin lookup
  • Multiplayer: Force scene ID to 0 on all prefabs, fixes issue where spawning an a network object instance will create it as a scene object (866792)
  • OSX: Fixed new instance of MonoDevelop opening every time a script is opened (964078)
  • OSX: Restore previous behaviour of stripping UnityEngine mdb files for macOS Standalone player builds.
  • Package Manager: Allow user to continue after packman resolution failure at startup (945057)
  • Package Manager: Fixed failure to connect to Package Manager server when host file is empty or missing (944450)
  • Package Manager: Fixed issue where Export package window contains extra folder Packages (940149)
  • Package Manager: Package Manager would fail to initialize if project folder contained a comma character (957436)
  • Particles: Clamp properties to valid ranges when set via animation (936831)
  • Particles: Clamp properties to valid ranges when set via script (805636)
  • Particles: Improve mesh batching, so it behaves identically to billboard batching (924743)
  • Particles: Improved Frame Debugger messages for when dynamic batches using Particle Systems are broken (911933)
  • Particles: Lights module emitted lights when Maximum Lights was set to 0 (956067)
  • Particles: Mesh used in the Shape Module would not always update when swapped in Edit Mode (948152)
  • Particles: Noise remap curves were still editable after remap had been disabled (923397)
  • Particles: Particle system collision gizmos were also shown for particles without collision module when multiple particle systems were selected (947417)
  • Particles: Prevent bursts being added when multiple systems are selected, as it leads to unexpected results. (958320)
  • Particles: Sub Emitters with rate over distance could keep emitting after their parent particle has stopped moving due to a collision (950108)
  • Particles: Sub-emitter particles were still visible in Edit Mode when removing them from a parent emitter (946999)
  • Physics: Fix cloth prefab crash when enabling and disabling. (904655)
  • Scripting: Fix rare coroutine crash when exiting play mode (905492)
  • Scripting: Fix rare coroutine crash when having nested coroutines (903628)
  • Scripting: Fix to prevent domain reload when in play mode in the editor due to missing script reference in asset bundles (926516)
  • Scripting: Fixed crash when calling SerializedObject.CopyFromSerializedProperty(null) (927291)
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)
  • Scripting Upgrade: Fix crash in AssemblyUpdater when property body contains reference to an obsolete API method / property (935582)
  • Scripting Upgrade: Fix failure to resolve system types when building .Net player when user code, guarded by '#if NET_CORE' used obsolete APIs. (946498)
  • Scripting Upgrade: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread (934819)
  • Scripting Upgrade: Fixes an issue where assemblies built with .NET 4.6 fail to be imported (922577)
  • Services: Fixed A very bad internet connexion can result on a black page when launching the editor (937367)
  • Services: Fixed duplicate symbols error when importing the Asset Store Ads package into Unity. (971277)
  • Services: Fixed missing symbols error when using Ads with Unity in certain circumstances. (958185)
  • Services: Prevent collab from getting into a publish loop (932469)
  • Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS. (931791)
  • Shaders: Fixed non rendering light probe debug visualization in metal editor (900987)
  • Shaders: Fixing shadow precision into fp32 for mobile platforms. (896448, 899729)
  • Shaders: Shaders: Added in standard shader a warning if bump scale is used on mobile platform (828427)
  • Terrain: Fixed an issue where a terrain detail mesh would have incorrect wind animation if it uses vertex colors as weights and "Optimize Mesh Data" is enabled in Player Settings. (921107)
  • Terrain: Fixed an issue where assertions would appear if you have OnTerrainChanged message callback in your MonoBehaviour. (927365)
  • Testing: Test runner can now launch tests on iOS/tvOS and get results back (943302)
  • Timeline: Added snapping on multi-selected clips (883991)
  • Timeline: Fixed drag when moving mouse outside of the Timeline Window. (881880)
  • Timeline: Fixed snap to frame will snap to middle of frame if clip beginning is not snapped (879564)
  • Timeline: Fixed trimming left side of activation clip will eventually move the clip (888393)
  • UI: Added option to use legacy font calculation (943141)
  • UI: Adding delay to updating the rect when in on Enable to prevent prefab modification.empty assert (713684)
  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • UI: Fixed a bug where images would not render if they started disabled. (922641)
  • UI: Fixed a memory leak in the UGUI profiler (912789)
  • UI: Fixed broken GUI when selecting prefabs with scripts that have compile errors (930931)
  • UI: Fixed crash in Canvas::CaptureBatchFrame caused by array out of bounds. (965672)
  • UI: Fixed issue in RectTransform where changes would be lost if applied before Activating the GameObject. (953409)
  • UI: Fixed issue in which GraphicRaycaster incorrectly hit graphic elements behind the event camera's far clipping plane. (935665)
  • UI: Fixed null reference exception and malformed UI when selecting prefab referencing deleted asset (930291)
  • UI: Fixing circular refernce with slider trying to drive itself. You can no longer assign the sliders transform to the rect fields (957602)
  • UI: Fixing error with potential maximum underflowing the counts causing a very large gfx buffer trying to be created which isn't possible (953270)
  • UI: Fixing issue where Font fallback references would not serialize properly (911613)
  • UI: Fixing issue with assert about the width, when reparenting.
  • UI: Fixing issue with CanvasRenderer sending to many updates when reparenting happens (959254)
  • UI: Fixing issue with ETC1 no longer clearing associatedAlphaSplitTexture causing ETC1 material to be used when it shouldn't (926901)
  • UI: Fixing issue with masking setting a keyword to false when it needs to be true (958177)
  • UI: Fixing issue with not sending the rect changed when parenting changes. (962072)
  • UI: Fixing issue with scale x, y = 0 not working as hit area
  • UI: Fixing issue with selection bounds not calculating the whole child hierarchy bounds for RectTransforms (971895)
  • UI: Fixing issue with showing wrong data in graph due to same stat name as GFX module (930049)
  • UI: Fixing issue with UI profiler memory leak caused by not releasing all stored data. (955744)
  • UI: Force ReapplyDrivenProperties when a RectTransform is awaking from load. (943817)
  • UI: Limit size of text sent text generator to avoid it throwing an error (948059)
  • UI: making the event systems be a list such that you can add multiple, remove one and still have the old system working without having to find every time. (840983)
  • UI: Reverting change to driven property system used by the UI.
  • UI: Skip RectTransform preview when parent width is zero. (859385)
  • UI: updated Image editor warning message to match import settings.
  • Universal Windows Platform: Fix building project when its product name ends with a space or contains unicode characters (885265, 942554, 945345)
  • Universal Windows Platform: Fixed "AssemblyConverter running on already processed assemblies. There is something wrong with your build." error message when building on top of a built project that had its UnityOverwrite.txt file deleted (940463)
  • Universal Windows Platform: Fixed an inconsitent with other platforms error message "Script Error (script name): Update() can not take parameters." when those magic methods are defined in a certain order on .NET scripting backend (950025)
  • Universal Windows Platform: Fixed an issue where Build & Run wouldn't work with VS2017 if a project name had parentheses in it.
  • Universal Windows Platform: Fixed debugging scripts on .NET scripting backend (934783, 949806)
  • Universal Windows Platform: Fixed NotSupportedException being thrown on UWP builds with .NET scripting backend enabled when using Timeline (966790)
  • Universal Windows Platform: Fixed project generation when project name has "&" or "'" characters in it (959804)
  • Universal Windows Platform: Follow up fix for runInBackground (759166)
  • Video: .mov with uncompressed RGBA now supported on OSX. (856784)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources (938801)
  • Video: Fixed audio getting desynchronized from video after seek operations. (889059)
  • Video: Fixed crash when closing Unity with Video preview (938819)
  • Video: Fixed crash when exiting Standalone player with active VideoPlayer (942012)
  • Video: Fixed crash when releasing VideoPlayer outside Play Mode. (930707)
  • Video: Fixed incorrect VideoPlayer naming suffix when drag-anddropping a VideoClip into the scene. (923258)
  • Video: Fixed typo in one of the VideoPlayer editor tooltips (Audio Source). (920816)
  • Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR
  • Video: Fixed VideoPlayer Preview outside Play Mode. (931846)
  • Video: On Android, videos stop playing when trying to resynchronize. (935659)
  • Web: Fix reading of local files (in Pictures/Documents/User directories) in UWP through WebRequest and WWW (910488)
  • Web: Fixed chunked data upload in UnityWebRequest on Standalone, iOS, Tizen, WiiU
  • Web: Fixed resource leak when aborting a UnityWebRequest that downloads an AssetBundle
  • WebGL: Fix missing progress bar and logo during loading screen (900105)
  • WebGL: Fixed back-buffer anti-aliasing on WebGL1.0 (923698)
  • WebGL: Fixed browser caching of data.unityweb files when Data Caching is enabled in Player Settings. (937594)
  • WebGL: Fixed file:// protocol warning on browsers that don't allow it (926842)
  • WebGL: Fixed Fullscreen mode on Safari (775206)
  • WebGL: Fixed server compression configuration warning (927459)
  • Windows: Fix artifacts when rendering to non-native resolution (930948)
  • Windows: Fix resolution reset when switching from minimized back to fullscreen (950056)
  • Windows: Fixed executable not having Unity version info (964052)
  • Windows: Fixed game window not getting minimized when using exclusive fullscreen mode on Windows key press (953086)
  • Windows: Fixed reading of loca, files in UWP through WebRequest. (910488)
  • Windows: Windows: Fixed switching to full screen from windowed when using dx11. (904471, 923430)
  • XR: Change hard coded GVR Device refresh rate to use Resolution.refreshRate (948896)
  • XR: Eye textures are no longer reallocated every frame when the main camera has MSAA disabled, but it is enabled for the VR device. (919459)
  • XR: Fix an issue with canvas lagging behind when attached to a spatially tracked object while in the editor and play mode. (814569)
  • XR: Fix Cardboard iOS target frame rate (950229)
  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)
  • XR: Fix for GearVR HMD touch pad not working with new Input System. (934585)
  • XR: Fix hardware volume controls so they are not locked out in Cardboard (938063)
  • XR: Fixed a number of issues with the VRDevice and rendering in the game view to remove occlusion mesh.
  • XR: Fixed billboard trees moving around in VR as viewer moves or rotates. Also fix VR issue of morphing tree vertices "growing" as camera moves closer to trees (733507, 946544)
  • XR: Fixed CommandBuffer.Blit doesn't work when used in CameraEvent.AfterEverything (918916)
  • XR: Fixed crash when using Android single-pass stereo rendering with the Mock HMD (930458)
  • XR: Fixed incorrect viewport in Single-Pass Stereo when blitting between different sized render textures (945940)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)
  • XR: Right eye is not rendering with Single Pass rendering and camera has Allow HDR enabled on Android (920106)
  • Known Issues in 2017.3.0f3:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Editor: Editor generating many undo steps when dragging a slider (976805)
  • Editor: MonoDevelop might get corrupted on macOS. Workaround is to rename MonoDevelop.app to something else like MonoDevelop2.app and then back to MonoDevelop.app again. This will make MonoDevelop work again. (969131)
  • Editor: Sometimes, scene gets dirty after pressing play (966172)
  • Editor: Unable to drag assets from Windows Folder to Unity when Editor is started as administrator
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)

New in Unity 2017.2.1f1 (Dec 12, 2017)

  • Improvements:
  • 2D - Exposed methods to set and retrieve Physics Shape from a Sprite.
  • 2D - Improved the name for the packed texture generated by a Sprite Atlas.
  • 2D - Sprites created by importing a texture now have a default Physics Shape generated.
  • Android - Changed "Bundle Identifier" to "Package Name" in associated error messages.
  • Android - Improved error messages from android sdk tools.
  • Android: Proguard is no longer enabled by default for gradle release builds.
  • Android: Release gradle builds now signed with a debug key instead of failing to build.
  • Apple TV - Added support for attitude data coming from new AppleTV remote.
  • Editor - Fix labels for LZ4 compression to be less confusing
  • GI: Various lightmap seam stitching improvements for Progressive Lightmapper.
  • Graphics - Added APIs to retrieve areas safe for UI rendering. Currently supported on iOS and tvOS only.
  • IL2CPP: Improved incremental build performance on OSX.
  • iOS - Added identification enums for iPhone 8, 8+ and X.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added support for iPhone X launch images.
  • Linux - Improved native plugin lookup.
  • Playables: Updated Playable.ConnectInput to take take an optional weight parameter.
  • Playables: Updated the Playable API documentation.
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows).
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • tvOS - Implemented support for 4K AppleTV icons and splashscreens.
  • Video - Removed audio glitches that follow seek/underruns in VideoPlayer.
  • XR - Improved performance on Windows Mixed Reality by removing a potential thread stall that would occur whenever beginning a new frame while the previous frame had not completed presenting.
  • XR - Updated Vuforia to version 6.5.23.
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and setting the XR Settings on Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Enabled single-pass stereo rendering for Windows MR.
  • Fixes:
  • XR: Fixed background rendering in ARCore apps running on Pixel XL no longer appearing stretched.
  • XR: Fixed issues with using values other than 1.0 for eyeTextureResolutionScale on Windows MR.
  • 2D: Fixed crash when Sprite Atlas scale results in a non-power-of-two texture and Crunch Compression is enabled. (960808, 953058)
  • 2D: Fixed ReflectionTypeLoadException from TilePalette when TilePalette is opened with 4.6 .Net and a user assembly cannot be loaded. (952556)
  • 2D: Fixed SetMinMax for Bounds/RectInt.
  • 2D: Fixed SortingGroup not applying sorting changes when child objects are duplicated or added dynamically.
  • 2D: Fixed switching platform and building project without making any changes will not cause Sprite Atlas asset to change. (968721)
  • 2D: Fixed the generation of Sprite Physics Shape for Sprites when the Texture is set to multiple Sprites mode, has no user Sprite Physics Shape set and does not generate a tight mesh for the Sprite.
  • 2D: Fixed tiled sprite renderer crash when a sprite is being packed in a Sprite Atlas which is not included in the build. (960807, 954812)
  • 2D: Fixed Tilemap Move to show correct Move preview. (952529)
  • 2D: Fixed TilemapRenderer showing tiles when Tilemap.ClearAllTiles() is called. (951514)
  • 2D: Fixed updating an active Tilemap palette prefab not exposing it into the SceneView. (947462)
  • AI: Fixed NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range. (935433)
  • AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary. (930830)(959526)
  • Android: Disable GPU fences for two Android 6 devices which have been found to have compatibility issues causing performance loss: HTC 10 and LG G5 SE. (924891)
  • Android: Fixed a player crash caused by enabling GPU profiling when the selected graphics API was not OpenGL ES 3. (946913, 944118)
  • Android: Fixed android build failing with target SDKs 21-23. (956658)
  • Android: Fixed android video player playback starting to lag after activating input field. (934841)
  • Android: Fixed android video player stuttering and dropping frames. (931038)
  • Android: Fixed crash on some Adreno devices. (961094)
  • Android: Fixed crash while processing input during destruction. (934782)
  • Android: Fixed loading player data for very specific file sizes/content. (959908)
  • Android: Fixed plugin importer architecture selection. (963291)
  • Android: Fixed project export overwriting res/ directory when exporting to keep local changes to layouts etc. intact.
  • Android: Fixed realtime HDR reflection probes being black on older Android devices. (776875)
  • Android: Fixed setting multiple response headers with same name in UnityWebRequest. (944091)
  • Android: Fixed shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.(945953)
  • Android: Fixed symbols.zip not including symbols file. (942625)
  • Animation: Fixed an issue where PrepareFrame was called at the wrong moment in the frame. (927919)
  • Animation: Fixed assert in play mode when Culling Type is set to "Based on Renderers". (943954)
  • Animation: Fixed assert when loading AnimationClip asynchronously in AssetBundles. (964932, 943438)
  • Animation: Fixed being unable to set the transition time in Animator.CrossFade(). (941945)
  • Animation: Fixed bool property not properly restored to initial value when exiting animation window. (948768, 947491)
  • Animation: Fixed case where sprite and material reference were not animatable at the same time in the SpriteRenderer. (945292)
  • Animation: Fixed case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value. (945035)
  • Animation: Fixed CurveField not updating animation curve when reference changes from render to render. (952170)
  • Asset Import: Fixed psd import issue where a psd looked different from a png. (931359, 931267)
  • AssetDatabase: Fixed an issue where AssetDatabase.GetSubFolders() didn't return any results, and updated the manual to reflect that this method only accepts relative paths. (931944)
  • Build Pipeline: Fixed a crash in BuildReporting::BuildReport::BeginBuildStep caused when BuildAssetBundles was being called from an OnPreprocessBuild callback. (941192, 958237)
  • Build: Exceptions in OnPreProcessBuild will now halt the build process correctly. (942296)
  • Collab: Fixed project manifest not being tracked in Collab. (951350)
  • DirectX 12: Fixed a crash when running on Windows 7 machine with first API in the list being DX12 and Graphics Jobs enabled. (964073)
  • DX12: Fixed memory leak when rendering procedurally generated meshes while using the Direct3D12 graphics API in the Windows Standalone build. (956272)
  • Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution. (926559)
  • Editor: Fixed crash when dragging component without managed instance to hierarchy. (950172)
  • Editor: Fixed crash while processing input during destruction. (946958)
  • Editor: Fixed curve WrapModeIcon drawing when the Curve window is embedded into another window. (947024)
  • Editor: Fixed editor restart prompt when selecting the same Active Input Handling option. (968535)
  • Editor: Fixed importing a cubemap with invalid metafile crashing. (905397, 918819)
  • Editor: Fixed incorrect framing of GameObject hierarchies in Scene View. (957525)
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)
  • Editor: Fixed incorrect wrap icon button in particle curve editor window. (947024)
  • Editor: Fixed issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted. (961428, 925381)
  • Editor: Fixed player settings not using the default icon if non are specified. (953161)
  • Editor: Fixed Plugin Inspector showing only one option in Framework Dependencies when switching to iOS platform and .NET 4.6. (948326, 930624)
  • Editor: Fix random hangs during Editor startup. (945607)
  • Editor: Fixed Scene view picking sometimes not selecting the topmost object. (943051)
  • Editor: Fixed SceneView bounds calculations not taking multiple colliders and renderers into account when calculating the framing and centre - point. (953301)
  • Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded. (913869)
  • GI: Fix a crash in ApplyMaterialPassWithCache when generating lighting and Lightmap Static option is enabled. (946517)
  • GI: Fixed 'Show Lightmap Resolution' checkbox not working. (956577)
  • GI: Fixed crash when deleting Speedtree asset files from project folder when in use by prefab.
  • GI: Fixed Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled. (854349)
  • GI: Fixed MaterialPropertyBlock values for Meta pass when using on terrain mesh with Realtime GI. (935149)
  • GI: Fixed navigating in scene view restarting baking when trees are painted on terrain. (955739, 955667)
  • GI: Fixed shadows when shadow prepare job is not run. (930221)
  • GI: Fixed terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation. (754298)
  • GI: Fixed terrain trees do not casting shadows into baked lightmaps. (685764)
  • GI: Fixed the UI in inspector not correctly showing light mode when multiple lights are selected. (851817, 929875)
  • Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL). (912323)
  • Graphics: Emit error messages instead of assert when the screen position is out of view frustum.(947342)
  • Graphics: Fix Vulkan validation layer errors (on Windows) when switching to fullscreen. (941149)
  • Graphics: Fix Vulkan validation layer errors associated with image barriers.
  • Graphics: Fixed a crash in 'RenderTexture::DiscardContents' when opening the scene. (935328)
  • Graphics: Fixed an issue where an off-screen SkinnedMeshRenderer with 'update when off-screen' enabled was not being skinned. (939897)
  • Graphics: Fixed asserts when animations disable newly visible renderers. (950215)
  • Graphics: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode. (942923)
  • Graphics: Fixed batching with unused stencil bit in G-Buffer pass. (962696)
  • Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script. (942563)
  • Graphics: Fixed crash when creating sprite with unsupported texture format. (944413)
  • Graphics: Fixed culling of projectors not matching Editor scene cameras. (954828)
  • Graphics: Fixed D3D11 driver assert message and potential crash "Invalid mask passed to GetVertexDeclaration() when using post-effect". (932940)
  • Graphics: Fixed exception being thrown when the backgroung color of a Reflection Probe is changed. (939947)
  • Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • Graphics: Fixed incorrect calculation of the Umbra occlusion culling near plane from the camera settings. (840098)
  • Graphics: Fixed incorrect definition of _ShadowCoord in AutoLight.cginc leading to unexpected compilation errors or extra useless interpolator. (924464)
  • Graphics: Fixed issue where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone. (944334)
  • Graphics: Fixed not being able to set any Mesh on a Skinned Mesh Renderer. (946068)
  • Graphics: Fixed object with "Dynamic Occludee" property being disabled rendering in Preview window when selecting a different object. (944223)
  • Graphics: Fixed potential hang with DirectX11 or DirectX12 when using different sized render targets and multiple cameras. (950907)
  • Graphics: Fixed project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked. (925552)
  • Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle. (948053)
  • Graphics: Fixed Tree shadows being culled when zoomed in on Occlusion Visualization mode. (941334)
  • Graphics: Fixed updating of bounding boxes for SkinnedMeshRenderers with 'Update When Offscreen' set. (935463)
  • Graphics: MeshRenderers with disabled "Dynamic Occluded" property were not being frustum culled. (956877)
  • IL2CPP: Added support in IL2CPP for Module.ScopeName property, which is used by Assembly.GetModule() to find a module in an assembly by name. (947807)
  • IL2CPP: Fixed an exception that would occur during conversion when processing an exception filter that calls a method. (944157)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint. (943671)
  • IL2CPP: Fixed calling DateTime.Parse() in IL2CPP builds for UWP throwing IndexOutOfRangeException. (948887)
  • IL2CPP: Fixed calling native ICommand interface methods on managed and native objects.
  • IL2CPP: Fixed calling System.Collections.Generic.IList`1 methods on managed and native objects.
  • IL2CPP: Fixed crash in thread pool during shutdown. (966623)
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime. (952043)
  • IL2CPP: Fixed marshaling System.DateTimeOffset to Windows.Foundation.DateTime when passing it to Windows Runtime APIs. (950465)
  • IL2CPP: Fixed SetSocketOption not working properly for add membership and remove membership with IPv6. (944939)
  • IL2CPP: Fixed stack overflow from occurring in Unity liveness logic (asset GC). (935563)
  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class. (930386)
  • IL2CPP: Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property. (947420)
  • IL2CPP: Improved stack traces for NullReferenceException cases on iOS when Xcode 8.3.1 or later is used with release builds. (950637)
  • IL2CPP: Prevented an intermittent crash in the GC for on PS4. (955991)
  • iOS: Fixed an issue where the development team ID was not written to the Xcode project in manual signing mode. (966830)
  • iOS: Fixed crash in Handheld.PlayFullScreenMovie when playback ends. (949361)
  • iOS: Fixed screen not always automatically rotating correctly after disabling and enabling auto-rotation. (942401)
  • iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11. (951089, 949036)
  • iOS: Fixed support of wide colors on new devices. (955685)
  • iOS: Fixed SystemInfo.supportedRenderTargetCount not correctly returning 8 for devices that support it. (949032)
  • iOS: Fixed the Screen.dpi() method in the Trampoline code not returning the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X. (962793, 960914)
  • Lighting: Fixed asset bundles not working correctly with global illumination data. (924597)
  • Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects. (887019)
  • Lighting: Fixed maximum lightmap import size. (847499)
  • Multiplayer: Fixed reliable message being delivered twice.
  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (963865)
  • OSX: Fixed High Sierra OS freeze while using Local Cache Server. (954747)
  • OSX: Fixed incorrect mouse position when running in full screen and non-native aspect ratio. (944450) (964731)
  • OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs. (963059)
  • Package Manager: Fixed creation of empty folder named 'etc'.
  • Package Manager: Fixed error/crash if there is a comma symbol in the project name. (957436)
  • Package Manager: Fixed initialisation failure when host file is missing or empty. (957000)
  • Particles: Fixed Birth SubEmitter not always firing when using random between two constants lifetime. (941076)
  • Particles: Fixed burst curves on new particle systems not being initialized. (956592)
  • Particles: Fixed issue with incorrect bounds calculation causing incorrect culling in rare cases. (956753)
  • Particles: Fixed scripted emission emitting particles in the wrong direction, if transform was moving/rotating. (957633)
  • Physics: Ensure that we correctly match enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again. (932044)
  • Physics: Ensured that 'Collision2D.GetContacts()' returns a single contact when passing a single element array. (967740)
  • Physics: Ensured that loading a scene with a Rigidbody2D with simulation off allows interpolation when simulation is subsequently turned on. (965605)
  • Physics: Ensured that manual transform sync correctly updates the Rigidbody2D pose correctly. (963200)
  • Physics: Fixed cloth pointer not being set to null to null in SkinnedMeshRenderer when deactivating causing attempted use of deallocated object. (946356)
  • Physics: Fixed Collider2D crashing when disabled by an animation. (957044)
  • Physics: Fixed Collider2D material changes not being propagated to existing contacts. (953653)
  • Physics: Fixed colliders missing pose updates when they were inactive during the scene load. (945332)
  • Physics: Fixed physics settings being always marked as dirty on the editor start, even when nothing was changed. (948866)
  • Physics: Fixed PlatformEffector2D not ignoring contacts involving trigger colliders. (950833)
  • Physics: Fixed previously ignored collision not being ignored when recreating 2D physics contacts. (960530)
  • Physics: Fixed RigidBody2Ds being woken when set to "StartAsleep" sleep mode. (941024)
  • Physics: Fixes GameObject which has a disabled cloth component not following parent's transform. (946307)
  • Playables: Fixed crash when setting an invalid source playable. (956316)
  • Plugins: Fixed warning messages about Audio spatializers in logs for applications that were not using spatializers. (869346, 835980)
  • Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties. (960775)
  • Scripting: Fixed alignment of 64-bit types on iOS. (949127)
  • Scripting: Fixed Awake containing the wrong transform values when instantiated. (953068)
  • Scripting: Fixed crash if delegate is created on un-inflated generic type. (763091)
  • Scripting: Fixed crash in debugger when trying to stop while a single step operation is in progress. (951901)
  • Scripting: Fixed crash on OSX when socket error ENXIO is encountered. (944464)
  • Scripting: Fixed crash when closing Windows Standalone player with Alt-F4 using latest scripting runtime. (952292)
  • Scripting: Fixed crash when struct has array field of same type. (807575)
  • Scripting: Fixed startup-crash on macOS 10.13 when using multiple monitors. (958250, 955089)
  • Scripting: Fixed XMM registers being trampled in 64-bit mode. (952069)
  • Shaders: Disable instancing support when performing surface shader analysis. (935126l, 941827)
  • Shaders: Fixed HLSLcc shader conversion not handling F32TO16 and F16TO32 opcodes.
  • Shaders: Fixed importing a shader include file only clearing the include cache on a single shader compiler process leaving all the other processes with outdated include files in the cache.
  • Shaders: Fixed incorrect translation of shaders using resinfo with mask operators. (943340)
  • Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators. (927339)
  • Shaders: Fixed shadow precision for mobile platforms. (951875, 899729)
  • Terrain: Fixed crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write. (951780)
  • Timeline: Fixed crash when deleting animation track which has a binding attached to an ActivationTrack. (956129)
  • Timeline: Fixed timeline window having a white background when running on .NET 4.6 depending on the set system language. (960039, 938534)
  • tvOS: Fixed icon asset catalog setup when certain multi-layer icons are missing. (959867)
  • UI: Fixed many bugs/performance problems caused by driven properties in uGUI by reverting to the 2017.1 driven property system.
  • UI: Fixed RectMask2D not masking when it's child has a child with Mask and Image components inside the RectMask2d area. (969932)
  • UI: Fixed 'd3d11: failed to create buffer' error in CanvasRenderer. (953270)
  • UWP: Fix building VS project after manually switching it to Windows SDK 15063 on .NET scripting backend. (940555)
  • UWP: Fixed "Run in Background" player setting not causing player to ignore minimize events. (759166)
  • UWP: Fixed an assert when trying to access missing material properties on debug builds. (945336)
  • UWP: Fixed issue where ComputeBuffer.SetData() and ComputeBuffer.GetData() returned empty result when running on .NET scripting backend and the array types weren't referenced from any parameters. (951036)
  • UWP: Fixed Reference Rewriter complaining about missing operators == and != on System.Type on .NET scripting backend. (955651)
  • UWP: Fixed StateMachineBehaviour not working on private fields before loading any scenes on .NET scripting backend. (937501)
  • UWP: Fixed Unity not referencing facade class libraries when targeting UWP and using IL2CPP with .NET 4.6 API Compatibility level. (949209)
  • Video: Fixed clip from asset bundle not played. (964652)
  • Video: Fixed crash in VideoPlayer when stopping and callbacks were pending.
  • Video: Fixed crashing RemoteWebCamTexture (when using the Unity Remote helper app) when marked DontDestroy. (973008)
  • Video: Fixed editor crash when previewing/playing video on older OSX version. (973005)
  • Video: Fixed erroneous stride crash on Windows. (966690)
  • Video: Fixed inspector preview not cropping title. (969299) (937173)
  • Video: Fixed muting game view does not mute video audio. (969297)
  • Video: Fixed video decoding errors due to bad file I/O for high res/bitrate video. (962204)
  • Video: Fixed video not playing in build when building for another platform. (969298)
  • Video: Fixed Video Player component rendering video with artifacts on OSX. (973009)
  • Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR.
  • VR: Fixed incorrect stereo eye offsets in Windows Mixed Reality.
  • Web: Fixed POST key/value dictionary containing very long values in UnityWebRequest. (946124)
  • Web: Fixed WWW.responseHeaders returning null. (949038)
  • WebGL - Fixed missing logo/progress bar during loading screen. (900105)
  • WebGL: Fixed divide by zero when AudioSource.pitch is zero. (946393)
  • WebGL: Fixed missing slash in WebRequest formatted blob url when using https. (940942)
  • WebGL: Fixed MS Edge detection. (943241)
  • WebGL: Fixed Timeline crash on missing DSPConnection::setMix(). (949858)
  • Windows: Fixed DictationRecognizer asserting when stopping or starting the speech recognition twice in a row. (918146)
  • Windows: Fixed loading animation on cursor continuing to play after the game is loaded. (860330)
  • Windows: Fixed ProcessMouseInWindow causing CPU spikes up to 4ms on Standalone builds. (931829)
  • Windows: Fixed Windows touch input events being out of sync from positioning events. (899209)
  • WWW: Fixed reading of local files not working in UWP with UnityWebRequest. (910488)
  • WWW: Fixed WWW class regressions related to throwing NullReferenceException (949418)
  • XR: Added back Stereo Display (non head-mounted).
  • XR: Camera transform changes during and after tracking loss now mimics other platforms' behavior. (949193)
  • XR: Eliminated errors and warnings showing per frame in console during Holographic Emulation. (943109)
  • XR: Fix Podfile version to reflect correct version. (962253)
  • XR: Fixed a performance regression on Microsoft HoloLens. (959749)
  • XR: Fixed a rendering issue on Windows Mixed Reality when using multiple cameras with different depth ranges. (927404, 953255)
  • XR: Fixed an issue with blitting between VR and non-VR render textures.
  • XR: Fixed Assert when playing Mixed Reality applications in Editor without Mixed Reality Portal running. (950519)
  • XR: Fixed black screen on startup on Cardboard when GLES2 or GLES3 is used. (931397)
  • XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR. (892084)
  • XR: Fixed crash in Editor when toggling play mode aftering blooming to shell on Windows Mixed Reality. (948814)
  • XR: Fixed Daydream applications hanging before quiting to Android home when calling Application.Quit. (966173)
  • XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.
  • XR: Fixed Holographic Simulation not working in Editor. (952039)
  • XR: Fixed incorrect culling when using multiple cameras with Windows Mixed Reality. (927404)
  • XR: Fixed issue with "Unsupported texture format .." warnings appearing when XR is enabled. (956693)
  • XR: Fixed issue with being able to set tracking space type to Stationary. (946714)
  • XR: Fixed landscape left being forced when landscape right is disabled. (946829)
  • XR: Fixed stereo separation regression on Oculus HMDs.
  • XR: Fixed stretched background image for ARCore apps running on Samsung S8.
  • XR: Fixed Windows Mixed Reality applications not reporting an updated boundary if it has been reconfigured while the app was running.
  • XR: Fixed Windows Mixed Reality apps rendering with incorrect eye offsets. (963878)
  • XR: Fixed Windows Mixed Reality XAML apps launching to a black screen. (954629)
  • XR: Fixed Windows Mixed Reality XAML apps not able to get back to exclusive mode after blooming to the shell. (953314)
  • XR: Fixed Windows Mixed Reality XAML apps not rendering on desktop. (922492)
  • XR: InputTracking.Recenter is now hooked up properly on Windows Mixed Reality. (909869)
  • XR: Removed some unnecessary graphics API state resets.
  • XR: Tracking loss screen no longer appears on WindowsMR headsets, now mimics the behavior of other platforms during tracking loss. (942154)
  • XR: Tracking space type now falls back to Stationary when boundary hasn't been configured. (945163)
  • XR: Updated the code to invalidate the eye texture's depth and stencil in one call.
  • XR: Updated messaging in XR Settings for Android applications attempting to use Daydream and Oculus.

New in Unity 2017.3.0f2 (Dec 8, 2017)

  • Known Issues in 2017.3.0f2:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Editor: MonoDevelop might get corrupted on macOS. Workaround is to rename MonoDevelop.app to something else like MonoDevelop2.app and then back to MonoDevelop.app again. This will make MonoDevelop work again. (969131)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Improvements:
  • Graphics: Fixed Occlusion culling regression that was causing objects to be incorrectly culled. (972075)
  • XR: Updated Vuforia to version 7.0.36
  • API Changes:
  • XR: Added 'PlayerSettings.VROculus.sharedDepthBuffer' and 'PlayerSettings.VROculus.dashSupport' for aquiring and setting the Oculus properties in the XR Settings.
  • Fixes:
  • Graphics: Fixed changing the projectors render queue in script not having an effect. (841236, 974526)
  • OSX: Fixed new instance of MonoDevelop opening every time a script is opened (964078)
  • UI: Fixed crash in Canvas::CaptureBatchFrame caused by array out of bounds. (965672)
  • UI: Fixing issue with selection bounds not calculating the whole child hierarchy bounds for RectTransforms (971895)
  • Universal Windows Platform: Fixed debugging scripts on .NET scripting backend (934783, 949806)
  • Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds (955086)
  • Universal Windows Platform: Fixed NotSupportedException being thrown on UWP builds with .NET scripting backend enabled when using Timeline (966790)
  • Universal Windows Platform: Fixed project generation when project name has "&" or "'" characters in it (959804)
  • Windows: Fixed executable not having Unity version info (964052)
  • Windows: Fixed game window not getting minimized when using exclusive fullscreen mode on Windows key press (953086)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • Editor: Added an optional async mode for Perforce VCS Status Queries for users experiening laggy connections to their server. This can be activated in the Editor Settings. Added an overlay icon to indicate that the status of a file is being refreshed. (922829, 974081)
  • Fixes:
  • AI: Fix NavMeshAgents swapping to different NavMeshes when they are disabled and re-enabled right on an edge (970718)
  • Android: Fix rendering on Tegra 3 devices
  • Android: Fixed a rare static splash screen crash (971571)
  • Asset Import: Fixed bug with import of FBX with custom framerate generating animationClips with wrong framerate. (916405, 973915)
  • Asset Import: Fixed wrong asset selector type in material remapping import settings if material is already assigned (971556)
  • Editor: Fix issue with .asmdef assemblies not referencing editor only assemblies correctly.
  • Editor: Fix issue with non-source files being added to all generated .csproj files. Now only added to the .csproj files they belong to.
  • Editor: Fix issue with NullReferenceException being thrown in some cases when showing inspector for managed plugins.
  • Editor: Fix random hangs during Editor startup (954607)
  • Editor: Fixed total GPU time calculation when GPU profiler is enabled (968870)
  • GI: Fix for case 956577: [UI] Show Lightmap Resolution button is broken. (956577)
  • Graphics: Fixed crash during a visibility callback when a GameObject which was not visible is set inactive followed by setting a visible GameObject inactive. (968591)
  • iOS: Fix for locked orientation app gets rotated from portrait to landscape when sharing to another app on iOS 8 & 9 (913856)
  • iOS: Fixed videos started with Handheld.PlayFullScreenMovie not resuming after returning to the app in some circumstances (954593)
  • Scripting: Fix Compiliaton.GetAssemblyNameFromScriptPath throwing exception instead of returning null.
  • Scripting: Fixed issue with CompilationPipeline.assemblyCompilationFinished being called before the assembly existed at the assembly path.
  • Shaders: Fixed some edge cases where shaders would be compiled using cached include file data which was out of date.
  • Terrain: Fix crash when clicking on a missing tree prefab in the terrain inspector. (972296)
  • Terrain: Fix default smoothness for terrain without a texture. (962764)
  • Timeline: Fixed console errors when using Default Playables package (967026)
  • Timeline: Fixed issue with clips not responding to context click when not selected. (972068)
  • Timeline: Fixed preview mode for properties animated by Control Tracks (965091)
  • Timeline: Fixed zoom becoming locked at high zoom values (966608)
  • UI: Fixed issue with CanvasRenderers not removing themselfs when disabled. (974518)
  • Universal Windows Platform: Fixed Build & Run in Visual Studio 2017.4 (964301)
  • Universal Windows Platform: Fixed crash on player startup when autoconnect profiler option is enabled on .NET scripting backend (966364)
  • Universal Windows Platform: Fixed WSA.Cursor.SetCustomCursor resetting after mouse is moved (958304)
  • WebGL: Fix rendering on Safari (955664, 968441)
  • XR: Call to UnityEngine.Experimental.XR.Boundary.TryGetGeometry now correctly returns the geometry instead of throwing an internal exception (963315)
  • XR: Fixed a rare random crash in Windows Mixed Reality apps
  • XR: Fixed a regression that would cause BEV cameras not to track properly
  • XR: Fixed crash when starting Play mode with Emulation mode set to Remoting but no active connection (962944)
  • XR: Fixed crash when toggling XRSettings.enabled from TRUE -> FALSE -> TRUE on Windows Mixed Reality in Editor (952997)
  • XR: Fixed inconsistency between generic code path and WSA-namespace-specific path for whether select is pressed (970843)
  • XR: Fixed tracking loss never recovers in Windows Mixed Reality apps (969994)

New in Unity 2017.2.0 Patch 4 (Dec 4, 2017)

  • Improvements:
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows).
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and setting the XR Settings on Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Enabled single-pass stereo rendering for Windows MR.
  • Fixes:
  • (968721) - 2D: Fixed switching platform and building project without making any changes will not cause Sprite Atlas asset to change.
  • (961094) - Android: Fixed crash on some Adreno devices.
  • (963291) - Android: Fixed plugin importer architecture selection.
  • (959908) - Android: Fixed loading player data for very specific file sizes/content.
  • (964073 - DirectX 12: Fixed a crash when running on Windows 7 machine with first API in the list being DX12 and Graphics Jobs enabled.
  • (947024) - Editor: Fixed incorrect wrap icon button in particle curve editor window.
  • (953161) - Editor: Fixed player settings not using the default icon if non are specified.
  • (962721) - Editor: Fixed incorrect tool placement when pivot mode was set to Center.
  • (968535) - Editor: Fixed editor restart prompt when selecting the same Active Input Handling option.
  • (956577) - GI: Fixed 'Show Lightmap Resolution' checkbox not working.
  • (962696) - Graphics: Fixed batching with unused stencil bit in G-Buffer pass.
  • (None) - Multiplayer: Fixed reliable message being delivered twice.
  • (964731) - OSX: Fixed incorrect mouse position when running in full screen and non-native aspect ratio.
  • (944450) - Package Manager: Fixed initialisation failure when host file is missing or empty.
  • (957000) - Package Manager: Fixed creation of empty folder named 'etc'.
  • (957436) - Package Manager: Fixed error/crash if there is a comma symbol in the project name.
  • (965605) - Physics: Ensured that loading a scene with a Rigidbody2D with simulation off allows interpolation when simulation is subsequently turned on.
  • (963200) - Physics: Ensured that manual transform sync correctly updates the Rigidbody2D pose correctly.
  • (967740) - Physics: Ensured that 'Collision2D.GetContacts()' returns a single contact when passing a single element array.
  • (956316) - Playables: Fixed crash when setting an invalid source playable.
  • (969932) - UI: Fixed RectMask2D not masking when it's child has a child with Mask and Image components inside the RectMask2d area.
  • (964652) - Video: Fixed clip from asset bundle not played.
  • (969297) - Video: Fixed muting game view does not mute video audio.
  • (969298) - Video: Fixed video not playing in build when building for another platform.
  • (969299) (937173) - Video: Fixed inspector preview not cropping title.
  • (966690) - Video: Fixed erroneous stride crash on Windows.
  • (973008) - Video: Fixed crashing RemoteWebCamTexture (when using the Unity Remote helper app) when marked DontDestroy.
  • (973005) - Video: Fixed editor crash when previewing/playing video on older OSX version.
  • (962204) - Video: Fixed video decoding errors due to bad file I/O for high res/bitrate video.
  • (973009) - Video: Fixed Video Player component rendering video with artifacts on OSX.
  • (900105) - WebGL - Fixed missing logo/progress bar during loading screen.
  • (966173) - XR: Fixed Daydream applications hanging before quiting to Android home when calling Application.Quit.
  • (None) - XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.
  • (953314) - XR: Fixed Windows Mixed Reality XAML apps not able to get back to exclusive mode after blooming to the shell.
  • (954629) - XR: Fixed Windows Mixed Reality XAML apps launching to a black screen.
  • (922492) - XR: Fixed Windows Mixed Reality XAML apps not rendering on desktop.
  • (963878) - XR: Fixed Windows Mixed Reality apps rendering with incorrect eye offsets.

New in Unity 2017.3.0f1 (Dec 4, 2017)

  • Known Issues in 2017.3.0f1:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Fixes:
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center (962721)
  • Scripting Upgrade: Fix failure to resolve system types when building .Net player when user code, guarded by '#if NET_CORE' used obsolete APIs. (946498)
  • Testing: Test runner can now launch tests on iOS/tvOS and get results back (943302)
  • UI: Adding delay to updating the rect when in on Enable to prevent prefab modification.empty assert (713684)
  • UI: Fixing circular refernce with slider trying to drive itself. You can no longer assign the sliders transform to the rect fields (957602)
  • UI: Fixing Freeze/crash when creating & destroying a lot of GUI canvases/elements (959492)
  • UI: Fixing issue with not sending the rect changed when parenting changes. (962072)
  • WebGL: Fix missing progress bar and logo during loading screen (900105)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Fixes:
  • Editor: Fix for editor restart prompt when selecting the same Active Input Handling option (968535)
  • Editor: Fix performance issue in IMGUI when there is a lot of elements in a window. (970882, 971461)
  • Physics: Fixed a crash on project load caused by tiny meshes (953083)
  • Physics: Fixed crashes when loading new scene and activating cloth gameobject in coroutine (951789)
  • Physics: Fixed error message when changing Mesh on Skinned Mesh Renderer on game objects that has Cloth Component (950424)
  • Physics: Fixed issue where Editor freezes for long time when adding Cloth component to a Mesh with high vertex count (956856)
  • Physics: Fixed issue where Physics Debugger's layer mask does not filter GameObject correctly (948201)
  • Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes (955697)
  • Web: UnityWebRequest: fix crash when checking AssetBundle download progress, that gets aborted (968877)
  • Web: UnityWebRequest: Fix DownloadHandlerFile not truncating file on overwrite
  • Web: UnityWebRequest: fix hang when busy waiting on a redirecting request (963947)
  • Web: UnityWebRequest: improve performance for DonwloadHandlerScript (965165)
  • WebGL: Fix crash for relative URL in UnityWebRequest when exceptions are disabled (965094)
  • WebGL: Fix UnityWebRequest with relative URL when running with custom port (961465)
  • XR: Fix for crash when subscribing to InteractionManager events without HMD plugged in on Windows Mixed Reality (972003)
  • XR: Fix for Windows Mixed Reality controllers not being detected by Editor during play mode (948931)
  • XR: Fixed an issue that would prevent being able to disable and re-enable XRSettings.enabled on Windows Mixed Reality

New in Unity 2017.3.0b11 (Nov 28, 2017)

  • Known Issues in 2017.3.0b11:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building. (956872)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: Editor crashes when it enters Play Mode if XR is enabled for Windows Store Apps (WSA) but there is no head-mounted display connected. (955908)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Changes:
  • Substance: Deprecated built-in support for Substance Designer materials. This support will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you need to install a suitable third-party external importer from the Asset Store.
  • UI: Unity no longer resets the LookDev camera when you create a new Scene. (938493)
  • XR: Removed padding on double-wide texture used with Single Pass.
  • Improvements:
  • 2D: If you use Shift-Click to do picking for Tile Palette, Unity now switches back to the original tool after picking is done.
  • 2D: Unity now displays a confirmation dialog box when you create new Tile Assets that overwrite existing Tile Assets.
  • 2D: Unity now saves changes to the Tile Palette when you stop editing the Tile Palette, or when you save the project.
  • XR: Added XRSettings.useOcclusionMesh to allow for disabling the occlusion Mesh.
  • XR: Updated Vuforia to version 7.0.34.
  • Fixes:
  • Asset Import: Fixed crash when reparenting imported root in OnPostprocessModel (943075)
  • Editor: Fixed crash on Mac on window close after upding drag and drop for interacting with object picker (939211)
  • Package Manager: Fixed failure to connect to Package Manager server when host file is empty or missing (944450)
  • Package Manager: Package Manager would fail to initialize if project folder contained a comma character (957436)
  • UI: Added option to use legacy font calculation (943141)
  • UI: Fixing error with potential maximum underflowing the counts causing a very large gfx buffer trying to be created which isn't possible (953270)
  • UI: Fixing issue with assert about the width, when reparenting.
  • UI: Fixing issue with CanvasRenderer sending to many updates when reparenting happens (959254)
  • UI: Fixing issue with ETC1 no longer clearing associatedAlphaSplitTexture causing ETC1 material to be used when it shouldn't (926901)
  • UI: Fixing issue with masking setting a keyword to false when it needs to be true (958177)
  • UI: Fixing issue with scale x, y = 0 not working as hit area
  • UI: Fixing issue with UI profiler memory leak caused by not releasing all stored data. (955744)
  • UI: Force ReapplyDrivenProperties when a RectTransform is awaking from load. (943817)
  • UI: Limit size of text sent text generator to avoid it throwing an error (948059)
  • UI: Reverting change to driven property system used by the UI.
  • UI: updated Image editor warning message to match import settings.
  • WebGL: Fixed browser caching of data.unityweb files when Data Caching is enabled in Player Settings. (937594)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • GI: Introduced an update to prevent prefab asserts from spamming the console with kValidSceneObjectIdentifier. (955674)
  • XR: Added support for using Single Pass on Windows MR.
  • Fixes
  • 2D: Fix Collider shape generated by TilemapCollider for Tiles with ColliderType.Grid which have been rotated (959766)
  • 2D: Fix invalid operation exception thrown when a new Tile Palette is created (958466)
  • 2D: Fix preview for Tilemap when Move tool is selected and activated without any further input (960558)
  • 2D: Fix Tilemap.SetTilesBlock causing an error on first call when bounds of Tilemap is less than the bounds defined by SetTilesBlock (957272)
  • 2D: Switched platform and build project without making any changes will not cause Sprite Atlas asset to change (and cause conflict in source control). (968720)
  • 2D: TileBase.StartUp method will be called once for the lifetime of a TileBase (960077)
  • Android: Fix loading player data for very specific file sizes/content (959908)
  • Animation: Fixed an Animator StateMachine livelink issue (952168)
  • Editor: Fix "InvalidOperationException" being thrown when un-checking Static box on a gameobject (962453, 964436)
  • Editor: Fixed move component up and down showing no apparent change when game object has hidden component. (949484)
  • Editor: In Player Settings, always use the default icon if there are no icons specified (953161)
  • Editor: Remove UnityConnect error output from console window (963815)
  • GI: Fix a crash in the Editor when importing a non HDR texture and using BC6H compression (961745)
  • GI: Fix for crash issue that occurs when deleting a prefab which is used as a tree in Terrain inspector (851817, 946550, 962022)
  • Graphics: Fix for batching break with unused stencil bit in G-Buffer pass (962696)
  • IL2CPP: Avoid crash in thread pool during shutdown (966623)
  • IL2CPP: Correct the behavior of DateTime.TryParse with the .NET 4.6 profile (948887)
  • IL2CPP: Fix ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6 (943671)
  • IL2CPP: Fix crash when calling Socket.GetSocketOption using latest scripting runtime (952403)
  • IL2CPP: Fix unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class, like QueryInterface (930386)
  • IL2CPP: Fixes an issue where android builds would crash on launch with the 4.5 runtime when the byte code stripping option was selected (922979)
  • IL2CPP: Improve incremental build performance on OSX
  • IL2CPP: Prevent an intermittent crash in the GC for on PS4 (955991)
  • Physics: Ensure that 'Collision2D.GetContacts()' returns a single contact when passing a single element array. (967740)
  • Physics: Ensure that loading a scene with a Rigidbody2D with simulation off allows interpolation when simulation is subsequently turned on. (965605)
  • Physics: Ensure that manual transform sync correctly updates the Rigidbody2D pose correctly. (963200)
  • Plugins: Fix missing spatializer plugin warnings in built players. (835980, 869346)
  • Terrain: Remove Editor error about non read/write textures (964302)
  • UI: Fixed memory leak due to keeping a reference to UI shared mesh (940588)
  • UI: Fixing issue where the rectTransform would update itself causing invalid positions (945355)
  • Video: Cannot Enable Transcoding on Video File (958540, 958541)
  • Video: Crash on attempting to upgrade project (958524, 968515)
  • Video: Fix erroneous stride computing causing crash on Windows (966690)
  • Video: Fix erroneous stride computing causing crash on Windows (922914, 971663)
  • Video: Video is not played when trying to play it in the Video Clip Importer preview (961807, 968689)
  • XR: Boundary.TryGetGeometry will now return updated geometry in Windows Mixed Reality when a user has reconfigured the boundary at runtime (971668)
  • XR: Fix y-axis values for thumbstick and touchpad when using InteractionManager to match Unity convention (968640)
  • XR: Fixed eye positions in Windows Mixed Reality being incorrectly offset (963878)
  • XR: Fixed issues with non-directional lights being clipped when using Single Pass and Single Pass Instanced.
  • XR: Fixed issues with using grabpass with single-pass rendering on PC.

New in Unity 2017.2.0 Patch 3 (Nov 27, 2017)

  • Improvements:
  • Android: Proguard is no longer enabled by default for gradle release builds.
  • Android: Release gradle builds now signed with a debug key instead of failing to build.
  • GI: Various lightmap seam stitching improvements for Progressive Lightmapper.
  • IL2CPP: Improved incremental build performance on OSX.
  • Playables: Updated the Playable API documentation.
  • Playables: Updated Playable.ConnectInput to take take an optional weight parameter.
  • Fixes:
  • (934841) - Android: Fixed android video player playback starting to lag after activating input field.
  • (931038) - Android: Fixed android video player stuttering and dropping frames.
  • (942625) - Android: Fixed symbols.zip not including symbols file.
  • (951350) - Collab: Fixed project manifest not being tracked in Collab.
  • (957525) - Editor: Fixed incorrect framing of GameObject hierarchies in Scene View.
  • (953301) - Editor: Fixed SceneView bounds calculations not taking multiple colliders and renderers into account when calculating the framing and centre - point.
  • (947024) - Editor: Fixed curve WrapModeIcon drawing when the Curve window is embedded into another window.
  • (943051) - Editor: Fixed Scene view picking sometimes not selecting the topmost object.
  • (961428 925381) - Editor: Fixed issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted.
  • (935149) - GI: Fixed MaterialPropertyBlock values for Meta pass when using on terrain mesh with Realtime GI.
  • (929875) - GI: Fixed the UI in inspector not correctly showing light mode when multiple lights are selected.
  • (851817) - GI: Fixed crash when deleting Speedtree asset files from project folder when in use by prefab.
  • (930221) - GI: Fixed shadows when shadow prepare job is not run.
  • (950907) - Graphics: Fixed potential hang with DirectX11 or DirectX12 when using different sized render targets and multiple cameras.
  • (954828) - Graphics: Fixed culling of projectors not matching Editor scene cameras..
  • (840098) - Graphics: Fixed incorrect calculation of the Umbra occlusion culling near plane from the camera settings.
  • (956877) - Graphics: MeshRenderers with disabled "Dynamic Occluded" property were not being frustum culled.
  • (952043) - IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime.
  • (943671) - IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint.
  • (966623) - IL2CPP: Fixed crash in thread pool during shutdown.
  • (966830) - iOS: Fixed an issue where the development team ID was not written to the Xcode project in manual signing mode.
  • (962793 960914) - iOS: Fixed the Screen.dpi() method in the Trampoline code not returning the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X.
  • (963865) - OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU.
  • (957044) - Physics: Fixed Collider2D crashing when disabled by an animation.
  • (960530) - Physics: Fixed previously ignored collision not being ignored when recreating 2D physics contacts.
  • (960775) - Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties.
  • (None) - Shaders: Fixed importing a shader include file only clearing the include cache on a single shader compiler process leaving all the other processes with outdated include files in the cache.
  • (944334) - Graphics: Fixed issue where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone.
  • (951036) - UWP: Fixed issue where ComputeBuffer.SetData() and ComputeBuffer.GetData() returned empty result when running on .NET scripting backend and the array types weren't referenced from any parameters.
  • (None) - Video: Fixed crash in VideoPlayer when stopping and callbacks were pending.
  • (None) - VR: Fixed incorrect stereo eye offsets in Windows Mixed Reality.
  • (910488) - WWW: Fixed reading of local files not working in UWP with UnityWebRequest.
  • (949418) - WWW: Fixed WWW class regressions related to throwing NullReferenceException
  • (None) - XR: Fixed Windows Mixed Reality applications not reporting an updated boundary if it has been reconfigured while the app was running.
  • Known Issues:
  • (971024) - Editor: Focusing on Canvas focuses on child object when pivot is in center mode.
  • (971895) - Editor: Center pivot point of UI objects is not consistent.

New in Unity 2017.1.2 Patch 3 (Nov 21, 2017)

  • Improvements:
  • Apple TV: Added support for attitude data coming from new Apple TV remote.
  • Android - Improved error messages from android sdk tools.
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added support for iPhone X launch images.
  • Graphics - Improved documentation for graphics hardware tiers.
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • Fixes:
  • (944118) - Android: Fixed player crash when profiler with GPU profiling is enabled and graphics API was not OpenGL ES 3.
  • (776875) - Android: Fixed realtime HDR reflection probes being black on older Android devices.
  • (956658) - Android: Fixed android build failing with target SDKs 21-23.
  • (934782) - Android: Fixed crash when killing the application during permission request.
  • (931038) - Android: Fixed stuttering with android video player multithreaded rendering.
  • (934841) - Android: Fixed android video player playback starting to lag after activating input field.
  • (959867) - Apple TV: Fixed icon asset catalog setup when certain multi-layer icons are missing.
  • (946958) - Editor: Fixed crash while processing input during destruction.
  • (913869) - Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded.
  • (926559) - Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution.
  • (930408) - Graphics: Fixed lights on animated rigs thorwing errors and potentially crashing.
  • (955082) - Graphics: Fixed an issue where performing an undo on a Static Lightmap Object causes an error related to transforms to be reported.
  • (944413) - Graphics: Fixed crash when creating sprite with unsupported texture format.
  • (949574)GI: Progressive Lightmapper crashes with transparent shader.
  • (None) - Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • (942563) - Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script.
  • (952403) - IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime.
  • (943671) - IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6.
  • (951089) (949036) - iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11.
  • (887019) - Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects.
  • (963866) - OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU.
  • (963060) - OSX Metal: Fixed hang when using MSAA on OSX 10.11 on Nvidia GPUs.
  • (957899) - Particles: Fixed mesh particles being rendered upside-down when using view-space.
  • (957427) - Particles: Fixed crash when emitting from script and using a Size module.
  • (946356) - Physics: Fixed cloth pointer not being set to NULL when deactivating SkinnedMeshRenderer.
  • (922684) - Physics: Updated physics documentation to better explain how friction and bounciness are combined.
  • (916451) - Physics: Fixed TerrainData.SetHeights not updating the terrain collider properly at run-time.
  • (960775) - Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some - circumstances.
  • (963350) - Terrain: Fixed crash when a splat texture only has a normal map.
  • (952802) - UI: Fixed tabbing between input fields not properly giving editing focus.
  • (954117) (924562)- Video: Video Clip is not played when loading it from an Asset Bundle on Windows.
  • (964785) (854484) - Video: Muting Game View does not mute video audio.
  • (964789) (937173) - Video: Fixed inspector preview not cropping video files name.
  • (946124) - Web: UnityWebRequest: Fixed POST key/value dictionary containing very long values.
  • (949038) - Web: Fixed WWW.responseHeaders returning NULL.
  • (892084) - XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR.
  • (962253) - XR: Fixed Podfile not reporting the correct version

New in Unity 2017.3.0b10 (Nov 20, 2017)

  • Known Issues in 2017.3.0b10:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. Can be workarounded by using a custom file extension for the files you want uncompressed. This extension should be specified in a custom gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Editor crashes when entering play mode without HMD connected and XR enabled for WSA (955908)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Features:
  • XR: Added a new option under the Windows MR player settings called "Enable Depth Buffer Sharing". Enabling depth buffer sharing will allow the OS to better stabilize images without the need to manually set the focus plane. The following URL contains information about the benefits of image stabilization. https://developer.microsoft.com/en-us/windows/mixed-reality/hologram_stability
  • API Changes:
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and settings the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Fixes:
  • 2D: Fixed assert with Sorting Group where multiple Sorting Groups are used and one is deactivated (962872)
  • Editor: Fix crashes in webviews during shutdown (966216)
  • Editor: Fix deep profiler child samples time.
  • Editor: Fixed curve WrapModeIcon drawing when the Curve window is embedded into another window. (947024)
  • Editor: Fixed incorrect framing of GameObject hierarchies in Scene View. (957525)
  • Editor: Fixed incorrect y calculation of wrap icon in curve window. (947024)
  • Editor: Fixed issue in Collab, when a file copy fails during publish, the collabsnapshot continued to be updated erroneously (952686)
  • Editor: Fixed Scene view picking sometimes not selecting the topmost object (943051)
  • Editor: Fixed WWW class regressions (949418)
  • Editor: Particle system curve editor 'optimize' and 'remove' buttons are now always shown and are disabled instead of being hidden. (952196)
  • Editor: Removed UnityWebRequest header Transfer-Encoding: identity (960676)
  • Editor: SceneView bounds calculations now take multiple colliders and renderers into account when calculating the framing and centre point. (953301)
  • Graphics: Fixed asserts and potential memory leaks when Skinned Mesh Renderers with the "Update When Offscreen" property enabled are not visible (961692, 964998)
  • Multiplayer: Reliable message can be delivered twice
  • OSX: Fixed incorrect mouse position when running in full screen and non-native aspect ratio. (964731)
  • Package Manager: An empty folder named "etc" is no longer created at the root of Unity projects. (957000)
  • Physics: Fixed a crash on project load caused by tiny meshes (953083, 962801)
  • Physics: Fixed issue where PhysicsManager settings are reverted to default upon entering Play mode (954601, 967751)
  • Playables: Fixed crash when setting an invalid source playable (956316)
  • XR: Fixed a performance regression on Microsoft HoloLens (959749)
  • XR: Fixed Daydream applications hanging before quiting to Android home when calling Application.Quit (966173)
  • XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.
  • XR: Fixed Windows Mixed Reality XAML apps failing to render on Windows desktop (922492)
  • XR: Fixed Windows Mixed Reality XAML apps launching to a black screen (954629)
  • XR: Fixed Windows Mixed Reality XAML apps unable to get back to exclusive mode after blooming to the shell (953314)

New in Unity 2017.2.0 Patch 2 (Nov 15, 2017)

  • Improvements:
  • 2D - Improved the name for the packed texture generated by a Sprite Atlas.
  • Android - Changed "Bundle Identifier" to "Package Name" in associated error messages.
  • Android - Improved error messages from android sdk tools.
  • Apple TV - Added support for attitude data coming from new AppleTV remote.
  • Editor - Fix labels for LZ4 compression to be less confusing
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added support for iPhone X launch images.
  • Linux - Improved native plugin lookup.
  • Video - Removed audio glitches that follow seek/underruns in VideoPlayer.
  • XR - Updated Vuforia to version 6.5.23.
  • Fixes:
  • (None) - 2D: Fixed the generation of Sprite Physics Shape for Sprites when the Texture is set to multiple Sprites mode, has no user Sprite Physics Shape set and does not generate a tight mesh for the Sprite.
  • (None) 2D: Fixed SortingGroup not applying sorting changes when child objects are duplicated or added dynamically.
  • (960807) 954812) - 2D: Fixed tiled sprite renderer crash when a sprite is being packed in a Sprite Atlas which is not included in the build.
  • (960808) 953058 - 2D: Fixed crash when Sprite Atlas scale results in a non-power-of-two texture and Crunch Compression is enabled.
  • (952529) - 2D: Fixed Tilemap Move to show correct Move preview.
  • (None) 2D: Fixed SetMinMax for Bounds/RectInt.
  • (935433) - AI: Fixed NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range.
  • (946913) 944118) - Android: Fixed a player crash caused by enabling GPU profiling when the selected graphics API was not OpenGL ES 3.
  • (776875) - Android: Fixed realtime HDR reflection probes being black on older Android devices.
  • (None) Android: Fixed project export overwriting res/ directory when exporting to keep local changes to layouts etc. intact.
  • (956658) - Android: Fixed android build failing with target SDKs 21-23.
  • (934782) - Android: Fixed crash while processing input during destruction.
  • (943954) - Animation: Fixed assert in play mode when Culling Type is set to "Based on Renderers".
  • (927919) - Animation: Fixed an issue where PrepareFrame was called at the wrong moment in the frame.
  • (964932) (943438)- Animation: Fixed assert when loading AnimationClip asynchronously in AssetBundles.
  • (956272) - DX12: Fixed memory leak when rendering procedurally generated meshes while using the Direct3D12 graphics API in the Windows Standalone build.
  • (946958) - Editor: Fixed crash while processing input during destruction.
  • (913869) - Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded.
  • (926559) - Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution.
  • (754298) - GI: Fixed terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation.
  • (854349) - GI: Fixed Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled.
  • (946517) - GI: Fix a crash in ApplyMaterialPassWithCache when generating lighting and Lightmap Static option is enabled.
  • (685764) - GI: Fixed terrain trees do not casting shadows into baked lightmaps.
  • (955739)(955667 - GI: Fixed navigating in scene view restarting baking when trees are painted on terrain.
  • (924464) - Graphics: Fixed incorrect definition of _ShadowCoord in AutoLight.cginc leading to unexpected compilation errors or extra useless interpolator.
  • (925552) - Graphics: Fixed project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked.
  • (935328) - Graphics: Fixed a crash in 'RenderTexture::DiscardContents' when opening the scene.
  • (939947) - Graphics: Fixed exception being thrown when the backgroung color of a Reflection Probe is changed.
  • (944413) - Graphics: Fixed crash when creating sprite with unsupported texture format.
  • (948887) - IL2CPP: Fixed calling DateTime.Parse() in IL2CPP builds for UWP throwing IndexOutOfRangeException.
  • (955991) - IL2CPP: Prevented an intermittent crash in the GC for on PS4.
  • (950637) - IL2CPP: Improved stack traces for NullReferenceException cases on iOS when Xcode 8.3.1 or later is used with release builds.
  • (947807) - IL2CPP: Added support in IL2CPP for Module.ScopeName property, which is used by Assembly.GetModule() to find a module in an assembly by name.
  • (None) IL2CPP: Fixed calling native ICommand interface methods on managed and native objects.
  • (950465) - IL2CPP: Fixed marshaling System.DateTimeOffset to Windows.Foundation.DateTime when passing it to Windows Runtime APIs.
  • (944157) - IL2CPP: Fixed an exception that would occur during conversion when processing an exception filter that calls a method.
  • (935563) - IL2CPP: Fixed stack overflow from occurring in Unity liveness logic (asset GC).
  • (947420) - IL2CPP: Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property.
  • (944939) - IL2CPP: Fixed SetSocketOption not working properly for add membership and remove membership with IPv6.
  • (None) IL2CPP: Fixed calling System.Collections.Generic.IList`1 methods on managed and native objects.
  • (930386) - IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class.
  • (955685) - iOS: Fixed support of wide colors on new devices.
  • (951089) (949036) - iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11.
  • (887019) - Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects.
  • (924597) - Lighting: Fixed asset bundles not working correctly with global illumination data.
  • (963059) - OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs
  • (956592) - Particles: Fixed burst curves on new particle systems not being initialized.
  • (956753) - Particles: Fixed issue with incorrect bounds calculation causing incorrect culling in rare cases.
  • (957633) - Particles: Fixed scripted emission emitting particles in the wrong direction, if transform was moving/rotating.
  • (946356) - Physics: Fixed cloth pointer not being set to null to null in SkinnedMeshRenderer when deactivating causing attempted use of deallocated object.
  • (945332) - Physics: Fixed colliders missing pose updates when they were inactive during the scene load.
  • (948866) - Physics: Fixed physics settings being always marked as dirty on the editor start, even when nothing was changed.
  • (763091) - Scripting: Fixed crash if delegate is created on un-inflated generic type.
  • (951901) - Scripting: Fixed crash in debugger when trying to stop while a single step operation is in progress.
  • (952069) - Scripting: Fixed XMM registers being trampled in 64-bit mode.
  • (949127) - Scripting: Fixed alignment of 64-bit types on iOS.
  • (952292) - Scripting: Fixed crash when closing Windows Standalone player with Alt-F4 using latest scripting runtime.
  • (944464) - Scripting: Fixed crash on OSX when socket error ENXIO is encountered.
  • (807575) - Scripting: Fixed crash when struct has array field of same type.
  • (956129) - Timeline: Fixed crash when deleting animation track which has a binding attached to an ActivationTrack.
  • (960039) 938534) - Timeline: Fixed timeline window having a white background when running on .NET 4.6 depending on the set system language.
  • (959867) - tvOS: Fixed icon asset catalog setup when certain multi-layer icons are missing.
  • (949209) - UWP: Fixed Unity not referencing facade class libraries when targeting UWP and using IL2CPP with .NET 4.6 API Compatibility level.
  • (940555) - UWP: Fix building VS project after manually switching it to Windows SDK 15063 on .NET scripting backend.
  • (955651) - UWP: Fixed Reference Rewriter complaining about missing operators == and != on System.Type on .NET scripting backend.
  • (937501) - UWP: Fixed StateMachineBehaviour not working on private fields before loading any scenes on .NET scripting backend.
  • (945336) - UWP: Fixed an assert when trying to access missing material properties on debug builds.
  • (759166) - UWP: Fixed "Run in Background" player setting not causing player to ignore minimize events.
  • (940942) - WebGL: Fixed missing slash in WebRequest formatted blob url when using https.
  • (918146) - Windows: Fixed DictationRecognizer asserting when stopping or starting the speech recognition twice in a row.
  • (None) XR: Added back Stereo Display (non head-mounted).
  • (892084) - XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR.
  • (959749) - XR: Fixed a performance regression on Microsoft HoloLens.
  • (None) XR: Fixed stereo separation regression on Oculus HMDs.
  • (None) XR: Updated the code to invalidate the eye texture's depth and stencil in one call.
  • (None) XR: Fixed an issue with blitting between VR and non-VR render textures.
  • (None) XR: Removed some unnecessary graphics API state resets.
  • (962253) - XR: Fix Podfile version to reflect correct version
  • (927404) (953255) XR: Fixed a rendering issue on Windows Mixed Reality when using multiple cameras with different depth ranges
  • (None) XR: Fixed issues with using values other than 1.0 for eyeTextureResolutionScale on Windows MR.
  • (None) XR: Fixed background rendering in ARCore apps running on Pixel XL no longer appearing stretched.

New in Unity 2017.3.0b9 (Nov 13, 2017)

  • Known Issues in 2017.3.0b9:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Features:
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows). "overrideMonoSearchPath" specifies an extra folder to search when Mono is loading assemblies. One intended use is to have two versions of the same project i.e. trial and full version. The assets are the same but the scripts are different. This command line option can be used to re-use the assets but load different scripts.
  • Improvements:
  • Physics: Cloth self and inter collision tools and technology. Improved constraint painting.
  • API Changes:
  • Playables: Playable.ConnectInput now takes an optional weight parameter
  • Fixes:
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • OSX: Fix Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU (956196, 963864)
  • Playables: Update the Playable API documentation
  • Video: RGB to YUV conversion done during video transcoding and recording now 2-3 times faster.
  • XR: Removed some unnecessary graphics API state resets.
  • Fixes:
  • AI: Fix NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range (935433)
  • Android: Fix android video player multithreaded rendering (931038)
  • Android: Fix android video player playback starting to lag after activating input field (934841)
  • Asset Import: Fixed crash when setting the property ModelImporter.clipAnimations, when the clip avatar mask is set to "Create From This Model" (960595)
  • Editor: Fixed an issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted. (925381, 964916)
  • Editor: It should no longer be possible to start multiple PlayMode and EditMode test runs at the same time from the test runner ui. (945000)
  • Graphics: Fix crashes related to removing optimized skinned mesh renderers (964674, 964683, 964778)
  • iOS: Fix provisioning profile selection. (955679)
  • iOS: Fixed the Screen.dpi() method from the Trampoline code in order to return the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X. Also fixed the iPhone 8+ and iPhone X model checking. (960914, 962792)
  • Physics: Ensure that when recreating 2D physics contacts that we continue to ignore the collision if it was ignored previously. (960530)
  • Physics: When an animation disables a Collider2D, stop the collider from crashing or otherwise getting into a bad state. (957044)
  • Terrain: Fix a crash when a splat texture only has a normal map (963350)
  • tvOS: Fix icon asset catalog setup when certain multi-layer icons are missing (959867)
  • WebGL: Fixed missing slash in WebRequest formatted url (940942)
  • XR: Fixed a thread affinity issue on certain mobile devices that could affect performance when resuming VR apps.

New in Unity 2017.2.0 Patch 1 (Nov 8, 2017)

  • Improvements:
  • 2D - Exposed methods to set and retrieve Physics Shape from a Sprite.
  • 2D - Sprites created by importing a texture now have a default Physics Shape generated.
  • Graphics - Added APIs to retrieve areas safe for UI rendering. Currently supported on iOS and tvOS only.
  • iOS - Added identification enums for iPhone 8, 8+ and X.
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • tvOS - Implemented support for 4K AppleTV icons and splashscreens.
  • XR - Improved performance on Windows Mixed Reality by removing a potential thread stall that would occur whenever beginning a new frame while the previous frame had not completed presenting.
  • Fixes:
  • (947462) - 2D: Fixed updating an active Tilemap palette prefab not exposing it into the SceneView.
  • (951514) - 2D: Fixed TilemapRenderer showing tiles when Tilemap.ClearAllTiles() is called.
  • (952556) - 2D: Fixed ReflectionTypeLoadException from TilePalette when TilePalette is opened with 4.6 .Net and a user assembly cannot be loaded.
  • (930830)(959526) - AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary.
  • (945953) - Android: Fixed shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.
  • (944091) - Android: Fixed setting multiple response headers with same name in UnityWebRequest.
  • (924891) - Android: Disable GPU fences for two Android 6 devices which have been found to have compatibility issues causing performance loss: HTC 10 and LG G5 SE.
  • (945292) - Animation: Fixed case where sprite and material reference were not animatable at the same time in the SpriteRenderer.
  • (945035) - Animation: Fixed case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value.
  • (952170) - Animation: Fixed CurveField not updating animation curve when reference changes from render to render.
  • (941945) - Animation: Fixed being unable to set the transition time in Animator.CrossFade().
  • (948768 947491) - Animation: Fixed bool property not properly restored to initial value when exiting animation window.
  • (931359 931267) - Asset Import: Fixed psd import issue where a psd looked different from a png.
  • (931944) - AssetDatabase: Fixed an issue where AssetDatabase.GetSubFolders() didn't return any results, and updated the manual to reflect that this method only accepts relative paths.
  • (942296) - Build: Exceptions in OnPreProcessBuild will now halt the build process correctly.
  • (941192) (958237) - Build Pipeline: Fixed a crash in BuildReporting::BuildReport::BeginBuildStep caused when BuildAssetBundles was being called from an OnPreprocessBuild callback.
  • (905397 918819) - Editor: Fixed importing a cubemap with invalid metafile crashing.
  • (948326 930624) - Editor: Fixed Plugin Inspector showing only one option in Framework Dependencies when switching to iOS platform and .NET 4.6
  • (950172) - Editor: Fixed crash when dragging component without managed instance to hierarchy.
  • (942923) - Graphics: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode.
  • (939897) - Graphics: Fixed an issue where an off-screen SkinnedMeshRenderer with 'update when off-screen' enabled was not being skinned.
  • (950215) - Graphics: Fixed asserts when animations disable newly visible renderers.
  • (None) - Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • (946068) - Graphics: Fixed not being able to set any Mesh on a Skinned Mesh Renderer.
  • (942563) - Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script.
  • (941334) - Graphics: Fixed Tree shadows being culled when zoomed in on Occlusion Visualization mode.
  • (944223) - Graphics: Fixed object with "Dynamic Occludee" property being disabled rendering in Preview window when selecting a different object.
  • (912323) - Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL).
  • (947342) - Graphics: Emit error messages instead of assert when the screen position is out of view frustum.
  • (None) - Graphics: Fix Vulkan validation layer errors associated with image barriers.
  • (941149) - Graphics: Fix Vulkan validation layer errors (on Windows) when switching to fullscreen.
  • (948053) - Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle.
  • (932940) - Graphics: Fixed D3D11 driver assert message and potential crash "Invalid mask passed to GetVertexDeclaration() when using post-effect".
  • (935463) - Graphics: Fixed updating of bounding boxes for SkinnedMeshRenderers with 'Update When Offscreen' set.
  • (942401) - iOS: Fixed screen not always automatically rotating correctly after disabling and enabling auto-rotation.
  • (949032) - iOS: Fixed SystemInfo.supportedRenderTargetCount not correctly returning 8 for devices that support it.
  • (949361) - iOS: Fixed crash in Handheld.PlayFullScreenMovie when playback ends.
  • (847499) - Lighting: Fixed maximum lightmap import size.
  • (954747) - OSX: Fixed High Sierra OS freeze while using Local Cache Server.
  • (941076) - Particles: Fixed Birth SubEmitter not always firing when using random between two constants lifetime.
  • (950833) - Physics: Fixed PlatformEffector2D not ignoring contacts involving trigger colliders.
  • (941024) - Physics: Fixed RigidBody2Ds being woken when set to "StartAsleep" sleep mode.
  • (953653) - Physics: Fixed Collider2D material changes not being propagated to existing contacts.
  • (932044) - Physics: Ensure that we correctly match enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again.
  • (946307) - Physics: Fixes GameObject which has a disabled cloth component not following parent's transform.
  • (953068) - Scripting: Fixed Awake containing the wrong transform values when instantiated.
  • (958250 955089) - Scripting: Fixed startup-crash on macOS 10.13 when using multiple monitors.
  • (951875 899729) - Shaders: Fixed shadow precision for mobile platforms.
  • (935126)(941827) - Shaders: Disable instancing support when performing surface shader analysis.
  • (927339) - Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators.
  • (943340) - Shaders: Fixed incorrect translation of shaders using resinfo with mask operators.
  • (None) - Shaders: Fixed HLSLcc shader conversion not handling F32TO16 and F16TO32 opcodes.
  • (951780) - Terrain: Fixed crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write.
  • (None) - UI: Fixed many bugs/performance problems caused by driven properties in uGUI by reverting to the 2017.1 driven property system.
  • (None) - Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR.
  • (946124) - Web: Fixed POST key/value dictionary containing very long values in UnityWebRequest.
  • (949038) - Web: Fixed WWW.responseHeaders returning null.
  • (943241) - WebGL: Fixed MS Edge detection.
  • (946393) - WebGL: Fixed divide by zero when AudioSource.pitch is zero.
  • (949858) - WebGL: Fixed Timeline crash on missing DSPConnection::setMix().
  • (931829) - Windows: Fixed ProcessMouseInWindow causing CPU spikes up to 4ms on Standalone builds.
  • (899209) - Windows: Fixed Windows touch input events being out of sync from positioning events.
  • (860330) - Windows: Fixed loading animation on cursor continuing to play after the game is loaded.
  • (946829) - XR: Fixed landscape left being forced when landscape right is disabled.
  • (931397) - XR: Fixed black screen on startup on Cardboard when GLES2 or GLES3 is used.
  • (927404) - XR: Fixed incorrect culling when using multiple cameras with Windows Mixed Reality.
  • (950519) - XR: Fixed Assert when playing Mixed Reality applications in Editor without Mixed Reality Portal running.
  • (952039) - XR: Fixed Holographic Simulation not working in Editor.
  • (943109) - XR: Eliminated errors and warnings showing per frame in console during Holographic Emulation.
  • (948814) - XR: Fixed crash in Editor when toggling play mode aftering blooming to shell on Windows Mixed Reality.
  • (956693) - XR: Fixed issue with "Unsupported texture format .." warnings appearing when XR is enabled.
  • (None) - XR: Fixed stretched background image for ARCore apps running on Samsung S8.
  • (909869) - XR: InputTracking.Recenter is now hooked up properly on Windows Mixed Reality.
  • (942154) - XR: Tracking loss screen no longer appears on WindowsMR headsets, now mimics the behavior of other platforms during tracking loss.
  • (945163) - XR: Tracking space type now falls back to Stationary when boundary hasn't been configured.
  • (946714) - XR: Fixed issue with being able to set tracking space type to Stationary.
  • (949193) - XR: Camera transform changes during and after tracking loss now mimics other platforms' behavior.
  • Known Issues:
  • (963224 - Graphics: Graphical glitches on certain materials when creating a build for Android devices with Vulkan API using Standard shader. -(966036) - Editor: Input field stays highlighted after Enter key is pressed.

New in Unity 2017.3.0b8 (Nov 8, 2017)

  • Known Issues in 2017.3.0b8:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Fixes:
  • Android: Buildpipe - Fixed longer export times because of the build report (950381)
  • Cache Server: Fixed several cache server bugs that would manifest as freezes/hangs or failures when reading from a cache server (943300)
  • Graphics: Fixed crash when importing a BC6 source texture and the destination format is RGBA8UNorm.
  • Graphics: Fixed crash when passing null property block to CommandBuffer.DrawMeshInstanced. (951975)
  • Linux: Improve native plugin lookup
  • Universal Windows Platform: Fix building project when its product name ends with a space or contains unicode characters (885265, 942554, 945345)
  • Universal Windows Platform: Fixed "AssemblyConverter running on already processed assemblies. There is something wrong with your build." error message when building on top of a built project that had its UnityOverwrite.txt file deleted (940463)
  • Universal Windows Platform: Fixed an inconsitent with other platforms error message "Script Error (script name): Update() can not take parameters." when those magic methods are defined in a certain order on .NET scripting backend (950025)
  • Universal Windows Platform: Fixed an issue where Build & Run wouldn't work with VS2017 if a project name had parentheses in it.
  • Windows: Fix resolution reset when switching from minimized back to fullscreen (950056)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • iOS: Add player setting to specify whether the home button should be hidden on iPhone X
  • iOS: Add player setting to specify which device edges defer system gestures to the second swipe.
  • iOS: Add support for iPhone X launch images.
  • OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs (963058)
  • Fixes:
  • Android: Changed "Bundle Identifier" to "Package Name" in associated error messages (954779)
  • Android: Fix building with target sdk 21-23 (956658)
  • Android: Fix corner case crash caused by the permissions popup (934782)
  • Android: Project export - no longer overwriting res/ directory when exporting to keep local changes to layouts etc. intact
  • Animation: Fixed Asserts when loading AssetBundle with AnimationClip asynchronously (943438)
  • Animation: Fixed Copy/Paste in component not copying animated values when keyframing (950809, 962629)
  • Animation: Fixed framing of selected edges in the Animator Window not properly centering view in certain cases. (952197)
  • DX12: Fixed crashes that can happen on DirectX12 with graphics jobs enabled to do with DynamicVBOs. (951091)
  • Editor: Fix crash when input processing happens during destruction (946958)
  • Editor: fixed issue where public methods with PreferenceItem attribute are not registered. (958573, 963194)
  • Graphics: Cull projectors correctly to match Editor scene cameras to fix i.e. Preview of a material color is changed to the color of the material used on a Projector (954828)
  • Graphics: Don't crash when creating sprite with unsupported texture format (944413)
  • Graphics: Fixed incorrect calculation of the Umbra occlusion culling near plane from the camera settings. (840098)
  • Graphics: Fixed material inspector for SkinnedMeshRenderer that was displaying the DynamicOccludee property twice. (956887)
  • Graphics: MeshRenderes with disabled "Dynamic Occluded" property were not being frustum culled. (956887)
  • Graphics: On DirectX11 or DirectX12 fixed potential hang when using different sized render targets and multiple cameras. (950907)
  • Graphics: Vulkan: Fix crash
  • iOS: Fixed crash in Handheld.PlayFullScreenMovie when playback ends (949361)
  • iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11 (case 951089, 949036)
  • iOS: Fixed support of wide colors on new devices (955685)
  • iOS: SystemInfo.supportedRenderTargetCount now correctly returns 8 for devices that support it (949032)
  • Linux: Fix screen selector crash in freetype (956475)
  • Shaders: Fixed case where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone. (944334)
  • Shaders: Importing a shader include file was only cleaing the include cache on a single shader compiler process leaving all the other processes with outdated include files in the cache.
  • tvOS: Add support for attitude data coming from new AppleTV remote
  • Universal Windows Platform: Fix building VS project after manually switching it to Windows SDK 15063 on .NET scripting backend (940555)
  • Universal Windows Platform: Fixed an assert when trying to access missing material properties on debug builds (945336)
  • Universal Windows Platform: Fixed Reference Rewriter complaining about missing operators == and != on System.Type on .NET scripting backend (955651)
  • Universal Windows Platform: Fixed StateMachineBehaviour not working on private fields before loading any scenes on .NET scripting backend (937501)
  • Universal Windows Platform: Fixed Unity not referencing facade class libraries when targeting UWP and using IL2CPP with .NET 4.6 API Compatibility level. This used to manifest with compilation errors such as "The type 'TextReader' is defined in an assembly that is not referenced. You must add a reference to assembly 'System.IO, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'." (949209)
  • Video: Fatal Error "CheckDisalowAllocation" when using DontDestroyOnLoad WebCamTexture with Unity Remote camera (921560, 963960)
  • Video: On OSX, Editor crash when previewing/playing video on older OS version (932957, 961028)
  • Video: On OSX, Video Player component rendering video with artifacts (908289, 961026)
  • Video: Specific h264 Video Clip stops playing/lags after a few seconds while playing it on a lower-spec hardware (930947, 961027)
  • Windows: Fixed DictationRecognizer asserting when stopping or starting the speech recognition twice in a row (918146)
  • XR: Added back in Stereo Display (non head-mounted)
  • XR: Camera transform changes during and after tracking loss now mimic other platforms' behavior (949193)
  • XR: Fix camera aspect ratio after disabling VR (892084)
  • XR: Fixed issue with being able to to set tracking space type to Stationary (946714)
  • XR: InputTracking.Recenter is now hooked up properly on Windows Mixed Reality (909869)
  • XR: Tracking loss screen no longer appears on Windows Mixed Reality headsets, now mimics other platforms' behavior during tracking loss (942154)
  • XR: Tracking space type now falls back to stationary when boundary hasn't been configured for Windows Mixed Reality headsets (945163)

New in Unity 2017.3.0b6 (Oct 26, 2017)

  • Known Issues in 2017.3.0b6:
  • Animation: Can't deselect a state machine selection in the animator controller anymore (950805)
  • Asset Import: [TextureImporter] Override fails to work with textures that contain alpha and the format does not (948116)
  • Cache Server: [macOS][High Sierra] Operating System freezes when changing Cache Server Mode multiple times (954747)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • API Changes:
  • Asset Import: Applied user feedback to ScriptedImporters (Experimental feature): API signature changes and constraints removal.
  • Playables: New method added to allow building or rebuilding the graph without initiating Play(): PlayableDirector.RebuildGraph
  • Fixes:
  • Web: Fix reading of local files (in Pictures/Documents/User directories) in UWP through WebRequest and WWW (910488)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Fixes:
  • Android: Fix header availability in UnityWebRequest on Android when response uses chunked transfer (956599)
  • Animation: Fix an irrelevant assert in Animation Component (943954)
  • Animation: FIxed an issue where Playable graphs would react differently if configured in coroutines vs Update (927919)
  • GI: Fix a crash in 'RenderTexture::DiscardContents' when opening the scene. (935328)
  • GI: Fix a crash in ApplyMaterialPassWithCache when generating lighting and Lightmap Static option is enabled. (946517)
  • GI: Fix Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled. (854349)
  • GI: Fix exception being thrown when the backgroung color of a Reflection Probe is changed. (939947)
  • GI: Fix for real-time lightmaps still being present after Precomputed Real-time GI is disabled. (888351)
  • GI: Fix Lightmap Static tree prefabs not being able to sample lighting through light probes. (946727)
  • GI: Fix project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked. (925552)
  • GI: Fix real-time lightmaps performance regression. (944363)
  • GI: Fix Reflection Probe sphere preview not being rendered in Scene View. (928456)
  • GI: Fix terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation. (754298)
  • Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL). (912323)
  • Graphics: Added GetColor API to MaterialPropertyBlock. (942523)
  • Graphics: Emit error messages instead of assert when the screen position is out of view frustum. (947342)
  • Graphics: Fix incorrect definition of _ShadowCoord in AutoLight.cginc leading to unexpected compilation errors or extra useless interpolator. (924464)
  • Graphics: Fix Vulkan validation layer errors (on Windows) when switching to fullscreen. (941149)
  • Graphics: Fix Vulkan validation layer errors associated with image barriers.
  • Graphics: Fixed crash in SkinnedMeshRenderer::PrepareSkinCommon when SkinnedMeshRenderer has Animator and Cloth attached. (941369)
  • Graphics: Fixed D3D11 driver assert message and potential crash " Invalid mask passed to GetVertexDeclaration() when using post-effect" (932940)
  • Graphics: Fixed object with "Dynamic Occludee" property being disabled rendering in Preview window when selecting a different object. (944223)
  • Graphics: Fixed OpenGL errors in the Editor due to mismatched of color and depth MSAA samples.
  • Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle. (948053)
  • Graphics: Fixed Tree shadows being culled when zoomed in on Occlusion Visualization mode. (941334)
  • Graphics: Fixed Vulkan multiple display support.
  • Physics: Fix colliders missing pose updates when they were inactive during the scene load (945332)
  • Physics: Fix physics settings being always marked as dirty up on the editor start, even when nothing was changed (948866)
  • Physics: Fix Physics.ComputePenetration returning incorrect result when a collider was scaled and had it's centre offset (951233)
  • Physics: Fixes GameObject which has a disabled cloth component not following parent's transform (946307)
  • Physics: Set cloth pointer to null in SkinnedMeshRenderer when deactivating, else SkinnedMeshrenderer will try to use a de-allocated cloth object. (946356)
  • Scripting: Fix crash in debugger when trying to stop while a single step operation is in progress (951901)
  • Scripting: Save/resume entire 128-bits of xmm argument registers (952069)
  • Scripting Upgrade: Fix crash on OSX when socket error ENXIO is encountered (944464)
  • Scripting Upgrade: Fix crash when struct has array field of same type (807575)
  • Shaders: Disable instancing support when performing surface shader analysis. (935126, 941827)
  • Shaders: Fixed incorrect translation of shaders using resinfo with mask operators. (943340)
  • Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators. (927339)
  • Shaders: Fixed surface shader compilation error 'unknown semantics "SV_InstanceID" specified for "instanceID" (d3d9)'. (935126)
  • Shaders: HLSLcc shader conversion implement missing F32TO16 and F16TO32 opcode handling.
  • Terrain: Fix crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write (915780)
  • Timeline: Fixed a crash from control tracks causing cycles in evaluation (949374)
  • Web: Fix header availability in UnityWebRequest when response has no body
  • Web: Fix possible crash in UnityWebRequest on Windows platforms when using UnityWebRequest with custom download handler script
  • XR: Eye texture resolution now works correctly when rendering with multi-pass on Windows MR
  • XR: Fixed "Unknown texture format ..." issue in Editor
  • XR: Fixed a perf regression due to a change in clear behavior
  • XR: Fixed an issue when blitting between RenderTextures with different VRUsage set
  • XR: Fixed issue where Camera.stereoSeparation was being incorrectly applied on Oculus HMDs
  • XR: Fixed issue with renderViewportScale on Windows MR
  • XR: Fixed rendering issue when using multiple cameras with different depth ranges on Windows Mixed Reality (927404)
  • XR: Updated the code to invalidate the depth stencil buffer of eye textures. This leads to a perf improvement

New in Unity 2017.3.0b5 (Oct 20, 2017)

  • 2017.3.0b5 Release Notes (diff since 2017.3.0b4):
  • Fixes:
  • UI: Fixed issue in RectTransform where changes would be lost if applied before Activating the GameObject. (953409)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • Editor: Add "Select all" and "Deselect all" buttons for platforms to Assembly Definition Files inspector
  • iOS: Add identification enums for iPhone 8, 8+ and X.
  • Fixes:
  • 2D: Fixes the generation of Sprite Physics Shape for Sprites when the Texture is set to multiple Sprites mode, has no user Sprite Physics Shape set and does not generate a tight mesh for the Sprite.
  • Animation: Fixed bool property not properly restored to initial value when exiting animation window preview. (947491, 956124)
  • Animation: Fixed CurveField not updating animation curve when reference changes from render to render. (952170)
  • Asset Pipeline: Fixed an issue where AssetDatabase.GetSubFolders() didn't return any results, and updated the manual to reflect that this method only accepts relative paths (931944)
  • Editor: Fix compilation pipeline errors when using .asmdef filenames with multiple extensions (dots in the filename) (954642)
  • Graphics: Fixed asserts when animations disable newly visible renderers (950215, 951844)
  • iOS: Fix startup crash on iOS 7.x and OSX 10.9.x (957571)
  • Physics: Ensure that we correctly match enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again. (932044)
  • Physics: Removed severe penalties for usage of auto-sync (940805, 954384)
  • Scripting: Fix issue with AssemblyBuilder not triggering CompilationPipeline.assemblyCompilationStarted and CompilationPipeline.assemblyCompilationFinished
  • Scripting: Fix issue with CompilationPipeline.assemblyCompilationStarted and CompilationPipeline.assemblyCompilationFinished not getting called in some cases
  • Scripting: Fix issue with exception being thrown during CompilationPipeline.assemblyCompilationStarted and CompilationPipeline.assemblyCompilationFinished events causing infinite compilation
  • Scripting Upgrade: Fix upgrade of Unity project losing references to components from UnityEngine.VR namespace (949587)
  • UI: Fix crash when batch material is null (935112)
  • UI: Fixed many bugs/performance problems caused by driven properties in uGUI by reverting to the 2017.1 driven property system.
  • Windows: Fix Loading animation on cursor continues to play after the game is loaded. (860330)
  • Windows: Fixed pause when transitioning into first scene after showing splash screen. (945779)
  • XR: Background image for ARCore apps are no longer stretched when running a Samsung S8

New in Unity 2017.2.0f3 (Oct 12, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Features:
  • 2D: Added Tilemap. description
  • Asset Import: Added support for animated custom properties from FBX. description
  • Asset Import: Added support for Stingray material import from FBX. description
  • GI: Added per-object lightmap seam stitching for Progressive Lightmapper. description
  • GI: Added profiler for Realtime Global Illumination.
  • GI: Added support for double-sided materials in Progressive Lightmapper. Added a new Material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other GameObjects. Backface rendering is not controlled by this setting, and backfaces are not represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • GI: Added support for per-object casting and receiving shadows in the Progressive Lightmapper. For "Cast Shadows", only the "On" and "Off" options are currently supported.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. Added "Color Gamut" property to Player Settings, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: Added new QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • Package Manager: Exposed the API for enabling internal components to be updated more frequently than the Editor. This is the first step in implementing the Unity Package Manager. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we have avoided exposing user-facing features.
  • Particles: Added "Stop Action" option to allow Particle Systems to be destroyed or disabled when they finish playing. description
  • Particles: Added Linear Drag support for Particles. The new options are in the Limit Velocity over Lifetime Module. description
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixels.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added openVR support for Mac 64bit application target that use Metal graphics.
  • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. To enable this, use the "Mock HMD - Vive" virtual reality SDK in the Player Settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. You can use mock HMD with both multi and single pass rendering paths. It renders as a split-screen stereo display in the Editor.
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started
  • XR: Added support for Video Async Reprojection for Daydream View. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system without going through the main Unity render loop. This provides a fast path to direct rendering of video, regardless of the current frame rate Unity is rendering at and skips Texture filtering, providing for a much higher quality output. There is also an option to allow for the use of protected memory, for users that need to render DRM-protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: Added the TrackedPoseDriver component, which can be added to a game object to match the position and rotation of a AR device, VR HMD, or VR controller.
  • XR: Stereo Instancing (also known as single-pass instanced) is now supported on desktops when the DirectX 11 (DX11) rendering API is in use. Stereo Instancing is only supported with forward rendering.
  • XR: Unity Editor has foundation support for EditorVR. Look for a future announcement around availability of a 2017.2 compatible EditorVR version.
  • XR: Windows Mixed Reality headsets are now supported for playing in-Editor.
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • Backwards Compatibility Breaking Changes
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Changes:
  • Android: "Export as ADT project" is now obsolete.
  • Android: Changed default frame rate (Application.targetFrameRate = -1) to 30 when v-sync is off, similar to iOS.
  • Audio: Made improvements to AudioMixer ducking:
  • Optimized CPU performance.
  • Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar. It now opens a page in the web Dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the Scene is paused in Play mode.
  • Editor: Reduced the verbosity in Editor log for script recompilation.
  • Editor: The 2017 Unity Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys are not accepted by the 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Graphics: When using custom shadow resolution on a light, the resolution is no longer clamped, so it can reach up to 8k shadowmap if needed.
  • Licenses: Updated the FBX license to require acceptance of FBX SDK license (see FBX SDK 2015 License and Service Agreement)
  • Package Manager: Moved the location of the project packages manifest from /UnityPackageManager/Project to /UnityPackageManager.
  • Scripting: Adding a MonoBehaviour to a GameObject in the Editor now calls MonoBehaviour.OnValidate.
  • Scripting: Serialization: Disabled support for opposite-endinanness AssetBundles.
  • Scripting: The Editor now loads precompiled managed assemblies (.dlls) on startup even if there are compile errors in other scripts.
  • Scripting: InitializeOnLoad is now invoked after deserialization. See Upgrade guide for details. (879044)
  • UI: Marked legacy (Unity 1.0) UI system components (GUILayer, GUIText, and GUITexture) as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: Changed the default scripting backend on Universal Windows Platform to IL2CPP.
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Improvements:
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • AI: You can now use NavMeshEditorHelpers.DrawBuildDebug() to selectively collect and visualize debug data from the process of building a NavMesh with the NavMeshBuilder API.
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • Android: Significantly improved the performance of large prefabs loading on Android (Resources.Load* or AssetBundle.LoadAsset* APIs). (904652)
  • Android: The backend ETC Texture compressor is now configurable in the Editor Settings, with different quality/compression speed tradeoffs.
  • Animation: Added ability to copy and paste transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Exposed a public API for extracting embedded textures from .FBX and SketchUp files. The materials which are embedded in the Asset will be updated automatically to reference the extracted Textures. description
  • Asset Import: Made minor improvements to the Avatar Mask and Transform Mask UI. description
  • Asset Import: Parallelized the Animation Clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0. (782948)
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • DX12: Native Rendering Plugin improvements:
  • Exposed/implemented native RenderBuffer resource retreival.
  • Fixed multithreading issues.
  • Editor: Added toggle for color-blind-friendly mode to the context menu in the upper-right corner of the Profiler window.
  • Editor: Exposed LZ4 compression settings to the Build Player window for iOS, Android, and Standalone platforms.
  • Editor: Made usability refinements to Profiler charts:
  • You can now toggle all series types
  • Stacked chart series now have explicit reorderable affordances
  • Stacked plots now appear as solid colors
  • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so you can see when lighting is converging. Added timesliced albedo-emission rendering during load. (710503, 790887, 815033)
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Added update to fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This fixes visible dark pixels around geometry edges when rendering with lightmaps. The happens due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: Enabled 16-bit floating point format for emission for both Realtime and Baked GI. Baked GI output is still limited by RGBM range. Increased HDR color picker limit from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for Terrains. Terrain Tree Probes are now in the top of the tree canopy to make sure Probes don't end up inside the tree trunk. description (685764)
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1:
  • Improvements:
  • The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes:
  • Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers.
  • Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs.
  • Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory.
  • Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • Graphics: Added "Dynamic Occludee" settings in Mesh Renderer to control whether dynamic GameObjects should skip occlusion culling. (883644)
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Added new "Metal Restricted Backbuffer Use" option to Player Settings. This allows improved performance in non-default device orientation.
  • Graphics: Frame Debugger Improvements:
  • Size, format and depth in the Texture shader properties tooltip.
  • Stencil states.
  • Subshader index, pass name and light mode tag.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture Importer: Added support for BC5 compression format when the Texture Type is set to to Normal map. Enable the platform-specific override panel at the bottom of the Texture Importer to set the Format to BC5.
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generated Notification and Spotlight icons for iOS targets. Additionally, modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Improved render thread scheduling for Metal.
  • iOS: Multithreaded rendering option is now available for iOS/tvOS.
  • Kernel: Added completion events to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added a Restart button to the Scene View overlay. description
  • Particles: Added the "Inherit Lifetime" option to the Particle System Sub-Emitter module.
  • Particles: Burst Emission now supports curve modes for the count. description
  • Particles: Custom Module labels are now editable, allowing you to give them contextual names. description
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They automatically synchronise before the physics simulation runs. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to Inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. description
  • Physics: Collision2D.contacts array is now created when accessed so that it isn't allocated any memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a Texture from inside the plug-in (D3D11/Metal/GLES).
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • Services: Updated Unity Ads to version 2.1.1.
  • Shaders: Improved compute shader import times, and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • Substance: Added support for V6 engine; Ability to use all the nodes of Substance Designer.
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping now only occurs when the Mask component is enabled. This leads to much better UI performance when Masks are not used. (784238)
  • Universal Windows Platform: IL2CPP scripting backend now defaults to using .NET 4.6 API compatiblity level.
  • VR: Updated Oculus to version 1.14.
  • Web: UnityWebRequest now has DownloadHandlerFile available for downloading files and saving them to disk with a low memory footprint.
  • Windows: Improved the crash dialog in the Windows Player; it now has more detail, and prompts the user to open an Explorer window for the crash report.
  • Windows: Split the player executable into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that calls into this DLL at startup. The source code for the executable is in EditorDataWindowsStandaloneSupportSourceWindowsPlayer. You can rebuild it with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Made improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed no longer resume if the window focus changes, and vice-versa.
  • XR: On VR HMDs for WindowsMR, you can now call SetTrackingSpaceType with TrackingSpaceType.RoomScale to set the floor at y = 0.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • API Changes:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Obsoleted EditorApplication.playmodeStateChanged in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: Updated ArcHandle.radius so that it can now have a negative value.
  • Graphics: Added RenderPass functionality to scriptable render pipelines.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: Added GUI.Toolbar/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.
  • IMGUI: Updated GUI.SetNextControlName() so that it now works for controls with any FocusType.
  • iOS: Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Obsoleted iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent in favor of iOSStatusBarStyle.LightContent. (894136, 917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): Added TouchScreenKeyboard.keyboardStatus read-only value. Status can be Visible, Done, Canceled, or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Removed all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Added support for user-defined purchasing payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API. You can use this to turn off a "garbage collection" mechanism within the Terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Exposed angular velocity and angular acceleration via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: Obsoleted the following deprecated API:
  • Application.isWebplayer
  • GameViewSizeGroupType.WebPlayer
  • BuildTargetGroup.WebPlayer
  • EditorBuildSettings.webPlayerStreamed
  • EditorBuildSettings.webPlayerOfflineDeployment
  • EditorUtility.BuildResourceFile(Object[] selection, string pathName)
  • Web: Obsoleted UnityWebRequest.Send() in favor of new SendWebRequest call.
  • Web: Removed the following obsolete API:
  • BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported()
  • BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions)
  • BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName)
  • BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions)
  • BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc)
  • BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions)
  • BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName)
  • BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions)
  • BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc)
  • BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None)
  • BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None)
  • BuildPipeline.WebPlayerOfflineDeployment
  • Windows: Added UnityEngine.Windows.CrashReporting.crashReportFolder, a Windows-specific API that exposes the crash dump path to C#.
  • XR: Added PlayerSettings values for new Async Video Reprojection Settings. (932009)
  • XR: Added VRTextureUsage as an argument to RenderTexture.GetTemporary, with a default value. (918634)
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: Moved types in the UnityEngine.VR.* namespaces to UnityEngine.XR.* namespaces. Renamed VR to XR across the API; for example, types like VRSettings, VRDevice, VRNode to XRSettings, XRDevice, XRNode. Configured API updater to automatically update existing scripts and assemblies.
  • Fixes:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing Scene view to only focus on the first target in a selection when entering a tool (e.g. Edit Collider) mode.
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed error messages when opening temporary project from launcher after a project has already been loaded. (952457)
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852, 910502)
  • Graphics: Metal: Fix to eliminate Z-fighting artifacts on certain devices. (950946)
  • Graphics: Metal: Fixed occassional GPU hang/crash when dispatching compute shader. (950892)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Licenses: Editor can now read computer names containing unicode strings. (954004)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • OSX: Fixed issue where game would be stretched in fullscreen on non-native aspect ratio in OSX standalone player. (793490)
  • Package Manager: Fixed case of Packages folder already used by nuGet resulting in compilation errors. (941516)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677, 900003)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (720677, 900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (869503, 884626, 889584, 891480, 893650, 900532)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • UI: Fixed case of object scale interfering with input.
  • UI: Fixed case of single-line input field becoming unresponsive. (948059)
  • UI: Fixed crash caused by null batch material. (935112)
  • UI: Fixed crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (920816, 948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (923258, 948287)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • VR: The handling of a 'X' button press is now as expected:
  • Terminate the application if pressed during the splash screen.
  • Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (876969, 886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Fixed issue that was causing artifacts when running at non native resolution on Windows standalone player. (930948)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Android density (screen resolution) changes no longer result in a crash. (950540)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • XR: iOS target frame rate now defaults to the device frame rate for Cardboard (previously it was incorrect by default). (950229)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)
  • Known Issues:
  • Asset Import: Visibility animation curves are invalid when their target meshes are split, because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance causes a crash when reimporting Assets from Assets Store. (913659)
  • Asset Pipeline: Reverting changes on applied Prefabs crashes Unity. (825035)
  • Asset Pipeline: MoveTransformToRootOfSceneUndo causes a crash when undoing additions of RectTransform to Prefab. (912166)
  • Editor: Input fields don't immediately accept input after tabbing to them. It is necessary to click on the field. This will be fixed in a patch release soon. (952802)
  • GI: Lightmap baking for Terrain trees: Non-speedtree GameObjects do not cast shadows unless they are part of a LOD group. (955667, 955739)
  • GI: Navigating in Scene view restarts baking when trees are painted onto the Terrain. (955667, 955739)
  • OSX: [macOS][High Sierra] MonoDevelop crashes on 2nd monitor. Workarounds available:
  • delete MonoDevelop settings folder (MonoDevelop-Unity-5.0) in Preferences.
  • have only one (main) monitor and run MonoDevelop This will be fixed in a patch release soon. (955089)
  • Package Manager: When opening a project, Unity may try to alter the contents of package meta files. This can happen when opening the same project with multiple versions of Unity. Since the package cache folder is read-only, this results in an access denied error during Unity startup. Clicking 'Cancel' will allow you to continue to open the project, and the error will not appear on subsequent project loads. This will be fixed in a patch release soon. (957025)
  • Services: CollabSnapshot logs "Save to file" even when Collab is disabled. This causes the Mac Editor to take two minutes to exit Play mode. (931990)
  • XR: Daydream controller may stop working after Unity project suspend/resume if the project uses the Google VR SDK for Unity controller support. (944770)
  • XR: In single-pass stero rendering, the Occlusion Mesh is visible when rendering to an RT Camera. (936114)
  • XR: The editor will show an incorrect ""Unsupported texture format: ..." error in the editor when XR is enabled. (956693)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled. This will be addressed in a patch soon after release. (926695)
  • XR: XR applications will throw callback unregistration asserts if the VR device is changed at runtime. These callbacks relate to analytics (for the VR device) however, so your application will experience no issues.

New in Unity 2017.3.0b4 (Oct 11, 2017)

  • Known Issues in 2017.3.0b4:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Backwards Compatibility Breaking Changes:
  • Tizen: Tizen mobile support has been removed.
  • Changes:
  • Graphics: The 'imageContentsHash' member, which was previously only accessible using the RenderTexture API, can now be accessed for all Texture objects. (952466)
  • Improvements:
  • Asset Import: Exposed ModelImporter.MaterialLocation to allow the user to switch the material import location in AssetPostprocessor scripts.
  • Graphics: GPU Instancing:
  • On most platforms a feature called "flexible instancing array sizes" is introduced where user doesn't need to specify the instancing array sizes any more. Instead, it is figured out from the next draw's instance count.
  • By always taking the maximum constant buffer size allowed by the device then divide by the instance data structure size, instance batch count can be further improved, especially on OpenGL and Metal.
  • Shader compiling time for instancing variants are greatly reduced.
  • We observed moderate performance improvements especially for scenes with lots of small batches. Could be worth checking out if you rely on Unity renderloops to automatically batch instances for you.
  • Fixes:
  • 2D: Fix ArgumentOutOfRangeException thrown when attempt to move point outside of the sprite rect in Sprite Editor while holding control key (946546)
  • Web: Fixed resource leak when aborting a UnityWebRequest that downloads an AssetBundle
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • Graphics: Metal: Fix occasional GPU hangs when dispatching compute shader (950983)
  • Multiplayer: Web socket batch sending (improved performance of sending for websockets)
  • Fixes
  • 2D: Fix ReflectionTypeLoadException from TilePalette when TilePalette is opened with 4.6 .Net and a user assembly cannot be loaded (952556)
  • 2D: SortingGroup applies sorting changes when child objects are duplicated or added dynamically (951394)
  • Android: Fix setting multiple response headers with same name in UnityWebRequest (944091)
  • Animation: Fixed NullReferenceException in BlendTree inspector. (948661)
  • Editor: fixed: Text in TextField goes beyond field borders (931957)
  • Physics: Ensure that the PlatformEffector2D ignores any contacts involving trigger colliders. (950833)
  • Physics: Ensure that when a Collider2D material changes, any existing contacts change to match the material properties. (953653)
  • Physics: Ensure that when a Rigidbody2D is set to "StartAsleep" sleep mode that any initial contacts do not wake it. (941024)
  • Web: Fix regression: WWW.responseHeaders should never return null (949038)
  • Web: UnityWebRequest: fix POST key/value dictionary containing very long values (946124)
  • Windows: Fixed Windows Standalone displaying blank icon on the window corner (954635)
  • XR: Update UI for Daydream head tracking support

New in Unity 2017.3.0b3 (Oct 5, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Improvements:
  • Asset Import: Added AssetPostprocessor.OnPostprocessMaterial
  • Asset Import: Material workflow enhancement: added the ability to remap all embedded materials to existing material assets in the project, using the same heuristics as the legacy system
  • Particles: Add script accessors for animatedVelocity and totalVelocity, so users can query the total velocity of a particle from script, not just the physics velocity
  • Particles: Don't restart a paused preview, when selecting subemitters belonging to the same effect
  • Fixes:
  • Animation: Fixed an issue where copy pasting a state containing a Blend tree to a synchronized layer would link (891990)
  • Animation: Fixed animation events firing twice when using animator manual update. (938978)
  • Animation: Fixed Avatar preview not initializing properly
  • Animation: Fixed keyframes not pasted in the proper order in the dopesheet. (944695)
  • Animation: Fixed NaN errors originating from root motion calculation. (794979)
  • Animation: Fixed tangent mode not properly set when adding a key at curve extremities in curve editor (944014)
  • Animation: Root motion broken in animation when weight of any additional layer is greater than zero (943238)
  • Animation: Transition between animations makes GetIKRotation and GetIKPosition return incorrect value (945035)
  • Asset Import: Fixed crash when accessing ModelImporter.sourceAvatar with a null avatar (951241)
  • iOS: Don't overwrite provisioning on append if it's not set up (946822)
  • Particles: Improve mesh batching, so it behaves identically to billboard batching (924743)
  • Particles: Mesh used in the Shape Module would not always update when swapped in Edit Mode (948152)
  • Particles: Particle system collision gizmos were also shown for particles without collision module when multiple particle systems were selected (947417)
  • Particles: Sub-emitter particles were still visible in Edit Mode when removing them from a parent emitter (946999)
  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Fixes:
  • 2D: Better name for packed texture generated by Sprite Atlas. (947487)
  • 2D: Fixed TilemapRenderer showing tiles when Tilemap.ClearAllTiles() is called. (951514)
  • 2D: Updating an active Tilemap palette prefab does not expose it into the SceneView (947462)
  • Animation: Fixed Clips and transitions not focusing on renderers on the first frame of the animation (936144)
  • Animation: Fixed sprite and material reference not animatable at the same time in the SpriteRenderer (945292)
  • Editor: Don't crash when a cubemap with invalid metafile is imported (905397, 918819)
  • Editor: Fix red line appearing at the edge of the screen on high resolution display (931831)
  • Editor: Fix switching to standalone platform when not all standalones are installed
  • Editor: Fixed an issue where sometimes notifications from the Collaborate service were not received (952696)
  • Editor: Prefab updates on large hierarchies should no longer cause freezes (939502, 952080)
  • Editor: Resolved an issue where reverting changes to a prefab corrupted the prefab (696346, 864619, 883861, 931300, 931877)
  • Graphics: Metal: Eliminate Z-fighting artifacts on certain devices (952020)
  • iOS: Rotate away from autorotation orientation when it's disabled via script (942401)
  • Multiplayer: Force sync internal timers internal time after io thread resuming
  • OSX: Fixed game stretched in fullscreen on non-native aspect ratio in OSX standalone player. (793490)
  • Particles: Editor performance dropped to 2-3 fps when GameObjects with particle system were selected (935938)
  • Particles: Standard Particle Shader Distortion did not initialize until its material was expanded (938538)
  • Scripting: Fixed multiple invocations of call list in UnityEvent when subscribers have different signatures. (950588)
  • Timeline: when draging playhead outside of frame limit it goes back to frame 0 (930353)
  • Timeline: Can paste animation clip into infinite tracks (946152)
  • Timeline: Cannot add more than one custom clip type on a custom TrackAsset (950934)
  • Timeline: deleting an object in timeline leaves preview mode on (933612, 946942)
  • Timeline: Difficult to move clips on infinite tracks (951335)
  • Timeline: don't make inspectors for null objects (946080)
  • Timeline: Ease in/Out in inspector is sometimes not editable (949180)
  • Timeline: fix clip error drawing, and allow null playables on error (946979)
  • Timeline: Fix warnings in light skin (946739)
  • Timeline: Fixed auto clip loop/hold snapping not working properly with speed multiplier and/or clipIn (950780)
  • Timeline: Fixed clicking in the low right corner of a track header causes a pan (950439)
  • Timeline: Fixed clip out icon not displaying in the correct cases and/or when speed multiplier applied (950982)
  • Timeline: Fixed double click on a header track with a clip underneath does not select all clips (950440)
  • Timeline: Fixed dragging a clip that contains loop can lead to drawing issues (950718)
  • Timeline: Fixed loops rectangle not drawing properly when only inline curves are selected (951022)
  • Timeline: Fixed overlapping text makes Timeline clip title unintelligible (950564)
  • Timeline: Fixed track selection not working on first track when a clip is underneath (946208)
  • Timeline: Flickering of selection box (949135)
  • Timeline: Flickering when you have inlines curves opened and you drag a track on a group (924980)
  • Timeline: Muted tracks should not impact the Duration in Based On Clips mode (946507)
  • Timeline: OutOfMemory exception rises when Frame Rate set to a huge number (946739)
  • Timeline: Setting Activation track post-playback state to "Leave As Is" by default
  • Timeline: Turning off preview put the playhead at the beginning of the timeline (920950)
  • Video: Building to another platform, video doesn't play in build. (925387)
  • Video: Changing the VideoPlayer 'sendFrameReadyEvents' property was not marking the component as dirty.
  • Video: Inspector preview doesn't crop title (937173)
  • Video: Muting Game View does not mute video audio (854484)
  • Video: On Windows, VideoClip from Asset Bundle not played. (924562)
  • Windows: Fixed ProcessMouseInWindow causing CPU spikes up to 4ms on Standalone builds. (931829)
  • Windows: Fixed Windows 64-bit standalone player crashing on launch (951953)
  • Windows: Fixed Windows touch input events being out of sync from positioning events. (899209)
  • XR: Don't force switch to landscape left when landscape right is disabled (946829)
  • XR: Fix black screen on startup on Cardboard when GLES2 or GLES3 is used (931397)
  • XR: Fixed an issue where resuming a backgrounded GearVR app would result in a black screen. (942464)

New in Unity 2017.1.1 Patch 4 (Oct 4, 2017)

  • Fixes:
  • (945953) - Android: Fixed a shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.
  • (938978) - Animation: Fixed animation events firing twice when using Animator manual update.
  • (930814) - Animation: Fixed a crash when spawning an Animator with a state machine that uses OnStateMachineEnter.
  • (935602, 944933) - Editor: Fixed an issue where LogAssert.Expect would ignore the the logtype when finding a satisfying event when running playmode and editmode tests..
  • (910845, 940838) - Editor: The generated TestResults.xml when running playmode and editmode tests is now updated to be in NUnit3 format.
  • (942253) - Editor: Crash on macOS when canceling undock of Hierarchy or Scene View has been fixed.
  • (921598) - Graphics: Fixed sprite mode to be not a blank when texture type was change via script.
  • (none) - Multiplayer: Force sync internal timers internal time after io thread resuming.
  • (930933) - Particles: Fixed a performance regression when using Size modules.
  • (889059, 947404) - Video: Fixed audio getting desynchronized from video after seek operations.
  • (946558) - Windows Standalone: Fixed an issue that would sometimes cause recursive player loop error.
  • (933341, 942734) - Windows Store Apps: Fixed an issue where input was being queued on scene load.
  • (941345, 942736) - Windows Store Apps: Fixed an issue that was preventing Unity from loading if it is part of an optional store package

New in Unity 2017.2.0f2 (Oct 4, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Features:
  • 2D: Added Tilemap. description
  • Asset Import: Added support for animated custom properties from FBX. description
  • Asset Import: Added support for Stingray material import from FBX. description
  • GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
  • GI: Per-object lightmap seam stitching for Progressive Lightmapper. description
  • GI: Profiler for Realtime Global Illumination.
  • GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • Package Manager: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
  • Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module. description
  • Particles: Added new option to allow Particle Systems to be destroyed or disabled when they finish playing.
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixel.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. Enable by using the "Mock HMD - Vive" virtual reality SDK in the player settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths and will render as a split screen stereo display in Editor.
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started https://blogs.unity3d.com/2017/08/29/ar-comes-to-android-with-the-arcore-sdk/
  • XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: EditorVR is now supported without needing a custom build (still requires separate Unity Package download).
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • XR: OpenVR support for Mac 64bit application target that use Metal graphics.
  • XR: The single-pass instanced rendering path is now supported on desktops when the DirectX 11 rendering API is in use. Single-pass instanced rendering is only supported with forward rendering.
  • XR: Windows Mixed Reality headsets are now supported for playing in-editor.
  • Backwards Compatibility Breaking Changes:
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Changes:
  • Android: "Export as ADT project" is now obsolete.
  • Android: Changed default frame rate (Application.targetFrameRate 0) to 30 when v-sync is off, similar to iOS.
  • Audio: AudioMixer ducking improvements:
  • Optimized CPU performance.
  • Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • Editor: 2017 Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys will not be accepted by 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar: it now opens a page in the web dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the scene is paused in Play mode.
  • Editor: Reduced the verbosity in editor log for script recompilation.
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Scripting: Editor: Load precompiled managed assemblies (.dlls) on startup even if there are compile errors in other scripts.
  • Scripting: Serialization: Disabled support for opposite-endinanness asset bundles.
  • Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details. (879044)
  • Scripting: MonoBehaviour.OnValidate is now called when adding a MonoBehaviour to a game object in the editor.
  • UI: The legacy (Unity 1.0) UI system components - GUILayer, GUIText, and GUITexture - have been marked as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: The default scripting backend on Universal Windows Platform has changed to IL2CPP.
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Improvements:
  • AI: Debug data from the process of building a NavMesh with the NavMeshBuilder API can be selectively collected and visualized in the Editor using NavMeshEditorHelpers.DrawBuildDebug().
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • Android: Significantly improved the performance of large prefabs loading (Resources.Load* or AssetBundle.LoadAsset* APIs) on Android. (904652)
  • Android: The backend ETC texture compressor is now configurable in the Editor Settings with different quality/compression speed tradeoffs.
  • Animation: Added copy pasting of transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Exposed a public API for extracting embedded textures from .FBX and SketchUp files. The materials which are embedded in the asset will be updated automatically to reference the extracted textures. description
  • Asset Import: Minor improvements to the Avatar Mask and Transform Mask UI. description
  • Asset Import: Parallelized the animation clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0 (782948)
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • DX12: Native Rendering Plugin improvements:
  • Exposed/implemented native RenderBuffer resource retreival.
  • Fixed multithreading issues.
  • Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
  • Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors.
  • Editor: Exposed LZ4 compression setting to the BuildPlayer window for iOS/Android/Standalone.
  • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load. (710503, 790887, 815033)
  • GI: Fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps. The is due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: enabled 16 bit floating point format for emission for both realtime and baked GI. Baked GI output is still limited by RGBM range. HDR color picker limit increased from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk. description (685764)
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1:
  • Improvements:
  • The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes:
  • Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers.
  • Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs.
  • Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory.
  • Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling. (883644)
  • Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation.
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Frame Debugger Improvements:
  • Size, format and depth in the texture shader properties tooltip.
  • Stencil states.
  • Subshader index, pass name and light mode tag.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture importer: Added support of BC5 format for normal map type in override option (for platforms that support it).
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generate Notification and Spotlight icons for iOS targets. Additionally [also mentioned under API Changes] modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Metal: Improved render thread scheduling.
  • iOS: Multithreaded rendering option now available for iOS/tvOS.
  • Kernel: Completion events added to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added "Inherit Lifetime" option in the Sub-Emitter module.
  • Particles: Added a Restart button to the Scene View overlay. description
  • Particles: Burst Emission now supports curve modes for the count. description
  • Particles: Custom Module labels are now editable, allowing users to give them contextual names. description
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. description
  • Physics: Collision2D.contacts array is now created lazily so as to not allocate memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a texture from inside the plugin (D3D11/Metal/GLES).
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • Shaders: Improved compute shader import times and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • Substance: Support V6 engine; Ability to use all the nodes of Substance Designer
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used. (784238)
  • Universal Windows Platform: IL2CPP scripting backend now defaults to using .NET 4.6 API compatiblity level
  • VR: Updated Oculus to version 1.14
  • Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint.
  • Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
  • Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that merely calls into this DLL at startup. The source code for the executable can be found under EditorDataWindowsStandaloneSupportSourceWindowsPlayer. It can be rebuilt with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • XR: XRDevice.SetTrackingSpaceType will now allow users to reason about where the floor is on VR HMDs for WindowsMR.
  • API Changes
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: (Also mentoned under Fixes) AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder. See AssemblyBuilder.Build for an example of how to use this API.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: ArcHandle.radius can now be negative.
  • Editor: EditorApplication.playmodeStateChanged obsoleted in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint.
  • Graphics: Added RenderPass functionality to scriptable render pipelines. This allows efficient use of tile-based GPUs for deferred rendering for example. See the RenderPass API documentation for more information and example usage.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: Added GUI/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.
  • IMGUI: GUI.SetNextControlName() now works for controls with any FocusType. Its previous (undocumented) behavior was to only work with controls that had FocusType.Keyboard. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control.
  • iOS: [Also mentioned under Changes] Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete. Use iOSStatusBarStyle.LightContent instead . (894136, 917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under Fixes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added method PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Remove all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Purchasing: Added support for user-defined payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API, that can be used to turn off a "garbage collection" mechnism within the terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Angular velocity and angular acceleration are now exposed via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: The following API has been deprecated and is marked as obsolete: Application.isWebplayer, GameViewSizeGroupType.WebPlayer, BuildTargetGroup.WebPlayer, EditorBuildSettings.webPlayerStreamed, EditorBuildSettings.webPlayerOfflineDeployment, EditorUtility.BuildResourceFile(Object[] selection, string pathName).
  • Web: The following obsolete API has been removed: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported(), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc), BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.WebPlayerOfflineDeployment.
  • Web: UnityWebRequest.Send() obsoleted in favor of new SendWebRequest call.
  • Windows: Added a Windows-specific API that exposes the crash dump path to C#: UnityEngine.Windows.CrashReporting.crashReportFolder.
  • XR: Added PlayerSettings values for new Async Video reprojection Settings. (932009)
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: Types in the UnityEngine.VR.* namespaces have been moved to UnityEngine.XR.* namespaces. Types such as VRSettings, VRDevice, VRNode, etc. have also been renamed to XRSettings, XRDevice, XRNode, etc. The API updater is configured to automatically update existing scripts and assemblies.
  • XR: VRTextureUsage has been added as angument to RenderTexture.GetTemporary with a default value. (918634)
  • Fixes:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing Scene view to only focus on the first target in a selection when entering a tool (e.g. Edit Collider) mode.
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed error messages when opening temporary project from launcher after a project has already been loaded. (952457)
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852, 910502)
  • Graphics: Metal: Fix to eliminate Z-fighting artifacts on certain devices. (950946)
  • Graphics: Metal: Fixed occassional GPU hang/crash when dispatching compute shader. (950892)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • OSX: Fixed issue where game would be stretched in fullscreen on non-native aspect ratio in OSX standalone player. (793490)
  • Package Manager: Fixed case of Packages folder already used by nuGet resulting in compilation errors. (941516)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677, 900003)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (720677, 900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (869503, 884626, 889584, 891480, 893650, 900532)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • UI: Fixed case of object scale interfering with input.
  • UI: Fixed case of single-line input field becoming unresponsive. (948059)
  • UI: Fixed crash caused by null batch material. (935112)
  • UI: Fixed crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (920816, 948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (923258, 948287)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • VR: The handling of a 'X' button press is now as expected:
  • Terminate the application if pressed during the splash screen.
  • Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (876969, 886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Fixed issue that was causing artifacts when running at non native resolution on Windows standalone player. (930948)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • XR: iOS target frame rate now defaults to the device frame rate for Cardboard (previously it was incorrect by default). (950229)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)

New in Unity 2017.3.0b2 (Sep 27, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Improvements:
  • Android: [OpenGL ES] Added support for preserving the framebuffer alpha
  • Fixes:
  • Android: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode (942923)
  • Android: Fixed realtime HDR reflection probes being black on older Android devices (776875)
  • Scripting: Fix calling MonoBehaviour.StopCoroutine on a parent IEnumerator coroutines not stopping their child IEnumerator coroutines after the second level. (935955)
  • Scripting: Fix rare coroutine crash when exiting play mode (905492)
  • Scripting: Fix rare coroutine crash when having nested coroutines (903628)
  • XR: Fix Cardboard iOS target frame rate (950229)
  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Fixes:
  • Android: Fix shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH (945953)
  • Physics: Fix to ensure that re-parenting is taken into account for Kinematic Rigidbody2D tracking any parent Rigidbody2D. (946765)
  • Scripting Upgrade: Fix upgrade of Unity project losing references to components from UnityEngine.VR namespace (949587)

New in Unity 2017.3.0b1 (Sep 25, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immeadiately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Features:
  • Physics: Expose a new broadphase algorithm that is based on subdividing the world boundaries and helps to overcome the performance issues in the standard sweep-and-prune approach by exluding the excess checks of bodies that are far away but overlap each other along one of the principal axis. It's called multi-box pruning and is available in the physics settings in the editor.
  • Physics: Expose a setting that allows receiving the collision and trigger events from kinematic-kinematic and kinematic-static contact paris.
  • XR: Added new UI to Daydream VR Device configuration to support new 6DOF standalone devices.
  • Changes:
  • 2D: When a Sprite is created by importing a Texture, a default Physics Shape is generated
  • Improvements:
  • 2D: Expose methods to set and retrieve Physics Shape from a Sprite
  • Android: Add new way to handle audio focus in Android Oreo
  • Editor: Editmode and Playmode tests producing files during its run without proper cleanup now logs a warning.
  • Graphics: [Metal] Eliminate Z-fighting artifacts on certain devices
  • iOS: [Metal] Improved render thread scheduling
  • OSX: Fixed input configuration behaviour in launcher window, sharing code used elsewhere
  • API Changes:
  • 2D: New methods for Sprite to set/retrieve Physics Shape: GetPhysicsShapeCount, GetPhysicsShapePointCount, GetPhysicsShape, OverridePhysicsShape
  • Animation: Animator.CrossFade() and Animator.CrossFadeInFixedTime() can now set the transition time
  • Animation: The structure AnimatorTransitionInfo now has a "duration" property that tells the duration of the current transition, as well as a "durationUnit" property that tells in which unit is expressed this duration: fixed (in seconds) or normalized (in percentage).
  • Scripting: Made Vector2.SmoothDamp parameters maxSpeed and deltaTime optional
  • Fixes:
  • Asset Import: Fixed crash when importing some invalid .3ds files. (937949)
  • Editor: Fix crash on shutdown after using Windows speech recognizer (946499)
  • Editor: Fix issue that caused Windows speech recognizer not to work if a bad syntax file was loaded (871461)
  • Editor: Fix preview generation when lighting data hasn't been baked (818075)
  • Editor: Fixed a issue that launching the editor using -projectPath argument without a valid license results in hang on splash or no visible window (942380)
  • Editor: Fixed bug where Object Selector would default to Scene tab for ScriptableObject and other non-GameObject/Component asset types
  • Editor: Fixed bug where Object Selector would not display objects of a custom type if their unqualified type name matched some Unity type's unqualified name
  • Editor: Fixed Editor crash when using obsolete platform StandaloneOSXUniversal in code. (942560)
  • Graphics: Increase vsync count cap from 2 to 4 to better align with what is allowed by DXGI (941921)
  • Kernel: Assert no longer occurs when finding game objects that are deactivating (667483)
  • Licenses: Fixed a issue that when cached refresh token & access token expired, command line activation will failed (940084)
  • Package Manager: Allow user to continue after packman resolution failure at startup (945057)
  • Physics: Fix cloth prefab crash when enabling and disabling. (904655)
  • Video: Fixed crash when closing Unity with Video preview (938819)
  • Video: Fixed crash when exiting Standalone player with active VideoPlayer (942012)
  • Video: Fixed crash when releasing VideoPlayer outside Play Mode. (930707)
  • Video: Fixed VideoPlayer Preview outside Play Mode. (931846)
  • Web: Fixed chunked data upload in UnityWebRequest on Standalone, iOS, Tizen, WiiU
  • Windows: Fix artifacts when rendering to non-native resolution (930948)
  • Windows: Fixed reading of loca, files in UWP through WebRequest. (910488)
  • XR: Change hard coded GVR Device refresh rate to use Resolution.refreshRate (948896)
  • The following are changes and fixes to 2017.3.0 features and regressions:
  • Improvements:
  • GI: Remove warning message from Lighting Window about Mixed lights not being supported in preview version of the Progressive Lightmapper.
  • Video: No more audio glitches when seeking in videos, or when the audio of videos is underflowing.
  • XR: Updated Vuforia to version 7.0.22
  • Fixes:
  • Animation: Couldn't set the transition time in Animator.CrossFade() (941945)
  • Animation: Further fixed alpha channel being animated when in linear color mode (935087)
  • Asset Import: Check for normal maps when importing embedded materials (944362)
  • Editor: Don't give fatal error on plugin importer query for nonexistent platform
  • Editor: Fix sprite preview generation (943905)
  • Editor: Fixed editor crashes in Transform::CountNodesDeep when loading a new scene (919023)
  • Editor: Fixed editor crashing when trying to open another project, or restarting it in any other way (935345)
  • Editor: [GraphView] Framing shortcuts are not functioning correctly (948740)
  • Graphics: Added support for vertex light in forward when shadowmask mode is used. (917094)
  • Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script. (942563)
  • Graphics: Fixed crash when opening Occlusion tab in a scene containing Speedtrees (940486)
  • Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives
  • Graphics: Fixed not being able to set any Mesh on a Skinned Mesh Renderer. (946068)
  • Graphics: Fixed the normals being flipped when using DrawMeshInstanced if the previous drawcall had a negative scale. (891894)
  • Graphics: Fixed typo in Wind Zone's Pulse Magnitude tooltip (946648)
  • Graphics: Vulkan: Fix shutdown crash when running with graphics jobs
  • Multiplayer: NetworkTransport.SendMulticast causes Unity to crash (938980)
  • Scripting: Fix crash if delegate is created on un-inflated generic type (763091)
  • Scripting: Fix debugger error of "Unable to step" when trying to step over dead code blocks (912607)
  • Scripting Upgrade: Do not use the AppleTlsProvider on macOS and iOS, as Unity doesn't implement a backend for it. Instead, use the default TLS provider. (938287)
  • Scripting Upgrade: Implement stack overflow handling on Windows (922636)
  • Universal Windows Platform: Fixed "Failed to locate" exception in UWP Build Settings dialog. (949019)
  • Video: Fixed bug where multiple VideoClip resources could not be played on Standalone players. (943395)
  • Video: Fixed crash in VideoClipImporter Preview when using Legacy MovieTexture (945085)
  • Web: Ensure that headers are available in UnityWebRequest only after all of them are received
  • Web: Fix early availability of status code when UnityWebRequest is still running
  • Web: Fix possible freeze on iOS, when running multiple UnityWebRequests with custom download handler scripts (936801)
  • Web: Fix possible issues aborting UnityWebRequest when reading local file or using custom download handler script
  • XR: Fixed a bug where objects would drop out in the game view when stereo instancing is used (930018)
  • XR: Fixed inability to launch applications on HoloLens (941004)
  • XR: Fixed the issue with target eye not working with stereo instancing or multiview (895976)
  • XR: Fixed VRStats for Oculus (947215)

New in Unity 2017.1.1 Patch 3 (Sep 22, 2017)

  • Improvements:
  • 2D: Sprite atlas packing will now spend less time reconciling sprite from cache atlas. Previously this was slow, especially in a new editor session.
  • Changes:
  • 2D: Sprite atlas packing will now cancel and return an error if there exist sprite(s) with size larger than the pre-determined atlas max size.
  • Fixes:
  • (937147, 946596, 937126, 946595) - 2D : Editing 2D primitive asset no longer result error in console.
  • (935087) - Animation : Fixed alpha channel being animated when in linear color mode.
  • (945292) - Animation : Fixed a case where sprite and material reference were not animatable at the same time in the SpriteRenderer.
  • (945035) - Animation : Fixed a case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value.
  • (921652, 941913) - Build pipeline : Fixed the behaviour of the build process so that all the scripts get recompiled if the build process fails.
  • (941177) - Editor : Fixed prefab preview displaying all game objects in each individual game object preview during multi-selection.
  • (none) - Editor : Don't give fatal error on plugin importer query for nonexistent platform
  • (943905) - Editor : Fixed sprite preview generation.
  • (936062, 942636) - Editor : Fixed modifiers being discarded when pressing hotkey.
  • (829193) - Graphics : Fixed occlusion culling of shadows within the camera sightline.
  • (899729, 925179) - Graphics : Changing worldPos in gles2 to be fp32.
  • (950945, 950947) - Graphics : Metal: Eliminate z-fighting artifacts on certain devices.
  • (947420) - IL2CPP : Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property.
  • (944939) - IL2CPP : Allow SetSocketOption to work properly for add membership and remove membership with IPv6.
  • (none) - IL2CPP : Fixed calling System.Collections.Generic.IList1 methods on native objects that implement Windows.Foundation.Collections.IVector1 interface and calling Windows.Foundation.Collections.IVector1 methods on managed objects that implement System.Collections.Generic.IList1 interface.
  • (944462) - iOS : Fixed a occasional crash on iOS when using UnityWebRequest.
  • (901096) - Particles : Fixed a crash when script changes quality level at runtime while Shuriken is active.
  • (936079) - Timeline : Fixed a crash with playable director holding a reference to a non-playable asset.
  • (936047) - Timeline : Fixed preview mode on humanoid root and custom tracks.
  • (946442) - UI : Fixed memory leak caused by profiler.
  • (936801) - UnityWebRequest : Fixed a possible freeze on iOS, when running multiple UnityWebRequests with custom download handler scripts.
  • (none) - UnityWebRequest : Fixed early availability of status code when UnityWebRequest was still running.
  • (none) - UnityWebRequest : Ensure that headers are available in UnityWebRequest only after all of them are received.
  • (none) - UnityWebRequest : Fixed possible issues aborting UnityWebRequest when using a custom download handler script.
  • (899259) - VR : Fixed an assert IsMatrixValid (matrix) when camera's target eye was set to left or right.
  • (920106, 930441) - VR : Fixed an issue were the right eye was not rendering with Single Pass rendering and camera had Allow HDR enabled.
  • (918916, 943111) - VR : Fixed an issue whereby CommandBuffer.Blit did not work when used in CameraEvent.AfterEverything.
  • (none) - VR : Improved rendering performance of Daydream and Gear VR apps.
  • (949510, 950758) - VR : Fixed a flickering image on Oculus when MSAA and HDR are disabled.

New in Unity 2017.1.1 Patch 2 (Sep 18, 2017)

  • Fixes:
  • (940999, 939414) - Android: Buildpipe - Fixed permissions popping up when providing resources in res/ .
  • (944010, 898416) - Android: Removed API 16 - 19 from target sdk version selection list.
  • (946059, 945338) - Android: Fixed black screen on startup on Android O devices.
  • (946377, 946349) - Android: Permissions - Fixed ephemeral permissions not popping up on Android Oreo.
  • (946429, 945994) - Android: SoftInput - Fixed the Korean input on Samsung phones.
  • (934626) - Animation: Fixed root motion not correctly aligning avatar on WebGL.
  • (916233) - Collab: Fixed an issue where renamed files with new changes were not being pushed to the server and were ignored when comparing client/server states.
  • (none) - Editor: Fixed incorrect lighting when switching to Metal device if Editor was started in OpenGL.
  • (946016, 935289) - Editor: Fixed an issue where OnHierarchyChange() and EditorApplication.hierarchyWindowChanged events were not sent when selecting gameobjects with previews and when adding gameobjects to a scene if they had the HideInHierarchy flag.
  • (none) - GI: Added A-Trous filter for the Progressive Lightmapper.
  • (none) - Graphics: Fixed an incorrect rendering on Metal after switching from a scene which called Shader.SetGlobalTexture with cubemap texture.
  • (927145) - Graphics: Fixed crash in player when using non RGBA32 format 3D textures.
  • (930666) - Graphics: Report an error instead of crashing when Mesh had invalid positions e.g. NaN.
  • (932940) - Graphics: Fixed Assert "Invalid mask passed to GetVertexDeclaration() when using post-effect" being triggered e.g. a custom post-effect.
  • (932065) - Graphics: Fixed camera rendering to a temporary RenderTexture from clearing the stencil bits when it should not i.e. for HDR cameras.
  • (923977) - Graphics: Fixed a crash when calling Graphics.SetRenderTarget with a RenderBuffer.
  • (926718) - Graphics: Fixed crash in CameraStackRenderingState::ReleaseResources e.g. searching in Hierarchy window.
  • (933768) - Graphics: Fixed D3D11 errors in scenes with a Camera having HDR enabled and depth-only clear.
  • (933203) - Graphics: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices.
  • (none) - IL2CPP: Fixed calling System.Collections.Generic.IDictionary2 methods on native objects that implement Windows.Foundation.Collections.IMap2 interface from managed code and calling Windows.Foundation.Collections.IMap2 methods on managed objects that implement System.Collections.Generic.IDictionary2 interface from native code.
  • (932981) - IL2CPP: Fixed calling Windows.Foundation.Collections.PropertySet methods that derive from IDictionary`2 interface from managed code.
  • (940906) - IL2CPP: Added an extra check for a method with a body but an empty instruction list to prevent a crash in IL2CPP.
  • (930414) - IL2CPP: Do not strip System.Reflection types used by Mono.
  • (938702) - IL2CPP: Prevent a NotSupportedException from occurring when System.Net.WebRequest is used with the .NET 4.6 profile on iOS.
  • (935563) - IL2CPP: Avoid stack overflow from occurring in Unity liveness logic.
  • (941950) - iOS: Fixed a crash when Low Memory was signalled very early.
  • (936504, 933588) - iOS: Fixed the underlying behaviour of the iOS player in order to make the Unity window to be the key window after an orientation change. This was causing problems when, for example, an attempt was made to open an URL when launching FBlogin through the Unity Facebook SDK when in portrait only autorotate state.
  • (947026, 940902) - iOS: Fixed Metal TextureUsage crash when Metal API Validation was enabled.
  • (938980) - Fixed an issue where NetworkTransport.SendMulticast caused Unity to crash.
  • (945175) - OSX: Fix for memory leak in LocalFileSystemOSX::Enumerate when using AssetDatabase.CopyAsset.
  • (948069, 926730) - OSX: Fixed Metal VSync on OSX 10.13 to follow Quality Settings.
  • (925709) - Particles: Removed unnecessary sync between main and graphics threads improving performance when more than one camera is rendering.
  • (938951) - Physics: Fixed an occasional crash due to orphaned 2D physics contacts.
  • (916584) - Physics: Stop invalid warning being output to console when destroying a CompositeCollider2D component.
  • (928582, 941997, 795258) - Profiler: Fixed a memory leak when connection switched from player to editor.
  • (940368) - Scripting: Fixed an infinite compilation caused by being unable to delete files in Library/ScriptAssemblies on Windows.
  • (923633, 944636) - Scripting: Fixed "Unity extensions are not yet initialized" assertions when opening a project on Windows.
  • (none) - Scripting: Fixed an issue with Unity not using the latest changes made to scripts after recompile in Unity on Windows.
  • (932039) - Scripting: Fix to avoid boxing of values when invoking UnityEvents if the types of the event and listener matches exactly.
  • (898636) - Scripting: Fixed an alignment issue for 64-bit integers and doubles on Android and other non-iOS ARMv7 platforms.
  • (634364) - Scripting: Fixed an internal compiler error due to yield in a lambda statement.
  • (940280) - Scripting: Fixed use of System.Net.WebRequest in OSX Standalone player.
  • (942459) - Scripting: Fixed a crash when invalid IL code was encountered.
  • (918046) - Scripting: Fixed a crash when Ldflda opcode is used and null check was missing.
  • (912607) - Scripting: Fix debugger error of "Unable to step" when trying to step over dead code blocks
  • (935726) - Scripting: Raise MarshalDirectiveException rather than aborting when invalid array marshaling directive is encountered.
  • (935563) - Scripting: Avoid stack overflow from occurring in Unity liveness logic (asset GC).
  • (940012) - Scripting: Fixed Marshal.StructureToPtr when a field type is a multidimensional array of blittable types.
  • (931981) - Scripting Upgrade: Report GC pause time correctly in profiler.
  • (935845) - Scripting Upgrade: Avoid allocating GC memory when calling List.Sort with Comparer`1.
  • (944305) - Scripting Upgrade: Fix "About" window not displaying correctly when using latest scripting runtime.
  • (941204) - Scripting Upgrade: Fixed a crash when using managed debugger on OSX.
  • (941391) - Scripting Upgrade: Fixed a crash when constructing delegate on null reference with virtual method target.
  • (926881) - Scripting Upgrade: Fixed a crash when inspecting values in managed debugger.
  • (944152) - Scripting Upgrade: Fixed a hang when closing Editor.
  • (921175) - Scripting Upgrade: Fixed a hang when closing Editor after opening bug reporter.
  • (933557, 931791) - Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS.
  • (918041, 914981) - UWP: Fixed web request not being sent.
  • (948876, 920816) - Video: (1) is added to VideoPlayer name when added with drag-and-drop.
  • (948877, 856784) - Video: Transcoding issues with uncompressed RGBA .mov .
  • (948878, 923258) - Video: Typo in VideoPlayer editor for Audio Source property tooltip fixed.
  • (944408) - Windows Standalone: Fixed Windows Standalone player failing to load Mono when built to a path with non-ascii characters in it with .NET 4.6 runtime

New in Unity 2017.2.0b11 (Sep 12, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023, 950116)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store. (913659)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity. (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object. (864619)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing. (883861)
  • Graphics: Lower fps with vSync off when Static Batching is enabled. (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: Script Updater Fails on built-in Monobehaviours. Upgrading a HoloLens project to 2017.2 will therefore currently break it. Fix expected before the final 2017.2 release. (949587)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode. (931990)
  • UI: UI Mask component crashes editor after you Build & Run. (935112)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: HoloLens experiences high latency when using Vuforia Augmented Reality Support.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT. (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled. (926695)
  • Changes:
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Fixes:
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (992299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (948287)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Changes:
  • Editor: Assembly Definition Files feature has been disabled.
  • Improvements:
  • XR: Updated Oculus Spatializer to version 1.17.
  • Fixes:
  • 2D: Fix GameObject attached to a Tile from being saved into a Tile Palette prefab. (944661)
  • 2D: Fix hierarchy window showing GameObject name after undo of Sprite Drag and Drop action. (923391)
  • 2D: Fix persistence of Tilemap focus when focused Grid is deleted. (946284)
  • 2D: Fix unclickable Sprite when doing a Sprite Drag and Drop action onto a Grid. (941549)
  • Android: Fix VideoCore GPUs having visual glitches with npot mipmaps. (913546)
  • Android: Fixed an issue where apk signing would fail when using certain symbols in the passwords. (941214)
  • Android: Fixed black screen on startup on Android Oreo devices. (945338)
  • Android: Fixed ephemeral permissions not popping up on Android Oreo. (946349)
  • Android: SoftInput - Fixed the Korean input (now Samsung phones are again ignoring the "hide suggestions" option). (945994)
  • Animation: Fixed a regression that was caused by a breaking change to the public API of MaterialEditor.BeginAnimatedCheck, which was introduced in Unity 2017.1. An overloaded method has been added in order to maintain backwards compatibility. (935657)
  • Animation: Fixed crash when double clicking a state node in the animator controller. (944838)
  • Build Pipeline: Fix the editor returning 'build successful' after failed builds. (934735)
  • Caching: Added overloaded version of ClearCache() that can clear the cached AssetBundles which are unused longer than the given expiration time.
  • Collab: Fixed issue with clicking Start Now for Collab enabling Collaborate even if user didn't have Unity Teams access. (944859)
  • Collab: Fixed Unity Teams Learn More link in Collab Toolbar going to wrong location. (944858)
  • DX12: Fixed bad pipeline state issue causing errors. (925955)
  • DX12: Fixed constant buffer memory being overwritten in certain circumstances. (938617)
  • Editor: Executing LogAssert.Expect now correctly respects the provided logType provided. (944932)
  • Editor: Fix memory leaks when resizing Game or Scene window. (940919)
  • Editor: Fixed an issue where ResourceRequest.isDone was never set when loading resources in the Editor with LoadAsync until Editor window got resized. (898008)
  • Editor: Fixed Unity Teams Learn More link in Launcher going to wrong location. (944857)
  • Editor: Fixes a fatal error caused when code is trying to access a non-existing platform (for example, one that was deprecated and later removed). (944787)
  • Graphics: Added GL support to be able to bind sRGB textures as RWTextures i.e. for compute shaders in linear rendering mode. (891510)
  • Graphics: Clarified behaviour for RenderTexture.autoGenerateMips specifically when using Graphics.CopyTexture. (840231)
  • Graphics: Fixed "Assertion failed: 'IsNormalized(normal)'" when computing spotlight frustum planes. (922769)
  • Graphics: Fixed changing texture type to Normal map not resetting existing alphaIsTransparency setting. (935870)
  • Graphics: Fixed OpenGL rendering to specific mip level in certain circumstances. (914192)
  • IL2CPP: Adding an extra check for a method with a body but an empty instruction list to prevent a crash in IL2CPP. (940906)
  • IL2CPP: Fix stripping of some System.Reflection types internally needed by Mono. (930414)
  • IL2CPP: Fixed calling Windows.Foundation.Collections.PropertySet methods that derive from IDictionary`2 interface from managed code. (932981)
  • IL2CPP: Fixed calling System.Collections.Generic.IDictionary`2 methods on native objects that implement Windows.Foundation.Collections.IMap`2 interface from managed code and calling Windows.Foundation.Collections.IMap`2 methods on managed objects that implement System.Collections.Generic.IDictionary`2 interface from native code.
  • IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps. (921467)
  • IL2CPP: Prevent the UnityLinker from crashing when there is an unresolved method in a type-forwarded type. (941148)
  • iOS: Added an option to disable UISystemGestureGateGestureRecognizers touch delays in the Trampoline. These delays are meant to filter out accidental clicks very close to the edges of the screen, but some users reported that they have been experiencing issues related to them, so we've added the DISABLE_TOUCH_DELAYS flag in order to control this behaviour. (942930)
  • iOS: Fix a crash when Low Memory is signaled very early. (941950)
  • iOS: Fix occasional crash on iOS when using UnityWebRequest. (944462)
  • iOS: Fixed the underlying behaviour of the iOS player in order to make the Unity window the key window after an orientation change. This was causing problems when, for example, an attempt was made to open a URL when launching FBlogin through the Unity Facebook SDK when in portrait only autorotate state. (946709)
  • Multiplayer: NetworkTransport.SendMulticast caused Unity to crash. (938980)
  • OSX: Fix for memory leak in LocalFileSystemOSX::Enumerate when using AssetDatabase.CopyAsset. (945175)
  • Physics: Fix an occasional crash due to orphaned 2D physics contacts. (938951)
  • Physics: Stop invalid warning being output to console when destroying a CompositeCollider2D component. (916584)
  • Scripting: Fix "Unity extensions are not yet initialized" assertions when opening a project on Windows. (923633, 944636)
  • Scripting: Fix crash when Ldflda opcode is used and null check is missing. (918046)
  • Scripting: Fix infinite compilation caused by being unable to delete files in Library/ScriptAssemblies on Windows. (940368)
  • Scripting: Fix issue with Unity not using the latest changes made to scripts after recompile in Unity on Windows.
  • Scripting: Fix MonoDevelop startup crash on macOS 10.13 High Sierra. (921104)
  • Scripting: Fix to avoid boxing of values when invoking UnityEvents if the types of the event and listener matches exactly. (932039)
  • Scripting: Fixed crash when invalid IL code was encountered. (942459)
  • Scripting: Fixed debugger error of "Unable to step" when trying to step over dead code blocks. (912607)
  • Scripting Upgrade: Fix crash in AssemblyUpdater when property body contains reference to an obsolete API method / property. (935582)
  • Scripting Upgrade: Fix crash when constructing delegate on null reference with virtual method target. (941391)
  • Scripting Upgrade: Fix crash when exiting managed debugger. (930062)
  • Scripting Upgrade: Fix crash when inspecting values in managed debugger. (926881)
  • Scripting Upgrade: Fix crash when using managed debugger on OSX. (941204)
  • Shaders: Add errors in UsePass/Fallback snippets as runtime errors so they get properly cleared when the source shader is updated. (920303)
  • Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS. (933556)
  • Shaders: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices. (933203)
  • Timeline: Added scene objects to Audio Source selector. (935473)
  • Timeline: Fix Clip In on timeline clips being incorrect when speed multiplier was applied. (936751)
  • Timeline: Fix clip move errors between tracks. (937258)
  • Timeline: Fix Crash in Playable Director from non PlayableAssets being assigned. (936079)
  • Timeline: Fix errors when deleting one gameObject and recording another. (932723)
  • Timeline: Fix keyframe issues between Animation and Timeline Windows. (928015)
  • Timeline: Fix negative start times in inspector. (933602)
  • Timeline: Fix playhead moving unexpectedly when moving clips. (943377)
  • Timeline: Fix preview mode not resetting root on humanoid clips. (936047)
  • Video: Fixed crash when releasing Edit Mode VideoPlayer. (938819)
  • Video: Fixed Video preview crash when going into Play mode. (942012)
  • Video: Fixed Windows Standalone VideoPlayer when playing multiple videos. (943395)
  • Video: VideoPlayer Preview now works outside Play mode. (931846)
  • XR: Fixed apps failing to initialize on HoloLens. (941004)
  • XR: Fixed coordinate system issue that resulted in controllers being reported close to the floor. (946538, 944111)
  • XR: Fixed incorrect viewport in Single-Pass Stereo when blitting between different sized render textures. (945940)
  • XR: Fixed InputTracking APIs for controllers on WindowsMR. (942799)
  • XR: Fixed swapping of pointer and grip data, as well as grip being invalid. (921316

New in Unity 2017.1.1 Patch 1 (Sep 11, 2017)

  • Improvements:
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • iOS: Added an Marketing icon kind for iOS and a slot for a 1024x1024 App Store icon.
  • Tizen: Load the first scene during displaying Splash screen.
  • Changes:
  • XR : Updated Google VR NDK to 1.80.
  • Fixes:
  • (941884) - 2D : Correctly use Sprite Atlas packed offset when calculating UVs for OverrideGeometry().
  • (941882) - 2D : Expose sRGB (gamma color space) option and packing padding option to Sprite Atlas inspector.
  • (935105) - AI : UpdateNavMeshData will process non read/write meshes in editor when not in playmode.
  • (918875) - Android : Resources.Load no longer stalls LoadScene and LoadSceneAsync.
  • (920126) - Animation : Fix for events not being fired during CrossFade at 0F.
  • (934848) - Build pipeline : Fixed a regression where the working directory of a Standalone build would default to the Assets folder, which is not allowed.
  • (873467) - Editor : Fixed Callback registration failed kMaxCallback crash when entering playmode.
  • (913251) - Editor : Fixed crash when building splash with a protrait background but no landscape background was assigned.
  • (925589) - Editor : Fixed ""TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD had unfreed allocations" while calling PluginImporter.SetPlatformData.
  • (941182) - Editor : Plugins will be correctly excluded from player build, when using combination Any Platform = true with specific platforms excluded.
  • (942743) - Editor : Fixed an issue where Launcher did not allow user to login and do re-activate when license was invalid.
  • (726487) - GI : Fixed a case of object lighting preview being empty for meshes with no normals.
  • (919234) - GI : Fixed an issue where creating a new scene in project window affected the lighting settings of other scenes.
  • (925579) - GI : Fixed shadowmask in Forward rendering when multiple directional lights are used.
  • (941966) - Graphics : Improved motion vectors precision when dynamic batching is disabled.
  • (921297) - Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value.
  • (923026) - Graphics : Fixed the case of Light Cookie rendering differently in Forward and Deferred mode.
  • (921297) - Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value.
  • (938089, 944773) - Graphics : Fixed a rare crash when dynamic batching was enabled.
  • (none) - Graphics : Made ImageEffects always use the right source buffer, and blit to the final destination if necessary.
  • (937886) - iOS : Fixed SetIconsForTargetGroup when settings icons for iOS
  • (940917) - iOS : Cardboard Enable Transition View fix added.
  • (933033) - Multiplayer : Properly traversing inheritance chain.
  • (914038) - Particles : Fixed an upgrade issue where prefab instance shape module values could get corrupted.
  • (930802) - Resource Management : Optimized the loading of assets performed via Resources.Load. This addresses a performance regression reported in Android platforms.
  • (937737) - Timeline : Fix for ExecutionEngineException being thrown at runtime when using Timeline on iOS.
  • (938170) - Timeline : Fixed Activation and Control Tracks when application was Paused.
  • (935900) - Timeline : Fix for time ruler being inaccessible after relaunching Unity.
  • (926861) - Timeline : Fix for timeline clips not properly being set as dirty.
  • (931859) - Timeline : Fix preview mode not always working for humanoid root transforms and custom clips.
  • (931602) - UnityWebRequest : Fixed automatic scheme prepending to web address (prepend http://)
  • (932312) - UnityWebRequest : Allow comments in header values except when known to be unsupported.
  • (926842) - WebGL : Fixed file:// protocol warning on browsers that do not allow it

New in Unity 2017.1.1 (Sep 5, 2017)

  • Improvements:
  • Android: Gradle - Support custom library build.gradle files. (887824)
  • DX12: Native Rendering Plugin improvements - exposed extra functionality for working with backbuffers.
  • Editor: Added editor strings (profiler, Unity remote & etc.) for 2nd gen. iPad Pro.
  • Editor: New special search filter for folder: "t:folder"
  • Linux: Print log file path before redirecting.
  • Windows Player: Improved "Oops!" crash dialog.
  • Windows: Added API to expose crash dump report path: UnityEngine.Windows.CrashReporting.
  • Changes:
  • Editor: On Material inspector "Enable Instancing" is changed to "Enable GPU Instancing".
  • Graphics: Fix for a crash (922996 in 2017.1.0p5) has been removed. - (946068)
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf).
  • Timeline: Tagged BasicPlayableBehaviour as Obsolete.
  • Fixes:
  • 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour. - (917931)
  • 2D: Fixed an issue where Sprite from the same atlas not hashed & packed correctly. - (927372)
  • 2D: Fixed an issue where the Editor became unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene. - (918524)
  • 2D: Fixed an issue whereby Sprite Atlas variant would pack without an error when master was compressed with crunched. - (935388)
  • 2D: Fixed console showing error when multiple selecting asset while locking Sprite Atlas inspector and Pack. - (920773)
  • Android: [VideoPlayer] H264 video doesn't loop on HTC One (OS 4.2.2) - (925738)
  • Android: Apps no longer signed with signature scheme v2 when building for oculus.
  • Android: Buildpipe - Correctly split resources between APK and OBB when building with LZ4. - (920359)
  • Android: Fixed a development build crash on Android 4.2.2 with VideoCore GPU. - (922553)
  • Android: Fixed a Vulkan error when trying to use anisotropic filtering on Mali GPUs.
  • Android: Fixed an issue having lots of VBOs allocated even for an empty scene on Android during application startup. - (937875)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha. - (918605)
  • Android: Fixed the issue where OBB was not available after installing from Google Play on some phones until device was restarted.
  • Android: Gradle - Do not explicitly set debuggable attribute when building with Gradle to avoid lint security warning. - (910280)
  • Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK. - (924518)
  • Android: SoftInput - Fixed the autocorrection not being disabled on Samsung phones. - (906014)
  • Android: SoftInput - Fixed the NamePhonePad flag. - (924515)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918033)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918032)
  • Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle. - (927443)
  • Animation: Fixed a crash when changing number of input in AnimationLayerMixerPlayable at runtime. - (922283)
  • Animation: Fixed a crash when changing OverrideController during interrupted transition. - (928601)
  • Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window. - (930335)
  • Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field. - (930987)
  • Animation: Fixed an issue of AnimatorState's WriteDefaults not working properly on very specific setups. - (893779)
  • Animation: Fixed an issue where the Animation events would not trigger if animation had less than two frames. - (921121)
  • Animation: Fixed an issue where the Animator's State Machine would start to flicker in Playmode if the Animator window was too small to display the active State. - (917195)
  • Animation: Fixed an issue whereby AnimatorState's WriteDefaults was not working properly on very specific setups. - (893779)
  • Animation: Fixed bad frame when changing Playable Graph during StateMachineBehaviours.
  • Animation: Fixed Generic animation layers affecting base humanoid root motion. - (928562)
  • Asset Bundles: Fixed an issue where calling LoadAllAssets with a type parameter could cause loading errors. - (930819)
  • Asset Bundles: Fixed an issue where IK float values weren't blending. - (920973)
  • Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted. - (885275)
  • Build Pipeline: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms. - (919307)
  • Build Pipeline: Fixed incorrect mesh channel stripping when mesh was used as a shape emitter in particle systems. - (917568)
  • Collab: Added softlocks to project browser in single-column mode. - (918761)
  • Collab: Fixed an issue where user was not prompted to save local scene edits before updating. - (907960)
  • Collab: Fixed update, immediately cancel, update again, crash. - (923508)
  • Collaborate: Fixed an issue with the initial collaborate publish where it will continuously retry upon failure. - (932469)
  • Editor: Calculate mipmap count properly when importing NPOT textures with '-nographics'. - (925913)
  • Editor: Ensure that an asset preview is always provided. - (858928)
  • Editor: Fixed a case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width. - (915524)
  • Editor: Fixed a crash when loading scenes created in Unity versions before 2017.1 with specific lighting setup. - (932793)
  • Editor: Fixed a performance regression that cause very long startup time when invoking a test run. - (900957)
  • Editor: Fixed an issue in the Inspector Window that prevented the 'Nothing Selected' component from being shown. - (925505)
  • Editor: Fixed in-launcher names of projects loaded via relative path. - (873823)
  • Editor: Fixed LookDev rendering issues: Frame to object feature, Initial position of prefabs in LookDev. -
  • Editor: Fixed one case of importing projects from very old Unity versions.
  • Editor: Fixed player build success notification.
  • Editor: Fixed screen capture. - (932630)
  • Editor: Fixed Security Vulnerability UNITYSEC-844-https://unity3d.com/security
  • Editor: Fixed the inability to rename a objects in the Hierarchy view if LookDev was open. - (908324)
  • GI: Fix to only show clustering view when realtime GI is on, or when baking is on with Enlighten. - (911953)
  • GI: Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • GI: Progressive Lightmapper: Fixed an issue where alpha cutoff was not properly converting values.
  • GI: Progressive Lightmapper: Fixed an issue where auto-mode did not detect when changing material values for alpha cutoff.
  • Graphics: Changed every instance of the string "Custom Texture" to "Custom Render Texture" in menus and tooltips. - (924625)
  • Graphics: Cubemap Custom Render Texture initialization is now applied to all faces (regardless of active face update flags).
  • Graphics: Don't enable blending on unsupported pixel formats on Metal. - (920781)
  • Graphics: Ensure textures are not created with too high mip count on Metal. - (915959)
  • Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0. - (909148)
  • Graphics: Fixed a crash in Custom Render Texture when switching target platforms in the Editor. - (925171)
  • Graphics: Fixed a crash on exit from fullscreen player when using OpenGLCore graphics API. - (922715)
  • Graphics: Fixed a crash when a valid Mesh had no submeshes. - (918642)
  • Graphics: Fixed a crash when adding CommandBuffers during OnPreCull callabck and visualizing occlusion data with lighting enabled. - (902870)
  • Graphics: Fixed a crash when instancing is enabled on specific Material. - (911654)
  • Graphics: Fixed a crash when using Compute Shader with very large number of thread groups i.e. greater than 500,000. - (826751)
  • Graphics: Fixed a crash when Vulkan loader was installed but no drivers were installed and Vulkan was used as the default API. - (898184)
  • Graphics: Fixed a deadlock when building lighting in Editor or during a player build. - (918993)
  • Graphics: Fixed a rare (could happen in very complex scenes) crash/hang when graphics jobs were enabled. - (918788)
  • Graphics: Fixed a rare case when shader compilation failed with error message "Failed to find parameters of a compiled D3D9 shader". - (918636)
  • Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering. - (878317)
  • Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport. - (910659)
  • Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly. - (923842)
  • Graphics: Fixed an issue whereby Terrain not showing wireframe in shaded-wireframe mode. - (922739)
  • Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible. - (911910)
  • Graphics: Fixed an occasional glitch when rendering lines/trails. - (903807)
  • Graphics: Fixed different sampling on sRGB RenderTextures compared to non-sRGB RenderTextures when in Gamma space in standalone players. - (909829)
  • Graphics: Fixed dynamic batching overwriting the vertex colour stream on untextured meshes. - (803067)
  • Graphics: Fixed GPU profiler block for Custom Texture Update.
  • Graphics: Fixed importing of single channel uint16 textures. - (909569)
  • Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling. - (694728)
  • Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture. - (903537)
  • Graphics: Fixed loading shaders in a variant collection not loading the variants from all passes which match.
  • Graphics: Fixed memory leak in Editor scene view. - (916425)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. - (920547)
  • Graphics: Fixed Mesh becoming offset and scaled when accessing 'mesh' property on a MeshFilter on a static GameObject and static batching was enabled. - (733687)
  • Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting. - (913612)
  • Graphics: Fixed OpenGL debug labels when using OpenGL ES.
  • Graphics: Fixed OpenGL ES debug labels.
  • Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport. - (910036)
  • Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled. - (811757)
  • Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project. - (912603)
  • Graphics: Fixed the scale and rotation matrix on the PreviewRenderUnility Camera having no effect. - (914676)
  • Graphics: Improved line and trail rendering, when trying to display overlapping/nearby points - (848934, 827583)
  • Graphics: Rendering optimistion for GLES graphics API. - (917105)
  • IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build. - (919058)
  • IL2CPP: Fixed various crashes. - (929802, 930163, 930252)
  • IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps.
  • Prevent a failure during code conversion when a constrained method call is made on a volatile type.
  • Prevent a possible crash in List.AddRange. - (921467, 936096, 929802, 930163)
  • iOS: Fixed 'Stale touch detected!' error message that showed up after minimizing, re-opening an app and immediate start tapping the screen with multiple fingers. - (934901)
  • iOS: Fixed an issue where Unity would not generate icons for Spotlight and Notifications in a Xcode project. - (918406)
  • iOS: Fixed auto-rotation on ReplayKit. - (911935)
  • iOS: Fixed trampoline compilation issues for iOS 11 simulator.
  • iOS: Rewrote the internal clock system and replaced it with a system that took into account the time when the device was asleep. Also, the startup time is now calculated more accurately. - (912594)
  • iOS: Use YIELD for atomic_pause on ARM. - (938975)
  • Launcher: Fixed an issue that Web Signin would print loading error in Editor.log (with access token). - (938693)
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the launcher offline issue. - (938742)
  • Linux: Addiitonal fix for initializing screen dimensions (mouse input). - (880426)
  • Linux: Associate provided icon with player window now. - (912675)
  • Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • Linux: Use default player icon when none is provided. - (912675)
  • Mono: Restored the "Use micro mscorlib" stripping option for Android. - (916064)
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after a couple of hours.
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after couple of hours.
  • Networking: UnityWebRequest: Fixed an issues where cookies were not sent on redirect. - (832192)
  • OSX: Fixed a crash when WebCamTexture is used. - (917133)
  • Particles: Detect when a new mesh is selected in the Shape Module, and update the Scene View preview accordingly. - (900928)
  • Particles: Ensure trails are properly initialized when particles are being manipulated via script. - (899881)
  • Particles: Fixed an issue where bounding boxes were too small on some systems, causing culling problems. - (914333)
  • Particles: Fixed mesh particles becoming inverted when using render alignment- View. - (927395)
  • Particles: Fixed use of Unscaled delta time in Edit Mode. - (910018)
  • Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks. - (927637)
  • Platforms: Fixed a crash when '-cleanedLogFile' was passed but no log file name was given. - (859361)
  • Scripting Upgrade: Fixed a crash when System.Reflection.Emit was used to generate assemblies for the AppDomain.AssemblyResolve event. - (920772)
  • Scripting Upgrade: Fixed an exception when calling 'System.Reflection.MonoProperty.GetterAdapterFrame' on AOT platforms. - (930594)
  • Scripting Upgrade: Fixed export package window tree structure. - (934518)
  • Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]). - (923165)
  • Scripting Upgrade: Improved distribution of Guid.GetHashCode(). - (930644)
  • Scripting: Fixed a crash when invoking LINQ expressions in Editor. - (920085)
  • Scripting: Fixed a potential domain reload issue in play mode when trying to validate scripts. - (926516)
  • Scripting: Fixed an issue when using SimplifyPoints and the provided array was too small.
  • Scripting: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread. - (934819)
  • Scripting: Fixed managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled. - (918651)
  • Scripting: Fixed scripting exception being logged as Info instead of Error. - (912719)
  • Scripting: Fixed WWW class being unsafe for multiple invocations of Dispose(). - (931213)
  • Services: Fixed an issue where Performance Reporting symbol upload tool could crash. - (927884)
  • Shaders: Fixed GLSL shader compile errors due to lack of default precision specifier. - (899502)
  • Shaders: Vulkan - Fixed a rare incorrect shader generation on expressions with write masks. - (908903)
  • Terrain: Fixed a crash that could happen when you have a very large number of terrains with SpeedTree trees on them. - (929987)
  • Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain. - (898262)
  • Timeline: Fixed a crash when using Timeline with a MacOS player. - (926710)
  • Timeline: Fixed inconsistencies in root motion position between Editor and Player. - (926701)
  • Timeline: Fixed root motion on humanoid characters when there were no base animation clips. - (934535)
  • Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode. - (923506)
  • Timeline: Rebuild Graph performances improvements.
  • Preventing clips from drawing outside of the visible area.
  • UI: Fixed memory leaks caused by unreleased Meshs in the UI Profiler. - (912789)
  • UI: GraphicRaycaster and EventSystem performance improvements. - (934842)
  • UI: InputField - For Name content type, use NamePhonePad touch screen keyboard type - (924515)
  • UI: Sprite Atlas variant will display correct on Image component. - (935390)
  • Universal Windows Platform: Fixed building generated UWP projects with Visual Studio 2017.3 when using .NET scripting backend.
  • UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update. - (911008)
  • Video: Fixed MovieTexture support for Metal. - (911115)
  • WebGL: Fixed compilation crashing with node on windows 7 64 bits. - (929988)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • Windows: Crash dumps are written to users' Persistent Data Path, resolving an issue where installing Unity games to Program Files caused crash dumps to fail. - (928646)
  • WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook. - (934502)
  • XR: Added missing Editor icons for world anchor, spatial mapping, touch input, and audio spatialization components. - (857023)
  • XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture. - (918634)
  • XR: Fixed an issue where stereo Convergence setting had no actual impact. - (923806)

New in Unity 2017.2.0b10 (Sep 5, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store. (913659)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity. (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object. (864619)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923), (935345)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing. (883861)
  • Graphics: Lower fps with vSync off when Static Batching is enabled. (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: MonoDevelop doesn't start on macOS10.13. (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode. (931990)
  • UI: UI Mask component crashes editor after you Build & Run. (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed. (930707)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT. (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above. The ARCore API provides accurate device position & orientation information as well as feature point detection that describes the physical space of the user's surroundings. With Unity's support for ARCore it is convenient for developers to drive a standard Unity camera using their device's real-world position & orientation, create planes representing surfaces of the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • Fixes:
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Improvements:
  • XR: Updated Vuforia to version 6.5.17.
  • Fixes:
  • 2D: Editing 2D primitive asset no longer result error in console. (945229)
  • Editor: Fix "TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations" while calling PluginImporter.SetPlatformData. (925589)
  • Editor: Fix so that OnHierarchyChange() and EditorApplication.hierarchyWindowChanged events are not sent when when selecting gameobjects with previews and when adding gameobjects to a scene if they have the HideInHierarchy flag. (946016)
  • Editor: Fixed issue with having to double tap record when switching from player to editor and back. (928582)
  • Editor: Plugins will be correctly excluded from player build when using Any Platform = true with specific platforms excluded. (941182)
  • Package Manager: Fixed Export package window showing extra folders (Packages). (940149)
  • Player: Fixed leak occuring when the player didn't have all its profiling threads shut down when the profiler window was closed without turning off record. (941997)
  • Scripting: Avoid stack overflow from occurring in Unity liveness logic (asset GC). (935563)
  • Scripting: Fix use of System.Net.WebRequest in OSX Standalone player. (940280)
  • Scripting: Fix Marshal.StructureToPtr when a field type is a multidimensional array of blittable types. (940012)
  • Scripting: Raise MarshalDirectiveException rather than aborting when invalid array marshaling directive is encountered. (935726)
  • Scripting Upgrade: Fix "About" window not displaying correctly when using latest scripting runtime. (944305)
  • Scripting Upgrade: Fixed Windows Standalone player failing to load Mono when built with .NET 4.6 runtime to a path with non-ascii characters in it. (944408)
  • XR: Fix for Camera.main.ScreenToWorldPoint returning invalid result when app is running in MixedReality (888928)
  • XR: Fixed a crash when using multiple holographic cameras on Windows Mixed Reality.
  • XR: Fixed issue with clip planes not working on Windows Mixed Reality. (943053)
  • XR: Fixed Vuforia Virtual reality support on iOS. No longer fails to link during build or revert to non-vr mode. (936670)
  • XR: Fixed XR assembly references failing for scripts in the Editor.
  • XR: Keyboard, mouse, and controllers now work in the Editor when a Windows Mixed Reality HMD has desktop focus.
  • XR: Update Google VR NDK to 1.80.
  • XR: Vuforia scripts no longer throw errors when first compiled in the Editor

New in Unity 2017.2.0b9 (Aug 30, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932078, 945254)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above. The Tango API provides accurate device position & orientation information as well as feature point detection that describes the physical space of the user's surroundings. With Unity's support for ARCore it is convenient for developers to drive a standard Unity camera using their device's real-world position & orientation, create planes representing surfaces of the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • Changes:
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Improvements:
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • Fixes:
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Changes:
  • XR: Windows Mixed Reality is now only supported when running Windows Fall Creators Update (RS3). This would previously work on RS2 builds, but this configuration is no longer supported.
  • Improvements:
  • Editor: Made activity tab in launcher configurable from cloud.
  • iOS: Added a Marketing icon kind for iOS and a slot for a 1024x1024 App Store icon. (925595)
  • Timeline: Added multiselection capabilities to the clip inspector.
  • Tizen: We now load the first scene while displaying the Splash screen.
  • XR: Exposed XR eye texture descriptor in order to make render texture creation easier (XRSettings.eyeTextureDesc). (941386)
  • XR: Updated Vuforia to version 6.5.15
  • XR: InteractionSourceState now has a positionAccuracy property and a TryGetAngularVelocity method.
  • Fixes:
  • 2D: Added ability to undo Tilemap Creation. (935627)
  • 2D: Disabled creation of a Tile Palette when a blank name is presented as the Tile Palette name. (939651)
  • 2D: Exposed sRGB (gamma color space) option and packing padding option to Sprite Atlas inspector. (941881)
  • 2D: Fix case of floating Sprite when a group of Sprites are dragged into the Scene View and action is undone. (923391)
  • 2D: Fix to update Grid Gizmo in Scene View when undoing value changes in Grid Component . (935630)
  • 2D: Fix to update Tile Palette Grid size when different size Tiles are added to it. (935576)
  • 2D: Fixed case of floating Sprite when a Sprite is dragged into the Scene View and action is undone. (935980)
  • 2D: We now use Sprite Atlas packed offset as expected when calculating UVs for OverrideGeometry(). (941883)
  • AI: NavMeshBuilder can now use non-read/write meshes to generate NavMeshes in edit mode. (935105)
  • Android: Build Pipeline: Fixed case of permissions popping up when providing resources in res/. (940998)
  • Android: Removed API 16 - 19 from target SDK version selection list. (898416)
  • Android: Resources.Load no longer stalls LoadScene and LoadSceneAsync. (918875)
  • Animation: Fix for events not being fired during CrossFade at 0F. (920126)
  • Animation: Fixed case of root motion not correctly aligning avatar on WebGL. (934626)
  • Build Pipeline: Fixed Assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing (ie deleted) shaders. (932299)
  • Build Pipeline: Fixed crashes on startup in players built with Mono assembly stripping. (935626)
  • Build Pipeline: Fixed issue where -adapter argument wasn't staring Unity player with the correct display selected. (925925)
  • Build Pipeline: Fixed stripping of SliderHandler constructor. (929835)
  • Build Pipeline: Fixed stripping of some System.Reflection types needed internally by Mono. (930414)
  • Build Pipeline: Fixed stripping of types in Unity extension dlls (such as UnityEngine.UI) when using Mono assembly stripping. (926857)
  • Editor: Fixed "Callback registration failed kMaxCallback" crash when entering playmode. (873467)
  • Editor: Fixed case of Collab toolbar window becoming dislocated when asset save dialog is shown beforehand. (937955)
  • Editor: Fixed Launcher hadnling of network off scenario. (938742)
  • Editor: Fixed WindZone UI issues. (941210)
  • Editor: Launcher: Fixed case of Web Signin always printing loading error in Editor.log (with access token). (938693)
  • Editor: Launcher: Fixed cause of user inability to sign in (and re-activate license) if license file is invalid. (942743)
  • Editor: Updated the generation of TestResults.xml to be in NUnit3 format. (940839)
  • GI: Fixed case of object lighting preview being empty for meshes with no normals. (726487)
  • GI: Fixed issue where creating a new scene in project window affected the lighting settings of other scenes. (919234)
  • GI: Fixed shadowmask in Forward rendering when multiple directional lights are used. (925579)
  • Graphics: Fix to prevent camera rendering to a temporary RenderTexture from clearing the stencil bits when it shouldn't - i.e. for HDR cameras. (932065)
  • Graphics: Fixed camera culling performance regression. (925408)
  • Graphics: Fixed case of "Invalid mask passed to GetVertexDeclaration() when using post-effect" assert being triggered - e.g. when using a custom post-effect. (932940)
  • Graphics: Fixed case of error message "MissingMethodException: Method not found: 'UnityEngine.Mesh.Clear'" being triggered - e.g. when creating New Shape in Probuilder UI. (930145)
  • Graphics: Fixed case of Light Cookie rendering differently in Forward and Deferred mode. (923026)
  • Graphics: Fixed case of RenderTarget for Default Reflection Probe not updating when skybox shaders are modified. (923026)
  • Graphics: Fixed case of TrailRenderer not recording the first position when instantiated using a position and rotation value. (921297)
  • Graphics: Fixed crash in player when using non RGBA32 format 3D textures. (927145)
  • Graphics: Fixed crash in CameraStackRenderingState::ReleaseResources - e.g. when searching in Hierarchy window. (926718)
  • Graphics: Fixed D3D11 errors in scenes when using a Camera with HDR enabled and depth-only clear. (933768)
  • Graphics: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices. (933203)
  • Graphics: Improved motion vectors precision when dynamic batching is disabled. (941966)
  • Graphics: We now report an error instead of crashing when Mesh has invalid positions - e.g. NaN. (930666)
  • iOS: Cardboard Enable Transition View fix for iOS. (940916)
  • iOS: Fixed SetIconsForTargetGroup when setting icons for iOS. (937886)
  • Multiplayer: Fix for properly traversing inheritance chain. (933033)
  • Universal Windows Platform: Fixed issue in UWP build targeting .NET backend where const field named same as a field in base class prevented base class field from being serialized correctly. (918102)
  • Universal Windows Platform: Fixed issue where errors would be thrown when doing a UWP build with "Unity C# projects", if the Editor folder contained a script. (918989)
  • Web: UnityWebRequest: fix to allow comments in header values except when known to be unsupported. (932312)
  • Web: UnityWebRequest: fixed automatic scheme prepending to web address (prepend http://). (931602)
  • WebGL: Fixed back-buffer anti-aliasing on WebGL1.0. (923698)
  • WebGL: Fixed Fullscreen mode on Safari. (775206)
  • WebGL: Fixed server compression configuration warning. (927459)
  • WebGL: Fixed file:// protocol warning on browsers that don't allow it. (926842)
  • XR: Fixed case of CommandBuffer.Blit not working when used in CameraEvent.AfterEverything. (918916)
  • XR: Fixed crash when using Android single-pass stereo rendering with the Mock HMD. (918916)
  • XR: Fixed issue where right eye was not rendering with single-pass stereo when camera had 'Allow HDR' enabled. (920106)
  • XR: Fixed Windows MR / Render Scale issue which caused the scene to only render black when render scale was changed. (922755)
  • XR: The camera now clears correctly when using a deferred renderer alongside the single-pass stereo rendering path. (927319)

New in Unity 2017.1.0 Patch 5 (Aug 25, 2017)

  • Improvements:
  • Editor: Added editor strings (profiler, Unity remote & etc.) for 2nd gen. iPad Pro.
  • Linux: Print log file path before redirecting.
  • Windows Player: Improved "Oops!" crash dialog.
  • Windows: Added API to expose crash dump report path: UnityEngine.Windows.CrashReporting.
  • Changes:
  • Editor: On Material inspector "Enable Instancing" is changed to "Enable GPU Instancing".
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf).
  • Fixes:
  • (935388) - 2D: Fixed an issue whereby Sprite Atlas variant would pack without an error when master was compressed with crunched.
  • (none) - Android: Fixed the issue where OBB was not available after installing from Google Play on some phones until device was restarted.
  • (937875) - Android: Fixed an issue having lots of VBOs allocated even for an empty scene on Android during application startup.
  • (925738) - Android: [VideoPlayer] H264 video doesn't loop on HTC One (OS 4.2.2)
  • (none) - Android: Apps no longer signed with signature scheme v2 when building for oculus.
  • (none) - Animation: Fixed bad frame when changing Playable Graph during StateMachineBehaviours.
  • (930819) - Asset Bundles: Fixed an issue where calling LoadAllAssets with a type parameter could cause loading errors.
  • (917568) - Build Pipeline: Fixed incorrect mesh channel stripping when mesh was used as a shape emitter in particle systems.
  • (932469) - Collaborate: Fixed an issue with the initial collaborate publish where it will continuously retry upon failure.
  • (908324) - Editor: Fixed the inability to rename a objects in the Hierarchy view if LookDev was open.
  • (none) - Editor: Fixed LookDev rendering issues: Frame to object feature, Initial position of prefabs in LookDev.
  • (925913) - Editor: Calculate mipmap count properly when importing NPOT textures with '-nographics'.
  • (858928) - Editor: Ensure that an asset preview is always provided.
  • (none) - Editor: Fixed player build success notification.
  • (none) - Editor: Fixed one case of importing projects from very old Unity versions.
  • (932793) - Editor: Fixed a crash when loading scenes created in Unity versions before 2017.1 with specific lighting setup.
  • (873823) - Editor: Fixed in-launcher names of projects loaded via relative path.
  • (932630) - Editor: Fixed screen capture.
  • (920781) - Graphics: Don't enable blending on unsupported pixel formats on Metal.
  • (915959) - Graphics: Ensure textures are not created with too high mip count on Metal.
  • (916425) - Graphics: Fixed memory leak in Editor scene view.
  • (909829) - Graphics: Fixed different sampling on sRGB RenderTextures compared to non-sRGB RenderTextures when in Gamma space in standalone players.
  • (918642) - Graphics: Fixed a crash when a valid Mesh had no submeshes.
  • (902870) - Graphics: Fixed a crash when adding CommandBuffers during OnPreCull callabck and visualizing occlusion data with lighting enabled.
  • (918636) - Graphics: Fixed a rare case when shader compilation failed with error message "Failed to find parameters of a compiled D3D9 shader".
  • (917105) - Graphics: Rendering optimistion for GLES graphics API.
  • (898184) - Graphics: Fixed a crash when Vulkan loader was installed but no drivers were installed and Vulkan was used as the default API.
  • (918993) - Graphics: Fixed a deadlock when building lighting in Editor or during a player build.
  • (826751) - Graphics: Fixed a crash when using Compute Shader with very large number of thread groups i.e. greater than 500,000.
  • (922739) - Graphics: Fixed an issue whereby Terrain not showing wireframe in shaded-wireframe mode.
  • (922996) - Graphics: Fixed a crash when assigning (invalid) Mesh to a SkinnedMeshRenderer from script in standalone player.
  • (922715) - Graphics: Fixed a crash on exit from fullscreen player when using OpenGLCore graphics API.
  • (733687) - Graphics: Fixed Mesh becoming offset and scaled when accessing 'mesh' property on a MeshFilter on a static GameObject and static batching was enabled.
  • (803067) - Graphics: Fixed dynamic batching overwriting the vertex colour stream on untextured meshes.
  • (none) - Graphics: Fixed loading shaders in a variant collection not loading the variants from all passes which match.
  • (924625) - Graphics: Changed every instance of the string "Custom Texture" to "Custom Render Texture" in menus and tooltips.
  • (none) - Graphics: Cubemap Custom Render Texture initialization is now applied to all faces (regardless of active face update flags).
  • (none) - Graphics: Fixed GPU profiler block for Custom Texture Update.
  • (925171) - Graphics: Fixed a crash in Custom Render Texture when switching target platforms in the Editor.
  • (914676) - Graphics: Fixed the scale and rotation matrix on the PreviewRenderUnility Camera having no effect.
  • (848934, 827583) - Graphics: Improved line and trail rendering, when trying to display overlapping/nearby points
  • (929802, 930163, 930252) - IL2CPP: Fixed various crashes.
  • (921467, 936096, 929802, 930163) - IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps.
  • Prevent a failure during code conversion when a constrained method call is made on a volatile type.
  • Prevent a possible crash in List.AddRange.
  • (none) - iOS: Fixed trampoline compilation issues for iOS 11 simulator.
  • (934901) - iOS: Fixed 'Stale touch detected!' error message that showed up after minimizing, re-opening an app and immediate start tapping the screen with multiple fingers.
  • (938975) - iOS: Use YIELD for atomic_pause on ARM.
  • (none) - Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • (938693) - Launcher: Fixed an issue that Web Signin would print loading error in Editor.log (with access token).
  • (938742) - Launcher: Fixed the launcher offline issue.
  • (880426) - Linux: Addiitonal fix for initializing screen dimensions (mouse input).
  • (none) - Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • (832192) - Networking: UnityWebRequest: Fixed an issues where cookies were not sent on redirect.
  • (917133) - OSX: Fixed a crash when WebCamTexture is used.
  • (927395) - Particles: Fixed mesh particles becoming inverted when using render alignment - View.
  • (859361) - Platforms: Fixed a crash when '-cleanedLogFile' was passed but no log file name was given.
  • (918651) - Scripting: Fixed managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled.
  • (none) - Scripting: Fixed an issue when using SimplifyPoints and the provided array was too small.
  • (934819) - Scripting: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread.
  • (931213) - Scripting: Fixed WWW class being unsafe for multiple invocations of Dispose().
  • (926516) - Scripting: Fixed a potential domain reload issue in play mode when trying to validate scripts.
  • (923165) - Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]).
  • (934518) - Scripting Upgrade: Fixed export package window tree structure.
  • (930594) - Scripting Upgrade: Fixed an exception when calling 'System.Reflection.MonoProperty.GetterAdapterFrame' on AOT platforms.
  • (930644) - Scripting Upgrade: Improved distribution of Guid.GetHashCode().
  • (920772) - Scripting Upgrade: Fixed a crash when System.Reflection.Emit was used to generate assemblies for the AppDomain.AssemblyResolve event.
  • (899502) - Shaders: Fixed GLSL shader compile errors due to lack of default precision specifier.
  • (898262) - Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain.
  • (929987) - Terrain: Fixed a crash that could happen when you have a very large number of terrains with SpeedTree trees on them.
  • (934535) - Timeline: Fixed root motion on humanoid characters when there were no base animation clips.
  • (none) - Timeline: Rebuild Graph performances improvements.
  • Preventing clips from drawing outside of the visible area.
  • (935390) - UI: Sprite Atlas variant will display correct on Image component.
  • (934842) - UI: GraphicRaycaster and EventSystem performance improvements.
  • (none) - Universal Windows Platform: Fixed building generated UWP projects with Visual Studio 2017.3 when using .NET scripting backend
  • (928646) - Windows: Crash dumps are written to users' Persistent Data Path, resolving an issue where installing Unity games to Program Files caused crash dumps to fail

New in Unity 2017.2.0b8 (Aug 21, 2017)

  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Camera.targetTexture is not updated from OnPreRender to OnPostRender (937031)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unable to export a Unity package (938223)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Improvements:
  • XR: XRDevice.SetTrackingSpaceType will now allow users to reason about where the floor is on VR HMDs for WindowsMR.
  • Fixes:
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed Security Vulnerability UNITY-SEC-844 - https://unity3d.com/security
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Fixes:
  • Android: Allow coarse location to be specified in the manifest. (933268)
  • Editor: Ensure we always provide an asset preview. (858928)
  • Editor: Fix in-launcher names of projects loaded via relative path. (873823)
  • Editor: Fix screen capture. (932630)
  • Editor: Fixed bug where entering play mode made part of PlayerSettings inspector disappear until it repainted at least once. (930646)
  • Editor: Fixed Security Vulnerability UNITY-SEC-844 - https://unity3d.com/security
  • Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • Scripting: Fix alignment issue for 64-bit integers and doubles on Android and other non-iOS ARMv7 platforms. (898636)
  • Scripting: Fix internal compiler error due to yield in a lambda statement. (634364)
  • Scripting Upgrade: Avoid allocating GC memory when calling List.Sort with Comparer1` (935845)
  • Scripting Upgrade: Report GC pause time correctly in profiler. (931981)
  • Shaders: Set the correct value for the SHADER_TARGET preprocessor macro during Surface Shader analysis to match the value used during Surface Shader compilation. (893229)
  • Timeline: Fix for hidden time area when reopening Timeline. (935500)
  • Timeline: Fix for timeline clip modifications not always applying. (926861)
  • Timeline: Fix Playable Director not dirtying properly when changing wrap mode. (930195)
  • Timeline: Fix preview mode on root transforms when recording. (931859)
  • Timeline: Fix runtime exception on AOT compiled builds. (937737)
  • Timeline: Fix single click on a timeline clip when multiple clips are selected. (888799)
  • Timeline: Fix state changes on timeline pause in Activation and Control tracks. (938170)
  • Timeline: Modifying Avatar Masks now show immediately in Timeline preview. (936941)
  • XR: Fixed the naming of Vuforia AR in the XR Settings to Vuforia Augmented Reality.
  • XR: Input API for UnityEngine.XR.WSA.Input changes that landed in b1 has been reworked into its final shape.
  • XR: PCs that triple-buffer their eye textures under Mixed Reality will now recycle those textures, improving performance

New in Unity 2017.1.0 Patch 3 (Aug 11, 2017)

  • Fixes:
  • (930987) - Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field.
  • (930335) - Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window.
  • (927443) - Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle.
  • (920973) - Asset Bundles: Fixed an issue where IK float values weren't blending.
  • (885275) - Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted.
  • (918761) - Collab: Added softlocks to project browser in single-column mode.
  • (923508) - Collab: Fixed update, immediately cancel, update again, crash.
  • (694728) - Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling.
  • (811757) - Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled.
  • (909148) - Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0.
  • (903537) - Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture.
  • (909569) - Graphics: Fixed importing of single channel uint16 textures.
  • (911910) - Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible.
  • (911654) - Graphics: Fixed a crash when instancing is enabled on specific Material.
  • (878317) - Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering.
  • (912603) - Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project.
  • (913612) - Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting.
  • (910659) - Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport.
  • (910036) - Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport.
  • (920547) - Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture.
  • (919058) - IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build.
  • (916064) - Mono: Restored the "Use micro mscorlib" stripping option for Android.
  • (927637) - Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks.
  • (908903) - Shaders: Vulkan - fixed a rare incorrect shader generation on expressions with write masks.
  • (923506) - Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode.
  • (926701) - Timeline: Fixed inconsistencies in root motion position between Editor and Player.
  • (911008) - UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update.
  • (929988) - WebGL: Fixed compilation crashing with node on windows 7 64 bits.
  • (934502) - WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook.
  • (923806) - XR: Fixed an issue where stereo Convergence setting had no actual impact.
  • (918634) - XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture.

New in Unity 2017.2.0b6 (Aug 9, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Camera.targetTexture is not updated from OnPreRender to OnPostRender (937031)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: Editor startup time regression (934976)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unable to export a Unity package (938223)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Particles: [ParticleSystemRenderer] Vertex Streams are broken, showing only Noise as an available choice. (935635)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Video: [Video Player] H264 and VP8 videos don't play on Android devices. (935659)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [Gear VR] Inset viewport works but the main camera renders entirely black. (927240)
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Changes:
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Improvements:
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Changes:
  • iOS: Added editor string (profiller, Unity remote & etc.) for 2nd gen iPad Pro
  • Improvements:
  • Editor: Changed behavior of HingeJoint2D handle to bring it in line with 3D handles and make it more usable: the limit arc is now fixed (to the orientation of the connected body) and the reference line moves.
  • Editor: Improved usability by reorienting angular limit handle when actor 1 is kinematic/static and actor 0 is dynamic for both 2D and 3D.
  • Fixes:
  • 2D: Sprite Atlas variant will now pack without error when master was compressed with "Use Crunch Compression" option enabled. (935389)
  • Animation: Fixed bug where IK float values weren't getting blended when using Asset Bundles.
  • Build Pipeline: Fix to calculate mipmap count properly when importing NPOT with GfxDeviceNull. (925913)
  • Build Pipeline: Fixed bug where you could potentially overwrite the Assets folder when using Build and Run. (932460)
  • Build Pipeline: Fixed incorrect mesh channel stripping when mesh is used as a shape emitter in particle systems (936010, 917568)
  • Editor: Fixed bug where angular limit handle on HingeJoint2D was using the wrong handedness.
  • Editor: Fixed bug where axis colors on JointAngularLimitHandle were not multiplying with Handles.color.
  • Editor: Fixed case of angular limit handle not correctly accounting for anchor/connected anchor position on 3D joints.
  • Editor: Fixed case of angular limit handle not correctly accounting for the swap bodies property on ConfigurableJoint.
  • Editor: Fixed issue where it was not possible to leave Avatar Configuration and the inspector would become locked. (927717)
  • GI: Fixed case of lightmaps being darker on mobiles when linear color space is used.
  • Graphics: Fix to ensure we don't create textures with too high MIP count on Metal. (915959)
  • Graphics: Fixed "Screen position out of view frustum" when viewport width or height are very small (less than 0.0001). (879450)
  • Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in when emulating OpenGL ES 2.0 or 3.0. (909148)
  • Graphics: Fixed case of incorrect shadows appearing in the scene view when visualizing occlusion culling. (694728)
  • Graphics: Fixed case of lights not rendering correctly when using a camera with a RenderTexture and non-fullscreen viewport. (910659)
  • Graphics: Fixed case of NavMesh preview in scene view being affected by lighting. (913612)
  • Graphics: Fixed case of scene view lighting being affected by other editor windows - e.g. material editor. (909953)
  • Graphics: Fixed case of sRGB flag returning false on the LDR target texture from a HDR-to-LDR image effect in a linear project. (912603)
  • Graphics: Fixed crash in RenderStaticBatch when dynamic batching is enabled, with specific mesh topologies. (898793)
  • Graphics: Fixed crash when a model has blendshapes but no vertex data. (869380)
  • Graphics: Fixed importing of single channel uint16 textures. (909569)
  • Graphics: Fixed issue where a light attached to scene view camera would no lighting the scene when lights are toggled off. (909992)
  • Graphics: Fixed issue where occlusion view volumes were still visible after clearing occlusion data. (911910)
  • Graphics: Fixed issue where plane normal would not be normalised when using Plane(Vector3 inNormal, Vector3 inPoint). (818304)
  • Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture. (903537)
  • Graphics: Fixed Lightmap conversion assert when switching platform from PC to Android/iOS. (908150)
  • Graphics: Fixed memory leak in the Unity scene view. (910464)
  • Graphics: Fixed out of memory error when importing 8192x8192 32-bit cubemap. (903736)
  • Graphics: Fixed player crash when instancing is enabled on specific Materials. (911654)
  • Graphics: Fixed rare crash caused by recursive rendering - i.e. Camera.Render() or Water rendering. (878317)
  • Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport. (910036)
  • Graphics: Fixed runtime crash when modifying skinned mesh with GPU Skinning enabled. (811757)
  • Graphics: Fixed static batching shadow rendering to use fewer drawcalls. (912332)
  • Graphics: We no longer enable blending on unsupported pixel formats on Metal. (920781)
  • IL2CPP: Prevent a possible crash in List.AddRange. (929802)
  • iOS: Fixed trampoline compilation errors for iOS 11 simulator.
  • OSX: Fixed crash seen when WebCamTexture is used. (917133)
  • Package Manager: Fixed package manager server failure if paths contained encoded string such as " F".
  • Package Manager: We now display an error in the console when project manifest fails to resolve.
  • Physics: Fix to ensure that linear velocity set explicitly on a kinematic Rigidbody2D is handled correctly. (935211, 930679)
  • Physics: Fix to ensure that nested kinematic Rigidbody2D matches the pose of any Parent Rigidbody2D correctly.
  • Scripting: Fixed case of managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled. (918651)
  • Scripting: Fixed crash that would occur when naming a script with the name of an existing nested class. (933533)
  • Scripting Upgrade: Fixed exported package window tree structure problems. (935332, 934518)
  • Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]). (923165)
  • Scripting Upgrade: Improved distribution of Guid.GetHashCode(). (931022, 930644)
  • Shaders: Fixed errors in the specular calculation in surface shaders by adding normalize after the tangent to world transform. (903772)
  • Shaders: Vulkan: fixed rare incorrect shader generation on expressions with write masks. (908903)
  • Terrain: Fixed a crash that could happen when using a very large number of terrains with SpeedTree trees on them. (935806)
  • Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain. (935798)
  • Timeline: Fixed case of infinite clips not showing up when imported from AssetBundle. (928231)
  • Timeline: Fixed case of PlayRange losing settings when entering Playmode. (904793)
  • UI: Fixed case of bad merge after TransformDispatch update. (922641)
  • UI: Fixed case of null raycaster hit list due to new optimizations.
  • UI: Fixed UI profiler memory leak when running in development mode. (912789)
  • UI: Sprite Atlas variant will now display correctly on Image component. (935387)
  • Universal Windows Platform: Fixed the issue where locking the mouse in UWP player would result in Input.GetAxis() returning incorrect values on the next Update. (911008)
  • Universal Windows Platform: Fixed UWP build failure with Unity Analytics enabled. (927848)
  • Web: Fixed case of cookies not being sent on redirect in Editor, Standalones and iOS. (832192)
  • Web: Fixed case of NullReferenceException in WWW on double Dispose(). (931213)
  • WebGL: Fixed compilation crash with node on 64-bit Windows 7. (929988)

New in Unity 2017.2.0b5 (Aug 2, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: Editor startup time regression (934976)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Editor: [Windows] Gameobjects disappear from Scene View when moving viewpoint away from them. (935465)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Particles: [ParticleSystemRenderer] Vertex Streams are broken, showing only Noise as an available choice. (935635)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Video: [Video Player] H264 and VP8 videos don't play on Android devices. (935659)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [Gear VR] Inset viewport works but the main camera renders entirely black. (927240)
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • API Changes:
  • XR: Added PlayerSettings values for new Async Video reprojection Settings. (932009)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: The single-pass instanced rendering path is now supported on desktops when the DirectX 11 rendering API is in use.
  • Fixes:
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Improvements:
  • Timeline: Added multi-selection capability to track inspectors.
  • Fixes:
  • Animation: Fixed a bug where Generic animation layers were affecting base humanoid root motion. (928562)
  • Animation: Fixed a bug where humanoid body position was not working in additve. (916487)
  • Animation: Fixed a crash that was triggered during the assignment of an incomplete AnimatorController stored in an AssetBundle. (925276, 927441)
  • Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window. (924605, 930334)
  • Animation: Fixed case of AnimatorState's WriteDefaults not working properly on very specific setups. (893779)
  • Animation: Fixed crash when changing OverrideController during interrupted transition. (928601)
  • Build Pipeline: Fix for visual error in scene build numbering. (925628, 932909)
  • Build Pipeline: Fixed case of potential domain reload being triggered in play mode. (926516)
  • Build Pipeline: Fixed PostProcessScene to handle multiple scenes when entering play mode. (927707)
  • Editor: Fixed crash that would be seen when adding component via "Add Component". (923355, 932029)
  • Editor: [macOS] Fixed issue where the close window shortcut (CMD+W) had stopped working on some editor windows. (923357)
  • Multiplayer: Fixed regression where the networking assembly would not be ready when script update pointer was initialized. (927427, 935273)
  • Particles: Fixed case of mesh particles becoming inverted. (927395)
  • Scripting: Fixed assertion when using LineUtility.Simplify on some platforms.
  • Timeline: Fixed case of view settings being discard when entering play mode. (923506)
  • Timeline: Fixed inconsistency between player and editor root motion positions. (926701)
  • Universal Windows Platform: Enabled BuildOptions.CompressWithLz4 support for the UWP platform. (920404)
  • Windows: Fixed problems when switching from windowed to full screen mode when using DX11. (904471)
  • XR: _MainTex_ST values are now correct in non-VR mode. (905062)

New in Unity 2017.1.0 Patch 2 (Jul 27, 2017)

  • Improvements:
  • DX12: Native Rendering Plugin improvements - exposed extra functionality for working with backbuffers.
  • Fixes:
  • (none) - Android: Fixed a Vulkan error when trying to use anisotropic filtering on Mali GPUs.
  • (918785) - Android: Fixed an issue where spot and point lights were too bright on low-end devices.
  • (922553) - Android: Fixed a development build crash on Android 4.2.2 with VideoCore GPU.
  • (893779) - Animation: Fixed an issue of AnimatorState's WriteDefaults not working properly on very specific setups.
  • (918033) - Animation: Fixed a crash in Animator Editor window when closing Unity.
  • (921121) - Animation: Fixed an issue where the Animation events would not trigger if animation had less than two frames.
  • (928601) - Animation: Fixed a crash when changing OverrideController during interrupted transition.
  • (928562) - Animation: Fixed Generic animation layers affecting base humanoid root motion.
  • (none) - Graphics: Fixed OpenGL debug labels when using OpenGL ES.
  • (903807) - Graphics: Fixed an occasional glitch when rendering lines/trails.
  • (912675) - Linux: Use default player icon when none is provided.
  • (912675) - Linux: Associate provided icon with player window now.
  • (none) - Multiplayer: Fixed an issue where reliable messages exchanging had been staled after a couple of hours.
  • (900928) - Particles: Detect when a new mesh is selected in the Shape Module, and update the Scene View preview accordingly.
  • (914333) - Particles: Fixed an issue where bounding boxes were too small on some systems, causing culling problems.
  • (899881) - Particles: Ensure trails are properly initialized when particles are being manipulated via script.
  • (912719) - Scripting: Fixed scripting exception being logged as Info instead of Error.
  • (920085) - Scripting: Fixed a crash when invoking LINQ expressions in Editor.
  • (927884) - Services: Fixed an issue where Performance Reporting symbol upload tool could crash.
  • (912789) - UI: Fixed memory leaks caused by unreleased Meshs in the UI Profiler.
  • (911115) - Video: Fixed MovieTexture support for Metal.
  • (904449) - WebGL: Fixed Corrupted Sprites on MS Edge.
  • (857023) - XR: Added missing Editor icons for world anchor, spatial mapping, touch input, and audio spatialization components

New in Unity 2017.1.0 Patch 1 (Jul 21, 2017)

  • Improvements:
  • (887824) - Android: Gradle - Support custom library build.gradle files.
  • Editor: New special search filter for folder: "t:folder"
  • Changes:
  • Timeline: Tagged BasicPlayableBehaviour as Obsolete.
  • Fixes:
  • (918524) - 2D: Fixed an issue where the Editor became unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene.
  • (917931) - 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour.
  • (927372) - 2D: Fixed an issue where Sprite from the same atlas not hashed & packed correctly.
  • (920773) - 2D: Fixed console showing error when multiple selecting asset while locking Sprite Atlas inspector and Pack.
  • (924515) - Android: SoftInput - Fixed the NamePhonePad flag.
  • (910280) - Android: Gradle - Do not explicitly set debuggable attribute when building with Gradle to avoid lint security warning.
  • (none) - Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • (924518) - Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK.
  • (920359) - Android: Buildpipe - Correctly split resources between APK and OBB when building with LZ4.
  • (906014) - Android: SoftInput - Fixed the autocorrection not being disabled on Samsung phones.
  • (918605) - Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha.
  • (918785) - Android: Fixed an issue where spot and point lights were too bright on low-end devices.
  • (922283) - Animation: Fixed a crash when changing number of input in AnimationLayerMixerPlayable at runtime.
  • (918032) - Animation: Fixed a crash in Animator Editor window when closing Unity.
  • (917195) - Animation: Fixed an issue where the Animator's State Machine would start to flicker in Playmode if the Animator window was too small to display the active State.
  • (893779) - Animation: Fixed an issue whereby AnimatorState's WriteDefaults was not working properly on very specific setups.
  • (919307) - Build Pipeline: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms.
  • (907960) - Collab: Fixed an issue where user was not prompted to save local scene edits before updating.
  • (925505) - Editor: Fixed an issue in the Inspector Window that prevented the 'Nothing Selected' component from being shown.
  • (900957) - Editor: Fixed a performance regression that cause very long startup time when invoking a test run.
  • (915524) - Editor: Fixed a case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width.
  • (none) - GI: Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • (none) - GI: Progressive Lightmapper: Fixed an issue where auto-mode did not detect when changing material values for alpha cutoff.
  • (none) - GI: Progressive Lightmapper: Fixed an issue where alpha cutoff was not properly converting values.
  • (911953) - GI: Fix to only show clustering view when realtime GI is on, or when baking is on with Enlighten.
  • (none) - Graphics: Fixed OpenGL ES debug labels.
  • (923842) - Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly.
  • (918788) - Graphics: Fixed a rare (could happen in very complex scenes) crash/hang when graphics jobs were enabled.
  • (918406) - iOS: Fixed an issue where Unity would not generate icons for Spotlight and Notifications in a Xcode project.
  • (912594) - iOS: Rewrote the internal clock system and replaced it with a system that took into account the time when the device was asleep. Also, the startup time is now calculated more accurately.
  • (911935) - iOS: Fixed auto-rotation on ReplayKit.
  • (none) - Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • (none) - Multiplayer: Fixed an issue where reliable messages exchanging had been staled after couple of hours.
  • (910018) - Particles: Fixed use of Unscaled delta time in Edit Mode.
  • (926710) - Timeline: Fixed a crash when using Timeline with a MacOS player.
  • (924515) - UI: InputField - For Name content type, use NamePhonePad touch screen keyboard type
  • (904449) - WebGL: Fixed Corrupted Sprites on MS Edge.

New in Unity 2017.2.0b4 (Jul 21, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: EditorVR is now supported without need of a custom build (still requires separate download).
  • Changes:
  • Android: "Export as ADT project" is now obsolete.
  • Scripting: Serialization: Disabled support for opposite-endinanness asset bundles.
  • Improvements:
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • DX12: Native Rendering Plugin improvements:
  • Exposed/implemented native RenderBuffer resource retreival.
  • Fixed multithreading issues.
  • Particles: Added a Restart button to the Scene View overlay.
  • XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
  • Fixes:
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Improvements:
  • 2D: When Tile Assets are removed from the project in Editor, existing Tiles using these Tile Assets on a Tilemap will now be replaced with a temporary Tile Asset with a Pink sprite, as a visual cue to notify the user of their removal.
  • Editor: Changed default preselection highlight color to be different from the default selected axis color.
  • Timeline: Added Timeline Analytics.
  • Fixes:
  • 2D: Fixed Tilemap rendering bound checking when tiles are placed in an axis outside of the Tilemap orientation (eg. Z axis for XY orientation). (926828)
  • Android: Fix to scale static splash screen images correctly. (925658)
  • Android: Fixed case of OBB not being available after installing from Google Play on some phones, until device restart. (901764)
  • Animation: Fixed a crash in the Animator Editor window when closing Unity. (916970, 927075)
  • Animation: Fixed an issue with Animation Events in empty clips. (921121)
  • Animation: Fixed case of AnimatorState writeDefaults not working properly on very specific setups. (893779)
  • Editor: Fixed a regression where writing Korean characters in the Editor would cause both Latin and Korean ones to display simultaneously. (918629, 927488)
  • Editor: Fixed case of hover state not correctly applying on some buttons, as well as disabled controls not displaying properly. (925306)
  • Editor: Fixed case of softlocks ("In-Progess") not showing in the project browser in single-column display mode. (918761)
  • Editor: Fixed inability to multiselect scenes by using Ctrl/cmd+A shortcut. (923264)
  • GI: Progressive Lightmapper: Fixed a crash in light probe rendering, that would occurr when changing or removing probes.
  • GI: Progressive Lightmapper: Fixed an issue were alpha cutoff was not converting values correctly.
  • GI: Progressive Lightmapper: Fixed an issue were auto-mode did not detect changing material values for alpha cutoff.
  • Linux: Fix to associate the icon provided with the player window as expected. (912675)
  • Linux: Fix to use the default icon for the player window when no icon is provided. (912675)
  • Multiplayer: Fixed case of reliable message exchanges stalling after a couple of hours.
  • Timeline: Fixed case of "Remove All Keys" menu item being inactive if the play head was set after the clip / key. (918442)
  • Timeline: Fixed case of GUI Skins creating a PlayableDirector on Hierarchy drag and drop. (925715)
  • Timeline: Fixed issues with drag and drop of multiple tracks. (925272)
  • Timeline: Fixed trackhead to prevent it from going beyond max timeline length. (927480)
  • XR: Fixed issue where eye textures would be reallocated every frame if MSAA was enabled in settings but disabled on the camera. (919459)

New in Unity 5.6.2 Patch 3 (Jul 18, 2017)

  • Changes:
  • Editor: Updated Unity logos in About Window and Update Window to match new branding.
  • Fixes:
  • (917931) - 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour.
  • (918524) - 2D: Fixed an issue where the Editor becomes unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene.
  • (920360) - Android: Buildpipe - correctly split resources between APK and OBB when building with LZ4.
  • (924523) - Android: Gradle - Removed debuggable from Manifest when creating APK.
  • (924519 Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK.
  • (none) - Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • (924517) - Android: Gradle - don't explicitly set debuggable attribute when building with Gradle to avoid lint security warning.
  • (924516) - Android: Fixed the NamePhonePad flag.
  • (922898) - Android: Moved GoogleVR initialisation to run on UI Thread thus fixing startup crash.
  • (887824) - Android: Gradle - Support custom library build.gradle files.
  • (918606) - Android: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms.
  • (919308) - Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha.
  • (925444) - Animation: Fixed layer root motion broken on standalone.
  • (914365) - Animation: Fixed a crash in PlayableTraverser::RootByType that was triggered when disabling a GameObject by using OnStateMachineExit.
  • (901588) - Editor: Restored SRGB write state after internal override.
  • (915524) - Editor: Fixed the case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width.
  • (none) - GI Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • (912603) - Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project.
  • (923842) - Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly
  • (913828) - Graphics: Fixed an issue where a ComputeBuffer applied to a Material Block doesn't take effect when drawing via DrawMesh*Indirect.
  • (918788) - Graphics: Fixed a rare crash/hang which, could happen in very complex scenes, when graphics jobs were enabled.
  • (912723) - Graphics: Fixed a crash triggered by setting the SkinnedMeshRenderer.updateWhenOffscreen flag to true via a script.
  • (923517) - IL2CPP: Fixed an issue with setting enum type fields in .NET 4x with relfection using an integer value.
  • (894273) - iOS: Fixed an issue where iOS screen info was retrieved for every request instead of being cached
  • (880426) - Linux: Added an additional fix for uninitialized screen dimensions(/mouse input) at startup with some window managers.
  • (924516) - UI: For Name content type, use NamePhonePad touch screen keyboard type

New in Unity 2017.2.0b3 (Jul 17, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of TectTransform to prefab. (912166)
  • Asset Pipeline: Hard crash when building some projects (926484)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Editor: [BuildSettings] Cannot multiselect scenes by using Ctrl/cmd+A shortcut (923264)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Fixes:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • The following are changes and fixes to 2017.2.0 features and regressions:
  • Fixes:
  • 2D: Fixed case of NullReferenceException being thrown when multi-selecting asset while locking Sprite Atlas inspector and selecting Pack Preview. (920771, 927668)
  • 2D: Fixed case of sprites from the same texture not being packed correctly when mixed interchangeably in the Sprite Atlas packable list. (922540, 927669)
  • Android: Fixed development build crash on Android 4.2.2 with VideoCore GPU. (922553)
  • Animation: Fixed crash when changing number of inputs in AnimationLayerMixerPlayable at runtime. (921997, 927400)
  • Asset Import: Fixed texture mapping when extracting embedded textures multiple times. (926891)
  • Asset Import: Material Location is now set to External for older projects. (926896)
  • Editor: Fixed a crash caused by null font in a TextField.
  • Editor: Fixed case of Test Runner UI missing name, result and category filters. (927711)
  • Linux: Addiitonal fix for initializing screen dimensions (mouse input). (880426)
  • Scripting: Fixed case of Editor ignoring C# compiler error CS0165. (899417)
  • Scripting: Fixed case of scripting exception being logged as Info instead of Error. (912719)
  • Scripting Upgrade: Fixed case of corrupted build when "Scripts only build" is performed. (923404)
  • Scripting Upgrade: Fixed crash on encountering stack overflow on 64-bit Windows. (922636)
  • Scripting Upgrade: Fixed crash when assembly references another missing assembly. (922668)
  • Scripting Upgrade: Fixed crash when invoking LINQ expressions. (920085)
  • Scripting Upgrade: Fixed crash with error popup "Fatal error in GC: Too many root sets". (919929)
  • Scripting Upgrade: Fixed hang that could occur when exiting Editor. (911456)
  • Services: Fixed potential crash in the Performance Reporting symbol upload tool. (927886)
  • XR: Moved access to Async Video Reprojection to outside of UnityPlayerActivity so that users don't need to subclass.
  • XR: Updated Vuforia support to resolve UnityEngine.VR to UnityEngine.XR rename.

New in Unity 2017.1f3 (Jul 12, 2017)

  • Known Issues:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. Will be fixed in future Unity release. (895458)
  • GI: Lit clustering debug visualization does not show (to be fixed in patch) (911953)
  • xR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases.
  • Features:
  • 2D: Added Sprite Physics Shape to Sprite Editor, to allow users to set a custom default shape for a Sprite for generating collider shapes with a PolygonCollider2D.
  • 2D: Introduced 2D Sprite Atlas, a new asset that will supplant the Sprite Packer. With it comes new and improved workflows that gives the developer more control on how to pack sprites and use them at runtime. description
  • 2D: Sprite Mask. Mask Sprites in world space using the new SpriteMask component. description
  • Animation: Manual Keyframing Workflow. Separate Recording and Preview modes in the Animation Window. Contextual menus added to all animatable properties in the inspector.
  • Animation: New GameObjectRecorder in UnityEditor.Experimental.Animations description
  • Audio: Added support for ambisonic audio clips and ambisonic decoder plugins.
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Build Pipeline: The Asset Bundle Browser comes out of beta with Unity 2017.1. This tool enables the user to view and edit the configuration of Asset Bundles for their Unity project. It is intended to replace the current workflow of selecting assets and setting their Asset Bundle manually in the inspector. description
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published. description
  • Editor: Added new ArcHandle class in UnityEditor.IMGUI.Controls to interactively edit arcs in the Scene View. description
  • Editor: Experimental feature : retained-mode UI system for the Editor (UI Elements)
  • GI: Added support for baked LODs in Progressive Lightmapper
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Added Custom Render Texture asset. A Custom Render Texture is a new type of Render Texture that can be easily updated with a shader. It provides a user interface and a scripting framework. description
  • Graphics: Added LineUtility class and 'LineRenderer.Simplify' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added partial update/readback of compute buffers
  • Graphics: The latest version of the Post-processing stack is available in beta. This new version offers improved effects and a complete framework for custom effects. It also comes with a volume-based blending feature, so you can define areas in the scene and set up specific looks when the player enters them. Unity will automatically blend between volumes to allow for smooth look transitions. Final release is expected this summer.
  • Graphics: Updated Splash screen logo and style
  • IMGUI: Added SearchField, a new IMGUI Control. It comes with Normal and Toolbar UI styles but can also be customized.
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • iOS: Enable deferred shading rendering path for Metal and OpenGL ES 3.0 for A8 and later iOS devices.
  • Particles: Added support for using Sprites in the Particle System, via the Texture Sheet Animation Module description
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams. description description
  • Particles: New Donut emission shape. description
  • Playables: Playable Assets added to Playable API.
  • Playables: Playable Director added to play Playable Assets
  • Playables: Timeline Editor and Runtime API. A tool for sequencing animation, scripts and audio. description
  • Scripting: Experimental support for new scripting runtime. This includes Mono 4.8 and IL2CPP with support for C# 6 and .NET 4.6 description
  • Shaders: Added support for "inline" sampler states.
  • HLSL SamplerState objects that aren't taking sampling state from any texture (like what "sampler"+TextureName samplers do), but where sampling state is instead derived from the name.
  • For example, "MyLinearClampSampler" sets up bilinear filtering and clamp wrap mode; while "point_repeat_sampler" sets up point filtering and repeat wrap mode.
  • This allows e.g. doing both PCF depth comparison and reading raw depth value from a shadow map in a single shader.
  • Note that generally only modern graphics APIs support separate textures & samplers. You might therefore want to specify #pragma target 3.5 or similar in your shaders for this.
  • Implemented on DX11, DX12, PS4, XB1, Metal (Vulkan not yet).
  • Windows: Multi-display support for UWP.
  • Changes:
  • Asset Import: Upgraded FBX SDK to 2016.1.2
  • Build Pipeline: Added new function SwitchActiveBuildTargetAsync. This defers switching so that scripts can be imported first.
  • Build Pipeline: Event EditorBuildSettings.activeBuildTargetChanged has been deprecated as events do not survive script reloading. Replaced with interface class IActiveBuildTargetChanged and attribute ActiveBuildTargetChanged.
  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.
  • Editor: Added new GameObject sub menu - 'GameObject/Effects/. This menu includes a Line andTrail creation. The particle system has also been moved to this menu.
  • Editor: Added requirement for Visual C++ Runtime 2013 and 2015 to be installed when installing Windows Editor (i.e. the check is performed by Windows Editor installer).
  • Editor: AssetServer version control support has been removed from the editor.
  • Editor: Moved particle system rigidbody info message to top of the system as it does not just apply to inherit velocity
  • Editor: New projects now default to text-based serialization
  • Editor: Particle trail material slot is now always visible even if it is not used.
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • Light modes: Shadowmask and Distance shadowmask modes are now a Quality Setting and can be changed at runtime.
  • OSX: Disabled Metal on macOS 10.12.2 and 10.12.3 for stability reasons if GLCore is also present in API list
  • Universal Windows Platform: DX11 feature level 9.3 GPU support is required now. In practice this probably does not affect anything, as all Windows Phones that ever existed support 9.3 level already.
  • Universal Windows Platform: Removed support for building Windows 8.1 and Windows Phone 8.1 applications.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform"
  • Improvements:
  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: Apk files are now signed using the new APK Signature Scheme v2.
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Asset Import: Added the option of computing weighted normals when importing FBX files. Fixed normal generation for hard edges.
  • Asset Import: Changing tabs in the Model Importer inspector does not force users to apply changes anymore
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • Asset Import: Support Segment Scale Compensate for models exported from Maya.
  • Asset Pipeline: Enabled asynchronous texture uploading from non-scene Asset Bundles on all platforms
  • Asset Pipeline: In batchmode the FailedAssetImports.txt file is now ignored because there's no way to cancel or notify the user when the asset importer fails.
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Build Pipeline: Scripts-only build is now available on all platforms.
  • Build Pipeline: Unified assembly stripping code used for IL2CPP and Mono builds - which should result in more consistent behaviour between IL2CPP and Mono and in smaller build sizes for platforms supporting assembly stripping on Mono.
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress' description
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution description description
  • Editor: Added "Called From" and "Calls To" view to the Hierarchy View of Profiler Window.
  • Editor: Added a pre-drop style to particle system Object fields so it highlights if something can be dropped.
  • Editor: Added callbacks for assembly reload events: two events are dispatched: one before and one after reloading all assemblies. See: class AssemblyReloadEvents.
  • Editor: Added profiler labels to all player loop stages
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Editor: Log messages from connected players will now show in Editor console for easier debugging.
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • Graphics: Added a batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Added a new surface shader option "dithercrossfade", generating the screen-door dithering effect code automatically for being used in LOD cross-fade mode.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Graphics: Added Mirror and MirrorOnce texture wrapping modes, in addition to existing Repeat and Clamp ones.
  • Graphics: Added new default material for trails. 'Default-Trail'
  • Graphics: Frame Debugger is now capable of showing array shader properties.
  • Graphics: Optimized conversions between float32 and float16 image formats on Editor for a x2 to x4 performance improvement.
  • Graphics: Texture wrapping modes can be set separately on each U,V,W axis.
  • Graphics: The default names for Graphics Quality Levels have been changed to be a little clearer, and more in line with what is common across other games. This will only affect newly created projects; existing projects will have the same Quality Level names as before (though, as always, you can edit the names via Edit -> Project Settings -> Quality).
  • Graphics: Unity can now accept and use a pointer to an externally created cubemap
  • IL2CPP: Improved IL2CPP code conversion time on OSX. Conversion times may improve by as much as 2x.
  • iOS: Added support for Watch apps and Watch app extensions in the Xcode extension API.
  • Mobile: Added TouchScreenKeyboardType.Social and TouchScreenKeyboardType.Search for iOS/tvOS, Android, WindowsPhone and Tizen platforms.
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • OSX: Added support for loading the first scene asynchronously when showing the splash screen.
  • OSX: Metal: [MTLDevice recommendedMaxWorkingSetSize] is now used to query VRAM size when available.
  • Particles: Added edit modes for Particle system collision mode planes.
  • Particles: Align Particles to their velocity direction description
  • Particles: Allow Emit over Distance to be used for Local Space systems description
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Improved particle system culling mode supported tooltip messages. These now contain more details on why the culling mode is unsupported.
  • Particles: It is now possible to animate both the min and max constants, when using Random Between 2 Constants mode.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: Particles can now apply forces to the Colliders they hit description description
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module. description
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Physics: Add ability to manually simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: When setting 'Rigidbody2D.simulated' to false, Editor inspector shows information about its effect.
  • SamsungTV: UnityWebRequest is now supported on SamsungTV
  • Shaders: Optimized game data build time for shaders with massive ("millions or billions") potential variant counts. Fixed shader inspector popup menu to display variant counts larger than 2 billion properly.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Shaders: SystemInfo.graphicsShaderLevel now reports more accurate shader models that better match shader #pragma target levels (now can report values 25, 35, 45, 46).
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights.
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Universal Windows Platform: Unity player binaries are now signed.
  • VR: Updated to Oculus version 1.14
  • Web: (Also mentioned under API Changes) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: It is now allowed to override User-Agent header in UnityWebRequest
  • API Changes:
  • Animation: AnimationLayerMixerPlayable scripting API added.
  • Area: Description (FogBugz ID)
  • Asset Import: Added ModelImporter.extraUserProperties
  • Asset Import: Added ModelImporter.importVisibility
  • Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • GI: Added new API for setting Light falloff per Light. Added API for setting all Lights to use physically correct inverse squared falloff or the Unity legacy falloff model. Only used for Enlighten lightmaps so far, realtime and progressive will be supported later.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • iOS: Added API to change iOS splashscreens.
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete use iOSStatusBarStyle.LightContent instead (894136)
  • Light modes: Added QualitySettings.shadowmaskMode
  • Physics: Added 'Joint2D.attachedRigidbody' property to retrieve the Rigidbody2D attached to the Joint2D.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system.
  • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistent API (i.e. not properties there and methods here just because reasons).
  • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
  • Documentation is in progress expect a better one in a few weeks.
  • Playables: Moved Playable out of Experimental namespace.
  • Playables: New method PlayableGraph.IsPlaying()
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • Scripting: Rename to Debug.logger to Debug.unityLogger (852000)
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Web: (Also mentioned under Changes/Improvements) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Web: Added timeout property to UnityWebRequest. (823903)
  • Web: Moved UnityWebRequest.GetTexture() to UnityWebRequestTexture.GetTexture().
  • Fixes:
  • 2D: A quad mesh will be generated when generating Sprite from a blank texture. (890845)
  • 2D: Add back POT option when in TextureImporter for Sprites (884926)
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • 2D: Fix Sprite UV not updated when data is copied via EditorUtility.CopySerialized (884970)
  • 2D: Fix SpriteRenderer not rendering Sprite in TileMode when mesh generation exceeds max vertex limit (888884)
  • 2D: Rephrase warning message to include Sprite generated in PolygonMode in SpriteRenderer when TileMode is set (889106)
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix occasional inconsistent carving near tile boundaries (833089)
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: Fix crash when playing non-existing webcam texture (912742)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Clarified documentation on Translation DoF settings for Humanoids (847234)
  • Animation: Display "Update reference clips" button for Generic rig too (871684)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Animation: Fixed an issue where Optimize Game Objects would cause invalid scale being applied with some animations (879368)
  • Animation: Fixed an issue where previewing animations with an exit time of zero would prevent the previewer from showing (883536)
  • Animation: Fixed an issue where results were incorrect when the only layer of a state machine was set to additive (862998)
  • Animation: Fixed an issue where the Rig importer Mask's transform list was populated even though the definition was set to None (874995)
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed Audio Source nested curve editor getting stuck while dragging keys. (881723)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed out of sync linear tangents when editing a curve in the curve editor. (881861)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed standalone curve editor window association to its serialized property. (860540)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Asset Import: Mesh importer now displays an error for invalid polygons that cannot be triangulated without introducing a new vertex. (677375)
  • Asset Pipeline: Fixed import failure when FBX take name contained invalid characters. (873720)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle loading issue causing the error "The referenced script on this Behavior is missing!" under certain circumstances (905561)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Added missing component icons for the HoloLens WorldAnchor, SpatialMappingRenderer, SpatialMappingCollider, InputModule, and AudioSpatializer (858525, 858531, 858530, 858522, 905399)
  • Editor: Don't ignore remote input if gameview is out of focus (911082)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: Missing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullException (900631)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (874301)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed an offline upgrade license issue (924763)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Editor: Fixed case of errors spamming the console when taking detailed memory sample of 32 bit player. (886135)
  • Editor: Fixed case of Handles.PositionHandle() throwing NullReferenceException when no SceneView is in the current editor layout. (874248)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Editor: Fixed crash when using the SavePanel path bar on Windows. (839912)
  • Editor: Fixed crash whilst reloading scene(s) after using version control merge and resolve operations. (876733)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • Editor: Fixed HDR Color Picker to preserve alpha when changing brightness field. (883476)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Editor: Fixed issue where play mode wouldn't maximize if a curve editor window was on an object in the hierarchy (921114)
  • Editor: Fixed low Normals quality issue with low mesh compression settings. (709609)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Display an error message and disallow subregion copying of a depth-stencil texture. (883393)
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Graphics: Fix Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fix incorrect warning about using instancing and static batching simultaneously.
  • Graphics: Fix looping line discontinuity (904622)
  • Graphics: Fixed crash trying to use a compute buffer which failed to be created. (886290)
  • Graphics: Fixed crash when Unity loses focus caused by a camera being removed whilst it is being rendered. (869109)
  • Graphics: Fixed flickering game view window when resizing the window. (880788)
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • Graphics: Increased batching limits to 65,000 vertices. (810600)
  • Graphics: Make sure wrap modes are valid before setting them on a texture to fix assert message spam "Assertion failed on expression: 'translated != kInvalidEnum'" (883459)
  • Graphics: Re-generate real-time Reflection Probe cubemap when screen resolution is changed. (868638)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • Graphics: Throw an exception if script tries to set a random write target texture and the texture does not have random write enabled.
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • iOS: Fix to hide the status bar while playing movies with CancelOnInput or Hidden modes. (871989)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • iOS: Removed extra notification sent on application launch (875180)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. (851113)
  • Kernel: Fixed log message filtering for LogType.Exception. (820286)
  • Kernel: Fixed Mathf.PingPong and Mathf.Repeat returning negatives values for some specific value (861278)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • OSX: Fixed crash caused by quick open/close of GUIWindows. (884145)
  • OSX: Fixed RenderTexture being destroyed with standalone built on resizing the window (893036)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Particles: Fixed all 3 curves(x,y,z) being added to the Particle System curve editor when switching to curve state and only in single axis mode (855588)
  • Particles: Fixed curves with loop or ping pong wrap modes being incorrectly converted into poly curves and thus causing asserts.
  • Particles: Fixed module curves being shown in curve editor after the module was disabled due to an undo operation (861424)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle system culling was not working until it was rendered at least once (680242)
  • Particles: Particle system is no longer cleared if procedural emission buffer contains items. (801335)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix a rare crash that occured when a solver batch was indexed incorrectly (PxsSolverSetupSolveTask was reported in the callstack) (874515)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we reprocess mesh if re-enabled and previous cloth mesh had no verts. (893025)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (832197)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Scripting: Editor recompilation is no longer triggered when adding WinRT dlls which are not used by the editor. (861189)
  • Scripting: Fix a memory leak and performance degradation when adding nested classes as components. (856497)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (898854)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • Scripting: Fixed case of ScriptExecutionOrder not being applied when entering play mode. (830711)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Scripting: Fixed crash in C# updater with arrays in some expressions. (855785)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • Scripting: Fixed rare crash that could occur after accessing null AnimationState (and Null Reference Exception is thrown). (847112)
  • Scripting: Fixed Script Updater issue with generic type parameters on methods under member access expressions. (863941)
  • Scripting: Improved error message when ScriptableObject is used with abstract classes. (850202)
  • Scripting: Improved the error shown when a class must inherit from ScriptableObject instead of MonoBehaviour. (867259)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Scripting: Script Updater: Automatically update ParticleCollisionEvent.collider to ParticleCollisionEvent.colliderComponent
  • Scripting: Script Updater: Do not remove required "using namespace" due to inadvertently deeming it as not used
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • Services: Fixed issue with Unity project ID when importing assets from the asset store containing a project ID. (867382)
  • Shaders: Fixed standard shader not supporting _Bumpscale on iOS and Android platforms. (881869)
  • Shaders: Occlusion sampling in shader now takes into account parallax map/offset. (783222)
  • SpeedTree: Fix a case where LOD1 range cannot be adjusted in SpeedTree importer GUI. (886674)
  • Terrain: Fix asset messages when deleting in-use terrain asset. (863970)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Augmented variable capacity to correctly handle large numbers of tiles. (862575)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when deleting a nested canvas with nested canvas children. (858847)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed incomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. (850430)
  • UI: Fixed issue where fonts created by script would fail to appear. (858645)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • UI: Selectable SelectionState is now updated as expected when setting interactable to true. (861736)
  • UI: The input field caret now generates the GameObject with the correct transform type as well as a CanvasRenderer, to prevent doing a switch of Transforms at runtime. (863470)
  • UI: The inverse transform of the canvas (m_CanvasData.invCanvasMatrix) is now updated when its ancestor has changed (i.e. not just its direct parent). (870698)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)(894319)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix crash in Editor when attempting to do Holographic Simulation when graphics API forced to DX9 (885634)
  • VR: Fix daydream back button handling to deal with app store submission rejection (893219)
  • VR: Fix Daydream icon labels to not display tooltip text in the label. (891613)
  • VR: Fix issue that was causing eye flickering in Daydream. (915277)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)
  • VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue
  • VR: Fixed particle shader errors when using instanced single pass. (872164)
  • VR: Integrate Google VR iOS SDK 1.20 (885513)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • VR: Stop exiting VR when render scale is set higher than texture memory will allow and safely reverting back to last known good scale setting. (916952)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202)
  • Windows: Fixed not being able to start the game with exclusive fullscreen mode on a secondary monitor (789575)
  • Windows: Fixed resolution selector showing primary monitor resolutions even when a secondary monitor is selected.
  • Windows: Fixed the game window moving to the primary monitor when it is resized using Screen.SetResolution function (881735)
  • Windows: Fixed window not resizing to new monitor's size when moving window to another monitor while in windowed fullscreen mode.

New in Unity 2017.2.0b2 (Jul 7, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay lo longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of TectTransform to prefab. (912166)
  • Asset Pipeline: Hard crash when building some projects (926484)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Editor: Assertion failed on expression: 'm_SendState.state == kSendingNotStarted' errors with some Editor tabs open, with Collab enabled. (915763)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Editor: [BuildSettings] Cannot multiselect scenes by using Ctrl/cmd+A shortcut (923264)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [iOS Only] Two MeshColliders pass through each other at certain angles. (870924)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Script updater may fail to update Vuforia resource scripts. Re-importing assets forces the updater to run.
  • XR: Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • 2D: Added Tilemap.
  • Asset Import: Added support for animated custom properties from FBX.
  • Asset Import: Added support for Stingray material import from FBX.
  • Editor: Added assembly definition files feature for script compilation pipeline in the editor. Allows you to define your own managed assemblies based upon scripts inside a folder. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
  • GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
  • GI: Per-object lightmap seam stitching for Progressive Lightmapper.
  • GI: Profiler for Realtime Global Illumination.
  • GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • PackMan: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
  • Particles: Add new option to allow Particle Systems to be destroyed or disabled when they finish playing.
  • Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module.
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixel.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added support for Google Tango augmented reality technology when targeting Android 6.0 (Marshmallow) and above. The Tango API provides accurate device position information as well as depth data that describes the physical space of the user's surroundings. With Unity's support for Tango it is convenient for developers to drive a standard Unity camera using their device's real-world position, create 3D meshes representing the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: Certain aspects of the Vive HMD can be simulated in Editor, without the need of a physical HMD, using the "Mock HMD - Vive" virtual reality SDK in the player settings. The mock HMD will use the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths. Mock HMD will render as a split screen stereo display in Editor.
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • XR: Windows Mixed Reality headsets are now supported for playing in-editor.
  • Changes:
  • Android: Changed default frame rate (Application.targetFrameRate 0) to 30 when v-sync is off, similar to iOS.
  • Audio: AudioMixer ducking improvements:
  • Optimized CPU performance.
  • Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • Editor: 2017 Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys will not be accepted by 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar: it now opens a page in the web dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the scene is paused in Play mode.
  • Editor: Reduced the verbosity in editor log for script recompilation.
  • Scripting: Editor: Load precompiled managed assemblies (.dlls) and assembly definition file assemblies on startup even if there are compile errors in other scripts.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details.
  • Scripting: MonoBehaviour.OnValidate is now called when adding a MonoBehaviour to a game object in the editor.
  • UI: The legacy (Unity 1.0) UI system components - GUILayer, GUIText, and GUITexture - have been marked as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: The default scripting backend on Universal Windows Platform has changed to IL2CPP.
  • Improvements:
  • AI: Debug data from the process of building a NavMesh with the NavMeshBuilder API can be selectively collected and visualized in the Editor using NavMeshEditorHelpers.DrawBuildDebug().
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • Android: Significantly improved the performance of large prefabs loading (Resources.Load* or AssetBundle.LoadAsset* APIs) on Android.
  • Android: The backend ETC texture compressor is now configurable in the Editor Settings with different quality/compression speed tradeoffs.
  • Animation: Added copy pasting of transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Minor impovements to the Avatar Mask and Transform Mask UI.
  • Asset Import: Parallelized the animation clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
  • Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors.
  • Editor: Exposed LZ4 compression setting to the BuildPlayer window for iOS/Android/Standalone.
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load.
  • GI: Fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps. The is due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: enabled 16 bit floating point format for emission for both realtime and baked GI. Baked GI output is still limited by RGBM range. HDR color picker limit increased from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk.
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1: Improvements:
  • The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes:
  • Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers.
  • Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs.
  • Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory.
  • Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling.
  • Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation.
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Frame Debugger Improvements:
  • Size, format and depth in the texture shader properties tooltip.
  • Stencil states.
  • Subshader index, pass name and light mode tag.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture importer: Added support of BC5 format for normal map type in override option (for platforms that support it).
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generate Notification and Spotlight icons for iOS targets. Additionally [also mentioned under API Changes] modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons.
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Multithreaded rendering option now available for iOS/tvOS.
  • Kernel: Completion events added to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added "Inherit Lifetime" option in the Sub-Emitter module.
  • Particles: Burst Emission now supports curve modes for the count.
  • Particles: Custom Module labels are now editable, allowing users to give them contextual names.
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D.
  • Physics: Collision2D.contacts array is now created lazily so as to not allocate memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a texture from inside the plugin (D3D11/Metal/GLES).
  • Shaders: Improved compute shader import times and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used.
  • VR: Updated Oculus to version 1.14
  • Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint.
  • Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
  • Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that merely calls into this DLL at startup. The source code for the executable can be found under EditorDataWindowsStandaloneSupportSourceWindowsPlayer. It can be rebuilt with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • API Changes:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Area: Description (FogBugz ID)
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: (Also mentoned under Fixes) AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder. See AssemblyBuilder.Build for an example of how to use this API.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: ArcHandle.radius can now be negative.
  • Editor: EditorApplication.playmodeStateChanged obsoleted in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint.
  • Graphics: Added RenderPass functionality to scriptable render pipelines. This allows efficient use of tile-based GPUs for deferred rendering for example. See the RenderPass API documentation for more information and example usage.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: GUI.SetNextControlName() now works for controls with any FocusType. Its previous (undocumented) behavior was to only work with controls that had FocusType.Keyboard. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control.
  • iOS: [Also mentioned under Changes] Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete. Use iOSStatusBarStyle.LightContent instead . (917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under Fixes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added method PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Remove all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Purchasing: Added support for user-defined payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API, that can be used to turn off a "garbage collection" mechnism within the terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Angular velocity and angular acceleration are now exposed via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: The following API has been deprecated and is marked as obsolete: Application.isWebplayer, GameViewSizeGroupType.WebPlayer, BuildTargetGroup.WebPlayer, EditorBuildSettings.webPlayerStreamed, EditorBuildSettings.webPlayerOfflineDeployment, EditorUtility.BuildResourceFile(Object[] selection, string pathName).
  • Web: The following obsolete API has been removed: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported(), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc), BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.WebPlayerOfflineDeployment.
  • Web: UnityWebRequest.Send() obsoleted in favor of new SendWebRequest call.
  • Windows: Added a Windows-specific API that exposes the crash dump path to C#: UnityEngine.Windows.CrashReporting.crashReportFolder.
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Types in the UnityEngine.VR.* namespaces have been moved to UnityEngine.XR.* namespaces. Types such as VRSettings, VRDevice, VRNode, etc. have also been renamed to XRSettings, XRDevice, XRNode, etc. The API updater is configured to automatically update existing scripts and assemblies.
  • XR: VRTextureUsage has been added as angument to RenderTexture.GetTemporary with a default value. (918634)
  • Fixes:
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed inability to rename a objects in the Hierarchy view if LookDev is open. (908324)
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (900532, 891480, 893650, 884626, 869503, 889584)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • VR: The handling of a 'X' button press is now as expected:
  • Terminate the application if pressed during the splash screen.
  • Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)

New in Unity 5.6.2 Patch 2 (Jul 6, 2017)

  • Changes:
  • Android: Removed tapjacking protection because it causes touch input to be lost when a transparent overlay is shown on top of the Unity view.
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • Fixes:
  • (925765) - Editor: Fixed an issue whereby moving multiple objects made only one of them to move according to handles.
  • (none) - GI: Progressive Lightmapper: Fixed scene dependent issues with dark edges on charts lying near the lightmap border.
  • (919044) - Graphics: Fix for miscalculating the size of the view required for a buffer which will be used as the source for an Indirect Draw/Dispatch call.
  • (919058) - IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build.
  • (913886) - iOS: Fixed Application.installMode for apps downloaded from AppStore.
  • (none) - Linux: Work around change in glibc TLS allocation behavior in certain distributions.
  • (923903) - Multiplayer: NetworkTransport.Send() leaks memory.
  • (881764) - Multiplayer: Fixed an issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override).
  • (923135) - Physics: Fix for "PolygonCollider2D.points" reporting "Assertion failed on expression: 'm_data == NULL'" when setting a new Vector2 array to it.
  • (886331) - UI: Fixed a regression that caused a crash of the Editor when adding a Text component to a GameObject via a script.
  • (896933) - UI: Fix for Event System not updating when the application was not focused on macOS/Linux/UnityRemote/VR.
  • (911562) - UnityWebRequest: Fix for broken audio clip when download is chunked.
  • (921259) - UnityWebRequest: Fixed the issue of absolute redirect URL not escaped.
  • (915277) - VR: Fixed an issue that was causing eye flickering in Daydream.
  • Known Issues:
  • (927097) - UI: In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first when adding RectTransform.
  • (926885) - iOS: Only half of sprite is visible on built app.

New in Unity 2017.1.0f2 (Jul 6, 2017)

  • Known Issues:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. Will be fixed in future Unity release. (895458)
  • xR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases.
  • Known Issues expected to be fixed in f3:
  • Android: Apps can be tapjacked (fixed in f3) (898030)
  • Animation: Additive layer in Animator window on humanoid rig type broken (fixed in f3) (916487)
  • Asset Bundles: Caching.expirationDelay doesn't clean the cache anymore (fixed in f3) (920498)
  • Audio: Audio clip plays at the incorrect volume for a few frames (fixed in f3) (925334)
  • Editor: Missing Behavior' component can not be seen or removed from Game Objects it was assigned to (fixed in f3) (917810)
  • Editor: Moving multiple objects makes only one of them to move according to handles (fixed in f3) (925765)
  • Editor: Play mode doesn't maximize in some conditions (fixed in f3) (921114)
  • GI: Lit clustering debug visualization does not show (to be fixed in patch) (911953)
  • Graphics: ComputeBuffer set to MaterialPropertyBlock doesn't take effect when drawing a mesh (fixed in f3) (913828)
  • Graphics: Crash using RenderTextureFormat.RFloat w/ Command Buffer (fixed in f3) (898318)
  • Graphics: DrawMeshInstancedIndirect draws nothing when passed camera (fixed in f3) (924663)
  • Launcher: Unity does not load the 2017.1 launcher in some conditions without internet connection when license is for 5.x (fixed in f3) (924763)
  • Multiplayer: NetworkTransport.Send() leaks memory (fixed in f3) (923903)
  • Scripting: InvalidCastException thrown when casting using UniRx and 4.6 .NET scripting runtime version (fixed in f3) (924070)
  • xR: [Daydream] Changing RenderScale is causing flickering or black view (fixed in f3) (915277)
  • Improvements:
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • Fixes:
  • AI: Fix occasional inconsistent carving near tile boundaries (833089)
  • Android: Fix crash when playing non-existing webcam texture (912742)
  • Editor: Added missing component icons for the HoloLens WorldAnchor, SpatialMappingRenderer, SpatialMappingCollider, InputModule, and AudioSpatializer (858525, 858531, 858530, 858522, 905399)
  • Editor: Don't ignore remote input if gameview is out of focus (911082)
  • Scripting: Fixed issue with API updater not updating player specific code inside conditional #if's such as #if !UNITY_EDITOR when building player (908821)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • VR: Stop exiting VR when render scale is set higher than texture memory will allow and safely reverting back to last known good scale setting. (916952)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • Android: Gradle: Added new template variables
  • Android: Gradle: Added settingsTemplate.gradle to allow user customization
  • Fixes:
  • AI: Fix issue where a navmesh instantiated away from origin could sometimes not be found. (920416)
  • AI: Fix issure where a NavMeshAgent on a rotated NavMesh surface would wobble or turn wrongly in some cases (920738)
  • Android: Fix empty scene startup time regression (917096)
  • Android: Fixed scree auto-rotation with custom resolution when using Vulkan (912228)
  • Android: GoogleVR initialization moved to run on UI thread fixing crash on newers Android API's (922897)
  • Collab: Fix for "Rename+rename folder deletes folder for user that pulls changes" (896960)
  • Editor: Fix crash when deleting a prefab and undoing the deletion (907117)
  • Editor: Fixed exception when clicking on Game view header (916844)
  • Editor: Show Collab menu properly when opening project from cloud for the first time (918826)
  • GI: Progressive Lightmapper: Fix scene dependent issues with dark edges on charts lying near the lightmap border.
  • Graphics: Fix crash in non-native graphics jobs in specific scene configurations eg lots of particles, terrain. (918788)
  • Graphics: Fix for miscalculating the size of the view required for a buffer which will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fixed Vulkan validation errors when using anisotropic filtering on GPUs that don't support it
  • iOS: Fix GameCenter breakage when engine code stripping is enabled (898234)
  • Launcher: Fixes Launcher window Sign In issue when opened from Editor's Account dropdown (923133)
  • Physics: Fix for "PolygonCollider2D.points" reporting "Assertion failed on expression: 'm_data == NULL'" when setting a new Vector2 array to it. (923135)
  • Scripting: Fixes an exception that is thrown when a user overrides the unity synchronization context with their own (924875)
  • Timeline: Fixed issue where timeline playables were allocating during playback (922997)
  • Timeline: Fixed issue with control tracks improperly playing audio tracks (922398)
  • Web: Fix UnityWebRequest merges two headers into one when both of them starts with the same sequence of characters (907505)
  • Web: UnityWebRequest: fix headers getting merged when one matches the start of the other (907505)

New in Unity 5.6.2 Patch 1 (Jul 4, 2017)

  • Fixes:
  • (917096) - Android: Fixed the empty scene startup time regression.
  • (893527) - Android: Fixed an issue whereby H264 videos did not loop on Android 4.1 and 4.2 devices.
  • (921525) - Android: Fixed an issue where Android IL2CPP builds might fail if built from an editor script.
  • (916581) - Animation: Fixed an issue with preview of mirrored animations in the inspector.
  • (913301) - Animation: Fixed Animator.GetBehaviour() returning null after recompiling a script while in play mode.
  • (904030) - API Updater: Fixed assembly corruption in assemblies containing references to UnityEditor.Animations.AvatarMask.
  • (902973) - API Updater: Fixed a crash when checking C# scripts with deep object initialization syntax.
  • (none) - API Updater: Fixed nested types updating on local variable / parameter declarations.
  • (909471) - Asset Bundles: Fixed a crash when loading GuiStyleState from an asset bundle.
  • (904653) - Asset Pipeline: Fixed AssetDatabase.GetMainAssetTypeAtPath so that it returns the right type for ScriptableObjects instead of just 'MonoBehaviour'.
  • (895425) - Editor: Fixed assets being marked for delete instead of opened for edit in Version Control in cases where the asset was deleted and recreated (e.g. re-baking NavMeshes).
  • (888995) - Editor: Fixed an issue which made deleted files moved to recycling bin on windows.
  • (907854) - Editor: Fixed a transform precision issue when moving multiple objects.
  • (906745) - Editor: Warn, rather than fail, if an external process Unity launches suspended has been unexpectedly resumed by another process. Note: Some versions of RenderDoc have a bug which can cause this.
  • (none) - GI: Fixed case of tiling being ignored by the Progressive Lightmapper.
  • (908093) - Graphics: Added tier settings for Light Probe Proxy Volume.
  • (917188) - Graphics: Fix assert when calling CommandBuffer.DrawRenderer on disabled mesh renderer
  • (918788) - Graphics: Fix crash in non-native graphics jobs in specific scene configurations eg lots of particles, terrain.
  • (899009) - Graphics: Fix for GetTransformInfoDoNotExpectUpToDate in renderer bounding volume updating
  • (901468) - Graphics: Fixed Assert in Editor and crash in Standalone when disabling/enabling SkinnedMeshRenderer in very specific situations eg from animation during an OnBecameVisible callback.
  • (897994, 907626, 901242) - Graphics: Fixed error message "Enabling or adding a Renderer during rendering; this is not allowed." when creating or enabling a game object during OnPreRender, OnWIllRenderObject, OnBecameVisible, OnBecameInvisible callbacks
  • (916950) - Graphics: Fixed metal editor shader warmup.
  • (918993) - Graphics: Fixed rare hang in the Editor when building lighting data.
  • (917343) - IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies.
  • (835745) - iOS: Fixed corrupted orientation view when forcing interface orientation via script (using Screen.orientation) on iOS10
  • (916125) - Linux: Don't add control characters to Input.inputString
  • (903860) - Multiplayer: Added a new overload to NetworkManager.StartClient function which allows to specific which port should the local socket be bound to.
  • (910223) - Navigation: Fix using NavMeshAgent and NavMeshObstacle simultaneously causing Y coordinate to snap to maximum value.
  • (none) - OSX: Apple File System (APFS) compatibility fix
  • (920587) - Physics 2D: Fix a crash when a 2D Collider is recreated during contact reevaluation.
  • (890470, 899631) - Physics: Fixed an error thrown when using a Rigidbody with an Interpolate mode (Interpolate or Extrapolate).
  • (909248) - Physics: Fix for a crash when repeatedly unloading/loading cloth on XBox One and PS4.
  • (766851) - Physics: Fix for normals issue with cloth using tiny mesh.
  • (895771) - Physics: Fix to avert 'value must be greater' errors in cloth.
  • (893025) - Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts.
  • (809914) - Physics: Fixed a case of CharacterController starting to ignore collisions with certain objects after a number of scene reloads.
  • (862095) - Physics: Fixed a memory leak issue in UnityWebRequest when Dispose was not called
  • (871725) - Scripting: Fix C# compiler incorrectly generating error CS1525 when using ternary operator with floating point values and no whitespace
  • (914052) - Scripting: Fix end of frame event not being sent in batch mode
  • (860417) - Scripting: Fixed a regression causing ContextMenu attributes from base classes to not be used on derived classes.
  • (917177) - UI: Fixed a rare Transform::kReceivedDueToParentTRSChanged assertion failure introduced in 5.6.1p1
  • (907581) - UI: Fixed memory leak in UI::DepthSortLayer()
  • (908936) - Video: On Android 4.1/4.2, bigger resolution videos don't play
  • (915772) - Video: On Android, video stops playback if trying to play it faster than 1x
  • (913882) - VR: fix for single pass rendering w/one of the standard effects shaders doesn't render correctly on the right eye
  • (906203) - VR: Fixed CommandBuffers don't work w/ MSAA and VR
  • (916987) - VR: Fixed editor crash when user selected VR Camera while playing
  • (913547) - VR: Fixed Stereo Display (non-head mount) produces only black screen in build
  • (890718) - VR: Fixed Stereo Display Standalone build runs at a low resolution regardless of settings
  • (none) - VR: Removed an unnecessary blit when single-pass stereo rendering is used on Daydream devices
  • (859281, 911311, 901404) - VR: Updated GoogleVR SDK to 1.60.1
  • (904471) - Windows: Fixed switching to full screen from windowed when using dx11.

New in Unity 2017.1.0f1 (Jul 4, 2017)

  • Features:
  • 2D: Added Sprite Physics Shape to Sprite Editor, to allow users to set a custom default shape for a Sprite for generating collider shapes with a PolygonCollider2D.
  • 2D: Introduced 2D Sprite Atlas, a new asset that will supplant the Sprite Packer. With it comes new and improved workflows that gives the developer more control on how to pack sprites and use them at runtime. description
  • 2D: Sprite Mask. Mask Sprites in world space using the new SpriteMask component. description
  • Animation: Manual Keyframing Workflow. Separate Recording and Preview modes in the Animation Window. Contextual menus added to all animatable properties in the inspector.
  • Animation: New GameObjectRecorder in UnityEditor.Experimental.Animations
  • Audio: Added support for ambisonic audio clips and ambisonic decoder plugins.
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published.
  • Editor: Added new ArcHandle class in UnityEditor.IMGUI.Controls to interactively edit arcs in the Scene View. description
  • Editor: Experimental feature : retained-mode UI system for the Editor (UI Elements)
  • GI: Added support for baked LODs in Progressive Lightmapper
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Added Custom Render Texture asset. A Custom Render Texture is a new type of Render Texture that can be easily updated with a shader. It provides a user interface and a scripting framework.
  • Graphics: Added LineUtility class and 'LineRenderer.Simplify' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added partial update/readback of compute buffers
  • graphics: Updated Splash screen logo and style
  • IMGUI: Added SearchField, a new IMGUI Control. It comes with Normal and Toolbar UI styles but can also be customized.
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • iOS: Enable deferred shading rendering path for Metal and OpenGL ES 3.0 for A8 and later iOS devices.
  • Particles: Added support for using Sprites in the Particle System, via the Texture Sheet Animation Module
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams.
  • Particles: New Donut emission shape.
  • Playables: Playable Assets added to Playable API.
  • Playables: Playable Director added to play Playable Assets
  • Playables: Timeline Editor and Runtime API. A tool for sequencing animation, scripts and audio.
  • Shaders: Added support for "inline" sampler states.
  • HLSL SamplerState objects that aren't taking sampling state from any texture (like what "sampler"+TextureName samplers do), but where sampling state is instead derived from the name.
  • For example, "MyLinearClampSampler" sets up bilinear filtering and clamp wrap mode; while "point_repeat_sampler" sets up point filtering and repeat wrap mode.
  • This allows e.g. doing both PCF depth comparison and reading raw depth value from a shadow map in a single shader.
  • Note that generally only modern graphics APIs support separate textures & samplers. You might therefore want to specify #pragma target 3.5 or similar in your shaders for this.
  • Implemented on DX11, DX12, PS4, XB1, Metal (Vulkan not yet).
  • Windows: Multi-display support for UWP.
  • Changes:
  • Asset Import: Upgraded FBX SDK to 2016.1.2
  • Build Pipeline: Added new function SwitchActiveBuildTargetAsync. This defers switching so that scripts can be imported first.
  • Build Pipeline: Event EditorBuildSettings.activeBuildTargetChanged has been deprecated as events do not survive script reloading. Replaced with interface class IActiveBuildTargetChanged and attribute ActiveBuildTargetChanged.
  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.
  • Editor: Added new GameObject sub menu - 'GameObject/Effects/. This menu includes a Line andTrail creation. The particle system has also been moved to this menu.
  • Editor: Added requirement for Visual C++ Runtime 2013 and 2015 to be installed when installing Windows Editor (i.e. the check is performed by Windows Editor installer).
  • Editor: AssetServer version control support has been removed from the editor.
  • Editor: Moved particle system rigidbody info message to top of the system as it does not just apply to inherit velocity
  • Editor: New projects now default to text-based serialization
  • Editor: Particle trail material slot is now always visible even if it is not used.
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • Light modes: Shadowmask and Distance shadowmask modes are now a Quality Setting and can be changed at runtime.
  • OSX: Disabled Metal on macOS 10.12.2 and 10.12.3 for stability reasons if GLCore is also present in API list
  • Universal Windows Platform: DX11 feature level 9.3 GPU support is required now. In practice this probably does not affect anything, as all Windows Phones that ever existed support 9.3 level already.
  • Universal Windows Platform: Removed support for building Windows 8.1 and Windows Phone 8.1 applications.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform"
  • Improvements:
  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: Apk files are now signed using the new APK Signature Scheme v2.
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Asset Import: Added the option of computing weighted normals when importing FBX files. Fixed normal generation for hard edges.
  • Asset Import: Changing tabs in the Model Importer inspector does not force users to apply changes anymore
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • Asset Import: Support Segment Scale Compensate for models exported from Maya.
  • Asset Pipeline: Enabled asynchronous texture uploading from non-scene Asset Bundles on all platforms
  • Asset Pipeline: In batchmode the FailedAssetImports.txt file is now ignored because there's no way to cancel or notify the user when the asset importer fails.
  • Build Pipeline: Scripts-only build is now available on all platforms.
  • Build Pipeline: Unified assembly stripping code used for IL2CPP and Mono builds - which should result in more consistent behaviour between IL2CPP and Mono and in smaller build sizes for platforms supporting assembly stripping on Mono.
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress'
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution
  • Editor: Added "Called From" and "Calls To" view to the Hiverarchy View of Profiler Window.
  • Editor: Added a pre-drop style to particle system Object fields so it highlights if something can be dropped.
  • Editor: Added callbacks for assembly reload events: two events are dispatched: one before and one after reloading all assemblies. See: class AssemblyReloadEvents.
  • Editor: Added profiler labels to all player loop stages
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Editor: Log messages from connected players will now show in Editor console for easier debugging.
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • Graphics: Added a batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Added a new surface shader option "dithercrossfade", generating the screen-door dithering effect code automatically for being used in LOD cross-fade mode.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Graphics: Added Mirror and MirrorOnce texture wrapping modes, in addition to existing Repeat and Clamp ones.
  • Graphics: Added new default material for trails. 'Default-Trail'
  • Graphics: Frame Debugger is now capable of showing array shader properties.
  • Graphics: Optimized conversions between float32 and float16 image formats on Editor for a x2 to x4 performance improvement.
  • Graphics: Texture wrapping modes can be set separately on each U,V,W axis.
  • Graphics: The default names for Graphics Quality Levels have been changed to be a little clearer, and more in line with what is common across other games. This will only affect newly created projects; existing projects will have the same Quality Level names as before (though, as always, you can edit the names via Edit -> Project Settings -> Quality).
  • Graphics: Unity can now accept and use a pointer to an externally created cubemap
  • IL2CPP: Improved IL2CPP code conversion time on OSX. Conversion times may improve by as much as 2x.
  • iOS: Added support for Watch apps and Watch app extensions in the Xcode extension API.
  • Mobile: Added TouchScreenKeyboardType.Social and TouchScreenKeyboardType.Search for iOS/tvOS, Android, WindowsPhone and Tizen platforms.
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • OSX: Added support for loading the first scene asynchronously when showing the splash screen.
  • OSX: Metal: [MTLDevice recommendedMaxWorkingSetSize] is now used to query VRAM size when available.
  • Particles: Added edit modes for Particle system collision mode planes.
  • Particles: Align Particles to their velocity direction
  • Particles: Allow Emit over Distance to be used for Local Space systems
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Improved particle system culling mode supported tooltip messages. These now contain more details on why the culling mode is unsupported.
  • Particles: It is now possible to animate both the min and max constants, when using Random Between 2 Constants mode.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: Particles can now apply forces to the Colliders they hit
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module.
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Physics: Add ability to manully simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: When setting 'Rigidbody2D.simulated' to false, Editor inspector shows information about its effect.
  • SamsungTV: UnityWebRequest is now supported on SamsungTV
  • Shaders: Optimized game data build time for shaders with massive ("millions or billions") potential variant counts. Fixed shader inspector popup menu to display variant counts larger than 2 billion properly.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Shaders: SystemInfo.graphicsShaderLevel now reports more accurate shader models that better match shader #pragma target levels (now can report values 25, 35, 45, 46).
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights.
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Universal Windows Platform: Unity player binaries are now signed.
  • VR: Updated to Oculus version 1.14
  • Web: (Also mentioned under API Changes) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: It is now allowed to override User-Agent header in UnityWebRequest
  • API Changes:
  • Animation: AnimationLayerMixerPlayable scripting API added.
  • Area: Description (FogBugz ID)
  • Asset Import: Added ModelImporter.extraUserProperties
  • Asset Import: Added ModelImporter.importVisibility
  • Asset Pipeline: Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • GI: Added new API for setting Light falloff per Light. Added API for setting all Lights to use physically correct inverse squared falloff or the Unity legacy falloff model. Only used for Enlighten lightmaps so far, realtime and progressive will be supported later.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • iOS: Added API to change iOS splashscreens.
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolute use iOSStatusBarStyle.LightContent instead (894136)
  • Light modes: Added QualitySettings.shadowmaskMode
  • Physics: Added 'Joint2D.attachedRigidbody' property to retrieve the Rigidbody2D attached to the Joint2D.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system.
  • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistant API (i.e. not properties there and methods here just because reasons).
  • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
  • Documentation is in progress expect a better one in a few weeks.
  • Playables: Moved Playable out of Experimental namespace.
  • Playables: New method PlayableGraph.IsPlaying()
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • Scripting: Rename to Debug.logger to Debug.unityLogger (852000)
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Web: (Also mentioned under Changes/Improvements) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Web: Added timeout property to UnityWebRequest. (823903)
  • Web: Moved UnityWebRequest.GetTexture() to UnityWebRequestTexture.GetTexture().
  • Fixes:
  • 2D: A quad mesh will be generated when generating Sprite from a blank texture. (890845)
  • 2D: Add back POT option when in TextureImporter for Sprites (884926)
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • 2D: Fix Sprite UV not updated when data is copied via EditorUtility.CopySerialized (884970)
  • 2D: Fix SpriteRenderer not rendering Sprite in TileMode when mesh generation exceeds max vertex limit (888884)
  • 2D: Rephrase warning message to include Sprite generated in PolygonMode in SpriteRenderer when TileMode is set (889106)
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Clarified documentation on Translation DoF settings for Humanoids (847234)
  • Animation: Display "Update reference clips" button for Generic rig too (871684)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Animation: Fixed an issue where Optimize Game Objects would cause invalid scale being applied with some animations (879368)
  • Animation: Fixed an issue where previewing animations with an exit time of zero would prevent the previewer from showing (883536)
  • Animation: Fixed an issue where results were incorrect when the only layer of a state machine was set to additive (862998)
  • Animation: Fixed an issue where the Rig importer Mask's transform list was populated even though the definition was set to None (874995)
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed Audio Source nested curve editor getting stuck while dragging keys. (881723)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed out of sync linear tangents when editing a curve in the curve editor. (881861)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed standalone curve editor window association to its serialized property. (860540)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Asset Import: Mesh importer now displays an error for invalid polygons that cannot be triangulated without introducing a new vertex. (677375)
  • Asset Pipeline: Fixed import failure when FBX take name contained invalid characters. (873720)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: Missing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullExceptionMissing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullException (900631)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (874301)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Editor: Fixed case of errors spamming the console when taking detailed memory sample of 32 bit player. (886135)
  • Editor: Fixed case of Handles.PositionHandle() throwing NullReferenceException when no SceneView is in the current editor layout. (874248)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Editor: Fixed crash when using the SavePanel path bar on Windows. (839912)
  • Editor: Fixed crash whilst reloading scene(s) after using version control merge and resolve operations. (876733)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • Editor: Fixed HDR Color Picker to preserve alpha when changing brightness field. (883476)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Editor: Fixed low Normals quality issue with low mesh compression settings. (709609)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Display an error message and disallow subregion copying of a depth-stencil texture. (883393)
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Graphics: Fix Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fix incorrect warning about using instancing and static batching simultaneously.
  • Graphics: Fix looping line discontinuity (904622)
  • Graphics: Fixed crash trying to use a compute buffer which failed to be created. (886290)
  • Graphics: Fixed crash when Unity loses focus caused by a camera being removed whilst it is being rendered. (869109)
  • Graphics: Fixed flickering game view window when resizing the window. (880788)
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • Graphics: Incrased batching limits to 65,000 vertices. (810600)
  • Graphics: Make sure wrap modes are valid before setting them on a texture to fix assert message spam "Assertion failed on expression: 'translated != kInvalidEnum'" (883459)
  • Graphics: Re-generate real-time Reflection Probe cubemap when screen resolution is changed. (868638)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • Graphics: Throw an exception if script tries to set a random write target texture and the texture does not have random write enabled.
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • iOS: Fix to hide the status bar while playing movies with CancelOnInput or Hidden modes. (871989)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • iOS: Removed extra notification sent on application launch (875180)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. (851113)
  • Kernel: Fixed log message filtering for LogType.Exception. (820286)
  • Kernel: Fixed Mathf.PingPong and Mathf.Repeat returning negatives values for some specific value (861278)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • OSX: (893036)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • OSX: Fixed crash caused by quick open/close of GUIWindows. (884145)
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Particles: Fixed all 3 curves(x,y,z) being added to the Particle System curve editor when switching to curve state and only in single axis mode (855588)
  • Particles: Fixed curves with loop or ping pong wrap modes being incorrectly converted into poly curves and thus causing asserts.
  • Particles: Fixed module curves being shown in curve editor after the module was disabled due to an undo operation (861424)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle system culling was not working until it was rendered at least once (680242)
  • Particles: Particle system is no longer cleared if procedural emission buffer contains items. (801335)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix a rare crash that occured when a solver batch was indexed incorrectly (PxsSolverSetupSolveTask was reported in the callstack) (874515)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts. (893025)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (832197)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Physics: Reprocess mesh used for cloth if changed. (879584)
  • Scripting: Editor recompilation is no longer triggered when adding WinRT dlls which are not used by the editor. (861189)
  • Scripting: Fix a memory leak and performance degradation when adding nested classes as components. (856497)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (897828)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • Scripting: Fixed case of ScriptExecutionOrder not being applied when entering play mode. (830711)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Scripting: Fixed crash in C# updater with arrays in some expressions. (855785)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • Scripting: Fixed rare crash that could occur after accessing null AnimationState (and Null Reference Exception is thrown). (847112)
  • Scripting: Fixed Script Updater issue with generic type parameters on methods under member access expressions. (863941)
  • Scripting: Improved error message when ScriptableObject is used with abstract classes. (850202)
  • Scripting: Improved the error shown when a class must inherit from ScriptableObject instead of MonoBehaviour. (867259)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Scripting: Script Updater: Automatically update ParticleCollisionEvent.collider to ParticleCollisionEvent.colliderComponent
  • Scripting: Script Updater: Do not remove required "using namespace" due to inadvertently deeming it as not used
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • Services: Fixed issue with Unity project ID when importing assets from the asset store containing a project ID. (867382)
  • Shaders: Fixed standard shader not supporting _Bumpscale on iOS and Android platforms. (881869)
  • Shaders: Occlusion sampling in shader now takes into account parallax map/offset. (783222)
  • SpeedTree: Fix a case where LOD1 range cannot be adjusted in SpeedTree importer GUI. (886674)
  • Terrain: Fix asset messages when deleting in-use terrain asset. (863970)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Augmented variable capacity to correctly handle large numbers of tiles. (862575)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when deleting a nested canvas with nested canvas children. (858847)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed impcomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. (850430)
  • UI: Fixed issue where fonts created by script would fail to appear. (858645)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • UI: Selectable SelectionState is now updated as expected when setting interactable to true. (861736)
  • UI: The input field caret now generates the GameObject with the correct transform type as well as a CanvasRenderer, to prevent doing a switch of Transforms at runtime. (863470)
  • UI: The inverse transform of the canvas (m_CanvasData.invCanvasMatrix) is now updated when its ancestor has changed (i.e. not just its direct parent). (870698)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)
  • Video: Fix video end detection (894319)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix crash in Editor when attempting to do Holographic Simulation when graphics API forced to DX9 (885634)
  • VR: Fix daydream back button handling to deal with app store submission rejection (893219)
  • VR: Fix Daydream icon labels to not display tooltip text in the label. (891613)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)
  • VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue
  • VR: Fixed particle shader errors when using instanced single pass. (872164)
  • VR: Integrate Google VR iOS SDK 1.20 (885513)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202)
  • Windows: Fixed not being able to start the game with exclusive fullscreen mode on a secondary monitor (789575)
  • Windows: Fixed resolution selector showing primary monitor resolutions even when a secondary monitor is selected.
  • Windows: Fixed the game window moving to the primary monitor when it is resized using Screen.SetResolution function (881735)
  • Windows: Fixed window not resizing to new monitor's size when moving window to another monitor while in windowed fullscreen mode.

New in Unity 5.6.2 (Jun 22, 2017)

  • Improvements:
  • Android: Enabled NEON in Umbra.
  • Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
  • Graphics: Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
  • Improved Outline Editor module performance in Sprite Editor Window.
  • IOS: Added support for the 5th generation iPad.
  • Networking: Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
  • Physics 2D: SpriteRenderer's Sprite Tiling behavior changed when width/height is negative value.
  • Physics 2D:Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: Skip-ahead functionality improvements.
  • VR: Updated Oculus to version 1.14.
  • Changes:
  • GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • 2D: Added Sprite changes in play mode when using [TIGHT] texture packing and high quality compression. (871871)
  • 2D: Changed warning message "MaterialPropertyBlock is used to modify these values" to info message. (888016)
  • 2D: Fixed an issue where SpriteUtility.GetSpriteUvs returned invalid Uvs. (898383)
  • 2D: Fixed an issue whereby blue line briefly flickers when moving mouse in Sprite Editor "Edit Outline" mode in OSX Metal. (903668)
  • 2D: Fixed an issue whereby Sprite packer caused Out of memory error. (897066)
  • AI: Added missing API for minimum region area when building a NavMesh using the runtime API. (906017)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • AI: Fixed a regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed an internal limitation of slope maximum of 60 degrees when building a NavMesh using the runtime API. (906012)
  • AI: Fixed an issue where carving obstacles could create wrongly shaped holes on NavMesh instances of arbitrary rotation. (902956)
  • AI: Fixed missing support for triangulating NavMesh instances with arbitrary rotation. (886302)
  • Android: Buildpipe - Fixed slow loading with OBB by processing streaming assets in obbassets.
  • Android: Changed threshold to recognize big cores of ARM big.LITTLE architecture better. (915805)
  • Android: Dropped obscured touch events to prevent tapjacking. (900191)
  • Android: Fixed a regression where Banner Ads are invisible, but still clickable. (916119)
  • Android: Fixed an out of memory crash when using a static splash screen. (905867)
  • Android: Fixed assertion failures of GLES calls without valid context on debug and development builds. (898900,868921)
  • Android: Fixed pause/resume issues when loading with static splash image. (867891)
  • Android: Fixed the build process when using Gradle so that checks for signed applications are performed at the beginning of the build process, instead of at the end. (890531)
  • Android: Make SoftInput not take fullscreen on landscape orientation. (905581)
  • Animation: Fixed a crash when loading an asset bundle with an override animator controller. (908960)
  • Animation: Fixed an issue where using an override controller multiple times would not animate correctly. (910194)
  • Animation: Fixed animating Material Vector4 properties when in linear color space. (908999)
  • Animation: Fixed animation root motion layering. (900109)
  • Animation: Fixed DeoptimizeTransformHierarchy crashing when a GameObject with a SkinnedMeshRenderer was attached to an exposed bone. (896498)
  • Animation: Fixed incorrect animated color values when in linear color space. (893042)
  • Animation: Improved build and AssetBundle data determinism for Human components.
  • Build Pipeline: Fixed a crash when building a project containing materials with missing shaders. (915659)
  • Build Pipeline: Fixed AssetBundle statistics that are printed to the editor log when building AssetBundles. (890644)
  • Build Pipeline: Fixed issue with Scene AssetBundles that would cause multiple builds with the same Scene to generate different results. (895452)
  • BuildPipeline: Fixed an issue when trying to build asset bundles for target other than what was selected in Build Settings. (865770)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation.
  • Editor: Fixed an invalid index error when deleting custom resolution in game view. (879531)
  • Editor: Fixed an issue where the editor would go unresponsive and text would turn red ("Missing built-n guistyle", "Unable to find style"). (888678)
  • Editor: Fixed issue where color picker would crash on Metal. (901529)
  • Editor: Fixed issue where Mesh and Model previews would not render in the Inspector window.
  • Editor: Fixed issue with NullReferenceException when deleting the last remaining quality setting. (903620)
  • Editor: Fixed issue with Xcode project; queueDebuggingEnabled is now included. (908964)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera.
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer. (817640)
  • Fix to prevent crashes in the editor due to UI and animation (889776)
  • Fixed an issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading. (908990)
  • Fixed issue where profiler would crash when the active frame was out of view. (903397)
  • Fixed TextureImporter to allow newly-imported textures to have their AssetBundle name/variant set. (905640)
  • GI: Added support for negatively scaled Meshes in the progressive lightmapper. This now allows you to mirror Meshes using negative Transform values. (883844)
  • GI: Added support for quads in progressive lightmapper. (890651)
  • GI: Avoid a threading issue, where the Progressive Lightmapper cannot find an instances when it was removed too fast. (891834, 916806)
  • GI: Fixed "Bake paused in play mode" hanging on opening another scene in Play mode. (726106)
  • GI: Fixed a crash when creating Reflection Probes from OnWillRenderObject. (873026)
  • GI: Fixed AddInstanceProperties errors thrown when baking progressive lightmapper. (899488)
  • GI: Fixed an issue where a certain combination of GI settings and multiple Scenes being additively loaded would make baked light maps vanish. (815031)
  • GI: Fixed an issue where Final Gather would cause light bleeding when baking with the Enlighten lightmapper backend. (898200)
  • GI: Fixed baked Area light affecting objects behind meshes where light shouldn't be present. (875096)
  • GI: Fixed halos display when more than 64 of them. (902205)
  • GI: Fixed quality Level button not wide enough and clips text. (875894)
  • GI: Inverse squared falloff in progressive lightmapper.
  • GI: Stop Gauss filter from correcting certain pixel values in invalid regions. (893958)
  • GI: Synchronized Box Projection option in Reflection Probe component with the global setting from current Tier Settings. When the option in Tier Settings is disabled, the probe UI with show a disabled unchecked checkbox for Box Projection.
  • GI: Updated the tooltip for Box Projection option in Reflection Probe component. The setting can be affected by the Reflection Probes Box Projection setting in the Tier Settings.
  • GI: Visible artifact when using point lights in linear color space. (751629)
  • GI: When editing Lightprobes they can be duplicated. (900888)
  • Graphics: Disabled directional shadows when Screen Space Shadows (Edit > Project Settings > Graphics) is set to No Support but Cascaded Shadows is enabled in the Tier Settings. (867797)
  • Graphics: Fixed a crash and error when attempting to set color surface as depth render target or vice-versa. (898318)
  • Graphics: Fixed a crash in DrawMeshNow. It will now throw a null reference exception instead of crashing.
  • Graphics: Fixed a crash in Graphics.Blit() with a NULL source and destination. (896686)
  • Graphics: Fixed a crash that occurred when Texture.GetPixels or Texture.SetPixels were used with invalid input parameters. (771031)
  • Graphics: Fixed a crash when mesh was removed from meshrenderer on an object with cloth component. (898923)
  • Graphics: Fixed a crash when using DestroyImmediate() on a RenderTexture in OnPreRender callback. (897665)
  • Graphics: Fixed an issue in mesh compression that under the 'right' circumstances would have caused the maximum value in the range to be rounded to the minimum value. (883901)
  • Graphics: Fixed an issue where instancing variants being incorrectly stripped away for shaders that use fallback mechanism for e.g. shadow caster pass. (903790)
  • Graphics: Fixed clear artifacts appearing on Metal when only the UI camera was used in the Scene. (909607)
  • Graphics: Fixed coherent alpha channel importing for various image format especially formats with more than 32-bits per pixel. Do not generate alpha channel if the alpha value is constant in the source texture. (901649)
  • Graphics: Fixed CommandBuffer.Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter. (879378)
  • Graphics: Fixed crash that occurred while turning off occlusion culling with high shadow distance. (888704)
  • Graphics: Fixed Cubemap.GetPixel returning the wrong data from a BC6H compressed cubemap. (871140)
  • Graphics: Fixed inconsistent initialization in ComputeScreenSpaceShadowMap. (767050)
  • Graphics: Fixed issue where, when Scene is set to Validate Albedo mode, Unity would render Baked GameObjects and other GameObjects in the Scene as planes. (893187)
  • Graphics: Fixed Mesh (and memory) leaks when the Profiler window is open. (822255)
  • Graphics: Fixed R8 & RG16 texture support for D3D11.
  • Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other. (885051)
  • Graphics: Fixed RenderToCubemap when using a HDR enabled Camera. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera.SetTargetBuffers!". (902409)
  • Graphics: Fixed Texture and Cubemap Arrays only containing the first texture in Standalone builds. (899324)
  • Graphics: Fixed Texture2D.PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding. (898285)
  • Graphics: Fixed UI and gizmo being rendered with the wrong gamma in scene view. (878724)
  • Graphics: Fixed Windows Standalone player sometimes crashing on display activation when color space in player settings is set to Linear. (901270)
  • Graphics: Improve the documentation for RenderTexture to clarify the behaviour of RenderTexture.DiscardContents .
  • Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state. (889652)
  • IL2CPP: Allow now the Guid attribute to be used on generic types. (914197)
  • IL2CPP: Applied a fix to prevent the following exception occuring on some projects during runtime: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted'. (905659)
  • IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies. (917343)
  • INTERNAL: Android: Buildpipe - Print the step duration in the editor log .
  • iOS: Fixed broken microphone permissions when camera is not used in app.
  • Linux: Fixed uninitialized screen dimensions at startup with some window managers. (880426)
  • Linux: Unlock cursor when switching from Locked to Confined mode.
  • Metal: Fixed GPU hang on A7/A8 devices in some MSAA scenarios. (902650)
  • Metal: Fixed the issue of not rendering of standard shader with webgl emulator. (916365)
  • Mobile: Disabled RunInBackground on Android and iOS. (826473)
  • Mono: Applied a fix to prevent a crash that might occur when deep profiling is enabled in the Unity Editor. (898854)
  • Mono: Corrected a crash in the C# compiler when two or more overloaded operators were used in the same statement. (910302)
  • Mono: Corrected an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from...". (847798)
  • Mono: Fixed Mono C# compiler on Windows when using "non-standard" locales. (910101, 875075)
  • Mono: Prevent a crash in a crash in mono_class_from_mono_type when using "new Enum[]{}" array in the script. (914470)
  • Mono: Prevent an intermittent crash in Unity when the managed debugger is attached. (914171)
  • Multiplayer: Fix for the issue where reliable messages can be dropped in high dropping rate environment.
  • Multiplayer: Network simulator works again.
  • NavMesh: Fixed the tile carving algorithm so that it's capable of handling colinear degenerate triangles. This was causing the generated NavMesh to have a double line on polygon and was causing a trembling movement for its associated GameObject. (905335)
  • Networking: Fixed possible crash on old Android devices due to alignment problems. Note: this change breaks protocol compatibility with previous 5.6.x builds. You need to recompile and redeploy existing 5.6 projects and builds (5.5.x and older should work without problem).
  • OSX: Unity no longer destroys RenderTexture when switching the Standalone player between fullscreen and windowed. (902663)
  • Particles: Correctly initialize default curves, when creating new Particle Systems. (907449)
  • Particles: Fixed a crash on certain Android hardware caused by zero sized particles. (896001)
  • Particles: Fixed an occasional crash when emitting from a skinned mesh renderer shape. (907277)
  • Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms. (904810)
  • Performance Reporting: Fixed an issue where native symbols for iOS builds were not uploaded when building on OSX Sierra. (916515)
  • Physics 2D: Fixed an issue where ContactFilter2D collision normal limits failed. (912158)
  • Physics 2D: Fixed an issue with Raycast not always detecting a CapsuleCollider2D or a BoxCollider2D. (917323)
  • Physics: Do not show missing Effector2D warning in Collider2D inspector when the Collider2D is using a CompositeCollider2D. (907407)
  • Physics: Fixed a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time. (878740)
  • Physics: Fixed a crash that happened when scaling a Mesh that the physics system (PhysX) failed to process properly (like a convex MeshCollider with too many vertices). (892396)
  • Physics: Fixed a crash that occurred while updating active skinned Meshes. (845868)
  • Physics: Fixed a crash when removing a CompositeCollider2D. (907157)
  • Physics: Fixed a crash where contacts for Collider2D were not deleted correctly. (912024)
  • Physics: Fixed an issue where contacts between Effectors were not correctly evaluated when Effector Collider masks were used. (901950)
  • Physics: Fixed an issue where Physics.ComputePenetration and Physics.ClosestPoint were not returning the correct value when a rotated Collider had its centre offset. (865250)
  • Physics: Fixed an issue where unexpected trigger events were fired to scripts when a degenerate CapsuleCollider was used. (701504)
  • Physics: Fixed an issue with Raycast not always detecting an EdgeCollider2D when attached to a Rigidbody2D in certain poses. (916478)
  • Scene Management : Fixed an issue where objects marked as 'DoNotDestroyOnLoad' and are disabled could be deleted on scene load/unload (792933)
  • Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier().
  • Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from a logical OR on boolean vectors. Fixed shader compile errors on Vulkan eg "Shader error in 'Hidden/Post FX/Screen Space Reflection': '' : compilation terminated at line 141 (on vulkan)". (901719)
  • Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from unsigned divide operation.
  • Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported. (891914)
  • Shaders: Vulkan added support for vector scalar expansion constructors. Fixed crashes with errors like "SymGetSymFromAddr64 error: 'Attempt to access invalid address.'" (898850)
  • UGUI: Fixed crash issues when re-parenting inactive GameObjects. (898809)
  • UI: Fixed an issue where UI Button didn’t update its SelectionState after interactable value changes. (908073)
  • UI: Removed the extra call to CanvasRenderer.OnTransformChanged when the canvas is set to ScreenSpace.Camera render mode, and the Camera’s Transform is changed. (886258)
  • Video: Added support for transcoding to tiny VP8 resolutions. (900524)
  • Video: Fixed an intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed crash on Samsung Android devices with 4.1 OS when stopping playback. (907048)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed invalid video stride evaluation. (906044)
  • Video: Fixed issue on Android where H.264 videos above 480p crash on devices with 4.1 OS and Adreno 203 graphics. (907049)
  • Video: Fixed issue on Android where VP8 videos would not play on Samsung devices with 4.2 or 4.4 OS. (907051)
  • Video: Fixed issues regarding video looping/end detection. (909020)
  • Video: On Android, applied a fix to prevent garbage collection from being over-used, and fixed an issue where the app would freeze when changing a video clip during playback. (905282)
  • VR: Added support for different eye texture color formats on Oculus Rift.
  • VR: Enabled termination of Cardboard applicaiton when pressing the

New in Unity 2017.1.0b10 (Jun 20, 2017)

  • Known Issues:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Improvements:
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Fixes:
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Graphics: Fix looping line discontinuity (904622)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts. (893025)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • GI: Lighting data asset now stores a reference to the scene that created it. When the scene is baked again, the lighting data is destroyed only if it was created by this scene. Fixes the behaviour when: 1. a scene is duplicated and the duplicate is baked (was destroying the original lighting data before) and 2. when the lighting data is cleared through the Lighting window when it's part of a multi-scene bake.
  • Fixes:
  • Android: Fix H264 videos don't loop on Android 4.1 and 4.2 devices (893527)
  • Animation: Fixed log error in the inspector when undoing modification to standalone animation clip. (904742)
  • Animation: Fixed play button in the animation window remaining non-toggable when coming back from play. (914207)
  • Editor: Crash when closing a window if it hasn't finished loading (916113)
  • Editor: Fix for deleted and recreated files being marked for delete rather than edit in version control. (912207)
  • Editor: Fix for missing node.js binaries in Cache Server package for Windows and OSX. (917107)
  • Editor: Fix for version control status not being shown in inspector for settings files. Explains why selecting Perforce as the VCS mode disables other editor settings if the file is not open for edit. (916854)
  • Editor: Fixed "too many GUIClip pushed" error on ExitGUIException (912350)
  • Editor: Fixed exceptions thrown when changing GameView settings on a different display (909648)
  • Editor: Fixed issue with preview inspectors continuously creating objects causing incorrect rendering and behaviour. (916856, 909961, 904719, 916482)
  • Editor: Fixed lights attached to the scene view camera not lighting the scene when lights are toggled off. (909992)
  • Editor: Restore SRGB write state after internal override (901588)
  • Editor: Unity player is exporting a gazillion of CSS functions (916596)
  • GI: Fixed Baked lighting data being lost when baking lighting in a copied scene. (688985)
  • Graphics: Fix for GetTransformInfoDoNotExpectUpToDate in renderer bounding volume updating (899009)
  • Graphics: Fixed Assert in Editor and crash in Standalone when disabling/enabling SkinnedMeshRenderer in very specific situations eg from animation during an OnBecameVisible callback. (901468)
  • Graphics: Metal: Prefer float precision in shaders on macOS. (904798)
  • IL2CPP: Allow the Guid attribute to be used on generic types (914197)
  • IL2CPP: Correct a possible error from the UnityLinker that can occur when a .pdb file already exists in the output directory (915778)
  • IL2CPP: Do not throw a managed exception when the maximum recursion depth is reached during metadata initialization (905659)
  • IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies (917343, 917348)
  • iOS: Fixed corrupted orientation view when forcing interface orientation via script (using Screen.orientation) on iOS10 (835745)
  • Particles: Fix case where velocity was ignoring shape transform (908252)
  • Particles: Fixed another crash on Android hardware caused by invalid particle data (912280)
  • Particles: Restore "Show Selected" preview mode (901440)
  • Physics: Fix an issue where ContactFilter2D collision normal limits failed. (912158)
  • Physics: Fix an issue with Raycast not always correctly detecting BoxCollider2D or CapsuleCollider2D. (917323)
  • Physics: Fixed case of CharacterController starting to ignore collisions with certain objects after a number of scene reloads. (809914)
  • Scripting: Fix APIUpdater crash when checking C# scritps with deep object initialization syntax. (902973)
  • Scripting: Fix assembly corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed compatibility define. UNITY_64 is now defined again in managed code in addition to the new PLATFORM_ARCH_64 macro. (904483)
  • Scripting: Removed menu items used to create new UnityScript components. UnityScript is still supported. (-)
  • Shaders: Fixed rare assert during shader importing "Assertion failed: FastPropertyName 'f1LoopReadArray' inconsistency, index is XXX but array size-1 is YYY"
  • Timeline: Copy & Pasting Track from Timeline A to Timeline B results in Track being duplicated in Timeline A (914607)
  • Timeline: fix for 'Add Key' on bool playable asset properties (916913)
  • Timeline: fix nullref being thrown on playmode (918105)
  • Timeline: Fixed Blend Curves not showing in Clip inspector when inspector width is small + minor cleanups (876310)
  • Timeline: fixed TimelineSelector icons (908207)
  • Timeline: Hotkeys in timeline stops working after editing a textfield (915877)
  • Timeline: NullReferece Exception when closing timeline editor and the inspector show has the track selected (916103)
  • Timeline: Split shortcut creates another clip (916935)
  • Universal Windows Platform: Fixed a crash which happened when retrieving WheelHit.Collider after having previously set it to null on .NET scripting backend (871541)
  • Universal Windows Platform: Fixed a potential stack overflow when building a project with a large custom cursor (909977)
  • Universal Windows Platform: Fixed exceptions thrown in OnGUI callback not being logged on .NET scripting backend (914797)
  • Universal Windows Platform: Fixed IL2CPP not being able to build C++ code with VS 2017 Update 2 (916281)
  • Universal Windows Platform: Fixed System.Numerics.dll not being referenced by scripts when using IL2CPP scripting backend (912074)

New in Unity 5.6.1 Patch 4 (Jun 19, 2017)

  • Improvements:
  • Android: Enabled NEON in Umbra.
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: Skip-ahead functionality improvements.
  • Changes:
  • GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • (916119) - Android: Fixed a regression where Banner Ads are invisible, but still clickable.
  • (905867) - Android: Fixed an out of memory crash when using a static splash screen.
  • (910194) - Animation: Fixed an issue where using an override controller multiple times would not animate correctly.
  • (917343) - IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies.
  • (907449) - Particles: Correctly initialize default curves, when creating new Particle Systems.
  • (907277) - Particles: Fixed an occasional crash when emitting from a skinned mesh renderer shape.
  • (none) - Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • (912158) - Physics 2D: Fixed an issue where ContactFilter2D collision normal limits failed.
  • (917323) - Physics 2D: Fixed an issue with Raycast not always detecting a CapsuleCollider2D or a BoxCollider2D.
  • (909020) - Video: Fixed issues regarding video looping/end detection.
  • (904924) - Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec.
  • (898171) - Video: Fixed an intermittent failure to load video tracks on iOS.
  • (906044) - Video: Fixed invalid video stride evaluation.
  • (900524) - Video: Added support for transcoding to tiny VP8 resolutions.
  • (904578) - WebGL: Fixed AudioSource.time return value.
  • (903767) - WebGL: Fixed IE InvalidStateError load-time error.
  • (901252) - WebGL: Fixed Profiler connection.
  • (903092) - WebGL: Fixed Template Custom tags not being replaced at build time.
  • (892185) - WebGL: Fixed WebAssembly build failure with Full exceptions on Windows.
  • (897782) - WebGL: Fixed WebAssembly missing setTempRet function.
  • (891835) - WebGL: Fixed WebAssembly missing setThrow function.
  • (891431) - WebGL: Fixed WebAssembly runtime error: integer overflow/unrepresentable.
  • (905625) - WebGL: Fixed custom cursor support.
  • (898210) - WebGL: Released WebCam after use so other tabs can use it.
  • (871541) - Windows Store: Fixed a crash which happened when retrieving WheelHit.Collider after having previously set it to null on .NET scripting backend.
  • (909977) - Windows Store: Fixed a potential stack overflow when building a project with a large custom cursor.
  • (914797) - Windows Store: Fixed exceptions thrown in OnGUI callback not being logged on .NET scripting backend.
  • (912074) - Windows Store: Fixed System.Numerics.dll not being referenced by scripts when using IL2CPP scripting backend.
  • (909703) - Windows Store: Fixed UNetWeaver crashing when using .NET 4.6 API Compatibility level with IL2CPP scripting backend when deriving from .NET 4.6 specific types.
  • (902234) - Windows Store: Fixed WorldAnchorStore.GetAsync crashing the player

New in Unity 5.6.1 Patch 3 (Jun 12, 2017)

  • Improvements:
  • Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
  • Fixes:
  • (915805) - Android: Changed threshold to recognize big cores of ARM big.LITTLE architecture better.
  • (915659) - Build Pipeline: Fixed a crash when building a project containing materials with missing shaders.
  • (883901) - Graphics: Fixed an issue in mesh compression that under the 'right' circumstances would have caused the maximum value in the range to be rounded to the minimum value.
  • (none) - Graphics: Fixed a crash in DrawMeshNow. It will now throw a null reference exception instead of crashing.
  • (898923) - Graphics: Fixed a crash when mesh was removed from meshrenderer on an object with cloth component.
  • (none) - Graphics: Fixed R8 & RG16 texture support for D3D11.
  • (898285) - Graphics: Fixed Texture2D.PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding.
  • (914197) - IL2CPP: Allow now the Guid attribute to be used on generic types.
  • (916365) - Metal: Fixed the issue of not rendering of standard shader with webgl emulator.
  • (910302) - Mono: Corrected a crash in the C# compiler when two or more overloaded operators were used in the same statement.
  • (914470) - Mono: Prevent a crash in a crash in mono_class_from_mono_type when using "new Enum[]{}" array in the script.
  • (914171) - Mono: Prevent an intermittent crash in Unity when the managed debugger is attached.
  • (none) - Multiplayer: Fix for the issue where reliable messages can be dropped in high dropping rate environment.
  • (916515) - Performance Reporting: Fixed an issue where native symbols for iOS builds were not uploaded when building on OSX Sierra.
  • (912024) - Physics: Fixed a crash where contacts for Collider2D were not deleted correctly.
  • (916478) - Physics: Fixed an issue with Raycast not always detecting an EdgeCollider2D when attached to a Rigidbody2D in certain poses.
  • (896253) - VR: Fix for Android not being able to change AA (Anti-Aliasing) settings at runtime.
  • (899030) - VR:Ffix for VR on PC doesn't render if rendertexture format RGB565 is created, crash possible.
  • (916281) - Windows Store: Fixed IL2CPP not being able to build C++ code with VS 2017 Update 2.

New in Unity 2017.1.0b9 (Jun 12, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • Android: Enabled NEON for Umbra.
  • Physics: Minor improvement to ContactFilter2D API docs
  • Fixes:
  • Android: Changing threshold to recognize big cores of ARM big.LITTLE architecture better (915803)
  • Android: Fixed an out of memory crash when using a static splash screen. (917223)
  • Animation: Fixed an issue where using an override controller multiple times would not animate correctly (906004)
  • Animation: Fixed crash when loading an asset bundle with an override animator controller (908959)
  • Asset Import: Fixed importing animation clips with custom FPS (916405)
  • Asset Import: Fixed issue with import of packages with managed assemblies sometimes throwing exceptions after import (903485)
  • Build Pipeline: Fixed a crash when building a project containing materials with missing shaders. (915659)
  • Editor: Fixed an issue where AssetDatabase.GetMainAssetTypeAtPath was returning MonoBehaviour for ScriptableObjects. (875511)
  • Editor: Fixed focused IMGUIContainer handling event twice, causing performance regression (908089)
  • Editor: Fixed situation where active control handle on ArcHandle loses focus if Alt is pressed
  • GI: Avoid a threading issue, where the Progressive Lightmapper cannot find an instances when it was removed too fast (891834)
  • GI: Ignore Unity internal lights when computing the brightest directional light in the scene.
  • Graphics: Changed maximum quantization depth to 24 bits to fix quantization problems on very large inputs - e.g. very large UV values. (852297)
  • Graphics: Fixed "Dynamic batching: index buffer source is NULL..." error message when using a procedurally generated mesh. (818189)
  • Graphics: Fixed bug in mesh compression code that under the 'right' circumstances causes the maximum value in the range to be rounded to the minimum value. (883901)
  • Graphics: Fixed case of error message "Dimensions of color surface does not match dimensions of depth surface" being issued when using deferred rendering with non-default sized viewport to a RenderTexture. (898302)
  • Graphics: Fixed case of final stage image filters not rendering in scene view.
  • Graphics: Fixed crash when mesh is removed from meshrenderer on an object with cloth component. (898923)
  • Graphics: Fixed crash when using dynamic batching and procedural geometry - i.e. a Mesh with no sub-Meshes. (900016)
  • Graphics: Fixed crashing when Texture2D.GetPixel/SetPixel is used with invalid or boundary values. (771031)
  • Graphics: Fixed deferred rendering to a RenderTexture which is not setup in the correct format for deferred rendering. (870591)
  • Graphics: Fixed issue where a camera set to render in HDR would render to a RenderTexture not set to render in HDR. (898279)
  • Graphics: Fixed R8 & RG16 texture support for D3D11.
  • Graphics: Fixed vertical flipped Game View in forward rendering when setting RenderTexture to null and Post Processing Behaviour is enabled. (876045)
  • Graphics: Fixing metal editor not rendering of standard shader with webgl emulator (916364)
  • Graphics: Lights with partial shadow strength are now culled the same as lights with no shadows. (904609)
  • Graphics: Various HDR fixes/changes:
  • Unified HDR/non-HDR rendering in the preview utility.
  • Fix to infer HDR flag from the camera.
  • Fixed case of Material preview always being non-HDR. (898244)
  • Mono: Correct a crash in the C# compiler when two or more overloaded operators are used in the same statement. (910302)
  • Mono: Fix a crash in the Unity editor that can occur during deep profiling. (915819)
  • Mono: Prevent a crash in a crash in mono_class_from_mono_type when using "new Enum[]{}" array in the script. (914470)
  • Mono: Prevent an intermittent crash in Unity when the managed debugger is attached. (914171)
  • Particles: Fixed crash on Android hardware caused by invalid particle data. (912280)
  • Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • Physics: Fix a crash where contacts for Collider2D were not deleted correctly. (912024)
  • Physics: Fix an issue with Raycast not always detecting an EdgeCollider2D when attached to a Rigidbody2D in certain poses. (916478)
  • Services: Performance Reporting: Fix issue where native symbols for iOS builds were not uploaded when building on OSX Sierra (916515)
  • Timeline: Cleaned up Undo text in Edit menu (903560)
  • Timeline: Copy/Paste Into of multiple clips results in bad timing of clips (875019)
  • Timeline: Fixed 'Undo' and 'Revert to Prefab' for director bindings in the inspector (914360)
  • Timeline: Fixed blending from AnimatorController to Timeline with Generic Rig. (913397)
  • Timeline: Fixed changing a track binding is not undoable (from Timeline Editor) (912773)
  • Timeline: Fixed click-dragging key in inline Curves locks manipulator when keys have same Time (890650)
  • Timeline: Fixed deleting an inline curve key completely remove the last select tracks/clips (911290)
  • Timeline: Fixed playback of humanoid when extrapolation is set to none. (911179)
  • Timeline: Fixed warnings when Timeline auto add required components for tracks. (912734)
  • Timeline: inspector doesn't evaluate color (911632)
  • Timeline: Made timeline reevaluate on clip inspector change (878439)
  • Timeline: Removed extrapolation from Director inspector (905680)
  • Timeline: Removed script field from audio/activation inspectors (889112)
  • Timeline: Removing Ripple reminiscences (888798)
  • Timeline: Selecting None in timeline switcher does nothing if object is selected in hierarchy (911684)
  • Timeline: Shift Select tracks behave the same as CTRL+select (915885)
  • UI: Fixed "Assertion failed on expression:IsNormalized(dir)" errors thrown when hovering onto game view and Screen Space is set to Camera (906743)
  • UI: Fixed CanvasManager clearing the stencil buffer every frame (905337)
  • UI: Fixed CanvasRenderer.OnTransformChanged is called on disabled UI objects (815861)
  • UI: Fixed Crash in UI::CalculateNestedAlpha when Game Object is given different parent (898809)
  • Universal Windows Platform: Fixed editor thinking there are compiler errors after switching to/from .NET scripting backend when the compiler errors were caused by scripting backend differences (900843)
  • Universal Windows Platform: Fixed scriptable render loops on .NET scripting backend (909554)
  • Universal Windows Platform: Fixed WorldAnchorStore.GetAsync crashing the player (902234)
  • Video: On Android 4.1/4.2, bigger resolution videos don't play (908935)
  • Video: On Android, video stops playback if trying to play it faster than 1x (915771)
  • VR: Fixed assert seen when running Oculus Rift under OpenVR (895562)
  • WebGL: Fix AudioSource.time return value (904578)
  • WebGL: Fix custom cursor support (905625)
  • WebGL: Fix IE InvalidStateError load-time error (903767)
  • WebGL: Fix Profiler connection (901252)
  • WebGL: Fix Template Custom tags not being replaced at build time (903092)
  • WebGL: Fix WebAssembly missing setTempRet function (897782)
  • WebGL: Fix WebAssembly missing setThrow function (891835)
  • WebGL: Fix WebAssembly runtime error: integer overflow/unrepresentable (891431)
  • WebGL: Release WebCam after use so other tabs can use it (898210)

New in Unity 5.6.1 Patch 2 (Jun 5, 2017)

  • Improvements:
  • Improve Outline Editor module performance in Sprite Editor Window.
  • SpriteRenderer's Sprite Tiling behavior changed when width/height is negative value.
  • Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
  • Fixes:
  • (888016) - 2D: Changed warning message "MaterialPropertyBlock is used to modify these values" to info message.
  • (903668) - 2D: Fixed an issue whereby blue line briefly flickers when moving mouse in Sprite Editor "Edit Outline" mode in OSX Metal.
  • (871871) - 2D: Added Sprite changes in play mode when using [TIGHT] texture packing and high quality compression.
  • (897066) - 2D: Fixed an issue whereby Sprite packer caused Out of memory error.
  • (906017) - AI: Added missing API for minimum region area when building a NavMesh using the runtime API.
  • (906012) - AI: Fixed an internal limitation of slope maximum of 60 degrees when building a NavMesh using the runtime API.
  • (902956) - AI: Fixed an issue where carving obstacles could create wrongly shaped holes on NavMesh instances of arbitrary rotation.
  • (886302) - AI: Fixed missing support for triangulating NavMesh instances with arbitrary rotation.
  • (905621) - AI: Fixed a regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely.
  • (904910) - AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent.
  • (none) - Android: Buildpipe - Fixed slow loading with OBB by processing streaming assets in obbassets
  • (900191) - Android: Dropped obscured touch events to prevent tapjacking.
  • (867891) - Android: Fixed pause/resume issues when loading with static splash image.
  • (905581) - Android: Make SoftInput not take fullscreen on landscape orientation.
  • (908999) - Animation: Fixed animating Material Vector4 properties when in linear color space.
  • (908960) - Animation: Fixed a crash when loading an asset bundle with an override animator controller.
  • (865770) - BuildPipeline: Fixed an issue when trying to build asset bundles for target other than what was selected in Build Settings.
  • (none) - Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation.
  • (888678) - Editor: Fixed an issue where the editor would go unresponsive and text would turn red ("Missing built-in guistyle", "Unable to find style").
  • (879531) - Editor: Fixed an invalid index error when deleting custom resolution in game view.
  • (none) - Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera.
  • (889776) - Fix to prevent crashes in the editor due to UI and animation
  • (908990) - Fixed an issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading.
  • (891834) - GI: Avoid a threading issue, where the Progressive Lightmapper cannot find an instances when it was removed too fast.
  • (726106) - GI: Fixed "Bake paused in play mode" hanging on opening another scene in Play mode.
  • (899488) - GI: Fixed AddInstanceProperties errors thrown when baking progressive lightmapper.
  • (875096) - GI: Fixed baked Area light affecting objects behind meshes where light shouldn't be present.
  • (902205) - GI: Fixed halos display when more than 64 of them.
  • (898200) - GI: Fixed an issue where Final Gather would cause light bleeding when baking with the Enlighten lightmapper backend.
  • (875894) - GI: Fixed quality Level button not wide enough and clips text.
  • (893958) - GI: Stop Gauss filter from correcting certain pixel values in invalid regions.
  • (none) - GI: Synchronized Box Projection option in Reflection Probe component with the global setting from current Tier Settings. When the option in Tier Settings is disabled, the probe UI with show a disabled unchecked checkbox for Box Projection.
  • (none) - GI: Updated the tooltip for Box Projection option in Reflection Probe component. The setting can be affected by the Reflection Probes Box Projection setting in the Tier Settings.
  • (751629) - GI: Visible artifact when using point lights in linear color space.
  • (900888) - GI: When editing Lightprobes they can be duplicated.
  • (901649) - Graphics: Fixed coherent alpha channel importing for various image format especially formats with more than 32-bits per pixel. Do not generate alpha channel if the alpha value is constant in the source texture.
  • (879378) - Graphics: Fixed CommandBuffer.Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter.
  • (898318) - Graphics: Fixed a crash and error when attempting to set color surface as depth render target or vice-versa.
  • (896686) - Graphics: Fixed a crash in Graphics.Blit() with a NULL source and destination.
  • (897665) - Graphics: Fixed a crash when using DestroyImmediate() on a RenderTexture in OnPreRender callback.
  • (871140) - Graphics: Fixed Cubemap.GetPixel returning the wrong data from a BC6H compressed cubemap.
  • (903790) - Graphics: Fixed an issue where instancing variants being incorrectly stripped away for shaders that use fallback mechanism for e.g. shadow caster pass.
  • (822255) - Graphics: Fixed Mesh (and memory) leaks when the Profiler window is open.
  • (902409) - Graphics: Fixed RenderToCubemap when using a HDR enabled Camera. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera.SetTargetBuffers!".
  • (899324) - Graphics: Fixed Texture and Cubemap Arrays only containing the first texture in Standalone builds.
  • (878724) - Graphics: Fixed UI and gizmo being rendered with the wrong gamma in scene view.
  • (901270) - Graphics: Fixed Windows Standalone player sometimes crashing on display activation when color space in player settings is set to Linear.
  • (none) - Graphics: Improve the documentation for RenderTexture to clarify the behaviour of RenderTexture.DiscardContents
  • (889652) - Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state.
  • (none) - INTERNAL: Android: Buildpipe - Print the step duration in the editor log
  • (880426) - Linux: Fixed uninitialized screen dimensions at startup with some window managers.
  • (none) - Linux: Unlock cursor when switching from Locked to Confined mode.
  • (826473) - Mobile: Disabled RunInBackground on Android and iOS.
  • (847798) - Mono: Corrected an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from...".
  • (910101, 875075) - Mono: Fixed Mono C# compiler on Windows when using "non-standard" locales.
  • (none) - Multiplayer: Network simulator works again.
  • (905335) - NavMesh: Fixed the tile carving algorithm so that it's capable of handling colinear degenerate triangles. This was causing the generated NavMesh to have a double line on polygon and was causing a trembling movement for its associated GameObject.
  • (896001) - Particles: Fixed a crash on certain Android hardware caused by zero sized particles.
  • (907407) - Physics: Do not show missing Effector2D warning in Collider2D inspector when the Collider2D is using a CompositeCollider2D.
  • (907157) - Physics: Fixed a crash when removing a CompositeCollider2D.
  • (792933) - Scene Management : Fixed an issue where objects marked as 'DoNotDestroyOnLoad' and are disabled could be deleted on scene load/unload
  • (901719) - Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from a logical OR on boolean vectors. Fixed shader compile errors on Vulkan eg "Shader error in 'Hidden/Post FX/Screen Space Reflection': '' : compilation terminated at line 141 (on vulkan)".
  • (none) - Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from unsigned divide operation.
  • (891914) - Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported.
  • (898850) - Shaders: Vulkan added support for vector scalar expansion constructors. Fixed crashes with errors like "SymGetSymFromAddr64 error: 'Attempt to access invalid address.'"
  • (911205) - VR: Enabled termination of Cardboard applicaiton when pressing the

New in Unity 2017.1.0b8 (Jun 5, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • API Changes:
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Fixes:
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Fixes:
  • 2D: Crash when SpriteMask is present (914144)
  • 2D: Created sprite mask isn't automatically selected in hierarchy (914140)
  • 2D: Fixed a crash in editor after entering play mode twice while having a Sprite Atlas asset in project. (913549)
  • 2D: Material is created when dragging a texture into the Inspector view of a SpriteMask (914139)
  • 2D: Sprite packer causes Out of memory error (897066)
  • 2D: SpriteRenderer's maskInteraction is using an input bar instead of a dropdown menu (914142)
  • 2D: Unable to click on/select Sprite Mask in Scene with Sprite Mask View (914141)
  • AI: Fix for regresion. When adding a NavMeshAgent component to a gameobject, the avoidance radius and height should match the mesh geometry dimensions (if any). (913874)
  • Animation: Fixed animation layering when WriteDefault is set to off. (907400 909361)
  • Editor: Fix UI Component Icons (909700)
  • Graphics: Fixed RenderToCubemap when using a HDR enabled Camera. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera.SetTargetBuffers!". (902409)
  • Linux: Fix uninitialized screen dimensions at startup with some window managers (880426)
  • Linux: Remember selected display
  • Linux: Unlock cursor when switching from Locked to Confined mode
  • Multiplayer: Fix for reliable messages can drop in high-drop network conditions
  • Multiplayer: Network simulator works again
  • Playables: Fix memory crash when exiting without stopping the PlayableDirector
  • Playables: Set the input count before calling PlayableBehaviour.OnPlayableCreate()
  • Shaders: Fixed incorrect shader translation to GLSL and Metal shader code from unsigned divide operation.
  • Timeline: Fixed a crash when removing all keys while recording (912716)
  • Timeline: Refactor Timeline Selection to use the general Unity system (910094)
  • VR: Enable termination of Cardboard applicaiton when pressing the

New in Unity 2017.1.0b7 (May 29, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • Fixes:
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Fixes:
  • 2D: Fixed a warning shown in Editor with Metal API right after packing a Sprite Atlas. (902559)
  • 2D: Sprite Atlas no longer keep repacking when unchanged if multiple-platform settings are used. (909197)
  • Build Pipeline: Fixed performance regression when loading assets from asset bundles that contain a very large number of objects (887644)
  • Editor: Crash in GUIKeyboardState::~GUIKeyboardState when double clicking and draging Scene View window (909662)
  • Editor: Crash in GUIView::OnInputEvent when closing a floating window with -debugallocator flag (905960)
  • Editor: Fixed bad clipping behavior when modifying GUI.matrix (904987)
  • Editor: Fixed bad dock areas clipping caused by additional GUIClip being pushed on the stack (903528)
  • Editor: Fixed possible exception if creating a new ArcHandle from a field initializer using parameterless constructor
  • Editor: Fixed preview lights interfering with sun direction of the skybox shader. (907493)
  • Graphics: Fixed an issue where meshes with multiple submeshes couldn't be correctly previewed in Frame Debugger. (905325)
  • Graphics: Fixed an issue where multi-submesh shadow casters could not be instanced efficiently. (901565)
  • Graphics: Metal: Fix another GPU hang with some MSAA scenarios (912247)
  • IL2CPP: Prevent this exception during runtime for some projects: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted' (905659)
  • Linux: Fix player pause on focus loss when "run in background" is not selected (889288)
  • Linux: Improve CJK font fallbacks (897709)
  • Physics: Do not show missing Effector2D warning in Collider2D inspector when the Collider2D is using a CompositeCollider2D. (907407)
  • Physics: Fixed a crash when removing a CompositeCollider2D. (907157)
  • Scripting: Fix compiler warnings in VS (907867)
  • Scripting: Fix issue with ScriptableObject.CreateInstance returning null when used with types created from dynamically created assemblies. (905342)
  • SpeedTree: Fixed an issue where regenerating materials for a SpeedTree asset while having a terrain in the current open scene reference the asset would cause assertions. (907725)
  • Timeline: Fixed crash on Control Track assignment of controlling PlayableDirector (906917)
  • Timeline: Fixed drawing of recorded clips after all keys removed (910114)
  • Timeline: Fixed Recording of Material Properties on Animation Tracks (909774)
  • Timeline: Fixed Timeline Editor Refresh when out of focus (909942)
  • Timeline: Refresh Timeline when Changing Assets on Playable Director (906858)
  • Timeline: Timeline playable asset serialize view settings.Prevent view data from poluting the asset (876456)
  • VR: Going in/out of VR should be working correctly now. (909729)
  • WebGL: Fixed unresponsiveness when loading cashed AssetBundles with WWW.LoadFromCacheOrDownload (895810)

New in Unity 2017.1.0b6 (May 19, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Improvements:
  • VR: Updated to Oculus version 1.14
  • API Changes:
  • Playables: New method PlayableGraph.IsPlaying()
  • Fixes:
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed impcomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • 2D: Improve Outline Editor module in Sprite Editor Window
  • 2D: Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
  • Fixes:
  • Fixed animating Material Vector4 properties when in linear color space. (908999)
  • 2D: Error message:"Assertion failed: Internal: Possible leak." no longer shows when changing graphics API after deleting Sprite Atlas. (908863)
  • 2D: Fixed an issue that using the "+" button in the Sprite Atlas object list will add the selected object twice. (908864)
  • 2D: Master Sprite Atlas should show the max texture size now. (908855)
  • 2D: Progress bar displaying "Sprite Atlas: Finishing" no longer show in OSX when project does not contain Sprite Atlas. (908854)
  • AI: Fixed issue where the offset defined for a NavMeshAgent was local to the game object and not perpedicular to the NavMesh surface. Fixed the forward direction of the NavMeshAgent not being preserved when the agent needs to align to the vertical axis of the NavMesh surfaces or links. Fixed the rotation of the agent when that is specifically controlled by the NavMeshAgent component. (905001)
  • Android: Drop obscured touch events to prevent tapjacking (898030)
  • Asset Import: Fixed crash when importing FBX files with invalid animation curves (908955)
  • Asset Import: Fixed crash when importing large meshes that are split by Unity (907622)
  • Build Pipeline: Add a fix for a bug where game objects loaded from asset bundles that had script components on them and the script was built into a pre-existing dll were losing their script references (741536)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed Build and Run Button quietly throwing an error if project is not configured. (909072)
  • Build Pipeline: Fixed TextureImporter to allow newly-imported textures to have their asset bundle name/variant set. (905640)
  • Editor: Fix error in inspector when selecting multiple prefabs (907402)
  • Editor: Fixed Particle System inspector GUI style breaking if scripts are recompiled while the component is open in the Inspector (907383)
  • GI: Fix "Bake paused in play mode" hanging on opening another scene in Play mode (726106)
  • GI: Fix AddInstanceProperties errors thrown when baking progressive lightmapper (899488)
  • GI: Fix baked Area light affecting objects behind meshes where light shouldn't be present (875096)
  • GI: Fix halos display when more than 64 of them (902205)
  • GI: Fixed issue where Final Gather would cause light bleeding when baking with the Enlighten lightmapper backend. (898200)
  • GI: Fixed quality Level button not wide enough and clips text (875894)
  • GI: Synchronize Box Projection option in Reflection Probe component with the global setting from current Tier Settings. When the option in Tier Settings is disabled, the probe UI with show a disabled unchecked checkbox for Box Projection.
  • GI: Update the tooltip for Box Projection option in Reflection Probe component. The setting can be affected by the Reflection Probes Box Projection setting in the Tier Settings.
  • GI: Visible artifact when using point lights in linear color space (751629)
  • GI: When editing Lightprobes they can be duplicated (900888)
  • Graphics: Fix race condition with particles, flares when using GraphicsJobs
  • Graphics: Fixed coherent alpha channel importing for various image format especially formats with more than 32-bits per pixel. Do not generate alpha channel if the alpha value is constant in the source texture. (901649)
  • Graphics: Fixed CommandBuffer.Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter. (879378)
  • Graphics: Fixed crash and error when attempting to set color surface as depth render target or vice-versa. (898318)
  • Graphics: Fixed crash in Graphics.Blit() with a NULL source and destination. (896686)
  • Graphics: FIxed crash when using DestroyImmediate() on a RenderTexture in OnPreRender callback. (897665)
  • Graphics: Fixed crash when using temporary RenderTexture in ComputeShader.SetTextureParam. (900867)
  • Graphics: Fixed Cubemap.GetPixel returning the wrong data from a BC6H compressed cubemap. (871140)
  • Graphics: Fixed issue where instancing variants being incorrectly stripped away for shaders that use fallback mechanism for e.g. shadow caster pass. (903790)
  • Graphics: Fixed Mesh (and memory) leaks when the Profiler window is open. (822255)
  • Graphics: Fixed Particle System mesh wireframe in Shape Module does not display properly (900937)
  • Graphics: Fixed Texture and Cubemap Arrays only containing the first texture in Standalone builds. (899324)
  • Graphics: Fixed UI and gizmo being rendered with the wrong gamma in scene view. (878724)
  • Graphics: Fixed Windows Standalone player sometimes crashing on display activation when color space in player settings is set to Linear. (901270)
  • Graphics: Improve the documentation for RenderTexture to clarify the behaviour of RenderTexture.DiscardContents
  • Graphics: Metal: Fix GPU hang on A7/A8 devices in some MSAA scenarios (902650)
  • Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state. (889652)
  • Launcher: Added support for social sign on in the launcher.
  • Linux: NetworkInterface.GetAllNetworkInterfaces() no longer returns empty array. (901466)
  • Multiplayer: Fix network io thread runnng whle no host present (895273)
  • Playables: Fixed a potential crash when calling PlayableOutput.GetSourcePlayable
  • Playables: Fixed changing Playable Director wrap mode not updating in PlayMode (876701)
  • Playables: Fixed crash when trying to connect a non-multithreaded playable to a running multithreaded graph
  • Shaders: Fixed incorrect shader translation to GLSL and Metal shader code from a logical OR on boolean vectors. Fixes shader compile errors on Vulkan eg "Shader error in 'Hidden/Post FX/Screen Space Reflection': '' : compilation terminated at line 141 (on vulkan)" (901719)
  • Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported. (891914)
  • Shaders: Vulkan added support for vector scalar expansion constructors. Fixes crashes with errors like "SymGetSymFromAddr64 error: 'Attempt to access invalid address.'" (898850)
  • Timeline: Fixed all keys removal if playhead not on a key (904791)
  • Timeline: Fixed animation offsets not always matching correctly (888785)
  • Timeline: Fixed clip durations not updating in all cases (881159)
  • Timeline: Fixed issue with looping timelines not playing audio (908170)
  • Timeline: Fixed preview mode inverting rotations from recording (900624)
  • Timeline: Fixed timeline drag and drop incorrectly renaming a new GameObject (895563)
  • Timeline: Removed search field from Timeline Editor (888718)
  • UI: Fix UI profiler re-render instruction creation with no main camera (885116)
  • Video: Fixed crash due to invalid video stride compute (910055)
  • VR: Fixed issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading
  • VR: Fixed issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading (908990)

New in Unity 5.6.1 Patch 1 (May 18, 2017)

  • Improvements
  • Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
  • Added support for the 5th generation iPad.
  • Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
  • Updated Oculus to version 1.14.
  • Fixes
  • (898383) - 2D: Fixed an issue where SpriteUtility.GetSpriteUvs returned invalid Uvs.
  • (898900, 868921) - Android: Fixed assertion failures of GLES calls without valid context on debug and development builds.
  • (890531) - Android: Fixed the build process when using Gradle so that checks for signed applications are performed at the beginning of the build process, instead of at the end.
  • (900109) - Animation: Fixed animation root motion layering.
  • (896498) - Animation: Fixed DeoptimizeTransformHierarchy crashing when a GameObject with a SkinnedMeshRenderer was attached to an exposed bone.
  • (893042) - Animation: Fixed incorrect animated color values when in linear color space.
  • (none) - Animation: Improved build and AssetBundle data determinism for Human components.
  • (890644) - Build Pipeline: Fixed AssetBundle statistics that are printed to the editor log when building AssetBundles.
  • (895452) - Build Pipeline: Fixed issue with Scene AssetBundles that would cause multiple builds with the same Scene to generate different results.
  • (none) - Editor: Fixed issue where Mesh and Model previews would not render in the Inspector window.
  • (903620) - Editor: Fixed issue with NullReferenceException when deleting the last remaining quality setting.
  • (817640) - Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer.
  • (901529) - Editor: Fixed issue where color picker would crash on Metal.
  • (908964) - Editor: Fixed issue with Xcode project; queueDebuggingEnabled is now included.
  • (903397) - Fixed issue where profiler would crash when the active frame was out of view.
  • (905640) - Fixed TextureImporter to allow newly-imported textures to have their AssetBundle name/variant set.
  • (873026) - GI: Fixed a crash when creating Reflection Probes from OnWillRenderObject.
  • (none) - GI: Inverse squared falloff in progressive lightmapper.
  • (815031) - GI: Fixed an issue where a certain combination of GI settings and multiple Scenes being additively loaded would make baked light maps vanish.
  • (883844) - GI: Added support for negatively scaled Meshes in the progressive lightmapper. This now allows you to mirror Meshes using negative Transform values.
  • (890651) - GI: Added support for quads in progressive lightmapper.
  • (867797) - Graphics: Disabled directional shadows when Screen Space Shadows (Edit > Project Settings > Graphics) is set to No Support but Cascaded Shadows is enabled in the Tier Settings.
  • (893187) - Graphics: Fixed issue where, when Scene is set to Validate Albedo mode, Unity would render Baked GameObjects and other GameObjects in the Scene as planes.
  • (771031) - Graphics: Fixed a crash that occurred when Texture.GetPixels or Texture.SetPixels were used with invalid input parameters.
  • (909607) - Graphics: Fixed clear artifacts appearing on Metal when only the UI camera was used in the Scene.
  • (767050) - Graphics: Fixed inconsistent initialization in ComputeScreenSpaceShadowMap.
  • (885051) - Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other.
  • (888704) - Graphics: Fixed crash that occurred while turning off occlusion culling with high shadow distance.
  • (905659) - IL2CPP: Applied a fix to prevent the following exception occuring on some projects during runtime: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted'.
  • (none) - iOS: Fixed broken microphone permissions when camera is not used in app.
  • (902650) - Metal: Fixed GPU hang on A7/A8 devices in some MSAA scenarios.
  • (898854) - Mono: Applied a fix to prevent a crash that might occur when deep profiling is enabled in the Unity Editor.
  • (none) - Networking: Fixed possible crash on old Android devices due to alignment problems. Note: this change breaks protocol compatibility with previous 5.6.x builds. You need to recompile and redeploy existing 5.6 projects and builds (5.5.x and older should work without problem).
  • (902663) - OSX: Unity no longer destroys RenderTexture when switching the Standalone player between fullscreen and windowed.
  • (904810) - Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms.
  • (878740) - Physics: Fixed a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time.
  • (892396) - Physics: Fixed a crash that happened when scaling a Mesh that the physics system (PhysX) failed to process properly (like a convex MeshCollider with too many vertices).
  • (845868) - Physics: Fixed a crash that occurred while updating active skinned Meshes.
  • (901950) - Physics: Fixed an issue where contacts between Effectors were not correctly evaluated when Effector Collider masks were used.
  • (865250) - Physics: Fixed an issue where Physics.ComputePenetration and Physics.ClosestPoint were not returning the correct value when a rotated Collider had its centre offset.
  • (701504) - Physics: Fixed an issue where unexpected trigger events were fired to scripts when a degenerate CapsuleCollider was used.
  • (none) - Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier().
  • (898809) - UGUI: Fixed crash issues when re-parenting inactive GameObjects.
  • (908073) - UI: Fixed issue where UI Button didn’t update its SelectionState after interact-able value changes.
  • (886258) - UI: Removed the extra call to CanvasRenderer.OnTransformChanged when the canvas is set to ScreenSpace.Camera render mode, and the Camera’s Transform is changed.
  • (907048) - Video: Fixed crash on Samsung Android devices with 4.1 OS when stopping playback.
  • (905282) - Video: On Android, applied a fix to prevent garbage collection from being over-used, and fixed an issue where the app would freeze when changing a video clip during playback.
  • (907049) - Video: Fixed issue on Android where H.264 videos above 480p crash on devices with 4.1 OS and Adreno 203 graphics.
  • (907051) - Video: Fixed issue on Android where VP8 videos would not play on Samsung devices with 4.2 or 4.4 OS.
  • (none) - VR: Added support for different eye texture color formats on Oculus Rift.
  • (899087) - Windows Store: Fixed a crash when animating scripting objects on .NET scripting backend.
  • (903232) - Windows Store: Fixed a harmless assert which happens when building for Universal 8.1 SDK.
  • (866141) - Windows Store: Fixed an out of bounds array access assert in Mesh code.
  • (897807) - Windows Store: Fixed Build & Run with VS2017.
  • (888029) - Windows Store: Fixed building player when some files (like UnityOverwrite.txt, WSATestCertificate.pfx, project.lock.json) are set to read-only.
  • (881845) - Windows Store: Fixed issue where Ctrl+C would delete input field instead of copying it.
  • (880362) - Windows Store: Fixed issue where pasting an item in the InputField always pastes the item that was first in the clipboard before launching the player.
  • (875834) - Windows Store: Fixed issue where pressing and holding Xbox One controller button A led to false keydown events during the first frame of a Scene.
  • (892653) - Windows Store: Fixed serialization when a serializable type derives from another serializable type in another assembly that has a serializable private field.

New in Unity 2017.1.0b5 (May 11, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Fixes:
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • 2D: Added icon for Sprite Atlas.
  • Fixes:
  • Fixed xcode project queueDebuggingEnabled is included (908963)
  • 2D: Change warning message "MaterialPropertyBlock is used to modify these values" to info message (888016)
  • 2D: Fix blue line briefly flickers when moving mouse in Sprite Editor "Edit Outline" mode in OSX Metal (903668)
  • Android: Buildpipe - Fixed slow loading with OBB by processing streaming assets in obbassets/
  • Android: Buildpipe - Fixed the user resources library build issues with Gradle
  • Android: Make SoftInput not take fullscreen on landscape orientation (905249)
  • Editor: Fix crash when current frame moves out of scope in ProfilerWindow (903397)
  • Editor: Fix severals bugs around interaction between windows (due to regression with GUIUtility.ExitGUI()) (894584, 905877,906035)
  • Editor: Fixed Editor crash at exit when processing incoming profiler data from PlayerConnection
  • Editor: MacOS: Fix exception being thrown when selecting Visual Studio for Mac as a external script editor (907390)
  • Graphics: Add R8 + RG16 texture formats and RG16 render texture format
  • Mobile: Disable RunInBackground on Android and iOS (826473)
  • Physics: Fix crash and infinite loop when triangulating Polygon2D. (880353)
  • Physics: Fix issue where effector/effector contacts are not correctly evaluated when effector collider masks are used. (901950)
  • Player: Fix Player profiling (908131)
  • SceneManager: Fixed an issue where deactivated objects marked as 'DoNotUnload' could be incorrectly destroyed on level load. (792933)
  • VR: Remove API for angular velocity and angular acceleration because it had the wrong data type.

New in Unity 5.6.0 Patch 4 (May 9, 2017)

  • Improvements:
  • MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Graphics: Added function to allow cube map textures to be compressed from script like their Texture2D counterparts.
  • Fixes:
  • (884926) - 2D: Added POT options in TextureImporter for Sprite.
  • (890858) - 2D: Fixed an error message "Dynamic batching: index buffer destination/source is NULL" when dragging a blank sub-sprite to scene.
  • (889106) - 2D: Fixed a misleading warning when using Sprite in 'Polygon Mode' for tiling in SpriteRenderer.
  • (884970) - 2D: Fixed Sprite data not copy when using EditorUtility.CopySerialized.
  • (none) - Analytics: RemoteSettings adding debug_device flag in http header.
  • (none) - Android: Fixed manifest merging with new android sdk tools.
  • (899553) - Animation: Animator.Rebind should reset AnimatorController.
  • (896659) - Animation: Fixed crash in prepare frame due to deactivating Animator in script
  • (901268) - Animation: Fixed disabled Animator affecting scene objects.
  • (none) - Animation: Fixed a performance issue with GetLayerWeight.
  • (900875) - Animation: Fixed StateMachineBehaviour callback on interrupted transition.
  • (899198) - API Updater: Fixed a crash in ScriptUpdater.exe when user scripts contains methods taking pointers as parameters.
  • (none) - Editor: Fixed a bug which broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.).
  • (899285) - Graphics: Fixed a regression where a Deferred Camera was throwing a "Dimensions of color surface does not match dimensions of depth surface" error message when a RenderTexture was used.
  • (900527) - Graphics: Fixed a regression where image effects weren't working as expected in the Scene View.
  • (899365) - Graphics: Fixed a regression where the objects shaders become unlit when a RenderTexture with Anti-aliasing is active and the Camera RenderingPath is set to Deferred.
  • (903086) - Graphics: Fixed the Dynamic Batching rendering code in order to be able to handle valid meshes that have no submeshes.
  • (890527) - Graphics: Improved the mechanism for handling imposters. This fixed the error message, 'Internal: Possible leak. All textures should be removed from IdMap when destructed using RemoveTexture(TextureID texid).' which was being triggered when switching a graphics API in a project that contained terrain.
  • (899331) - Graphics: Render texture will no longer be vertically flipped in forward rendering when assigning a null texture.
  • (898787) - Kernel : Fixed an issue in JSON parsing that could cause a deserialized box collider to change size.
  • (900357) - Lines: Initialized new line vertices to zero, to prevent bad uninitialized data existing in the positions array.
  • (903466) - Lines: Reintroduce missing texture mapping mode, to restore pre-5.5 functionality.
  • (902758) - Mono: Corrected the handling of C# compiler errors in a column that are more than 255 characters wide.
  • (899574) - Particles: Fixed an incorrect error message about sub-emitter parenting.
  • (888236) - Particles: Reduced Particle System memory usage, to improve the large increase seen since Unity 5.2.
  • (901465) - Physics 2D: Fixed a crash during reparenting of a Rigidbody2D.
  • (880353, 891305, 905608) - Physics 2D: Fixed a crash and infinite loop when triangulating Polygon2D.
  • (none) - Physics: Removed duplicate profiler entry of "Physics2D.Simulate".
  • (904904, 904905, 904906, 904907) - SkinnedMeshRenderer: Fixed bugs related to updating.
  • (806211) - UnityWebRequest: Allow overriding user-agent.
  • (899017) - UnityWebRequest: Fixed formatting multiform post request with section list.
  • (893939, 897708, 899233, 893910) - Video : Fixed issues related to video preparation.
  • (903657) - Video: Fixed an incorrect crop happening on Android Samsung devices Samsung with OS 4.3, resulting in a few uninitialized lines showing at the bottom of the video.
  • (872164) - VR: Fixed a bug where particles shaders displayed compile errors if stereo instancing was enabled.
  • (902791) - VR: Fixed a bug where the occlusion mesh was visible from the game window.
  • (901617) - VR: Fixed a crash when there were no renderable cameras.
  • (897406) - VR: Fixed an editor crash when performing a bloom gesture while using HoloLens remoting.
  • (889591) - VR: Standalone VR build crashes with Graphics Jobs and Soft Particles.

New in Unity 2017.1.0b4 (May 9, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Changes:
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • Improvements:
  • Editor: Added profiler labels to all player loop stages
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Fixes:
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • OSX: (893036)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)
  • Video: Fix video end detection (894319)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • iOS: Added suport for 5th generation iPad
  • Fixes:
  • Android: Fix assertion failures of GLES calls without valid context on Debug/Development builds (868921, 898900)
  • Android: Fix high video memory usage when using sprites without dynamic batching on Adreno GPUs
  • Build Pipeline: Fixed assert & potential race conditions/crash due to running code meant only for the main thread being called from a background thread when loading old terrain data. (842745)
  • Build Pipeline: Fixed error when abstract classe implemented one of the UnityEditor.Build.I* interfaces for build pipeline callbacks. (901915)
  • Build Pipeline: Fixed issue with scene asset bundles that would cause multiple builds with the same scene generate different results. (895452)
  • Editor: Fix build of player sometimes failing if project has partial classes (902037)
  • Editor: Fix invalid index error when deleting custom resolution in game view (879531)
  • Editor: Fix issues with mouse events not being received by EditorWindows (898710, 893149, 901757)
  • Editor: Fixed "The system cannot find file specified" error when opening the project for the first time. (895343)
  • Editor: Fixed an issue where the editor would go unresponsive and text would turn red ("Missing built-in guistyle", "Unable to find style") (877568)
  • Editor: Improve exception management with OnGUI (895499)
  • GI: GI: Support negatively scaled meshes in the progressive lightmapper. Allows mirroring meshes by having negative transforms. (883844)
  • Graphics: Fixed Texture2D.PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding. (898285)
  • Graphics: Metal: improved timing of drawable acquisition
  • IL2CPP: Modify the implementation of the IL Switch opcode to workaround a possible C++ compiler bug in Xcode 8.3. (898861)
  • iOS: Fixed broken microphone permission when camera is not used in app
  • Mono: Allow stack traces from editor scripts to be displayed properly with the experimental new Mono runtime. (905225)
  • Mono: Correct the handling of C# compiler errors in a column that are more than 255 characters wide (902758)
  • Mono: Pevent a crash in the editor when deep profiling is enabled for some projects. (898854)
  • Mono: Prevent a crash that can occur during attribute processing with the experimental new Mono runtime. (902670)
  • Mono: Prevent projects that use lots of threads from crashing with the "Too many threads" (882697)
  • Physics: Fix a crash during reparenting of a Rigidbody2D. (901465)
  • Physics: Removed duplicate profiler entry of "Physics2D.Simulate".
  • Playables: Fix all Playable Director stopping when in Playmode (897941)
  • Playables: Fix Timeline crash on Undo on a Created Track (900917)
  • Playables: Fix Timeline Tiling when using Multiselect (898353)
  • Playables : Fix NullReferenceException from Drawing Timeline Tracks (901243)
  • Scripting: Fix crash when continuing to use Editor after changing Scripting Runtime Version property (902667)
  • Scripting: Fix crash when continuing to use Editor after changing Scripting Runtime Version property (903078)
  • Scripting: Fixed being unable to enter play mode after failed player build until scripts have been recompiled (905623)
  • Scripting: Prevent selection of Mono scripting backend on platforms that do not support it when targeting the latest Scripting Runtime Version (903744)
  • VR: Fix crash when selecting oculus SDK and playing the game (904754)
  • VR: Fix: occlusion mesh displaying on the Game View (902791)
  • VR: Fixed an editor crash when performing a bloom gesture when using HoloLens remoting. (897406)
  • VR: VR: Unable to build android VR application due to shader compilation errors (900362)
  • Web: Fix WWW regression where POST is used even when postdata argument is null (should be GET in such case).
  • WebGL: Correct attribute access for WebGL with the new Mono runtime. (900217)
  • Windows Store: Fixed "InvalidOperationException" that happens during the build when there are no scripts in "firstpass" assembly and "C# projects" option is enabled. (889653)
  • Windows Store: Fixed a crash when animating scripting objects on .NET scripting backend. (899087)
  • Windows Store: Fixed an out of bounds array access assert in Mesh code. (866141)
  • Windows Store: Fixed Build & Run with VS2017. (897807)
  • Windows Store: Fixed building player when some files (like UnityOverwrite.txt, WSATestCertificate.pfx, project.lock.json) are set to readonly. (888029)
  • Windows Store: Fixed Ctrl+C deleting input field instead of copying it. (881845)
  • Windows Store: Fixed paste when clipboard changes while the application is in background. (880362)
  • Windows Store: Fixed pressing and holding Xbox controller button leading to false keydown events during the first frame of a scene. (875834)
  • Windows Store: Fixed serialization when a serializable type derives from another serializable type in another assembly that has a serializable private field. (892653)

New in Unity 2017.1.0b3 (May 4, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress'
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • Improvements:
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • Web: It is now allowed to override User-Agent header in UnityWebRequest
  • API Changes:
  • Asset Import: Added ModelImporter.extraUserProperties
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system.
  • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistant API (i.e. not properties there and methods here just because reasons).
  • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
  • Documentation is in progress expect a better one in a few weeks.
  • Fixes:
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (897828)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202

New in Unity 5.6.0 Patch 3 (Apr 28, 2017)

  • Improvements:
  • MacOS: Added Appstore category field to player settings and improved info.plist generation
  • Video: Improved error reporting for incompatible webm files
  • Video: Updating api docs to reflect that a few hooks are unimplemented for now
  • Fixes:
  • (898946) - 2D: Fixed an occasional crash when SpriteRenderer.size was set multiple times in a single frame.
  • (891644) - 2D: Fixed the issue of SpriteRenderer not rendering Sprite in tiling mode when tile size was too big.
  • (839005) - Android: AndroidJava - return null instead of throwing exceptions on functions which return object, class or array.
  • (884540) - Android: Buildpipe - Fixed an error message on wrong NDK version.
  • (none) - Android: Buildpipe - Fixed the user resources library build issues with Gradle.
  • (894074) - Android: Fixed an issue whereby ctrl+b shortcut pushing app package even if it failed to build.
  • (888859) - Android: Fixed android application building with the latest android sdk.
  • (895550) - Android: Fixed incorrect error message in the Editor when selecting a non-default version of the NDK.
  • (877837) - Android: Fixed WebCamTexture crash with denied permissions.
  • (none) - Android: SoftInput - Fixed input field hidden under keyboard when translucent flag was set.
  • (875247) - Android: Webcam - Fixed the wrong orientation returned on first frames.
  • (896185) - Asset Pipeline: Fixed an issue when importing assets with name changes that could cause a timestamp mismatch in the database.
  • (840294) - Audio: Fixed a bug in AudioSource::IsPlaying for streaming audio clips, where false would sometimes be returned incorrrectly.
  • (884238) - Editor: Fixed screen offsets updates for tooltips.
  • (890468) - Editor: Fixed "Sprite Mode" so it defaults to "Single" instead of "None" when switching Texture Type to "Sprite (2D and UI)".
  • (896321) - Google VR: Fixed the issue of indefinitely flashing screen after changing VRSettings.renderScale.
  • (898851) - Graphics: Disallow material to be used with CommandBuffer.DrawMeshInstanced if enableInstancing is false.
  • (882704) - Graphics: Fixed a periodic crash in shadow culling job code (GenerateCombinedDynamicVisibleListJob).
  • (884057) - Graphics: Fixed the issue of render texture not being cleared on stop for windows.
  • (876718) - Graphics: Mark main splash screen as finished when VR splashscreen was used.
  • (898861) - IL2CPP: Modify the implementation of the IL Switch opcode to workaround a possible C++ compiler bug in Xcode 8.3.
  • (807273) - iOS: Added an option to select whether extra frame was rendered on pause.
  • (869947) - iOS: Fixed a crash when font's material was assigned to game object.
  • (866673) - iOS: Fixed framework search paths in Xcode project being incorrectly quoted if they contained spaces.
  • (882013) - iOS: Fixed inclusion of ReplayKit framework in plugins.
  • (888370) - iOS: Fixed some icons not getting copied into Xcode project when Target Device was set to iPhone Only.
  • (none) - macOS: Fixed standalone app compatibility issues when uploading to the Appstore with Application Loader 3.6.
  • (898788) - Metal: Fixed unnecessary half to float casts in generated shaders.
  • (896867) - Physic 2D: Fixed physics animation transform change not correctly rotating a Rigidbody2D.
  • (895548) - Terrain: Fixed an assert that got triggered by deleting a folder that contained a Terrain object.
  • (893559) - UI: Fixed NaN issues with ScrollRect when using clamped mode.
  • (892913) - UI: Fixed nested canvas returning a null world camera after its root canvas had been disabled and then re-enabled.
  • (893302) - UnityWebRequest: Fixed getting stuck when using custom download handler script in Editor in edit mode.
  • (891028) - Video: Better error handling and reporting when attempting an OSX H.264 transcoding exceeding profile level limits.
  • (887882) - Video: Fixed clip selection dialog video preview for non-transcoded material.
  • (893945) - Video: Prevent a crash when playing vp8 movies on Android OS 4.1 / 4.2 on Samsung and Meizu devices.
  • (893837) - Video: Prevent crash on negative resolution custom resize transcode.
  • Known Issues:
  • VR: GearVR and Daydream shaders may generate a compilation conflict. To resolve this change line 71 of UnityInstancing.cginc to: "#define UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndex : BLENDWEIGHT0;"
  • VR: The gameview may have a black border when VR is active. These issues will be fixed in one of the upcoming patches soon.

New in Unity 2017.1.0b2 (Apr 27, 2017)

  • Known Issues:
  • Android: Android Build fails when the latest Android SDK Tools 25.3.1 version is used (888859)
  • Animation: Imported animation for humanoids is incorrect (904985)
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Windows: Edit menu has duplicate menu items (Undo, Cut, Copy, Paste, etc) (905191)
  • Features:
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: New Donut emission shape.
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Physics: Add ability to manully simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Changes:
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform" in the build window
  • Windows Store: Removed support for build Windows 8.1 and Windows Phone 8.1 applications.
  • Improvements:
  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • Particles: Allow Emit over Distance to be used for Local Space systems
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module.
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Windows Store: Unity player binaries are now signed.
  • API Changes:
  • Asset Import: Added ModelImporter.importVisibility
  • Web: (Also mentioned under Features) Added timeout property to UnityWebRequest. (823903)
  • Fixes:
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Physics: Reprocess mesh used for cloth if changed. (879584)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Improvements:
  • Physics: Add Editor Tooltip for EdgeRadius property on BoxCollider2D, EdgeCollider2D & CompositeCollider2D.
  • Physics: Fix several issues with ContactFilter2D including not being able to specify collision normal range crossing zero and expose ability to filter using the managed ContactFilter2D rather than just use it to pass to native queries.
  • Physics: Improved API documentation for ContactFilter2D.
  • Fixes:
  • Android: Add Android internet permission check for sending analytics (896528)
  • Android: Fix android application building with the latest android sdk (888859)
  • Android: Fixed gfxContext failures from pause/resuming during load (867891)
  • Animation: Fix crash when playing scene with an avatar created in 5.6.0f3 or before (896033)
  • Animation: Fixed incorrect animated color values when using linear lighting. (893042)
  • Asset Import: Change error on self-intersecting poly to warning (903103)
  • Asset Pipeline: Fixed an issue when importing assets with name changes that could cause a timestamp mismatch in the database (896185)
  • Editor: Fix assertion when undo-ing resize (900803)
  • Editor: Fix Double-clicking a hierarchy gameObject not focus game object (899601)
  • Editor: Fix Frame selected command not working in Scene View (898700)
  • Editor: Fix screen offsets updates for tooltips (884238)
  • Editor: Fixed "Sprite Mode" so it defaults to "Single" instead of "None" when switching Texture Type to "Sprite (2D and UI)" (890468)
  • Editor: Fixed exception being thrown when switching from local to remote cache server (883808)
  • GI: Baked lighting with GI disabled are causing incorrect shader behaviour. (882363)
  • GI: Built lightmaps are not applied due to positioning in hierarchy. Active lightmapsettings overwrote previously appended lightmaps when looping through the scenes. (812486)
  • GI: Inverse squared falloff for progressive lightmapper.
  • GI: Lighting Scene panel doesn't show the right settings with multi scene editing. (893817)
  • GI: Texture settings for auto-generated lightmaps always assumed linear encoding, while imported. (878494)
  • Graphics: Disallow material to be used with CommandBuffer.DrawMeshInstanced if enableInstancing is false. (898851)
  • Graphics: Fixed "Material Validation" rendering issue and lightmapped objects. (893187)
  • Graphics: Fixed occasional crash in GenerateCombinedDynamicVisibleListJob (882704)
  • Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other. (885051)
  • Graphics: Mark main splash screen as finished when VR splashscreen is used (876718)
  • IL2CPP: Implement RegionInfo.CurrentRegion (891471)
  • IL2CPP: POSIX memory mapped files unmapping fix to not release irrelevant memory (893198)
  • IMGUI: Fix missing GUI elements on iOS (883482)
  • iOS: Add option to select whether extra frame is rendered on pause (807273)
  • iOS: Fix inclusion of ReplayKit framework in plugins (882013)
  • iOS: Fixed some icons not getting copied into Xcode project when Target Device is set to iPhone Only (888370)
  • Kernel: Fixes issues caused when components required by other components do not exist (876288)
  • MonoDevelop: Allow breakpoints to properly load in MonoDevelop in some situations where they did not load before. (889998)
  • OSX: Fixed standalone app compatibility issues when uploading to the Appstore with Application Loader 3.6
  • Physics: Fix backward compatibility for Physics2D.queriesHitTriggers, Physics2D.queriesStartInColliders, Physics2D.defaultContactOffset & PolygonCollider2D.points (896824)
  • Physics: Fix for infinite 2D raycast missing EdgeCollider2D edge. (895732)
  • Physics: Fix for Rigidbody2D interpolation loosing precision with time. (843507)
  • Physics: Fix issue with minimum threshold size for BoxCollider2D (901304)
  • Scripting: Fix floating point values being corrupted when using managed debugger on OSX (897134)
  • Shaders: Metal shaders performance improvement when using GroupMemoryBarrier() function.
  • UI: Fixed nested canvas returning a null world camera after its root canvas has been disabled and then re-enabled. (892913)
  • UI: UI: Fixed NaN issues with ScrollRect when using clamped mode. (893559)
  • VR: Updated Oculus to version 1.13. Fixes plugin loading issue in paths with non-ASCII characters.
  • Web: Fix DownloadHandlerScript not working in editor when not in play mode (893302)
  • Windows: Fixed window automatically resizing to fill the screen when in windowed mode and the monitor's display mode gets changed through windows display settings. (891481)
  • Windows: Fixed window moving to the primary monitor when it is resized to not fit the current monitor. (881735)
  • Windows Store: Fixed non-alloc physics overlap functions causing a crash on .NET Scripting Backend. (888660)
  • Windows Store: Fixed not being able to switch to Windows Store platform when Windows 10 SDK is not installed. (890043)

New in Unity 5.6.0 Patch 2 (Apr 24, 2017)

  • Changes:
  • 2D: Sprite Batching is enabled by default.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • Fixes:
  • (none) - Android: Disable MSAA for backbuffer on older ARM Mali Vulkan drivers.
  • (780958) - Android: Disabled Debug markers on PowerVR Series 5 devices.
  • (none) - Android: Fixed Vulkan shadow texture linear filtering.
  • (896033) - Animation: Fixed a crash when using an Avatar built in 5.5 or earlier.
  • (878712) - Asset Bundles: Fixed performance regression when building many small asset bundles.
  • (none) - Editor: Provide new API allow trusted partner to retrieve oauth2 authorization code for Editor user.
  • (883808) - Editor: Switching Cache Server mode from local to a different mode no longer throws exceptions.
  • (863272) - Graphics: Fixed Vulkan fullscreen scaling on Windows.
  • (889446) - IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw a managed exception when the recursion is too deep.
  • (888796) - IL2CPP: Fixed memory snapshot profiler not showing multidimensional arrays.
  • (881013) - IL2CPP: Fixed compiler error when using generic delegates with variance.
  • (891471) - IL2CPP: Implemented RegionInfo.CurrentRegion.
  • (867606) - IL2CPP: Protect against the usage of attributes that don't exist in .NET 3.5.
  • (885096) - iOS: Fixed an issue whereby local notifications aren't cleared on iOS10.
  • (364754) - Kernel: Obsoleted undocumented FindChild method.
  • (898357) - VR: Accessing PlayerSettings.VRDaydream.* scripting API no longer results in MissingMethodException.
  • (none) - VR: Added Fade out to VR Splash Screen for Daydream.
  • (none) - VR: Fixed Render Viewport Scale for Forward rendering. Deferred still has issues that should be addressed in a later patch.
  • (none) - VR: Fixed some shader related issues when using single-pass stereo rendering on Android devices.
  • (none) - VR: Update GearVR to version 1.13.1 to fix black screen when multiview, monoscopic, or double-wide eye buffers are used.
  • (776552) - WWW: Fixed an issue whereby new WWW object without internet connection did not set Error field.

New in Unity 2017.1.0b1 (Apr 12, 2017)

  • Known Issues:
  • Animation: Reading from Animator.rootPosition and Animator.rootRotation during OnAnimatorMove gives wrong results. Use Animator.deltaPosition and Animator.deltaRotation instead. (899049)
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: "Assertion failed on expression: 'translated != kInvalidEnum'" error is spammed in the console when selecting an Image file (883459)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • iOS: OnGUI fails to draw any elements on iOS (883482)
  • Physics: Crash when reverting prefab which had Rigidbody and Joint deleted, and then undoing the revert. (870498)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published.
  • Graphics: Added LineUtility class and 'LineRenderer.Simply' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Fixes:
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • The following are changes and fixes to 2017.1.0 features and regressions:
  • Fixes:
  • Android: Fixed reading assets from OBB (ApplicationPath) (891864)
  • Android: Fixed WebCamTexture crash with denied permissions (877837)
  • Android: Gradle - Check the signing key before the build starts (889076)
  • Android: SoftInput - Fixed input field hidden under keyboard when translucent flag is set
  • Animation: Fixed animation clip range not updating after undoing 'Add Key' operation. (892337)
  • Animation: Fixed disabling GameObject not resetting StateMachine (894062)
  • Animation: Fixed error message when changing animation type from None to Humanoid in model importer. (888414)
  • Animation: Fixed error message when entering playmode after renaming an AnimatorParameter when previewing a BlendTree. (891547)
  • Animation: Fixed IK on Feet not working when interrupting transitions. (892043)
  • Animation: Fixed NullReferenceException when clicking in empty Animator window. (891126)
  • Animation: Fixed NullReferenceException when entering newly created BlendTree in graph. (891128)
  • Animation: Fixed OnAnimatorIK not being fired in editor mode. (894061)
  • Animation: Fixed performance regression when destroying many game objects with an Animator. (889109)
  • Build Pipeline: Building many AssetBundles should no longer spend a long time updating the BuildReport between each bundle (849376)
  • Build Pipeline: Fixed SetScriptingDefineSymbolsForGroup() failing for BuildTargetGroup.Switch (863992)
  • Editor: Fixed 'Build and Run' attempts to push a build to device even if error (during the build) was encountered (894074)
  • Editor: Fixed GUI related Asserts when connected to an active VCS provider. (895453)
  • Graphics: Fix SceneView GUI elements being very bright when HDR and Linear mode are enabled. (878724)
  • Graphics: Fixed light rendering when a non-full screen viewport Camera renders to a texture. (880293)
  • IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw an managed exception when the recursion is too deep. (889446)
  • IL2CPP: Fix memory snapshot profiler not showing multidimensional arrays (888796)
  • IL2CPP: Fixed marshaling of System.Uri to Windows.Foundation.Uri and back in Windows Runtime interop scenarios (887036)
  • Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
  • Windows: Fixed a crash that occurred in Metro apps when minimized/exiting on Windows RS1/RS2 (885964)

New in Unity 5.5.3 Patch 1 (Apr 7, 2017)

  • Fixes:
  • (871871) - 2D: Fixed an issue with texture compressions when using SpritePacking with '[TIGHT]' texture packing and high quality compression.
  • (892203) - Android: Fixed an unnecessary internet permission requirement in empty project.
  • (880724) - Animation: Fixed the mesh distortions during animation if the "Optimize Game Objects" option was selected.
  • (885258) - Buildpipeline: Fixed an issue with reported texture size being smaller than actual size.
  • (894074) - Editor: Fixed the issue whereby 'Build and Run' attempted to push a build to device even if error (during the build) was encountered.
  • (875845) - Editor: Fixed an issue where locking the Inspector on subscene objects caused their disappearance, coupled with a group of 'Failed to unpersist' error messages.
  • (885492) - GI: Fixed lightmap texture inspector preview being too bright when using linear color space.
  • (878724) - Graphics: Fixed SceneView GUI elements being very bright when HDR and Linear mode were enabled.
  • (889138) - Graphics: Fixed a crash in GetBuildUsageTagFromAssets that was triggered by project that had ShaderVariants.
  • (833583) - Graphics: Fixed an issue on PS Vita causing the default sky to be black.
  • (888339) - Graphics: Fixed an editor crash on old OpenGL drivers.
  • (884547) - Graphics: Fixed generating invalid raycasts causing "Invalid AABB b0" error appears in console.
  • (880716) - Graphics: When graphics jobs are enabled CommandBuffers will not be executed multiple times upon LightEvent.AfterShadowMap.
  • (891471) - IL2CPP: Implemented RegionInfo.
  • (none) - Particles: Reinstated random emission modes.
  • (889321) - Purchasing: Fixed an issue with Unity IAP emitting DuplicateTransaction failure for all non-consumable purchases when initialized.
  • (none) - Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
  • (883080) - Shaders: Fixed an incorrect translation from HLSL assembly for AND and OR operands. Fixes a crash when compiling shaders for GLCore.
  • (881103) - Shaders: Fixed internal error on a GLSL shader compiling corner case.
  • (893421) - Shaders: Fixed uint params on OpenGL.
  • (883721) - SpeedTree: Fixed GPU instancing break when the trees come back into view.
  • (891365) - TextureImporter: Fixed a bug with some types of PNG files caused the texture importer to not detect the alpha channel properly. (Please re-import the affected assets to fix them.)
  • (884058) - Windows Store: Fixed a build error "Failed to resolve assembly: 'Windows.Foundation.UniversalApiContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'"." when using default parameters of Windows Runtime types in method signatures and "C# projects" build option on .NET scripting backend.
  • (869168) - Windows Store: Fixed a build error on .NET scripting backend when a method with name OnMouseDown was defined in a non-monobehaviour class.
  • (869407) - Windows Store: Fixed a crash when using "SceneManager.UnloadSceneAsync" on .NET scripting backend with .NET native enabled.
  • (885997) - Windows Store: Fixed a rare build error "Failed to resolve assembly: 'System.Reflection.TypeExtensions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'" on .NET scripting backend when using "C# projects" option.
  • (886049) - Windows Store: Fixed a rare build error "Version not supported: 255.255.255.255" when using certain .winmd plugins and "C# projects" option on .NET scripting backend.
  • (872058) - Windows Store: Fixed a System.TypeInitializationException on startup with .NET scripting backend when a nested class derived from a non-nested class and was overriding one of its methods.
  • (855878) - Windows Store: Fixed a crash on certain devices in debug and release configurations when there was no internet connectivity (note: master configurations were unaffected).
  • (875849) - Windows Store: Fixed Screen.SetResolution not accounting for DPI settings

New in Unity 5.5.3 (Mar 31, 2017)

  • Improvements:
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • UnityAds: Updated native binaries to 2.0.8.
  • Fixes:
  • Animation: Fixed Assert Thread::CurrentThreadIsMainThread() from Animator::IsHuman() when run in a job thread. (887998)
  • Analytics: Fix adds Internet permission on Android when Analytics service is used. (861178)
  • Android: Acquire context on focus before notifying player. (837483)
  • Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds. (888274)
  • Android: Fixed incorrect dangerous permissions dialog behavior when the app was suspended while the dialog was on screen. (851523)
  • Android: Fixed proguard template to actually keep Unity classes. (857978)
  • Android: Fixed the failure to push OBB to certain Samsung devices. (853474)
  • Android: Fixed the splash screen and black bar issues by applying immersive fullscreen mode as early as possible. (868612, 867887, 861069, 874761)
  • Android: Improved the WebRequest performance.
  • Android: Input - Fixed issues with joystick polling and startup. (863399)
  • Android: Manifest - Added layoutDirection to configChanges. (867668)
  • Android: Opening the on-screen keyboard does not make webcam update slower. (827454)
  • Animation : Fixed a race condition in the legacy animation system which could cause a crash if a GameObject and an Animation assigned to that GameObject were deleted in the same frame. (868587)
  • Animation: Fixed a crash when re-enabling GameObject that was running a Playable. (884643)
  • Animation: Fixed an issue with using abstract classes behaviour on a StateMachineBehaviour. (877623)
  • Animation: Playback range is now correctly displayed after changing the Samples of a clip. (884523)
  • Asset Importer: Fixed the importing process so that asset paths with zero length are skipped. (869307)
  • Asset Pipeline: Fixed a crash that occurred when loading the same asset both synchronously and asynchronously simultaneously. (884472)
  • Cache Server: Do not ask to delete the local cache server data twice when switching from local to a different option in preferences (878326)
  • Cache Server: The Cache Server preferences dialog now correctly recognises when the mode is changed. (863299)
  • Core: Fixed the issue of job system ending up with high CPU usage in certain circumstances eg. using UnityWebRequest.Send() in Editor after exiting Play mode. (879675)
  • DX12: Expose the command queue to DX12 plugins now. (867573)
  • DX12: Only invoke plugin events from the "rendering" thread, not main thread. (863285)
  • Editor: Fix for time not updating in Editor if play mode is entered and then exited while paused. (864246)
  • Editor: Fixed a crash on OSX when the Editor loses context. (837413)
  • Editor: Fixed an issue with deselect of single selected item in hierarchy with ctrl/cmd+click. (864273)
  • Editor: Fixed an issue with vertex snapping jumping to extreme values in isometric view. (861345)
  • Editor: Fixed the issue that Pro users can't skip the survey after Unity activation. (878112)
  • EditorAnalytics: Honoring DisableEditorAnalytics settings.
  • GameObject: Fixed position inconsistency when using generic instantiate. (873836)
  • GI : Fix for lightmaps not being loaded in a standalone player when loading scene through an AssetBundle. (858292)
  • GI : Fix for lightprobe gizmos being rendered too bright in Linear color space. (862215)
  • GI: Fixed a crash while baking lightmaps with custom shaders after Light Transport jobs finished. (856901)
  • Graphics : Fixed D3D12 cubemap mip generation.
  • Graphics: Changes made to blending mode via shader properties are no longer ignored in Graphics.Blit. (865062)
  • Graphics: D3D9 to make sure that internal resolves don't result in a drawn pixel, i.e. single white pixel when using deferred mode. (728324)
  • Graphics: Fixed a crash when switching from DX12 to DX11 graphics API in the Editor. (851265)
  • Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!". (864237)
  • Graphics: Fixed an issue with BC6 decompression and improve reading of textures with more than one byte per channel. (865491)
  • Graphics: Fixed the issue of forward-only objects being rendered into Depth/DepthNormals textures multiple times when they have multiple submeshes and deferred shading is used. (863954)
  • Graphics: For script created/instanced cameras only add Image Effects Callbacks if the Image Effect is already registered. Fixed the error message when disabling script during instantiate. (862473)
  • Graphics: On DirectX avoid presenting a fresh-black frame whilst performing screen resizing. (849424)
  • Graphics: Set the ambient probe for the deferred reflections pass to fix a difference between graphics jobs and non-graphics jobs rendering. (863625)
  • Graphics: Stop RenderNow/DrawMeshNow crashing when shader had no matching vertex channels. (876162)
  • Graphics: When calling Material.SetFloatArray, SetVectorArray, SetMatrixArray throw a NULL exception instead of crashing. (868016)
  • IL2CPP: Fixed the incorrectly managed stack traces on iOS devices in release mode. (869696)
  • iOS, Android: Fixed - Light Probe Proxy Volumes don't fallback to normal probe blending. (837679)
  • IOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit. (887912)
  • iOS: Fixed Airplay mirroring mode when using Open GLES. (788515)
  • iOS: Fixed build errors in XCode when stripping is enabled using Mono scripting backend. (866194)
  • IOS: Fixed WebRequest setting the IsError property correctly. (880773)
  • iOS: Removed extra notification sent on application launch. (875180)
  • Kernel: Prevent scripts from adding Transform-derived components during their Awake methods. (878716)
  • Mac Editor: Fixed the crashes while exporting projects. (878783)
  • Metal: Fixed geometry corruption when dynamic batching was enabled. (871026)
  • Metal: Fixed issues with setting DontCare load flag when running multithreaded.
  • Mono: Fixed a C# compiler bug which could cause an incorrect compiler error in some cases when overloaded generic methods were used. (869169)
  • Mono: Fixed a crash which could occur in the editor when deep profiling was enabled. (878859)
  • Mono: Fixed rare issue due to timer collisions. (881491)
  • Particles: Fixed a NullReferenceException, when Inherit Velocity was set to less or more than 0 and Rigidbody2D was set to Dynamic. (876169)
  • Particles: Fixed an incorrect velocity for first frame when a rigidbody was first enabled. (881847)
  • Physics 2D: CapsuleCollider2D now correctly calculates its mass when using auto-mass. (890937)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (886574)
  • Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator. (888302)
  • Scripting: Fixed MonoBehaviour array field with initializer getting resized to 0 by serialization. (868935)
  • Shaders: Fixed a crash in ShaderLab::shaderprops::GetMatrix when using OpenGL API when using specific graphics drivers on Windows. (859418)
  • Shaders: Fixed advanced blend operations by requiring the shaders to be decorated with UNITY_REQUIRE_ADVANCED_BLEND(mode) declaration. (750307)
  • Shaders: Fixed an internal error on a GLSL/Metal shader compiling corner case. (881103)
  • Shaders: Make shader binary blob data deterministic to fix problems with asset bundle (or player data) changing with identical source inputs. (877123)
  • Shadows: Allow 2k shadowmap textures on devices with less than 2 GB of RAM when best quality shadows are selected (871606)
  • Sprites: Fixed an issue where OverrideGeometry on instantiated sprites produced differing results in the Editor and Standalone (863256)
  • Terrain: Fixed a crash when loading a scene with a terrain and trees and then unloading the previous scene. (857047)
  • Terrain: Fixed an issue where the default material could be more specular than expected. (864935)
  • Texture Importer: Fixed an issue where a texture's colour model was set to RGBA without an alpha channel. (870830)
  • Texture Importer: Fixed an issue where BC7 didn't compress alpha textures correctly. (858502)
  • Texture Importer: Fixed an issue where setting textureType reset sprite mode to single. (856584)
  • Texture Importer: Fixed an issue where some textures were wrongly interpreted as single channel cube maps. (858460)
  • Tizen: Fixed a crash that occurred when an app tried to exit.
  • UI : Fixed the issue of fonts created at runtime not showing up when added to text. (858645)
  • UI: Fixed an occasional masking issue when using deferred rendering path on Linux. (873678)
  • UI: Fixed scrollrect performance being slow when it had a lot of content. (856380)
  • UI: Selection elements will update selection state when interactable is changed. (861736, 872634)
  • UnityAds: Fixed callback executor from being destroyed on scene changes.
  • UnityWebRequest: Fixed high CPU usage/fareeze after aborting (leaving play mode) UWR with custom download handler script. (876027, 880565)
  • UnityWebRequest: URLs without '%' character will be escaped and the ones with '%' will be assumed to be properly escaped. (876823)
  • VCS: Fix for editor not checking out scene file before first write in freshly loaded project. (850239)
  • VCS: Fixed an issue trying to add files from ProjectSettings folder to Version Control even if they were already under Version Control.
  • VR: Fixed a subtle timing bug on Rift that could cause very minor view stuttering in certain situations. (886841)
  • VR: Updated Oculus to version 1.12. This fixed a GearVR timeout issue.
  • WebGL: Fixed "incorrect header check" builtin web server error when build folder contained non-URI characters. (855985)
  • WebGL: Fixed buffer overflow that occurred when using UnityWebRequest and custom DownloadHandlerScript. (865630)
  • WebGL: Fixed memory corruption when generating terrain base map textures. (868756)
  • Windows Store: Fixed the issue whereby secure connections were not working when using UnityWebRequest. (874571)
  • Windows Store: Fixed the known issue reported in the previous release, 5.5.2 - player prefs might get corrupted on Windows 8.1 and Windows Phone 8.1 SDKs when forcefully closing the application right after saving them.
  • Windows: Fixed the logging code in the Windows Editor/Standalone player so that messages got printed at once instead of one byte at the time. (886630)
  • Known Issues:
  • (888339) - OpenGL : Internal testing reported a crash in InitWGL, when opening a project with -force-opengl command. This issue will be fixed in one of the upcoming patch releases.

New in Unity 5.6.0f2 (Mar 28, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean)
  • Known Issues:
  • Video: [Android] Video fails to play (and may crash) on some device/OS version combinations, and especially on Android versions lower than 6.0. (862078)
  • VR: The Oculus plug-in was updated to 1.12.1 in f2 and has a known mobile crash on Marshmallow devices. f3 updates to 1.12.2 and does not have this issue. PC is unaffected.
  • VR: With this release we have updated the Google VR NDK for iOS to version 1.20. This change is not backward compatible with the 1.1 integration and will require that you replace or re-create your iOS Cardboard project if you were using the earlier native integration. You can do this by simply backing up your current project, selecting "Build" or "Build & Run" and generating the project into a new folder or selecting "Replace" to replace the current generated project. (885513)
  • To be fixed post 5.6.0 release:
  • 2D: "Dynamic batching: index buffer destination/source is NULL" when dragging a blank sub-sprite to scene. (890858)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Asset Import: Sprite Mode" is not auto-populated when switching Texture Type to "Sprite (2D and UI). (891314)
  • GI: Progressive Lightmapper (Preview): 32-bit Unity 5.6 crashes if the Scene is baked with Light Probes and PVR texture compression. (888806)
  • GI: Progressive Lightmapper (Preview): Baked LODs are not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): Cast shadows on MeshRenderer is not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): Colored translucency is not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): G-Buffer job fails when Keep Quads option is enabled (890651)
  • GI: Progressive Lightmapper (Preview): Lighting Modes are not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): Negative scaled meshes invalidate texels (883844)
  • GI: Progressive Lightmapper (Preview): Scales only to moderately large scenes due to excessive memory use - scenes should have less than 20 1K lightmaps on a PC with 16GB RAM (addressed soon)
  • GI: Progressive Lightmapper (Preview): Transparency only works for direct lighting.
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • Services: Collab cannot update to the latest revision if the current revision has been archived and there is a conflict. (857465)
  • SpeedTree: SpeedTree breaks GPU instancing when trees come back into view. This will be fixed soon in a patch release. (883087)
  • Terrain: Spurious additive DontDestroyOnLoad scene appears in the Hierarchy after launching scene with painted trees. (839148)
  • UI: Adding UI elements via script causes OnDisable and OnEnable to be called on all scripts in the hierarchy if a RectTransform needs to be added. Workaround is to add a RectTransform component in the new GameObject call, for example: new GameObject("Canvas", typeof(RectTransform));. (882791)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: Mirror mode is incompatible with Single-Pass stereo rendering.
  • VR: Target eye mode is incompatible with Single-Pass stereo rendering.
  • VR: UNITY_HAS_GOOGLEVR is enabled for iOS, but the Google SDK for Unity might not check for it correctly and try to use compatibility mode for iOS. This will be fixed with an SDK update from Google.
  • Changes:
  • VR: Updated iOS to Google VR NDK 1.2.
  • Improvements:
  • Physics: A warning is now issued when attempting to use CompositeCollider2D.SetEnabled as this isn't supported.
  • Shaders: Shader upgrader now automatically replaces "mul(UNITY_MATRIX_MVP, v)" with "UnityObjectToClipPos(v)".
  • UI: CanvasRenderer::OnTransformChanged will now not be called when object is inactive.
  • Fixes:
  • 2D: Removed error message that would appear when canceling the creation of a sprite animation, when sprites are dropped to the scene. The behaviour is now also consistent with dragging multiple sprites to the HierarchyWindow. (881910)
  • Animation: Fixed a crash that was triggered when removing the AnimatorController in a StateMachineBehaviour callback. (883762)
  • Animation: Fixed an issue where Euler curves used in conjunction with Additive pose would cause random values to be written to some bone. (859578)
  • Animation: Fixed broken meshes with Optimized Game Object selected. (879368)
  • Animation: Fixed crash that woukd occur when using abstract StateMachineBehavior classes. (877623)
  • Multiplayer: Fixed issue where, when the websocket WebGL client called disconnect, it wouldn't notify itself with this event.
  • Windows: IME input now works with embedded game window. (764583)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • 2D: Fixed an 'Invalid sorting group ID' assert that was triggered when removing a sorting group attached to a prefab GameObject that is the parent of another GameObject with a different sorting group. (890431)
  • 2D: Resolved inability to drag a sprite on top of another sprite in Scene View. (890934)
  • Android: Fixed memory snapshot retrieval from 32 bit platforms. (886135)
  • Animation: Fixed a crash that would occur when going in and out of playmode. (888664)
  • Animation: Fixed case of AvatarMask created prior to 5.6 not loading properly in 5.6.
  • Animation: Fixed cause of error messages with AvatarMaskInspector when entering PlayMode. (879846)
  • Animation: Fixed crash when activating/deactivating GameObject in AnimationWindow. (883781)
  • Animation: Fixed error in console when applying Humanoid type. (888414)
  • Animation: Fixed error message that would be seen when entering playmode after renaming an AnimatorParameter when previewing a BlendTree (891547)
  • Animation: Fixed error that would be seen when enterring newly created BlendTree in graph. (891128)
  • Animation: Fixed issue with Material property remaining uneditable after exiting animation mode. (875930)
  • Animation: Fixed NullReferenceException when clicking in empty Animator window. (891126)
  • Animation: Fixed previewing of AnimationClips from the AssetStore. (879485)
  • Asset Pipeline: Fixed a crash that occurred when loading the same asset both synchronously and asynchronously simultaneously. (884471)
  • Editor: Default settings for importing sprite textures are now once again as they were before 5.6.0f1. (886174)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (876190)
  • Editor: Fixed crash on Publish/Revert/Rollback/Update operations. (891826)
  • Editor: Fixed issue resulting in inability to switch away from Perforce Version Control Mode in Editor Preferences. (886626)
  • Editor: Fixed several bugs with image alpha handling. (886175, 891936)
  • Graphics: Added a new batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Fixed a crash in GetBuildUsageTagFromAssets that was triggered by project that has ShaderVariants. (889137)
  • Graphics: Fixed asynchronous upload of crunch textures. (889527)
  • Graphics: Fixed flickering issue in the Game Window, that occurred when the window was resized. (889431)
  • iOS: It is now possible to enable auto-rotation while broadcasting using ReplayKit. (887911)
  • OSX: Fixed Editor GUIView::RepaintAll crash when quickly opening/closing editor windows. (884510)
  • Particles: EndUpdateAll profile marker performance improved when using the Noise Module. (884641)
  • Particles: Fixed crash in InitialModule::Start when using sub-emitters. (875399)
  • Particles: Fixed crash when sub-emitters are not children of the system that is spawning them. (857065)
  • Particles: Sorting Fudge once again works as expected. (884637)
  • Physics: Fixed case of Continuous Collision Detection being broken on objects that were activated from a disabled state (i.e. stored in a pool). (889118)
  • Scripting: Fixed case of scenes / prefabs losing references to scripts coming from plugins with multiple versions (multiple platforms). (888020)
  • Scripting: Fixed coroutine crash in Coroutine::CompareCoroutineEnumerator. (888302)
  • Services: Fixed iOS Project Export from Windows Editor. (883394)
  • VR: Fixed default Daydream VR icon sizes so that app submissions using them are not rejected. (886012)
  • Web: Fixed freeze when aborting UnityWebRequest with custom DownloadHandler script. (880565)
  • Web: UnityWebRequest will now assume that a URL is properly escaped if it contains character '%', else it will inject escaping (e.g. replacing spaces by ' '). (876823)

New in Unity 5.5.2 Patch 4 (Mar 23, 2017)

  • Improvements:
  • (815861) - UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive.
  • Fixes:
  • (851523) - Android: Fixed incorrect dangerous permissions dialog behavior when the app was suspended while the dialog was on screen.
  • (888274) - Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds.
  • (887998) - Animation: Fixed Assert Thread::CurrentThreadIsMainThread() from Animator::IsHuman() when run in a job thread.
  • (884643) - Animation: Fixed a crash when re-enabling GameObject that was running a Playable.
  • (884472) - Asset Pipeline: Fixed a crash that occurred when loading the same asset both synchronously and asynchronously simultaneously.
  • (864237) - Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!".
  • (851265) - Graphics: Fixed a crash when switching from DX12 to DX11 graphics API in the Editor.
  • (887912) - IOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit.
  • (788515) - iOS: Fixed Airplay mirroring mode when using Open GLES.
  • (876169) - Particles: Fixed a NullReferenceException, when Inherit Velocity was set to less or more than 0 and Rigidbody2D was set to Dynamic.
  • (890937) - Physics 2D: CapsuleCollider2D now correctly calculates its mass when using auto-mass.
  • (888302) - Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator.
  • (881103) - Shaders: Fixed an internal error on a GLSL/Metal shader compiling corner case.
  • (886841) - VR: Fixed a subtle timing bug on Rift that could cause very minor view stuttering in certain situations.

New in Unity 5.5.2 Patch 3 (Mar 21, 2017)

  • Fixes:
  • (868587) - Animation : Fixed a race condition in the legacy animation system which could cause a crash if a GameObject and an Animation assigned to that GameObject were deleted in the same frame.
  • (864273) - Editor: Fixed an issue with deselect of single selected item in hierarchy with ctrl/cmd+click.
  • (864246) - Editor: Fix for time not updating in Editor if play mode is entered and then exited while paused.
  • (861345) - Editor: Fixed an issue with vertex snapping jumping to extreme values in isometric view.
  • (858292) - GI : Fix for lightmaps not being loaded in a standalone player when loading scene through an AssetBundle.
  • (862215) - GI : Fix for lightprobe gizmos being rendered too bright in Linear color space.
  • (none) - Graphics : Fixed D3D12 cubemap mip generation.
  • (868935) - Scripting: Fixed MonoBehaviour array field with initializer getting resized to 0 by serialization.
  • (none) - Tizen: Fixed a crash that occurred when an app tried to exit.
  • (858645) - UI : Fixed the issue of fonts created at runtime not showing up when added to text.
  • (none) - VR: Updated Oculus to version 1.12. This fixed a GearVR timeout issue.
  • (886630) - Windows: Fixed the logging code in the Windows Editor/Standalone player so that messages got printed at once instead of one byte at the time.

New in Unity 5.6.0f1 (Mar 21, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean)
  • Known Issues:
  • Scripts are pointing to the Editor version of the DLLs instead of Runtime, resulting in "Null reference" errors. (888020)
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Error messages spamming the console during playmode. (879941)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Sorting Fudge does not work. (884637)
  • Physics: CCD is broken on pooled objects. (889118)
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • Scripting: Unity crashes at . (888302)
  • Video: [Android] Video fails to play (and may crash) on some device/OS version combinations, and especially on Android versions lower than 6.0. (862078)
  • VR: There is an issue with the current 1.1 Google VR NDK integrated in 5.6 betas when used with the Google SDK for Unity. The Google SDK includes a backwards compatible library for non-integrated scenarios that conflicts with the library integrated into Unity. At this time, if you need functionality provided in the Google SDK (especially audio, which is intgrated with the library that conflicts) then you will need to use the non-native Cardboard functionality provided by the Google SDK. To do this, make sure you do not enable VR for iOS (or if you did, remove the Cardboard device and disable VR). We are working on this issue and will have more details at a later date.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • VR: There is a discrepancy between the Android 1.2 Google VR NDK update and the iOS 1.1 VR NDK currently integrated in Unity that will cause linking errors. For now, if you need iOS Cardboard support please disable native iOS integration and use the support provided in the Google VR SDK for Unity. This issue will not exist in 5.6.0f2. (885513)
  • To be fixed post 5.6.0:
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • GI: [PVR] 32-bit Unity 5.6 crashes if the Scene is baked with Light Probes and PVR texture compression. (888806)
  • GI: [PVR] G-Buffer job fails when Keep Quads option is enabled (890651)
  • Services: Collab cannot update to the latest revision if the current revision has been archived and there is a conflict. (857465)
  • UI: Adding UI elements via script causes OnDisable and OnEnable to be called on all scripts in the hierarchy if a RectTransform needs to be added. Workaround is to add a RectTransform component in the new GameObject call, for example: new GameObject("Canvas", typeof(RectTransform));. (882791)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: UNITY_HAS_GOOGLEVR is enabled for iOS, but the Google SDK for Unity might not check for it correctly and try to use compatibility mode for iOS. This will be fixed with an SDK update from Google.
  • Improvements:
  • GI: Added a pragma option(nolppv) for surface shaders to strip Light Probe Proxy Volume code when it isn't needed.
  • VR: Updated Oculus GearVR to version 1.11.1 to fix the GearVR focus timeout issue.
  • Fixes:
  • Graphics: Fixed Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fixed spamming assertion when a LOD is incorrectly set to have the same screen height as the previous LOD. (849046)
  • Graphics: ForceLOD now will not be overriden when selecting LODs in editor play mode. (815223)
  • Terrain: Fixed terrain basemap generation in linear color space when the terrain is created. (852069)
  • Terrain: Fixed terrain shader that sub-optimally does pixel lighting when normal is not used. (867627)
  • Video: Fixed crash when creating/releasing multiple VideoPlayers. (888305)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Editor: Fixed a bug in the Inspector where selecting 'Metal Editor Support* (Experimental)' and dismissing the warning message would leave the checkbox ticked. (886143)
  • GI: Updated the documentation for Light.lightmapBakeType and Light.areaSize to explain it is only available in the Editor.
  • Graphics: Added documentation for OpenGL ES support of CopyTexture. (877219)
  • Graphics: An exception is now thrown if a script tries to set a random write target texture and the texture does not have random write enabled.
  • Graphics: EnableInstancing is now correctly set to false when a material is reset.
  • Graphics: Fixed "GL.End requires material.SetPass before" console error spam. (872062)
  • Graphics: Fixed batch break caused by different lightmap indices.
  • Graphics: Fixed crash when switching from DX12 to DX11 graphics API in the Editor. (851265)
  • Graphics: Fixed issue where quality settings forcing anisotropic texture filtering on would cause textures, where it should be always disabled to have anisotropic filtering applied. (880654)
  • Graphics: Fixed source of "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!" assert. (864237)
  • Graphics: Vulkan: Fixed crash when flushing from script when there is nothing to flush.
  • Physics: Fixed a crash triggered by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (886573)
  • Scripting: Fixed case of MonoBehaviour array field with initializer getting resized to 0 by serialization. (868935)
  • Scripting: Fixed failure to resolve System.xml.dll types. (884554)
  • Scripting: Fixed ScriptUpdater crash in some expressions containing arrays. (855785)
  • Scripting: [Mono] Corrected a C# compiler bug which could cause an incorrect compiler error in some cases when overloaded generic methods were used. (869169)
  • Scripting: [Mono] Corrected a C# compiler bug which could result in "the type cannot be used as type parameter `T' in the generic type or method" errors. (876738)
  • Scripting: [Mono] Corrected a crash that could occur in the editor when deep profiling was enabled. (878859)
  • Services: Fixed integration between Cloud Build and the Performance Reporting service's iOS native crash support.
  • Shaders: Do not always include instancing variants for shaders in AlwaysIncluded gfx settings list. (870100)
  • Shaders: Fixed internal error when compiling compute shaders for Metal. (881103)
  • UI: Fixed crash when deleting or adding a nested Canvas. (858847)
  • VR: Fixed Daydream app submission failure due to missing android.software.vr.mode feature request. (885996)
  • VR: Fixed transform issues during the first frame of creating a new camera when in VR mode. (825909)
  • VR: Reduced the target SDK requirement for Cardboard from 24 to 21. (877641)
  • VR: Updated integrated Google VR NDK for Android to 1.20. (885512)
  • Windows: Fixed the logging code in the Windows Editor/Standalone player so that messages get printed at once instead of one byte at the time. (886634)

New in Unity 5.6.0 Beta 11 (Mar 10, 2017)

  • Known Issues:
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Setting Custom Editor window's position to what it already is, changes it's position (593259)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • GI: [PVR] 32bit Unity 5.6 crashes if scene is baked with lightprobes and PVR (888806)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Sorting Fudge is not working (884637)
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • UI: Adding UI elements via script will cause OnDisable and OnEnable to be called on all scripts in the hierarchy if a RectTransform needs to be added. Workaround is to add a RectTransform component in the new GameObject call . For example new GameObject("Canvas", typeof(RectTransform)); (882791)
  • Video: [Android] Video fails to play (and may crash) on some device/OS version combinations. (862078)
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: UNITY_HAS_GOOGLEVR is enabled for iOS, but the Google SDK for Unity might not check for it correctly and try to use compatibility mode for iOS. This will be fixed with an SDK update from Google.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Windows: Windows Store: PlayerPrefs gets corrupted on Windows 8.1-10 on sudden reset. (855595)
  • To be fixed post 5.6.0:
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Services: Collab cannot update to the latest revision if the current revision has been archived and there is a conflict. (857465)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • Features:
  • 2D: Added ability to control the tessellation quality of Sprites in the Sprite Editor Window. Tessellation quality controls how tight or coarse the mesh resembles the actual image.
  • IL2CPP: Unity in-app purchase now works on Windows Store with IL2CPP scripting backend.
  • Video: Implementation and API finalized, with revised preliminary documentation available.
  • WebGL: WebAssembly Support (experimental).
  • Changes:
  • Animation: Exposed Animator.playableGraph property.
  • Scripting: Changed namespace UnityEngine.Runtime.Networking.PlayerConnection to UnityEngine.Networking.PlayerConnection for clarity and consistency with Unity convention
  • Improvements:
  • Animation: Clarified the warning issued when playing generic clips that animate humanoid bound transforms.
  • Animation: Improved entry transition notice message in the Inspector.
  • Multiplayer: Up to 128 UDP sockets are now supported.
  • Fixes:
  • Animation: Fixed a bug where undoing Apply in model importer would attempt to incorrectly restore values (565438)
  • Animation: Fixed a crash when getting state machine behaviours while there is an invalid State Machine Behaviour assigned to a state (873144)
  • Animation: Fixed Animator changing selection even if the window is locked (850456)
  • Animation: Fixed bug spamming the inspector with warnings when playing a generic/humanoid mixed animation (768773)
  • Animation: Fixed crash when transitionning to invalid StateMachine (864131)
  • Animation: Fixed erroneous animation for single state machine layer set to additive. (862998)
  • Animation: Fixed humanoid animation imported from previous versions not working properly (869759)
  • Animation: Fixed issue where changing OverrideController clips would reset the StateMachine.
  • Animation: Fixed MissingMethodException thrown on some platforms (783535)
  • Editor: Fix to ensure that user-provided center for Gizmos.DrawFrustum is respected. (863596)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Improvements:
  • Editor: Added SearchField IMGUI Control.
  • Fixes:
  • Animation: Fixed 'changeMask != 0' showing in console
  • Animation: Fixed an issue where Animator LiveLink would always center in the top left corner
  • Animation: Fixed blending of Generic clips on Humanoid giving NaN (874992)
  • Animation: Fixed crash when modying a script in playmode while livelinked to Animator (874841)
  • Animation: Fixed crash when stopping network client/server when network entity has an Animator (875892)
  • Animation: Fixed edit time/value not applied to the object
  • Animation: Fixed error "Animator is not playing a Playable" shown in console when animating a ui component (873645)
  • Animation: Fixed Material property remaining uneditable after exiting animation mode (875930)
  • Animation: Updated ScriptUpdater for enum UnityEditor.Animations.AvatarMaskBodyPart which moved to UnityEngine namespace (877443)
  • Asset Import: Fixed issue where .obj files failed to import when the numeric locale used something other than a period (".") as the decimal separator. (877501)
  • Asset Import: Texture Importer: Fixed an issue where a texture's colour model was set to RGBA without an alpha channel (870830)
  • Asset Import: Texture Importer: Fixed an issue where BC7 didn't compress alpha textures correctly (858502)
  • Asset Import: Texture Importer: Fixed an issue where setting textureType reset sprite mode to single (856584)
  • Asset Import: Texture Importer: Fixed an issue where some textures are wrongly interpreted as single channel cube maps (858460)
  • Audio: [Audio][Preview] After unchecking Preload audio data clicking on the previewing throws assertions/errors in the console (882224)
  • Audio: [Editor/Audio] Editor crashes on attempt to open 5.5 compatible audio project (880653)
  • Build Pipeline: Fixed regression when entering play mode in the editor due to build pipeline callback initializations (868686)
  • Editor: Fixed : Couldn't find current light in the list of mixed lights error when baking (881160)
  • Editor: Fixed Undoing/Redoing changing shader on a Substance material would not properly regenerate Substance textures. (879446)
  • Graphics: Don't render the screen space depth buffer if nothing requires it ie screenspace shadows are disabled. (836737)
  • IL2CPP: Correct delegate covariance. (881013)
  • IL2CPP: Correct the behavior of Assembly.GetExecutingAssembly on platforms that don't support stack walking properly. (871948)
  • IL2CPP: Fix MethodAccessException being thrown when accessing IReadOnlyList and IReadOnlyCollection methods on array types on .NET 4.6 profile (878657)
  • IL2CPP: Fixed calling IMapView interface methods from native code on managed objects that implement IReadOnlyDictionary interface and IReadOnlyDictionary methods on native objects that implement IMapView interface in Windows Runtime scenarios.
  • IL2CPP: Fixes incorrect managed stack traces on iOS devices in release mode. (869696)
  • IL2CPP: Implemented marshaling of System.Collections.Generic.KeyValuePair2 to Windows.Foundation.Collections.IKeyValuePair2 and back in Windows Runtime interop scenarios.
  • iOS: Changed tvOS default Quality setting to Simple (820246)
  • iOS: Fixed OnApplicationPause() called with same status in a row (883785)
  • iOS: Fixed WebRequest IsError not being set correctly (746309)
  • iOS: Removed extra notification sent on application launch (875180)
  • Kernel: Prevent scripts from adding Transform-derived components during their Awake methods. (878715)
  • Multiplayer: Crash on some android Ack64 buffer size
  • Multiplayer: InvalidOperationException when selecting NetworkManager for the first time after Play mode (863273)
  • Multiplayer: UNET::HostsArray::TryToDeleteHost(id), Standalone with Lobby Client is crashing on pressing Stop (869393)
  • Particles: Fixes incorrect velocity bug when a rigidbody is enabled or used for the first frame. (881847)
  • Services: Fixed issue where iOS symbols may fail to upload to Performance Reporting service
  • Shaders: Fix advanced blend operations by requiring the shaders to be decorated with UNITY_REQUIRE_ADVANCED_BLEND(mode) declaration. (750307)
  • Shaders: Make shader binary blob data deterministic to fix problems with asset bundle (or player data) changing with identical source inputs. (877123)
  • Terrain: Fixed an issue where the default material could be more specular than expected (864935)
  • Terrain: Fixed crash when loading a scene with a terrain and trees and then unloading the previous scene. (857047)
  • Video: Changing clip at runtime does not work (866665)
  • Video: Crash after get MPEG4.H263 video file transcoded with default settings (847885)
  • Video: H264 video doesn't play on android devices (858585)
  • Video: Loading a .mp4 into the new video player using the URL path fails on WebGL (881503)
  • Video: Need video filter in the Project panel to search for all video clips (864030)
  • Video: Preview of the video does not show in the object selection dialog (866642)
  • Video: Sound disappears after playing video from URL with [5.6 BETA] VideoPlayer (876946)
  • Video: The videoplayer component doesnt color-correct under Linear color space (864036)
  • Video: Unity crashed when adding uncompressed AVI and then clicking on it in the asset window (833479)
  • Video: Unity crashes when importing a video with non-ASCII characters in the title (877455)
  • Video: Video playback freezes (879930)
  • Video: VideoPlayer Material Override Render Mode does not use local copy of material when rendering. (880803)
  • Video: VideoPlayer.Play() doesn't start playing video from the beginning (863958)
  • Video: VideoPlayer.time never reaches VideoPlayer.clip.length (877558)
  • VR: Fixed issue where cameras with custom FOV values would incorrectly reset when exiting VR mode. (874061)
  • VR: Fixed issue with NavBar visibility that was causing Daydream apps to fail Play Store submission. (885518)
  • VR: MSAA and HDR now work with VR cameras. (881634)
  • WebGL: Fixed memory corruption when generating terrain base map textures (868756)
  • Windows: Windows Phone 10: Fixed unity not rendering in fullscreen on Windows Phone 10 (883389)

New in Unity 5.5.2 Patch 1 (Mar 8, 2017)

  • Fixes:
  • (884523) - Animation: Playback range is now correctly displayed after changing the Samples of a clip.
  • (873836) - GameObject: Fixed position inconsistency when using generic instantiate.
  • (866194) - iOS: Fixed build errors in XCode when stripping is enabled using Mono scripting backend.
  • (880773) - IOS: Fixed WebRequest setting the IsError property correctly.
  • (875180) - iOS: Removed extra notification sent on application launch.
  • (878716) - Kernel: Prevent scripts from adding Transform-derived components during their Awake methods.
  • (869169) - Mono: Fixed a C# compiler bug which could cause an incorrect compiler error in some cases when overloaded generic methods were used.
  • (878859) - Mono: Fixed a crash which could occur in the editor when deep profiling was enabled.
  • (881847) - Particles: Fixed an incorrect velocity for first frame when a rigidbody was first enabled.
  • (886574) - Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject.
  • (859418) - Shaders: Fixed a crash in ShaderLab::shaderprops::GetMatrix when using OpenGL API when using specific graphics drivers on Windows.
  • (857047) - Terrain: Fixed a crash when loading a scene with a terrain and trees and then unloading the previous scene.
  • (876027, 880565) - UnityWebRequest: Fixed high CPU usage/fareeze after aborting (leaving play mode) UWR with custom download handler script.
  • (876823) - UnityWebRequest: URLs without '%' character will be escaped and the ones with '%' will be assumed to be properly escaped.
  • (874571) - Windows Store: Fixed the issue whereby secure connections were not working when using UnityWebRequest.
  • Known Issues:
  • (888339) - OpenGL : Internal testing reported a crash in InitWGL, when opening a project with -force-opengl command. This issue will be fixed in one of the next patch releases.

New in Unity 5.6.0 Beta 10 (Mar 3, 2017)

  • Features:
  • 2D: Sorting Group:
  • Sorts a group of Renderers (for instance, a character made up of a group of Sprite Renderers) as a whole, without any interleaving of other Renderers.
  • 2D: Sprite Editor Window now supports Sprite outline editing to control Sprite Mesh generation.
  • 2D: SpriteRenderer: Added support for 9-slice Sprite rendering.
  • AI: Low-Level API for NavMesh building:
  • Create and update NavMesh data at runtime.
  • Use multiple instances of NavMeshes.
  • Control the life-time of the NavMesh instances.
  • Create and manage NavMesh Build Settings for multiple agent sizes.
  • Additional open-sourced components and examples available at: https://github.com/Unity-Technologies/NavMeshComponents
  • Android: Added target API level option to Android Player Settings in the Unity Editor.
  • Animation: Added tracking of Animator State Machine view positions.
  • Asset Import: Exposed ModelImporter.useFileScale in the Model Importer Settings panel.
  • Build Pipeline: Added BuildOptions.CompressWithLz4, which enables Lz4 compression of the player's data for Standalone, Android and iOS platforms.
  • Compute: Added support for Metal Compute (iOS/macOS).
  • Editor: Added TreeView IMGUI Control, which can display hierarchical data that can be expanded and collapsed. Additionally, it allows you to create list views and multi-column tables for Editor tools. Also check out the MultiColumnHeader and SearchField IMGUI Controls.
  • Editor: Added -disable-assembly-updater to disable the Assembly Updater. This is useful for when building managed dlls outside of Unity and copying them into Assets. Avoids the Assembly Updater spending time analyzing the assemblies every time they are updated
  • Editor: Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • Editor: Interactive handles for editing primitive Collider types in the Scene view now all use the same logic:
  • Drag a handle to expand the size only on that side.
  • Hold to pin the center in place.
  • Hold to scale the shape uniformly.
  • These changes apply to BoxCollider, CapsuleCollider, SphereCollider, BoxCollider2D, CapsuleCollider2D, and CircleCollider2D.
  • Editor: Mac: Added experimental support for using the Metal rendering backend on the Editor. This is disabled by default; to enable it, go to Edit > Project Settings > Player > Other Settings and tick the Metal Editor Support checkbox.
  • Editor: Windows: All Visual Studio installs are now shown in the External Script Editor list.
  • Editor: Windows: Visual Studio 2017 installs with the Unity workload are now detected automatically and added to the External Script Editor list.
  • Facebook: Added "Facebook" as a new Build Target Platform. This allows you to publish your builds to Facebook using either WebGL or the Facebook Gameroom Windows app.
  • GI: Added Light Modes, which replace mixed mode lighting and provide flexible ways to merge baked and realtime shadows. As part of this:
  • Added ability to bake shadowmasks.
  • New Lighting window layout.
  • Added Light Explorer window.
  • GI: Added new experimental feature: Progressive Lightmapper. This is a robust lightmapper based on path tracing, with progressive updates. It provides baked lightmaps and Light Probes, presents the first output quickly, and iteratively improves it over time.
  • Global illumination is calculated at lightmap resolution.
  • No dependency on Enlighten.
  • Normal requirements regarding lightmapping UVs: non-overlapping UVs with small area and angle errors, and sensible padding between the charts.
  • Texels visible in the Scene view are calculated first.
  • Estimated time is provided in the progress bar.
  • GI: Progressive Lightmapper features: directional lightmaps, transparent materials, better sampling of area lights.
  • Graphics: Added EncodeToEXR to Texture2D.
  • Graphics: Added HDR MSAA anti-aliasing support. HDR rendering and MSAA anti-aliasing now works as expected with forward shading.
  • Graphics: Added physically-based rendering Material validator. You can now validate Albedo and Specular values against acceptable ranges. Albedo values can also be validated against user-defined luminance ranges.
  • Graphics: Support for DrawMeshInstancedIndirect, where draw arguments are supplied from a ComputeBuffer.
  • Graphics: Support for Procedural Instancing, where instance data is supplied via a custom source in the Shader, rather than from Material Property Blocks.
  • Graphics: Vulkan rendering backend added for Android, Linux and Windows. It is not used by default yet; drag it to the top of Graphics API list in Player Settings (menu: Edit > Project Settings > Player) to use it.
  • IL2CPP: Added support for Windows Runtime when targeting Windows Store and Xbox One players with .NET 4.6 API Compatibility Level. See the Unity User Manual documentation on IL2CPP for more information on Windows Runtime support.
  • Multiplayer: Added client websocket support for macOS, Linux and Windows.
  • Multiplayer: Added support for flexible ack buffer configuration (32, 64, 96 and 128 messages).
  • Multiplayer: Added thread pool support for macOS, Linux and Windows.
  • Multiplayer: Added websocket SSL support for macOS, Linux and Windows.
  • Particles: Added new Shape Module controls to support non-randomized particle emission.
  • Particles: Redesigned Burst Emission to support 8 bursts, and added burst repeat parameters.
  • Physics: Added new CompositeCollider2D component, providing the ability to merge together BoxCollider2D & PolygonCollider2D colliders.
  • Physics: Added Physics2D.Distance, Collider2D.Distance and Rigidbody2D.Distance returning new ColliderDistance2D.
  • Physics: Added Physics2D.OverlapCollider, Collider2D.OverlapCollider and Rigidbody2D.OverlapCollider.
  • Physics: Added Rigidbody2D.attachedColliderCount and Rigidbody2D.GetAttachedColliders().
  • Physics: Enabled BoxCollider2D & EdgeCollider2D Edge Radius feature.
  • Physics: Physics Debug
  • A tool designed to provide a visualization of what is going on in our physics middleware (PhysX), allowing you to quickly inspect the Collider geometry in your Scene, and profile common physics-based scenarios.
  • Also serves as a profiling tool, because it can hide all sleeping Rigidbody components and show all concave Mesh Colliders.
  • Player: Added native Daydream integration as a VR target for Unity VR applications.
  • Services: Added native crash support for iOS in Game Performance Service.
  • UI: Added new AdditionalShaderProperties to the Canvas. This changes the default behavior for all new Canvas components that are created. The old default was to include Position, Color, UV0, UV1, Normal and Tangents whereas the new default is to only include Position, Color, and UV0 shader channels. This reduces the memory cost of rendering the canvas as additional unused channels are not included. If you need the other channels they are selectable per canvas and its recommend to use a minimal set of channels. This also adds the ability to use UV2 and UV3 shader channels if required.
  • Video: Added Video Player component and Video Clip Importer Asset Importer. They replace Movie Texture and its Importer (available with a legacy control). The workflow audio platform support and scripting API are due to be improved in the next alpha release.
  • VR: Added initial Vulkan support for OpenVR.
  • VR: Native Cardboard support for iOS using Metal is now available.
  • VR: Native Cardboard support for iOS using OpenGL is now available.
  • Changes:
  • Android: Buildpipe: Removed the AnyCPU option from .so files in Plugin Inspector.
  • Android: Incremented the minimum supported Android API from 9 (Gingerbread) to 16 (Jellybean).
  • Editor: Building in linear color space is no longer allowed for platforms that don't support it.
  • Graphics: Refactored camera render ordering code. When a Scene is rendered, it now figures out which cameras can share the same render target. The rules for this are:
  • Cameras must use the same display to share the same render target.
  • Cameras must share the same viewport.
  • All cameras must have a depth buffer, or none of them must have a depth buffer.
  • If the Scene is being viewed in VR, the cameras implicitly share the same render target.
  • These cameras are then split into a stack, which is rendered into a shared Texture based on depth ordering. This Texture has the most common settings found in the cameras in the stack. The following rules also apply:
  • If any camera wants MSAA, the Texture is an MSAA buffer.
  • If any camera wants HDR, the Texture is an HDR buffer.
  • If there are any deferred cameras in the stack, MSAA is disabled (MSAA is not compatible with deferred cameras).
  • Graphics: Removed MSAA from back buffer on most platforms. On iOS and Android, MSAA BB is still allowed. This is because these platforms have a large number of games with no Image Effects, and allowing MSAA BB helps to avoid extra blit. MSAA now requires a Render Texture. This is implicitly supported via the render stack mechanism. If you need MSAA, the target that is rendered to has MSAA enabled (as long as deferred rendering is not used in the stack).
  • Linux / SteamOS: Switched window management and input handling from X11 to SDL2 on Linux / SteamOS.
  • Scripting: Script serialization errors that were introduced in Unity 5.4 but did not always throw a managed exception, now always throw a managed exception in Unity 5.6.
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnBeforeSerialize and ISerializationCallbackReceiver.OnAfterDeserialize has changed when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Now ISerializationCallbackReceiver.OnBeforeSerialize is called once on the original object and and ISerializationCallbackReceiver.OnAfterDeserialize is called once on the cloned object after all internal references have been updated.
  • Shaders: Removed glstate_matrix_mvp, glstate_matrix_modelview0, glstate_matrix_transpose_modelview0 and glstate_matrix_invtrans_modelview0:
  • In order to use these matrices, use UNITY_MATRIX_MVP, UNITY_MATRIX_MV, UNITY_MATRIX_T_MV and UNITY_MATRIX_IT_MV instead.
  • For better performance, always use UnityObjectToClipPos and UnityObjectToViewPos if you are transforming vertices into clip space and view space, respectively. Unity prints a warning message if it detects you using UNITY_MATRIX_MVP and UNITY_MATRIX_MV.
  • Now that the transforming path has been unified, #pragma force_concat_matrices is obsolete.
  • Tests show an improvement in CPU performance and a degradation in GPU performance. The difference, however, is only noticeable when vertex load is very high.
  • Shaders: Shader compilation now stops on the first error.
  • Windows: Windows 10 SDK is now the default SDK when building to Windows Store.
  • Windows: Windows Store: Windows 8.1 and Windows Phone 8.1 will be dropped after Unity 5.6. Unity 5.6 is therefore the last Unity release supporting these SDKs.
  • Windows Store: D3D is now the default build type when building for Universal 10 SDK.
  • Improvements:
  • 2D: Axis Distance Sort: Added CustomAxis to TransparencySortMode of the Camera, to allow you to sort renderers against a preferred axis instead of just by depth from the Camera.
  • 2D: The internal storage of Sprite data has been refactored to a more flexible storage structure. This is the precursor to upcoming 2D features. Textures will be re-imported when you open an existing project in Unity 5.6 for the first time.
  • Android: Added support for managed stack traces on Android with IL2CPP.
  • Android: Moved Android splash image to a Java implementation so that it is displayed quicker during engine loading.
  • Animation: Added a third spine bone called UpperChest to the humanoid rig.
  • Animation: Added performance improvements for selection and keyframe manipulation in Curve Editor.
  • Animation: Added tracking of Animator State Machine view positions.
  • Animation: Disabled auto-framing of AnimatorController when selecting states or transitions.
  • Asset Import: Significant performance improvements to DXT1, DXT5, BC4 and BC5 Texture compressors, resulting in faster Asset imports. Fixed cross-platform determinism of DXT1, DXT5, BC4 and BC5 compressed Textures. You now get the same compressed Texture regardless of the platform it's compressed on.
  • Audio: AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Compute: Added ability to set up & dispatch compute shaders from CommandBuffers. See new CommandBuffer functions: SetCompute*Param, DispatchCompute, CopyCounterValue.
  • Compute: The ComputeShader Inspector now lists kernels, and compiled code shows disassembly on DirectX 11. The UNITY_VERSION macro is passed while compiling compute shaders, just like for regular shaders.
  • DX12: Reduced system and video memory usage.
  • Editor: Added interface support to Selection.GetFiltered.
  • Editor: Graphics device arguments now persist when you relaunch the Unity Editor.
  • Editor: Improved the performance of the Hierarchy view in the Profiler Window.
  • Editor: The Unity Editor's Game view window fully supports touch input on Windows when touch screen is available (for example, on a Surface Pro). Functions like Input.GetTouch should therefore start working.
  • Editor: Window layouts are now serialized as text.
  • GI: Added rgb9e5 float Texture format for precomputed realtime GI on all supported platforms. This format can be interpolated without artifacts. Unsupported platforms fall back to RGBM encoding, and can still have banding from interpolation.
  • GI: Added to ReflectionProbe: defaultTexture, defaultTextureHDRDecodeValues, textureHDRDecodeValues.
  • GI: The Enlighten solve type is now set to match the current lightmaps mode instead of always solving directional lightmaps. This is an optimization for Realtime GI with non-directional mode.
  • GI: Updated default shadow near plane offset.
  • GI: Upgraded Enlighten SDK to version 3.07p1. This should provide precompute time reductions, which is especially noticeable in the CalculateSystemDependencies step, as well as other steps which perform raytracing. Additional details:
  • An issue has been fixed in baking when using Final Gather, which would result in wrong lighting when using transparent materials.
  • An issue has been fixed in baking when using Final Gather, which would result in it ignoring the Backface behaviour type Material property.
  • Fixed issue that prevented baked light masks working in conjunction with transparency Textures.
  • Fixed a bug resulting in wrong lighting for SSD objects when using probes with non-default axes or SH coefficient orders.
  • When baking direct probe lighting, the per-light option to disable direct lighting is no longer ignored.
  • GI: usesRevertedZBuffer is now exposed to SystemInfo.
  • Graphics: Added cube array Texture support to OSX Metal.
  • Graphics: Added new API: SystemInfo.graphicsUVStartsAtTop.
  • Graphics: Added CommandBuffer functions: SetViewport, SetViewMatrix, SetProjectionMatrix, SetViewProjectionMatrices.
  • Graphics: Added RenderQueue.GeometryLast enum value.
  • Graphics: Frame Debugger improvements:
  • You can now Ctrl+Click on Texture Properties to display a larger preview (just like the Standard shader UI). This is also useful for viewing Cubemap Textures.
  • ComputeShader dispatches now shows the compute shader, kernel and dispatch size used.
  • The Shader properties tab is now the default (instead of Mesh preview).
  • The Shader properties window now shows the ComputeBuffer properties that are used.
  • Graphics: Frame Debugger now gives you a reason when a draw call can't be batched with the previous one.
  • Graphics: GPU Instancing: a new workflow has been implemented. An Enable Instancing checkbox has been added to most of the Materials, including those using Standard Shaders.
  • A "#pragma multi_compile_instancing" line is no longer needed in Surface Shaders. Instancing variants are automatically generated for Surface Shaders, unless you explicitly specify noinstancing in a #pragma surface line.
  • Standard and StandardSpecular also have "#pragma multi_compile_instancing" built-in.
  • A new checkbox Enable Instancing has been added to the Material Inspector. This must be checked for objects rendered with this Material to be instanced.
  • SpeedTree Assets now print an error prompting you to regenerate the Materials when you enable the Enable Instancing checkbox.
  • When building to players, instancing variants of a Shader are stripped away if no Material using this Shader enables instancing. A new property, Global stripping control has been added to Graphics Settings. Note that all existing projects that use instancing need to enable the Enable Instancing checkbox if the Material is intended to be used for instancing, including those for DrawMeshInstanced.
  • Graphics: HDR rendering supports R11G11B10 float formats in addition to FP16. This can be configured in Graphics Settings (Edit > Project Settings > Graphics) per platform and per tier.
  • Graphics: The -gpu command line argument is now supported in the Windows Store player
  • Graphics: CommandBuffer API improvements:
  • More CommandBuffer APIs: CopyTexture, EnableShaderKeyword, DisableShaderKeyword.
  • CommandBuffer.GetTemporaryRT got an enableRandomWrite argument.
  • IL2CPP: Generated C++ code now contains annotations of original C# source code, as long as PDB/MDB files accompanying the C# source code are present on the machine at conversion time.
  • Multiplayer: Extended available network statistics.
  • Multiplayer: New Network Transport (bandwidth increased up to 10 times).
  • OSX: Added support for retrieving GPU memory size on Metal.
  • Particles: Added full support for multiple selection and editing of Particle Systems.
  • Particles: Gradient Editor now supports HDR colors when used in the Custom Data streams.
  • Particles: Huge performance improvement for particle collision against 2D Colliders.
  • Particles: Improved overlap solver for particle collision against 2D Colliders.
  • Particles: The UI for Custom Vertex Streams has been redesigned to allow greater flexibility over what data to send to the shader, and to add more control over how it is packed into the TEXCOORD channels.
  • Particles: You can now configure Custom Data via the Inspector using a new Module, instead of exclusively via script.
  • Physics: 2D contacts are now shown in the Inspector 'Info' rollout for Collider2D and Rigidbody2D.
  • Physics: Added a non-allocating way to retrieve contacts per Collider2D or Rigidbody2D using Physics2D.GetContacts (), Collider2D.GetContacts () and Rigidbody2D.GetContacts ().
  • Physics: Added non-allocating overloads that use the new ContactFilter2D for Linecast, Raycast, BoxCast, CircleCast, CapsuleCast, OverlapPoint, OverlapCircle, OverlapBox, OverlapArea, OverlapCapsule, GetContacts & IsTouching.
  • Physics: New ContactFilter2D, allowing physics queries to filter by layer mask, Z depth, normal angle and trigger inclusion.
  • Physics: The internal 2D contact processing has been completely re-written, providing a more robust and reliable reporting of contacts.
  • Physics: When using a CompositeCollider2D with Outline generation attached to a Dynamic Rigidbody2D, information about physics properties appears in the Inspector.
  • Profiling: Added Profiling.Recorder API, which allows you to get the accumulated frame time for the specific Profiler label in the Editor and Development Players.
  • Shaders: Added the ability to disable Shader pass per-material. See Material.SetShaderPassEnabled.
  • Shaders: Added HLSLPROGRAM shader snippet support. This is the same as CGPROGRAM, with one difference: HLSLSupport.cginc and UnityShaderVariables.cginc includes are not added automatically.
  • Shaders: Optimized in-Editor experience for Shaders with potentially massive variant counts (in the order of millions). Importing and first-time compiling them is much faster now.
  • Shaders: Preprocessor macros SHADER_STAGE_VERTEX, SHADER_STAGE_FRAGMENT, SHADER_STAGE_DOMAIN, SHADER_STAGE_HULL, SHADER_STAGE_GEOMETRY, and SHADER_STAGE_COMPUTE are now defined when compiling each shader stage.
  • Shaders: The .hlsl file extension is now recognized in the same way as .cginc. it is included in generated IDE projects, and opened same way from the Unity Editor.
  • Terrain: A warning box is shown if you try to assign a Texture that is not imported as a normal map to the __Normal ma__p slot of the Terrain Material.
  • Terrain: Terrain Inspector now remembers the last selected brush shape.
  • Terrain: Terrain LOD pre-computation is optimized and now runs faster. Specifically, TerrainData.SetHeights and setting the Size property are faster now.
  • VR: Attached VR/AR devices now add their remote resolution to the Game view size's drop-down in the Editor.
  • Web: In UnityWebRequest, response code and headers are now available to scripts as soon as they are downloaded. Previously, they were only accesible after the whole download was complete.
  • Windows: The Unity installer now offers to install Visual Studio Community 2017 (i.e. instead of Visual Studio Community 2015).
  • Windows Store: C++ source code plugins can now be included directly from the generated Visual Studio solution. This is possible by adding the directory containing the source code to the list of include directories, and linking the DLL they get compiled in to the final game executable on the il2cpp scripting backend.
  • Windows Store: Significantly reduced the size of Windows Store support installers.
  • Windows Store: The amount of time the postprocessing player step takes when building project on the IL2CPP scripting backend has been significantly reduced.
  • Windows Store: Unity now uses a pre-built MapFileParser when building generated C++ code on the IL2CPP scripting backend, rather than building it on your machine on the fly.
  • API Changes:
  • Animation: Added to AvatarMask: AddTransformPath, RemoveTransformPath.
  • Animation: Added AnimatorOverrideController.GetOverrides and AnimatorOverrideController.ApplyOverrides. (752095)
  • Animation: Added GetKeyLeftTangentMode, GetKeyRightTangentMode and GetKeyBroken to the AnimationUtility API.
  • Animation: Deprecated AnimatorOverrideController.clips. (752095)
  • Animation: Moved AvatarMask from UnityEditor.Animations to UnityEngine.
  • Asset Import: Added keepQuads property to ModelImporter.
  • Asset Import: Added RecalculateTangents function to Mesh.
  • Asset Import: Added weldVertices property to ModelImporter.
  • Asset Pipeline: Added new API methods AssetDatabase.GetImplicitAssetBundleName and AssetDatabase.GetImplicitAssetBundleVariantName, which dynamically compute the name of the AssetBundle and AssetBundle Variant that a given Asset belongs to.(834008)
  • Audio: (As also mentioned under Improvements) AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Build Pipeline: Added SetApplicationIdentifier and GetApplicationIdentifier methods to PlayerSettings (Edit > Project Settings > Player). These allow you to set the Bundle Identifier (Apple platforms) / Package ID (Android and Tizen) separately for each platform.
  • Build Pipeline: Changed Application.bundleIdentifier to Application.identifier and PlayerSettings.bundleIdentifier to PlayerSettings.applicationIdentifier. These now apply to the active target only. Use PlayerSettings.SetApplicationIdentifier to set it for any platform.
  • Editor: (As also mentioned under Features) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • Editor: Added IDisposable 'Handles.DrawingScope' struct for cleaner pushing/popping of 'Handles.matrix' and 'Handles.color'.
  • Editor: Handles.DrawCapFunction (and associated Handles functions expecting it) is now obsolete, and generates warning messages.
  • GI: Exposed baked Ambient Occlusion (AO), 'indirectAO' and 'directAO' to scripting API.
  • Graphics: Added array property getters (e.g. GetFloatArray) for Material, MaterialPropertyBlock and Shader classes.
  • Graphics: Added integer ('Shader.PropertyToID') overloads to 'Material.SetTextureScale' & 'SetTextureOffset'. (766076)
  • Graphics: Added property getters (e.g. GetGlobalFloat) for Shader class.
  • Graphics: Added to CommandBuffer: SetGlobalDepthBias, BeginSample, EndSample functions.
  • Graphics: Added Graphics.ConvertTexture function, for copying between Textures of different sizes/formats.
  • Graphics: Added Graphics.DrawMeshInstancedIndirect and its CommandBuffer counterpart.
  • Graphics: Added List overloads for array property setters for Material, MaterialPropertyBlock, Shader and CommandBuffer classes.
  • Graphics: Added List overloads for Graphics.DrawMeshInstanced.
  • Graphics: Added Matrix4x4.LookAt function.
  • Graphics: Added SystemInfo.maxCubemapSize API, analogous to SystemInfo.maxTextureSize. (852309)
  • Physics: Added minMoveDistance property to CharacterController script API.
  • Physics: Changed Physics2D.minPenetrationForPenalty to Physics2D.defaultContactOffset.
  • Physics: Exposed Physics.ClosestPoint. This computes the point on the surface of a given Collider that is closest to a specified location.
  • Physics: Exposed Physics.ComputePenetration. This computes the minimal translation required to separate the two given Colliders. It doesn't require the Colliders to be placed at the given pose prior to the test, so it is useful for writing custom character controllers.
  • SceneManager: EditorSceneManager now has a number of new events that developers can add delegates to. They are: newSceneCreated, sceneOpening, sceneOpened, sceneClosing, sceneClosed, sceneSaving and sceneSaved.
  • Scripting: Added new non-allocating accessors to Mesh. These accessors write into a user-specified List. The new accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices (also being back-ported to 5.5.x).
  • Terrain: Added TerrainChangedFlags for use in 'OnTerrainChanged' message.
  • Terrain: Added TerrainData.bounds for retrieving local bounding box of the Terrain heightmap data.
  • Fixes:
  • 2D: Fixed WSA crash that would occur when creating Sprite with certain textures. (859800)
  • AI: NavMesh is now merged correctly when scenes are merged using the SceneManager API. (800869)
  • Android: Added timeout to video playback to prevent issues with video not buffering. (851560)
  • Android: Editor: Enabled Undo for Android TV Banner. (672169)
  • Android: Fix to correctly repackage assets from aar files when building on Windows. (852039)
  • Android: Fixed an issue where creating textures OnApplicationFocus resulted in black textures. (837483)
  • Android: Fixed audio stutter when launching Android player from a notification from the lockscreen. (818174)
  • Android: Fixed auto-rotation on Android 4.1 and older. (853151)
  • Android: Fixed case of leftover touches when changing multitouchEnabled to false. (865326)
  • Android: Fixed crash that would occur when instantiating a prefab with SkinnedMeshRenderer.UpdateWhenOffscreen enabled. (869402)
  • Android: Fixed incorrect delta position and delta time calculation (815918)
  • Android: Fixed Target SDK check. (874350)
  • Animation: Added shift lock-axis when using the box tool in the curve editor.
  • Animation: Added validation for invalid Synchronized layer configuration. (852149)
  • Animation: Added warning icon in the animator controller to inform user that a base layer with humanoid motion should preferably not have an avatar mask. (823794)
  • Animation: Corrected the default Transition Duration with empty states. (853292)
  • Animation: Enable 'ordered interruptions' in the transition inspector if source state is AnyState. (808387)
  • Animation: Fix to clear curve editor selection after changing clip frame rate to avoid selection box ghosting.
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash. (822232)
  • Animation: Fixed an issue when playing back recorded interrupted transitions. (863214)
  • Animation: Fixed an issue where an invalidly configured Humanoid rig with Optimize Game Objects would cause the configure button to disappear. (827514)
  • Animation: Fixed an issue where animating the Z position of a RectTransform using the Animation Component would not move the Image. (829159)
  • Animation: Fixed an issue where animator with animate physics would teleport objects. (847015)
  • Animation: Fixed an issue where Runtime Animation Events added to a Legacy clip wouldn't be played. (858511)
  • Animation: Fixed animation import with custom frame rate. (791385)
  • Animation: Fixed AnimatorControllerPlayable memory leak.
  • Animation: Fixed AnyState progression when changing state machine.
  • Animation: Fixed bug in BlendTree thresholds recomputation. (777936)
  • Animation: Fixed bug in the ModelImporter animationclip automatic naming. (768723)
  • Animation: Fixed case of animation window not refreshing after undo. (863869)
  • Animation: Fixed case of AnimationEvent not being fired on lower FPS. (812917)
  • Animation: Fixed case of de-optimization of game object hierarchy messing up transform values. (838015)
  • Animation: Fixed case of erroneous bounds being calculated for SkinnedMeshRenderer when optimizing game object. (829264)
  • Animation: Fixed case of interrupted transition on humanoid resulting in bad poses. (861266)
  • Animation: Fixed case of Motion properties not being available on some platforms. (783535)
  • Animation: Fixed case of OnStateExit callback not firing for interrupted transitions. (826180)
  • Animation: Fixed case of sprite preview not refreshing when changing animation clip in the animation window. (839872)
  • Animation: Fixed crash in the animation window when starting playback on invalid optimized game object hierarchy. (865057)
  • Animation: Fixed crash in the importer. (861392)
  • Animation: Fixed crash when loading invalid animator setups with OptimizeGameObject on and no avatar. (858677)
  • Animation: Fixed crash when receiving a null property modification in animation recording. (832837)
  • Animation: Fixed Crash when setting avatar type in AssetPostprocessor.OnPreprocessAnimation. (861392)
  • Animation: Fixed erroneous animation clip range when changing sample rate. (835553)
  • Animation: Fixed erroneous euler value for first frame when recording animation in the animation window. (839885)
  • Animation: Fixed issue where GetNextAnimatorStateInfo was inaccurate when transitioning to self. (834693)
  • Animation: Fixed issue where keyframe flip manipulations could cause error messages.
  • Animation: Fixed issue where the "Samples" field would still be editable when selecting a read-only clip in animation window. (850424)
  • Animation: Fixed issue where the Backspace/Delete key did not work in the avatar configuration transform inspector. (837655)
  • Animation: Fixed issue where the Create Animation button didn't work for legacy animation components with null animation clips. (863925)
  • Animation: Fixed key pasting issues in Curve Editor. (859125)
  • Animation: Fixed locked inpsector issue when entering Avatar Configuration. (858947)
  • Animation: Fixed log error shown when adding a new keyframe for the position property in RectTransform. (854795)
  • Animation: Fixed log error shown when changing the curve preset in the curve editor window for the model importer. (854799)
  • Animation: Fixed naming of new clips added in ModelImporter. (768723)
  • Animation: Fixed performance issues in dopesheet editor with large keyframe selection. (834557)
  • Animation: Fixed precision error when drag-and-dropping the blend value (i.e. the red ruler) in a BlendTree. (803678)
  • Animation: Fixed problem where animation events were not being fired properly by Playables. (847874)
  • Animation: Fixed single key ripple manipulation in the curve editor and the dopesheet editor.
  • Animation: Fixed source of vertical and horizontal flips when using Box Tool with tangents set to Infinity. (849656)
  • Animation: Humanoid transforms are now stored before entering animation mode and restored when exiting animation mode.
  • Animation: Property renaming in the animation window now renames to full path instead of last game object.
  • Animation: Re-enabled recording in editor play mode. (835544)
  • Animation: Removed parameter filter when user adds a new animator controller parameter. (847134)
  • Animation: The AnimationWindow now uses delayed int field for frames and samples.
  • Asset Import: Fixed a crash where importing an FBX where individual component X/Y/Z curves had different frame ranges. (845966)
  • Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor. (793711)
  • Asset Import: Fixed an issue where importing multiple DCC scenes would result in the contents of the resulting prefabs randomly switching places. (858080)
  • Asset Import: Fixed crash in ReplacePrefab when target GameObject was destroyed in OnWillSaveAssets. (829453)
  • Asset Import: Use SketchUp face layers to build mesh that only includes visible faces (867782)
  • Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets wouldn't save changes made to a prefab inside OnPostprocessAllAssets. (830110)
  • Audio: Fixed issue which prevented streaming audio loading on 32-bit Apple devices which were upgraded to iOS 10. (832578)
  • Build Pipeline: Fixed an issue which caused editor to think the build succeeded and open explorer window to the output build location when it fails due to a managed exception thrown in the build process (843528)
  • Build Pipeline: VR Splash Screen texture will no longer be included when building a project for a non-VR platform. (823167)
  • Cache Server: Fixed case of Editor Cache Server preferences asking the user to delete the local Cache Server data twice when switching from 'local' to a different mode. (878326)
  • DX12: Native plugin events are now only invoked from the rendering thread, not main thread. (863285)
  • DX12: The command queue is now exposed to DX12 native plugins. (867573)
  • Editor: Arguments into MakeBezierPoints are now validated. Previously invalid arguments could result in a crash. (835775)
  • Editor: Find Reference in Scene now works on packed sprites. (805431)
  • Editor: Fix for issue where ScriptUpdater would corrupt scripts containing invocations to Mesh.Optimize(). (827796)
  • Editor: Fix for issue where ScriptUpdater would crash or fail to update code in NGUI AssetStore package. (833958)
  • Editor: Fix to denormalize animation curve presets when loading. (800805)
  • Editor: Fixed a crash when calling Lightmapping.BakeMultipleScenes from game code in the editor. (837091)
  • Editor: Fixed an issue where GameObjects could not be dragged from the Hierarchy view while the view is filtered. This prevented (among other things) creation of prefabs by dragging an object from the Hierarchy to the Project view. (813000)
  • Editor: Fixed an issue where prefab creation would break if user had "Verify Saving Assets" enabled in preferences. (834347)
  • Editor: Fixed an issue with built-in window layouts where default game view scale on retina was incorrect. This only affects cases where default layouts were missing. (838720)
  • Editor: Fixed ArgumentOutOfRangeException triggered when closing tabs in dock area. (840151)
  • Editor: Fixed bug causing script execution order to be incorrectly set when removing a preceding script from the list and the text field is active. (778802)
  • Editor: Fixed case of AnimationCurve preview in Inspector not being up-to-date after stopping play mode. (817999)
  • Editor: Fixed case of DestroyImmediate(this) from within an Editor class crashing the Editor. (399555)
  • Editor: Fixed case of editing keyframe values in curve editor affecting alignment of subsequent labels. (829228)
  • Editor: Fixed case of Handles.DrawCamera() affecting camera rect in game view. (834204)
  • Editor: Fixed case of harmless errors being thrown when extra extension DLLs like UnityEditor.iOS.Xcode.dll are used in the project. (778581)
  • Editor: Fixed case of overflow text being clipped in Preferences window. (714757)
  • Editor: Fixed case of Player Settings not getting focus on inspector when opened from the Build Settings window. (720992)
  • Editor: Fixed case of spurious scrollbar appearing in image previews. (852501)
  • Editor: Fixed case of undoing collider handle changes exiting edit mode. (837844)
  • Editor: Fixed Crash in HandleSetTransformFatherDragAndDrop when dragging a Tree prefab to the hierarchy (775353)
  • Editor: Fixed crash on OSX when the Editor loses context. (837413)
  • Editor: Fixed hardware cursor not automatically updating in game view when changed from Player Settings inspector on OS X. (718766)
  • Editor: Fixed incorrect handle placement for OcclusionPortal in scene GUI after undo.
  • Editor: Fixed incorrect indentation of TextAreaDrawer. (804863)
  • Editor: Fixed insertion marker positioning in BuildSettings window. (839855)
  • Editor: Fixed issue when appending onto iOS builds when Unity version contains special characters (such as dashes).
  • Editor: Fixed issue where attempting to create an editable copy of a font from the Inspector would not work. (857155)
  • Editor: Fixed issue where Canvas size would change when moving the Game View. (851777)
  • Editor: Fixed issue where Handles.Button would capture a right click but would not release it, resulting in non-responsive scene view. (527425)
  • Editor: Fixed issue where it was not possible to check out only the asset file in Inspector if the meta file was already checked out (and vice-versa). (717021)
  • Editor: Fixed issue where the timeline time scrubber in AnimatorStateTransition inspector did not release hotControl when a mouse up event occurred outside the control rect. (834214)
  • Editor: Fixed issue whereby it was not possible to undo changing application icon. (672169)
  • Editor: Fixed issue with ScriptUpdater fully qualifying member access in some scenarios. (838681)
  • Editor: Fixed keyboard input when there are multiple GameViews open. (767109)
  • Editor: Fixed MissingReferenceException when deleting a child particle system while ParticleSystemWindow is open.
  • Editor: Fixed return value of EditorGUIUtility.editingTextField after renaming an asset in the project browser. (870530)
  • Editor: Formally obsoleted already-unsupported room rolloff parameters. (873297)
  • Editor: Holding CTRL/ALT no longer stretches the Game View when zooming it with the scroll wheel. (851617)
  • Editor: OcclusionPortal component now supports multi-edit
  • Editor: Reduced heap allocations when rotating view in Scene window. (828286)
  • Editor: Renamed 'Preload shaders' to 'Keep loaded shaders alive' since that is what the option does does. Also added a * to said option and to 'Preloaded Assets' since they are shared.
  • Editor: The correct color is now used for "Shaded Wireframe" mode in scene view. (836408)
  • Editor: Visual indication/feedback is now always shown when attempting to save Scene while in playmode. (568837)
  • GI: Fix to ensure that scenes are ordered correctly, to patch in their lightmaps into the common LightmapSettings. (812486)
  • Graphics: Added support for combining lightmapped meshes using Mesh.CombineMeshes. (821775)
  • Graphics: D3D9: fix to ensure that internal resolves don't result in a drawn pixel (i.e. single white pixel) when using defrerred mode. (728324)
  • Graphics: DirectX: fix to avoid displaying a fresh-black frame whilst performing screen resizing. (849424)
  • Graphics: Fix crash where more than 16 terrains are used. (871261)
  • Graphics: Fix to prevent RenderNow/DrawMeshNow from crashing when shader has no matching vertex channels. (876162)
  • Graphics: Fixed a difference between graphics jobs and non-graphics jobs rendering, by setting the ambient probe for the deferred reflections pass. (863625)
  • Graphics: Fixed a path issue when loading GI data. (858292)
  • Graphics: Fixed case of forward-only objects being rendered into Depth/DepthNormals textures multiple times when they have multiple submeshes and deferred shading is used. (863954)
  • Graphics: Fixed case of object rendering sequence appearing to be wrong in certain boundary cases. (866069)
  • Graphics: Fixed issue where changes to blending mode via shader properties would be ignored in Graphics.Blit. (865062)
  • Graphics: Fixed issue where instantiating a non-readable texture would crash Unity at Texture2D::AwakeFromLoad. (843287)
  • Graphics: Fixed light probes visualisation in linear rendering. (862215)
  • Graphics: For script created/instanced cameras, we now only add Image Effects Callbacks if the Image Effect is registered already. This fixes a case of an error being thrown when disabling script during instantiate. (862473)
  • Graphics: Frame Debugger: shader property values originating from MaterialPropertyBlocks are now displayed properly.
  • Graphics: Frame Debugger: temporary render textures are now kept alive longer while frame debugger is active, for less confusing shader property display.
  • Graphics: When calling Material.SetFloatArray, SetVectorArray, SetMatrixArray throw a NULL exception instead of crashing. (868016)
  • IL2CPP: Added support for C# exception filters. (831493)
  • IL2CPP: Fixed a crash with advertisingIdentifier in iOS Simulator. (869305)
  • iOS: A warning is now issued when CameraDepthTexture uses the wrong sampler type. (786455)
  • iOS: A warning is now issued when SV_POSITION is used as input in vertex shader. (809737)
  • iOS: Added missing icon slots for Spotlight and Settings. (815299)
  • iOS: Build flags are now prefixed with $(inherited) in Xcode project to improve compatibility with CocoaPods.
  • iOS: Fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie. (739557)
  • iOS: Fixed inability to change Launch Screen Mode in Player Settings. (869283)
  • iOS: Fixed support for Movie textures on simulator.
  • iOS: Scripting profiler memory info is only available on development player configurations. The scripting profiler will now report when memory information is not available. (769072)
  • Kernel: Json serialisation now supports correct parsing of NaN and +/-Inf. (829753)
  • OSX: Fixed case of DNS resolution taking very long when not resolved in UnityWebRequest and WWW. (825679)
  • Particles: Added Undo support for action of creating a sub-emitter.
  • Particles: Collision planes could interact with other physics objects (865762)
  • Particles: Fix to include light ranges in particle bounding box, in order to avoid lights popping in/out at camera edges. (860441)
  • Particles: Fixed alignment of sub-emitter + button. (826058)
  • Particles: Fixed issue where deactivating the SubEmitter module makes SubEmitter particles stop previewing in the Scene view upon any change. (764588)
  • Particles: Fixed previewing issues when Particle Systems are used in LOD Groups. (700523)
  • Particles: Scale was not applied to the Shape Module of sub emitter systems in the "Local" and "Hierarchy" Modes (846521)
  • Particles: The component Reset button now resets Renderer Module settings. (715605)
  • Particles: Updated the tooltip comment to make it clear that Texture colors are not read when using Mesh Shape Modes. (860694)
  • Physics: Deleting a Collider2D now triggers an OnCollisionExit2D or OnTriggerExit2D appropriately. (637042)
  • Physics: Fixed a crash that could happen when more than 64 contacts were generated in PCM collision detection mode. (871475)
  • Physics: Fixed an issue where 'Physics2D.GetRayIntersection' calls involving collider triggers did not correctly detect them. This also affected UI events that use the same calls. (872690)
  • Physics: Fixed an issue where create was being called when shared mesh was set on disabled object. (835703)
  • Physics: Fixed case of CapsuleCollider falling through MeshColliders occasionally (due to internal edge contact jitter). (850059)
  • Physics: Fixed case of Physics.queriesHitBackfaces flag not affecting Collider.Raycast (857090)
  • Physics: Fixed case of WheelCollider.suspensionSpring.targetPosition not being clamped between 0 and 1 when setting it from script (and thus causing assertions). (806448)
  • Physics: Fixed issue where a Collider2D contact did not trigger a collision/trigger callback. (681844, 729084)
  • Physics: Fixed issue where cloth actor was still updated by physx, despite being asleep. (841299)
  • Physics: Fixed issue with the Spring Joint max distance max setting. (828163)
  • Physics: Fixed PhysX errors when setting the mesh of a SkinnedMeshRenderer to a primitive type. (874965)
  • Physics: Fixed typo in the RigidBody.rotation auto complete dialog. (877395)
  • Physics: Resizing a Collider2D now results in collision/trigger callbacks if other Collider2Ds enter/exit the collider being resized. (773735, 822612)
  • Playables: Fixed a crash where UnloadUnusedAssets would unload Animation Clips used by AnimationClipPlayables. (854615)
  • Player: Fixed case of incorrect language being returned when system language was Spanish(Argentina). (820162)
  • SceneManager: Fixed issue whereby GetSceneManagerSetup would silently ignore untitled scenes. (827525)
  • SceneManager: Fixed issue whereby SceneManager was not initialized when OnEnable was called for editor windows during editor startup. (825237)
  • SceneManager: Scenes are now marked Loaded when sceneLoaded is invoked. (818573)
  • Scripting: Emit warning when adding a ScriptableObject to an asset if class name does not match file name. (829259)
  • Scripting: Fixed issue where operator != for Mesh, Rect, Quaternion, Vector2, Vector3 and Vector4 would incorrectly return false if either side contained a NaN value.
  • Scripting: Improve unhelpful "iterator==end" error message when reading serialized metadata. (833245)
  • Scripting: OnDisable is now called on shutdown for scriptable object assets.
  • Shaders: Fix to ignore duplicate keyword lines and issue warnings to user about duplicates. (864007)
  • Shaders: Fixed crash in ShaderLab::shaderprops::GetMatrix when using the OpenGL API with certain graphics drivers on Windows. (859418)
  • Shaders: Fixed Editor crash on Windows when viewing a Material using a shader which contains a pre-processor #error token. (824020)
  • Shaders: UI-DefaultFont shader is no longer in the list of "always included shaders" in graphics settings by default (it is not needed by UI). (784192)
  • SpeedTree: Fixed an issue where modifying the scene in edit mode could cause SpeedTree trees to play wind animation. (830097)
  • SpeedTree: Fixed an issue where SpeedTree billboards had z-fighting when affected by mutiple forward lights. (840206)
  • Terrain: Fixed an issue where adding a 5th texture to a terrain with custom material would result in an assertion. (845404)
  • Terrain: Fixed an issue where switching between tree painter and other painting tools caused the wrong brush texture to be used. (840337)
  • Terrain: Fixed an issue where terrain brush was not rendered if terrain transform position has a Y value greater than 50. (852049)
  • Terrain: Fixed buggy behaviors when multiple terrain inspectors are present. (836778, 847863)
  • UI: DockArea position is now calculated correctly, which fixes issues with canvas sizing. (819960)
  • UI: Fix to prevent two 'Aspect Ratio Fitter' components from being set on one object. (792793)
  • UI: Fixed blurry text when width and height are set to uneven numbers. (826409)
  • UI: Fixed case of animation lagging, caused by an uninitialized member variable. (821319)
  • UI: Fixed crash caused by the use of GetComponent inside the ToString method. (828981)
  • UI: Fixed crash in RectTransform, triggered because it would send messages on the loading thread. (824011)
  • UI: Fixed issue where a child of a mask which has a disabled mask would not mask correctly. (829416)
  • UI: Fixed issue where RT cameras would not emit a UI element unless there was another camera present. (827532)
  • UI: Fixed issue with incorrect parameter order when calculating scrollRect offset. (827908, 829518)
  • UI: Fixed issue with Material inspector not showing for UI eleements.
  • UI: Fixed memory leak caused by disabled objects not getting removed from the render queue. (819470)
  • UI: Fixed performance issue in FontUpdateTracker. (Note that the case number referenced isn't fully fixed yet, but the performance issue is.) (794089)
  • VR: Added support for restoring the device render and viewport scales after unplugging the device and plugging it back in. (795561)
  • VR: Fixed a crash in the Editor that was triggered by setting the VRSettings.enabled flag to true. (836878)
  • Web: Fixed case of harmless 'Coroutine continue failure' error being thrown when stopping a WWW coroutine. (780200)
  • Web: Fixed case of UnityWebRequest not working in Editor when not in play mode. (859924)
  • Web: WWW.size will now report AssetBundle size when loading from cache. (693430)
  • WebGL: Fix to correctly report AudioSource time when doppler effect changes pitch. (817986)
  • WebGL: Fixed capturing of mouse moved events from web page. (831631)
  • WebGL: Fixed issues relating to reading into floating point textures.
  • Windows: Fixed issue where Application.systemLanguage would return the region language and not the UI language that the user is using. (820871)
  • Windows: Fixed player deployment to network path. (842379)
  • Windows: UWP fixes:
  • Fixed issue where WWW would throw away response headers when server returns 401.
  • Improved WWW consistency with the Editor. (815255)
  • Windows Store: Fixed case of incorrect resolution being reported when the composition scale changed and the game window was minimized. (832104)
  • Windows Store: Fixed cases where Editor profiler was sometimes failing to connect to an application running on remote device (e.g. Windows Phone). (833525)

New in Unity 5.6.0 Beta 9 (Feb 19, 2017)

  • Features:
  • Editor: Add -disable-assembly-updater to disable the Assembly Updater. Useful for when building managed dlls outside of Unity and copying them into the Assets. Avoids the Assembly Updater spending time analyzing the assemblies every time they are updated

New in Unity 5.5.1 Patch 4 (Feb 19, 2017)

  • Improvements:
  • Asset Bundles: Introduced the ability to use ShaderVariantCollection to ensure Shader variants are built when packing the Shader with ShaderVariantCollection seperate from the Material using the Shader.
  • Audio: Add support for streaming oggvorbis on tvOS.
  • Windows Store: introduced the ability to select which Universal Windows Platform SDK Unity should target when building the application.
  • Fixes:
  • (866556) - Android: Fixed a player crash when using Location services.
  • (877033) - Animation: Fixed a bug that was preventing AnimationEvents that were added to legacy AnimationClips during runtime from being called.
  • (845966) - Asset and Scene Management: Fixed a crash while importing an FBX where individual component X/Y/Z curves had different frame ranges.
  • (877407, 867093, 877210) - DX11: Fixed D3D11 Device creation failures on Windows Vista and Windows 7 systems without DX11.1 runtime.
  • (857117) - Editor: Fixed a rare issue where building the player and saving the project later could cause the Editor to lock up.
  • (876733) - Editor: Fixed a crash whilst reloading scene(s) after using version control merge and resolve operations.
  • (799748) - Global Illumination: Fixed a rare issue where spawning external processes (such as GI Baking) could fail or cause a deadlock.
  • (849079) - Graphics: Fixed a crash in some circumstances if object disabled renderer when culling updated the visibility.
  • (871948) - IL2CPP: Corrected the behavior of Assembly.GetExecutingAssembly on platforms that did not support stack walking properly.
  • (872641) - IL2CPP: Prevented an error during code generation when IL code had a try/finally as the last block in a method.
  • (869676) - IL2CPP: Prevented an ExecutionEngineException from being thrown at run time when a virtual generic method was called via a delegate.
  • (847494) - iOS: Don't strip alpha channel out of launch screens.
  • (850619) - iOS: Fixed an exception when disposed ODR object was collected by GC.
  • (824499) - iOS: Fixed Application.isShowingSplashScreen to return the correct state and deprecated it in favour of SplashScreen.isFinished.
  • (871989) - iOS: Hide the status bar while playing movies with CancelOnInput or Hidden modes.
  • (843172) - iOS: Internal profiler reports non-sensical CPU time values in pretty much all cases.
  • (851113) - iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads.
  • (786455) - iOS: Warn when CameraDepthTexture uses wrong sampler type.
  • (809737) - iOS: Warn when SV_POSITION is used as input in vertex shader.
  • (870498) - Kernel: Fixed an issue when undoing the reverting of a prefab which added components with dependencies (such as ConfigurableJoint depending on RigidBody existing).
  • (876956) - Metal: Fixed lack of support for the Hidden/FastBloom shader on Metal devices.
  • (865738) - Particles: Fixed an issue whereby animation curves causing assert errors when using scripted emission.
  • (869710) - Particles: Fixed an issue whereby lights were not cleared when Stop() and Clear() were called.
  • (869386) - Particles: Particles Anim Shader now works when using mesh render mode.
  • (878576) - Physics: Fixed a crash when applying prefab changes in the editor when a component contains a Rigidbody2D.
  • (866855) - Prefabs: Fixed Editor crash when trying to connect a prefab to an instance marked with DontSave.
  • (860750, 871607) - SceneManagement: Fixed unloading Scene using Scene as parameter.
  • (699250) - Scripting: Allow serialization of classes extending Dictionary.
  • (852360) - Scripting: Fixed an issue with StopCoroutine not stopping IEnumerator and CustomYieldInstruction based coroutines.
  • (852993) - Scripting: Fixed a rare failure when building players.
  • (856277) - Scripting: Fixed RequireComponent not working with nested namespaces.
  • (878300) - UnityWebRequest: Fixed an issue with redirect in editor when not in play mode.
  • (876078) - Windows Store: Fixed building Windows Store player against Windows 10 "Creators Update" SDK.

New in Unity 5.6.0 Beta 8 (Feb 14, 2017)

  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: Profiler hangs after several seconds of connection (879843)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes on attempt to open 5.5 compatible audio project (880653)
  • Editor: Editor crashes when selecting GameObjects in the Hierarchy window. This can be worked around by deleting the Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor does not start on Windows 7 without VisualStudio 2013 installed. Workaround is to install Microsoft Visual Studio Community 2015. (876231)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • IL2CPP: UnityEngine.TestRunner.dll and UnityEngine.PerformanceTesting.dll with dependencies included into empty build (879084)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Services: Collab: Cannot update to latest revision if current revision has been archived and there is a conflict (857465)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Features:
  • Build Pipeline: Added BuildOptions.CompressWithLz4 which enables Lz4 compression of player's data for Standalone, Android and iOS platforms
  • Multiplayer: cleint websocket support for MacOS, Linux, Win platforms
  • Multiplayer: support flexible configured ack buffer (32, 64, 96 and 128 messages length)
  • Multiplayer: tread pool support for MacOS, Linux, Win platforms
  • Multiplayer: websocket ssl support for MacOS, Linux, Win platforms
  • VR: Native Cardboard support for iOS using OpenGL is now available.
  • Changes:
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnBeforeSerialize and ISerializationCallbackReceiver.OnAfterDeserialize has changed when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Now ISerializationCallbackReceiver.OnBeforeSerialize is called once on the original object and and ISerializationCallbackReceiver.OnAfterDeserialize is called once on the cloned object after all internal references have been updated.
  • Improvements:
  • Multiplayer: Extended network statistics available
  • Multiplayer: New Network Transport (bandwidth increased up to 10 times)
  • Physics: When using a CompositeCollider2D with Outline generation attached to a Dynamic Rigidbody2D, show information in inspector regarding physics properties.
  • Fixes:
  • Graphics: Fix crash where more than 16 terrains are used. (871261)
  • Particles: Collision planes could interact with other physics objects (865762)
  • Particles: Scale was not applied to the Shape Module of sub emitter systems in the "Local" and "Hierarchy" Modes (846521)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Android: Fix crash when doing simultaneous SceneManager.LoadSceneAsync and Resources.Load (782183)
  • Graphics: fix crash in some circumstances if object disables renderer when culling updates visibility (849079)
  • Graphics: Fixed incorrect warning message shown on static batched objects with material that has instancing disabled. (N/A)
  • Graphics: Fixed the issue that Graphics.DrawMeshInstancedIndirect always uses the first submesh. (N/A)
  • IL2CPP: Allow the Unity Ads engine integration to work properly on iOS builds that are archived and uploaded to TestFlight. (874227)
  • iOS: Fixed Application.isShowingSplashScreen to return the correct state, and deprecated it in favour of SplashScreen.isFinished (824499)
  • iOS: Hide the status bar while playing movies with CancelOnInput or Hidden modes (871989)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads (851113)
  • Kernel: Fixed issue when undoing the reverting of a prefab which added components with dependencies (such as ConfigurableJoint depending on RigidBody existing) (870498)
  • Particles: Fix for corrupted file error when loading a Particle System from an AssetBundle (864387)
  • Scripting: Fixed regression introduced for ISerializationCallbackReceiver when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Now ISerializationCallbackReceiver.OnBeforeSerialize is called once on the original object and and ISerializationCallbackReceiver.OnAfterDeserialize is called once on the cloned object. (862879 825571)
  • TrailRenderer: Crash when using auto-destruct Trails (873889)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys are pressed (850430)
  • VR: GLES2 Single Pass on Mali GPU black screen vrapi_GetPredictedTracking: ovr->Destroyed (866228)
  • Web: Fix high CPU usage when aborting UnityWebRequest with custom download handler script (876027)
  • Web: Fix SSL communication on Windows Store apps using UnityWebRequest or WWW (874571)
  • Windows: Fixed building Windows Store player against Windows 10 "Creators Update" SDK. (876077)

New in Unity 5.5.1 Patch 3 (Feb 9, 2017)

  • Improvements:
  • Asset Bundles: Improved load asset performance by up to 25% for standard asset bundles. (Not streamed scene bundles).
  • Audio: Add support for streaming oggvorbis on Android and iOS.
  • (815299) - iOS: Added missing icon slots for Spotlight and Settings.
  • Fixes:
  • (782183) - Android: Fixed a crash when doing simultaneous SceneManager.LoadSceneAsync and Resources.Load.
  • (863528) - Android: Fixed splash screen flicker and artifacts.
  • (836697) - Android: Identified unaccounted spikes in profiler.
  • (none) - Android: Improved asynchronous loading time when showing splash screen.
  • (845762, 841092) - Asset Bundles: Fixed loading asset by file name and extension to work identical to loading by file name.
  • (874677) - Cache Server: Can now handle paths with spaces on Mac when calling RunOSX.command with the --path argument. Paths with spaces must be within quotes.
  • (858923) - Cache Server: Displays a warning in the Cache Server Editor Preferences when the Local Cache Server location cannot be reached (e.g. on a disconnected disk).
  • (790345) - Editor: Fixed an issue whereby new installed Unity would report timeout error in commandline activation.
  • (859819) - Graphics: DrawProcedural draws geometry only in the left eye when Single Pass is enabled
  • (850327, 851586) - HoloLens: Fixed an issue with InputField automatically getting activated for text entry as soon as you gaze at it.
  • (none) - HoloLens: Prevented a potential memory stomps in very rare repro cases when resuming from suspend.
  • (none) - IL2CPP: Fixed a rare crash in IL2CPP on some Visual Studio installation setups with message "Unhandled Exception: System.InvalidOperationException: Builder is unable to build using selected toolchain (MsvcDesktopToolChain) or architecture (Unity.IL2CPP.Building.x64Architecture)!"
  • (874838) - IL2CPP: Fixed a compile error related to missing header when compiling code using SizeOf IL opcode.
  • (870810) - IL2CPP: Fixed an issue with race condition of the monitor implementation of IL2CPP that could cause a crash.
  • (none) - IL2CPP: Fixed System.IO.WindowsRuntimeStreamExtensions class not being present in System.Runtime.WindowsRuntime.dll.
  • (869099) - iOS: Don't indicate that microphone and camera is used when it isn't.
  • (862754) - iOS: Fixed UnityRepaint crash due to internal inconsistency error.
  • (850430) - iOS: Fixed a bug that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed.
  • (869305) - iOS: Fixed a crash with advertisingIdentifier in iOS Simulator.
  • (869283) - iOS: Fixed inability to change Launch Screen Mode in Player Settings.
  • (739557) - OS X: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie.
  • (853996, 845817) - Particles: Fixed an issue with allowing circular references in sub emitters.
  • (778213) - Particles: Fixed the issue of color not being updated correctly when material properties were changed when using shape module.
  • (844815) - Particles: Fixed the issue of distance emission not working when scale was not 1 and using hierarchy scaling mode.
  • (858243) - Particles: Fixed an issue whereby particle trails were reusing old position data when emitted by script.
  • (none) - Physics 2D: Ensure all 2D physics profile items provide an object reference.
  • (863939) - Physics 2D: Fixed an issue of rendering CapsuleCollider2D with very small sizes.
  • (873587) - Playables: Fixed blending of AnimatorControllerPlayable not working properly.
  • (819887) - Scripting: Fixed a deadlock when debugging in MonoDevelop.
  • (none) - Windows Store: Fixed IL2CPP not finding tools from Windows SDK directory in some installation setups.
  • (862914) - Windows Store: Fixed build & run failing on windows phone 10 with IL2CPP scripting backend.
  • (858579) - Windows Store: Fixed the folder Structure missing from Assembly-CSharp.csproj.
  • (855595) - Windows Store: Fixed player pref corruption on power loss.

New in Unity 5.6.0 Beta 7 (Feb 8, 2017)

  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting GameObjects in the Hierarchy window. This can be worked around by deleting the Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor does not start on Windows 7 without VisualStudio 2013 installed. Workaround is to install Microsoft Visual Studio Community 2015. (876231)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Features:
  • Physics: Added Physics2D.Distance, Collider2D.Distance and Rigidbody2D.Distance returning new ColliderDistance2D.
  • Physics: Added Physics2D.OverlapCollider, Collider2D.OverlapCollider and Rigidbody2D.OverlapCollider.
  • Physics: Added Rigidbody2D.attachedColliderCount and Rigidbody2D.GetAttachedColliders().
  • VR: Native Cardboard support for iOS using OpenGL is now available.
  • Changes:
  • Windows: Windows 10 SDK is now the default SDK when building to Windows Store.
  • Windows: Windows Store: Windows 8.1 and Windows Phone 8.1 will be dropped after Unity 5.6. Unity 5.6 is therefore the last Unity release supporting these SDKs.
  • API Changes:
  • Physics: Changed Physics2D.minPenetrationForPenalty to Physics2D.defaultContactOffset.
  • Fixes:
  • Asset Import: Use SketchUp face layers to build mesh that only includes visible faces (867782)
  • Build Pipeline: Fixed an issue which caused editor to think the build succeeded and open explorer window to the output build location when it fails due to a managed exception thrown in the build process (843528)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Player: Fix the glib conflict problem in TizenPlayer.
  • Scripting: Some components are missing references and scripts after Importing ui into 5.6.0b5 (873365)
  • Shaders: Fixed Metal Editor in some cases wrongly thinking it supports DX11 SM5.0 shaders. (869021)
  • VR: Editor crashes entering playmode if paused (869130)

New in Unity 5.5.1 Patch 2 (Feb 3, 2017)

  • Improvements:
  • Virtual Reality: Updated to Oculus runtime version 1.11
  • Fixes:
  • (854214) - Android: Fixed an incorrect behaviour with Application.persistentDataPath.
  • (none) - Android: Fixed readback from float RenderTexture into half float Texture.
  • (none) - Android: Play audio from background applications at the original volume when it is not muted.
  • (865057) - Animation: Fixed crash in animation window when starting playback on invalid optimized game object
  • (849656) - Animation: Fixed vertical and horizontal flips using Box Tool with tangents set to Infinity.
  • (846853) - Asset Bundles: Fixed a crash when loading a scene with occlusion culling from an asset bundle in editor play mode.
  • (none) - Asset Importing: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor, resulting in faster asset imports.
  • (865507) - Audio: Fixed a WACK certification failure in UWP player builds using the Microsoft HRTF audio spatializer.
  • (840009) - Cache Server: Fixed an issue when building, an unreachable cache server was reported as a warning not an error and did not cause the build to fail.
  • (none) - Cloudbuild Analytics: Fix for iOS and Android crash when all services are OFF.
  • (857206) - Deployment Management: Corrected the behaviour on Windows where using -logfile on batch mode with an emptry string would cause output to go to stdout, consistent with all other platforms.
  • (857507) - Editor: Disallow setting DontSave on a transform unless it is already set on the GameObject.
  • (824020) - Editor: Fixed a crash for D3D platforms if shader compilation did not return any compiled shader data ie, a shader contained #error pre-processor directive.
  • (836737) - Graphics: Don't render the screen space depth buffer if nothing requires it ie screenspace shadows are disabled.
  • (866230) - Graphics: Fixed large objects lit by a directional light self shadowing in editor when player was set to android.
  • (861445) - Graphics: Fixed a crash that occurred when loading models from AssetBundles with Tangents set to Calculate Legacy.
  • (874227) - IL2CPP: Allow the Unity Ads engine integration to work properly on iOS builds that are archived and uploaded to TestFlight.
  • (none) - Physics 2D: Ensure that a PhysicsMaterial2D can be reassigned to a Collider2D.
  • (871727) - Physics 2D: When turning on Rigidbody2D.simulated, the body position/rotation should be synchronized to the current Transform.
  • (857087) - UI: Fixed miscoloured mesh when this was created with CanvasRenderer.SetMesh, passing an array of Color objects to Mesh.colors.
  • (814290) - Virtual Reality: Fixed inconsistency in game view between Singlepass Stereo and Multi Pass when using Split Stereo Diplay.
  • (830612) - Virtual Reality: Fixed incorrect culling in Split Stereo Display.
  • (832185) - Virtual Reality: Fixed incorrect eye view in Split Stereo Display.
  • (832283) - Virtual Reality: Fixed incorrect viewport bounds in Singlepass Stereo.
  • (none) - Windows: When standalone player is embedded into other window, Alt+Enter shortcut for full screen is disabled.

New in Unity 5.6.0 Beta 6 (Feb 2, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices may not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting objects in hierarchy. Can be worked around by deleting Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor will not start on Windows 7 (without VisualStudio 2013 installed). Workaround is to install "Microsoft Visual Studio Community 2015". (876231)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • GI: Progressive Lightmapper: crashes on certain scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: VRSettings.renderViewportScale renders sections of the screen oddly at values

New in Unity 5.5.1 Patch 1 (Jan 31, 2017)

  • Improvements:
  • Android: Gradle export now supports custom template
  • Android: Gradle export troubleshooting added
  • Graphics: Added new APIs: Mesh.GetIndexStart and Mesh.GetIndexCount.
  • Tizen: Added a button to the deployment target window to refresh the target list.
  • Changes:
  • Tizen: Remove the Tizen 2.3 minimum OS option. 2.4 is now the only accepted OS version. Users must update their devices to Tizen OS 2.4.
  • Fixes:
  • (852307) - Android/IL2CPP: Prevent a crash which can occur with the use of OnAudioFilterRead callbacks on krait CPUs.
  • (none) - Android/Metro: Fixed the issues preventing the Application.Unload API from functioning correctly.
  • (856650) - Android: Gradle export should now work with SDK version > 6.0.
  • (854535 ) - Android: Gradle export -Fixed colliding package name for unity-android-resources
  • (869582) - Animation: Fixed a crash when setting Animator.updateMode when no AnimatorController is set.
  • (860366) - Animation: Fixed edit key overriding key frames in curve editor.
  • (862004) - Asset Bundles: Fixws intermittent freeze that could occur when calling AssetBundle.LoadAssetAsync multiple times in a single frame.
  • (871730) - Cache Server: Fixed the custom port missing for the remote option.
  • (none ) - Editor: Fixed light probe rendering in LookDev HDRIs. Previously it could go wrong depending on the lighting panel parameters set for the project.
  • (862005) - Graphics: Fixed crash in occlusion culling when loading multiple scenes.
  • (860775 ) - HoloLens: Fixed a crash that occurs on device when downloading files with WWW.
  • (867606) - IL2CPP: Allow the build to succeed when the .NET 4 TargetFrameworkAttribute attribute is used in an assembly.
  • (863806) - IL2CPP: Correct an error in UnusedBytecodeStripper2 related to UnityEngine.RenderTexture that can occur during some project builds.
  • (828288) - iOS: Fixed an issue where the ReplayKit API might be reported as available on unsupported devices
  • (796649) - iOS: Fixed orientation requests from the app getting out of sync with iOS orientation.
  • (829753) - Kernel: Json serialisation now supports correct parsing of NaN and +/-Inf.
  • (none ) - Lighting: Fixed baked light map visualisation shading mode in the Editor.
  • (861293) - LineRenderer: fixed gaps when values are repeated
  • (864043) - LineRenderer: Fixed issue where setting endColor failed if using different number of color/alpha keys
  • (847798 ) - Mono: Correct an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from..."
  • (836770) - Networking: Fixed issue where unspawn handler was not properly invoked during object cleanup (like in NetworkManager.StopClient())
  • (864122) - Particles: Fixed "TLS ALLOCATOR ALLOC_TEMP_THREAD" error messages
  • (862777) - Particles: Fixed crash in LightsModule when destroying systems
  • (862897) - Particles: Fixed crash in ParticleSystem.Emit()
  • (856842) - Particles: Fixed issue where distance-based emission was not working
  • (862352) - Particles: Fixed issue where particle bounding boxes could become corrupted, resulting in "Invalid AABB" messages
  • (861347, 863060 ) - Particles: Fixed issue where sub-emitters were causing memory leaks
  • (862976) - Particles: Fixed issue where switching Render Mode could cause rendering artifacts
  • (868648) - Particles: Fixed rare crash when using the Trail Renderer and Multithreaded Rendering is enabled.
  • (862921) - Particles: Fixed rotation bug with mesh particles
  • (864208) - Particles: Fixed TrailModule crash when enabling trails and using ParticleSystem.SetParticles
  • (861409](https://issuetracker.unity3d.com/product/unity/issues/guid/861409/)) - Particles: Stretched billboards could apply scale twice if using Speed Scale
  • (859436) - Particles: Texture Animation could skip frames and display invalid data
  • (none ) - Physics 2D: Optimize the CapsuleCollider2D component intersection tests for speed and accuracy.
  • (none ) - Purchasing: Fixed a bug where a duplicate transaction could fail without calling the failure callback.
  • (none ) - Scripting: Added the following non-allocating accessors to Mesh. These accessors write into a user-specified List. The accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices.
  • (856507) - Shaders: Fixed shader compilation error when compiling certain surface shaders using WorldNormalVector from INTERNAL_DATA e.g. shadow pass variations.
  • (810571) - Splash Screen: Fixed an issue where the splash could be truncated by a first scene taking a long time to load
  • (872286 ) - Tizen: Change the minimum API level to Tizen 2.4 in PlayerSettings.
  • (869995 ) - Tizen: Fix a NULL referencing while exiting the game.
  • (834785) - Tizen: Improve error when failing to discover a deployment target.
  • (none ) - Tizen: Improvements to emulator deployment.
  • (none ) - Tizen: SystemInfo.processorFrequency now returns proper values.
  • (869964) - TrailRenderer: Fixed visual artifacts when manually enabled during Play mode
  • (861828) - UnityWebRequest: fix proxy support, so that debuggers like Fiddler work.

New in Unity 5.6.0 Beta 5 (Jan 26, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • 2D: Opening sprite editor after importing any package crashes editor (873335)
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting objects in hierarchy. Can be worked around by deleting Assets/Prefabs/Trees folder. (837840)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first Scene.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Particle System glitch with some Mesh types. (863967)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • Features:
  • 2D: Enabled BoxCollider2D & EdgeCollider2D Edge Radius Feature.
  • Android: Added target API level option to Android Player Settings in the Unity Editor.
  • Particles: Added new Shape Module controls to support non-randomized particle emission.
  • Particles: Redesigned Burst Emission to support 8 bursts, and added burst repeat parameters.
  • Improvements:
  • Asset Import: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressors, resulting in faster asset imports. Fixed cross platform determinism of DXT1, DXT5, BC4 and BC5 compressed textures. We now get the same compressed texture regardless of the platform they're compressed on.
  • Audio: (As also mentioned under API Changes) AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Shaders: Added ability to disable shader pass per-material, see Material.SetShaderPassEnabled.
  • API Changes:
  • Audio: (As also mentioned under Improvements) AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Editor: Handles.DrawCapFunction (and associated Handles functions expecting it) is now obsolete, and generates warning messages.
  • Graphics: Added Matrix4x4.LookAt function.
  • Scripting: Added new non-allocating accessors to Mesh. These accessors write into a user-specified List. The new accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices (also being back-ported to 5.5.x).
  • Fixes:
  • Android: Fix to correctly repackage assets from aar files when building on Windows. (852039)
  • Editor: Fixed case of harmless errors being thrown when extra extension DLLs like UnityEditor.iOS.Xcode.dll are used in the project. (778581)
  • Editor: Fixed issue when appending onto iOS builds when Unity version contains special characters (such as dashes).
  • Editor: OcclusionPortal component now supports multi-edit
  • Graphics: Fixed a path issue when loading GI data. (858292)
  • Graphics: Fixed light probes visualisation in linear rendering. (862215)
  • iOS: A warning is now issued when CameraDepthTexture uses the wrong sampler type. (786455)
  • iOS: A warning is now issued when SV_POSITION is used as input in vertex shader. (809737)
  • iOS: Scripting profiler memory info is only available on development player configurations. The scripting profiler will now report when memory information is not available. (769072)
  • Shaders: Fixed Editor crash on Windows when viewing a Material using a shader which contains a pre-processor #error token. (824020)
  • Web: Fixed case of harmless 'Coroutine continue failure' error being thrown when stopping a WWW coroutine. (780200)
  • Web: Fixed case of UnityWebRequest not working in Editor when not in play mode. (859924)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • 2D: Fixed exception logged when selecting a SpriteRenderer that uses a builtin Sprite with the Sprite Editor Window opened. (863932)
  • Android: Fix to return correct persistent data path after an app upgrade with removed write external permission. (854214)
  • Editor: Fixed case of various sections in player settings dissapearing at certain times. (854638, 856810)
  • Editor: Fixed crash that could be triggered when dragging ScriptableComponent. (858462)
  • Editor: Fixed issue where changes to particle systems' sub-emitters field types were ignored when simulating a system. (The system was becoming dirty internally and changes were ignored). (860751)
  • Editor: Fixed issue where CircleCollider2D and CapsuleCollider2D edit mode handles would cause collider offset to slowly drift while dragging the size down to 0. (863949)
  • Graphics: Corrected the message pop-ups that would be issued in the Editor when baking lightmaps but the scene was never saved.
  • Graphics: Fixed issue where the lighting progress bar would get stuck on compositing while building lighting. (863964)
  • Graphics: Fixed shadows cascade visualisation debug mode. (857232)
  • iOS: Fix to ensure that alpha channel is not stripped out of launch screens. (847494)
  • iOS: Fixed exception when disposed ODR object is collected by GC. (850619)
  • Particles: Fixed case of Emit over distance not working when Scaling Mode was set to Hierarchy. (844815)
  • Particles: Fixed issue where trails would keep the old position when spawned by script. (858243)
  • Physics: CapsuleCollider2D: bug fixes, performance and accuracy improvements.
  • Physics: Documentation: Fixed incorrect reference for CompositeCollider2D.
  • Physics: Fix to ensure that creating a BoxCollider2D with a size or scale of zero in either dimension does not cause a crash. (864117)
  • Physics: Fix to ensure we allow contacts against effector colliders when using full-kinematic-contacts.
  • Physics: Fix to stop the SpriteRenderer 9-slice causing 2D colliders to be re-created upon scene load.
  • Physics: Fixed an issue where removing a Rigidbody2D with active contacts would cause a crash when the other Rigidbody2D slept. (866831)
  • Physics: Fixed issue when rendering the CapsuleCollider2D gizmo with very small sizes. (863939)
  • VR: Fix to only set enableVrMode if Daydream is the primaryVR Device. Also fixed issue with setting Low Persistence mode when application starts in non-VR mode. (867417)
  • VR: Fixed issue where Graphics.DrawProcedural would draw geometry only in the left eye when Single Pass was enabled. (859819)
  • Web: Fixed proxy/communication debugging in UnityWebRequest. (861828)

New in Unity 5.5.1 (Jan 25, 2017)

  • Improvements:
  • Graphics: Added support for feature level 11.1 on D3D11/D3D12. This brings native support for RGB565 and ARGB1555 RenderTexture formats. Note that this does not render correctly for ARGB4444 which will be fixed in one of the future releases.
  • Graphics: An error message is shown in the console for platforms that don't support linear color space rendering with OpenGL ES. (757055)
  • macOS/iOS/tvOS: Allow using Xcode's manual signing workflow by specifying a provisioning profile in Player Settings.
  • Metal: Improved handling of transparent rendering after post-opaque image effects when using MSAA.
  • Shaders: If an unknown/unhandled error occurs during shader compilation, append it to the shader compiler error message. This gives some context on what might be wrong in the shader.
  • Shaders: Optimized in-editor import, load time and memory usage for shaders with massive amounts of potential variants.
  • Unity Ads: Updated native binaries to version 2.0.6.
  • Changes:
  • Test Runner: Removed script templates for test runner (as it is not released). (855550)
  • Editor: Fix for an editor crash when switching platforms on a command line build shipped in 5.5.0p4 has been backed out as it requires further tests. This issue will be fixed in a future version (859350).
  • Known Issues:
  • Ads: Engine integrated Ads fails to load on iOS builds published to Apple App Store (874227). Workaround is to use Asset Store package Unity Ads 2.0. This will be fixed as soon as possible.
  • iOS: Unity splash screen doesn't show up on iOS builds (856772). This will be fixed in a future patch release.
  • Warning about missing object references in the inspector after upgraded to 5.5. We have only received one bug report and we have not been able to reproduce the issue. If you find some/all of your object references missing in the inspector do not save your scene. Quit the editor and re-open your project and the references should come back correctly.
  • Fixes:
  • AI: Fix for "!InCrowdSystem" and "!handle.IsValid()" errors seen in console when calling Warp and enabling a disabled NavMeshAgent. (833396)
  • Analytics: Fixed occasional Windows editor crash on shutdown. (858785)
  • Android: Disabled fence sync on poor performing drivers. (827110)
  • Android: First scene is now loaded asynchronously while the splash screen is displayed. (835453)
  • Android: Fixed a crash when reloading or resuming scene which uses WebCamTexture. (855603, 859268)
  • Android: Fixed an exception when trying to build to a non-existent path. (848830)
  • Android: Fixed an issue where pausing during the splash screen would cause sprites to be black. (845080)
  • Android: Fixed auto-rotation on Android 4.1 and older. (854739)
  • Android: Gradle build and project export now support icon override. (855612)
  • Android: Input.backButtonLeavesApp = true now exits gracefully. (845646)
  • Android: Post process now executed before app is pushed to device. (803872)
  • Android: The platform setting for Android plugins now defaults to "Android" instead of "Any Platform". (824462)
  • Animation: Fix a crash using Resources.UnloadUnusedAssets with Animators caused by orphaned references. (855545)
  • Animation: Re-enabled multithreaded StateMachine evaluation.
  • AR: Fixed a crash when exiting play mode during a Holographic Simulation session. (858208)
  • Asset Import: Fixed a bug where importing multiple native DCC source files resulted in the contents of imported prefabs randomly switching places. (848920, 858080, 860956)
  • Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor. (793711)
  • Asset Import: Fixed an issue where asset and timestamp maps could get out of sync. (668043, 837519)
  • Asset Import: Fixed a bug when importing Alpha8 textures didn't import them as a single channel texture. (849376)
  • Asset Import: Fixed a crash during texture importing if the import failed. (852116)
  • Asset Import: Fixed a crash during texture importing if the texture format wasn't supported by the platform. (853722)
  • Asset Bundles: Fixed redundant asset bundles rebuild when external DLL changes. (741525)
  • Audio: Changed default behaviour of native spatializer plugins to only load at start for the editor. Platforms now load when requested only.
  • Audio: Fixed FSBTool crashing when importing Ogg files with non-standard sample rates. (849972)
  • Build Pipeline: VR Splash Screen texture will no longer be included when building a project for a non-VR platform. (853618)
  • Cache Server: Fix for 'last resource used' behaviour; a file that it requested from the cache server will have its LRU state refreshed and its lifetime extended. (853250)
  • Cache Server: Fixed editor-local cache server not working if there were spaces in the path to the Unity Editor executable.
  • Collab: Fixed an issue whereby the Collab toolbar continued to have 'sign in' button even after signing in. (849875)
  • Collab: Fixed case of sign-in window getting stuck when launched from the toolbar menu. (836131)
  • Core: Fixed hangs in the job system when running on certain platforms with a low number of cores e.g. older Windows Phones, UWP dual core machines. (791434)
  • Editor: Fixed an issue related to the 'Remember Me' functionality in login window. (859728)
  • Editor: Fixed ArgumentOutOfRangeException triggered when closing tabs in dock area. (840151)
  • Editor: Fixed case of some properties being set to a single value when entering multi select mode for Trails and Lines. (849022)
  • Editor: Fixed disappearing tab when closing 3 or more of them successively. (849138)
  • Editor: Fixed launching Unity getting stuck on a grey screen for a minute or longer when the internet connection is bad. (793891)
  • Editor: Fixed NullReferenceException when undocking preview window. (857037)
  • Editor: Fixed a crash when baking occlusion. This also fixed a crash in rare cases at the end of occlusion baking if your scene contains portals. (843280)
  • Editor: Fixed Sprite Editor not always grid slicing fully black sprites correctly. (858043)
  • Editor: Fixed the splash screen 'Preview' button showing the NoiseModule preview texture. (857504)
  • Editor: Reduced heap allocations for each frame when rotating the scene view in the editor. (828286)
  • Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format, in order to fix problems opening Unity generated projects with Rider IDE. (833866)
  • Editor: Fixed a curve preview cache not updating preview if curve data had changed but not the bounds. (856733)
  • Game Performance: Fixed a potential crash on player exit if Game Performance Service is enabled. (840591)
  • Graphics: Added Material.SetBuffer with nameID overload. (853627)
  • Graphics: Disabled GPU skinning on OpenGL and OpenGL ES APIs, due to performance and driver quality issues. (805221, 605171)
  • Graphics: Don't let GC dispose of ComputeBuffers. Added a warning for the user to release it manually. (830217)
  • Graphics: Fix to ensure that ETC1 alpha split option only shows for ETC1 4bit format in texture importer. (821298)
  • Graphics: Fixed a crash during shutdown when using the DX9 graphics API. (846989)
  • Graphics: Fixed a crash when calling Graphics.Blit(null, destination). (860626)
  • Graphics: Fixed a crash when deleting a Shader that is used by some Materials in the scene. (851359)
  • Graphics: Fixed a crash when using Material.SetColor and similar functions with some built-in Unity variable names. (849344)
  • Graphics: Fixed a problem where the Windows standalone would appear on a different display from that selected in the game launcher. (829120)
  • Graphics: Fixed a problem with objects not rendering after resolution changes or entering/exiting fullscreen when using DX9 graphics API. (840897)
  • Graphics: Fixed an issue where GrabPass could cause lighting to break on translucent objects in a scene. (844799)
  • Graphics: Fixed case of the Windows player build being disabled when using linear rendering and OpenGL ES graphics API in the editor.
  • Graphics: Fixed console error generated when using WWW.movie. (825464)
  • Graphics: Fixed errors in the console when performing GPU profiling on a DX11 Standalone build. (767034)
  • Graphics: Fixed lightmap decoding in the editor when the target platform is mobile. (849671)
  • Graphics: Fixed memory leak when instantiating materials (e.g. via renderer.material). (851689)
  • Graphics: Fixed OpenGL color space support on Windows (WGL_EXT_colorspace detection).
  • Graphics: Fixed rendering bug when GrabPass is used with forward rendering and graphics jobs are enabled. (836947)
  • Graphics: Fixed the GPU Profiler in standalone mode.
  • Graphics: Fixed the GPU Profiler to work in the MacOS Editor using OpenGL. Can only profile a single game window whilst it is in play mode. (823371)
  • Grahics: Fixed UI image mask when running in upscaled fullscreen mode in OpenGL. (849681)
  • Graphics: Fixed warped lens flare and halo effects when not in stereo rendering. (825046, 824894)
  • Graphics: Stopped rendering projectors twice if there is any transparent object visible to the camera. (732380)
  • Graphics: Stopped the texture importer ignoring pure white Alpha channels by default. It is now a user option to choose to ignore it. (849356)
  • Graphics: Fixed a memory leak and assert when shadows are cast from lights with specific properties and in a specific scene setup. (764734)
  • HoloLens: Fixed a crash in Editor when terminating Remoting App during an active Holographic Remoting session.
  • HoloLens: Fixed resume-from-suspend bugs that would occasionally crash the app or not render anything. (800796, 851897, 825951)
  • HoloLens: Improved error reporting when failing to load PerceptionRemotingPlugin.dll (used by Holographic Remoting). (848237)
  • IL2CPP: A more useful error message is now returned from IL2CPP when trying to build a WebGL project with the Facebook SDK. (850383)
  • IL2CPP: Added proper support for a class that is marshalled as a field of another class or struct, including the proper return value for a call to Marshal.Sizeof in this case. (852445)
  • IL2CPP: Added support for managed stack traces on Android. (846956)
  • IL2CPP: Corrected a crash that can occur in the player when a virtual method is called on a value type and that value type implements an interface which has an overload of that virtual method. (849701)
  • IL2CPP: Corrected managed stack traces when Xcode 8 is used to build on iOS with link-time optimization enabled. (845666)
  • IL2CPP: Emit proper C++ for unsafe methods that cast a void pointer to a type pointer and access a field from that type.
  • IL2CPP: Fix to prevent a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code. (847838)
  • IL2CPP: Fix to prevent a stack overflow exception in the player at run time when an infinitely nested generic method is used. (845174)
  • IL2CPP: Fixed an issue with attribute classes that have overridden properties. (853468)
  • IL2CPP: Implemented the array SetValue method for arrays of nullable types. (849072)
  • IL2CPP: Now allow the Unity Ads engine integration to correctly build with Android on IL2CPP.. (857296)
  • IL2CPP: Prevent a stack overflow in the player runtime when metadata for an infinitely nested recursive generic type used (like the FullName of that type). (856410)
  • IL2CPP: Fixed issue where the error output from the Android compiler/linker was not captured. (851098)
  • iOS: Added Taiwanese language support. (853532)
  • iOS: Fix 2nd stage splash on iPhones with landscapeRight orientation (810286)
  • iOS: Fixed crash in application:openURL:sourceApplication:annotation due to missing null check with Facebook SDK. (856989)
  • iOS: Fixed crashes in WWWConnection. (852363)
  • iOS: Fixed Module Registration and Code Stripping for builds with the Mono scripting backend. (763240)
  • iOS: Removed extra offset in constraint in default launchscreens. (831195)
  • Lighting: Stopped the first probe being rendered multiple times when drawing the light probe visualization gizmo in the editor.
  • Lighting: Fixed a problem with reflection probes updating during runtime even when "Refresh Mode" was set to "Via Scripting". (820587)
  • Lighting: Only clear the lighting progress bar when lighting is in progress. Stops lighting system accidentally closing other (non-lighting) progress bars. (851764)
  • Metal: Fixed a crash on startup on some iOS devices. (857032)
  • Metal: Fixed a memory leak when loading scene. (867312)
  • Multiplayer: Error creating/requesting Network matches on WebGL. (810267)
  • Multiplayer: Fixed host migration sync issue. (807091)
  • Multiplayer: Fixed InvalidOperationException when selecting NeworkManager in Hierarchy for the first time. (812479)
  • Multiplayer: Made sure isLocalPlayer works as expected on OnDestroy. (853316, 826931)
  • Networking: Fix to prevent using a packet size greater than defined in global config. (719672)
  • Networking: Skip proxy check when using the "file://" protocol on Windows.
  • Particles: Added animation support for simulation speed property. (837602)
  • Particles: Calling Destroy() with particle system object in IEnumerator Start() could cause a crash (855467)
  • Particles: Fixed crash in CopyFromArrayAOS when calling Emit(position, velocity, size, lifetime, color). (858235)
  • Particles: Fixed error in TLS Allocator when simulating particle system. (856877)
  • Particles: Fixed occasional crash when using external forces module. (849084)
  • Particles: Fixed rare memory overwrite which would have caused problems (crashes) in random other areas.
  • Particles: Game crashes when new particles are spawned using deprecated Emit method. (856871)
  • Particles: Particle System Lights Module would not generate lights if particle positions were modified by script. (856224)
  • Particles: Particle System Renderer wouldn't allow rendering using multiple materials. (852817)
  • Particles: Particle System subsequent Sub Emitter inherit properties were overridden with the first inherit property. (846516)
  • Particles: Particle System editor was using incorrect handle matrix when scaling mode was set to Hierarchy. (851712)
  • Particles: Unity could crash in EmitterStoreData function when a Particle System was "aligned to direction" during Play mode. (850638)
  • Physics 2D: Ensure that Rigidbody2D interpolation is reset if the Transform rotation is changed. (829769)
  • Physics 2D: Fixed some 2D polygon outlines that were almost collinear causing collision detection problems. (715922)
  • Physics 2D: Continuously setting Rigidbody2D 'bodyType' or 'IsKinematic' to the same value should not cause contact recalculations; this can cause instabilities. (835334)
  • Physics 2D: Display message in Inspector for Rigidbody2D when auto-mass is used on a Prefab or an inactive object. (828188)
  • Physics 2D: Scaling a CapsuleCollider2D using a Transform component scale in X or Y of zero in the inspector no longer causes a warning in the console. (853163)
  • Physics: Fixed an accuracy issue where a capsule would jitter and bounce erratically after being placed on top of a scaled mesh at specific locations when the PCM collision mode was enabled. (850059)
  • Physics: Fixed interpolation of Rigidbodies causing position and rotation to be inaccurate when accessed via Transform from within FixedUpdate. (858816)
  • Prefabs: Fixed an issue where a prefab instance could be incorrectly marked inactive when first loading a scene. (801761)
  • Profiler: Fixed isse where taking a detailed memory snapshot did not work in some cases. (836589)
  • ReplayKit : Fixed a crash when creating objects from broadcasting start callback. (848718)
  • ReplayKit : Fixed ReplayKit.StartBroadcasting not pausing the app. (833159)
  • Scripting: Fixed case of WaitForSeconds waiting forever when receiving NaN as the parameter. (759338)
  • Scripting: Fixed MonoDevelop build errors when building UnityScript and Boo projects. (850350)
  • Shaders: Automatically upgrade any shaders using unity_SpecCube1. This fixes unity_SpecCube1 related shader compile errors after a project upgrade. (825418)
  • Shaders: Bug fixes in translating shaders from HLSL to GLSL/Metal:
  • Crash fix on partial precision parsing.
  • Added support for missing texture gather ops and sample count query.
  • Fixed bugs in swapc, SM5 variant of shift ops, atomic compare exchange, texture array coord translation, texture array element index rounding, texel fetch swizzle and GLSL extension handling.
  • Shaders: Fixed a problem when compiling shaders using windows style directory separator ("") in #include paths on macOS.
  • Shaders: Fixed a rare problem on DX11 with NaNs happening during the depth pass of forward rendering mode, resulting in shadow artefacts. (814063, 812479)
  • Shaders: Fixed a shader compiler crash for surface shaders which had extra "}" tokens in them. (844355)
  • Shaders: Fixed crash when compiling very complex surface shaders. Optimised the memory usage during surface shader compilation. (825408)
  • Shaders: Fixed UNITY_VERSION macro not being setup in surface shaders. (852264)
  • Standalone: Fixed the incorrect display labels when using more than 2 monitors. (829120)
  • Substance: Fixed a crash when compressing small non-square textures to ETC with 'fast' quality. (857270)
  • Substance: Fixed case of ProceduralTexture inspector preview sometimes showing invalid size and format. (829162)
  • Substance: Fixed case of SubstanceArchive inspector unselecting ProceduralMaterials after being renamed. (840177)
  • Substance: Fixed crash when loading a substance with corrupted data, (842999)
  • Substance: Fixed issue where the emission shader parameter was not properly set on import when emission global illumination was set to realtime. (840181)
  • Tizen: Fixed a deploying failure problem. (861611)
  • UI: Fixed a NullReferenceException when changing font to none. (845756)
  • UI: Fixed jittery movement when scrolling ScrollRect. (819300)
  • Unity Ads: Fixed Cloud Build issue.
  • UnityWebRequest: Fixed case of incorrect Content-Type request header for multipart form data in POST requests. (826626)
  • UnityWebRequest: Fixed case of POST requests not working with empty data. (851921)
  • UnityWebRequest: Fixed issue where escaped characters in URL would get unescaped. (850018)
  • UnityWebRequest: Fixed the issue of a request continuing execution after exiting playmode, resulting in high CPU usage. (855646)
  • VCS: Don't attempt to connect to a Perforce server if any of the following parameters are unset: Server, User or Client. (861467)
  • VCS: Fixed null reference exception that could occur after resolving an asset (e.g. prefab) whilst the asset is selected and displaying in the inspector. (657131)
  • VR: Fixed a memory leak when using a canvas and VRFocus is lost. (824508)
  • VR: Fixed an issue where only the shadows from the first light would render in both eyes when using single pass instancing. (851967)
  • VR: Fixed case of error shader rendering in one eye only when using single pass instancing. (851891)
  • VR: Fixed crash when checking for Stereo VR Device during build. (845179)
  • VR: Fixed the usage of VRSettings.renderViewportScale in Camera's OnPreCull so that it was not a frame latent on all supporting SDKs. Fixed issues with Valve's The Lab Renderer adaptive quality feature.
  • VR: OpenVR app built and run with d3d12 crashes on start. (834072)
  • VR: Switching stereo rendering during playback causes rendering issues. (852569)
  • VR: Fixed camera strobing between head poses once game is built. (858763)
  • VR: Y-Axis Range For VR Controllers now match XBox controllers (858634)
  • WebGL: Disabled deferred rendering on WebGL1.0. (759286, 782587)
  • WebGL: Fixed build with improperly tagged plugins. (850383)
  • WebGL: Fixed Content-Length header field for local web server response that caused some audio files to have .duration of infinity or zero. This was not reproducible with the normal workflow but could occur with a specific asset store plugin for webgl audio streaming.
  • Windows Store: Building project for Windows Store targeting Windows 10 SDK now works when only Visual Studio 2017 is installed. (859650)
  • Windows Store: Fixed duplicate assembly warning when building Universal 8.1. (822480)
  • Windows Store: Fixed the issue of UnityWebRequest not working in Master builds. (854650)
  • Windows Store: Generated VS project now builds once again when targeting ARM with IL2CPP scripting backend. (859389)
  • Windows: Fixed issue where Application.systemLanguage would return the region language rather than the UI language. (820871)

New in Unity 5.6.0 Beta 4 (Jan 18, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D sprite cannot be dragged to the scene view if project is created in 3D. (863887)
  • Animation: Problems with Animator in 5.6.0b3 after upgrading project from 5.5.0p3 (864062)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • GI: Compositing process gets stuck while building lighting (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • Particles: Particle system glitch with some mesh types. (863967)
  • Scripting: API Updater Internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Scripting: API Updater start is delayed when a project is imported from Asset Store and user is forced to update APIs manually. (816066)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • Features:
  • Particles: Added new Shape Module controls to support non-randomized particle emission.
  • Particles: Redesigned Burst Emission to support 8 bursts, and added burst repeat parameters.
  • Improvements:
  • Graphics: Frame Debugger now shows the reason why a draw call can't be batched with the previous one.
  • Graphics: GPU Instancing: a new workflow is implemented. In short, you can now simply check the "Enable Instancing" checkbox on most of the Materials, including those using Standard shaders.
  • "#pragma multi_compile_instancing" line now is no longer needed in surface shaders. Instancing variants are automatically generated for surface shaders, unless you explicitly specify "noinstancing" in "#pragma surface" line.
  • Standard and StandardSpecular also have "#pragma multi_compile_instancing" built-in.
  • A new checkbox "Enable Instancing" is added to the Material inspector and it must be checked if you want objects rendered with this material to be instanced.
  • SpeedTree assets now prints an error prompting you to regenerate the materials for enabling this checkbox.
  • Please note that all existing projects that utilize instancing need to enable this checkbox if the material is intended to be used for instancing, including those for DrawMeshInstanced.
  • When building to players, instancing variants of a shader are stripped away if no material using this shader enables instancing. You can have a global stripping control in Graphics settings.
  • Graphics : "-gpu" command line argument is now supported in the Windows Store player
  • OSX: OSX: Add support for retrieving GPU memory size on Metal
  • Shaders: Optimized in-editor experience for shaders with potentially massive variant counts (order of "millions"). Importing and first-time compiling them is much faster now.
  • Terrain: A warning box will be shown if you try to assign a texture that is not imported as normal map to the normal map slot of the terrain material.
  • Windows Store: C++ source code plugins can now be included directly from generated Visual Studio solution as the directory they are in is included to include directories and the DLL they get compiled in now gets linked to the final game executable on il2cpp scripting backend
  • Windows Store: Significantly the time postprocessing player step takes when building project on IL2CPP scripting backend
  • Windows Store: Unity now uses prebuilt MapFileParser when building generated C++ code on IL2CPP scripting backend, rather than building it on your machine on the fly
  • API Changes:
  • Editor: Added IDisposable Handles.DrawingScope struct for cleaner pushing/popping of Handles.matrix and Handles.color
  • SceneManager: EditorSceneManager now has a number of new events that developers can add delegates to. They are: newSceneCreated, sceneOpening, sceneOpened, sceneClosing, sceneClosed, sceneSaving and sceneSaved
  • Fixes:
  • Editor: enabled in preferences. (775353)
  • Editor: Fix an issue where prefab creation would break is user had "Verify Saving Assets" (834347)
  • Editor: Fixed issue where attempting to create an editable copy of a font from the Inspector would not work (857155)
  • Editor: Fixed issue where Canvas size would change when moving the Game View (851777)
  • SpeedTree: Fixed an issue where modifying the scene in edit mode could cause SpeedTree trees to play wind animation. (830097)
  • SpeedTree: Fixed an issue where SpeedTree billboards had z-fighting when affected by mutiple forward lights. (840206)
  • Terrain: Fixed an issue where adding a 5th texture to a terrain with custom material would result in an assertion. (845404)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Android: Fixed failure to push OBB for certain samsung devices (853474)
  • Android: Fixed splash screen flicker and improved first scene loading times when splash is displayed. (863528)
  • Android: Identified unaccounted profiler spike (836697)
  • Editor: Fixed AABB assertion when uniformly scaling up edit mode handles for e.g., BoxCollider, BoxCollider2D (holding shift) when the axis being manipulated was 0 at the time user picked control handle. (863923)
  • Editor: Fixed issue where BoxCollider2D edit mode handles were not affected by offset on CompositeCollider2D when using it. (863989)
  • Editor: Fixed issue where CircleCollider2D edit mode handles immediately collapsed shape when target object had negative scale. (863976)
  • Editor: Fixed issue where handle lines were offset from gizmo lines by 2 points in the scene view (856685)
  • iOS: Fixed an issue where the ReplayKit API might be reported as available on unsupported devices (828288)
  • Windows Store: Fix a bug which caused UnityEngine.WSA.Application.advertisingIdentifier to return empty string when targeting Windows 10 SDK. (856731)

New in Unity 5.5.0 Patch 4 (Jan 12, 2017)

  • Fixes:
  • (858785) - Analytics: Fixed occasional windows editor crash on shutdown.
  • (827110) - Android: Disabled fence sync on poor performing drivers.
  • (855603, 859268) - Android: Fixed a crash when reloading or resuming scene which uses WebCamTexture.
  • (848830) - Android: Fixed an exception when trying to build to a non-existent path.
  • (845080) - Android: Fixed an issue where pausing during the splash screen would cause sprites to be black.
  • (855612) - Android: Gradle build and project export now support icon override.
  • (803872) - Android: Post process now executed before app is pushed to device.
  • (855545) - Animation: Fix for a crash using Resources.UnloadUnusedAssets with Animators caused by orphaned references.
  • (858208) - AR: Fixed a crash when exiting play mode during a Holographic Simulation session.
  • (848920, 858080, 860956) - Asset and Scene Management: Fixed a bug where importing multiple native DCC source files resulted in the contents of imported prefabs randomly switching places.
  • (849875) - Collab: Fixed an issue whereby the collab toolbar continued to have 'sign in' button even after signing in from the collab tool bar.
  • (859350) - Editor: Fixed an editor crash when switching platforms on a command line build.
  • (none) - Editor: Fixed local cache server not working if there were spaces in the path to the Unity Editor executable.
  • (858043) - Editor: Fixed Sprite Editor not always grid slicing fully black sprites correctly.
  • (793891) - Editor: Fixed launching Unity getting stuck on a grey screen for a minute or longer when your internet connection is bad.
  • (834243) - Editor: Fixed the issue that personal user is able to skip a mandatory survey.
  • (857504) - Editor: Fixed the splash screen 'Preview' button showing the NoiseModule preview texture.
  • (828286) - Editor: Reduced heap allocations for each frame when rotating the scene view in the editor.
  • (849376) - Graphics: Fixed a bug when importing Alpha8 textures which didn't import them as a single channel texture.
  • (852116) - Graphics: Fixed a crash during texture importing if the import failed.
  • (853722) - Graphics: Fixed a crash during texture importing if the texture format wasn't supported by the platform.
  • (825464) - Graphics: Fixed console error generated when using WWW.movie to create a movie texture.
  • (767034) - Graphics: Fixed errors spamming the console when performing GPU profiling on a DX11 Standalone build.
  • (none) - Graphics: Fixed the GPU Profiler in standalone mode.
  • (732380) - Graphics: Stopped rendering projectors twice if there is any transparent object visible to the camera.
  • (849356) - Graphics: Stopped the texture importer ignoring pure white Alpha channels by default. It is now a user option to choose to ignore it.
  • (810286) - iOS: Fix 2nd stage splash on iPhones with landscapeRight orientation
  • (856989) - iOS: Fixed crash in application:openURL:sourceApplication:annotation due to missing null check with Facebook SDK.
  • (831195) - iOS: Removed extra offset in constraint in default launchscreens.
  • (851764) - Lighting: Only clear the lighting progress bar when lighting is in progress. Stops lighting system accidentally closing other (non-lighting) progress bars.
  • (867312) - Metal: Fixed a memory leak when loading scene.
  • (807091) - Multiplayer: Fixed hostmigration sync issue.
  • (853316, 826931) - Multiplayer: Made sure isLocalPlayer works as expected on OnDestroy.
  • (none) - Networking: Skip proxy check when using the "file://" protocol on Windows.
  • (828188) - Physics: Display message in Inspector for Rigidbody2D when auto-mass is used on a Prefab or an inactive object.
  • (829769) - Physics 2D: Ensure that Rigidbody2D interpolation is reset if the Transform rotation is changed.
  • (715922) - Physics 2D: Fixed some 2D polygon outlines that were almost collinear causing collision detection problems.
  • (764734) - Shadows: Fixed a memory leak and assert when shadows are cast from lights with specific properties and in a specific scene setup.
  • (857270) - Substance: Fixed a crash when compressing small non-square textures to ETC with 'fast' quality.
  • (none) - Test: Corrected CHECK_EQUAL parameter and added another check for validation call count.
  • (856733) - UI: Fixed a curve preview cache not updating preview if curve data had changed but not the bounds.
  • (845756) - UI: Fixed a NullReferenceException when changing font to none.
  • (861467) - VCS: Don't attempt to connect to a Perforce server if any of the following parameters are unset: Server, User or Client.
  • (none) - VR: Fixed the usage of VRSettings.renderViewportScale in Camera's OnPreCull so that it was not a frame latent on all supporting SDKs. Fixed issues with Valve's Renderer adaptive quality feature.
  • (858634) - VR: Y-Axis Range For VR Controllers now match XBox controllers
  • (759286, 782587) - WebGL: Disabled deferred rendering on webgl1.0.
  • (850383) - WebGL: Fixed build with improperly tagged plugins
  • (none) - WebGL: Fixed Content-Length header field for local web server response that caused some audio files to have .duration == inf or zero. This was not reproducible with the normal workflow but could occur with a specific asset store plugin for webgl audio streaming.

New in Unity 5.6.0 Beta 3 (Dec 27, 2016)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D sprite cannot be dragged to the scene view if project is created in 3D. (863887)
  • Animation: Problems with Animator in 5.6.0b3 after upgrading project from 5.5.0p3 (864062)
  • Animation: [Animation window] Playback head is not moved when key is selected (864048)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
  • GI: Compositing process gets stuck while building lighting (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • Particles: Particle system glitch with some mesh types. (863967)
  • Scripting: API Updater Internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Scripting: API Updater start is delayed when a project is imported from Asset Store and user is forced to update APIs manually. (863995)
  • VR: [Daydream] Deadlock issue when quitting an app, where the app may still execute for up to 3s after it goes away. (861469)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is a tiling bug in the Pixel Snapdragon GPU driver that appears when post-processing effects are used. Unlike 5.4, 5.6 currently runs post processing image effects all the time, so the tiling issue will be more noticeable. This will be fixed in a future driver update that Google will ship as an OTA update for affected devices.
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • Features:
  • 2D: SpriteRenderer: added support for 9-slice Sprite rendering.
  • IL2CPP: Added support for Windows Runtime when targeting Windows Store and Xbox One players with .NET 4.6 API Compatibility Level (Check manual at Scripting -> Scripting Tools -> IL2CPP -> Windows Runtime for more information).
  • VR: Initial Vulkan support for OpenVR.
  • Changes:
  • Android: Minimum supported Android API incremented from 9 (gingerbread) to 16 (jellybean).
  • Shaders: Removed glstate_matrix_mvp, glstate_matrix_modelview0, glstate_matrix_transpose_modelview0 and glstate_matrix_invtrans_modelview0:
  • Warning messages are printed on detection of uses of UNITY_MATRIX_MVP and UNITY_MATRIX_MV.
  • In order to use these matrices, use UNITY_MATRIX_MVP and friends instead (as you should be doing already).
  • But note! - for better performance, always prefer UnityObjectToClipPos and UnityObjectToViewPos if you are transforming vertices into clip space and view space respectively.
  • Since now we have unified the transforming path, #pragma force_concat_matrices is obsolete.
  • Our tests show an improvement in CPU performance and a degradation in GPU performance. The difference, however, is only noticeable when vertex load is very high.
  • Improvements:
  • Android: Moved Android splash image to a Java implementation so that it is displayed quicker during engine loading.
  • Graphics: Frame Debugger improvements:
  • Ctrl+Click on texture properties pops up a larger preview, just like the Standard shader UI does. This is also useful for viewing cubemap textures.
  • ComputeShader dispatches now shows the compute shader, kernel and dispatch size used.
  • The Shader properties tab is now the default one (instead of mesh preview).
  • The Shader properties view now shows the ComputeBuffer properties that are used.
  • API Changes:
  • GI: Exposed baked ambient occlusion (ao), indirectAO and directAO to scripting API.
  • Graphics: Added integer (Shader.PropertyToID) overloads to Material.SetTextureScale & SetTextureOffset. (766076)
  • Fixes:
  • Animation: Fixed bug in the ModelImporter animationclip automatic naming. (768723)
  • Editor: Fixed issue where it was not possible to check out only the asset file in Inspector if the meta file was already checked out (and vice-versa). (717021)
  • GI: Fix to ensure that scenes are ordered correctly, to patch in their lightmaps into the common LightmapSettings. (812486)
  • Graphics: Frame Debugger: shader property values originating from MaterialPropertyBlocks are now displayed properly.
  • Graphics: Frame Debugger: temporary render textures are now kept alive longer while frame debugger is active, for less confusing shader property display.
  • Kernel: Json serialisation now supports correct parsing of NaN and +/-Inf. (829753)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Android: Fixed crash when reloading or resuming a scene which uses WebCamTexture. (855603, 859268)
  • Android: The first scene is now loaded asynchronously while the splash screen is displayed. (835453)
  • Editor: Fixed case of the splash screen 'Preview' button showing the NoiseModule preview texture. (857504)
  • GI: Fix to only clear the progress bar when GI computation is done and progress bar has been displayed. Previously it was being cleared too aggresively. (851764)
  • GI: Fixed shadowmap memory leak. (764734)
  • Graphics: Frame Debugger: fixed case of anti-aliased render textures sometimes not being displayed correctly on OpenGL. (853212)
  • IL2CPP: Added proper support for a class that is marshaled as a field of another class or struct. For instance this includes correct handling of the return value from a call to Marshal.Sizeof(). (852445)
  • IL2CPP: Fix to allow the Unity Ads engine integration to build correctly with Android on IL2CPP. (857296)
  • IL2CPP: Fix to prevent a stack overflow in the player runtime when metadata for an infinitely nested recursive generic type is used (such as the FullName of that type). (856410)
  • IL2CPP: Fixed an issue whereby compilation would fail for attribute classes that have overridden properties. (853468)
  • IL2CPP: IL2CPP now returns a more useful error message when trying to build a WebGL project with folder names containing '.' or '_' characters (e.g. the Facebook SDK). (850383)
  • iOS: Added Taiwanese language support. (853532)
  • Physics: Fix to ensure that all 2D physics queries that don't use ContactFilter2D, take into account 'Physics2D.queriesHitTriggers'.
  • VR: Corrected Google VR build define to be UNITY_HAS_GOOGLEVR (instead of UNITY_DAYDREAM). (861741)
  • Windows Store: Building project for Windows Store targeting Windows 10 SDK now works as expected when only VS2017 is installed. Previously it was necessary to also have VS2015 installed. (859650)
  • Windows Store: Generated VS projects once again build successfully when targeting ARM with IL2CPP scripting backend. (859389)

New in Unity 5.5.0 Patch 3 (Dec 23, 2016)

  • Improvements:
  • Shaders: During shader compilation if an unknown/unhandled error occurs append the unknown/unhandled error message to the shader compiler error message. This gives some context on what might be wrong in the shader.
  • FIxes:
  • (none) - Ads: Fixed cloud build issue.
  • (835453) - Android: First scene is now loaded asynchronously while the splash screen is displayed.
  • (none) - Animation: Renabled StateMachine multithreaded evaluation.
  • (none) - Audio: Changed default behaviour of native spatializer plugins to only load at start for the Editor. Platforms now load when requested only.
  • (853250) - Cache Server: Fix for 'last resource used' behaviour; a file that it requested from the cache server will have its LRU state refreshed and its lifetime extended.
  • (859728) - Editor Login Window: Fixed an issue related to the 'Remember Me' functionality.
  • (860626) - Graphics: Fixed a crash when calling Graphics.Blit(null, destination).
  • (844799) - Graphics: Fixed an issue where grab pass could cause lighting to break on translucent objects in a scene.
  • (800796, 851897, 825951) - HoloLens: Fixed resume-from-suspend bugs that would occasionally crash the app or not render anything.
  • (857296) - IL2CPP: Now allow the Unity Ads engine integration to correctly build with Android on IL2CPP..
  • (853532) - iOS: Added Taiwanese language support.
  • (855467) - Particles: Calling Destroy() with particle system object in IEnumerator Start() could cause a crash
  • (858235) - Particles: Fixed crash in CopyFromArrayAOS when calling Emit(position, velocity, size, lifetime, color).
  • (856877) - Particles: Fixed error in TLS Allocator ALLOC_TEMP_THREAD when simulating particle system.
  • (none) - Particles: Fixed rare memory overwrite which would have caused problems (crashes) in random areas eg memory managers.
  • (856871) - Particles: Game crashes when new particles are spawned using deprecated Emit method
  • (856224) - Particles: Particle System Lights Module would not generate lights if particle positions were modified by script.
  • (852817) - Particles: Particle System Renderer wouldn't allow rendering using multiple materials.
  • (846516) - Particles: Particle System subsequent Sub Emitter inherit properties were overridden with the first inherit property.
  • (851712) - Particles: ParticleSystem editor was using incorrect handle matrix when scaling mode was set to Hierarchy.
  • (850638) - Particles: Unity could crash in EmitterStoreData function when a Particle System was "aligned to direction" during Play mode.
  • (858816) - Physics: Fixed interpolation of Rigidbodies causing position and rotation to be inaccurate when accessed via Transform from within FixedUpdate.
  • (848718) - ReplayKit : Fixed a crash when creating objects from broadcasting start callback.
  • (833159) - ReplayKit : Fixed ReplayKit.StartBroadcasting not pausing the app.
  • (none) - Shaders: Bunch of bug fixes in translating shaders from HLSL to GLSL/Metal
  • Crash fix on partial precision parsing.
  • Added support for missing texture gather ops and sample count query.
  • Fixed bugs in swapc, SM5 variant of shift ops, atomic compare exchange, texture array coord translation, texture array element index rounding, texel fetch swizzle and GLSL extension handling.
  • (861611) - Tizen: Fixed the deploying failure problem.
  • (855646) - UnityWebRequest: Fixed the issue of a request continuing execution after exiting playmode, resulting in high CPU usage.
  • (834072) - VR: OpenVR app built and run with d3d12 crashes on start.
  • (852569) - VR: Switching stereo rendering during playback causes rendering issues.
  • (859650) - Windows Store: Building project for Windows Store targeting Windows 10 SDK now works when only VS2017 is installed.
  • (854650) - Windows Store: Fixed the issue of UnityWebRequest not working in Master builds.
  • (859389) - Windows Store: Generated VS project now builds once again when targeting ARM with IL2CPP scripting backend.

New in Unity 5.6.0 Beta 2 (Dec 21, 2016)

  • Known Issues:
  • Animation: Crash when previewing clip in AW. (851483)
  • Animation: Selecting a curve preset in the Importer generates error (854799)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
  • GI: On new projects, graphic settings are not initialized correctly, so realtime GI and shadows are missing. Workaround is to save and re-start Unity. (858159)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • VR: [Daydream] Deadlock issue when quitting an app, where the app may still execute for up to 3s after it goes away. (861469)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] The unity define that is used to mark Daydream support is incorrectly defined as UNITY_DAYDREAM instead of UNITY_HAS_GOOGLEVR. (861741)
  • VR: [Daydream] There is a tiling bug in the Pixel Snapdragon GPU driver that appears when post-processing effects are used. Unlike 5.4, 5.6 currently runs post processing image effects all the time, so the tiling issue will be more noticeable. This will be fixed in a future driver update that Google will ship as an OTA update for affected devices.
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • Features:
  • Editor: (As also mentioned under API Changes) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • Editor: Interactive handles for editing primitive collider types in the scene view now all use the same logic:
  • Dragging a handle expands the size only on that side.
  • Holding pins the center in place.
  • Holding scales the shape uniformly.
  • These changes apply to BoxCollider, CapsuleCollider, SphereCollider, BoxCollider2D, CapsuleCollider2D, and CircleCollider2D
  • Editor: TreeView IMGUI Control, which can display hierarchical data that can be expanded and collapsed. Additionally it lets you create list views and multi-column tables for Editor tools.
  • GI: Added Light modes, which replace mixed mode lighting and provide flexible ways to merge baked and realtime shadows. As part of this:
  • Added ability to bake shadowmasks.
  • New Lighting window layout.
  • Added Light Explorer window.
  • Improvements:
  • GI: Enlighten SDK upgraded to version 3.07p1. This should provide precompute time reductions, which will be especially noticeable in the CalculateSystemDependencies step as well as other steps which perform ray-tracing. Additional details:
  • An issue has been fixed in baking when using Final Gather which would result in wrong lighting when using transparent materials.
  • An issue has been fixed in baking when using Final Gather which would result in it ignoring the 'backface behaviour type' material property.
  • Fixed issue that prevented baked light masks working in conjunction with transparency textures.
  • Fixed a bug resulting in wrong lighting for SSD objects when using probes with non-default axes or SH coefficient orders.
  • When baking direct probe lighting, the per-light option to disable direct lighting is no longer ignored.
  • Graphics: Added cube array texture support to OSX Metal.
  • Particles: Full support for multiple selection and editing of Particle Systems.
  • VR: Added single-pass stereo support for Gear VR (using GL_OVR_multiview).
  • API Changes:
  • Animation: Added AnimatorOverrideController.GetOverrides and AnimatorOverrideController.ApplyOverrides. (752095)
  • Animation: Added to AvatarMask: AddTransformPath, RemoveTransformPath.
  • Animation: Deprecated AnimatorOverrideController.clips. (752095)
  • Animation: Moved AvatarMask from UnityEditor.Animations to UnityEngine.
  • Editor: (As also mentioned under Features) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • Fixes:
  • Animation: Fixed an issue where animator with animate physics would teleport objects. (847015)
  • Animation: Fixed AnimatorControllerPlayable memory leak.
  • Animation: Fixed bug in BlendTree thresholds recomputation. (777936)
  • Animation: Fixed problem where animation events were not being fired properly by Playables. (847874)
  • Animation: Removed parameter filter when user adds a new animator controller parameter. (847134)
  • iOS: Build flags are now prefixed with $(inherited) in Xcode project to improve compatibility with CocoaPods.
  • Playables: Fixed a crash where UnloadUnusedAssets would unload Animation Clips used by AnimationClipPlayables. (854615)
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Android: Disabled fence sync on poor performing drivers. (827110)
  • Android: Fixed issue where pausing during the splash screen would cause sprites to be black. (845080)
  • Animation: Fixed bug that would prevent curve dragging in the curve editor. (845553)
  • Animation: Fixed crash when sampling animation clip with additional curves. (851483)
  • Animation: Fixed crash when using MatchTarget on an Animator that has Apply Root Motion disabled. (847690)
  • Animation: Fixed vertical and horizontal flips when using Box Tool with tangents set to Infinity. (849656)
  • Editor: Circular references for particle subemitters in inspector no longer result in a crash. (853996)
  • Editor: Removed old editor assemblies when reimporting assets.
  • iOS: Added missing iPod touch 6th gen enumeration. (834663)
  • iOS: Documented settings that are shared across iOS and tvOS. (786207)
  • iOS: Fixed an issue where the splash screen could fail to appear or could be truncated if the initial scene took a long time to load. (810571)
  • iOS: Fixed full screen video player crash on simulator. (814079)
  • Physics: Fix to ensure that Rigidbody2D interpolation is reset if the Transform rotation is changed. (829769)
  • Physics: Fix to ensure that we do not perform 2D physics callbacks when exiting playmode in the Editor. (856669)
  • Physics: Fixed a problem with PolygonCollider2D paths that are almost collinear, which would result in collision detection problems. (715922)
  • Physics: Fixed an issue with CompositeCollider2D where a vertex beyond a certain magnitude did not composite correctly.
  • Physics: [Rigidbody2D] When auto-mass is used on a Prefab or an inactive object, a message is now displayed in Inspector to indicate that it cannot be calculated yet. (828188)
  • Shaders: Fixed uint params on OpenGL.
  • Shaders: Miscellaneous bugfixes in shader translation to GL/Metal/Vulkan.
  • Windows: Fixed issue where UnityWebRequest and WWW did not work in Windows Store Master builds. (854650)

New in Unity 5.5.0 Patch 2 (Dec 19, 2016)

  • Improvements:
  • (757055) - Graphics: Added support for feature level 11.1 on D3D11/D3D12. This brings native support for RGB565 and ARGB1555 RenderTexture formats. Note that this does not render correctly for ARGB4444 which will be fixed in one of the future releases.
  • Fixes:
  • (854739) - Android: Fix auto-rotation on Android 4.1 and older.
  • (849972) - Audio: Fixed FSBTool crashing when importing OGG files with non-standard sample rates.
  • (830217) - Compute: Don't let GC dispose of ComputeBuffers. Added a warning for the user to release it manually.
  • (840151) - Editor: Fixed ArgumentOutOfRangeException triggered when closing tabs in dock area.
  • (843280) - Editor: Fixed s crash when baking occlusion. This also fixed a crash in rare cases at the end of occlusion baking if your scene contains portals.
  • (none) - Editor: Stopped the first probe being rendered multiple times when drawing the light probe visualization gizmo.
  • (840591) - Game Performance: Fixed a potential crash on player exit if Game Performance Service is enabled.
  • (853627) - Graphics: Added Material.SetBuffer with nameID overload.
  • (851359) - Graphics: Fixed a crash when deleting a Shader that is used by some Materials in the scene.
  • (849344) - Graphics: Fixed a crash when using Material.SetColor and similar functions with some built-in Unity variable names.
  • (851689) - Graphics: Fixed memory leak when instantiating materials (e.g. via renderer.material).
  • (none) - Graphics: Fixed OpenGL color space support on Windows (WGL_EXT_colorspace detection).
  • (836947) - Graphics: Fixed rendering bug when grab pass is used with forward rendering and graphics jobs are enabled.
  • (none) - HoloLens: Fixed a crash in Editor when terminating Remoting App during an active Holographic Remoting session.
  • (848237) - HoloLens: Improved error reporting when failing to load PerceptionRemotingPlugin.dll (used by Holographic Remoting).
  • (none) - IL2CPP: Emit proper C++ for unsafe methods that cast a void pointer to a type pointer and access a field from that type.
  • ([856410]](https://issuetracker.unity3d.com/product/unity/issues/guid/856410/)) - IL2CPP: Prevent a stack overflow in the player runtime when metadata for an infinitely nested recursive generic type used (like the FullName of that type).
  • (763240) - iOS: Fixed Module Registration and Code Stripping for builds with the Mono scripting backend.
  • (852363) - iOS: Fixed crashes in WWWConnection.
  • (857032) - Metal: Fixed a crash on startup on some iOS devices.
  • (810267) - Multiplayer – WebGL: Error creating/requesting Network matches on WebGL.
  • (849681) - OpenGL: Fixed image mask when running in upscaled fullscreen mode.
  • (852264) - Shaders: Fixed UNITY_VERSION macro not being setup in surface shaders.
  • (none) - Shaders: Improved support for handling backslash includes within shaders.
  • (829120) - Standalone: Fixed the incorrect display labels when using more than 2 monitors.
  • (824508) - VR: Fixed a memory leak when using a canvas and VRFocus is lost.
  • (858763) - VR: Unity 5.5 VR Camera Strobing between head poses once game is built.

New in Unity 5.6.0 Beta 1 (Dec 13, 2016)

  • Known Issues:
  • Animation: Crash when previewing clip in AW. (851483)
  • Animation: Selecting a curve preset in the Importer generates error (854799)
  • Animation: [CurveEditor] Dragging keyframes after shift selection gives erroneous results. (857435)
  • Animation: [CurveEditor] Pasting keys in curve editor pastes all keys instead of selected keys. (859125)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
  • Facebook: Build settings window becomes unresponsive when switching to Facebook platform (845601)
  • Facebook: Null reference exception after launching editor with Facebook module installed (845743)
  • Facebook: Player settings are missing when Facebook module is installed (845604)
  • GI: On new projects, graphic settings are not initialized correctly, so realtime GI and shadows are missing. Workaround is to save and re-start Unity. (858159)
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • Features:
  • Player: Native Daydream integration as a VR target for Unity VR applications.
  • Changes:
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnAfterDeserialize has changed when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Previously the callback was invoked twice: once before the object was fully deserialized (internal references not yet updated) and once after the object was fully deserialized (internal references are updated). In Unity 5.6 and above, SerializationCallbackReceiver.OnAfterDeserialize is only invoked once, after the object is fully deserialized, when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab.
  • Improvements:
  • IL2CPP: Generated C++ code will now contain annotations of original C# source code, as long as PDB/MDB files acompanying the C# source code are present on the machine at conversion time.
  • Particles: The UI for Custom Vertex Streams has been redesigned to allow greater flexibility over what data to send to the shader, and to add more control over how it is packed into the TEXCOORD channels.
  • API Changes:
  • Graphics: Added SystemInfo.maxCubemapSize API, analogous to SystemInfo.maxTextureSize. (852309)
  • Physics: Exposed Physics.ClosestPoint. Computes the point on the surface of a given Collider that is closest to a specified location.
  • Physics: Exposed Physics.ComputePenetration. Computes the minimal translation required to separate the two given Colliders. Doesn't require the Colliders to be placed at the given pose prior to the test, so is useful for writing custom character controllers.
  • Fixes:
  • Editor: Fixed keyboard input when there are multiple GameViews open. (767109)
  • Editor: Holding CTRL/ALT no longer stretches the Game View when zooming it with the scroll wheel. (851617)
  • WebGL: Fixed capturing of mouse moved events from web page. (831631)
  • WebGL: Fixed issues relating to reading into floating point textures.
  • The following are changes and fixes to 5.6.0 features and regressions:
  • Fixes:
  • Editor: Fixed case of graphics settings using incorrect default editor. (852403)
  • Editor: Fixed issue where the local cache server did not work if there were spaces in the path to the Unity Editor executable.
  • Editor: Fixed NulllReferenceException triggered when preview window is undocked. (846156)
  • IL2CPP: Added support for managed stack traces on Android. (846956)
  • IL2CPP: Corrected managed stack traces when Xcode 8 is used to build on iOS with link-time optimization enabled. (845666)
  • IL2CPP: Fix to prevent a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code. (847838)
  • IL2CPP: Fix to prevent a stack overflow exception in the player at run time, when an infinitely nested generic method is used. (845174)
  • IL2CPP: Fixed case of EventTrigger not working on WebGL builds. (839233)
  • IL2CPP: Fixed case of raycaster sometimes being stripped when using IL2CPP. (848670)
  • IL2CPP: Fixed source of a crash that could occur in the player, when a virtual method was called on a value type and that value type implemented an interface which had an overload of that virtual method. (849701)
  • IL2CPP: Implemented the array SetValue method for arrays of nullable types. (849072)

New in Unity 5.5.0 Patch 1 (Dec 8, 2016)

  • Improvements:
  • Graphics: An assert message is now shown in the console for platforms that don't support linear rendering with OpenGL ES API.
  • macOS/iOS/tvOS: Enhancement to allow developers to use Xcode's manual signing paradigm by specifying a provisioning profile in Player Settings.
  • Metal: Improved handling of transparent rendering after post-opaque image effects when using MSAA.
  • Shaders: Optimized in-editor import, load time and memory usage for shaders with massive amounts of potential variants.
  • Unity Ads: Updated native binaries to version 2.0.6.
  • Changes:
  • (855550) - Test Runner: Removed script templates for test runner (as it is not released).
  • Fixes:
  • (833396) - AI: Fix for "!InCrowdSystem" and "!handle.IsValid()" errors seen in console when calling Warp and enabling a disabled NavMeshAgent.
  • (854739) - Android: Fixed auto-rotation on Android 4.1 and older.
  • (845646) - Android: Input.backButtonLeavesApp = true now exits gracefully.
  • (824462) - Android: The platform setting for Android plugins now defaults to "Android" instead of "Any Platform".
  • (793711) - Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor.
  • (668043, 837519) - Asset Pipeline: Fixed an issue where asset and timestamp maps could get out of sync.
  • (741525) - AssetBundles: Fixed redundant asset bundles rebuild when external dll changes.
  • (853618) - Build Pipeline: VR Splash Screen texture will no longer be included when building a project for a non-VR platform.
  • (836131) - Collab: Fixed case of sign-in window getting stuck when launched from the toolbar menu.
  • (791434) - Core: Fixed hangs in the job system when running on certain platforms with a low number of cores e.g. older Windows Phones, UWP dual core machines.
  • (849022) - Editor: Fixed case of some properties being set to a single value when entering multi select mode for Trails and Lines.
  • (849138) - Editor: Fixed disappearing tab when closing 3 or more of them successively.
  • (857037) - Editor: Fixed NullReferenceException when undocking preview window.
  • (833866) - Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format, in order to fix problems opening Unity generated projects with Rider GUI.
  • (805221, 605171) - Graphics: Disabled GPU skinning on GL and GLES based graphics APIs for desktop & mobiles.
  • (821298) - Graphics: Fix to ensure that ETC1 alpha split option only shows for ETC1 4bit format in texture importer.
  • (846989) - Graphics: Fixed a crash during shutdown when using the DX9 graphics API.
  • (829120) - Graphics: Fixed a problem where the Windows standalone would appear on a different display from that selected in the game launcher.
  • (840897) - Graphics: Fixed a problem with objects not rendering after resolution changes or entering/exiting fullscreen when using DX9 graphics API.
  • Graphics: Fixed case of the Windows player build being disabled when using linear rendering and OpenGL ES graphics API in the editor.
  • (849671) - Graphics: Fixed lightmap decoding in the editor when the target platform is mobile.
  • (823371) - Graphics: Fixed the GPU Profiler to work in the MacOS Editor using the GLcore graphics API. Can only profile a single game window whilst it is in play mode.
  • (825046, 824894) - Graphics: Fixed warped lens flare and halo effects when not in stereo.
  • (850383) - IL2CPP: A more useful error message is now returned from IL2CPP when trying to build a WebGL project with the Facebook SDK.
  • (852445) - IL2CPP: Added proper support for a class that is marshalled as a field of another class or struct, including the proper return value for a call to Marshal.Sizeof in this case.
  • (846956) - IL2CPP: Added support for managed stack traces on Android.
  • (849701) - IL2CPP: Corrected a crash that can occur in the player when a virtual method is called on a value type and that value type implements an interface which has an overload of that virtual method.
  • (845666) - IL2CPP: Corrected managed stack traces when Xcode 8 is used to build on iOS with link-time optimization enabled.
  • (847838) - IL2CPP: Fix to prevent a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code.
  • (845174) - IL2CPP: Fix to prevent a stack overflow exception in the player at run time when an infinitely nested generic method is used.
  • (853468) - IL2CPP: Fixed an issue with attribute classes that have overridden properties.
  • (849072) - IL2CPP: Implemented the array SetValue method for arrays of nullable types.
  • (851098) - IL2CPP/Android: Fixed issue where the error output from the compiler/linker was not captured.
  • (820587) - Lighting: Fixed a problem with reflection probes updating during runtime even when "Refresh Mode" was set to "Via Scripting".
  • (812479) - Multiplayer: Fixed InvalidOperationException when selecting NeworkManager in Hierarchy for the first time.
  • (719672) - Networking: Fix to prevent using a packet size greater than defined in global config.
  • (837602) - Particles: Added animation support for simulation speed property.
  • (849084) - Particles: Fixed occasional crash when using external forces module.
  • (835334) - Physics: Continuously setting Rigidbody2D 'bodyType' or 'IsKinematic' to the same value should not cause contact recalculations; this can cause instabilities.
  • (850059) - Physics: Fixed an accuracy issue where a capsule would jitter and bounce erratically after being placed on top of a scaled mesh at specific locations when the PCM collision mode was enabled.
  • (853163) - Physics: Scaling a CapsuleCollider2D using a Transform component scale in X or Y of zero in the inspector no longer causes a warning in the console.
  • (801761) - Prefabs : Fixed an issue where a prefab instance could be incorrectly marked inactive when first loading a scene.
  • (836589) - Profiler: Fixed isse where taking a detailed memory snapshot did not work in some circumstances.
  • (759338) - Scripting: Fixed case of WaitForSeconds waiting forever when receiving NaN as the parameter.
  • (850350) - Scripting: Fixed MonoDevelop build errors when building UnityScript and Boo projects.
  • (825418) - Shaders: Automatically upgrade any shaders using unity_SpecCube1. This fixes unity_SpecCube1 related shader compile errors after a project upgrade.
  • Shaders: Fixed a problem when compiling shaders using windows style directory separator ("") in #include paths and compiling on MacOS.
  • (814063, 812479) - Shaders: Fixed a rare problem on DX11 with NaNs happening during the depth pass of forward rendering mode, resulting in shadow artefacts.
  • (844355) - Shaders: Fixed a shader compiler crash for shaders which had extra "}" tokens in them.
  • (825408) - Shaders: Fixed crash when compiling very complex surface shaders. Optimised the memory usage during surface shader compilation.
  • (829162) - Substance: Fixed case of ProceduralTexture inspector preview sometimes showing invalid size and format.
  • (840177) - Substance: Fixed case of SubstanceArchive inspector unselecting ProceduralMaterials after being renamed.
  • (842999) - Substance: Fixed crash when loading a substance with corrupted data,
  • (840181) - Substance: Fixed issue where the emission shader parameter was not properly set on import when emission global illumination was set to realtime.
  • (819300) - UI: Fixed jittery movement when scrolling ScrollRect.
  • (826626) - UnityWebRequest: Fixed case of incorrect Content-Type request header for multipart form data in POST requests.
  • (851921) - UnityWebRequest: Fixed case of POST requests not working with empty data.
  • (850018) - UnityWebRequest: Fixed issue where escaped characters in URL would get unescaped.
  • (657131) - VCS: Fixed null reference exception that could occur after resolving an asset (e.g. prefab) whilst the asset is selected and displaying in the inspector.
  • (824508) - VR: Fixed a memory leak when using a canvas and VRFocus is lost.
  • (851967) - VR: Fixed an issue where only the shadows from the first light would render in both eyes when using single pass instancing.
  • (851891) - VR: Fixed case of error shader rendering in one eye only when using single pass instancing.
  • (845179) - VR: Fixed crash when checking for Stereo VR Device during build.
  • (822480) - Windows Store: Fixed duplicate assembly warning when building Universal 8.1.
  • (820871) - Windows: Fixed issue where Application.systemLanguage would return the region language rather than the UI language.

New in Unity 5.4.3 Patch 2 (Dec 2, 2016)

  • Improvements:
  • Shaders: Increased the number of allowed shader keywords to 256 (up from 128). Optimized related parts of the code, so it's often actually faster now.
  • Fixes:
  • (844606) - Android: Fixed crash on some devices when multiple sprite objects are in scene.
  • (821909) - Collab: Auto Refresh is no longer force enabled even after Collab is turned off.
  • (800613) - Deployment Management: Report build-time-generated streaming resources, such as texture atlases, at the correct size in the build report.
  • (827803) - Graphics: Fixed Rendering.CommandBuffer crash when drawing meshes.
  • (849701) - IL2CPP: Fixed a crash that can occur in the player when a virtual method was called on a value type and that value type implements an interface which had an overload of that virtual method.
  • (851098) - IL2CPP - Android: Fixed an issue whereby compiler/linker error output were not captured.
  • (849072) - IL2CPP: Implemented the array SetValue method for arrays of nullable types.
  • (847838) - IL2CPP: Prevented a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code.
  • (845174) - IL2CPP: Prevented a stack overflow exception in the player at run time when an infinitely nested generic method is used.
  • (846956) - IL2CPP: Support managed stack traces on Android now.
  • (840773, 849280) - IOS: Fixed an issue of freezes related to ARM atomics.
  • (852363, 814365, 823587) - iOS: Fixed several crashes with regards to WWW and WebRequest.
  • (801761) - Prefabs: Fixed an issue where a prefab instance could be incorrectly marked inactive when first loading a scene.
  • (850350) - Scripting: Fixed MonoDevelop build errors when building UnityScript and Boo projects.
  • (847853) - WebGL: Fixed crash when user writes a file using custom ArrayBuffer
  • (822480) - Windows Store: Fixed duplicate assembly warning when building Universal 8.1.

New in Unity 5.5.0 Beta F2 (Nov 25, 2016)

  • System Requirements Changes:
  • OS X 10.8 support was deprecated for running Unity OS X editor and OS X standalone player. Please update to more recent OS X versions.
  • Samsung TV 2013 and 2014 support is dropped.
  • Known Issues:
  • Asset Import: Crash at "AssetBundleLoadFromAsyncOperation::TryToLoadAndInitializeAssetBundle" when AssetBundle is created incrementally (849633)
  • Asset Import: Occlusion Culling: Unity editor will crash when reading a scene with occlusion culling from asset bundle. Players will work fine. Fix is expected shortly in a patch release. (846853)
  • Editor: Opened Editor crashes after some period of inactivity (851796)
  • Editor: Play mode performance regression. (848131)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834235)
  • Graphics: GPU profiling is not supported when graphics jobs are enabled. (802273)
  • Graphics: The MacOS Editor does not support GPU profiling. (823371)
  • iOS: Application.Unload () crashes on iOS when screen is being touched (852055)
  • UI: Undocked windows are placed behind the main window after assembly reload. (846877)
  • VR: Occlusion mesh artifacts on Oculus when using Single Pass Stereo. (850170)
  • Features:
  • Animation: Animation Window Box tool
  • Editor: Mem Record: Native memory performance profiling for CPU Profiler Timeline. Shows callstacks of native memory allocations.
  • Editor: New selection highlighting in scene view. Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.
  • Editor: Option to run Cache Server locally for quick platform switching
  • Graphics: Linear color space is supported on Android with OpenGL ES 3.x and iOS with Metal.
  • Graphics: New (Preview) LookDev editor window for viewing & validating meshes and materials in various lighting environments.
  • Graphics: Unity splash screen tools. description description
  • Particles: New Modules:
  • Lights Module, for adding realtime lights to particles description
  • Noise Module, for adding Curl Noise to Particle Movement description
  • Trails Module, for rendering ribbonized trails behind particles description
  • Physics: New CapsuleCollider2D
  • Platform: HoloLens support from the Technical Preview.
  • Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on OSX and Windows. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
  • Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
  • VR: Holographic Emulation description
  • Backwards Compatibility Breaking Changes:
  • Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
  • DX9: DX9 half-pixel offset adjustments are now done at Shader compilation time. This means that Shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex Shader constant register #255 (c255) is now reserved by Unity, and all vertex Shaders get two instructions automatically added to do the adjustment.
  • Editor: Time.deltaTime now updates in the Editor for any script marked with [ExecuteInEditMode], or any MonoBehaviour that has runInEditMode set to true.
  • JSONUtility: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions.
  • OpenGL: Legacy desktop OpenGL2 support has been removed. It had already been removed as the default option in Unity in 5.3, and deprecated in Unity 5.4. This only affects Mac & Linux.
  • WebGL: WebGL no longer supports loading LZMA compressed AssetBundles, which is very inefficient. Its use was alway discouraged, and now it has been disabled.
  • Changes:
  • BuildPlayer: Building a player will now fail if the project does not build in the Editor.
  • Core: Changed the "obsolete" warning message of Undo.RegisterUndo so that it now suggests the correct replacement.
  • Editor: Added support for resizing the height of the Preferences window.
  • Editor: Enabled redo for selection changes.
  • Editor: Reflection Probe: "Probe Origin" has been renamed to "Box Offset", and "Size" to "Box Size" in the Inspector UI.
  • Editor: Removed fading/lerping behaviour when dragging/docking views, for a cleaner and less visually confusing UI.
  • Editor: You can no longer build in linear color space on platforms that don't support it.
  • GI: Deprecated the directional specular lightmap mode in Unity 5.5, since it will disappear in Unity 5.6 (as part of the lighting modes functionality).
  • Graphics: A fatal error now occurs if the Unity player is forced to run with a Renderer that it wasn't built for in the Editor.
  • Graphics: Removed logic that used guesswork to downscale shadow resolution based on how much free VRAM was available at the time.
  • Graphics: Rendering Path settings have been moved from Project Settings > Player to Project Settings > Graphics.
  • Graphics: The default uncompressed texture format is now RGBA32 on all platforms, and the default format for new Texture2D script API. Previously, ARGB32 was the default on some platforms, but RGBA32 is better because it needs less color channel re-ordering at Texture upload time.
  • Graphics: Updated shader macros to support Level of Detail (LOD) and sampler variations for Texture cubes and arrays.
  • Graphics: Warnings are now shown when a Renderer that statically batched is going to be rendered instanced.
  • HoloLens: HoloLens low latency API has been re-instated.
  • Physics: Exposed Physics.queriesHitBackfaces. This is disabled by default, so all physics queries do NOT detect hits with backface triangles. Previously, some queries would detect and some wouldn't, which was inconsistent.
  • Physics: The breakForce reported by the OnJointBreak callback is now the original breakForce, regardless of whether the Joint was disabled and re-enabled during the callback cycle.
  • Physics: The Physics system now rejects Meshes containing non-finite vertices.
  • Platform Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • Samsung TV: Support for 2013 and 2014 Samsung TVs has been dropped. Deploying to these two years of TV no longer works.
  • Shadows: Unity no longer reduces shadowMap size automatically from VRAM.
  • VR: Oculus Touch Controllers and Oculus Remote now present themselves as standard joysticks.
  • VR: OpenVR controllers now present themselves as standard joysticks.
  • WebGL: asm.js code is now written in a separate file for normal JS, which allows for better memory optimizations in Firefox.
  • Improvements:
  • Android: Added "Mute Other Audio Sources" option to Android player settings in the editor (shared with iOS).
  • Android: Enabled TLSv1.1 and TLSv1.2 for JellyBean and KitKat devices.
  • Android: Enhanced big.LITTLE core detection. This fixes core detection on Parker.
  • Android: IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Android: IL2CPP: The full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • Animation: Added a new default ClipAnimationMaskType "None" to the Animation Importer. Use this value when you do not need a mask.
  • Animation: Implemented Reset for BlendTrees.
  • Animation: Import avatar improvements: A warning is now generated when importing avatar configurations with hierarchies that do not match properly. These configurations continue to work, but do need to be updated with a proper avatar configuration. This update also includes improvements to the default auto-mapping.
  • Animation: In the Clip Importer, AvatarMask is now set to "None" by default when importing new FBX files.
  • Build Pipeline: Optimized the build pipeline so that AssetBundles which contain Scene files don't need to recompile the scripts every time. This results in a much quicker build process.
  • Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7.
  • Collaboration: Bug fixes, UI improvements.
  • DX9: Fixed various half-pixel offset issues when using Direct3D 9. Rendering now exactly matches other platforms (such as DX11, OpenGL).
  • Editor: Added 'Discard changes' in Scene context menu in the Hierarchy. This reloads selected modified Scenes from disk.
  • Editor: Added undo support for Sorting Layers.
  • Editor: Added Unity version to the main Unity Editor window title bar, making it easy to see which Unity version you currently have open.
  • Editor: Area lights now indicate their effective range in the Inspector.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields. For example: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: In SceneView, the wireframe is now hidden on objects with the hideInHierarchy flag. Previously it would still be visible when the object's parent was selected.
  • Editor: It is now possible to dock views to the tops of windows and other views. Previously only left, right and bottom were possible.
  • Editor: The Game view now has the option to emulate low resolution for aspect ratios when on a retina monitor, using a checkbox at the top of the Aspect Ratio/Resolution menu. This update applied to macOS-only, because retina support is currently macOS-only.
  • Editor: Unity now treats quotes in the .exe path in the same way the Windows command line does.
  • Editor: Windows Editor now remembers the directory where a project was last created, and defaults to that location rather than the directory of the last opened project.
  • Game Performance: Added option to prevent exceptions that occur in Play mode (in the Editor) from being reported to the Game Performance service.
  • GI: Improved the additive loading error thrown when scenes have different lightmapping modes (made it more user friendly).
  • GI: MaterialPropertyBlocks are now applied for Realtime GI Meta pass rendering.
  • Graphics: Added Graphics.DrawMeshInstanced and CommandBuffer.DrawMeshInstanced API, allowing instanced draws without the overhead of creating thousands of renderers. description
  • Graphics: Added RenderTexture.GenerateMips script API for manual control over mipmap generation. Renamed existing RenderTexture.generateMips property to autoGenerateMips.
  • Graphics: Added support for BC4/BC5 texture formats on PC and consoles. The new formats are available in Texture Import format override options (they are not used by default), or when creating Textures from scripts. description
  • Graphics: Added support for cubemap arrays (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU access a bunch of same size/format cubemaps as a unit, index into them when sampling, and other related tasks. Cubemap arrays are a desktop and console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
  • Graphics: Added support for importing Textures as RGBAHalf (16 bits float per component)
  • Added 'HDR' Texture format for automatic HDR format choice (RGBAHalf for Desktop/PS4/XBoxOne, and the usual RGBM, dLDR depending on the platform)
  • Reflection Probes now default to this new HDR format
  • Graphics: Added Texture conversion to RenderTargetIdentifier, so that SetGlobalTexture now accepts Textures.
  • Graphics: Added the ability to batch Renderers of different LOD fade values together by using the "lodfade" option in the instancing_options directive.
  • Graphics: Command buffers attached to Lights are now visualised in the Inspector, and buttons have been added for removing each/all of them.
  • Graphics: Fixed Rendering.CommandBuffer crash when drawing meshes
  • Graphics: GPU Instancing: Added support for Android with OpenGL ES 3.0 or newer. Note however that GPU instancing support is disabled for Android devices that have the Adreno GPU with only OpenGL ES 3.0, because of driver issues.
  • Graphics: GPU Instancing: Added support for Metal.
  • Graphics: GPU Instancing: Implemented SpeedTree instancing. Light Probes are still not allowed.
  • Graphics: Improve shadows precision for large game worlds. Use reverse-float depth buffer for improved depth buffer precision on modern GPUs. Particularly improves directional light shadowing for large view distances.​ description
  • Graphics: Improved in-editor graphics emulation:
  • Metal setting added, used by default on iOS/tvOS (instead of previous GLES2.0 setting).
  • OpenGL ES 3.0 setting added, used by default on Android (instead of previous GLES2.0 setting).
  • WebGL 1 and WebGL 2 settings added; WebGL1 used by default on WebGL (instead of previous GLES2.0 setting).
  • Shader Model 4 setting added, available on Standalone/Windows Store.
  • Graphics: Improved Line/Trail Renderer rendering.
  • Graphics: Improved LODGroup component UI:
  • The sliding Camera icon is now aware of the global LOD bias value, and works accordingly.
  • The "Recalculate Bounds" button is now only enabled when clicking it will result in a change.
  • Graphics: Metal (iOS/macOS) can now render into slices of 3D and 2DArray Textures.
  • Graphics: Metal: Switched the shader backend to HLSLcc.
  • Graphics: Multi-Scene occlusion culling now works correctly. Culling data has been extracted to a separate Asset, and can be baked/reloaded with multi-Scene setups. Note that the data is stored relative to the active Scene, and is loaded correctly when loading any Scene or group of Scenes that reference it.
  • Graphics: Shader.globalMaximumLOD is now restored after exiting Play Mode.
  • Graphics: Static batch rendering is now faster, and uses fewer draw calls.
  • Graphics: Textures can now be imported to two new formats:
  • BC6H for high quality compressed RGB HDR textures
  • BC7 for high quality compressed RGB(A) textures Those formats are currently only available on desktop (DX11+, GLCore), PS4 and Xbox One platforms.
  • On those platforms, HDR Textures now default to FP16 for uncompressed Textures, and BC6H for compressed Textures.
  • Reflection Probes now default to FP16 for uncompressed Textures, and BC6H for compressed Textures.
  • BC7 is chosen automatically by the Texture Importer for Texture setup as "High Quality Compressed" on supported platforms (see Texture Importer documentation).
  • Note: DX9 and MacGL do not support those formats. If a Texture is set as BC6H, it is automatically uncompressed to FP16. If a Texture is set as BC7, it is automatically uncompressed to RGBA8.
  • HoloLens: Optimized the built-in spatial mapping occlusion Shader, providing higher frame rates.
  • HoloLens: The tracking loss screen now renders at ~60 FPS (previously ~40 FPS).
  • HoloLens: The Visual Tracking Loss Screen is now always be displayed when visual tracking has been lost.
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • IMGUI: The Event.Use() function logs a warning if the event type is Repaint or Layout.
  • iOS: Added a way for the user to retrieve Game Center authentication error strings.
  • iOS: Added an option for users to disable the filtering of emojis in the iOS keyboard via the trampoline code.
  • iOS: Fixed audio ducking for iOS platform (background audio applications muting)
  • iOS/tvOS: Relative symlinks are now used for plug-ins when building to a related folder. Previously, only absolute symlinks were used.
  • iOS/tvOS: Significantly reduced the size of shipped static libraries.
  • JSONUtility: EditorJsonUtility now allows any object type to be passed in for serialization, not just UnityEngine.Object types. This means vanilla C# types can take advantage of the object reference serialization behaviour.
  • JsonUtility: JsonUtility.ToJson is now faster and uses less temporary memory.
  • Lines: Added a Texture Mode to the Line/Trail renderers, to control whether the Texture repeats or stretches.
  • Networking: Calling NetworkTransport.GetCurrentRTT causes editor crash when use WebSockets is enabled
  • Networking: CRC Mismatch on Wii U (Big Endian Issue)
  • Networking: Enabling WebSockets in NetworkManager maxes out a CPU core
  • Networking: WebSockets client doesn't support multiple connections.
  • Occlusion Culling: Unity now supports multi-Scene occlusion culling. Scenes built concurrently will be computed as expected.
  • OSX/iOS Metal: Added -force-metal switch to force Metal rendering on OSX/iOS.
  • Particles: Added "Show Bounds" to Particle System UI. This shows the world and local AABB for the system. description
  • Particles: Added a new Render mode to make particle billboards face the eye position. This is good for VR rendering. description
  • Particles: Added a new Shape Module option to rotate particles to face their initial direction of travel. description
  • Particles: Added support for sending custom data to Particle System vertex Shaders. description
  • Particles: Gradients now support a fixed color mode, where no blending is performed. This is useful when users want to define a simple list of possible colors to be chosen from. description
  • Particles: Gravity Modifier can now be a curve over time. description
  • Particles: Improved the Particle System curve editor so that it now supports wrap modes, and improved selection and editing of keys. description
  • Physics: Added more performance metrics to the Physics profiler.
  • Physics: All Effector inspector editors now use animated roll-outs to group properties.
  • Physics: Physics engine updated from PhysX 3.3.1 to PhysX 3.3.3
  • Physics: Physics2D settings now have the option to show Collider2D AABB in the Gizmo roll-out.
  • Physics: Rigidbody2D and Collider2D Inpsector editors now have an "Info" roll-out showing useful information.
  • Physics: Rigidbody2D now accepts a PhysicsMaterial2D, which is then used for all attached Collider2Ds that don't specify their own.
  • Player: AssetBundles now work with engine code stripping. A custom player build can understand which AssetBundles will be loaded by the player at run time, and determine which parts of the engine code those AssetBundles need to preserve. See BuildPipeline.BuildPlayer method change for more information.
  • Plugins: You can exclude specific platforms when "Any Platform" is selected. This allows you to set plug-in compatibilities on any platform except your selected specific platform. Added additional API to PluginImporter.
  • SamsungTV: Added support for deploying to multiple Samsung TVs at once. Separate TV IPs with a forward slash to do this.
  • Scripting: Improved the performance of System.IO.StringReader.ReadLine.
  • Scripting: On macOS X, the Unity Editor no longer starts BugReporter with mono NULL exception if -batchmode.
  • Scripting: Upgraded C# compiler to Mono 4.4. The new compiler still targets C# 4 and .Net 3.5, but provides better performance and many bug fixes.
  • Serialization: Added new scripting class attribute 'PreferBinarySerialization' which allows developers to hint Unity that a ScriptableObject derived type prefers to use binary serialization regardless of project's asset serialization mode.
  • Serialization: The serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Shaders: Added a Render Queue setting to the Material UI. Previously this was a script-only setting on the Material.
  • Shaders: Improved exception messages when passing invalid arguments to the ComputeShader constructor.
  • Shaders: Improved memory usage for large Shaders compiled for multiple APIs. Only the active API's data will be decompressed in the player.
  • Shaders: Improved usability of "Show compiled code" for Shaders. Now compiled Shader variants are grouped together in a more useful way.
  • Shaders: Increased the number of allowed shader keywords to 256 (up from 128). Optimized related parts of the code, so it's often actually faster now.
  • Shaders: Renamed variables and cleaned code in UnityStandardBRDF.cginc.
  • Shaders: Shaders are now exported to the Unity player completely in binary. There is no Shader text string and parsing in run time.
  • Shaders: When Shader compilation fails and the reason is unknown, the error output from the platform Shader compiler is now shown in the error message.
  • Terrain: Terrain LOD pre-computation is optimized and now runs faster (specifically, TerrainData.SetHeights and setting the size property are faster now).
  • Unity Ads: Updated Unity Ads to v2.0.5. Fixed crashes related to calling user-defined callbacks from outside the main Unity thread.
  • Version Control: Major improvements to memory and CPU usage.
  • Visual Studio: Added cancel button to "Opening Visual Studio" progress dialog.
  • VisualStudio: COM is no longer used to launch VisualStudio. This results in a faster VisualStudio startup time.
  • VR: GUI elements now work with single-pass stereo rendering
  • VR: UnityEngine.VR.InputTracking.GetLocalRotation() and UnityEngine.VR.InputTracking.GetLocalPosition() can now be used to query the position and orientation of Oculus Touch and HTC Vive controllers.
  • VR: Updated the native plug-in support for VR devices. Plug-ins in user projects override native VR plugins when used.
  • Web: The Accept-Encoding header can now be set via scripting. Note that this is advanced programming and is done at your own risk.
  • WebGL: Aded the option to use Brotli compression instead of Gzip.
  • WebGL: Rebuilds which don't change code now cache the complete JS build, resulting in much faster iteration times.
  • WebGL: Reduced the size of release builds by stripping away duplicate functions.
  • WebGL: WebGL 2.0 is now enabled by default for new projects.
  • Windows Standalone: Added the "Copy PDB files" option to the Build Settings window. This controls the copying of PDB files when building to Windows Standalone.
  • Windows Standalone: Windows Standalone applications can now correctly run in low integrity mode. (https://msdn.microsoft.com/en-us/library/bb625960.aspx)
  • Windows Store: Added a "Copy References" option in the Build Settings window. This allows for generated solutions to reference Unity files from the Unity installation folder, instead of copying them to an exported folder. This can save up to 10 GB of disk space. Note that you can't copy the exported folder to another PC, because there is a dependency on Unity's installation folder.
  • Windows Store: Added new option for input handling in XAML-based applications: pointer input can now be recieved from SwapChainPanel. This is an alternative to independent input sources.
  • Windows Store: Added partial hardware cursor support. The default cursor set in PlayerSettings acts as a hardware cursor. Cursors set at runtime still act as software cursors. See Cursor documentation for more information.
  • Windows Store: Added the concept of "target device type", which allows you to target only one family of devices (such as PC, mobile or HoloLens). This enables better resource optimization for a particular device type. See documentation on EditorUserBuildSettings.wsaSubtarget for more information.
  • Windows Store: Assembly C# projects are now generated next to the main solution in the GeneratedProjects folder.
  • Windows Store: Expanded UnityEngine.WSA.Cursor.SetCustomCursor. If you pass 0 to this function, it will restore the cursor to arrow icon.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP. XAML and D3D apps are now supported, as well as IME input. To turn on older implementation, pass the command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: Windows Store platform no longer appears in the Build Settings window if the Editor is not running on Windows.
  • API Changes:
  • AI: NavMesh related types are moved from namespaces UnityEngine and UnityEditor to UnityEngine.AI and UnityEditor.AI
  • Application: Add Application.Unload to unload Unity from memory without exiting the application.
  • Asset Bundles: Added an Offset argument to the AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods. (764802)
  • Asset Bundles: New argument to the BuildPipeline.BuildPlayer method to support Asset Bundle engine code stripping
  • Asset Management: EditorApplication.SaveAssets has been deprecated; use AssetDatabase.SaveAssets instead. The ScriptUpgrader should fix existing code automatically.
  • Asset Pipeline: Added callback events for PackageImport for start, success, failure and cancellation.
  • Editor: Add MonoBehaviour.runInEditMode to set a specific instance to run in edit mode.
  • Editor: Added Handles.DrawWireCube to draw cubes in the same way as Gizmos.DrawWireCube
  • Editor: Added toggle for preventing/allowing cross scene references from the Editor UI (see EditorSceneManger.preventCrossSceneReferences)
  • Graphics: Added array property getters (e.g. GetFloatArray) for Material, MaterialPropertyBlock and Shader class.
  • Graphics: Added bool SystemInfo.usesReversedZBuffer to be able to know if the Z is currently reversed.
  • Graphics: Added CommandBuffer.SetGlobalBuffer
  • Graphics: Added Light.customShadowResolution and QualitySetting.shadowResolution to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis. (805056)
  • Graphics: Added List overloads for array property setters for Material, MaterialPropertyBlock, Shader and CommandBuffer class.
  • Graphics: Added List overloads for Graphics.DrawMeshInstanced.
  • Graphics: Added property getters (e.g. GetGlobalFloat) for Shader class.
  • Graphics: Added QualitySettings.shadows and QualitySettings.softParticles to the scripting API (805056)
  • Graphics: Enable 'BuiltinRenderTextureType.ResolvedDepth' enum so command buffers can use it.
  • Graphics: Native code plugins can access underlying graphics API Mesh & ComputeBuffer data. New script APIs for that: Mesh.GetNativeIndexBufferPtr, Mesh.GetNativeVertexBufferPtr, ComputeBuffer.GetNativeBufferPtr.
  • Graphics: Now BillboardAsset can be constructed from script. Added detailed how-to documents.
  • Graphics: SystemInfo.supportsRenderTextures and SystemInfo.supportsStencil always return true now (all platforms have them).
  • HoloLens: PhotoCapture: removed the preview mode parameter from PhotoCapture::StartPhotoModeAsync.
  • HoloLens: Spatial mapping component API changes:
  • The "Custom Render Setting" property is now "Render State".
  • The "Custom Material" render setting is now "Visualization".
  • "Custom Material" is now "Visual Material".
  • "volume" property is now "volumeType".
  • "sphereRadiusMeters" is now "sphereRadius".
  • "boxExtentsMeters" is now "halfBoxExtents".
  • "lod" is now "lodType".
  • JSONUtility: EditorJsonUtility methods now accept any object type, not only UnityEngine.Object subclasses
  • Particles: Added IsEmitting property.
  • Particles: Exposed the Maximum Particle Timestep (maximumParticleDeltaTime) to the public API.
  • Particles: Fully exposed main particle properties to script
  • Particles: Particles Stop function now takes an enum to stop emitting or stop emitting and clear.
  • Physics: PlatformEffector2D now has a 'rotationalOffset' property to adjust the local 'up' (surface) vector.
  • Physics: Rigidbody2D component now has a 'bodyType' property that allows selection of Dynamic, Kinematic or Static bodies.
  • Physics: The following properties have been renamed:
  • Physics.solverIterationCount to Physics.defaultSolverIterations
  • Physics.solverVelocityIterationCount to Physics.defaultSolverVelocityIterations
  • Rigidbody.solverIterationCount to Rigidbody.solverIterations
  • Rigidbody.solverVelocityIterationCount to Rigidbody.solverVelocityIterations
  • Physics2D: Physics2D.CapsuleCast and Physics2D.OverlapCapsule API.
  • Profiler: Profiler class moved from UnityEngine namespace to UnityEngine.Profiling
  • Scene: Added SceneUtility class with scene path to build index conversion methods and added SceneManager.GetSceneByBuildIndex.
  • SceneManager: Added UnloadSceneAsync API which can be called anytime unlike UnloadScene.
  • SceneManager: UnloadScene has now be marked deprecated and will throw an exception if called at illegal times. UnloadSceneAsync should be used instead (762371)
  • Scripting: Add disposable scope helper for Begin/EndChangeCheck
  • Scripting: Add missing generic overloads for Object.Instantiate
  • Scripting: Introduced global define UNITY_5_5_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.5 or newer
  • Shadows: Exposed LightShadowResolution enum to scripts. (575369)
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Terrain: Added Terrain.SetSplatMaterialPropertyBlock and Terrain.GetSplatMaterialPropertyBlock API that allows per-terrain shader properties to be used for rendering the terrain.
  • Terrain: Added Terrain.treeLODBiasMultiplier for adjusting LOD bias for SpeedTree trees.
  • Terrain: Added TerrainChangedFlags for use with the OnTerrainChanged message.
  • Terrain: Added TerrainData.bounds for retrieving the local bounding box of terrain heightmap data.
  • Texture Importer: Added GetAutomaticFormat API method to Texture Importer.
  • Tizen: Add UnityEngine.Tizen.Window.evasGL to retrieve a pointer to the native Evas_GL object used by Unity to render.
  • UI: Added rootCanvas property to Canvas. (782957)
  • Fixes:
  • 2D: Fix crash when user attempts to SetPixel and Apply onto a Texture2D with an invalid width or height (0) (789600)
  • 2D: Fix Dragging a cubemap onto a scene doesn't generate skybox material, duplicates file twice instead (742896)
  • 2D: Fix potential hang when rendering Sprites with large number of vertices
  • 2D: Fix SpriteEditorWindow not showing selected texture after exiting playmode (782177)
  • 2D: Fix SpriteEditorWindow polygon mode bugs related to the change shape popup (782158, 782212, 782229)
  • AI: Fix issue where NavMeshAgent remaining distance property would be wrong right after setting the agent destination to the same polygon. (822015)
  • AI: Fix issue where NavMeshAgent would sometimes teleport right after NavMeshObstacle carving. (822362)
  • Android: Abandon/Request audio focus on pause/resume (796242)
  • Android: Android: Fix bug in Texture.GetPixels for ETC compressed textures (759195)
  • Android: Android: Fix freeze in new splash screen when using threaded GfxDevice (766776)
  • Android: Android: Fixed a crash related to the main context not being an Activity (751102)
  • Android: Android: Fixed an issue where Ping wouldn't work in release mode (734124)
  • Android: Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Android: LocationService - Fixed crash bug (757111)
  • Android: Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error (764422 762733)
  • Android: Audio - Don't select OpenSL output if the native device params make no sense (fixes audio issues on chinese devices/custom ROMs/broken devices)
  • Android: Audio - Fixed audio latency in GearVR regression (789398)
  • Android: Audio - Fixed OpenSL output not selected when default buffer size selected (784899)
  • Android: Buildpipe - Don't make use of preview SDK tools installed (788040)
  • Android: Buildpipe - Don't merge manifests if exporting project (746248)
  • Android: Buildpipe - Fixed AAPT errors on project export (786918)
  • Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects (765396)
  • Android: Buildpipe - Fixed OBB files not working (787999)
  • Android: Buildpipe - Remove mdb files from release build (781657)
  • Android: Don't decompress RGB ETC2 textures on devices that support it when using OpenGL ES 2.0 (784866)
  • Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview (790236)
  • Android: Fix crash during startup on some ARM devices
  • Android: Fix EGL_BAD_NATIVE_WINDOW warning (747898)
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000) (762875)
  • Android: Fix for potential crash when Video can not be prepared (788486)
  • Android: Fix for specular highlights on Mali devices caused by half-precision overflow (761744)
  • Android: Fix high memory usage of RenderTexture.GetTemporary (786289)
  • Android: Fix incorrect width/height when changing orientation after changing antialiasing settings (771542)
  • Android: Fix Java NoSuchFieldError exception on Gingerbread device
  • Android: Fix rendering artefacts on Vivante GC1000 devices (712890)
  • Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo. (793738)
  • Android: Fixed an issue where RenderTexture content would be lost on pause/resume (749983)
  • Android: Fixed deployment to devices with unknown OpenGL ES target
  • Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons (779338)
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics) (779877)
  • Android: Fixed sound issues with Bluetooth audio devices and when casting (758142)
  • Android: Fixes an issue where UI touch input would be ignored (776437)
  • Android: Handle '#' in project paths (743640)
  • Android: JNI - Throw correct exception when method not found by reflection (782985)
  • Android: Removed permissions added by checking "Split Application Binary"
  • Android: Show name of missing library on export failure
  • Android: Unaligned batch rendering (re)fix (768974)
  • Android: Vibrate() is now asynchronous (777556)
  • Android: Workaround ES3 shader compiler bugs on Adreno 3xx devices (777617)
  • Android: (746248)
  • Android: Buildpipe: Fix to no longer put mdpi app icon into the default drawable/ location. (764641)
  • Android: Fixed a crash when quitting an application on older Android devices (835383)
  • Android: Fixed input issues after tapping the splash screen. (825716)
  • Android: Fixed startup crash on Adreno when protected graphics memory is used. (832025)
  • Android/IL2CPP: Android: IL2CPP - Fixed build errors on NDK paths with whitespaces (763447)
  • Android/IL2CPP: Android: IL2CPP - Fixed crash on second startup after installation (766698)
  • Animation: Added more feedback to the AvatarMaskInspector for cases where the transform mask is empty (805945)
  • Animation: Added non-alloc version of Animator::GetCurrent/NextAnimatorClipInfo.
  • Animation: Added visual feedback to Transform animation curves when part of a positon/rotation/scale is not explicitly animated. (778046)
  • Animation: Added warning icon in animator controller to inform user that a base layer with humanoid motion should preferably not have an avatar mask. (823794)
  • Animation: Animator.CrossFade is now interruptable like Animator.CrossFadeInFixedTime (798560)
  • Animation: Fix crash when changing AnimationControllerPlayable during runtime with Constant animation curves. (805887)
  • Animation: Fix first frame event firing twice when controller is setup and instantaneous transition is trigger at the same time (800268)
  • Animation: Fixed a case where StateMachineBehaviours on preview assets would be run (804909)
  • Animation: Fixed a crash that would be triggered during clip import, when passing invalid class IDs to IsDerivedFromClassID. (818668)
  • Animation: Fixed a crash when building a clip with an invalid curve. (818668)
  • Animation: Fixed a crash when deleting a layer with an index smaller than the layer on which other layers are synchronized. (820546)
  • Animation: Fixed a crash when setting a null AnimatorController on an Animator. (821384)
  • Animation: Fixed a crash while building SelectorTransitionConstant. (825310)
  • Animation: Fixed an error with invalid default keys for euler rotations
  • Animation: Fixed an issue where an invalidly configured Humanoid rig with Optimize Game Objects would cause the configure button to disappear. (827514)
  • Animation: Fixed an issue where Animator.SetTrigger was not forwarded to all AnimatorControllers in a playable graph. (823880)
  • Animation: Fixed an issue where deleting an Override controller that was previously set as the runtime controller was resetting the animator stateMachine.
  • Animation: Fixed an issue where events could be fired more than once when the framerate was exceedingly low. (825132)
  • Animation: Fixed an issue where objects that should have been culled were still animated. (816950)
  • Animation: Fixed an issue whereby empty clips would be rebuilt repeatedly. (791563)
  • Animation: Fixed animation clip invalidated when adding an animation event (789586)
  • Animation: Fixed animation window breaking because of unhandled AmbiguousMatchException in animation events (801649)
  • Animation: Fixed animation window breaking when resizing to small sizes. (802394)
  • Animation: Fixed animation window lock preventing from changing selection if current selection becomes invalid (804295)
  • Animation: Fixed animation window losing animation clip selection. (804523)
  • Animation: Fixed ArgumentNullException sent when deleting property in Animation Window. (802229)
  • Animation: Fixed case of 1st Importer AnimationEvent not dirtying the importer. (824180)
  • Animation: Fixed case of duplicate euler angle properties on the animation window. (820494)
  • Animation: Fixed case of error message showing in the console when trying to create a new key on a read-only curve. (818180)
  • Animation: Fixed case of leaking animation clips in Animation Component. (826304)
  • Animation: Fixed case of move over key in the dopesheet editor not overriding the previous value. (827232)
  • Animation: Fixed case of nested property game object name not showing in the animation window when selecting from the project folder. (823679)
  • Animation: Fixed case of vertical scrollbar jamming in the animation window. (830247)
  • Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition (802327)
  • Animation: Fixed crash when calling Animator.Play on a disabled GameObject during playback. (812440)
  • Animation: Fixed crash when changing AnimatorOverrideController during an interrupted transition. (823410)
  • Animation: Fixed crash when manually destroying an AnimatorState. (810871)
  • Animation: Fixed crash when triggering a newly created animation clip at runtime. (824596)
  • Animation: Fixed crashes in AudioSource.GetCustomCurve (773437)
  • Animation: Fixed curve preview display on the fbx import inspector. (818738)
  • Animation: Fixed display of invalid AnyState transitions. (807592)
  • Animation: Fixed erroneous "Missing" tag displayed in Animator.Motion curves for generic animation in animation window (805254)
  • Animation: Fixed first rotation key frame not properly set when recording in animation window. (811173)
  • Animation: Fixed HumanPoseHandler not supporting fingers (788540)
  • Animation: Fixed inability to input negative x values in the floating curve editor. (817689)
  • Animation: Fixed InvalidCastException when renaming an animated sprite property in the animation window. (820726)
  • Animation: Fixed InvalidOperationException error message in console when double clicking to add key in floating curve editor window. (810377)
  • Animation: Fixed inverted left/right tangents set in curve editor contextual menu (805342)
  • Animation: Fixed issue whereby a keyframe would be created with negative time in the dopesheet editor when double-clicking. (820176)
  • Animation: Fixed issue whereby read-only animation clip selection was modifiable in the animation window. (828250)
  • Animation: Fixed key frame not saved in clip when added in curve editor with double click. (802238)
  • Animation: Fixed layers overriding the base layer's rootmotion event when no rootmotion on layers. (785608)
  • Animation: Fixed new in-between key not set to Auto tangent mode when neighbouring keyframe are set to Auto. (805647)
  • Animation: Fixed playable not updating when animator controller is already set in animator (788662)
  • Animation: Fixed previewing in ModelImporterClip editor not previewing outside previous range when sliding carets (790259)
  • Animation: Fixed property removal not undoing euler values (euler hints) when recording animation. (817356)
  • Animation: Fixed recording of RectTransform z translation (789053)
  • Animation: Fixed renaming of grand children properties in animation window (789410)
  • Animation: Fixed slow data invalidation in the animation window. (808124)
  • Animation: Fixed StackOverflow exception in the transition inspector, caused by looping transitions. (817057)
  • Animation: Fixed StateMachineBehaviour.OnEnable/OnDisable been called in editor while not in play mode
  • Animation: Fixed transitions not being previewable with objects imported with Copy Avatar From Other
  • Animation: Fixed typo in Animation component inspector (806523)
  • Animation: Fixed vertical scrollbar in dopesheet editor out of sync with animation window hierarchy (803345)
  • Animation: Fixed vertical scrollbar jamming in dopesheet editor (805253)
  • Animation: Fixed wrap mode icon that couldn't be clicked anymore in curve editor window (814372)
  • Animation: Prevent from creating States and StateMachine with a "." in their name (803366)
  • Animation: Prevents Animator to disable themselves while being animated (795444)
  • Animation: Removed erronous framing applied when changing Curve Editor property selection in Animation Window (802226)
  • Animation: Updated hash code for EditorCurveBinding to reduce likelikood of collisions. (816028)
  • APIUpdater: Fixed AssemblyUpdater crash (Sequence contains more than one matching element) when updating some specific assemblies (760684)
  • APIUpdater: Fixed AssemblyUpdater crash when checking assemblies due to assembly resolution failures (743463)
  • Asset Bundles: Fixed editor not taking into account #if UNITY_EDITOR defines around fields in scripts when building asset bundles, thus causing deserialization issues in the player (800200)
  • Asset Import: Fixed case of blender file import not working (this is a port of the fix for https://fogbugz.unity3d.com/f/cases/778562, present in 5.4). (843299)
  • Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved. (811596)
  • Asset Pipeline: Fixed race condition on asset bundle load
  • AssetBundles: BuildAssetBundles will switch back to the original Active Build Target when finished (759142)
  • AssetBundles: Fix possible crash when decompressing corrupted lzma bundles (782773)
  • AssetBundles : Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle (781866)
  • AssetBundles : Fixed memory leak when using AssetBundle.LoadFromMemory (756652)
  • AssetImport: Fix a crash on fbx import in some rare circumstances. (768846)
  • Audio: Fix issue where a user-generated stream could not be replayed after the AudioSource was stopped. (819186)
  • Audio: Fix memory-tracking of AudioClips. Previously the memory allocated by clips loaded in the background fell under the AudioManager category instead of the specific clips. (814953)
  • Code Editors: The OnGeneratedCSProjectFiles callback will now be triggered when using Visual Studio. (789883)
  • Collaboration: Fixed issue where closing the collaboration restore confirmation window by pressing 'X' would still restore it. (830209)
  • Collaboration: Various bug and UI fixes.
  • Compute: Document a restriction that ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers (783093)
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices) (780340)
  • Core: Fixed a possible memory corruption when performing undo/redo with a malformed undo stack
  • Debugger: Fix rare crash when setting breakpoint (735335)
  • Debugger: Prevent debugger from prematurely interrupting calls to Monitor.Wait. (772064)
  • DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized. (784933)
  • Documentation: Android - Added a warning to the raw JNI interface description.
  • Editor: Add missing System.Runtime.Serialization reference to generated .csproj's (599678)
  • Editor: Add support for the GZipStream class in the editor and standalone players. (569612)
  • Editor: Don't crash when padding ASTC textures when building from command line (759288)
  • Editor: Fix clicking Player Settings button in Build Settings window not giving focus to inspector (720992)
  • Editor: Fix context menu items not being executable. (781947)
  • Editor: Fix crash that could happen when animation window is open, and playmode is entered (696623)
  • Editor: Fix crash when dragging a prefab instance from one scene to another scene (if the prefab has a game object parent) (769764)
  • Editor: Fix double icon in OS X dock area when editor is relaunched to creating or opening a new project. (769784)
  • Editor: Fix errors in console when opening project with no longer supported build target selected (790514)
  • Editor: Fix icon tab in PlayerSettings doesn't stay open (831307)
  • Editor: Fix missing context menu on header of material inspector (796924)
  • Editor: Fix poor performance when previewing FBX model. (784892)
  • Editor: Fix String Tag Map duplicating values on edit in debug inspector. (773260)
  • Editor: Fix String Tag Map not reset on material reset. (772384)
  • Editor: Fix that no assets are shown in the project browser after rename (748103)
  • Editor: Fix to make foldouts in internal inspectors behave like property fields. (784939)
  • Editor: Fix to make validation for Delete asset menu items more consistent. This for instance prevents the delete option from being displayed when not applicable. (581887)
  • Editor: Fix unneccessary reimporting of audio files when switching platforms (782188)
  • Editor: Fix white skin showing in Preferences window options list when dark skin was set (732880)
  • Editor: Fixed a crash when importing a grayscale image as single channel with low quality setting. (831768)
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty (709639)
  • Editor: Fixed case of blank/grey webviews in the main window under macOS 10.12.1. (842708)
  • Editor: Fixed case of RenderTexture inspector missing ARGB4444 and determining ARGB1555 incorrectly. (832867)
  • Editor: Fixed case of TextEditor caret position being reset after domain reload. (821758)
  • Editor: Fixed changing order of components not getting saved. We now also support undo. (764986)
  • Editor: Fixed crash when duplicating a gameobject which has a name that is all numbers and a right parenthesis e.g. "10)" (817928)
  • Editor: Fixed crash when trying to emulate shader model 2. (828845)
  • Editor: Fixed Defult-Medium parameter in the lighting window to appear as not viewable. (762159)
  • Editor: Fixed exceptions in corner cases when closing tabs for editor windows. (813333)
  • Editor: Fixed issue that could result in a crash when doing copy/paste between gradient fields. (711487)
  • Editor: Fixed issue whereby the name of a newly-created asset would be displayed in the wrong case occasionally. (536739)
  • Editor: Fixed object culling when unparenting from a mask type (740604)
  • Editor: Fixed redo of selection only restoring selection to previously active game object. (775865)
  • Editor: Fixed RenderTexture preview in Mac/Linux editor. (498769)
  • Editor: Fixed Scene View filtering not always getting correctly cleared which could cause previously filtered objects to get picked when they shouldn’t be
  • Editor: Fixed the display of vector and matrix params in "Show compiled shader" display
  • Editor: Fixed WebViewWindowPrivate::OnLoadEnd crash related to Collab Toolbar usage. (840217)
  • Editor: If a read only file or folder is duplicated, the read only status is no longer also duplicated (730245)
  • Editor: Invalidly named files can no longer be dragged into a project (663994)
  • Editor: Re-instated '*' and '?' in the project browser search string splitter list. (771577)
  • Editor: Several tooltips were not working across the editor. (783770)
  • Editor: Stacktrace now available for exceptions on non-main threads (633905)
  • Editor: Stacktrace now available for methods called on non-main threads (697872)
  • Editor: The text in the Build Settings window will no longer get clipped if support for Standalone is not currently installed. (728634)
  • Editor: The titles of the 'Version Control' and 'Asset Server' windows have been fixed in order to make them consistent (573557)
  • Editor: Upgrading a project set to a unsuported platform will now upgrade it to Standalone. (770135)
  • Editor: Use 'Save Scenes' in File Menu instead of 'Save Scene' since all modified scenes are saved
  • Editor: Will not reference .NET 4.x assemblies when compiling scripts for the Editor even if the settings allow it, Editor can only understand assemblies targeting .NET 3.5 or lower (777750)
  • Editor: Workaround an issue where cursor would disappear on touch based devices like Surface Pro 4 (817286)
  • GI: Fixed case of GI being overridden by bad values from cache after using meta pass for emission. (741304)
  • GI: Fixed issue where backface tolerance was not applied when baking lightmap with Final Gather. (733421, 792579)
  • GI: Renamed LightmapEditorSettings.resolution to realtimeResolution. (753022)
  • Graphics: Add a program warning when shader target is increased above #pragma target due to feature use (e.g. geom shaders). (757859)
  • Graphics: Avoid creating textures with unsupported formats, if uses tries to create one without checking SystemInfo.SupportsTextureFormat first. (786229)
  • Graphics: Change light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • Graphics: Disabled instancing for renderers that use lightprobes or lightmaps, in order to optimize GPU performance. (843125)
  • Graphics: DX12 optimisation to reduce number of calls to CopyDescriptors.
  • Graphics: Editor window title was only updated after changing graphics emulation, leaving it a step behind when changing build targets. (795797)
  • Graphics: Ensure that we don't set unsupported filter or wrap modes (778188)
  • Graphics: Fix a crash when switching scenes whilst reflection probes are updating. (832595)
  • Graphics: Fix a shader compiler crash if a compute shader declares a samplerstate that doesn't match the naming scheme. (719344)
  • Graphics: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Graphics: Fixed a case where the editor could get out of sync with what graphics APIs were enabled and build a player without the matching shaders. (792541)
  • Graphics: Fixed a crash happening in GetLightProbeProxyVolumeSample or GetReflectionSample function (806160)
  • Graphics: Fixed a crash when baking lightmaps in scenes with multiple terrains. (728648)
  • Graphics: Fixed an issue that prevented the Splash Screen from being shown under certain circumstances. (732338)
  • Graphics: Fixed an issue where recalculating LOD bounds won't dirty the scene and record an undo. (808278)
  • Graphics: Fixed aniso setting for uploaded textures. (814501)
  • Graphics: Fixed assert in static batching code where different types of renderers share the same material.
  • Graphics: Fixed billboard batching when rendering a large number of billboards. (836486)
  • Graphics: Fixed bug in GLSL shader translation that crashed gpu on OSX.
  • Graphics: Fixed Camera.SetReplacementShader renders objects affected by projectors even when the tag does not match. (840141)
  • Graphics: Fixed case of display renderingWidth and renderingHeight incorrectly returning system resolution values.
  • Graphics: Fixed case of Shader.SetGlobalVector/SetGlobalMatrix and CommandBuffer equivalents not being able to set some of the global properties (the "built-in" ones).
  • Graphics: Fixed changing shader emulation or shader hardware tier emulation keeping around an extra menu separator each time. (795700)
  • Graphics: Fixed crash when using dynamic batching. (839035)
  • Graphics: Fixed crashes on very large image imports (801677)
  • Graphics: Fixed division by zero error in vertex shader when vertex overlaps a light. (776123)
  • Graphics: Fixed incorrect shadow sampling parameters on Metal. (812178, 812180)
  • Graphics: Fixed incorrect standard shader self-shadowing when using parallax+alphatest. (631592)
  • Graphics: Fixed issue where instantiating non-readable texture crashes Unity on Texture2D::AwakeFromLoad. (843287)
  • Graphics: Fixed Light Probe Proxy Volumes gizmo's not rendering correctly. (836787)
  • Graphics: Fixed mesh not properly disappearing if deleting the MeshFilter component (757838)
  • Graphics: Fixed multiple lights not rendering when in deferred mode and using gfx jobs. (821028)
  • Graphics: Fixed rare situation which could lead to a deadlock when running with graphics jobs enabled.
  • Graphics: Fixed RenderTexture mipmap generation on Metal when multiple render targets are used.
  • Graphics: Fixed shader error messages for unknown queues include shader name and highlight shader object. (743871)
  • Graphics: Fixed TrailRenderer showing a gap between current position and the last update. (779129)
  • Graphics: Graphics: Fix internal profiler for static batching on Android, iPhone and Metro (769539)
  • Graphics: Guard against using various null/deleted assets in command buffers.
  • Graphics: If Graphics.SetRandomWriteTarget is called with an out of range index, an exception is thrown instead of crashing. (766695)
  • Graphics: Improved transparency support on meshes with multiple materials. (817524)
  • Graphics: Introduced check to verify that camera is still valid to render after OnPreRender callback. (826844)
  • Graphics: Material's cached RenderType tag value is reset when changing shader on it (806751)
  • Graphics: Protected against some thread-unsafe code inside shader property name handling. (794400)
  • Graphics: Renderers now are not culled by a disabled LODGroup.
  • Graphics: Shader: Add overloads with float4, avoids implicit truncation warning (769744)
  • Graphics: Shaders using more than the maximum available number of textures will be marked as unsupported. (767884)
  • Graphics: SpeedTree: Fixed rendering on some of the mobile devices (e.g. iPhone 6s) when tree is in dithering.
  • Graphics: TreeCreator: Fixed errors when branch length is zero. (468942)
  • Graphics: When changing shader hardware tier emulation, only reload shaders (not textures/RTs) to stop refl probes breaking. (755072)
  • Graphics: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates. (762795)
  • IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter. (778146)
  • IL2CPP: Improve error message when link.xml file specifies assembly not referenced in project (719650)
  • IL2CPP: Provide a useful error message when an interface cannot be found on a class because it was not AOT compiled. (798625)
  • IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode. (692653)
  • IL2CPP: WebGL/iOS: UI module will no longer depend on and require Physics and Physics2D modules (788244)
  • IMGUI: Same key can be set to multiple tools. (374335)
  • IMGUI: Windows: Edit -> Select All does not function. Ctrl A does work (370257)
  • IMGUI: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly (752218)
  • Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead. (769666)
  • iOS: Add icon for iPad Pro (755415)
  • iOS: AdSupport should be in frequent frameworks; it's not default (732878)
  • iOS: Do not export non-prefixed freetype2 symbols (778668)
  • iOS: Ensure that our symbols are not overridden by user libraries (774685)
  • iOS: Fix code completion for iOS Editor Extensions (759212)
  • iOS: Fix to adapt font fallback order to Korean and Chinese locales where applicable. (821645)
  • iOS: Fix to enable native remote notification APIs when only the device identifier API is used. (830528)
  • iOS: Fixed touch input latency issues on iOS 10. (817056)
  • iOS: Support more than one pending game center user callback (755388)
  • iOS: Support null user callbacks in the game center
  • iOS/Xcode: Add .tbd extension support
  • JsonUtility: Fixed crash when serializing very large arrays to JSON (759529)
  • Launcher: Fixed Account Help link in launcher. Now points to Account Help instead of Unity general help. (784432)
  • Launcher: Fixed Asset importing issues when creating new project from launcher. (837516)
  • Lines: Fixed case of LineRenderer setPositions resulting in an "index out of bounds" error. (820738)
  • Linux: Fix antialiasing in various window configurations
  • Linux: Fix repeated play/stop/pause with WebCamTexture (780810)
  • Linux: Fix upscaled fullscreen rendering on OpenGL Core
  • Linux: Sanitize company and product locations when creating directories for preferences (763625)
  • LOD: Fixed unreachable code warnings when distance == selection.maxDistance. (783219)
  • Materials: Fix a crash if GetMaterialProperties is called with a null in the list of materials (764995)
  • Metal: Fixed rendering of masked contents on GUI layer (802534)
  • Mono: Fix Thread.MemoryBarrier implementation on ARM architecture (810451)
  • Mono: Fix to prevent floating point operations from returning incorrect values when a managed debugger is attached. (836825)
  • Mono: Improve call stack walking on WIndows 64-bit (809003)
  • MonoDevelop: Disabled Git and Subversion add-ins by default. Fixes issue with being unable to write to newly created scripts (759138)
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As" (754609)
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity (485138)
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition (729201)
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project (731111)
  • Networking: Fix issue with SendToAll sending double messages to local client when hosting. (795897)
  • OpenGL: Fixed Asserts appearing after using brush color picker for choosing color and saving scene in the new project. (824452)
  • OSX: Fix to respect requested framerate in batch mode. (702370)
  • OSX: Fixed an issue with SIMD math that prevented source code building on OSX
  • OSX: Fixed an issue with text pasting twice in text fields in the Standalone Player on OSX (712948)
  • OSX: Fixed excessive CPU usage in batch mode. (702370)
  • OSX Player: The OSX standalone player now allows to switch out of the application by using Cmd+Tab when running in fullscreen mode. (798133)
  • Particles: Added Undo support when auto reparenting sub emitters. (544444)
  • Particles: Added extra parameter to ParticleSystem.Simulate script function, to allow updates with very small timesteps (729435)
  • Particles: Added missing animation bindings.
  • Particles: DestroyImmediate in particle trigger callback crashes on Renderer::UpdateAllRenderersInternal (806175)
  • Particles: Editor now correctly focuses on empty particle systems. (803084)
  • Particles: Emitters containing sub-emitters can have their playback time smoothly scrubbed in the Editor (432980)
  • Particles: Fix to allow sub-emitters to use inherited velocity settings for any simulation space. (822070)
  • Particles: Fix to hide unncessary properties in the Renderer Module when using "None" render mode. (831193)
  • Particles: Fixed bounding box scaling on world simulated particle systems. (811270)
  • Particles: Fixed bug where world collision didn't work when the particle system was scaled on the vertical axis. (765535)
  • Particles: Fixed case of custom LineRenderer animation vertexes being inverted occasionally. (832043)
  • Particles: Fixed case of shape module single material index property cutting off when inspector was narrow.
  • Particles: Fixed collisions not being calculated in-between editor updates. (489509)
  • Particles: Fixed horizontal/vertical billboards with pivot offset. Previously the particles would get scaled and flipped in such cases. (746327)
  • Particles: Fixed incorrect inspector style on Particle System Renderer Pivot field. (733896)
  • Particles: Fixed issue where particle sub module parent was set incorrectly.
  • Particles: Fixed issue where setting Particle.rotation3D had no effect on a particle rotation in some cases. (828869)
  • Particles: Fixed issue whereby a child sub-emitter could not be rotated and emitted in one direction only. (781282)
  • Particles: Fixed issue whereby disabled sub-emittor particles weren't cleared. (829208)
  • Particles: Fixed issue whereby mesh particles with negative scale would get inverted incorrectly with standard shaders. (803265)
  • Particles: Fixed issue whereby state getters would return the wrong value for one-shot systems that had died offscreen. (800868)
  • Particles: Fixed mesh particles not being scaled when in world space (772199)
  • Particles: Fixed missing animation bindings to particle system modules. It is now possible to animate all modules. (761003)
  • Particles: Fixed particle system default values not being set when created using AddComponent. Editor behaviour is now the same as standalone(Material is now defaulted to null instead of Default-Particle as the material may not have been included in a build). (764899, 756699)
  • Particles: Fixed particles disappearing when very large far camera clip plane values are used. (753275)
  • Particles: Improved Inspector labels to make low quality paticle collisions more intuitive (754014)
  • Particles: Medium quality collisions can now be used with static colliders only. (822417)
  • Particles: Nested subemitter does not emit bursts when simulating in editor but works fine when played (803350)
  • Particles: Particles emited via script with EmitParams flicker when using sort modes (765375)
  • Particles: Particles sometimes spawn without start speed when shape is circle (807628)
  • Particles: Particles will now use a rigidbody's velocity if one is present. (800811)
  • Particles: ParticleSystem.Play() with start delay pauses the particles (803272)
  • Parti

New in Unity 5.4.3 Patch 1 (Nov 24, 2016)

  • Improvements:
  • Lighting: Added more information to the additive loading error message e.g. The loaded level has a different lightmaps mode than the current one. Current: Directional. Loaded: Directional Specular. Will use: Directional.
  • macOS/iOS/tvOS: Allow developers to use Xcode's manual signing paradigm by specifying a provisioning profile in Player Settings
  • VR: Updated Oculus to version 1.10
  • Fixes:
  • (833396) - AI: Fix for an error when calling Warp and enabling a disabled NavMeshAgent. Errors in console: "!InCrowdSystem" and "!handle.IsValid()".
  • (793711) - Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor.
  • (845859) - Asset Pipeline: Fixed regression where cache lz4 compression was not being performed for uncompressed AssetBundles.
  • (832578) - Audio: Fixed the issue which prevented streaming audio loading on 32-bit Apple devices which were upgraded to iOS 10.
  • (824962) - Editor: Fixed editor focus when multiple light probes have been selected.
  • (814160) - Editor: Fixed the logType passed to LogCallback in the event of an unhandled exception.
  • (833866) - Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format to fix problems opening Unity generated projects with Rider GUI.
  • (834258) - Graphics : Added additional error checking for compute buffers to catch invalid size and stride earlier to give a better error message.
  • (none) - Graphics: DX12 optimisation to reduce number of calls to CopyDescriptors.
  • (832595) - Graphics: Fixed a crash when switching scenes whilst reflection probes are updating.
  • (728648) - Graphics: Fixed a crash when baking lightmaps in scenes with multiple terrains.
  • (840141) - Graphics: Fixed Camera.SetReplacementShader renders objects affected by projectors even when the tag does not match.
  • (839035) - Graphics: Fixed a crash when using dynamic batching.
  • (821028) - Graphics: Fixed multiple lights not rendering when in deferred mode and using gfx jobs.
  • (none) - Graphics: Fixed a rare situation which could lead to a deadlock when running with graphics jobs enabled.
  • (769758) - Graphics: Fixed selection of objects in Scene View if the scene contains reflective water.
  • (817524) - Graphics: Improved transparency support on meshes with multiple materials.
  • (843813) - Graphics: Skip rendering of default reflection in Deferred when the reflection not set.
  • (817056) - iOS: Fixed touch input latency issue for iOS 10.
  • (847976) - Linux: Fixed the shutdown crash.
  • (829943) - Networking: Calling NetworkTransport.GetCurrentRTT causes editor crash when use WebSockets is enabled.
  • (831101) - Networking: CRC Mismatch on Wii U (Big Endian Issue?).
  • (830108) - Networking: Fixed: Enabling WebSockets in NetworkManager maxes out a CPU core.
  • (839116) - Networking: WebSockets client doesn't support multiple connections.
  • (849084) - Particles: Fixed occasional crash when using external forces module.
  • (850947) - Serialization: Fixed a rare issue where prefab references from scene objects would be show as missing when using text serialization.
  • (842364) - UI: Fixed an issue whereby disabling parent canvas allowed child canvas to render.
  • (845448) - UI: Fixed Sprite Packer not packing sprites with ETC1 when compressing sprites for android
  • (846096) - UI: Fixed threading problem when computing bounds which could lead to an infinite loop in the UI system.
  • (835538) - UWP : Fixed problem where incorrect GUID was being used in generated .csproj files.
  • (847985) - Windows Store: Fixed an issue in building with C# projects enabled when dependency existed between them.

New in Unity 5.5.0 Beta F1 (Nov 23, 2016)

  • System Requirements Changes:
  • OSX 10.8 support is deprecated and will be dropped in the near future. OSX 10.9 and above is therefore recommended.
  • Samsung TV 2013 and 2014 support will be dropped in the near future.
  • Known Issues:
  • Asset Import: Crash at "AssetBundleLoadFromAsyncOperation::TryToLoadAndInitializeAssetBundle" when AssetBundle is created incrementally (849633)
  • Asset Import: Occlusion Culling: Unity editor will crash when reading a scene with occlusion culling from asset bundle. (846853)
  • Editor: Opened Editor crashes after some period of inactivity (851796)
  • Editor: Play mode performance regression. (848131)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834235)
  • iOS: Application.Unload () crashes on iOS when screen is being touched (852055)
  • Scripting: MonoDevelop doesn't stop on breakpoint for C# scripts. (851079)
  • UI: Undocked windows are placed behind the main window after assembly reload. (846877)
  • VR: Occlusion mesh artifacts on Oculus when using Single Pass Stereo. (850170)
  • Backwards Compatibility Breaking Changes:
  • Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
  • Changes:
  • GI: Deprecated the directional specular lightmap mode in Unity 5.5, since it will disappear in Unity 5.6 (as part of the lighting modes functionality).
  • Improvements:
  • Android: Added "Mute Other Audio Sources" option to Android player settings in the editor (shared with iOS).
  • Android: Enabled TLSv1.1 and TLSv1.2 for JellyBean and KitKat devices.
  • Android: Enhanced big.LITTLE core detection. This fixes core detection on Parker.
  • GI: Improved the additive loading error thrown when scenes have different lightmapping modes (made it more user friendly).
  • API Changes:
  • Texture Importer: Added GetAutomaticFormat API method to Texture Importer.
  • Fixes:
  • Android: Change to lower the background audio volume by default (instead of muting it), when running a game on the device. (807983)
  • Android: Fixed input issues after tapping the splash screen. (825716)
  • Android: Fixed startup crash on Adreno when protected graphics memory is used. (832025)
  • Animation: Fixed an issue where Legacy animations could not be previewed. (845815)
  • Asset Import: Fixed case of blender file import not working (this is a port of the fix for https://fogbugz.unity3d.com/f/cases/778562, present in 5.4). (843299)
  • Collaboration: Fixed issue where closing the collaboration restore confirmation window by pressing 'X' would still restore it. (830209)
  • Collaboration: Various bug and UI fixes.
  • Documentation: Android - Added a warning to the raw JNI interface description.
  • Editor: Fixed case of blank/grey webviews in the main window under macOS 10.12.1. (842708)
  • Editor: Fixed WebViewWindowPrivate::OnLoadEnd crash related to Collab Toolbar usage. (840217)
  • Graphics: Disabled instancing for renderers that use lightprobes or lightmaps, in order to optimize GPU performance. (843125)
  • iOS: Fixed touch input latency issues on iOS 10. (817056)
  • Launcher: Fixed Asset importing issues when creating new project from launcher. (837516)
  • Particles: Added missing animation bindings.
  • Particles: Fixed case of shape module single material index property cutting off when inspector was narrow.
  • Particles: Fixed issue where particle sub module parent was set incorrectly.
  • Physics: Fixed a memory leak that occured when applying animated non-uniform scaling to a MeshCollider. (828570)
  • Physics: Fixed a TerrainCollider crash that could be triggered when a capsule collided with an edge whose shared triangles had a hole material. (822486)
  • Physics: Fixed bug where MeshRenderer would occasionally miss a transform update from an interpolated kinematic Rigidbody. (822406)
  • Scene Manager: Fixed crash that could occur when user unloads a scene immediately after starting an asynchronous load of the scene. (842396)
  • SpeedTree: Fixed incorrect detail blending at branch seams.
  • Terrain: Fixed incorrect scaling of billboards when trees are rescaled using SetTreeInstance. (849011)
  • VR: Fixed rendering issues when using the global fog standard asset in VR. (815914)
  • Improvements:
  • Android: Added IL2CPP native builder for Android.
  • AR: DLLs to support Holographic Emulation are now only loaded on demand. This reduces Editor launch times.
  • Scripting: Enabled C# compiler optimizations for non-development players.
  • Fixes:
  • Android: Fixed an issue where ApplicationModeVR would throw an error in the log file.
  • Android: Improved temp cache and persistent data paths code to avoid empty paths. (826201)
  • Android: OBB: Fixed loading performance regression, and case of split APK not running without OBB. (842286)
  • AR: Fixed issue preventing Holographic Emulation DLLs from loading.
  • Audio: Fixed a panning issue with spatialized sounds.
  • Editor: Fixed issue whereby shadow cascade split ratios could not be dragged. (843901)
  • Editor: Fixed the logType returned in LogCallback on unhandled exceptions. (814160)
  • Editor: Removed lingering 5.5 menu item Assets | Create | Scene Set, since the feature was removed in an earlier beta. (840987)
  • Graphics: Fix to skip rendering of default reflection in Deferred mode when the reflection is not set. (843813)
  • Graphics: Fixed an issue where OnAwake Reflection Probes would capture the scene with black real-time lightmaps. (837471)
  • Graphics: Fixed case of directional lightmaps on some Mobile platforms being encoded as RGBM by mistake. (833583)
  • Graphics: Fixed issue where dynamic batching stats / profiling info would not update correctly after dynamic batching threading changes. (836850)
  • Graphics: Fixed issue where Graphics.DrawMeshInstanced would only render the first submesh. (845514)
  • Graphics: Fixed isue where static batching optimizations could result in more material SetPass calls than previously in some cases. (836850)
  • Graphics: Fixed selection of objects in Scene View if the scene contains reflective water (previously some objects could not be selected). (769758)
  • Graphics: Frame Debugger: fixed case of some draw calls not being attributed to static or dynamic batching properly. (836850)
  • iOS: Build and Run no longer cleans Xcode projects for Append builds. (839037)
  • Mac Editor: Fixed case of editor crashing when 'Build And Run' is opening the built Xcode (version 8.x) project with macOS Sierra. (836165)
  • Mac Editor: Fixed case of Unity hanging when using Build and Run while Xcode (version 7.x) is already running an app. (843181)
  • Metal: Fixed crash on Intel GPU when using 2xMSAA.
  • Mono: Android: Fixed error on startup with Mono scripting backend and stripping enabled. (843494)
  • Physics: Corrected raycasting on platforms where managed code stripping is used (such as WebGL and iOS). (848670, 839233)
  • Physics: Fixed an internal edge contact issue occuring in PCM contact generation mode. (845117)
  • Physics: Fixed issue where rotational constraints would be applied to a prefab incorrectly. (841292)
  • Physics: Fixed issue where the wrong floating point mode was used by the physics code on android-x86 targets. This was causing accuracy issues with physics queries (casts, sweeps and overlaps). (825771)
  • Scene Manager: Fixed crash that could occur when user unloads a scene asynchronously while exiting play mode in the editor. (840309)
  • Scripting: Fixed regression in Object::Equals for destroyed objects.
  • SpeedTree: Reduced max batch size of SpeedTree instancing in order to reduce the shader compilation time. (823603)

New in Unity 5.4.3 (Nov 17, 2016)

  • Improvements:
  • IL2CPP: Android - improved building performance.
  • iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
  • IOS: Exposed ReplayKit streaming APIs to user scripts.
  • Unity IAP: Support transaction receipt logging for all store platforms.
  • Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • VR: Update Oculus to version 1.9.
  • Fixes:
  • Also includes relevant fixes from Unity 5.3.7.
  • 2D: Fixed an issue with UV rounding errors when using the OverrideGeometry method on sprites. (823935)
  • Analytics: Fixed an invalid userId issue on WebGL.
  • Android: Added "Mute Other Audio Sources" option to Android player settings in editor.
  • Android: By default lower volume of the background audio instead of muting it. (807983)
  • Android: Fixed a case of audio stutter when launching Android player from a notification on the lockscreen. (818174)
  • Android: Return internal temporary cache and persistent data paths when external paths are unavailable. (826201)
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash. (822232)
  • Animation: Fixed a crash when receiving null property modification in animation recording. (832837)
  • Animation: Fixed an issue where Legacy animations could not be previewed. (845815)
  • Animation: Fixed erroneous "Playable was not Disposed" message being displayed. (826047)
  • Animation: Re-enabling playback/recording in play mode. (835544)
  • Asset Bundles: Fixed the assetBundle property of AssetBundleCreateRequest so that it waits instead of returning null when the bundle is not yet ready (824009)
  • Asset Bundles: Fixed a deadlock when decompressing LZMA bundle when stream had incompressible data. (844785, 841067)
  • Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets won't save changes made to a prefab inside OnPostprocessAllAssets. (830110)
  • Audio: Fixed a panning issue with spatialized sounds.
  • Build player: Reverted the change, which saved relative paths for build target but introduced issues for targets that needed to browse for folders instead of files (WebGL, etc). (829898)
  • CacheServer: Fixed creation of directories and an issue while sending file and socket was closed. (774264, 820297)
  • Collab: Fixed crashes with collab toolbar. (819150, 808412)
  • Editor: Fixed an issue with addition of duplicate references of auxiliary platform-specific editor DLLs to editor C# project. (832097)
  • Editor: Fixed drag'n'drop of shader onto a material not setting the correct shader keywords. (819900)
  • Editor: Fixed errors when capturing screen or sending images to remote. (793204)
  • Editor: Fixed icon quality regression caused by unnecessary image scaling step. (807375)
  • Editor: TargetInvocationException error no longer appears when importing Windows Store Apps plugins. (815720)
  • Editor: Fixed Codesigning for Mac Editor to prevent firewall from asking multiple times for permission. (819351)
  • Graphics: Fixed a crash in CommandBuffer.DrawRenderer of a particle renderer when current camera is null. (808298)
  • Graphics: Fixed GPU instancing not working with procedurally generated meshes. (828380)
  • Graphics: Fixed a memory leak when using the GI visualizers in the scene view.
  • Graphics: Fixed incorrect batching of Renderers with different MaterialPropertyBlocks. (833783)
  • Graphics: Fixed a potential crash when calling GetShaderSettingsForPlatform on Windows. (833425)
  • Graphics: Prevent scene modifications from within OnPreRender callbacks, similar to other callbacks. (829694)
  • Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a subsection of an image. (826244)
  • Graphics: Fix for dark lightmap when changing sun shadow strength in mixed lighting mode. (819092)
  • Graphics: Fixed editor crash when opening old project that had legacy OpenGL2 selected. (819813, 829178)
  • Graphics: Fixed an occasional TrailRenderer crash when using Clear script API. (829326, 818524)
  • IL2CPP: A call to GetCurrentMethod in a generic method should return the generic method definition, not the inflated generic instance method. (840596)
  • IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive. (842538)
  • IL2CPP: Fixed generated C++ code not compiling when calling Math.Abs on an unsigned integer. (837974)
  • IL2CPP: Return an empty array from GetGenericArguments when it is called on a MethodInfo object from a non-generic method. Previously the runtime incorrectly threw an assert in this case. (838259)
  • iOS: Build and Run now doesn't clean Xcode project for Append builds. (839037)
  • iOS: Fix a race condition when changing resolution on startup on Metal. (820885)
  • iOS: Fix bug in retrieving of certain values of IScore larger than 32 bits. (820938)
  • iOS: Improved performance by resizing the constant buffer pool adaptively on Metal. (820692)
  • iOS: Fixed an input reset in editor when iOS device without Unity Remote is selected. (832368)
  • iOS: Fixed issues with iOS Input.touchPressureSupported incorrectly reporting false. (834172)
  • iOS: Fixed a crash when using Build and Run for iOS projects. (836165)
  • iOS: Fixed editor hanging if app was already running in Xcode 7.x when using Build and Run. (843181)
  • iOS: GameCenterPlatform.ShowLeaderboardUI now shows the specific leaderboard when requested (note, the symptoms are still observable on iOS 8.4 and 9.x due to a bug in the OS itself). (808537)
  • iOS: ILeaderboard.LoadScores now does callback if SetUsersFilter is called. (801369)
  • Kernel: Fixed local scale of duplicate game object not matching original local scale of game object if parent has rotation set. (815816)
  • Multiplayer: Fixed a crash with StartAsClient. (827122, 804744)
  • Multiplayer: Fixed issues concerning disconnect and error handling. (790431, 785347, 771860, 836170, 827884)
  • Multiplayer: Fixed weaver error handling of not supported types. (761588, 820982, 773323)
  • Multiplayer: Fixed weaver generation of Serialize and Deserialize functions. (756572, 737241, 775248)
  • Particles: Don't allow prewarm on non-looping systems. (825180)
  • Particles: Fixed a crash when using uninitialised curves. (833513)
  • Particles: Fixed an issue when rendering during OnPreRender using RenderWithShader. (837680)
  • Particles: Prevent restarting particle system when parent transform moves in the editor. (819881)
  • Physics: Fixed interpolation of rigid bodies that was losing accuracy over time. That may have led to interpolated bodies moving in a jittery way after hours of gameplay. (843507)
  • Physics: Ensure that BoxCollider2D.Cast correctly detects a multi-edge EdgeCollider2D. (833737)
  • Physics: Ensure that BoxCollider2D/PolygonCollider2D with large vertex but small area is created correctly. (820300)
  • Scripting: Fixed a crash on Invoke(null, …). (766144)
  • Scripting: Fixed TransformDirection and InverseTransformDirection operations being affected by scale. (819962)
  • Scripting: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network. (840534)
  • Shaders: Added shader macros to support LOD + sampler variations for cubemaps and texture arrays. (832292)
  • Shaders: Fixes to tessellation shader compilation on OpenGL and OpenGL ES. (828454)
  • Shaders: Fixed some cases of unsupported shader variants leading to a crash. (830078, 819705)
  • Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs. (765145, 840314, 710625, 730779)
  • Tizen: Added loading indicator in Tizen.
  • tvOS: Added support for top shelf wide image. (833452)
  • UI: Fixed an issue where the Disabled Trigger animation was triggered on hovering over a Button when this was not Interactable. (826310)
  • UI: Fixed a crash in RectTransform because it would send messages on the loading thread. (824011)
  • UI: Fixed a crash when deleting GameObject with ScrollView component. (819770)
  • UI: Improved performance of SetParent in deeply nested UI panels. (814484)
  • VR: Fixed a crash when switching between VR mode and non-VR mode with image effects applied. (829379)
  • VR: Fixed issue with Oculus causing controller input to fail for bumpers.
  • VR: Fixed VRSettings.renderViewportScale when single-pass stereo rendering is enabled. (817835)
  • VR: VRDevice.isPresent now works correctly when HMD is occluded from base stations in OpenVR. (818159)
  • VR: Fixed a crash in certain conditions when checking if device is available in OpenVR. (819998)
  • WebRequest: DownloadHandlerAssetBundle will become done once download finishes. (834148)
  • WebRequest: Fixed a crash when downloaded asset bundle had zero size. (834583)
  • WebRequest: Fixed redirect to a relative URL. (833647)
  • Windows Store: Location services can be enabled or disabled while the app is still running. (829648)
  • Windows Store: Player preferences are no longer lost between game sessions. (835218)
  • Windows Store: Fixed a crash in multi scene system caused by internal managers being garbage collected. (821570)
  • Windows Store: Fixed incorrect instanceID for component when cloning object with component contained in a struct inside list. (838737)
  • Windows: Prevent some cases of invalid window sizes causing D3D surface creation to fail. (825082).
  • Windows: Fixed potential lock when in fullscreen exclusive mode and minimising/maximising screen. (837783)

New in Unity 5.5.0 Beta 11 (Nov 10, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Deployment Management: Various issues with plugin / dll management, which will be fixed in the next 5.5.0 build.
  • The build intermittently fails to include OVRPlugin when building for Android.
  • Unity fails to load internal dll due to it being on an Unknown architecture. (845439)
  • Editor: Runtime error/crash after closing project in Play mode when gameobject was selected (848110)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834235)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: Significant performance degradation for certain existing projects containing terrain data, when imported into 5.5. (818706)
  • VR: Holographic Emulation dlls fail to load; resulting in inability to perform Remoting or Simulation.
  • Changes:
  • Platform Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • tvOS: Added support for top shelf wide image.
  • VR: Oculus Touch Controllers and Oculus Remote now present themselves as standard joysticks.
  • VR: OpenVR controllers now present themselves as standard joysticks.
  • Improvements:
  • Collaboration: Bug fixes, UI improvements.
  • Shaders: Improved exception messages when passing invalid arguments to the ComputeShader constructor.
  • VR: GUI elements now work with single-pass stereo rendering
  • API Changes:
  • Graphics: Added array property getters (e.g. GetFloatArray) for Material, MaterialPropertyBlock and Shader class.
  • Graphics: Added bool SystemInfo.usesReversedZBuffer to be able to know if the Z is currently reversed.
  • Graphics: Added List overloads for array property setters for Material, MaterialPropertyBlock, Shader and CommandBuffer class.
  • Graphics: Added List overloads for Graphics.DrawMeshInstanced.
  • Graphics: Added property getters (e.g. GetGlobalFloat) for Shader class.
  • Particles: Exposed the Maximum Particle Timestep (maximumParticleDeltaTime) to the public API.
  • Fixes:
  • Animation: Fixed an issue where an invalidly configured Humanoid rig with Optimize Game Objects would cause the configure button to disappear. (827514)
  • Animation: Re-enabled recording in editor play mode. (835544)
  • Editor: Fixed a crash when importing a grayscale image as single channel with low quality setting. (831768)
  • GI: Fixed case of GI being overridden by bad values from cache after using meta pass for emission. (741304)
  • Graphics: Fixed incorrect standard shader self-shadowing when using parallax+alphatest. (631592)
  • Graphics: Fixed issue where instantiating non-readable texture crashes Unity on Texture2D::AwakeFromLoad. (843287)
  • Graphics: Metal: Fixed broken view scaling / rendering when changing resolution from script. (818563)
  • Graphics: Metal: Implemented adaptive size on constant buffer pool. (820692)
  • iOS: Fix to adapt font fallback order to Korean and Chinese locales where applicable. (821645)
  • iOS: Fix to enable native remote notification APIs when only the device identifier API is used. (830528)
  • iOS: Metal: Fixed a race condition leading to a crash when changing resolution on startup. (820885)
  • Mono: Fix to prevent floating point operations from returning incorrect values when a managed debugger is attached. (836825)
  • Particles: Fix to hide unncessary properties in the Renderer Module when using "None" render mode. (831193)
  • Particles: Fixed bug where world collision didn't work when the particle system was scaled on the vertical axis. (765535)
  • Particles: Fixed case of custom LineRenderer animation vertexes being inverted occasionally. (832043)
  • Particles: Fixed issue where setting Particle.rotation3D had no effect on a particle rotation in some cases. (828869)
  • Particles: Fixed issue whereby a child sub-emitter could not be rotated and emitted in one direction only. (781282)
  • Particles: Fixed issue whereby disabled sub-emittor particles weren't cleared. (829208)
  • tvOS: Fixed UI to correctly activate tvOS keyboard. (747529)
  • UI: Fixed crash in RectTransform, triggered because it would send messages on the loading thread. (824011)
  • Windows Store: Fixed cases where the Editor profiler would sometimes fail to connect to an application running on a remote device (e.g. Windows Phone). (833525)

New in Unity 5.4.2 Patch 4 (Nov 9, 2016)

  • Fixes:
  • (845815) - Animation: Fixed an issue where Legacy animations could not be previewed.
  • (830110) - Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets won't save changes made to a prefab inside OnPostprocessAllAssets.
  • (none) - Audio: Fixed a panning issue with spatialized sounds.
  • (829898) - Build player: Reverted the change, which saved relative paths for build target but introduced issues for targets that needed to browse for folders instead of files (webGL, etc).
  • (824011) - Editor: Fixed a crash in RectTransform because it would send messages on the loading thread.
  • (none) - Graphics: Fixes a memory leak when using the GI visualizers in the scene view.
  • (832368) - IOS: Fixed an input reset in editor when iOS device without Unity Remote is selected
  • (834172) - IOS: Fixed issues with iOS Input.touchPressureSupported incorrectly reporting false.
  • (839037) - iOS: Build and Run now doesn't clean Xcode project for Append builds.
  • (836165) - Mac Editor: Fixed a crash when using Build and Run for iOS projects.
  • (843181) - Mac Editor: Fixed editor hanging if app was already running in Xcode 7.x when using Build and Run.
  • (819998) - OpenVR: Fixed a crash in certain conditions when checking if device is available.
  • (818159) - OpenVR: VRDevice.isPresent now works correctly when HMD is occluded from base stations.
  • (819092) - Shadows/Lights: Fix for dark lightmap when changing sun shadow strenght in mixed mode.
  • (829379) - VR: Fixed a crash when switching between VR mode and non-VR mode with image effects applied.
  • (817835) - VR: Fixed VRSettings.renderViewportScale when single-pass stereo rendering is enabled.
  • (821570) - Windows Store: Fixed a crash in multi scene system caused by internal managers being garbage collected.

New in Unity 5.4.2 Patch 3 (Nov 2, 2016)

  • Improvements:
  • iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
  • User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • Fixes:
  • (832837) - Animation: Fixed a crash when receiving null property modification in animation recording.
  • (835544) - Animation: Re-enabling playback/recording in play mode.
  • (844785, 841067) - AssetBundles: Fixed a deadlock when decompressing lzma bundle when stream had incompressible data.
  • (774264, 820297) - CacheServer: Fixed creation of directories and an issue while sending file and socket was closed.
  • (819150) - Collab: Fixed a crash with collab toolbar.
  • (826244) - Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a section of an image.
  • (842538) - IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive.
  • (840534) - Mono: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network.
  • (827122, 804744) - Multiplayer: Fixed a crash with StartAsClient.
  • (790431, 785347, 771860, 836170, 827884) - Multiplayer: Fixed the issues concerning disconnect and error handling.
  • (761588, 820982, 773323) - Multiplayer: Fixed weaver error handling of not supported types.
  • (756572, 737241, 775248) - Multiplayer: Fixed weaver generation of Serialize and Deserialize functions.
  • (765145, 840314, 710625, 730779) - Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs.
  • (833647) - UnityWebRequest: Fixed redirect to a relative URL.
  • (none) - VR: Fixed issue with Oculus causing Controller Input to fail for bumpers.
  • (838737) - Windows Store: Fixed incorrect instanceID for component when cloning object with component contained in a struct inside list.

New in Unity 5.5.0 Beta 10 (Nov 2, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • AI: Error on importing asset store packages containing ProjectSettings, with message: "Package corrupted, deduced GUID exists but at different destination path, refusing import" (837480)
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: Significant performance degradation for certain existing projects containing terrain data, when imported into 5.5. (8187
  • Changes:
  • Graphics: Updated shader macros to support lod + sampler variations for texture cubes and arrays.
  • Improvements:
  • Graphics: Shader.globalMaximumLOD is now restored after exiting playmode.
  • HoloLens: The Visual Tracking Loss Screen will now always be displayed when visual tracking has been lost.
  • VR: Updated the native plugin support for VR devices. Plugins in user projects override native VR plugins when used.
  • Fixes:
  • CacheServer: Fixed error thrown in certain circumstances while creating sub-directories. (820297)
  • CacheServer: Fixed leak of file descriptor and a continual allocation issue. (774264)
  • Editor: Fixed case of RenderTexture inspector missing ARGB4444 and determining ARGB1555 incorrectly. (832867)
  • Editor: Fixed input reset in editor when iOS device without Unity Remote is selected. (832368)
  • Graphics: Introduced check to verify that camera is still valid to render after OnPreRender callback. (826844)
  • iOS: Fixed issues with Input.touchPressureSupported incorrectly reporting false. (834172)
  • Launcher: Fixed Account Help link in launcher. Now points to Account Help instead of Unity general help. (784432)

New in Unity 5.4.2 Patch 2 (Oct 31, 2016)

  • Improvements:
  • IL2CPP: Android - improved building performance.
  • iOS : Exposed ReplayKit streaming APIs to user scripts.
  • Bugs:
  • (818174) - Android: Fixed a case of audio stutter when launching Android player from a notification on the lockscreen.
  • (826047) - Animation: Fixed erroneous "Playable was not Disposed" being displayed.
  • (824009) - Asset Bundles: Fixed the assetBundle property of AssetBundleCreateRequest so that it stalls instead of returning null when the bundle is not yet ready
  • (808412) - Collaborate: Fixed a bug where double-click on "Show differences" icon for a local change in Collaborate toolbar cause a crash.
  • (832097) - Editor: Fixed an issue with addition of duplicate references of auxiliary platform-specific editor DLLs to editor C# project.
  • (793204](https://issuetracker.unity3d.com/product/unity/issues/guid/793204/)) - Editor: Fixed the errors when capturing screen or sending images to remote.
  • (807375) - Editor: Fixed the icon quality regression caused by unnecessary scaling step.
  • (814484) - Editor: Improved performance of SetParent in deeply nested UI panels.
  • (832292) - Graphics : Updated shader macros to support lod + sampler variations for texture cubes and arrays.
  • (808298) - Graphics: Fixed a crash in CommandBuffer.DrawRenderer because of a NULL or inactive camera.
  • (825082) - Graphics: Nullify RECT in case GetClientRect fails so we don't have trash in RECT.
  • (840596) - IL2CPP: A call to GetCurrentMethod in a generic method should return the generic method definition, not the inflated generic instance method.
  • (837974) - IL2CPP: Fixed generated C++ code not compiling when calling Math.Abs on an unsigned integer.
  • (838259) - IL2CPP: Return an empty array from GetGenericArguments when it is called on a MethodInfo object from a non-generic method. Previously the runtime incorrectly threw an assert in this case.
  • (820692) - iOS: Fixed a performance regression by resizing the constant pool adaptively on Metal.
  • (820885) - iOS: Fix a race condition when changing resolution on startup on Metal.
  • (820938) - iOS: Fix bug in retrieving of certain values of IScore larger than 32 bits.
  • (808537) - iOS: GameCenterPlatform.ShowLeaderboardUI now shows the specific leaderboard when requested (note, the symptoms are still observable on iOS 8.4 and 9.x due to a bug in the OS itself).
  • (801369) - iOS: ILeaderboard.LoadScores now does callback if SetUsersFilter is called.
  • (815816) - Kernel: Fixed local scale of duplicate game object not matching original local scale of game object if parent has rotation set.
  • (829178) - OSX: Fixed a crash on startup when OpenGL2 is used.
  • (825180) - Particles: Don't allow prewarm on non-looping systems.
  • (833513) - Particles: Fixed a crash when using uninitialised curves.
  • (837680) - Particles: Fixed an issue when rendering during OnPreRender using RenderWithShader.
  • (819881) - Particles: Prevent restarting particle system when parent transform moves in the editor.
  • (833737) - Physics 2D: Ensure that BoxCollider2D.Cast correctly detects a multi-edge EdgeCollider2D.
  • (820300) - Physics 2D: Ensure that BoxCollider2D/PolygonCollider2D with large vertex but small area is created correctly.
  • (830078, 819705) - Shaders: Fixed some cases of unsupported shader variants leading to a crash.
  • (829326, 818524) - Trails: Fixed an occasional TrailRenderer crash when using Clear script API.
  • (826310) - UI: Fixed an issue where the Disabled Trigger animation was triggered on hovering over a Button when this was not Interactable.
  • (834148) - UnityWebRequest: DownloadHandlerAssetBundle will become done once download finishes.
  • (834583) - UnityWebRequest: Fixed a crash when downloaded asset bundle had zero size.
  • (837783) - Windows: Fixed potential lock when in fullscreen exclusive mode and minimising/maximising screen.

New in Unity 5.5.0 Beta 9 (Oct 26, 2016)

  • System Requirements Changes:
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Editor: Editor crashes with empty stack trace when changing platform (System.IO.FileNotFoundException). (835381)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: Significant performance degradation for certain existing projects containing terrain data, when imported into 5.5. (818706)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Changes:
  • Editor: It's not allowed to build in linear color space on platforms that don't support it
  • HoloLens: HoloLens low latency API has been re-instated
  • Improvements:
  • Animation: Import avatar improvements: A warning is now degenerated when importing avatar configurations with hierarchies that do not match properly. These configurations will continue to work, but do need to be updated with a proper avatar configuration. This update also includes improvements to the default auto-mapping.
  • Game Performance: Added option to prevent exceptions occurring Play mode in the editor from being reported to the Game Performance service.
  • Shaders: When shader compilation fails and the reason is unknown show the error output from the platform shader compiler in the error message.
  • Fixes:
  • Android: Fixed a crash when quitting an application on older Android devices (835383)
  • Editor: Fix clicking Player Settings button in Build Settings window not giving focus to inspector (720992)
  • Editor: Fix icon tab in PlayerSettings doesn't stay open (831307)
  • Editor: Fixed crash when trying to emulate shader model 2. (828845)
  • Editor: Nullify RECT in case GetClientRect fails so we don't have trash in RECT. (825082)
  • Graphics: Prevent RendererScene modifications from inside OnPreRender callbacks, similar to other callbacks. (829694)
  • OpenGL: Fixed Asserts appearing after using brush color picker for choosing color and saving scene in the new project. (824452)
  • Shaders: Added support for parsing errors from #error in a shader. (824020)
  • Shaders: Fixed Metal depth output to be always float.
  • Shaders: Fixed shader compiler crash when writing to depth output (830427)
  • Standalone: Fixed invalid linear rendering check while using batch mode -batchmode -nographics (832083)
  • WebGL: Fix building with use pre-built unity engine option (838754)
  • WebGL: Fixed AudioSource.time to report correct values
  • WebGL: Fixed profiler crash (834578)
  • Windows Store: Fix crash when UWP application throws exception through managed/native boundary (775702)

New in Unity 5.4.2 Patch 1 (Oct 26, 2016)

  • Improvements:
  • Graphics: When graphics jobs are enabled added an Assert to detect recursion e.g. a graphics job runs inside another graphics jobs.
  • Unity IAP: Support transaction receipt logging for all store platforms.
  • VR: Update Oculus to version 1.9 .
  • Fixes:
  • (823935) - 2D: Fixed an issue with UV rounding errors when using the OverrideGeometry method on sprites.
  • (none) - Android: Added "Mute Other Audio Sources" option to Android player settings in editor.
  • (825442) - Android: Buildpipe - Fixed splitting files for OBB.
  • (807983) - Android: By default lower volume of the background audio instead of muting it.
  • (826201) - Android: Return internal temporary cache and persistent data paths when external paths are unavailable.
  • (822232) - Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash.
  • (832996) - D3D11: Take into account ColorSpace (linear/gamma) when capturing screenshots.
  • (819770) - Editor: Fixed a crash when deleting GameObject with ScrollView component.
  • (819900) - Editor: Fixed drag'n'drop a shader onto a material not setting the correct shader keywords but choosing the shader from the material UI shader drop down would set them correctly.
  • (815720) - Editor: TargetInvocationException error no longer appears when importing Windows Store Apps plugins.
  • (828380) - Graphics: Fixed GPU instancing not working with procedurally generated meshes.
  • (829694) - Graphics: Prevent RendererScene modifications from within OnPreRender callbacks, similar to other callbacks.
  • (834633) - IL2CPP: Use the no-strict-overflow flag to compile generated C++ code on gcc and clang based compilers so that we match the integer overflow behavior of C#.
  • (none) - iOS: Fixed run loop mode warning on iOS 10 devices.
  • (819351) - MAC OS X: Fixed Codesigning for Editor Build to prevent firewall from asking multiple times for permission.
  • (819813) - OpenGL: Prevent Windows editor crash when opening old project that had legacy OpenGL selected.
  • (833783) - Rendering: Fixed incorrect batching of Renderers with different PropertyBlocks.
  • (819962) - Scripting: Fixed TransformDirection and InverseTransformDirection operations being affected by scale.
  • (766144) - Scripting: Fixed a crash on Invoke(null, …).
  • (833425) - Shaders: Fixed a potential crash when calling GetShaderSettingsForPlatform on Windows.
  • (720704) - Shaders: Fixed some cases of inout struct variables with COLOR semantic members wrongly translating into GLES2.0.
  • (828454) - Shaders: Added fixes to tessellation shader compilation on OpenGL and OpenGL ES.
  • (none) - Tizen: Added Showing loading indicator in Tizen.
  • (833452) - tvOS: Added support for top shelf wide image.
  • (none) - UnityAnalytics: Fixed an invalid userId issue on WebGL.
  • (825429) - UnityWebRequest: Allow setting Accept-Encoding header at users own risk.
  • (775178) - WebGL: UnityWebRequest.downloadProgress now returns the actual progress as opposed to 0.
  • (none) - WebGL: Fixed Code Blob memory leak.
  • (829648) - Windows Store Apps: Location services can be enabled or disabled while the app is still running.
  • (835218) - Windows Store Apps: Player preferences are no longer lost between game sessions.
  • (none) - Windows: Added safety check when receive new window size with zero values, make minimum value 1, otherwise functions like CreateDepthStencilView will fail.

New in Unity 5.4.2 (Oct 13, 2016)

  • Improvements:
  • Android: Buildpipe - Added pre-build step that verifies the environment. Check Android device, SDK and JDK before compiling the project and the scripts.
  • Asset Database: Added a new API for getting asset information without loading asset into memory.
  • D3D12: Added an error message if trying to ReadPixels from outside the RenderTarget's bounds and return false to ignore the request.
  • Editor: Improved the tooltip message for Light Probes option in Renderer components.
  • GI: Added a tooltip in the editor for Light Probes option in Renderer inspectors.
  • GI: Light Probe Volume - fixed performance issue with LPPV when no Renderers are found in the same game object. Light Probe blending job is much faster now.
  • GI: Reflection Probes component: Added and updated tooltips.
  • Graphics: Improved CPU performance when calling lots of Graphics.DrawMesh API with null MaterialPropertyBlock (829800).
  • Graphics: Slight optimisation of CommandBuffer.DrawMesh and CommandBuffer.DrawRenderer.
  • Graphics: Updated tooltip test for "Box Projection", "Box Offset" & "Box Size".
  • IL2CPP: Added an option to link.xml files to ignore missing assemblies.
  • iOS: Added iPhone 7 and 7+ entries to the device enum.
  • iOS: Added PlayerSettings to specify microphone and camera usage description. Needed for iOS 10 / Xcode 8 compatibility.
  • iOS: Update Build and Run to work with Xcode 8.
  • Lighting: Renamed popup menu item from "Default scene parameter" to "Scene Default Parameters".
  • Substance: Improved substance assets processing when switching platforms, upgrading a project and building.
  • tvOS: Added "Require Extended Game Controller" option to player settings.
  • VR - Updated Oculus plugin to version 1.8
  • Changes:
  • GI: Reflection Probes component - renamed "Probe Origin" to "Box Offset" and "Size" to "Box Size" in the UI.
  • Fixes:
  • AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving. (830443)
  • Analytics: DeviceInfo now matches hwstats data. (none)
  • Android: Buildpipe: Fixed streaming assets folders starting with _ ignored. (819800)
  • Android: IL2CPP - Fixed missing config files for il2cpp build. (821806)
  • Android: Sensors - Fixed location isEnabledByUser returning true when the service is disabled. (821688)
  • Android: WebRequest - Fixed a crash when using GetAudioClip() with file protocol. (818992)
  • Android: WWW - Fixed an application freeze on WWW.Dispose when the connection was canceled. (777663)
  • Animation: Fixed blending between two additive clip when some properties are animated in one clip but not in the other one. (828199)
  • Animation: Fixed OverrideController memory leak. (none)
  • Animation: The Animation preview will correctly display a preview animation when a model is dragged to the preview area. (819905)
  • Api updater: Fixed a crash when updating Boo/UnityScript scritps with empty "else" blocks. (769445)
  • Api-updater: Fixed crashes / issues with paths containing either "exe" or "dll" in any part other than the file extension. (809268)
  • AssetBundle: Fixed the issue that error sometimes happens when LoadAssetAsync and UnloadUnusedAsset is called before prefab is instantiated. (822393)
  • AssetBundles: Fixed high CPU usage while downloading asset bundles. (755398)
  • Audio: Fixed memory leak when quickly loading and unloading lots of audio assets. (832271)
  • Canvas: Fixed a regression introduced in 5.4.0p4 where non-native fullscreen player appeared darker when Canvas was present, in Linear color space. (834100, 833996)
  • D3D11: Added check and return when trying to ReadPixels from outside the RenderTarget's bounds, fixes crash on nVidia hardware. (819793)
  • D3D12: Fixed a crash caused by using DXGI_PRESENT_ALLOW_TEARING with exclusive fullscreen swapchains. (814533)
  • D3D12: Fixed a crash when creating RenderTargetView for 3D RenderTextures. (none)
  • D3D12: Fixed missing splash screen. (796521)
  • Editor Test Runner: Added firstpass assemblies to be picked up by the Editor Test Runner. (819175)
  • Editor: Fixed a crash when registering undo for null object. (779052)
  • Editor: Fixed an extra erroneous characters in path passed to PostProcessBuild callbacks. (821728)
  • Editor: Fixed an issue with [FormerlySerializedAs] not working with scripts assigned to prefabs. (732717)
  • Editor: Fixed path error when building into the same folder again. (818346)
  • Editor: Fixed services tab not getting focused when a service refresh occurs. (704234, 807773, 829992, 822715)
  • Editor: JavascriptPackageManager now supports UNC path on Windows. (764857)
  • FrameDebugger: Fixed crash on Android. (824107)
  • GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene. (819841)
  • GI: Fixed a crash that can happen when building lightmaps when a procedural texture was used for transparency. (818910)
  • Graphics: DisableBatching tag now works correctly in depth pass and legacy deferred base/final passes. (819602)
  • Graphics: Fix for incorrect calculation of projection matrix on some platforms. (826406)
  • Graphics: Fixed a crash in the Editor when material and shader properties weren't updated correctly. (812576)
  • Graphics: Fixed a crash that would in some cases happen after Material.CopyPropertiesFromMaterial. (821208)
  • Graphics: Fixed a rare deadlock that can happen when graphics jobs are enabled. (827364)
  • Graphics: Fixed a threading issue causing game view to corrupt or go blank randomly in OSX editor. (820693)
  • Graphics: Fixed an Assert in AssignProjectorQueuesJob about calling GetRenderJobThreadCount() when not on the main thread. Triggers when running gfx jobs in scenes with projectors. (none)
  • Graphics: Fixed an unnecessary assert in static batching loop. (818781)
  • Graphics: Fixed Display renderingWidth and renderingHeight incorrectly returning system resolution values. (none)
  • Graphics: Fixed large delta values in the the motion vector matrix when a camera is enabled after being disabled. (none)
  • Graphics: Fixed lightmap texture corruption when changing quality levels. (785547)
  • Graphics: Fixed the issue of projectors rendering twice if transparent objects are in the scene. (814282)
  • Graphics: More prevention against invalid data causing crashes in CommandBuffer.DrawRenderer. (813052)
  • Graphics: Now use Renderer::GetTransform() when calculating local AABB so that static batched renderers return the reference transform correctly. (813671)
  • GUI: Fixed an issue where GUI::DrawTexture appeared darker than GUI::DrawTextureWithTexCoords when in Linear color space. (828145)
  • GUI: Fixed the regressions introduced in 5.4.1f1 and 5.4.1p1 where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space. (832155)
  • IL2CPP: Allow now Monitor.TryEnter to correctly obtain a previously taken lock that has been released, which did not work in some cases. (815783)
  • IL2CPP: Correct the stack state handling during code conversion for some box opcodes. (826624)
  • IL2CPP: Removed an unnecessary assert when GC.Collect(1) is called. The call will still have no impact though. (834376)
  • Input: Mouse position is now updated but not clamped when outside of game window. (827851)
  • iOS: Added missing iOSTargetOSVersion enum entries. (826595)
  • iOS: Corrected the default setting for bitcode on the XCTest target to fix a linker error. (824979)
  • iOS: Fixed a crash when killing the app while a WWW Request was in flight. (811959, 815928)
  • IOS: Fixed an iOS 10 warning for improper use of runloop. (none)
  • iOS: Fixed an issue where Touch.deltaTime was incorrectly returning zero when device had been on for approximately 30 days or more. (809752)
  • iOS: Fixed App Store submissions with Xcode 8 when phone camera is not being used by game. (none)
  • iOS: Fixed iPhone6+ reported resolution in first Start/Awake calls. (803581)
  • iOS: Fixed the appearance of apps freezing when locking/unlocking the device. (820863)
  • iOS: Fixed the GI crash on 32bit devices. (827107)
  • iOS: Fixed the iOS crash when screen resolution is changed from script. (827431)
  • IOS: Fixed the Remote notification detection code. (830528)
  • Linux: Fixed the nographics crash in non-headless player. (none)
  • Linux: Improved the robustness of opengl legacy fallback. (none)
  • Metal: Fixed an issue whereby view was not scaling properly when using Screen.SetResolution in fullscreen mode. (818563)
  • Metal: Fixed grab pass combined with image effects appears darker. (830273)
  • Metal: Improved MSAA support with Image Effects, where previously the framebuffer load operation could have shown black screen instead. (none)
  • Metal: Various rendering correctness fixes. (none)
  • Mono: Use an IPv4 address (if one exists) before an IPv6 address for .NET remoting connections. (826526)
  • Mono/IL2CPP: Corrected a rare deadlock in the C# lock implementation. (827984)
  • Networking: Fixed an issue with SyncList hook having old value when it's invoked. (774970)
  • Networking: Fixed issue with infinitely growing profiler stats when more than one client is connected. (765235)
  • Networking: Fixed the SerializeProperty issues with NetworkManager inspector (channels and prefabs). (798973, 764771)
  • Networking: Made sure NetworkConnection is not null before usage. (770215)
  • Networking: Made sure we reset the NetworkIdentity on destruction. (784474)
  • Networking: Removed extra call to OnServerConnect. (784913)
  • Networking: Resolved issue with crash on exit with standalone player. (776536)
  • OpenVR: Entered playmode with unsupported gfx api = crash. (799533)
  • OS X: Fixed memory leak in joystick input handling code. (797793)
  • Particles: Fixed Out-of-memory crash when using Sub-Emtiters and long playback/preview times. (819599)
  • Particles: Particles: Size over lifetime label in the curve editor would incorrectly display "Z" label instead of "Size" when not using separate axis mode. (822051)
  • Particles: ParticleSystem.Emit would activate the emission module settings in a particle system. (819331)
  • Particles: Start frame in Texture Animation Module was allowed to be 1 frame longer than max frames. (786561)
  • SceneView: Fixed an issue where additive materials were not showing in Wireframe mode. (813117)
  • SceneView: Fixed an issue where the alpha color value had no affect to Wireframe. For the same reason Wireframes also appeared thicker. (810908, 823582)
  • SceneView: Fixed an issue where Wireframe was not showing when using stencil buffer in shaders. (795953)
  • Scripting: Coroutines now breaks out if yielding on the same coroutine twice. (813808)
  • Scripting: Detect and unload broken assemblies when processing InitializeOnLoad. (808748)
  • Scripting: Fixed a crash caused by SetActive being invoked from OnDestroy. (807000)
  • Shaders: Fixed frac(constant) sometimes being mis-compiled. (825235)
  • Shaders: Fixed shader compiler bug which could have caused errors in GLSL shaders that might crash the GPU on OSX. (none)
  • Shaders: Fixed UNITY_APPLY_FOG not working as expected if an expression was passed as fog coordinate. (822553)
  • SpritePacker: Fixed an issue where TightRotateEnabledSpritePackerPolicy flipped sprites in playmode. (773660)
  • Substance: Fixed a crash when switching build platform. (820301)
  • Substance: Fixed an asset import crash. (822217)
  • Textures: Correctly unregister external native textures. (786163)
  • Tizen: Resolved an error that didn't call OnApplicationQuit() when TaskManager killed the app. (none)
  • tvOS: Fixed the issue of UnityEngine.Apple.TV.Remote API not working in editor. (825406)
  • tvOS: Fixed the issues when menu button was clicked while playing videos. (814084)
  • tvOS: Fixed the UI to correctly activate tvOS keyboard. (747529)
  • UAP: Fixed an incorrect language being returned when system language was Spanish(Argentina). (820162)
  • UAP: Fixed the issue of incorrect resolution being reported when the composition scale changed and the game window was minimized. (832104)
  • UI: Fixed a memory leak caused by IntermediateRenderers not being cleaned up. (819470)
  • UI: Fixed a random crash in SyncElement caused by unknown parent canvas. (none)
  • UI: Fixed an issue with animating canvas properties not applying. (825435)
  • UI: Fixed an issue with Canvas sorting order being incorrect under certain cases. (821727)
  • UI: Fixed Canvas related crash when some elements are being deleted. (818122)
  • UI: Fixed the Canvas related crash when some elements are being deleted. (818294)
  • UI: Multiple display support is fixed and has been re-enabled. (741751)
  • UNET: OnDisconnectError "Server client disconnect error" is generated on timeout. (790431)
  • VCS: Marked some VCS settings as private. (642194)
  • VR: Fixed issue with WaitForEndOfFrame when VR is active. (none)
  • VR: Recreate when Oculus service requests restart. (none)
  • VR: Removed audio output warning when Unity Audio is Disabled. (826132)
  • WebGL: Fixed asset bundles memory usage at loading time, preventing some content to run on 32-bit browsers. (812567, 829765)
  • WebGL: Fixed compressed build files (.*gz) creation if they already exist. (818044)
  • WebGL: Fixed GUID code to return correct value instead of 00000000000000000000000000000000. (none)
  • WebRequest: More correctly follow the HTTP Specification for sending POST data during a Redirect. (814388)
  • Windows Store: Correctly reference SDK specific plugins in Universal 8.1 projects. (824400, 794675, 829404)
  • Windows Store: Fixed a WWW request formatting when headers contained 'content-type' in lower case instead of 'Content-Type'. (819349)
  • Windows Store: Fixed errors from reference rewriter when buidling script with nested generic types as fields. (827446)
  • Windows Store: Fixed invalid visual studio project generation on IL2CPP scripting backend when project name contains dots. (829141)
  • Windows Store: Fixed Unity PDB files not getting included into built .appxsym package. (831144)
  • Windows Store: Properly copy pdb files when .NET Native is enabled, breakpoints set in C# files in Assembly-CSharp* projects should work again. (822625)
  • Windows Store: SystemInfo.deviceType will return Console when application is ran on Xbox One, and Handheld when ran on IoT devices like Raspberry Pi. (827089)
  • Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled. (827748)
  • Windows: Fixed Unity crashing when initializing UnityEngine.Windows.Speech.KeywordRecognizer with an array that contains null string as one of its items (833091)
  • Windows: System resolution or orientation changes are now detected and responded to accordingly. (825230)
  • WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application. (818601)
  • WWW/UnityWebRequest: Fixed the issue of handling multiple headers with the same name in server responses. (791722)

New in Unity 5.5.0 Beta 7 (Oct 12, 2016)

  • 5.5.0b7 Release Notes (Delta since b6):
  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Editor: Editor crashes with empty stack trace when changing platform (System.IO.FileNotFoundException). (835381)
  • Editor: Editor does not redraw when changing to certain layouts (e.g. 2 by 3). (822106)
  • Editor: Occlusion culling tab leaks memory when scene view is visible. (835378)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV.
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: [Raycast] Sometimes raycast is not working for terrain. (823920)
  • Terrain: [Painting] Brushes rendering is broken in a new project. (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • WebGL: Building Dev player with "Use pre-built Engine" option throws UnauthorizedAccessException for UnityNative.js. (838754)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Improvements:
  • HoloLens: The builtin spatial mapping occlusion shader has been optimized, thus provides higher frame rates.
  • iOS: Added a way for the user to retrieve Game Center authentication error strings.
  • Web: The Accept-Encoding header may now be set via scripting, but note that this is done at users' risk.
  • Fixes:
  • Android: Fixed case of audio stutter when launching Android player from a notification on the lockscreen. (818174)
  • Graphics: Fixed issue whereby TransformDirection and InverseTransformDirection operations were affected by scale. (819962)
  • VR: Fixed memory leak caused by stereo cameras still culling while not rendering. (824508)
  • Windows: Fix to prevent the application from crashing if window is resized with zero width or height.
  • The following are changes and fixes to 5.5.0 features and regressions:
  • Improvements:
  • Tizen: Added "All" option to Tizen deployment target selector so you can build for both devices and the emulator regardless of device availability. When this option is selected packages are created but not pushed to any device or emulator, so this must be done manually using the Tizen SDB tool - for example: 'sdb install MyApp.tpk'.
  • VR: Updated Oculus plugin to version 1.8.
  • Fixes
  • Scripting: Mouse callbacks are now called on mobile platforms when and as expected. (833157)
  • Windows Store: Fix to ensure that the application won't quit if the profiler fails to connect to Editor (i.e. when Auto Connect profiler is selected in Build Settings). (833951)
  • Windows Store: Fix to ensure that the build will no longer fail if there are read-only plugin files in the project. (832604)

New in Unity 5.4.1 Patch 4 (Oct 6, 2016)

  • Improvements:
  • Asset Database: Added a new API for getting asset information without loading asset into memory.
  • Graphics: Updated tooltip test for "Box Projection", "Box Offset" & "Box Size".
  • Lighting: Renamed popup menu item from "Default scene parameter" to "Scene Default Parameters".
  • Substance: Improved substance assets processing when switching platforms, upgrading a project and building.
  • tvOS: Added "Require Extended Game Controller" option to player settings.
  • Fixes:
  • (819905) - Animation: The Animation preview will correctly display a preview animation when a model is dragged to the preview area.
  • (832271) - Audio: Fixed memory leak when quickly loading and unloading lots of audio assets.
  • (834100, 833996) - Canvas: Fixed a regression introduced in 5.4.0p4 where non-native fullscreen player appeared darker when Canvas was present, in Linear color space.
  • (814282) - Graphics: Fixed the issue of projectors rendering twice if transparent objects are in the scene.
  • (827364) - Graphics: Fixed a rare deadlock that can happen when graphics jobs are enabled.
  • (815783) - IL2CPP: Allow now Monitor.TryEnter to correctly obtain a previously taken lock that has been released, which did not work in some cases.
  • (826624) - IL2CPP: Correct the stack state handling during code conversion for some box opcodes.
  • (834376) - IL2CPP: Removed an unnecessary assert when GC.Collect(1) is called. The call will still have no impact though.
  • (none) - IOS: Fixed an iOS 10 warning for improper use of runloop.
  • (830528) - IOS: Fixed the Remote notification detection code.
  • (830273) - Metal: Fixed grab pass combined with image effects appears darker.
  • (818563) - Metal: Fixed an issue whereby view was not scaling properly when using Screen.SetResolution in fullscreen mode.
  • (822217) - Substance: Fixed an asset import crash.
  • (820301) - Substance: Fixed a crash when switching build platform.
  • (820162) - UAP: Fixed an incorrect language being returned when system language was Spanish(Argentina).
  • (832104) - UAP: Fixed the issue of incorrect resolution being reported when the composition scale changed and the game window was minimized.
  • (818294) - UI: Fixed the Canvas related crash when some elements are being deleted.

New in Unity 5.5.0 Beta 6 (Oct 4, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Collab: Windows Only: Unity.exe and project must be installed to a directory with no whitespace.
  • Editor: Editor crashes with empty stack trace when changing platform (System.IO.FileNotFoundException). (835381)
  • Editor: Editor is not redrawing when changing to certain layouts. (822106)
  • Editor: Occlusion culling tab leaks memory when scene view is visible. (835378)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV.
  • IMGUI: Error when opening Shader Forge. (834371)
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project. (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Improvements:
  • Graphics: GPU Instancing: Added support for Android with OpenGL ES 3.0 or newer. Note however that GPU instancing support is disabled for Android devices that have the Adreno GPU with only OpenGL ES 3.0, because of driver issues.
  • Graphics: GPU Instancing: Added support for Metal.
  • Graphics: Metal: Switched the shader backend to HLSLcc.
  • Graphics: Multi-scene occlusion culling now works correctly. Culling data has been extracted to a separate asset, and can be baked / reloaded with multi-scene setups. Note that the data is stored relative to the active scene, and is loaded correctly when loading any scene or group of scenes that reference it.
  • HoloLens: The tracking loss screen now renders at ~60 FPS (previously ~40 FPS).
  • Occlusion Culling: Unity now supports multi-scene occlusion culling. Scenes built concurrently will be computed as expected.
  • WebGL: Reduced the size of release builds by stripping away duplicate functions.
  • Fixes:
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator could cause a crash. (822232)
  • Scripting: Fixed crash relating to construction of a generic Dictionary via reflection. (829757)
  • Scripting: Fixed crash when calling 'AppDomain.Load(byte[], byte[])' in a non-development player. (827833)
  • Substance: Fixed crash when selecting a ProceduralMaterial after switching build platform. (820301)
  • Substance: Fixed occasional ProceduralMaterial asset import crash. (822217)
  • Substance: Fixed SubstanceImporter.ExportBitmaps generated file names.
  • The following are changes and fixes to 5.5.0 features and regressions:
  • Changes:
  • Editor: The SceneSet asset (which was new in 5.5) has been removed as it was deemed not fully featured yet.
  • Improvements:
  • HoloLens: Spatial mapping collider cooking times have been improved.
  • Fixes:
  • Android/IL2CPP: Fixed issue whereby Android/IL2CPP builds on Windows would fail, due to an incorrect path to the C++ compiler in the NDK directory. (830617)
  • Animation: Fixed ArgumentNullException in Animation Window when drag&dropping sprites. (829544)
  • Canvas: Fixed regression where non-native fullscreen player appeared darker when Canvas was present, in Linear color space. (834100, 833996)
  • Graphics: Fixed an issue that caused duplicate GUI elements to appear in the Texture Importer upon domain reload. (831314)
  • Graphics: Renamed "Alpha Usage" to "Alpha Source" in the Texture Importer based on beta user feedback.
  • Holographic Emulation: Fixed a crash caused by the incomplete shutdown of a remoting connection when switching to holographic simulation mode.
  • Scripting: Fixed case of managed debugger corrupting values, caused by the new C# compiler. (825988)
  • Scripting: Fixed managed debugger crash caused by the new C# compiler. (828073)
  • Scripting: Fixed managed debugger issue caused by the new C# compiler. (816067)
  • UI: Fixed regression where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space. (832155)
  • Windows: Fixed case of Unity crashing when initializing UnityEngine.Windows.Speech.KeywordRecognizer with an array that contains a null string as one of its items. (833091)

New in Unity 5.4.1 Patch 3 (Sep 28, 2016)

  • Improvements:
  • IL2CPP: Added an option to link.xml files to ignore missing assemblies.
  • Fixes:
  • (830443) - AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving.
  • (755398) - AssetBundles: Fixed high CPU usage while downloading asset bundles.
  • (779052) - Editor: Fixed a crash when registering undo for null object.
  • (821728) - Editor: Fixed an extra erroneous characters in path passed to PostProcessBuild callbacks.
  • (818346) - Editor: Fixed path error when building into the same folder again.
  • (764857) - Editor: JavascriptPackageManager now supports UNC path on Windows.
  • (732717) - Editor: Fixed an issue with [FormerlySerializedAs] not working with scripts assigned to prefabs.
  • (826406) - Graphics: Fix for incorrect calculation of projection matrix on some platforms.
  • (none) - Graphics: Fixed an Assert in AssignProjectorQueuesJob about calling GetRenderJobThreadCount() when not on the main thread. Triggers when running gfx jobs in scenes with projectors.
  • (none) - Graphics: Fixed large delta values in the the motion vector matrix when a camera is enabled after being disabled.
  • (832155) - GUI: Fixed the regressions introduced in 5.4.1f1 and 5.4.1p1 where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space.
  • (827851) - Input: Mouse position is now updated but not clamped when outside of game window.
  • (811959, 815928) - iOS: Fixed a crash when killing the app while a WWW Request was in flight.
  • (820863) - iOS: Fixed the appearance of apps freezing when locking/unlocking the device.
  • (773660) - SpritePacker: Fixed an issue where TightRotateEnabledSpritePackerPolicy flipped sprites in playmode.
  • (none) - Tizen: Resolved an error that didn't call OnApplicationQuit() when TaskManager killed the app.
  • (814084) - tvOS: Fixed the issues when menu button was clicked while playing videos.
  • (747529) - tvOS: Fixed the UI to correctly activate tvOS keyboard.
  • (825406) - tvOS: Fixed the issue of UnityEngine.Apple.TV.Remote API not working in editor.
  • (642194) - VCS: Marked some VCS settings as private.
  • (826132) - VR: Removed audio output warning when Unity Audio is Disabled.
  • (818044) - WebGL: Fixed compressed build files (.*gz) creation if they already exist.
  • (814388) - WebRequest: More correctly follow the HTTP Specification for sending POST data during a Redirect.
  • (827748) - Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled.
  • (833091) - Windows: Fixed Unity crashing when initializing UnityEngine.Windows.Speech.KeywordRecognizer with an array that contains null string as one of its items
  • (791722) - WWW/UnityWebRequest: Fixed the issue of handling multiple headers with the same name in server responses.
  • Known Issue:
  • 2D: Error "Thread::EqualsCurrentThreadIDForAssert(Thread::mainThreadId)" is spammed to console if 'Sprite Renderer' is enabled. This issue will be fixed in the next release.

New in Unity 5.5.0 Beta 5 (Sep 27, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Collab: Windows Only: Unity.exe and project must be installed to a directory with no whitespace.
  • Editor: Editor crashes with empty stack trace when changing platform (System.IO.FileNotFoundException). (835381)
  • Editor: Editor is not redrawing when changing to certain layouts (822106)
  • Editor: Occlusion culling tab leaks memory when scene view is visible. (835378)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV
  • IL2CPP: IL2CPP Compilation fails in some cases when building a project for Android platform. (830617)
  • IMGUI: Error when opening Shader Forge. (834371)
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Improvements:
  • Unity Ads: Updated Unity Ads to 2.0.4
  • VR: UnityEngine.VR.InputTracking.GetLocalRotation() and UnityEngine.VR.InputTracking.GetLocalPosition() can now be used to query the position and orientation of Oculus Touch and HTC Vive controllers.
  • The following are changes and fixes to 5.5.0 features and regressions:
  • Improvements:
  • Editor: Usability changes to TagManager to make it more apparent that renaming is not supported and deleting is a delayed action.
  • Fixes:
  • AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving. (830443)
  • Editor: Fixed case of services tab losing focus when a service refresh occurs. (704234)
  • Editor: Fixed issue where a KeyNotFoundException would be thrown when dragging prefabs to the scene view after deleting a pre-existing prefab. (826474)
  • Editor: Fixed issue where yield instruction WaitForEndOfFrame did not work in ExecuteInEditMode. (804814)
  • Graphics: Fixed a bug where "Generate NormalMap from grayscale" would stay enabled when changing texture type from NormalMap. (830812)
  • Graphics: Fixed a bug where the "Mapping" popup for a cubemap would be empty (due to it containing obsolete values). (830805)
  • Graphics: Fixed Advanced foldout so that its behavior is consistent between different importers. (830806)
  • Graphics: Fixed an issue whereby the "Alpha Usage" parameter would not display "mixed values" as expected, because of an incompatibility between the default value and the texture in question not having alpha channel. (830803)
  • VR: Fixed Oculus HMD restart functionality.
  • VR: Removed warning message when running in VR with Audio disabled. (826132)

New in Unity 5.4.1 Patch 2 (Sep 23, 2016)

  • Improvements:
  • D3D12: Added an error message if trying to ReadPixels from outside the RenderTarget's bounds and return false to ignore the request.
  • Editor: Improved the tooltip message for Light Probes option in Renderer components.
  • Graphics: Improved CPU performance when calling lots of Graphics.DrawMesh API with null MaterialPropertyBlock (829800).
  • Fixes:
  • (none) - Analytics: DeviceInfo now matches hwstats data.
  • (822393) - AssetBundle: Fixed the issue that error sometimes happens when LoadAssetAsync and UnloadUnusedAsset is called before prefab is instantiated.
  • (none) - D3D12: Fixed a crash when creating RenderTargetView for 3D RenderTextures.
  • (704234, 807773, 829992, 822715) - Editor: Fixed services tab not getting focused when a service refresh occurs.
  • (820693) - Graphics: Fixed a threading issue causing game view to corrupt or go blank randomly in OSX editor.
  • (none) - Graphics: Fixed Display renderingWidth and renderingHeight incorrectly returning system resolution values.
  • (813052) - Graphics: More prevention against invalid data causing crashes in CommandBuffer.DrawRenderer.
  • (none) - iOS: Fixed App Store submissions with Xcode 8 when phone camera is not being used by game.
  • (809752) - iOS: Fixed an issue where Touch.deltaTime was incorrectly returning zero when device had been on for approximately 30 days or more.
  • (none) - Metal: Improved MSAA support with Image Effects, where previously the framebuffer load operation could have shown black screen instead.
  • (786163) - Textures: Correctly unregister external native textures.
  • (741751) - UI: Multiple display support is fixed and has been re-enabled.
  • (812567, 829765) - WebGL: Fixed asset bundles memory usage at loading time, preventing some content to run on 32-bit browsers.
  • (824400, 794675, 829404) - Windows Store: Correctly reference SDK specific plugins in Universal 8.1 projects.
  • (827446) - Windows Store: Fixed errors from reference rewriter when buidling script with nested generic types as fields.
  • (829141) - Windows Store: Fixed invalid visual studio project generation on IL2CPP scripting backend when project name contains dots.
  • (831144) - Windows Store: Fixed Unity PDB files not getting included into built .appxsym package.
  • (825230) - Windows: System resolution or orientation changes are now detected and responded to accordingly.

New in Unity 5.5.0 Beta 4 (Sep 20, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Editor: "Unable to load the icon: ..." errors are seen when selecting icon in the inspector. (827458)
  • Editor: Editor is not redrawing when changing to certain layouts (822106)
  • Editor: KeyNotFoundException thrown on adding prefab to scene. (826474)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Improvements:
  • Graphics: Added cubemap arrays support (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU to access a bunch of same size/format cubemaps as a unit, index into them when sampling etc. Cubemap arrays are a desktop/console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
  • API Changes:
  • Asset Pipeline: Added callback events for PackageImport for start, success, failure and cancellation.
  • Fixes:
  • Animation: Fixed a crash in the Animation component when playing clips with invalid or unbound curves. (820586)
  • Animation: Fixed a crash that would be triggered during clip import, when passing invalid class IDs to IsDerivedFromClassID. (818668)
  • Animation: Fixed a crash when building a clip with an invalid curve. (818668)
  • Animation: Fixed a crash when deleting a layer with an index smaller than the layer on which other layers are synchronized. (820546)
  • Animation: Fixed a crash when playing and reconnecting playables on the first frame. (820203)
  • Animation: Fixed a crash when setting a null AnimatorController on an Animator. (821384)
  • Animation: Fixed a crash while building SelectorTransitionConstant. (825310)
  • Animation: Fixed an issue where events could be fired more than once when the framerate was exceedingly low. (825132)
  • Animation: Fixed an issue whereby empty clips would be rebuilt repeatedly. (791563)
  • Animation: Fixed case of 1st Importer AnimationEvent not dirtying the importer. (824180)
  • Animation: Fixed case of duplicate euler angle properties on the animation window. (820494)
  • Animation: Fixed case of error message showing in the console when trying to create a new key on a read-only curve. (818180)
  • Animation: Fixed case of move over key in the dopesheet editor not overriding the previous value. (827232)
  • Animation: Fixed crash when changing AnimatorOverrideController during an interrupted transition. (823410)
  • Animation: Fixed crash when manually destroying an AnimatorState. (810871)
  • Animation: Fixed curve preview display on the fbx import inspector. (818738)
  • Animation: Fixed inability to input negative x values in the floating curve editor. (817689)
  • Animation: Fixed InvalidCastException when renaming an animated sprite property in the animation window. (820726)
  • Animation: Fixed issue whereby a keyframe would be created with negative time in the dopesheet editor when double-clicking. (820176)
  • Animation: Fixed StackOverflow exception in the transition inspector, caused by looping transitions. (817057)
  • Animation: Updated hash code for EditorCurveBinding to reduce likelikood of collisions. (816028)
  • Graphics: Fixed case of display renderingWidth and renderingHeight incorrectly returning system resolution values.
  • UI: Multiple display support is fixed and has been re-enabled. (741751)
  • WebGL: Fixed asset bundles memory usage issue at loading time, which would prevent some content from running on 32-bit browsers. (812567, 829765)
  • WebGL: Fixed case of ReadPixels method not working on floating point render textures. (827435)
  • WebGL: Fixed rendering plugin support: previously interface functions for native render plugins were not getting called. (818729)
  • Windows: System resolution or orientation changes are now detected and responded to accordingly (so no longer deform full screen player). (825230)
  • The following are changes and fixes to 5.5.0 features and regressions:
  • Fixes:
  • Editor: Fixed case of randomly blanking/corrupting game view. (820693)
  • Graphics: Added a modified version of the mitchell filter for downsampling HDR textures without artifacts in the texture import pipeline.
  • Graphics: Fixed a bug whereby in some instances the first mipmap of HDR compressed textures would not go through clamping of negative values, causing artifacts with the BC6H compressor.
  • WebGL: Fixed serveral bugs in the brotli.js implementation, which would cause it to fail on some files.

New in Unity 5.4.1 Patch 1 (Sep 15, 2016)

  • Improvements:
  • Android: Buildpipe - Added pre-build step that verifies the environment. Check Android device, SDK and JDK before compiling the project and the scripts.
  • GI: Added a tooltip in the editor for Light Probes option in Renderer inspectors.
  • GI: Light Probe Volume - fixed performance issue with LPPV when no Renderers are found in the same game object. Light Probe blending job is much faster now.
  • GI: Reflection Probes component: Added and updated tooltips.
  • Graphics: Slight optimisation of CommandBuffer.DrawMesh and CommandBuffer.DrawRenderer.
  • iOS: Added iPhone 7 and 7+ entries to the device enum.
  • iOS: Added PlayerSettings to specify microphone and camera usage description. Needed for iOS 10 / Xcode 8 compatibility.
  • iOS: Update Build and Run to work with Xcode 8.
  • Changes:
  • GI: Reflection Probes component - renamed "Probe Origin" to "Box Offset" and "Size" to "Box Size" in the UI.
  • Fixes:
  • (819800) - Android: Buildpipe: Fixed streaming assets folders starting with _ ignored.
  • (821806) - Android: IL2CPP - Fixed missing config files for il2cpp build.
  • (821688) - Android: Sensors - Fixed location isEnabledByUser returning true when the service is disabled.
  • (818992) - Android: WebRequest - Fixed a crash when using GetAudioClip() with file protocol.
  • (777663) - Android: WWW - Fixed an application freeze on WWW.Dispose when the connection was canceled.
  • (828199) - Animation: Fixed blending between two additive clip when some properties are animated in one clip but not in the other one.
  • (none) - Animation: Fixed OverrideController memory leak.
  • (769445) - Api updater: Fixed a crash when updating Boo/UnityScript scritps with empty "else" blocks.
  • (809268) - Api-updater: Fixed crashes / issues with paths containing either "exe" or "dll" in any part other than the file extension.
  • (819793) - D3D11: Added check and return when trying to ReadPixels from outside the RenderTarget's bounds, fixes crash on nVidia hardware.
  • (796521) - D3D12: Fixed missing splash screen.
  • (814533) - D3D12: Fixed a crash caused by using DXGI_PRESENT_ALLOW_TEARING with exclusive fullscreen swapchains.
  • (819175) - Editor Test Runner: Added firstpass assemblies to be picked up by the Editor Test Runner.
  • (824107) - FrameDebugger: Fixed crash on Android.
  • (819841) - GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene.
  • (818910) - GI: Fixed a crash that can happen when building lightmaps when a procedural texture was used for transparency.
  • (819602) - Graphics: DisableBatching tag now works correctly in depth pass and legacy deferred base/final passes.
  • (812576) - Graphics: Fixed a crash in the Editor when material and shader properties weren't updated correctly.
  • (818781) - Graphics: Fixed an unnecessary assert in static batching loop.
  • (821208) - Graphics: Fixed a crash that would in some cases happen after Material.CopyPropertiesFromMaterial.
  • (785547) - Graphics: Fixed lightmap texture corruption when changing quality levels.
  • (813671) - Graphics: Now use Renderer::GetTransform() when calculating local AABB so that static batched renderers return the reference transform correctly.
  • (828145) - GUI: Fixed an issue where GUI::DrawTexture appeared darker than GUI::DrawTextureWithTexCoords when in Linear color space.
  • (826595) - iOS: Added missing iOSTargetOSVersion enum entries.
  • (824979) - iOS: Corrected the default setting for bitcode on the XCTest target to fix a linker error.
  • (827107) - iOS: Fixed the GI crash on 32bit devices.
  • (827431) - iOS: Fixed the iOS crash when screen resolution is changed from script.
  • (803581) - iOS: Fixed iPhone6+ reported resolution in first Start/Awake calls.
  • (none) - Linux: Fixed the nographics crash in non-headless player.
  • (none) - Linux: Improved the robustness of opengl legacy fallback.
  • (none) - Metal: Various rendering correctness fixes.
  • (827984) - Mono/IL2CPP: Corrected a rare deadlock in the C# lock implementation.
  • (826526) - Mono: Use an IPv4 address (if one exists) before an IPv6 address for .NET remoting connections.
  • (765235) - Networking: Fixed issue with infinitely growing profiler stats when more than one client is connected.
  • (774970) - Networking: Fixed an issue with SyncList hook having old value when it's invoked.
  • (798973, 764771) - Networking: Fixed the SerializeProperty issues with NetworkManager inspector (channels and prefabs).
  • (770215) - Networking: Made sure NetworkConnection is not null before usage.
  • (784474) - Networking: Made sure we reset the NetworkIdentity on destruction.
  • (784913) - Networking: Removed extra call to OnServerConnect.
  • (776536) - Networking: Resolved issue with crash on exit with standalone player.
  • (799533) - OpenVR: Entered playmode with unsupported gfx api = crash.
  • (797793) - OS X: Fixed memory leak in joystick input handling code.
  • (819599) - Particles: Fixed Out-of-memory crash when using Sub-Emtiters and long playback/preview times.
  • (819331) - Particles: ParticleSystem.Emit would activate the emission module settings in a particle system.
  • (822051) - Particles: Particles: Size over lifetime label in the curve editor would incorrectly display "Z" label instead of "Size" when not using separate axis mode.
  • (786561) - Particles: Start frame in Texture Animation Module was allowed to be 1 frame longer than max frames.
  • (813117) - SceneView: Fixed an issue where additive materials were not showing in Wireframe mode.
  • (810908, 823582) - SceneView: Fixed an issue where the alpha color value had no affect to Wireframe. For the same reason Wireframes also appeared thicker.
  • (795953) - SceneView: Fixed an issue where Wireframe was not showing when using stencil buffer in shaders.
  • (813808) - Scripting: Coroutines now breaks out if yielding on the same coroutine twice.
  • (808748) - Scripting: Detect and unload broken assemblies when processing InitializeOnLoad.
  • (807000) - Scripting: Fixed a crash caused by SetActive being invoked from OnDestroy.
  • (825235) - Shaders: Fixed frac(constant) sometimes being mis-compiled.
  • (none) - Shaders: Fixed shader compiler bug which could have caused errors in GLSL shaders that might crash the GPU on OSX.
  • (822553) - Shaders: Fixed UNITY_APPLY_FOG not working as expected if an expression was passed as fog coordinate.
  • (818122) - UI: Fixed Canvas related crash when some elements are being deleted.
  • (825435) - UI: Fixed an issue with animating canvas properties not applying.
  • (821727) - UI: Fixed an issue with Canvas sorting order being incorrect under certain cases.
  • (819470) - UI: Fixed a memory leak caused by IntermediateRenderers not being cleaned up.
  • (none) - UI: Fixed a random crash in SyncElement caused by unknown parent canvas.
  • (790431) - UNET: OnDisconnectError "Server client disconnect error" is generated on timeout.
  • (none) - WebGL: Fixed GUID code to return correct value instead of 00000000000000000000000000000000.
  • (819349) - Windows Store: Fixed a WWW request formatting when headers contained 'content-type' in lower case instead of 'Content-Type'.
  • (822625) - Windows Store: Properly copy pdb files when .NET Native is enabled, breakpoints set in C# files in Assembly-CSharp* projects should work again.
  • (827089) - Windows Store: SystemInfo.deviceType will return Console when application is ran on Xbox One, and Handheld when ran on IoT devices like Raspberry Pi.
  • (818601) - WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application.

New in Unity 5.5.0 Beta 3 (Sep 13, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Editor: "Unable to load the icon: ..." errors are seen when selecting icon in the inspector. (827458)
  • Editor: Editor is not redrawing when changing to certain layouts (822106)
  • Editor: KeyNotFoundException thrown on adding prefab to scene. (826474)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV
  • iOS: il2cpp builds for iOS 8.4.1 crash (823808)
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Features:
  • Graphics: New Unity splash screen and associated tools. Improvements/changes will be forthcoming during the beta period.
  • Platform: HoloLens support from the Technical Preview has now landed in mainline Unity. Several improvements will be forthcoming during the beta period.
  • Improvements:
  • Lines: Added a Texture Mode to the Line/Trail renderers, to control whether the texture repeats or stretches.
  • Windows Store: Assembly C# projects are now generated next to the main solution (in the GeneratedProjects folder).
  • API Changes:
  • HoloLens: PhotoCapture: removed the preview mode parameter from PhotoCapture::StartPhotoModeAsync.
  • HoloLens: Spatial mapping component API changes:
  • The "Custom Render Setting" property is now "Render State".
  • The "Custom Material" render setting is now "Visualization".
  • "Custom Material" is now "Visual Material".
  • "volume" property is now "volumeType".
  • "sphereRadiusMeters" is now "sphereRadius".
  • "boxExtentsMeters" is now "halfBoxExtents".
  • "lod" is now "lodType".
  • Fixes:
  • Animation: Fixed an issue where objects that should have been culled were still animated. (816950)
  • Graphics: Fixed aniso setting for uploaded textures. (814501)
  • Graphics: Fixed division by zero error in vertex shader when vertex overlaps a light. (776123)
  • Graphics: Fixed incorrect shadow sampling parameters on Metal. (812178, 812180)
  • Lines: Fixed case of LineRenderer setPositions resulting in an "index out of bounds" error. (820738)
  • UnityWebRequest: Fixed case of exception being thrown when loading cached content. (822698)
  • WebGL: Fix to correctly clamp the max value for WebGL Heap size to 2032.
  • WebGL: Fixed case of international keyboard input being processed incorrectly on Firefox. (822669)
  • Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled. Previously events were not removed as expected. (827748)

New in Unity 5.4.1 (Sep 8, 2016)

  • Improvements:
  • Core: Added support for loading serialized files stored with versions >= 5.5.0a4.
  • DX11: Improved texture upload performance for compressed, floating point and RGBA32 formats (also in 5.3.6p3) (812350).
  • Graphics: GPU Instancing - it is no longer an error to use instanced shaders on renderers that don't support instancing (SkinnedMeshRenderer, SpriteRenderer, etc.).
  • Graphics: GPU Instancing - for statically batched MeshRenderers, using an instanced shader now will not break static batching. If you want renderers to be instancing batched, please consider disable static batching flag (816786).
  • Linux: Removed 16GB total memory limit.
  • Networking: Projects using UnityWebRequest from UnityEngine.Experimental.Networking should now be auto-upgraded to use its new location in UnityEngine.Networking.
  • VR: Mac version of the editor can now add OpenVR as a VR platform when targeting the Windows player.
  • VR: Stereo View and Projection Matrices can be set individually through scripting API.
  • VR: Updated the following Image Effects from the Standard Assets to work with Single-Pass Stereo: Ambient Obscurance, Camera Motion Blur. (811571)
  • VR: Upgraded SDKs - Oculus to 1.7, GearVR to 1.7.1, OpenVR to 1.0.2.
  • Windows Store: Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
  • Fixes:
  • Unity 5.4.1 also includes relevant fixes from 5.3.6 patch releases.
  • AI: Fixed an issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked. (820608)
  • Android: Editor: Added a workaround for AAPT sometimes crashing for no good reason. (797965)
  • Animation: Fixed a crash that happened when disabling a gameobject during animation-triggered physics callbacks. (813681)
  • Animation: Fixed a crash inCreateAnimatorGenericBindings when attempting to use AnimationMixerPlayable on start of a game object. (820203)
  • Animation: Fixed a crash when adding AnimationClip to an enabled Animation component whilst in play mode in the editor. (820586)
  • Animation: Fixed additive layer using disabled "Resample Animation" blended with layers that have it enabled. (822897)
  • Animation: Fixed an issue where an assert that couldn't be acted upon was popping in the AvatarMask inspector. (813105)
  • Collab: Fixed a crash when opening a cloud project named with numbers if you already have a project named the same in your folder. (763383)
  • DX11: Fixed editor spewing out "Failed to query D3D11 context for ID3DUserDefinedAnnotation interface" error message when run on Windows 7 machine without Windows updates installed. (819707)
  • Editor: Fixed a bug that launching Editor window will exit after signed on windows. (816567)
  • Editor: Fixed occasional freeze when profiling over network and connection is lost. (716213)
  • Editor: Fixed the inspector UI for some Renderers where Light Probe and Reflection Probe options were not displayed correctly.
  • Fixed performance regression of LightProbes.GetInterpolatedProbe API. GI:
  • GI: Fixed a crash in Reflection Probe component when multiple scenes are used. (811241)
  • GI: LightProbes.GetInterpolatedProbe will return a black probe now if there are no light probes in the scene. (815127)
  • GI: Multi-scene editor. Fixed the lightmap indices not updating for additively loaded scenes in the Editor. (745588)
  • Graphics: Fixed a crash when running with Graphics Jobs caused by one thread unloading mesh data whilst another thread is using the data.
  • Graphics: Fixed ForwardAdd pass z-fighting issue when the object is rendered with GPU instancing, for example when you have multiple lights (819088).
  • Surface shaders are automatically updated to apply the fix.
  • For custom vert/frag shaders, instead of using the macro "UNITY_USE_CONCATENATED_MATRICES", now please use the new "#pragma force_concat_matrix" directive in the ForwardAdd pass.
  • Graphics: Fixed image effects being rendered twice when the camera is instantiated from prefab or copying another camera. This issue was in player builds only. (814402, 811236)
  • Graphics: Fixed Texture3D not accepting floating point formats. (794440)
  • iOS: Added support for tbd files. (820487)
  • Kernel: Fixed a crash resulting from undo/redo after revert. (717587, 804333)
  • Linux: Don't unnecessarily clear mouse position. (816514)
  • Mono: Properly locate libMonoPosixHelper.dylib file in the editor on OS X when it is used. (810964)
  • Particles: Fixed an issue where the first vertex of a trail renderer could be missing. (823495)
  • Particles: Fixed particle system random seed regression. (782232)
  • Profiler: Fixed GPU profiling showing "N/A" for most draw calls, instead of associating with proper objects. (772640, 817337)
  • Tizen: Added a method to request the Evas_GL object to possibly be used in plugins.
  • Tizen: Added API compatibility control. Currently only 2.3 and 2.4 are supported.
  • Tizen: Fixed a problem where UnityPluginUnload was not called.
  • Tizen: Fixed problem with hangs when using a static splash screen image. (806041)
  • Tizen: Fixed the screen dimensions being incorrect when rotating the screen on Tizen while playing video. (805148)
  • Tizen: Removed an error which wrote privilege value in duplicate in tizen-manifest.xml.
  • Tizen: Support multiple sensor listener.
  • UnityWebRequest: Fixed errors in console when downloading texture. (813763)
  • UnityWebRequest: Fixed memory leak and possible crash when doing multiple request using the same object.
  • UnityWebRequest: Fixed possible freeze when downloading more than 64k of data using custom download handler. (820517)
  • UnityWebRequest: Fixed texture download reporting done before texture is actually usable. (814330)
  • UnityWebRequest: Report downloaded bytes for asset bundles and properly report 1.0 progress when finished. (815185)
  • VR: Fixed crash when exiting VR in certain cases where the HMD was detected as not connected on the first frame.
  • VR: Fixed GL.LoadPixelMatrix() not working when Single-Pass Stereo was enabled. (811511)
  • VR: Fixed possible crash on shutdown. (817745)
  • VR: Fixed viewport scale issues with OpenVR.
  • WebGL: Fixed compressed build files (*.gz) creation if they already exist. (818044)
  • Windows Store: Generate code in exported solution to enter fullscreen if "Default is Fullscreen" is set in player settings. (804577)
  • Windows Store: Suppress system overlays by default in il2cpp solutions (makes it consistent with .NET). (817285)
  • WWW: Fixed occasional crashes in il2cpp projects. (796508)

New in Unity 5.4.0 Patch 4 (Sep 1, 2016)

  • Improvements:
  • Windows Store: Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
  • Fixes:
  • (807983) - Android: Fixed an issue where projects without audio could stop external audio sources.
  • (808752) - Android: Fixed build time regression when using the resources folder.
  • (none) - Animation: Deleting an Override controller that was previously set as the runtimecontroller no longer reset the animator statemachine memory.
  • (820586) - Animation: Fixed a crash when adding AnimationClip to an enabled Animation component whilst in play mode in the editor.
  • (823410) - Animation: Fixed a crash when changing AnimatorOverrideController during interrupted transition.
  • (824596) - Animation: Fixed a crash when triggering a newly created animation clip at runtime.
  • (811596) - Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved.
  • (763383) - Collab: Fixed a crash when opening a cloud project named with numbers if you already have a project named the same in your folder.
  • (819707) - D3D11: Fixed editor spewing out "Failed to query D3D11 context for ID3DUserDefinedAnnotation interface" error message when run on Windows 7 machine without Windows updates installed.
  • (775290) - Editor: Fixed an issue where 'sub-assets' could appear in the wrong order in the Editor or change order when saving.
  • (708582) - Editor: Fixed an issue where ColorPicker color was darker than the actual color picked in Linear color space.
  • (none) - Editor: Fixed an issue where objects in Inspector Preview appeared darker in Linear color space.
  • (none) - Fixed a syntax error in user-agent header string generated by API requests within Unity web views.
  • (811241) - GI: Fixed a crash in Reflection Probe component when multiple scenes are used.
  • (815127) - GI: LightProbes.GetInterpolatedProbe will return a black probe now if there are no light probes in the scene.
  • (745588) - GI: Multi-scene editor. Fixed the lightmap indices not updating for additively loaded scenes in the Editor.
  • (710633) - Graphics: Fixed a crash when blend shape value is changed for an object with cloth component.
  • (none) - Graphics: Fixed a crash when running with graphics jobs caused by one thread unloading mesh data whilst another thread is using the data.
  • (794440) - Graphics: Fixed Texture3D not accepting floating point formats.
  • (820071) - IL2CPP: Corrected the behavior of the is operator when used with a struct embedded in a parent generic class.
  • (817286) - Input: Workaround for the issue where cursor would disappear on touch based devices like Surface Pro 4.
  • (820487) - iOS: Added support for tbd files.
  • (800209) - iOS: Disabled certain Xcode debugging features in the project template causing mem usage to grow.
  • (796762) - iOS: Fixed a crash due to linker error in simulator on startup in certain Unity releases.
  • (791063) - iOS: Fixed simulator crashes when device was rotated.
  • (717587) - Kernel: Fixed a crash resulting from redo after revert.
  • (804333) - Kernel: Fixed a crash resulting from undo after reverting prefab.
  • (822063, 816232) - Mono: Fixed a crash in compute_class_bitmap when using reflection.
  • (763583) - Mono: Fixed a crash in find_method_in_metadata which can occur on startup.
  • (798133) - OSX Player: The OSX standalone player now allows to switch out of the application by using Cmd+Tab when running in fullscreen mode.
  • (823495) - Particles: Fixed an issue where the first vertex of a trail renderer could be missing.
  • (782232) - Particles: Fixed the particle system random seed regression.
  • (805669) - Plugins: Fixed an issue where DLL plugins with non-lowercase extensions cause the architecture platforms panel not to be displayed.
  • (none) - Tizen: Added a method to request the Evas_GL object to possibly be used in plugins.
  • (none) - Tizen: Added API compatibility control. Currently only 2.3 and 2.4 are supported.
  • (806041) - Tizen: Fixed problem with hangs when using a static splash screen image.
  • (805148) - Tizen: Fixed the screen dimensions being incorrect when rotating the screen on Tizen while playing video.
  • (none) - Tizen: Fixed a problem where UnityPluginUnload was not called in Tizen mobile.
  • (none) - Tizen: Removed an error which wrote privilege value in duplicate in tizen-manifest.xml.
  • (none) - Tizen: Support multiple sensor listener.
  • (777937) - tvOS: Fix 2nd stage splash screen.
  • (none) - tvOS: Fixed: allowed scripting implementations and architectures in player settings.
  • (797645) - UI: Fixed a race condition in UI mesh processing leading to rare crashes.
  • (797560, 633000) - UI: Fixed issue where Canvas/UI appeared darker when camera was disabled and color space was set to Linear.
  • (820517) - UnityWebRequest: Fixed possible freeze when downloading more than 64k of data using custom download handler.
  • (814330) - UnityWebRequest: Fixed texture download reports done before texture is actually usable.
  • (813683) - Windows Store: Fixed a bug where mouse scrollwheel was returning inverted values.
  • (none) - Windows Store: Fixed Xbox Live SDK not being automatically referenced by C# scripts if installed on the machine.
  • (816582) - Windows Store: Gamepads (with UsagePage/Usage 0x0001/0x0005) will correctly connect to an application, usually these are device connected via bluetooth. Previously only joysticks (with UsagePage/Usage 0x0001/0x0004) would connect. You can check UsagePage/Usage of the device by right clicking Properties on the device->Hardware->HID-compliant game controller->Properties->Details->Hardware Ids. For ex., gamepads will contain an item "HID_DEVICE_UP:0001_U:0005) . You might need to delete Package.appxmanifest, because there's a new item for HID device.
  • (810622) - Windows Store: When updating Windows Phone 8 application to Windows Phone 8.1/10.0, player preferences will be auto updated if the following condition is met - UnityPlayer.upp file exists, but playerprefs.dat file doesn't exist in LocalFolder.

New in Unity 5.5.0 Beta 1 (Aug 30, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • Animation: Animation Clip importer crashes when using Avatar for a mismatching hierarchy.
  • Editor: Editor is not redrawing when changing to certain layouts (822106)
  • Editor: KeyNotFoundException thrown on adding prefab to scene. (826474)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • iOS: il2cpp builds for iOS 8.4.1 crash (823808)
  • Scripting: C# scripts may not get updated by ScriptUpdater in some scenarios (816066)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project (823920)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • Features:
  • Editor: New selection highlighting in scene view.
  • Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.
  • Editor: Option to run Cache Server locally for quick platform switching
  • Particles: New Modules:
  • Lights Module, for adding realtime lights to particles
  • Noise Module, for adding Curl Noise to Particle Movement
  • Trails Module, for rendering ribbonized trails behind particles
  • Physics: New CapsuleCollider2D
  • SceneManager: Editor SceneSet asset.
  • When creating a SceneSet asset in the editor it will save the current list of open scenes so that this set of scenes can be easily restored.
  • Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on OSX and Windows. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
  • Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
  • Backwards Compatibility Breaking Changes:
  • DX9: DX9 half-pixel offset adjustments are now done at shader compilation time. This means that shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex shader constant register #255 (c255) is reserved by Unity now, and all vertex shaders get two instructions automatically added to do the adjustment.
  • JSONUtility: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions
  • OpenGL: Legacy desktop OpenGL2 support was removed. It was already not the default in 5.3, and deprecated in 5.4. This only affects Mac & Linux.
  • WebGL: WebGL no longer supports loading LZMA compressed AssetBundles, as that is very inefficient - it's use was alway discouraged, but is now disabled
  • Changes:
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • BuildPlayer: Building of a player will fail if the project does not build in the editor
  • Core: Changed the obsoleteness warning message of Undo.RegisterUndo to suggest the correct replacement.
  • Editor: Added support for resizing the height of the preferences window
  • Editor: Removed fading/lerping behaviour when dragging/docking views because it was ugly at best, and sometimes visually confusing.
  • Graphics: Add a fatal error if the player is force-run with a renderer that it wasn't built for from the editor.
  • Graphics: Removed logic that tried to downscale shadow resolution based on a guess on how much free VRAM was available at the time.
  • Graphics: Warnings are shown when a renderer that statically batched is going to be rendered instanced.
  • Physics: Expose Physics.queriesHitBackfaces. Off by default, so all physics queries would NOT detect hits with backface triangles. Previously, some queries would detect, and some wouldn't, which was inconsistent.
  • Physics: The breakForce reported by the OnJointBreak callback will now be the original breakForce, regardless of the Joint was disabled and re-enabled during the callback cycle
  • Physics: The Physics system will now reject meshes containing non-finite vertices
  • Samsung TV: Support for 2013 and 2014 TVs has been dropped. Deploying to these two years of TV will no longer work.
  • Shadows: Unity does not reduce shadowMap size automaticaly from VRAM anymore.
  • WebGL: Will now write asm.js code in separate file for normal js, which allows for better memory optimizations in Firefox
  • Improvements:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still has symbols which makes for a slightly larger binary
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols
  • Animation: Added a new default ClipAnimationMaskType to the animation importer: None. This value should be used when you do not need a mask
  • Animation: In the Clip Importer, AvatarMask will be now set to None by default when importing new FBX files
  • Build Pipeline: Optimized the build pipeline so that asset bundles that contain scene files don't have to recompile the scripts every time. This results in a much quicker build process.
  • Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7
  • DX9: Fixed various half-pixel offset issues when using Direct3D 9. Now rendering matches other platforms (DX11, OpenGL etc.) exactly.
  • Editor: Add Unity version to main editor window title bar (makes it easy to see which Unity version you currently have open)
  • Editor: Added 'Discard changes' in scene context menu in the Hierarchy: Reloads selected modified scenes from disk
  • Editor: Area lights now indicate their effective range in the inspector.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead "Concrete".
  • Editor: In SceneView, hide wireframe on objects with the hideInHierarchy flag (previously it would show when the object's parent was selected).
  • Editor: It is now possible to dock views to the tops of windows and other views. Previously only left, right and bottom were possible.
  • Editor: Undo support for Sorting Layers
  • GI: Pass custom properties when rendering GI meta pass.
  • Graphics: Added RenderTexture.GenerateMips script API for manual control over mipmap generation. Reanmed existing RenderTexture.generateMips property to autoGenerateMips.
  • Graphics: Added support for importing textures as RGBAHalf (16 bits float per component)
  • Added 'HDR' texture format for automatic HDR format choice (RGBAHalf for Desktop/PS4/XBoxOne and the usual RGBM, dLDR depending on the platform)
  • Reflection probes now default to this new HDR format
  • Graphics: Added Texture conversion to RenderTargetIdentifier so that SetGlobalTexture actually accepts textures.
  • Graphics: Added the ability of batching renderers of different LOD fade values together by using "lodfade" option in instancing_options directive.
  • Graphics: GPU Instancing: Implemented SpeedTree instancing
  • Still light probes are not allowed.
  • Graphics: Improved LODGroup component UI:
  • Now the sliding Camera icon is aware of the global LOD bias value and works acoordingly.
  • The "Recalculate Bounds" button now only gets enabled when clicking it has a change.
  • Graphics: Line/Trail Renderer rendering has been improved.
  • Graphics: Metal (iOS/macOS) can render into slices of 3D and 2DArray textures now.
  • Graphics: Textures can now be imported to two new formats:
  • BC6H for high quality compressed RGB HDR textures
  • BC7 for high quality compressed RGB(A) textures Those formats are currently only available on desktop (DX11+, GLCore), PS4 and Xbox One platforms.
  • On those platforms, HDR textures will now default to FP16 for uncompressed texture and BC6H for compressed textures.
  • Reflection probes behave the same way (uncompressed => FP16, compressed => BC6H)
  • BC7 will be chosen automatically by the texture importer for texture setup as "High Quality Compressed" on supported platforms (see texture importer refactoring)
  • Note: DX9 and MacGL do not support those formats. If a texture is set as BC6H it will be automatically uncompressed to FP16 and BC7 will be uncompressed to RGBA8
  • Graphics: Visualize command buffers attached to Lights, add buttons for removing each/all of them
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • IMGUI: Event.Use() method logs a warning if event type is Repaint or Layout
  • iOS: Added an option for users to disable the filtering of emojis in the iOS keyboard via the trampoline code
  • iOS/tvOS: Significantly reduce the size of shipped static libraries
  • iOS/tvOS: Use relative symlinks for plugins when building to related folder
  • JSONUtility: EditorJsonUtility now allows any object type to be passed in for serialization, not just UnityEngine.Object types, so that vanilla C# types can take advantage of the object reference serialization behaviour.
  • JsonUtility: JsonUtility.ToJson is now faster and uses less temporary memory.
  • OSX/iOS Metal: Add -force-metal switch to force Metal rendering on OSX/iOS
  • Particles: Added 'Show Bounds' to Particle System UI. Shows the world and local AABB for the system.
  • Particles: Added new option to rotate particles to face their initial direction of travel
  • Particles: Added new render mode to make particle billboards face the eye position (good for VR)
  • Particles: Gradients now support a fixed color mode, where no blending is performed. Useful when users want to define a simple list of possible colors to be chosen from.
  • Particles: Gravity Modifier can now be a curve over time
  • Particles: Support for sending custom data to Particle System Vertex Shaders
  • Physics: Added more performance metrics to the physics profiler view
  • Physics: All effector inspector editors now use animated roll-outs to group properties.
  • Physics: EdgeCollider2D and BoxCollider2D and can change the radius of their edges.
  • Physics: Physics2D settings now have option to show Collider2D AABB in Gizmo roll-out.
  • Physics: Rigidbody2D and Collider2D Inpsector editors now have an 'Info' rolll-out showing useful information.
  • Physics: Rigidbody2D now accepts a PhysicsMaterial2D which will be used for all attached Collider2D that don't specify their own.
  • Physics: Update from PhysX 3.3.1 to PhysX 3.3.3
  • Player: Allow asset bundles to work with engine code stripping. A custom player build can understand which asset bundles will be loaded by the player at run time and determine which parts of the engine code those asset bundles need to preserve. See BuildPipeline.BuildPlayer method change.
  • Plugins: You can exclude specific platforms when "Any Platform" is selected, this allows you to set compatibilities as "Plugin is compatible on any platform except this specific platform". Added additional API to PluginImporter.
  • SamsungTV: Support for deploying to multiple TVs at once by separating TV IPs with a forward slash.
  • Scripting: Editor on OSX will no longer start BugReporter with mono NULL exception if -batchmode
  • Scripting: Improve performance System.IO.StringReader.ReadLine
  • Scripting: Upgrade C# compiler to Mono 4.4. The new compiler still targets C# 4 and .Net 3.5, but provides better performance and many bug fixes.
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: Improved memory usage for large shaders compiled for multiple APIs. Only the active API's data will be decompressed in the player.
  • Shaders: Improved usability of "Show compiled code" for shaders. Now compiled shader variants are grouped together in a more useful way.
  • Shaders: Increased amount of allowed shader keywords to 256 (up from 128). Optimized related parts of the code, so it's often actually faster now.
  • Shaders: Material UI displays render queue setting. Previously this was a script-only setting on the material.
  • Shaders: Renamed variables and cleaned code in UnityStandardBRDF.cginc
  • Shaders: Shaders are now exported to player completely in binary - no shader text string and parsing in the runtime.
  • Version Control: Major improvements in memory and cpu usage
  • Visual Studio: Add cancel button to "Opening Visual Studio" progress dialog
  • VisualStudio: Stop using COM to launch VisualStudio for a better immediate feedback experience
  • WebGL: Option to use Brotli compression instead of Gzip
  • WebGL: Rebuilds which don't change code now cache complete JS build, resulting in much faster iteration times
  • WebGL: WebGL 2.0 is now enabled by default for new projects
  • Windows Standalone: Add option "Copy PDB files" in build settings window which controls copying of pdb files when building to Windows Standalone
  • Windows Standalone: Application can now correctly run in low integrity mode. (https://msdn.microsoft.com/en-us/library/bb625960.aspx)
  • Windows Store: Added a concept of "target device type", which allows you to target only one family of devices, e.g. PC, mobile or HoloLens, enabling better resource optimization for a particular device type. See documentation of EditorUserBuildSettings.wsaSubtarget for more information.
  • Windows Store: Added "Copy References" option in build settings window, this will allow for generated solution to reference Unity files from Unity installation folder instead of copying them to exported folder, this can save up to 10 GB of disk space, the downside is, you can't copy exported folder to other PC, because there will be a dependency towards Unity's installation folder.
  • Windows Store: Expand UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon
  • Windows Store: New implementation for TouchScreenKeyboard on UWP, now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: New option for input handling in XAML-based applications: receive poinater input from SwapChainPanel (alternative to independent input source)
  • Windows Store: Windows Store platform will not show in build settings window if Editor is ran not on Windows
  • API Changes:
  • AI: NavMesh related types are moved from namespaces UnityEngine and UnityEditor to UnityEngine.AI and UnityEditor.AI
  • Application: Add Application.Unload to unload Unity from memory without exiting the application.
  • Asset Bundles: Added an Offset argument to the AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods. (764802)
  • Asset Bundles: New argument to the BuildPipeline.BuildPlayer method to support Asset Bundle engine code stripping
  • Asset Management: EditorApplication.SaveAssets has been deprecated; use AssetDatabase.SaveAssets instead. The ScriptUpgrader should fix existing code automatically.
  • Editor: Added Handles.DrawWireCube to draw cubes in the same way as Gizmos.DrawWireCube
  • Editor: Added toggle for preventing/allowing cross scene references from the Editor UI (see EditorSceneManger.preventCrossSceneReferences)
  • Graphics: Added CommandBuffer.SetGlobalBuffer
  • Graphics: Added Light.customShadowResolution and QualitySetting.shadowResolution to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis. (805056)
  • Graphics: Added QualitySettings.shadows and QualitySettings.softParticles to the scripting API (805056)
  • Graphics: Enable 'BuiltinRenderTextureType.ResolvedDepth' enum so command buffers can use it.
  • Graphics: GPU Instancing: Added Graphics.DrawMeshInstanced and CommandBuffer.DrawMeshInstanced API, allowing instanced draws without the overhead of creating thousands of renderers.
  • Graphics: Native code plugins can access underlying graphics API Mesh & ComputeBuffer data. New script APIs for that: Mesh.GetNativeIndexBufferPtr, Mesh.GetNativeVertexBufferPtr, ComputeBuffer.GetNativeBufferPtr.
  • Graphics: Now BillboardAsset can be constructed from script. Added detailed how-to documents.
  • Graphics: SystemInfo.supportsRenderTextures and SystemInfo.supportsStencil always return true now (all platforms have them).
  • JSONUtility: EditorJsonUtility methods now accept any object type, not only UnityEngine.Object subclasses
  • Particles: Added IsEmitting property.
  • Particles: Fully exposed main particle properties to script
  • Particles: Particles Stop function now takes an enum to stop emitting or stop emitting and clear.
  • Physics: PlatformEffector2D now has a 'rotationalOffset' property to adjust the local 'up' (surface) vector.
  • Physics: Rigidbody2D component now has a 'bodyType' property that allows selection of Dynamic, Kinematic or Static bodies.
  • Physics: The following properties have been renamed:
  • Physics.solverIterationCount to Physics.defaultSolverIterations
  • Physics.solverVelocityIterationCount to Physics.defaultSolverVelocityIterations
  • Rigidbody.solverIterationCount to Rigidbody.solverIterations
  • Rigidbody.solverVelocityIterationCount to Rigidbody.solverVelocityIterations
  • Physics2D: Physics2D.CapsuleCast and Physics2D.OverlapCapsule API.
  • Profiler: Profiler class moved from UnityEngine namespace to UnityEngine.Profiling
  • Scene: Added SceneUtility class with scene path to build index conversion methods and added SceneManager.GetSceneByBuildIndex.
  • SceneManager: Added UnloadSceneAsync API which can be called anytime unlike UnloadScene.
  • SceneManager: API for creating and loading a SceneSet
  • SceneManager: UnloadScene has now be marked deprecated and will throw an exception if called at illegal times. UnloadSceneAsync should be used instead (762371)
  • Scripting: Add disposable scope helper for Begin/EndChangeCheck
  • Scripting: Add missing generic overloads for Object.Instantiate
  • Scripting: Introduced global define UNITY_5_5_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.5 or newer
  • Shadows: Exposed LightShadowResolution enum to scripts. (575369)
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Terrain: Added Terrain.SetSplatMaterialPropertyBlock and Terrain.GetSplatMaterialPropertyBlock API that allows per-terrain shader properties to be used for rendering the terrain.
  • Terrain: Added Terrain.treeLODBiasMultiplier for adjusting LOD bias for SpeedTree trees.
  • Tizen: Add UnityEngine.Tizen.Window.evasGL to retrieve a pointer to the native Evas_GL object used by Unity to render.
  • UI: Added rootCanvas property to Canvas. (782957)
  • Fixes:
  • 2D: Fix crash when user attempts to SetPixel and Apply onto a Texture2D with an invalid width or height (0) (789600)
  • 2D: Fix Dragging a cubemap onto a scene doesn't generate skybox material, duplicates file twice instead (742896)
  • 2D: Fix potential hang when rendering Sprites with large number of vertices
  • 2D: Fix SpriteEditorWindow not showing selected texture after exiting playmode (782177)
  • 2D: Fix SpriteEditorWindow polygon mode bugs related to the change shape popup (782158, 782212, 782229)
  • AI: Fix issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked. (820608)
  • AI: Fix issue where NavMeshAgent remaining distance property would be wrong right after setting the agent destination to the same polygon. (822015)
  • AI: Fix issue where NavMeshAgent would sometimes teleport right after NavMeshObstacle carving. (822362)
  • Android: Abandon/Request audio focus on pause/resume (796242)
  • Android: Android: Fix bug in Texture.GetPixels for ETC compressed textures (759195)
  • Android: Android: Fix freeze in new splash screen when using threaded GfxDevice (766776)
  • Android: Android: Fixed a crash related to the main context not being an Activity (751102)
  • Android: Android: Fixed an issue where Ping wouldn't work in release mode (734124)
  • Android: Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Android: LocationService - Fixed crash bug (757111)
  • Android: Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error (764422 762733)
  • Android: Audio - Don't select OpenSL output if the native device params make no sense (fixes audio issues on chinese devices/custom ROMs/broken devices)
  • Android: Audio - Fixed audio latency in GearVR regression (789398)
  • Android: Audio - Fixed OpenSL output not selected when default buffer size selected (784899)
  • Android: Buildpipe - Don't check for passwords if exporting project (746248)
  • Android: Buildpipe - Don't make use of preview SDK tools installed (788040)
  • Android: Buildpipe - Don't merge manifests if exporting project (746248)
  • Android: Buildpipe - Fixed AAPT errors on project export (786918)
  • Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects (765396)
  • Android: Buildpipe - Fixed OBB files not working (787999)
  • Android: Buildpipe - Remove mdb files from release build (781657)
  • Android: Don't decompress RGB ETC2 textures on devices that support it when using OpenGL ES 2.0 (784866)
  • Android: Editor - Added a workaround for AAPT sometimes crashing for no good reason (797965)
  • Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview (790236)
  • Android: Fix crash during startup on some ARM devices
  • Android: Fix EGL_BAD_NATIVE_WINDOW warning (747898)
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000) (762875)
  • Android: Fix for potential crash when Video can not be prepared (788486)
  • Android: Fix for specular highlights on Mali devices caused by half-precision overflow (761744)
  • Android: Fix high memory usage of RenderTexture.GetTemporary (786289)
  • Android: Fix incorrect width/height when changing orientation after changing antialiasing settings (771542)
  • Android: Fix Java NoSuchFieldError exception on Gingerbread device
  • Android: Fix rendering artefacts on Vivante GC1000 devices (712890)
  • Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo. (793738)
  • Android: Fixed an issue where RenderTexture content would be lost on pause/resume (749983)
  • Android: Fixed deployment to devices with unknown OpenGL ES target
  • Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons (779338)
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics) (779877)
  • Android: Fixed sound issues with Bluetooth audio devices and when casting (758142)
  • Android: Fixes an issue where UI touch input would be ignored (776437)
  • Android: Handle '#' in project paths (743640)
  • Android: JNI - Throw correct exception when method not found by reflection (782985)
  • Android: Removed permissions added by checking "Split Application Binary"
  • Android: Show name of missing library on export failure
  • Android: Unaligned batch rendering (re)fix (768974)
  • Android: Vibrate() is now asynchronous (777556)
  • Android: Workaround ES3 shader compiler bugs on Adreno 3xx devices (777617)
  • Android/IL2CPP: Android: IL2CPP - Fixed build errors on NDK paths with whitespaces (763447)
  • Android/IL2CPP: Android: IL2CPP - Fixed crash on second startup after installation (766698)
  • Animation: Added more feedback to the AvatarMaskInspector for cases where the transform mask is empty (805945)
  • Animation: Added non-alloc version of Animator::GetCurrent/NextAnimatorClipInfo.
  • Animation: Added visual feedback to Transform animation curves when part of a positon/rotation/scale is not explicitly animated. (778046)
  • Animation: Animator.CrossFade is now interruptable like Animator.CrossFadeInFixedTime (798560)
  • Animation: Fix crash when changing AnimationControllerPlayable during runtime with Constant animation curves. (805887)
  • Animation: Fix first frame event firing twice when controller is setup and instantaneous transition is trigger at the same time (800268)
  • Animation: Fixed a case where StateMachineBehaviours on preview assets would be run (804909)
  • Animation: Fixed an error in the AvatarMask Inspector (813105)
  • Animation: Fixed an error with invalid default keys for euler rotations
  • Animation: Fixed animation clip invalidated when adding an animation event (789586)
  • Animation: Fixed animation window breaking because of unhandled AmbiguousMatchException in animation events (801649)
  • Animation: Fixed animation window breaking when resizing to small sizes. (802394)
  • Animation: Fixed animation window lock preventing from changing selection if current selection becomes invalid (804295)
  • Animation: Fixed animation window losing animation clip selection. (804523)
  • Animation: Fixed ArgumentNullException sent when deleting property in Animation Window. (802229)
  • Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition (802327)
  • Animation: Fixed crashes in AudioSource.GetCustomCurve (773437)
  • Animation: Fixed display of invalid AnyState transitions. (807592)
  • Animation: Fixed erroneous "Missing" tag displayed in Animator.Motion curves for generic animation in animation window (805254)
  • Animation: Fixed first rotation key frame not properly set when recording in animation window. (811173)
  • Animation: Fixed HumanPoseHandler not supporting fingers (788540)
  • Animation: Fixed InvalidOperationException error message in console when double clicking to add key in floating curve editor window. (810377)
  • Animation: Fixed inverted left/right tangents set in curve editor contextual menu (805342)
  • Animation: Fixed key frame not saved in clip when added in curve editor with double click. (802238)
  • Animation: Fixed layers overriding the base layer's rootmotion event when no rootmotion on layers. (785608)
  • Animation: Fixed new in-between key not set to Auto tangent mode when neighbouring keyframe are set to Auto. (805647)
  • Animation: Fixed playable not updating when animator controller is already set in animator (788662)
  • Animation: Fixed previewing in ModelImporterClip editor not previewing outside previous range when sliding carets (790259)
  • Animation: Fixed property removal not undoing euler values (euler hints) when recording animation. (817356)
  • Animation: Fixed recording of RectTransform z translation (789053)
  • Animation: Fixed renaming of grand children properties in animation window (789410)
  • Animation: Fixed slow data invalidation in the animation window. (808124)
  • Animation: Fixed StateMachineBehaviour.OnEnable/OnDisable been called in editor while not in play mode
  • Animation: Fixed transitions not being previewable with objects imported with Copy Avatar From Other
  • Animation: Fixed typo in Animation component inspector (806523)
  • Animation: Fixed vertical scrollbar in dopesheet editor out of sync with animation window hierarchy (803345)
  • Animation: Fixed vertical scrollbar jamming in dopesheet editor (805253)
  • Animation: Fixed wrap mode icon that couldn't be clicked anymore in curve editor window (814372)
  • Animation: Prevent from creating States and StateMachine with a "." in their name (803366)
  • Animation: Prevents Animator to disable themselves while being animated (795444)
  • Animation: Removed erronous framing applied when changing Curve Editor property selection in Animation Window (802226)
  • APIUpdater: Fixed AssemblyUpdater crash (Sequence contains more than one matching element) when updating some specific assemblies (760684)
  • APIUpdater: Fixed AssemblyUpdater crash when checking assemblies due to assembly resolution failures (743463)
  • Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved. (811596)
  • AssetBundles: BuildAssetBundles will switch back to the original Active Build Target when finished (759142)
  • AssetBundles: Fix possible crash when decompressing corrupted lzma bundles (782773)
  • AssetBundles : Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle (781866)
  • AssetBundles : Fixed memory leak when using AssetBundle.LoadFromMemory (756652)
  • AssetImport: Fix a crash on fbx import in some rare circumstances. (768846)
  • Audio: Fix issue where a user-generated stream could not be replayed after the AudioSource was stopped. (819186)
  • Audio: Fix memory-tracking of AudioClips. Previously the memory allocated by clips loaded in the background fell under the AudioManager category instead of the specific clips. (814953)
  • Code Editors: The OnGeneratedCSProjectFiles callback will now be triggered when using Visual Studio. (789883)
  • Compute: Document a restriction that ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers (783093)
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices) (780340)
  • Core: Fixed a possible memory corruption when performing undo/redo with a malformed undo stack
  • Debugger: Fix rare crash when setting breakpoint (735335)
  • Debugger: Prevent debugger from prematurely interrupting calls to Monitor.Wait. (772064)
  • DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized. (784933)
  • Editor: Add missing System.Runtime.Serialization reference to generated .csproj's (599678)
  • Editor: Add support for the GZipStream class in the editor and standalone players. (569612)
  • Editor: Don't crash when padding ASTC textures when building from command line (759288)
  • Editor: Fix context menu items not being executable. (781947)
  • Editor: Fix crash that could happen when animation window is open, and playmode is entered (696623)
  • Editor: Fix crash when dragging a prefab instance from one scene to another scene (if the prefab has a game object parent) (769764)
  • Editor: Fix double icon in OS X dock area when editor is relaunched to creating or opening a new project. (769784)
  • Editor: Fix errors in console when opening project with no longer supported build target selected (790514)
  • Editor: Fix missing context menu on header of material inspector (796924)
  • Editor: Fix poor performance when previewing FBX model. (784892)
  • Editor: Fix String Tag Map duplicating values on edit in debug inspector. (773260)
  • Editor: Fix String Tag Map not reset on material reset. (772384)
  • Editor: Fix that no assets are shown in the project browser after rename (748103)
  • Editor: Fix unneccessary reimporting of audio files when switching platforms (782188)
  • Editor: Fix white skin showing in Preferences window options list when dark skin was set (732880)
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty (709639)
  • Editor: Fixed changing order of components not getting saved. We now also support undo. (764986)
  • Editor: Fixed crash when duplicating a gameobject which has a name that is all numbers and a right parenthesis e.g. "10)" (817928)
  • Editor: Fixed Defult-Medium parameter in the lighting window to appear as not viewable. (762159)
  • Editor: Fixed object culling when unparenting from a mask type (740604)
  • Editor: Fixed redo of selection only restoring selection to previously active game object. (775865)
  • Editor: Fixed Scene View filtering not always getting correctly cleared which could cause previously filtered objects to get picked when they shouldn’t be
  • Editor: Fixed the display of vector and matrix params in "Show compiled shader" display(Issue)
  • Editor: If a read only file or folder is duplicated, the read only status is no longer also duplicated (730245)
  • Editor: Invalidly named files can no longer be dragged into a project (663994)
  • Editor: Several tooltips were not working across the editor. (783770)
  • Editor: Stacktrace now available for exceptions on non-main threads (633905)
  • Editor: Stacktrace now available for methods called on non-main threads (697872)
  • Editor: The text in the Build Settings window will no longer get clipped if support for Standalone is not currently installed. (728634)
  • Editor: The titles of the 'Version Control' and 'Asset Server' windows have been fixed in order to make them consistent (573557)
  • Editor: Upgrading a project set to a unsuported platform will now upgrade it to Standalone. (770135)
  • Editor: Use 'Save Scenes' in File Menu instead of 'Save Scene' since all modified scenes are saved
  • Editor: Will not reference .NET 4.x assemblies when compiling scripts for the Editor even if the settings allow it, Editor can only understand assemblies targeting .NET 3.5 or lower (777750)
  • Editor: Workaround an issue where cursor would disappear on touch based devices like Surface Pro 4 (817286)
  • GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene. (819841)
  • GI: Renamed LightmapEditorSettings.resolution to realtimeResolution. (753022)
  • Graphics: Add a program warning when shader target is increased above #pragma target due to feature use (e.g. geom shaders). (757859)
  • Graphics: Avoid creating textures with unsupported formats, if uses tries to create one without checking SystemInfo.SupportsTextureFormat first. (786229)
  • Graphics: Change light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • Graphics: Editor window title was only updated after changing graphics emulation, leaving it a step behind when changing build targets. (795797)
  • Graphics: Ensure that we don't set unsupported filter or wrap modes (778188)
  • Graphics: Fix a shader compiler crash if a compute shader declares a samplerstate that doesn't match the naming scheme. (719344)
  • Graphics: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Graphics: Fixed a case where the editor could get out of sync with what graphics APIs were enabled and build a player without the matching shaders. (792541)
  • Graphics: Fixed a crash happening in GetLightProbeProxyVolumeSample or GetReflectionSample function (806160)
  • Graphics: Fixed an issue that prevented the Splash Screen from being shown under certain circumstances. (732338)
  • Graphics: Fixed an issue where recalculating LOD bounds won't dirty the scene and record an undo. (808278)
  • Graphics: Fixed changing shader emulation or shader hardware tier emulation keeping around an extra menu separator each time. (795700)
  • Graphics: Fixed crashes on very large image imports (801677)
  • Graphics: Fixed mesh not properly disappearing if deleting the MeshFilter component (757838)
  • Graphics: Fixed RenderTexture mipmap generation on Metal when multiple render targets are used.
  • Graphics: Fixed shader error messages for unknown queues include shader name and highlight shader object. (743871)
  • Graphics: Fixed TrailRenderer showing a gap between current position and the last update. (779129)
  • Graphics: Graphics: Fix internal profiler for static batching on Android, iPhone and Metro (769539)
  • Graphics: Guard against using various null/deleted assets in command buffers.
  • Graphics: If Graphics.SetRandomWriteTarget is called with an out of range index, an exception is thrown instead of crashing. (766695)
  • Graphics: Material's cached RenderType tag value is reset when changing shader on it (806751)
  • Graphics: Protected against some thread-unsafe code inside shader property name handling. (794400)
  • Graphics: Renderers now are not culled by a disabled LODGroup.
  • Graphics: Shader: Add overloads with float4, avoids implicit truncation warning (769744)
  • Graphics: Shaders using more than the maximum available number of textures will be marked as unsupported. (767884)
  • Graphics: SpeedTree: Fixed rendering on some of the mobile devices (e.g. iPhone 6s) when tree is in dithering.
  • Graphics: TreeCreator: Fixed errors when branch length is zero. (468942)
  • Graphics: When changing shader hardware tier emulation, only reload shaders (not textures/RTs) to stop refl probes breaking. (755072)
  • Graphics: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates. (762795)
  • IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter. (778146)
  • IL2CPP: Improve error message when link.xml file specifies assembly not referenced in project (719650)
  • IL2CPP: Provide a useful error message when an interface cannot be found on a class because it was not AOT compiled. (798625)
  • IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode. (692653)
  • IL2CPP: WebGL/iOS: UI module will no longer depend on and require Physics and Physics2D modules (788244)
  • IMGUI: Same key can be set to multiple tools. (374335)
  • IMGUI: Windows: Edit -> Select All does not function. Ctrl A does work (370257)
  • IMGUI: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly (752218)
  • Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead. (769666)
  • iOS: Add icon for iPad Pro (755415)
  • iOS: AdSupport should be in frequent frameworks; it's not default (732878)
  • iOS: Do not export non-prefixed freetype2 symbols (778668)
  • iOS: Ensure that our symbols are not overridden by user libraries (774685)
  • iOS: Fix code completion for iOS Editor Extensions (759212)
  • iOS: Support more than one pending game center user callback (755388)
  • iOS: Support null user callbacks in the game center
  • iOS/Xcode: Add .tbd extension support
  • JsonUtility: Fixed crash when serializing very large arrays to JSON (759529)
  • Linux: Fix antialiasing in various window configurations
  • Linux: Fix repeated play/stop/pause with WebCamTexture (780810)
  • Linux: Fix upscaled fullscreen rendering on OpenGL Core
  • Linux: Sanitize company and product locations when creating directories for preferences (763625)
  • LOD: Fixed unreachable code warnings when distance == selection.maxDistance. (783219)
  • Materials: Fix a crash if GetMaterialProperties is called with a null in the list of materials (764995)
  • Metal: Fixed rendering of masked contents on GUI layer (802534)
  • Mono: Fix Thread.MemoryBarrier implementation on ARM architecture (810451)
  • Mono: Improve call stack walking on WIndows 64-bit (809003)
  • MonoDevelop: Disabled Git and Subversion add-ins by default. Fixes issue with being unable to write to newly created scripts (759138)
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As" (754609)
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity (485138)
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition (729201)
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project (731111)
  • Networking: Fix issue with SendToAll sending double messages to local client when hosting. (795897)
  • Networking: Fixed issue where NetworkAnimator component gives NullRefExeption (770215)
  • Networking: Fixed so we properly handle updates in the inspector on spawnable prefabs and network channels (798973, 764771)
  • Networking: Fixed so we reset the NetworkIdentity on destruction (784474)
  • Networking: Resolved problem with crash on exit. (776536)
  • OSX: Fix to respect requested framerate in batch mode. (702370)
  • OSX: Fixed an issue with SIMD math that prevented source code building on OSX
  • OSX: Fixed an issue with text pasting twice in text fields in the Standalone Player on OSX (712948)
  • OSX: Fixed excessive CPU usage in batch mode. (702370)
  • OSX Player: The OSX standalone player now allows to switch out of the application by using Cmd+Tab when running in fullscreen mode. (798133)
  • Particles: Added Undo support when auto reparenting sub emitters. (544444)
  • Particles: Added extra parameter to ParticleSystem.Simulate script function, to allow updates with very small timesteps (729435)
  • Particles: DestroyImmediate in particle trigger callback crashes on Renderer::UpdateAllRenderersInternal (806175)
  • Particles: Editor now correctly focuses on empty particle systems. (803084)
  • Particles: Emitters containing sub-emitters can have their playback time smoothly scrubbed in the Editor (432980)
  • Particles: Fixed collisions not being calculated in-between editor updates. (489509)
  • Particles: Fixed incorrect inspector style on Particle System Renderer Pivot field. (733896)
  • Particles: Fixed mesh particles not being scaled when in world space (772199)
  • Particles: Fixed missing animation bindings to particle system modules. It is now possible to animate all modules. (761003)
  • Particles: Fixed particle system default values not being set when created using AddComponent. Editor behaviour is now the same as standalone(Material is now defaulted to null instead of Default-Particle as the material may not have been included in a build). (764899, 756699)
  • Particles: Fixed particles disappearing when very large far camera clip plane values are used. (753275)
  • Particles: Improved Inspector labels to make low quality paticle collisions more intuitive (754014)
  • Particles: Nested subemitter does not emit bursts when simulating in editor but works fine when played (803350)
  • Particles: Particles emited via script with EmitParams flicker when using sort modes (765375)
  • Particles: Particles sometimes spawn without start speed when shape is circle (807628)
  • Particles: Particles will now use a rigidbody's velocity if one is present. (800811)
  • Particles: ParticleSystem.Play() with start delay pauses the particles (803272)
  • Particles: Simulating particle system in scene view stops it after certain amount of time (801335)
  • Particles: Skinned Mesh Renderer without a mesh assigned to particle system shape crashes Unity (807942)
  • Particles: Start delay is only applied when the system time is 0. (754270)
  • Particles: The particle ID changes when one of the sorting mode is enabled (501463)
  • Physics: Added warning in ClothInspector if MeshRenderer used with Cloth component. To inform user that this is not allowed and that the MeshRenderer component will be deleted at runtime. Also, create undo point for when MeshRenderer deleted from Cloth component and copy all settings from MeshRenderer to SkinnedMeshRenderer. (769137)
  • Physics: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation. (798901)
  • Physics: Changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works. (762771)
  • Physics: Enabling a Static 2D trigger collider now results in a callback if in contact with a sleeping collider. (807288)
  • Physics: Ensure Joint2D auto-configuration still works if joint is added from script. (765870)
  • Physics: Ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes. (766261)
  • Physics: Ensure that a TargetJoint2D added via script allows collisions with static colliders. (763922)
  • Physics: Fix a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody. (780257)
  • Physics: Fix a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • Physics: Fix center of mass and inertia tensor being reset after game object was reactivated (765300)
  • Physics: Fix CharacterController falling through very long MeshColliders (806800)
  • Physics: Fix convex mesh inflation causing flat MeshCollider to be enlarged twice along each dimension (677652)
  • Physics: Fix crash in cloth cooking when instantiated game object is activated. (775583)
  • Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values. (758422)
  • Physics: Fix interpolated ragdolls jitter under certain circumstances (772337)
  • Physics: Fix issue for Circle, Box & Capsule casting API where an initial overlapped state was not correctly detected.
  • Physics: Fix issue where Character Controller firing trigger callbacks when Character Controller center is set. (783968)
  • Physics: Fix issue where Max Angular Velocity values being reset when disabled. (802249)
  • Physics: Fix issue where Setting Configurable Joint target position not waking up connected bodies. (733654)
  • Physics: Fix issue with Box2D internal pending contact buffer growing due to collider changes outside of play-mode in the editor slowing changes down. (777591)
  • Physics: Fix issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component. (778125)
  • Physics: Fix issue with multi-object editing on Rigidbody2D & Collider2D now correctly showing properties of different values.
  • Physics: Fix MeshCollider cubes not falling asleep on Terrain under certain circumstances (628258)
  • Physics: Fix physics queries detecting backfaces inconsistently (753730)
  • Physics: FIx Raycast against MeshCollider returning wrong RaycastHit.triangleIndex when degenerate triangles were present in the mesh (699563)
  • Physics: Fix Raycast detecting false hits when the whole scene was enlarged (732865)
  • Physics: Fix Raycast failing to detect hits with a scaled dense MeshCollider at certain locations (772433)
  • Physics: Fix Raycast ignoring part of the mesh (722954)
  • Physics: Fix RayCast not detecting hits with a MeshCollider under certain circumstances (733291)
  • Physics: Fix Raycasts against CapsuleCollider returning incorrect result occasionally (718712)
  • Physics: Fix Rigidbody starting to bounce or falls through the ground when center of mass was offset from the pivot (797993)
  • Physics: Fix setting useGravity to true though it was already true causing the Rigidbody to become awake (796324)
  • Physics: Fix some tooltips on the Edit -> Project Settings -> Physics pane (785308)
  • Physics: Fix SphereCast failing to detect Collider at certain coordinates (720683)
  • Physics: Fix SphereCast returning inaccurate hit position against non-uniformly scaled colliders (790258)
  • Physics: Fix SphereCast returning inconsistent results against convex colliders (746417)
  • Physics: Fix SphereCastAll returning inverse normals when cast against MeshColliders with backfaced triangles (775825)
  • Physics: Fix SpringJoint's min and max distances being updated wrongly after set to the same value (788323)
  • Physics: Fix the surface normal being inverted by CharacterController when colliding with a sphere (704111)
  • Physics: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'. (786032)
  • Physics: Fix to ensure that changing the Rigidbody2D.bodyType doesn't affect the Trigger/Collision callback state.
  • Physics: Fixed huge performance spike when activating a gameobject with Cloth component. (760721)
  • Physics: Fixed missing or invalid properties when accessing them through script, except useVirtualParticles ( won't fix as this will be deprecated soon ) (743626)
  • Physics: Renamed 'Physics2D Material' to 'Physics Material 2D' in the create drop-down in the project view. (564671)
  • Physics: Rigidbodies without non-trigger colliders can have custom center of mass and inertia tensor again (763806)
  • Physics: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start. (764769)
  • Physics: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed. (798879)
  • Physics: Toggling 'Rigidbody2D.IsKinematic' or 'Rigidbody2D.useFullKinematicContacts' properties in the Inspector during play-mode now correctly updates the Rigidbody2D. (806089)
  • Physics: WheelJoint2D suspension angle now correctly deserialized when used in prefabs. (759676)
  • Profiler: Prevented negative numbers in the Physics Profiler and showing more accurate numbers for dynamic rigid bodies and kinematic nodes instead. (792907)
  • Profiler: Save Record setting when re-opening the Profiler window during the Editor session (704398)
  • Profiler: Show correct used memory graph when allocated memory exceeds 2GB (663149)
  • Resources: Fix to prevent crashes and memory corruptions when Resources.UnloadAsset is used to unload non-assets or non-unloadable assets. A warning is now issued in such cases. (767120)
  • Samsung TV: Fixed SIMD bug which could cause occlusion culling to not work as intended
  • Samsung TV: UNET's device discovery is now supported
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization (765357)
  • Scripting: Fix crash when field type in C# (array) and single string in prefab (YAML) mismatches (790501)
  • Scripting: Fix SerializeProperty.type for serialized objects in arrays (was always "Generic Mono") (705074)
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake (766939)
  • Scripting: Fixed crash in some cases when using DestroyImmediate in a coroutine (764672)
  • Scripting: Fixed crash that may occur when [InitializeOnLoad] attribute is present on generic type (803587)
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases (723650)
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class (697550)
  • Scripting: Fixed Mono AOT registration of Shuriken icalls (754856)
  • Scripting: GetComponent throws an exception if called from constructors or deserialization (750066)
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity. (750066)
  • Shaders: Added SetFloatArray and related functions to Material class, to match the functions in MaterialPropertyBlock. (795553)
  • Shaders: Allow manual inclusion of Lighting.cginc in surface shaders (allows redefining macros before it). (774822)
  • Shaders: Changed shader cginc handling to properly handle nested and relative include paths. (735442)
  • Shaders: Changed shader search paths so that the shader file had higher precedence than the project root. (754682)
  • Shaders: Correct a compile error if a project had a local modified copy of some of the Unity includes (782199)
  • Shaders: Fix a case where a material using standard shader with transparency could be sorted wrongly if the shader is reselected (778700)
  • Shaders: Fix a potential crash if an internal error is encountered compiling a D3D11 shader (782654)
  • Shaders: Fixed an editor crash on shutdown if the shader compiler had previously crashed (752250)
  • Shaders: Fixed header annotations on shaderlab properties overwriting the name of the property in the material editor. (793168)
  • Shaders: Fixed support for CustomEditor statements in fixed function shaderlab shaders. (793886)
  • Shaders: Improved error messages if a syntax error is found early in surface analysis (784141)
  • Shaders: Mobile normal mapped shaders have texture tiling/offset field hidden on normal maps now, since it does not do anything. (794072)
  • Shaders: Removed a spurious error about _Emission if a legacy Self-Illumin shader was selected in a material (786534)
  • Shaders: Surface shader analysis wasn't accounting for properties used in GI like ambient occlusion, so not including their inputs. (765145)
  • Shaders: Surface shaders with directional lightmaps and light-prepass now use the normals from the camera normals texture for lighting. (765161)
  • Shaders: Upgrading a shader with a dx11 [annotation] at the start of the file now doesn't crash. (766992)
  • Shadows: Fixed directional light shadows not working properly with some non-standard projection matrices. (668520)
  • Shadows: Fixed shadow pancaking for Directional shadows (800737)
  • Shadows: Semitransparent shadow casters now take fresnel transparency into account better (667609)
  • SpeedTree: Fixed crash when selecting billboard while the original spm asset is deleted. (768057)
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project. (770290)
  • Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss. (774962)
  • Terrain: Fixed an issue where terrain could be selected in Scene View even if its layer is locked. (795496)
  • Terrain: Fixed crash when loading corrupted terrain data. (757741)
  • Terrain: If the supplied argument is out of range, TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning message into the console instead of crashing or silently clamping the value. (771032)
  • Terrain: WindZone component now can be reset. (775690)
  • tvOS: Enable game controller in tvOS on-screen keyboard. (776446)
  • tvOS: Fix game center score reporting due to incorrect API check (755395)
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile. (762080)
  • UI: Fixed buffers not being copied to threads causing the incorrect shader properties to be used and UI flickering to occur. (780185)
  • UI: Fixed dropdown options not being selectable when outside of scrollview. (755377)
  • UI: Fixed issue where Drowpdown List is added to the GraphicRegistry when being destroyed.
  • UI: Fixed RectMask2D clipping incorrectly when nested canvases are present (782957)
  • UI: Fixed ui placeholder not appearing when input field is selected and the field is empty.
  • UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered. (755377)
  • VisualStudio: Fix crash when opening VisualStudio + improve VS startup performance (769777)
  • VR: Fixed crash when VR Support is enabled but no actual device drivers could be loaded.
  • VR: Using Deferred Rendering + MSAA + Image Effect - blur, renders black screen (713551)
  • VR: [VR] Graphics.DrawTexture places image at incorrect screen location when VR enabled (696245)
  • WebGL: Adjust the mouse wheel scale to match other platforms better (793261)
  • WebGL: Always import WebGL audio at 44.1kHz, as Web Audio will resample it anyways, and timing is incorrect otherwise (781544)
  • WebGL: Avoid input axes getting stuck if WebGL loses focus (797338)
  • WebGL: Catch exception thrown in Application.Eval statements (690762)
  • WebGL: Fix "getProcAddress" errors in Chrome console (783786)
  • WebGL: Fix anisotropic filtering in Safari (778027)
  • WebGL: Fix API deprecation warnings about MediaStreamTrack and mozGetUserMedia APIs
  • WebGL: Fix AudioClip.PlayScheduled and SetScheduledEndTime not working in Safari (749303)
  • WebGL: Fix build errors when using WebGL Templates with files marked as read-only (755195)
  • WebGL: Fix error when clicking fullscreen button before content is initialiazed (775373)
  • WebGL: Fix GUITexture NPOT scaling (766316)
  • WebGL: Fix unnecessary waste of memory by keeping an unneeded copy of the player code at startup.
  • WebGL: Fix use of Min and Max shader blend modes (781565)
  • WebGL: Fix WebGL warning messages in WebGL 2.0 (782235)
  • WebGL: Fixed copy/cut/paste for InputField and TextField on Mac (762928)
  • WebGL: Fixed exception on Safari when using PlayScheduled and SetScheduledEndTime (749303)
  • WebGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check' (770266)
  • WebGL: Make it possible to build WebGL players from non-unicode path names on windows (627976)
  • WebGL: Make it possible to whitelist UnityEngine.SpeedTreeWindAsset in link.xml (773309)
  • WebGL: Removed unused code in default WebGL template (789899)
  • WebGL: Set up editor to correctly emulate WebGL Graphics capabilities when editor mode is set to WebGL (790287)
  • Windows: SystemInfo.deviceModel will now report model name and manufacturer (784466)
  • Windows Editor: Fix editor crash when locing cursor from constructor (765466)
  • Windows Editor: Screen.resolutions will now return all available resolutions when used inside the Windows Editor. (611660)
  • Windows Standalone: Custom image will be correctly shown in screen selector dialog when building to directory with non-english letters (801951)
  • Windows Standalone: Launcher will correctly display unicode symbols for input bindings. (507878)
  • Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory. (776918)
  • Windows Store: Accelerometer Events will be correctly returned on ARM platforms (802112)
  • Windows Store: Build & Run will correctly work with Universal Windows 10 Apps. (771326)
  • Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead (754102)
  • Windows Store: Disable Generate C# option when scripting backend is set to il2cpp (775344)
  • Windows Store: Do not allow mixing JPEG and PNG files for different scales of the same image type (tiles, splash screens etc.) (775592)
  • Windows Store: Files located in AssetsResources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project (777741)
  • Windows Store: Fix a bug where mouse scrollwheel was returning inverted values (813683)
  • Windows Store: Fix AssemblyConverter failure when return type that is generic parameter (762780)
  • Windows Store: Fix Build & Run when Product Name has characters with diacritis (776483)
  • Windows Store: Fix build failure using .NET 4 plugins and Mono compiler (compilation override None) (750001)
  • Windows Store: Fix certain UnityEngine.Networking features not working when using "Unity C# projects" (774164)
  • Windows Store: Fix crash when loading C# type from plugin which was not included in the final build. (765893)
  • Windows Store: Fix DisconnectedException while pluging/unplugin joystick from usb multiple times (778842)
  • Windows Store: Fix issue where user couldn't enter @ symbol with touch screen keyboard when spanish language is selected. (792589)
  • Windows Store: Fix jpeg visual asset (tiles, splash screens etc.) support (769109)
  • Windows Store: Fix occasional build failures when using UnityEngine.Networking API and .NET Core (763173)
  • Windows Store: Fix Screen.orientation reporting Autorotation on start up (787522)
  • Windows Store: Fix System.FormatException in MainPage.xaml.cs (802990)
  • Windows Store: Fix Tab key duplicating in XAML controls (775931)
  • Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated il2pp Visual Studio solutions which prevented appx bundles to build correctly (774295)
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: Keep extended splash screen rotated to the same angle as system one on Windows Phone 8.1 (770092)
  • Windows Store: Load first scene after Unity splash screen is over (767548)
  • Windows Store: RuntimeInitializeOnLoadMethod will work correctly (777878)
  • Windows Store: Screen.currentResolution will return desktop resolution when application is in windowed mode. (771541)
  • Windows Store: Screen.Resolution(, , true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • Windows Store: Screen.SetResolution will correctly work on Windows Phone 10 (773877)
  • Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 (804156)
  • Windows Store: Unity won't steal key events when another XAML element (for ex., TextBox) is focused
  • Windows Store: When playing video using Handheld.PlayFullScreenMovie, you'll be able to stop using Escape or Back button. (803250)
  • Windows Store: Windows Store: Mouses and touches will work correctly after locking/unlocking the screen. (768929)
  • Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms (801998)
  • WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application. (818601)
  • WindowsStore: Microsoft .NET compiler will always ouput errors in english ignoring OS region settings, the same way as Mono compiler. (755238)

New in Unity 5.4.0 Patch 3 (Aug 24, 2016)

  • Improvements:
  • DX11: Improved texture upload performance for compressed, floating point ant RGBA32 formats. (812350)
  • Networking: Ping implementation for ipv6.
  • VR: Update Oculus to version 1.7
  • VR: Update Oculus GearVR to version 1.7.1
  • Fixes:
  • (800914, 802831) - 2D: Fixed an assert message "importer.GetNPOTScale() == TextureImporter::kNPOTKeep" showing when creating sprites in Advance mode. Creating sprites now ignores TextureImporter's non power of two settings if the texture is already a power of two.
  • (811963) - Android: Audio - Fixed glitches on GearVR when Best Latency is selected.
  • (811880) - Android: Fix for crash on returning from Handheld.PlayFullScreenMovie.
  • (769505) - Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • (763293) - AssetBundles: Fixed AssetBundle.LoadFromFile usage with Application.streamingAssetsPath on Android.
  • (none) - Core: Added support for loading serialized files stored with 5.5.0a4.
  • (793567) - Editor: Exceptions from PostProcessBuild callbacks now introduce errors to the build.
  • (808080) - Editor: Fixed crash when trying to connect a GameObject to a prefab with no root GameObject set.
  • (793679) - Graphics: Don't re-upload textures to the graphics device when a quality change is requested and the pixel data is unavailable. This applies to textures loaded from asset bundles unloaded with AssetBundle.Unload (false).
  • (791721) - IL2CPP/Windows Store: Allow non-blocking sockets to work properly on 64-bit builds.
  • (819647) - IL2CPP: Corrected some calls to HasValue on nullable types, which could return true when the nullable does not have a value.
  • (818966) - IL2CPP: Generate proper C++ code for some cases involving array parameters passed by reference.
  • (815722) - IL2CPP: Prevent a stack overflow during code conversion which can occur for mutli-dimensional arrays with generic types.
  • (818102) - IL2CPP: Rename the types.h file to be il2cpp-string-types.h to avoid the possibility of is conflicted with a user-defined header file.
  • (369773) - iOS: Building from GUI now uses a project relative path if the location is under the project folder
  • (790724) - Kernel:Fixed rounding error so Mathf.MoveTowardsAngle always reaches target angle.
  • (735709) - Linux: Fallback to NET_WM_ICON for setting custom player icon.
  • (810289) - Networking: Fixed starting a server cashes on libwebsocket_service_fd.
  • (820523) - OS X: Fixed HTTPS support for WWW/UnityWebRequest when Mac App Store receipt validation is on.
  • (770034) - OSX: Fixed a crash when building for OSX in certain circumstances to do with paths to splash screen and icon.
  • (808187, 790220, 816014) - Prefabs: Fixed some issues and crashes related to undo-ing the creation of prefabs and prefab connections.
  • (none) - Tizen: Fixed a problem with UnityPluginLoad() not working.
  • (none) - UI: Fixed issue with OnPointerEnter event firing after touch ends.
  • (none) - VCS: Stop a C++ method being called during C# constructor and serialization (which is a scripting warning as it is unsafe to do this).
  • (806810) - VR: Fixed different particle shader transparencies between editor and build when splash screen is active.
  • (801951) - Windows Standalone: Custom image will be correctly shown in screen selector dialog when building to directory with non-english letters.
  • (803319) - Windows Standalone: Fixed a regression where "touch up" events would be lost when occurring outside window bounds.

New in Unity 5.4.0 Patch 2 (Aug 19, 2016)

  • Improvements:
  • Core: Added support for loading serialized files stored with versions >= 5.5.0a4
  • DX11: Improved texture upload performance for compressed, floating point ant RGBA32 formats (812350).
  • Networking: Projects using UnityWebRequest from UnityEngine.Experimental.Networking should now be auto-upgraded to use its new location in UnityEngine.Networking.
  • VR: Mac version of the editor can now add OpenVR as a VR platform when targeting the Windows player.
  • VR: Stereo View and Projection Matrices can be set individually through scripting API.
  • VR: Updated Oculus to Version 1.7.
  • VR: Updated OpenVR DLL to version 1.0.2.
  • Fixes:
  • (820608) - AI: Fixed an issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked.
  • (822015) - AI: Fixed an issue where NavMeshAgent remaining distance property would be wrong right after setting the agent destination to the same polygon.
  • (822362) - AI: Fixed an issue where NavMeshAgent would sometimes teleport right after NavMeshObstacle carving.
  • (811880) - Android: Added fix for crash on returning from Handheld.PlayFullScreenMovie.
  • (803481, 807275) - AssetBundles: Fixed an issue where calling Resources.UnloadUnusedAssets while loading an AssetBundle with AssetBundleRequest.LoadAssetAsync caused an error & stopped the asset from being loaded properly.
  • (814152) - Camera: Fixed an issue where rect was ignored when using SetTargetBuffers.
  • (791721) - IL2CPP/Windows Store: Allow non-blocking sockets to work properly on 64-bit builds.
  • (819647, 821614) - IL2CPP: Correct some calls to HasValue on nullable types, which could return true when the nullable does not have a value.
  • (818966) - IL2CPP: Generate proper C++ code for some cases involving array parameters passed by reference.
  • (815185) - UnityWebRequest: Report downloaded bytes for asset bundle and properly report 1.0 progress when finished.
  • (none) - VR: Fixed crash when exiting VR in certain cases where the HMD was detected as not connected on the first frame.
  • (none) - VR: Fixed viewport scale issues with OpenVR.
  • (804577) - Windows Store: Generate code in exported the solution to enter full screen if "Default is full screen" is set in player settings.
  • (804583) - Windows Store: Generate code in exported the solution to setup initial orientation.
  • (817285) - Windows Store: Suppress system overlays by default in il2cpp solutions (make consistent with .NET).

New in Unity 5.4.0 Patch 1 (Aug 10, 2016)

  • Improvements:
  • Linux: Removed 16GB total memory limit.
  • VR: Oculus Plugin updated to version 1.6.
  • Fixes:
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (811963) - Android: Audio - Fixed glitches on GearVR when Best Latency is selected.
  • (814402, 811236) - Graphics: Fixed image effects being rendered twice when the camera is instantiated from prefab or copying another camera. This issue was player only. 5.4 regression.
  • (809864) - IL2CPP/PS4: Fixed the exception "System.Net.Sockets.SocketException: System call failed" which can occur when UDP sockets are used.
  • (817745) - VR: Fixed possible crash on shutdown.
  • (797965) - Android: Editor - Added a workaround for AAPT sometimes crashing for no good reason.
  • (818044) - WebGL: Fixed compressed build files (.*gz) creation if they already exist.
  • (817335) - iOS: Fixed iOS 10 simulator crash.
  • (820523) - OS X: Fixed HTTPS support for WWW/UnityWebRequest when Mac App Store receipt validation is on.
  • (735709) - Linux: Added fall back to NET_WM_ICON for custom player icon.
  • (810964) - Mono: Properly locate the libMonoPosixHelper.dylib file in the editor on OS X when it is used.
  • (807653) - IL2CPP: Fixed IPEndPoint on IPv6 network.
  • (809995) - IL2CPP: Corrected an exception during code generation with the NPOI library.
  • (808536) - iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded.
  • (818102) - IL2CPP: Renamed the types.h file to be il2cpp-string-types.h to avoid the possibility of is conflicted with a user-defined header file.
  • (816514) - Linux: Don't unnecessarily clear mouse position.
  • (none) - GI: Fixed performance regression of LightProbes.GetInterpolatedProbe API (5.4 regression).
  • (none) - Editor: Fixed the inspector UI for some Renderers where Light Probe and Reflection Probe options were not displayed correctly.
  • (808817, 805086, 801150) - Android: Fix for clip() in ES3 shaders on some Adreno devices
  • (813105) - Animation: Fixed an issue where an assert that couldn't be acted upon was popping in the AvatarMask inspector.
  • (813681) - Animation: Fixed a crash that happened when disabling a gameobject during animation-triggered physics callbacks.
  • (805892) - IL2CPP/XBoxOne: Prevent the C+ compiler from crashing while compiling the IL2CPPCompilerCalculateTypeValues.cpp file for some projects. This file was just too large in these cases, so IL2CPP will not generate multiple smaller files instead.
  • (812570) - IL2CPP: Properly marshal delegates when they are fields of a struct.
  • (813962) - IL2CPP: Generated C++ code properly for two structs that contain arrays of each other as fields.
  • (815722) - IL2CPP: Prevent a stack overflow during code conversion which can occur for mutli-dimensional arrays with generic types.
  • (none) - UnityWebRequest: Fixed memory leak and possible crash when doing mulpiple request using the same object
  • (796508) - WWW: Fixed occasional crashes in il2cpp projects.
  • (813763) - UnityWebRequest: Fixed errors in console when downloading texture.
  • (813805) - DX11: Fixed some drivers crashing when using GPU skinning and tessellation shaders happen to be set up.
  • (772640, 817337) - Profiler: Fixed GPU profiling showing "N/A" for most draw calls, instead of associating with proper objects (5.4 regression).

New in Unity 5.3.6 Patch 2 (Aug 3, 2016)

  • Fixes:
  • (814152) - Camera: Fixed an issue where rect was ignored when using SetTargetBuffers.
  • (816585) - Editor: Fixed Cef focus issue caused by multiple webview refreshes.
  • (801677) - Graphics: Fixed crashes on very large texture imports.
  • (805892) - IL2CPP/XBoxOne: Prevent the C++ compiler from crashing while compiling the IL2CPPCompilerCalculateTypeValues.cpp file for some projects. This file was just too large in these cases, so IL2CPP will not generate multiple smaller files instead.
  • (813962) - IL2CPP: Generate C++ code properly now for two structs that contain arrays of each other as fields.
  • (812570) - IL2CPP: Properly marshal delegates when they are fields of a struct.
  • (817335) - iOS: Fixed iOS 10 simulator crash.
  • (816514) - Linux Standalone: Fixed an issue where pressing 'Alt' incorrectly reset Input.mousePosition.
  • (806751) - Shaders: Fixed transparent shader writing into DepthNormals texture, because material sometimes cache RenderType setting.
  • (714707) - VCS: Fixed a problem when moving folders in the project view end up with errors and inconsistent state between local file state and VCS state.
  • (816582) - Windows Store: Gamepads (with UsagePage/Usage 0x0001/0x0005) will correctly connect to an application now. Usually these are device connected via bluetooth. Previously only joysticks (with UsagePage/Usage 0x0001/0x0004) would connect. You can check UsagePage/Usage of the device by right clicking Properties on the device->Hardware->HID-compliant game controller->Properties->Details->Hardware Ids. For ex., gamepads will contain an item "HID_DEVICE_UP:0001_U:0005) . You might need to delete Package.appxmanifest, because there's a new item for HID device.
  • (810622) - Windows Store: When updating Windows Phone 8 application to Windows Phone 8.1/10.0, player prefs will be auto updated if the following condition is met - UnityPlayer.upp file exist, but playerprefs.dat file doesn't exist in LocalFolder.

New in Unity 5.4.0 (Jul 28, 2016)

  • Features:
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • GI: Added de-noising filter to baked final gather. description
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). It will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4+ platform (DX11/DX12 on Windows, GLCore 4.1+ on Mac/Linux, PS4, XboxOne). description
  • Graphics: GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports custom vertex/fragment shader and surface shaders.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Requires shader model 4+ platform (DX11/DX12 on Windows, GLCore 4.1+ on Mac/Linux, PS4, XboxOne). description
  • Graphics: Improved multithreaded rendering:
  • Compared to current dual-thread rendering (main thread + rendering thread), this splits up rendering logic into concurrent "graphics jobs" that run on all available CPU cores.
  • See "Graphics Jobs" option in player settings (off by default, still considered experimental).
  • Currently implemented on PC (Win/Mac/Linux/WindowsStore), PS4, XboxOne. Best results with modern graphics APIs like DX12.
  • In addition to multithreaded rendering, overall CPU graphics performance should be better in 5.4. description
  • Graphics: Motion vector rendering support
  • Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
  • See the API docs for Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Requires RGHalf render texture format support.
  • Utilized in the current beta of Unity Cinematic Image Effects descriptiondescription
  • See Keijiro Takahashi's example of vector field visualization KinoVision
  • description
  • Graphics: Texture Array support
  • SeeTexture2DArray class.
  • Requires shader model 3.5+ platform (DX11/DX12 on Windows, GLCore Mac/Linux, GLES3+, Metal, PS4, XboxOne).
  • Here they are used in the Adam demo for terrain shading: description
  • IAP: Cloud catalog
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • iOS: Added support for ODR (On Demand Resources) initial install tags.
  • Kernel: The Transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now faster for many use cases.
  • OSX: Unity Editor supports Mac Retina displays now (mostly for improved text and icon rendering). Windows HiDPI support in development. description
  • Particles: New Trigger Module, including:
  • A script callback when particles touch a predefined list of collision shapes.
  • Ability to modify/kill particles that are intersecting the collision shapes.
  • Editor UI: description Example: description
  • Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other. Editor UI: description
  • description Example: description
  • Physics: Various physics improvements:
  • Overlap recovery. Used to de-penetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController will automatically try to resolve the penetration, and move to a safe place where it does not overlap other objects.
  • Added ContactPoint.separation API.
  • Added Physics.OverlapCapsule and OverlapCapsuleNonAlloc functions.
  • Added Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations, to help stabilize bounce behavior on impacts.
  • Services: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the Services window.
  • Shaders: ComputeShader improvements:
  • Added DispatchIndirect function. Similar to DrawProceduralIndirect; dispatches ComputeShader with parameters sourced from ComputeBuffer.
  • API of counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Exposed ComputeShader.GetKernelThreadGroupSizes to query Compute thread group sizes.
  • Improved error handling for ComputeShaders.
  • Debugging via #pragma enable_d3d11_debug_symbols, just like for regular shaders.
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock, Shader and Material.
  • Supports array sizes up to 1023.
  • The old way of setting array elements by using number-suffixed names is removed.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • VR: Multi-device support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (such as DLLs) will be copied to the build for every SDK in the list.
  • At startup, Unity will go down the list and try to initialize each device. If any fail to initialize (for example, if the headset is not connected), Unity will move on to the next. If all fail, Unity won’t enter VR mode.
  • PlayerSettings: Deprecated PlayerSettings stereoscopic 3D checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • API: Deprecated VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • API: Added the ability to get a list of supported SDKs. Readonly: string[] VRSettings.supportedDevices.
  • VR: Native OpenVR support
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Native Spatializer Plugins for VR
  • Oculus Spatializer included with the support.
  • VR: Oculus Support for DirectX 12.
  • VR: Optimized Single-Pass Stereo Rendering
  • Instead of rendering each eye separately, this uses a wider render target and alternating draw calls to render both eyes with a single scene traversal.
  • Option in Player Settings.
  • Note that some image effects or screenspace shaders might need to be updated to work with it. description
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all Windows platforms as long as they're running on Windows 10 (editor, standalone, store apps).
  • Windows: Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; users should now use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped; users should now use Light.isBaked and Light.bakedIndex instead. Baked Light now has unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Deprecated Material(String) constructor further. This will now always create a material with the error shader and print an error, in both Editor and player. It will be completely removed in a future Unity version.
  • Physics: Made changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Physics Meshes are now rejected if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Shaders: Changed default shader compilation target to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target now 2.5. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • Changes:
  • Android: Assets - Disabled texture streaming for Android.
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will now print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Android: Screen.dpi now always returns densityDpi.
  • Audio: Updated FMOD to 4.44.56.
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Graphics: Default Camera's background clear color now has 0 alpha, instead of 5/255 alpha.
  • Graphics: Unity splash screen replacement now uniform across platforms, featuring a light and pro-only dark style.
  • Installer: With Webplayer removal, desktop players are now part of their respective Editor installations, so the option to separately install them is removed.
  • iOS: Upgraded the minimum supported iOS version to 7.0. iOS 6 is no longer supported.
  • Physics: Exposed Cloth.enableTethers API. Renamed Cloth.useContinuousCollision to enableContinuousCollision, and Cloth.solverFrequency to clothSolverFrequency.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Physics: Renamed Physics.solverIterationCount to Physics.defaultSolverIterations, and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded, and onActiveSceneChanged to activeSceneChanged, to be compliant with naming conventions.
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Shaders: Moved internal shader for computing screenspace cascaded shadows into Graphics Settings. If you were overriding it before by just dropping it into the project, you now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the Scene will now be properly renamed (in the same way as GameObjects) to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on the same GameObject, a warning message will be shown with a button to fix the situation.
  • UI: Switched component menu name for RectMask2D to match class name.
  • UI: UI no longer interacts with the cursor when the cursor is locked.
  • WebGL: Removed .htaccess file generation.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Enhanced robustness of Location input.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Asset Import: Unity now supports import of model files (such as FBX) containing more than 100,000 objects.
  • Cache Server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Core: Improved multithreaded job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Core: Object.Instantiate now takes a optional Transform parent parameter.
  • DX12: Added support for multi-display rendering.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • DX12: Optimized texture/mesh loading times by using GPU copy queue.
  • Editor: "Discard changes" in Scene context menu now reloads selected modified scenes.
  • Editor: Added an editor warning whenever a Shader with many variants (for example, Standard shader) is added to the 'always included' list in graphics settings.
  • Editor: Added API to toggle preventing cross-scene references on/off.
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API.
  • Editor: ENABLE_PROFILER now works correctly in Editor for runtime script compilation.
  • Editor: In Play Mode the DontDestroyOnLoad Scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading Scenes in Play Mode. This also allows user to see which Scene is loaded in OSX fullscreen mode.
  • GI: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • GI: Added edit mode for light probe group to avoid accidental selection changes.
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Ambient Occlusion now has separate sliders for direct and indirect light. The default value is Ambient Occlusion on indirect light only. description
  • GI: Atlassing will now correctly generate atlases without wasting space when scaling down objects.
  • GI: BakeEnlightenProbeSetJob results now stored in hashed file to speed up rebaking of light probes.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity. description
  • GI: Improved light update performance.
  • GI: Improved mixing of realtime and baked shadows: removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights.
  • GI: Occlusion of the strongest mixed mode Light is now stored per Light Probe.
  • GI: Reflection probe convolution has been sped up (about 2x), and is now less noisy, particularly for HDR environments.
  • Graphics: A slice of 3D/2DArray can now be set as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Graphics: Added GL.Flush API.
  • Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects. This will copy the Image Effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View Effects menu.
  • Graphics: Added Light.customShadowResolution and QualitySetting.shadowResolution to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis.
  • Graphics: Added makeNoLongerReadable argument to Texture3D.Apply and Texture2DArray.Apply APIs, to allow for the release of system memory.
  • Graphics: Added MaterialPropertyBlock.SetBuffer.
  • Graphics: Added mechanism to tweak some Unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts (see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings, for methods to get/set shader settings). Please note that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added RenderTexture.GetNativeDepthBufferPtr for native code plugins.
  • Graphics: Added TextureDimension enum and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: DX11; rendering annotations now correctly appear on Windows Store platforms when using GPU debuggers.
  • Graphics: Implemented fast texture copies via Graphics.CopyTexture.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • Graphics: Support multithreaded (client/worker) rendering on iOS and OSX Metal devices.
  • IAP: Added support for fetching IAP products incrementally in batches. FetchAdditionalProducts method added to IStoreController.
  • Installer: DownloadAssistant will now warn users if they try to install components which require Unity without selecting UnityEditor component.
  • Installer: Mac Download Assistant will now write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log.
  • Installer: WindowsEditor Installer will install Release Notes online shortcut to the Windows start menu.
  • iOS: Added support for new native rendering plugin interface.
  • iOS: Option for custom URL schemes added to Player Settings.
  • iOS/tvOS: Change to use relative symlinks for plugins when building to a related folder.
  • Multiplayer: Made matchName and matchSize serializable attributes so they can save on the network manager.
  • OpenGL: Optimized shader translation for matrix array accessing. This improves instancing performance.
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to.
  • Particles: Added particle radius parameter for world collisions. Editor UI: description
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Particles: Choosing a random start frame in the Texture Animation Module is now supported.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added a warning when using a staticially combined mesh on a BoxCollider.
  • Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.
  • Physics2D: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics2D: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added more profiling information for loading operations.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Scene Management: Added events sceneLoaded, sceneUnloaded and activeSceneChanged to SceneManager.
  • Scripting: Added cancel button to "Opening Visual Studio" progress dialog.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection. This allows user to send files from player to Editor when profiler is connected.
  • Scripting: COM no longer used to launch VisualStudio, resulting in better immediate feedback experience.
  • Scripting: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • Scripting: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • Scripting: Improved Object.Instantiate() performance.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Scripting: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Scripting: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Shaders: #pragma targets 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added ability to exclude shaders from automatic upgrade by having "UNITY_SHADER_NO_UPGRADE" anywhere in shader source file.
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants, nor are put into SH data.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • Shaders: Engine and built-in shaders use five fewer shader keywords now, leaving more keywords for users. The following keywords are thus removed: SOFTPARTICLES_OFF, HDR_LIGHT_PREPASS_OFF, HDR_LIGHT_PREPASS_ON, SHADOWS_OFF, DIRLIGHTMAP_OFF.
  • Shaders: Extended Standard Shader UI and added new options to disable specular highlights and reflections, and to pack Smoothness into the alpha channel of the Albedo texture.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, and Metal (previously only on DX11/12).
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Shaders: Improved shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal.
  • Substance: Warning is shown when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • tvOS: Added support for Analytics.
  • UI: Added new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Added rootCanvas property to Canvas.
  • UI: Align By Geometry now supports vertical alignment. This can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields.
  • UI: ETC1+alpha support for UIImage on mobile platforms.
  • UI: Improved performance of MaskUtility functions.
  • UI: Improved the way that line spacing affects leading in text generation, to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphic class.
  • UI: UI now sets the texelSize for use in custom shaders.
  • VR: Added support for the Oculus Rift Remote. It now presents itself to the input system as a joystick named "Oculus Remote".
  • VR: Focus and ShouldQuit Support: -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • WebGL: Incremental builds of generated C++ code are now supported.
  • Windows: Added "Copy PDB files" option in the Build Settings window. This way, you can control whether or not to copy debugging files.
  • Windows: Standalone player now can be run in Low Integrity Mode.
  • Windows Store: Added Bluetooth capability to Player Settings.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • Windows Store: Added support for UnityEngine.Ping class.
  • Windows Store: Command line argument -dontConnectAcceleratorEvent can now be added to disable accelerator event-based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Improved deserialization performance when using .NET scripting backend.
  • Windows Store: Improved Visual Studio project generation. The solution shouldn't rebuild needlessly anymore; however, users may need to delete the old generated project so it can be regenerated. See upgrade guide.
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Windows Store: UnityWebRequest now supported for all SDKs.
  • Fixes:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer.
  • [745882] 2D: Fixed a crash when packing a crunched 24-bit texture.
  • [759462, 761416] 2D: Fixed error log 'GetLocalizedString is not allowed...'
  • [754385] 2D: Fixed the clipped text in the Unity Preferences > 2D pane.
  • [727785] AI: Prevent rare access of garbage memory of last node in navmesh BV tree.
  • [689362] Android: Audio is now muted when audio focus is lost.
  • [554244] Android: Editor now only detects Android devices that are online.
  • Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices.
  • [766776] Android: Fixed freeze in new splash screen when using threaded GfxDevice.
  • [757111] Android: LocationService - Fixed crash bug
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [789557] Animation: A warning that was erroneously displayed in AnimationClip is now displayed in ModelImporter.
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK.
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly.
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging Sprite Assets into the Hierarchy window and then pressing Cancel no longer deletes the parent GameObject.
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [705558] Animation: Fix to allow deletion of the last keyframe in the curve editor.
  • [758274] Animation: Fix to prevent Animation Event from being created with negative time.
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition.
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off.
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated.
  • [754268] Animation: Fixed a bug where the Animation window would try to access a deleted Animator component and cause a crash.
  • [788452] Animation: Fixed a case where adding an IsActive property to a legacy animation would cause a crash when sampling.
  • [742258] Animation: Fixed a case where animation events queue up when fireEvents is set to false.
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash.
  • [783143] Animation: Fixed a crash triggered when playing an AnimatorControllerPlayable with an invalid asset.
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer.
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component.
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [766978] Animation: Fixed an issue where an assert would fail when importing animations on a model where the skinned mesh was not on the root joint.
  • [742069, 699102] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag.
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [785852] Animation: Fixed an issue where interrupted transitions would cause empty states to continue to output animation.
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to quaternion curves instead of euler curves.
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode.
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [789784] Animation: Fixed an issue where the transition preview wouldn't reappear when valid parameters were set (after it having disappeared when invalid parameters were set).
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [745131] Animation: Fixed animation in Scene View not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed Animation window not updating to selection when out of focus or when just opened.
  • Animation: Fixed AnimationClipImporter inspector for Generic clips.
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip.
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names.
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [757904] Animation: Fixed Animator.UpdateMode not being saved.
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash.
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar.
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [796729] Animation: Fixed case of CullingMode not getting properties applied when changed during Play Mode in Inspector.
  • [788132] Animation: Fixed case of GetHumanPose crashing when using it with a humanoid avatar with unsupported hierarchy.
  • [731510] Animation: Fixed case of incorrect transition shown in Inspector when entering Play Mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator window.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the Animator window.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of Scene View not updating when changing clip in the Animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [784470] Animation: Fixed case of transition not evaluating when exit time is close to 1.0.
  • [667639] Animation: Fixed clipped text for transition preview warning message.
  • [715969] Animation: Fixed contextual menu operation on multiple selection in Animation window hierarchy.
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [778887] Animation: Fixed crash when changing playable controller in animator in Game Mode.
  • [748219] Animation: Fixed crash when duplicating transition.
  • [738767] Animation: Fixed crash when trying to copy Entry Transition.
  • [773437] Animation: Fixed crashes in AudioSource.GetCustomCurve.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in Animation window at certain sample rates.
  • [688412] Animation: Fixed current timeline breaking in the AnimationWindow during resize of the window.
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background.
  • [793808] Animation: Fixed cut letter in the 'Dopesheet' button, in the Animation window.
  • [727806] Animation: Fixed documentation for AvatarBuilder.
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registering.
  • [747222] Animation: Fixed errors with unsupported functions and enum events.
  • [719392] Animation: Fixed event window not appearing when pressing Add Animation Event button.
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows.
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during play or when pressing next/previous key frame button while it's being edited.
  • [780631] Animation: Fixed GameObject animated data being duplicated when copy-and-pasting in Scene View hierarchy.
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in Animation window when changing selection.
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing.
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation window.
  • [789053] Animation: Fixed issue whereby the Z position of RectTransform couldn't be animated.
  • [775841] Animation: Fixed issues when dragging and dropping a sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled.
  • [722129] Animation: Fixed issues with dragging and dropping sprites in a GameObject with multiple bindings available.
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor.
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController.
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes.
  • [762706] Animation: Fixed loss of Animation window selection when selecting child GameObjects.
  • [707863] Animation: Fixed loss of curve selection in the curve editor when keys are moved in the dopesheet editor.
  • Animation: Fixed memory leak in AnimatorOverrideController.
  • [781950] Animation: Fixed missing keys when pasting on curves with multiple matching properties.
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport.
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to Inspector when adding or removing property while recording animation.
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State".
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played.
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state after opening a project from 4.x.
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" pop-up window.
  • [740187] Animation: Fixed Play/Pause/Step buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip.
  • [556392] Animation: Fixed property value not being unselected on mouse down in Animation window.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController field changes on Animator component.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in Animation window when losing focus.
  • [575983] Animation: Fixed unremovable property in the Animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level.
  • [727806] Animation: Generating an avatar with AvatarBuilder should no longer return an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject.
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2, then its child Rigidbody will have its position multiplied by that vector.
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility.
  • Animation: Memory usage improvements.
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask.
  • Animation: Optimized AvatarMask inspector.
  • [624764] Animation: Overridden virtual methods are now listed as potential Animation Event targets in the animation window.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity.
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool no longer rotates wrong for object with negatively scaled parent.
  • [754265] Animation: Unity no longer hard-crashes when importing Blender Rigify model.
  • Asset Bundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [763293] Asset Bundles: Fixed AssetBundle.LoadFromFile usage with Application.streamingAssetsPath on Android.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [758260] Asset Bundles: Fixed thread hang after filesystem error when decompressing AssetBundle data to the cache.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [726464] Asset Bundles: Loading AssetBundles via WWW outside of Play Mode now works correctly.
  • [778562] Asset Import: Added support for Blender 2.77 and later.
  • [771372] Asset Import: Fixed issue with fileScale value always being set to 1 on first import.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit, and added support for horizontal scrolling.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [775982] Cache Server: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [775644] Cache Server: Implemented delay connecting to the cache server, until the user has finshed entering the cache server IP.
  • [678001] Compute: Add more specific error messages when creating compute buffers, to help pinpoint incorrect usage.
  • [708438] Compute: Compute shader programs that use >8 UAVs on platforms (e.g. D3D11 before 11.1) that don't support that many UAVs are no longer dispatched, and when importing such a shader a warning is reported.
  • Compute: Compute shaders from the same folder as a modified .cginc file are now reimported, just like regular shaders are.
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • [738117] Compute: Improved support for bool parameters for compute shaders.
  • [781700] Connect: Opening "last loaded project" upon Unity start up will no longer unlink project from its organization.
  • [681950] Core: Error messages are now returned for invalid locationPathName parameter values for BuildPipeline.BuildPlayer.
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click).
  • [792497] Core: Fixed a crash when more than 65535 identically named objects were created.
  • [716926] Core: Fixed deletion order of depending components.
  • Core: Fixed possible crash when loading multiple asset bundles simultaneously.
  • [793567] Deployment Management: Exceptions from PostProcessBuild callbacks now correctly cause a build to fail. Previously builds with this issue would exit with return code 0.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the Editor log build report.
  • [761859] Deployment Management: Fixed issue whereby building Windows Standalone would fail with Config Dialog Banner set and "Install in builds folder" checked (relevant for source code customers only).
  • [369773] Deployment Management: When building from the GUI, Unity now uses a relative project path if the build location is under the project folder.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space with mismatching flags.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • DX12: Fixed case of DX11 9.x feature level shaders erroneously being treated as supported on DX12.
  • [669717] Editor: Added a warning in the Camera Inspector when the rendering path is set to deferred but the perspective is set to orthographic, as orthographic is unsupported in the deferred path.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: Ctrl/Cmd + marquee select now correctly subtracts from selection in light probe group editor.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [779935] Editor: Dragging objects between different Editor processes should no longer cause unintended behaviors.
  • [787114] Editor: EDITOR ONLY: When multiple Scenes are open when entering Play Mode, the active Scene is now loaded and activated first, no matter where in the list it is. When exiting Play Mode the previous active Scene is now correctly made the active Scene again.
  • [755238] Editor: Editor will now show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: EditorUtility.SetSelectedWireframeHidden state is now saved into Scenes.
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • Editor: Fixed a bug in Editor DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • [712973] Editor: Fixed a Mac-only crash when importing some textures.
  • [709369] Editor: Fixed an issue that could cause Scenes containing prefab instances with driven transforms to immediately become dirty.
  • [762946] Editor: Fixed an issue where, when dragging a second Scene to the Hierarchy, the first Scene would auto-expand.
  • [703222] Editor: Fixed Camera preview sometimes not taking manually overriden projection matrix into account.
  • [774466] Editor: Fixed case of potential extra parenthesis when updating from instance method to instance property.
  • [795182] Editor: Fixed case of Scene.buildIndex being always -1 when in Edit mode.
  • [752218] Editor: Fixed certain UI elements not responding after changing the graphics API.
  • [777411] Editor: Fixed crash when registering Transform using Undo.RegisterCreatedObjectUndo.
  • [763920] Editor: Fixed curves in Particle System inspector not showing negative values initially.
  • [811990] Editor: Fixed deployment of native plugins when building Linux Universal player. Existing projects will need to reapply plugin importer settings.
  • [734284] Editor: Fixed different color gradients & pickers being seen between Gamma and Linear space in player settings.
  • [810330] Editor: Fixed empty Analytics Terms of Services link.
  • [792560] Editor: Fixed graphics settings when importing from an old Unity package.
  • [795707] Editor: Fixed issue where in some cases the Editor window title was not reflecting the current graphics emulation setting immediately.
  • [805547] Editor: Fixed issue where two (or more) Cef browser windows were instantiated.
  • [676201] Editor: Fixed issue whereby exiting Play Mode via script from Start did not work.
  • [715448] Editor: Fixed loss of all keyboard shortcuts when focus is on a Unity Connect window or Asset Store window.
  • [745085] Editor: Fixed null ref configuring Avatar.
  • [775986] Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the Inspector.
  • [729048] Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • [757729] Editor: Fixed Scene View crashing if internal Scene View Camera is disabled.
  • [757212] Editor: Fixed squashed vector fields in Material editor.
  • [705226] Editor: Fixed toggling of Asset Store window in fullscreen mode.
  • [743688] Editor: Fixed warning when deleting an open Scene in the assets folder and then saving the scene from the Hierarchy window.
  • [778277 763319] Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • [788602] Editor: Launcher cosmetic changes: adjusted title font weight.
  • [799627] Editor: Reduced error messages when using IMGUI scope helpers.
  • [789883] Editor: The OnGeneratedCSProjectFiles callback is now triggered as expected when using Visual Studio.
  • [796682] Editor: Updated default license and activation host URL for staging and dev environments.
  • [739892] Editor - Other: Fixed an Editor crash when closing with a detached Asset Store window.
  • [650493] GI: "Edit" button for non-editable lightmap parameter assets now says "View".
  • [663512] GI: Added a message to appear in the Lighting window when a reflection source is not set.
  • [754308] GI: Fixed an issue on iOS and some Android devices where Materials with high Emission would produce banding artifacts when real-time GI was used.
  • [684983, 672944] GI: Fixed baked transparency not being applied to AO.
  • [629690] GI: Fixed baked transparency textures not using tiling and offset values.
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps.
  • [743095] GI: Fixed fallback to non-directional lightmaps on SM2.0 hardware.
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • [791437] GI: Fixed Light/Reflection probe settings in Renderer sometimes being lost after a project upgrade.
  • [728021] GI: Fixed scene view GI visualizations sometimes not working properly.
  • [793304] GI: Fixed some cases of null reference exceptions related to baked object preview coming out of the Lighting window.
  • [714102] GI: Improved Lighting window preview of very small lightmaps.
  • [649006] GI: Improved mixing of directional specular lightmaps with realtime shadows.
  • [650495] GI: Improved name of Default lightmapping parameters asset.
  • [632894] GI: Refresh light probe connections when editing probe position via Inspector.
  • [534658] GI: Substances now work with baked transparency.
  • [776004] GI: The importance value for reflection probes can no longer be a negative value.
  • [775942] Global Illumination: A warning will now appear if user is trying to update a disabled reflection probe.
  • [736077] Global Illumination: Fix in Editor to avoid some of the automatic GI overhead when GI is turned off.
  • [777505] Graphics: Apply material keywords when drawing from command buffers.
  • [793506] Graphics: Color space switch done via PlayerSettings.colorSpace API now takes effect immediately.
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • [685154] Graphics: Filtered out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs.
  • Graphics: Fix to avoid crash in CommandBuffer.Draw commands if null renderer/mesh is passed.
  • [778188] Graphics: Fix to ensure that Unity doesn't set unsupported texture filter or wrap modes.
  • Graphics: Fix to prevent spam of D3D11 debug layer warning messages when setting resource names.
  • [814300] Graphics: Fixed a mipmapping bug causing mipmaps to not update in certain scenarios.
  • [768232] Graphics: Fixed an issue where dynamic batching could produce corrupted geometry when vertex components are compressed.
  • [735101] Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • [728925] Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • [803086] Graphics: Fixed crash in CommandBuffer.DrawMesh when material is null.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow.
  • [804750] Graphics: Fixed DepthNormals pass to no longer use very low precision (16bit) depth buffer. It now uses the same depth buffer format as regular rendering.
  • [778659] Graphics: Fixed incorrect normal/tangent generation when dynamic batching is used on a rotated object without a normal/tangent stream i.e. a rotated TextMesh object.
  • [808304] Graphics: Fixed issue where SyncAsyncResourceUpload would do a busy wait loop, causing a CPU to get pegged unnecessarily.
  • [678975] Graphics: Fixed issue whereby building a player with -nographics would cause some image effects to become disabled in the build.
  • [715712] Graphics: Fixed material file content being non-deterministic in Editor, sometimes order of properties in a '.mat' file changed.
  • [752757] Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly.
  • [758050] Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices.
  • Graphics: Fixed potential problem capturing frames in RenderDoc.
  • [807174] Graphics: Frame Debugger; fixed assert 'PPtr cast failed when dereferencing! Casting from Mesh to Renderer!'
  • [775652] Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will now have light probes and reflection probes disabled by default.
  • [687726] Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • [739115] Graphics: Repeated loading of PNG/JPG images into a Texture2D no longer fails.
  • [768296] Graphics: Static batching can batch more objects now: previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • [727467] Graphics - General: DX12: CPU profiler timeline view is no longer broken.
  • IAP: Fixed case of failed IAP purchase events costing Unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • [742005] IL2CPP: Fixed NavMesh stripping issue.
  • IMGUI: BeginVertical now behaves like BeginHorizontal.
  • [768042] IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control IDs.
  • [744171] IMGUI: GenericMenu shortcut keys are now displayed.
  • [598054] IMGUI: Material Property Drawer now displays a slider and drop-down menu.
  • [744136] IMGUI: NullReferenceException in plugin no longer crashes Unity in GUIStyle drawing.
  • [525606] iOS: Fix to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • [791387] iOS: Fixed case of some Japanese-Kana keyboard buttons being ignored.
  • [777964] iOS: Fixed case of Unity splash screen on standalone player appearing brighter in linear color space on Metal.
  • [801573] iOS: Fixed crash in FMOD_RESULT DSP::release() when AudioManager is deinitialized several times.
  • [732658] iOS: Fixed Korean, Indian and Hebrew font fallbacks.
  • iOS: Incremented the minimum supported iOS version from 6.0 to 7.0 (edit: moved to Changes section)
  • [753299] iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations. This helps plugins that use presentation controllers.
  • [764995] Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • [776940] Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • [731111] MonoDevelop: Added a hint in the breakpoints dialog warning that the list of available exceptions is generated only from the currently selected project.
  • [759138] MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. This fixes an issue with being unable to write to newly created scripts.
  • [754609] MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As".
  • [485138] MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity.
  • [729201] MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition.
  • Multiplayer: Fix to clean up MatchInfo UI in the NetworkManager Play Mode inspector.
  • [732687, 696591] Multiplayer: Fixed bug where connecting to a non-https:// MatchMaker after joining one match would fail in all cases.
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non-error cases when setting the match auth token.
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in one code path.
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue whereby cleaning up a connection containing a StateUpdate channel could cause a crash.
  • [788537] Multiplayer: Fixed issue with initial state in SyncListStructs not being handled correctly.
  • [731045] Multiplayer: Fixed issue with matchSize being incorrectly used from a 'join match' response.
  • Multiplayer: Fixed MatchMaker URI to be correct with http:// prefix as default.
  • [738501] Multiplayer: Fixed UI panel on NetworkManager for match max size and name, and added tooltip info for both.
  • [727797] Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed warnings "no free events" and "Attempt to send to not connected connection"; Bugfix: acks now reset when connection resets.
  • Multiplayer: The WWW object in MatchMaker callback handler is now explicitly disposed when the handler is done with it.
  • [795897] Networking: Fixed issue with SendToAll sending duplicate messages to the local client when hosting.
  • [776137] Occlusion Culling: Fixed broken portal visualization in some cases.
  • [775691] Occlusion Culling: Fixed visualization when changing scenes.
  • OpenGL: Fixed cases of SystemInfo.graphicsMemorySize, graphicsDeviceID and graphicsDeviceVendorID being incorrect on desktop platforms. These now match legacy GL behavior.
  • OpenGL: Fixed crash and reflection probes corruption on iOS A9 devices when using GLES 3.0.
  • OpenGL: Fixed issue whereby 3D textures did not have mipmaps in some cases.
  • OpenGL: Fixes for Windows fullscreen mode.
  • [794384] OpenGL: Work-around for Mac Intel driver crash when trying to use tessellation shaders on a GPU that can't do it.
  • [799348] OSX: Fixes for Cinematic Effects (Depth Of Field, Screen Space Reflections, SMAA) on Metal.
  • [702914] OSX: Menu bar in standalone player no longer blocks the main player loop from updating.
  • [807378] OSX: Significantly improved Editor exit times.
  • [760072] Particles: Applied fix to ensure no garbage is generated when using certain script commands.
  • [782535] Particles: Burst counts are no longer limited to 64K.
  • [772263] Particles: Collider visualization should now scale with transform.
  • [763929] Particles: Disabled size/rotation properly when toggling 3D in the Editor.
  • [764568] Particles: Disabled unused UI options.
  • [696305] Particles: Faster particle mesh data caching and memory usage optimization.
  • [775739] Particles: Fix to disable "Speed Range" UI when it is not relevant.
  • [767786] Particles: Fix to preserve stopEmitting parameter when becoming visible (culling fix).
  • [761003] Particles: Fix to support radius in Trigger module.
  • [782648] Particles: Fixed an edge case where 3D size wasn't behaving correctly.
  • [790186] Particles: Fixed case of "Invalid AABB" error messages.
  • [761790] Particles: Fixed case of scale not being applied correctly to AABB in the TrailRenderer.
  • [781570] Particles: Fixed collision bug where NaN could be generated for the contact normal.
  • [755330] Particles: Fixed collision events to ensure correct events are sent to correct GameObjects.
  • [757061] Particles: Fixed crash when mesh is missing inside player (for example, when a default mesh is used).
  • [763664] Particles: Fixed crashes with null curves and gradients.
  • [765346] Particles: Fixed debug plane visualization.
  • [805565] Particles: Fixed issue where 3D start rotation affects Rotation Over Lifetime module.
  • [795404] Particles: Fixed issue where assigning a different mesh to Shape Module could cause a crash.
  • [773317, 793614 ] Particles: Fixed issue where automatic culling icon did not work with multiple Particle Systems.
  • [775304] Particles: Fixed issue where collision messages did not work for plane collisions.
  • [774931] Particles: Fixed issue where crashes would occur when material is missing and mesh colors are requested.
  • [806920] Particles: Fixed issue where GetTriggerParticles returns incorrect value for first few frames running in Editor.
  • [798671] Particles: Fixed issue where isVisible was not always correct or not updated by ParticleSystem.Play, depending on camera position.
  • [791082] Particles: Fixed issue where Particle System twitches when being moved in the Editor.
  • [803866] Particles: Fixed issue where Particle.GetCurrentSize3D apply curves only to X if separate axis is not set.
  • [784875] Particles: Fixed issue where prewarm was ignored when start delay was greater than start lifetime.
  • [771887] Particles: Fixed issue where size over lifetime using separate axes wasn't always working.
  • [786561] Particles: Fixed issue where Start Frame range is one frame longer than available frames (i.e. TilesX*TilesY).
  • [769838] Particles: Fixed issue where Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation.
  • [762708] Particles: Fixed issue where Trigger Module crashed when assigning the wrong list type via script.
  • [762702] Particles: Fixed issue where Trigger Module wasn't spawning death sub emitters.
  • [805843] Particles: Fixed issue where Trigger particle with 0 speed fails to know whether it is inside or outside Collider.
  • [805903] Particles: Fixed issue where Trigger radius scale property is not exposed to public API.
  • [769656] Particles: Fixed issue where using large gravity values could cause erroneous error messages.
  • [765533] Particles: Fixed issue where Visualize Boun

New in Unity 5.3.6 Patch 1 (Jul 27, 2016)

  • Improvements:
  • VR: Updated to Oculus version 1.6 .
  • Fixes:
  • (811596) - Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved.
  • (803481, 807275) - AssetBundles: Fixed an issue where calling Resources.UnloadUnusedAssets while loading an AssetBundle with AssetBundleRequest.LoadAssetAsync caused an error & stopped the asset from being loaded properly
  • (812396) - Audio: Fixed a crash when/after building for standalone with empty project with several audio clips.
  • (807653) - IL2CPP: Fixed IPEndPoint on IPv6 network.
  • (791844) - iOS: Fixed an issue where InputField.onEndEdit was called from an active InputField.
  • (815735) - iOS: Names for new iOS devices when selecting Unity Remote device.
  • (759719, 759191, 733920) - Mono: Corrected a number of possible hangs with SSL sockets when the Unity Editor entered and exited the play mode. These hangs often showed up in the AuthenticateAsClient method.
  • (810551, 810692) - Networking: ReliableFragmented channel stops working after client has disconnected, then reconnects.
  • (764330) - OS X: Fixed Screen.currentResolution.refreshRate being always 0.
  • (813872) - Particles: Fixed an issue where playing the scene with more than 270 particle prefabs caused a crash.
  • (none) - Windows Store: Fixed a potential crash on Xbox One when retrieving advertising id.
  • (none) - Windows Store: Fixed a rare deadlock when recursively calling InvokeOnAppThread and InvokeOnUIThread many times
  • (none) - Windows Store: Fixed an assert that happened on startup on Xbox One in debug builds.
  • (808700) - Windows Store: Fixed touch screen keyboard input not working on UWP.

New in Unity 5.4.0 RC2 (Jul 22, 2016)

  • Features:
  • Asset Import: Importing is now supported for models with more than 100,000 objects.
  • DX12: Added support for multi-display rendering.
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is now stored per light probe.
  • Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects. This will copy the Image Effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View Effects menu.
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
  • See the API docs for Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports DX11/DX12 with SM 4.0 and up on Windows, OpenGL 4.1 and up on Windows/OSX/Linux, PlayStation 4 and Xbox One.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see Player Settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support; seeTexture2DArray class. description
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController.
  • IAP: Cloud catalog support:A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • iOS: Added support for ODR initial install tags.
  • iOS: Option for custom URL schemes added to Player Settings.
  • Kernel: The transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now simpler and faster. As a result, Transform.Setparent for large hierarchies can also be more expensive, since all data for one hierarchy will always be tightly packed together.
  • OSX: Added Editor-enabled retina support (text and some icons only).
  • Particles: New Trigger Module, including:
  • A script callback when particles touch a predefined list of collision shapes.
  • Ability to modify/kill particles that are intersecting the collision shapes.
  • Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other.
  • Physics: New functions implemented: Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc.
  • Physics: Overlap recovery, used to de-penetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.
  • Physics: The ContactPoint.separation has been exposed.
  • Shaders: Uniform array support:
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock, Shader and Material.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added:
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Oculus Support for DirectX 12.
  • VR: Optimized Single-Pass Stereo Rendering available in Player Settings.
  • VR: VR Focus and ShouldQuit Support: -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR multi-device support:
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (such as DLLs) will be copied to the build for every SDK in the list.
  • At startup, Unity will go down the list and try to initialize each device. If any fail to initialize (for example, if the headset is not connected), Unity will move on to the next. If all fail, Unity won’t enter VR mode.
  • PlayerSettings: Deprecated PlayerSettings stereoscopic 3D checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecated VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Added the ability to get a list of supported SDKs. Readonly: string[] VRSettings.supportedDevices.
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the Services window.
  • Web: WebPlayer support has been removed, and the default player is now the platform desktop being run on for the Editor. Therefore desktop platform installation choices are no longer available for their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all Windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store.
  • Windows: Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Windows: Windows Standalone player now can be run in Low Integrity Mode.
  • Windows Store: Command line argument -dontConnectAcceleratorEvent can now be added to disable accelerator event-based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Windows Store: UnityWebRequest now supported for all SDKs.
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices.
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; users should now use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped; users should now use Light.isBaked and Light.bakedIndex instead. Baked Light now has unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Deprecated Material(String) constructor further. This will now always create a material with the error shader and print an error, in both Editor and player. It will be completely removed in a future Unity version.
  • IMGUI: InvalidOperationException is no longer thrown on opening "select audio clip" pop up dialog. Added EditorGUI.DisabledScope to replace deprecated EditorGUI.[Begin/End]DisabledGroup().
  • Physics: Made changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Physics Meshes are now rejected if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: UnityEngine.Object.GetInstanceID() is no longer thread safe (change made to facilitate a memory optimization).
  • Shaders: Changed default shader compilation target to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target now 2.5. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • Web: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Changes:
  • Android: Assets - Disabled texture streaming for Android.
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will now print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback latency.
  • Audio: Updated FMOD to 4.44.56.
  • Desktop players: With Webplayer removal, desktop players are now part of their respective Editor installations, so the option to separately install them is removed.
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will now trigger a warning when opening a project from any version not matching the project's matching last version string saved in information. This includes small version changes such as 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1.
  • Graphics: Default Camera's background clear color now has 0 alpha, instead of 5/255 alpha.
  • Graphics: Unity splash screen replacement now uniform across platforms, featuring a light and pro-only dark style.
  • Particles: Added particle radius parameter for world collisions.
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision, and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Physics: Renamed Physics.solverIterationCount to Physics.defaultSolverIterations, and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill, allowing for blending between Unity's render layer and the layer behind.
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded, and onActiveSceneChanged to activeSceneChanged, to be compliant with naming conventions.
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Shaders: Moved internal shader for computing screenspace cascaded shadows into Graphics Settings. If you were overriding it before by just dropping it into the project, you now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the Scene will now be properly renamed (in the same way as GameObjects) to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on the same GameObject, a warning message will be shown with a button to fix the situation.
  • UI: Switched component menu name for RectMask2D to match class name.
  • WebGL: Removed .htaccess file generation.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Analytics: Added support for Analytics on AppleTV device.
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Audio - Automatic OpenSL output has been updated to check the native device params and not use OpenSL if they look bad (fixes audio issues on buggy devices).
  • Android: Buildpipe: Updated SDK tools requirements for the Editor.
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Editor: Added Marshmallow to the list of APIs.
  • Android: Enhanced robustness of Location input.
  • Android: IL2CPP - Will now require Android NDK x64 on x64 Windows Editor instead of the 32-bit NDK.
  • Android: SoftInput: Got rid of hardcoded text color, switched to Light theme.
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variations/*/Release/Symbols.
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • Cache Server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Compute: #pragma enable_d3d11_debug_symbols now supported just like regular shaders.
  • Compute: Added DispatchIndirect function (similar to DrawProceduralIndirect; dispatches compute shader with parameters sourced from ComputeBuffer).
  • Compute: API of hidden counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improved error handling for compute shaders.
  • Core: Added more profiling information to the PersistentManager.
  • Core: Improved job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Core: Object.Instantiate now takes a optional Transform parent parameter.
  • Documentation: Improved the docs for Graphics.DrawMesh.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: "Discard changes" in Scene context menu now reloads selected modified scenes.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added API to toggle preventing cross-scene references on/off.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API.
  • Editor: Added support for resizing the height of the Preferences window.
  • Editor: Fixed the title of the Script Execution Order inspector.
  • Editor: In Play Mode the DontDestroyOnLoad Scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading Scenes in Play Mode. This also allows user to see which Scene is loaded in OSX fullscreen mode.
  • Editor - Other: ENABLE_PROFILER now works correctly in Editor for runtime DLL.
  • GI: Added de-noising filter to baked final gather.
  • Before: description After: description
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Atlassing will now correctly generate atlases without wasting space when scaling down objects.
  • GI: BakeEnlightenProbeSetJob results now stored in hashed file to speed up rebaking of light probes.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity. description
  • GI: Improved light update performance.
  • GI: Improved mixing of realtime and baked shadows: removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights.
  • GI: Upgraded to Enlighten 3.03.
  • Graphics: A slice of 3D/2DArray can now be set as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Graphics: Added GL.Flush API.
  • Graphics: Added makeNoLongerReadable argument to Texture3D.Apply and Texture2DArray.Apply APIs, to allow for the release of system memory.
  • Graphics: Added MaterialPropertyBlock.SetBuffer.
  • Graphics: Added mechanism to tweak some Unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts (see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings, for methods to get/set shader settings). Please note that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added RenderTexture.GetNativeDepthBufferPtr for native code plugins.
  • Graphics: Added TextureDimension enum and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to 'true').
  • Graphics: Ambient Occlusion now has separate sliders for direct and indirect light. The default value is Ambient Occlusion on indirect light only. description
  • Graphics: DX11: Unity drawing annotations now correctly appear on Windows Store platforms when using GPU debuggers.
  • Graphics: DX12: Optimized texture/mesh loading times by using GPU copy queue.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • IL2CPP: Optimized method prologues for code size and incremental builds.
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Installer: DownloadAssistant will now warn users if they try to install components which require Unity without selecting UnityEditor component.
  • Installer: Mac Download Assistant will now write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log.
  • Installer: WindowsEditor Installer will install Release Notes online shortcut to the Windows start menu.
  • iOS: Added device support for iPhone SE and iPad Pro 9.7".
  • iOS: Added support for new native rendering plugin interface.
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Updated Game Center APIs will be used when present on the target device.
  • iOS/IL2CPP: Added support for Xcode 7.3 (doesn't use __declspec attributes).
  • iOS/tvOS: Change to use relative symlinks for plugins when building to a related folder.
  • Metal: Support multithreaded rendering on iOS and OSX Metal devices.
  • Multiplayer: Made matchName and matchSize serializable attributes so they can save on the network manager.
  • Multiplayer: WebSocket: Improved memory allocation and socket writing procedure (fixed case of connection closing unexpectedly).
  • OpenGL: Optimized shader translation for matrix array accessing. This especially improves instancing performance.
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to.
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Particles: Choosing a random start frame in the Texture Animation Module is now supported.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics: Added a warning when using a staticially combined mesh on a BoxCollider.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations, to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack, to avoid interference from other systems.
  • Physics: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • ReflectionProbes: Specular probe convolution has been sped up (about 2x), and is now less noisy, particularly for HDR environments.
  • Samsung TV: 2016 Samsung TVs are now supported.
  • Scene Management: Added events sceneLoaded, sceneUnloaded and activeSceneChanged to SceneManager.
  • Scripting: Added array APIs to Shader and CommandBuffer class.
  • Scripting: Added LightShadowsResolution property to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection. This allows user to send files from player to Editor when profiler is connected.
  • Scripting: Improved Instantiate() performance.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Shaders: #pragma targets 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added ability to exclude shaders from automatic upgrade by having "UNITY_SHADER_NO_UPGRADE" anywhere in shader source file.
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants, nor are put into SH data.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • Shaders: ComputeBuffer data layout now matches between DX and automatically-translated GL shaders. Action required: All OpenGL-specific data layout manipulation in user scripts that get or set data from a ComputeBuffer should be removed.
  • Shaders: Engine and built-in shaders use five fewer shader keywords now, leaving more keywords for users. The following keywords are thus removed: SOFTPARTICLES_OFF, HDR_LIGHT_PREPASS_OFF, HDR_LIGHT_PREPASS_ON, SHADOWS_OFF, DIRLIGHTMAP_OFF.
  • Shaders: Extended Standard Shader UI and added new options to disable specular highlights and reflections, and to pack Smoothness into the alpha channel of the Albedo texture.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, and Metal (previously only on DX11/12).
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Shaders: Improved shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal.
  • StackTrace: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • StackTrace: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Standalones: Added -hideWindow command line option to launch standalone applications with window hidden.
  • Substance: Added a FreezeAndReleaseSourceData() method to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, and its inputs cannot be set.
  • Substance: User now recieves a warning when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • UI: Added new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Added rootCanvas property to Canvas.
  • UI: Align By Geometry now supports vertical alignment. This can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Began work on improving performance of MaskUtility functions.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields.
  • UI: ETC1 + alpha support for UIImage.
  • UI: Improved the way that line spacing affects leading in text generation, to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class.
  • UI: UI now sets the texelSize for use in custom shaders.
  • VisualStudio: COM no longer used to launch VisualStudio, resulting in better immediate feedback experience.
  • VR: Added support for the Oculus Rift Remote. It now presents itself to the input system as a joystick named "Oculus Remote".
  • VR: Audio will now dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • VR: Invisible pixels are now masked so GPU time is not wasted (Oculus SDK 1.0+).
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • VR: Updated to Oculus Runtime version 1.5.
  • VR: Updated to the 1.4 Oculus API.
  • WebGL: Incremental builds of generated C++ code are now supported.
  • Windows Standalone: Added "Copy PDB files" option in the Build Settings window. This way, you can control whether or not to copy debugging files.
  • Windows Store: Added Bluetooth capability to Player Settings.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CSharp* projects so that they will no longer rebuild needlessly. See upgrade guide for more information.
  • Windows Store: Improved deserialization performance when using .NET scripting backend
  • Windows Store: Improved Visual Studio project generation. The solution shouldn't rebuild needlessly anymore; however, users may need to delete the old generated project so it can be regenerated.
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Fixes:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer.
  • [798901] 2D: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation.
  • [807288] 2D: Enabling a static 2D trigger collider now results in a callback if in contact with a sleeping collider.
  • [745882] 2D: Fixed a crash when packing a crunched 24-bit texture.
  • [759462, 761416] 2D: Fixed error log 'GetLocalizedString is not allowed...'
  • [754282] 2D: Fixed memory leak when applying changes to sprite.
  • [754385] 2D: Fixed the clipped text in the Unity Preferences > 2D pane.
  • [798879] 2D: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed.
  • [715370] AI: Agent no longer reports no path when moving over OffMeshLink.
  • [721123] AI: Disabled expanding the navmesh clipping hull beyond the collected list of affected polygons - this could cause t-junctions.
  • [727785] AI: Fix prevents rare access of garbage memory of last node in navmesh bv-tree.
  • [717967] AI: Fixed issue where agents area cost settings were overwritten with global cost settings when doing NavMeshAgent.CalculatePath.
  • [683323] AI: Fixed issue where navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • [781657] Android: Added an explicit clear for .mdb files for release builds.
  • [758155] Android: Added support OpenGL ES 3.0 on Vivante GPUs.
  • [689362] Android: Audio is now muted when audio focus is lost,
  • [788040] Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • [786918] Android: Buildpipe: Fixed AAPT errors on project export.
  • [765396] Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • [554244] Android: Editor now only detects Android devices that are online.
  • [762875] Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000).
  • [787491] Android: Fixed a crash on PVR devices caused by a driver issue with KHR_debug.
  • [751102] Android: Fixed a crash related to the main context not being an Activity.
  • [734124] Android: Fixed an issue where Ping wouldn't work in release mode.
  • Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices.
  • [792351] Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • [759195] Android: Fixed bug in Texture.GetPixels for ETC compressed textures.
  • [779338] Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • [766776] Android: Fixed freeze in new splash screen when using threaded GfxDevice.
  • [742199] Android: Fixed remote frame debugger.
  • [757111] Android: LocationService - Fixed crash bug
  • [750227] Android: Marshmallow - Fixed issues when querying for custom permissions.
  • [755510] Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [696580] Android: Tegra 2: application no longer crashes if UnitySendMessage is called during initialization
  • [763447] Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • [766698] Android/IL2CPP: Fixed crash on second startup after installation
  • [789557] Animation: A warning that was erroneously displayed in AnimationClip is now displayed in ModelImporter.
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK.
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [800268] Animation: Animation event no longer fires twice when the controller is set by script and an instantaneous transition is triggered on the same frame.
  • [624764] Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • [568379] Animation: Changed parameter ordering in Add Property pop-up.
  • [753866] Animation: Crossfading an Animator that is already crossfading no longer loses the initial crossfade.
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly.
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging Sprite Assets into the Hierarchy window and then pressing Cancel no longer deletes the parent GameObject.
  • [753888] Animation: Fix animation clip length for bundled clip
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [705558] Animation: Fix to allow deletion of the last keyframe in the curve editor.
  • [758274] Animation: Fix to prevent Animation Event from being created with negative time.
  • [756463] Animation: Fix to prevent crash when a clip is null for an animation extracted from an AssetBundle, whose dependencies have not loaded.
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition.
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off.
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated.
  • [754268] Animation: Fixed a bug where the Animation window would try to access a deleted Animator component and cause a crash.
  • [788452] Animation: Fixed a case where adding an IsActive property to a legacy animation would cause a crash when sampling.
  • [742258] Animation: Fixed a case where animation events queue up when fireEvents is set to false.
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash.
  • [774052] Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • [783143] Animation: Fixed a crash triggered when playing an AnimatorControllerPlayable with an invalid asset.
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer.
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component.
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [743247] Animation: Fixed an error in the Inspector when selecting multiple files.
  • [766978] Animation: Fixed an issue where an assert would fail when importing animations on a model where the skinned mesh was not on the root joint.
  • [742069] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [699102] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag.
  • [761215] Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • [739194] Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [785852] Animation: Fixed an issue where interrupted transitions would cause empty states to continue to output animation.
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to quaternion curves instead of euler curves.
  • [759115] Animation: Fixed an issue where Rotation values would change on save.
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode.
  • [767356] Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [789784] Animation: Fixed an issue where the transition preview wouldn't reappear when valid parameters were set (after it having disappeared when invalid parameters were set).
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [745139] Animation: Fixed an issue with stepped keys having the wrong value.
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [745781] Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0.
  • [745131] Animation: Fixed animation in Scene View not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed Animation window not updating to selection when out of focus or when just opened.
  • [760612] Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips.
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip.
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names.
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [741799] Animation: Fixed Animator.CrossFade failing when already crossfading.
  • [757904] Animation: Fixed Animator.UpdateMode not being saved.
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash.
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar.
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [766898] Animation: Fixed case of animation compression distorting animation.
  • [802229] Animation: Fixed case of ArgumentNullException being issued when deleting a property in the Animation Window.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [796729] Animation: Fixed case of CullingMode not getting properties applied when changed during Play Mode in Inspector.
  • [788132] Animation: Fixed case of GetHumanPose crashing when using it with a humanoid avatar with unsupported hierarchy.
  • [802226] Animation: Fixed case of incorrect framing being applied when changing the Curve Editor property selection in the Animation Window.
  • [731510] Animation: Fixed case of incorrect transition shown in Inspector when entering Play Mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator window.
  • [788662] Animation: Fixed case of playable not updating when an AnimatorController is already set in the animator.
  • [778887] Animation: Fixed case of playable not updating when animator controller is already set in animator.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the Animator window.
  • [786827] Animation: Fixed case of rotation values set in Inspector being restricted to 0-360 degrees when recording animation.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of Scene View not updating when changing clip in the Animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [784470] Animation: Fixed case of transition not evaluating when exit time is close to 1.0.
  • [667639] Animation: Fixed clipped text for transition preview warning message.
  • [715969] Animation: Fixed contextual menu operation on multiple selection in Animation window hierarchy.
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [783821] Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent.
  • [741043] Animation: Fixed crash when changing OverrideController on Animator with no Avatar.
  • [778887] Animation: Fixed crash when changing playable controller in animator in Game Mode.
  • [721289] Animation: Fixed crash when changing scripts while in Play Mode.
  • [754373] Animation: Fixed crash when deleting all euler keys in animation curve.
  • [743374, 740860, 742587] Animation: Fixed crash when deleting AnimatorController asset.
  • [748219] Animation: Fixed crash when duplicating transition.
  • [738767] Animation: Fixed crash when trying to copy Entry Transition.
  • [773437] Animation: Fixed crashes in AudioSource.GetCustomCurve.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in Animation window at certain sample rates.
  • [688412] Animation: Fixed current timeline breaking in the AnimationWindow during resize of the window.
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background.
  • [793808] Animation: Fixed cut letter in the 'Dopesheet' button, in the Animation window.
  • [727806] Animation: Fixed documentation for AvatarBuilder.
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registering.
  • [773007] Animation: Fixed error message in AnimationClip importer.
  • [775773] Animation: Fixed error message in console while optimizing animation hierarchy.
  • [742622] Animation: Fixed error message when adding color animation.
  • [769885] Animation: Fixed error message when using BlendTree livelink
  • [747222] Animation: Fixed errors with unsupported functions and enum events.
  • [719392] Animation: Fixed event window not appearing when pressing Add Animation Event button.
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows.
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during playback when it's being edited.
  • [723883] Animation: Fixed frame number not updating when pressing next/previous key frame button while it's being edited.
  • [780631] Animation: Fixed GameObject animated data being duplicated when copy-and-pasting in Scene View hierarchy.
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in Animation window when changing selection.
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing.
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation window.
  • [789053] Animation: Fixed issue whereby the Z position of RectTransform couldn't be animated.
  • [751714] Animation: Fixed issue with first frame of animation displaying default state of the object.
  • [775841] Animation: Fixed issues when dragging and dropping a sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled.
  • [722129] Animation: Fixed issues with dragging and dropping sprites in a GameObject with multiple bindings available.
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor.
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController.
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes.
  • [769964] Animation: Fixed long start play mode for scene with a lot of controller
  • [762706] Animation: Fixed loss of Animation window selection when selecting child GameObjects.
  • [707863] Animation: Fixed loss of curve selection in the curve editor when keys are moved in the dopesheet editor.
  • Animation: Fixed memory leak in AnimatorOverrideController.
  • [781950] Animation: Fixed missing keys when pasting on curves with multiple matching properties.
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport.
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to Inspector when adding or removing property while recording animation.
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State".
  • [769201] Animation: Fixed negative value in frame navigation ui not prevented
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played.
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state after opening a project from 4.x.
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [766775] Animation: Fixed offset when drag&dropping sprites in animation window
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" pop-up window.
  • [740187] Animation: Fixed Play/Pause/Step buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip.
  • [556392] Animation: Fixed property value not being unselected on mouse down in Animation window.
  • [774484] Animation: Fixed Scale not working in Editor on GameObject with OptmizeGameObject.
  • [689644] Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController field changes on Animator component.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [765141] Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in Animation window when losing focus.
  • [568379] Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • [770140] Animation: Fixed transition previewer getting stuck in an infinite loop with some transitions.
  • [575983] Animation: Fixed unremovable property in the Animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level.
  • [727806] Animation: Generating an avatar with AvatarBuilder should no longer return an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject.
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2, then its child Rigidbody will have its position multiplied by that vector.
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility.
  • Animation: Memory usage improvements.
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask.
  • Animation: Optimized AvatarMask inspector.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [551649] Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity.
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool no longer rotates wrong for object with negatively scaled parent.
  • [759115] Animation: Rotation value changes on Play Mode a little bit.
  • [754265] Animation: Unity no longer hard-crashes when importing Blender Rigify model.
  • [786873] Animation: [backport 5.3] Fixed crash when animating visibility of a GameObject also containing animation in Play Mode.
  • [726464] Asset Bundles: AssetBundles: Loading AssetBundles via WWW outside of Play Mode now works correctly.
  • Asset Bundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [780836] Asset Bundles: Fixed crash that could be triggered when calling AssetBundle.LoadAllAssetAsync() on a streamed Scene AssetBundle.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [781866] Asset Bundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [769858] Asset Bundles: Fixed the source of error messages when building variant AssetBundles.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [778562] Asset Import: Added support for Blender 2.77 and later.
  • [771372] Asset Import: Fixed issue with fileScale value always being set to 1 on first import.
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously.
  • Asset Loading: AssetLoading: Fixed excessive memory usage when decompressing AssetBundles with many objects inside (very large serialized file).
  • Asset Loading: Fixed AssetBundle read error when compressed data could be read as uncompressed.
  • Asset Loading: Fixed possible AssetBundle caching error when starting multiple downloads with an empty cache.
  • [758260] Asset Loading: Fixed thread hang after filesystem error when decompressing AssetBundle data to the cache.
  • [762739] Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • [780356] Asset Management: Fixed crash that could be triggered when undoing the replacement of a transform on a Prefab instance.
  • [775644] Asset Management: Implemented delay connecting to the cache server, until the user has finshed entering the cache server IP.
  • [740603] Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None".
  • [732854] Audio: Audio Low Pass Filter now works on Audio Listener.
  • [758064] Audio: Audio Profiler no longer shows "wrong" information when using Spatialization.
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit, and added support for horizontal scrolling.
  • [632169] Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity.
  • [782248] Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • [772946] Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play.
  • [763036] Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings.
  • [784887] Audio: Fixed crash when disabling component which uses OnAudioFilterRead.
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • [781566] Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [775328] Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • [771825] Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • [760985] Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • [718344] Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • [731177] Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode.
  • [715257] Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available.
  • Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • Audio: Preloaded sounds now allow calling GetData in Start().
  • Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • [775982] CacheServer: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [678001] Compute: Add more specific error messages when creating compute buffers, to help user pinpoint the problem.
  • [708438] Compute: Compute shader programs that use >8 UAVs on platforms (e.g. D3D11 before 11.1) that don't support that many UAVs are no longer dispatched, and when importing such a shader a warning is reported.
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Fixed import of humanoids (mostly single-root 3DSMAX models) when the hierarchy's root object rotation matrix is not identity.
  • [738117] Compute: Improved support for bool parameters for compute shaders.
  • Compute: Warnings/errors for compute shaders are no longer reported during asset import if current build target does not support compute shaders.
  • [781700] Connect: Opening "last loaded project" upon Unity start up will no longer unlink project from its organization.
  • [681950] Core: Error messages now returned for invalid locationPathName parameter values for BuildPipeline.BuildPlayer.
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click).
  • [792497] Core: Fixed a crash when more than 65535 identically named objects were created.
  • [730559] Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly.
  • [751691] Core: Fixed crash when deleting child-object when prefab connection is lost.
  • [716926] Core: Fixed deletion order of depending components.
  • [687655] Core: Fixed issues with import of '~' folders (ignored folders).
  • [687080, 543729, 549533, 593676, 562606] Core: Fixed issues with ScriptableObjects added as sub-objects to assets.
  • [732255] Core: Fixed memory corruption in enlighten scene mapping.
  • [736774] Core: Fixed not being able to return license.
  • [793567] Deployment Management: Exceptions from PostProcessBuild callbacks now correctly cause a build to fail. Previously builds with this issue would exit with return code 0.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the Editor log build report.
  • [369773] Deployment Management: When building from the GUI, Unity now uses a relative project path if the build location is under the project folder.
  • [761859] Deployment Management: [Source Code Customers Only] Fixed issue whereby building Windows Standalone would fail with Config Dialog Banner set and "Install in builds folder" checked.
  • [784933] DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space with mismatching flags.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • DX12: Fixed case of DX11 9.x feature level shaders erroneously being treated as supported on DX12.
  • [669717] Editor: Added a warning in the Camera Inspector when the rendering path is set to deferred but the perspective is set to orthographic, as orthographic is unsupported in the deferred path.
  • [728634] Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [779935] Editor: Dragging objects between different Editor processes should no longer cause unintended behaviors.
  • [787114] Editor: EDITOR ONLY: When multiple Scenes are open when entering Play Mode, the active Scene is now loaded and activated first, no matter where in the list it is. When exiting Play Mode the previous active Scene is now correctly made the active Scene again.
  • [755238] Editor: Editor will now show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: EditorUtility.SetSelectedWireframeHidden state is now saved into Scenes.
  • [741515] Editor: Fied null errors when dragging Prefabs into Scene View.
  • [730441] Editor: Fix Editor freeze when picking in Scene View with a lot of overlapping game objects.
  • [750117] Editor: Fix to prevent Scene data corruption from cross-scene GameObject references. GameObjects from a different Scene were duplicated into the Scene that was referencing it when the Scene was saved.
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • [711720] Editor: Fixed a bug in which the property diff recorder would insert property modification on the prefab asset if it was being edited in the Inspector.
  • [80362

New in Unity 5.3.6 (Jul 21, 2016)

  • Improvements:
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Audio clips with the "Streaming" load type are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback delay of this type of audio clips.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • GI: Added a version number to the Lighting Data asset. Give the user a nice error message if their Lighting Data is out of date.
  • Graphics: Documentation for Display API.
  • iOS: Update Build and Run to work with Xcode 8
  • Lighting: Improved an error message about invalid data when baking probes.
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • Runtime: During crashes even if the stack walking is aborted with error (RtlLookupFunctionEntry returned NULL function. Aborting stack walk), Unity will display stripped stack trace instead of displaying zero stack frames.
  • Shaders: Removed an outdated comment in UnityStandardCore.cginc
  • VR: Updated to Oculus Version 1.5.
  • VR: Updated to version 1.4 of the Oculus API.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
  • Windows Store: Expanded UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon. (791792)
  • Windows Store: Improved 'NULL != certificate' errors, it will now provide a human readable message why it failed to create a certificate. (792507)
  • Fixes:
  • 2D: Generate sprite mesh correctly for sprite with outline data after changing texture's max size setting. (778825)
  • AI: Fixed a crash when inspecting NavMeshAgent.pathEndPosition in MonoDevelop. (767948)
  • Analytics: Fixed a NullReferenceException when stores inform Unity IAP of purchase events without providing metadata for the purchased product.
  • Android: Abandon/Request audio focus on pause/resume. (796242)
  • Android: Application.temporaryCachePath and Application.persistentDataPath always return external paths starting KITKAT. (789870)
  • Android: Audio - Fixed an issue where the application would not regain audio focus after a notification. (796242)
  • Android: Audio - Fixed audio latency in GearVR regression. (789398)
  • Android: Buildpipe - Don't check for passwords if exporting project. (746248)
  • Android: Buildpipe - Don't merge manifests if exporting project. (746248)
  • Android: Buildpipe - Remove mdb files from release build. (781657)
  • Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview. (790236)
  • Android: Fixed a crash related to the main context not being an Activity. (751102)
  • Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo. (793738)
  • Android: Fixed an issue where normals are not correctly oriented on some Adreno models. (769275)
  • Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second. (792351)
  • Android: Fixed clip() in ES3 shaders on some Adreno GPUs. (808817, 805086, 801150)
  • Android: Fixed deployment to devices with unknown OpenGL ES target.
  • Android: Fixed high memory usage of RenderTexture.GetTemporary. (786289)
  • Android: Fixed the case where RenderTexture was released on resume after sleep. (784822, 792574)
  • Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution. (802824)
  • Android: JNI - Throw correct exception when method not found by reflection. (782985)
  • Android: Pause choreographer when activity is paused to fix CPU usage of Unity apps when the app is in background. (770093)
  • Android: Screen.dpi always returns densityDpi now. (796182)
  • Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization. (696580)
  • Android: Workaround for broken texture swizzles on Android 6 Mali GPUs. (788821)
  • Animation: Fixed a performance issue on AnimatorOverrideController rebind. (779058)
  • Animation: Fix for animation stopping before reaching designated position. (790261)
  • Animation: Fixed an animation event firing twice when controller is set by a script and an instantaneous transition is trigger in the same frame. (800268)
  • Animation: Fixed a crash when changing playable controller in animator in game mode. (778887)
  • Animation: Fixed rotation values set in inspector restricted to [0,360] degrees when recording animation. (786827)
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly (761215)
  • AssetBundle: Fixed the crash when calling AssetBundle.LoadAllAssetAsync() on a streamed scene asset bundle. (780836)
  • AssetBundle: Fixed the error message when accessing the main asset. (789840)
  • AssetBundle: Fixed the issue that AssetBundle.name is empty. (791273)
  • AssetBundle: Fixed the issue that failed to asynchronously load the object with script that had the same name as other assets in a bundle. (780289)
  • AssetBundle: Fixed the issue that ScriptableObject data types in asset bundle variants lose references in scenes. (787112)
  • AssetBundles: Added detailed info to print build size stats for normal asset bundles. (768965)
  • AssetBundles: Check if we support the previous active build target before restoring. (778258)
  • AssetBundles: Fixed default compression for WebGL and WebPlayer targets (799652)
  • AssetBundles: Fixed intermittent crash due to thread-safety issues. (780836, 761626)
  • AssetBundles: Fixed the issue that AssetBundleManifest.GetAllDependencies returned bundle itself as dependency. (780252)
  • AssetBundles: Fixed the issue that old asset bundles were not removed to free space. (786259)
  • Asset Management: Fixed a crash when undoing replacement of transform on prefab instance (780356)
  • Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None". (740603)
  • Audio: Audio Profiler no longer shows "wrong" information when using Spatialization. (758064)
  • Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity. (632169)
  • Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins. (782248)
  • Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play. (772946)
  • Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings. (763036)
  • Audio: Fixed crash when disabling component which uses OnAudioFilterRead. (784887)
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system. (781566)
  • Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view. (775328)
  • Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly. (771825)
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds. (760985)
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions. (718344)
  • Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode. (731177)
  • Audio: Low Pass Filter now works on Audio Listener. (732854)
  • Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available. (715257)
  • Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • Audio: Preloaded sounds now allow calling GetData in Start().
  • Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • Audio: Use of 'Best Performance' DSP buffer size results in crash (788521)
  • Build Pipeline: Updated build window to allow case insensitive file extensions.
  • Camera: Stop silently disabling cameras that have non-existing target display set on them. (798640)
  • Compute: Fixed compute shaders being reimported upon active build target changes more often than they should be. (786943)
  • Documentation: Updated documentation for Resources.UnloadAsset to document the 5.x behaviour which is different to 4.6 behaviour. (747347)
  • Director: Fixed a crash-on-exit related to DirectorManager::OnShutdownBeforeObjectCleanup (801482)
  • DX11: Fixed a rare crash in Texture2D.ReadPixels. (791635)
  • Editor: Fix for password not hidden in editor.log. (789493)
  • Editor: Fixed activate license failure if user switch user before activation. (806648)
  • Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling (804864)
  • Editor: Fixed an issue where custom windows could be removed when encountering errors in user editor scripts. (804139)
  • Editor: Fixed an issue where the Editor would freeze if the user attempted to import a model without normals when the selected graphics API is OpenGL 2. (798576)
  • Editor: Fixed an issue with script assembly dependencies, which could cause custom windows to be disabled by user script compilation errors. (791288)
  • Editor: Fixed a crash when entering or exiting play mode while having a GameObject with a missing script reference. (769033, 769504)
  • Editor: Fixed ETC1/AlphaSplit UI option not appearing under TextureImporter > Advanced mode. (782204)
  • Editor: Fixed an exception when renaming script outside of the editor. (776880)
  • Editor: Fixed an exception when dragging non-regular textures (e.g. from DDS files) into scene view. (789841)
  • Editor: Fixed an issue where preferences in Windows registry were not being terminated correctly. (780900)
  • Editor: Fixed a regression where switching platforms while using Cache Server could take much longer than previously. (789845)
  • Editor: Fixed: No auto license updates since Unity 5.1. (784401)
  • ETC1: Fixed ETC1 variant getting stripped out from android build. (795931)
  • General: Fixed a crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown (799469)
  • GI: "Error adding system: Data not available." thrown when building specific scene setup (725776)
  • GI: Cleanup realtime reflection probe pool between level loads. (795429)
  • GI: Enabled L2 spherical harmonics for light probes and use the correct light probes SH axes and scaling (rebaking light probes required). Makes objects lit by lightprobes match static lightmapped objects. Upgraded Enlighten to SDK-3.02.UN1.50384. (760728)
  • GI: Fixed ambient probe update when ground and/or equator color changed. (797822)
  • GI: Fixed an issue which would caused GI textures to be packed incorrectly.
  • GI: Fixed error when baking light probes: "Error adding Enlighten probe set: Failed to allocate probe set." (803088)
  • GI: Fixed some cases of additive scene loading not merging lightmaps properly. (790530)
  • GI: Fixed static batching not working when Lightmap Static and Use Light Probes options were both enabled in a Renderer in manual GI mode. (797235)
  • GI: Updated Enlighten to version 3.02.UN2.51359. Fixes output of incorrect light probe spherical harmonics L2 coefficients in certain situations. This was caused by un-initialized memory. (804898)
  • GI/MSE: Fixes an issue when switching to lighting settings of a different scene. (749008)
  • Global Illumination: Fixed out-of-sync indices of Lightmaps when unloading additively loaded scenes while others are disabled. (784391)
  • Graphics: Fixed s deferred rendering issue on AMD GPU with OSX. (736754, 788007)
  • Graphics: Fixed Display.main not always being Display.displays[0] in multi-display configurations. (785131)
  • Graphics: Fixed s GPU Skinning performance issue each time the mesh becomes visible (some buffers were re-created without a good reason). (782095)
  • Graphics: Fixed s potential memory leak with timesliced realtime reflection probes.
  • Graphics: Fixed some cases of incorrectly "Releasing Render Texture that is set as Camera.targetTexture", resulting in losing Camera.targetTexture. For e.g. in case of device resume after sleep on iOS/Android, context-loss on DirectX or changing Emulation Layer in the Editor. (784822, 794090, 759483)
  • IAP: Fixed IAP IStoreListener.ProcessPurchase method not being called if Unity IAP was informed of a purchase for a product which was not requested during initialisation.
  • IL2CPP: Corrected an exception during code generation with the NPOI library. (809995)
  • IL2CPP: Corrected the packing for some C# struct definitions with explicit layout. (804767)
  • IL2CPP: Fixed a crash that can occur during XML serialization with the .NET 2.0 profile. (802014)
  • IL2CPP: Fixed a crash which can occur during the iteration of enum values cast as a list of System.Object values. (800496)
  • IL2CPP: Fixed try/catch handling when filter type includes generic parameters. (805846)
  • IL2CPP: IL2CPP crash caused by incorrectly calculated stack bottom (796528)
  • IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement. (797495)
  • IL2CPP: Implemented the "Allocated Objects" performance counter in the "Mono Memory" category. (784128)
  • IL2CPP: Load the stack value as unsigned for the conv.r.un opcode in IL. (787701)
  • IL2CPP: Now allow allocation of a pinned GC handle to a null value. (803910)
  • IL2CPP: Prevent a crash in FieldInfo.GetValue. (797649)
  • IL2CPP: Prevent a possible deadlock on PS4. (800301)
  • IL2CPP: Return the correct value for the HasValue property of nullable types on the stack. (806644)
  • IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class. (802618)
  • IL2CPP/PS4: Corrected the exception "System.Net.Sockets.SocketException: System call failed" which could occur when UDP sockets were used. (809864)
  • Inspector: Selecting a scene asset no longer shows "Message" and "Is Warning" fields in the inspector.
  • iOS: Don't install Unity plugin unnecessarily. This caused killing of Xcode whenever the previous build was done with different version of Unity. (711986)
  • iOS: Enabled incremental build for il2cpp by default for old projects. (792932)
  • iOS: Fixed a couple of Metal and Cloud support related small memory leaks (800915, 807370)
  • iOS: Fixed the leak of thread handles and associated resources in UnityEngine.Ping (804440)
  • iOS: Fixed a crash on iOS when 60 fps app is going to background. (788428)
  • iOS: Fixed a crash when releasing WebRequest components. (792606)
  • iOS: Fixed a shader compiler generating invalid metal shaders. (761082)
  • iOS: Fixed apps from hanging when a long running script is triggered from backgrounding (805240)
  • iOS: Fixed a crash when Abort was called on UnityWebRequest before downloading had begun. (790833)
  • iOS: Fixed a crash when calling WWW.Dispose. (803206)
  • iOS: Fixed a crash when scrolling multiline input field on some devices. (792062)
  • iOS: Fixed iOS plugin settings. (772570)
  • iOS: Fixed an issue where generating too many WWW requests or UnityWebRequests at once would cause the app to lock up. (782592)
  • iOS: Fixed OnApplicationPause not being called when PlayFullScreenMovie stops/starts (765574, 744380)
  • iOS: Fixed a possible value change for WebCamTexture.size after calling GetPixels() methods.
  • iOS: Fixed the alignment of certain ARM64 functions which fixed a warning when building with Xcode. (775240)
  • iOS: Fixed UnityWebRequest.isError being set incorrectly when there is no internet connection (746309)
  • iOS: Quarantine LZ4 symbols. This caused AppStore rejections in any submission that referenced WatchConnectivity.framework . (774472)
  • iOS: Removed unneeded il2cpp files that increase build size. (790853)
  • iOS: Set correct value in Xcode when "Target minimum iOS version" player setting is set to 9.0. (785021)
  • iOS: Set missing texel size for WebCamTexture textures. (799572)
  • iOS: Support building to directory with non-existing parent. (757618)
  • iOS/IL2CPP: Allow proper managed stack traces for iOS projects build on Unity Cloud Build. (808292)
  • iOS/IL2CPP: Corrected managed stack traces which could have one incorrect frame when a NullReferenceException occurred. (789160)
  • iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded. (808536)
  • Job Queue: Fixed issue where a deadlock could occur inside the job system in very rare situations. (741295)
  • License: Fixed broken link to buy Pro version. (803795)
  • License: Fixed license page alert bar missing issue. (803806)
  • Lines/Trails: Fixed the issue where hadow casting line renderers could cause visual glitches. (788714)
  • LOD: Fixed unreachable code warnings when distance == selection.maxDistance. (783219)
  • Mecanim: Fixed crash in CopyAnimationNodeState. (796226)
  • Metal: Fixed rendering of masked contents on GUI layer. (802534)
  • Metal: Perform frame buffer clear more effectively (809347)
  • Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data. (794783)
  • Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates. (763536)
  • Mono: Do not allocate during each call to UdpClient::Receive when socket security is not enabled. (763848)
  • Mono: Fixed AOT code generation for Linq.First, Linq.FirstOrDefault, Linq.Last, Linq.LastOrDefault, Linq.Single, and Linq.SingleOrDefault.
  • Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields. (793415)
  • Multidisplay: Fixed changing primary monitor still opens scene in first. (789572)
  • Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor. (761566)
  • Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity. (794054)
  • Multiplayer: ReliableFragmented channel can drop data. (788808)
  • Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call. (760104)
  • Networking: Adding parameter ConnectionConfig.WebSocketReceiveBufferMaxSize (bytes) for manually increasing webSocket buffer and preventing disconnect with log message """"*** sending new, pending truncated **"""". (791362)
  • Networking: Fixed an issue of different error-messages when setting 65535 and 65537 to m_MaxDefaultConnections in HostTopology. (788877)
  • Networking: Fixed an issue whereby calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor. (761566)
  • Networking: Fixed System.Net.NetworkInformation.Ping on recent versions of OSX. (801973)
  • OpenGL: Fixed broken rendering on GLCore Windows editor. (799708)
  • OpenGL: Fixed bufinfo op handling. (780820)
  • OpenGL: Fixed gl_PrimitiveIDIn in geometry shaders. (786278)
  • OpenGL: Fixed possible crash on machines with several different GPUs, if binary shader cache was used from a mismatching GPU.
  • OpenGL: Fixed skinning issues on OSX. (790740)
  • OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy. (774657, 768041, 794455)
  • OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES2.0). (794660, 790555, 737693)
  • OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES3.0) (794660)
  • OpenGLES: Fixed crash triggered by attempting to set a texture parameters with an uninitialized texture dimension. This was affecting the rendering of the splash screen. (806540, 805897)
  • OSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs. (783713)
  • OSX: Add IPv6 support for WWW (804483)
  • OSX: Correctly determine native resolution for full screen applications. (775210)
  • OSX: Fixed a crash when -nographics is used without -batchmode. (796870)
  • OSX: Fixed rare crashes when using WWW from multiple threads. (801759)
  • OSX: Fixed icons in batch mode builds. (707886)
  • OSX: Fixed infrequent crashes in Screen Selector. (787233, 793518)
  • OSX: Fixed the missing menu bar in Windowed mode OS X mac standalone (799420)
  • OSX: Fixed SSL protocol support on 32-bit OSX standalone. (696234)
  • Particles: Added Undo support when auto reparenting sub emitters. (544444)
  • Particles: Bounds are not updated after moving whole particle. (791794)
  • Particles: Fixed a regression when stopping particles and moving them offscreen before they die. (793747)
  • Particles: Fixed an issue where mesh particles are not being scaled when in world space. (772199)
  • Particles: Fixed collisions not being calculated in-between editor updates. (489509)
  • Particles: Fixed a culling regression bug when starting particles offscreen. (793458)
  • Particles: Fixed sorting when using local space particles. (780867)
  • Particles: Fixed the issue where calling Stop on offscreen particle systems would instantly destroy them. (793476)
  • Particles: Fixed the issue where pivot offset on stretched billboard particles was being applied incorrectly. (793101)
  • Particles: Fixed the issue where pivot offset was incorrectly inverted on the Y axis. (790480)
  • Particles: Start delay is only applied when the system time is 0. (754270)
  • Physics: Exposed Rigidbody.solverVelocityIterationCount and Physics.solverVelocityIterationCount to help stabilize bounce behavior on impacts. (768279)
  • Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during play-mode now correctly changes the body-type. (806089)
  • Prefabs: Fixed an issue with serialising objects with 64 bit file IDs, which could cause prefabs to become corrupt. (767793)
  • Samsung TV: UnityEngine.Ping has been fixed and will no longer report permissions issues. (788483)
  • Scene Management: Fixed serialization of SceneSetup.
  • Scene Management: Prevented adding a scene multiple times to the scene list via click and drag. (775666)
  • Scripting: Avoid allocating GC memory during Coroutine iteration. (784481)
  • Scripting: Do not allocate for a MethodInfo.Invoke on a method with no parameters. (780377)
  • Scripting: Fixed deadlock in Editor on re-entering play mode when using ThreadPool. (791026, 771710)
  • Shaders: Fixed confusing behavior where Material's render queue would be overridden, when changing a shader on it. (791704)
  • Shaders: Fixed crash during shader warmup in some cases. (775067, 780644)
  • Shaders: Fixed crash that sometimes happens after deleting a shader, while materials are still trying to use it. (785905)
  • Shaders: Fixed HLSL bitcast operations on fixed/half types not always translated into OpenGL/ES properly. (776808)
  • Shaders: Fixed possible editor scene view picking crash, after reimporting shader with a GrabPass. (744588)
  • Shaders: Fixed reflection probe box projection not being accurate on large polygons. (787136, 801535)
  • Substance: Avoid re-generating ProceduralMaterials twice when switching color space.
  • Substance: Fixed a crash in VisibleIf expression evaluation caused by looking up an input by label instead of by identifier. (779560)
  • Substance: Fixed a crash when undoing a modification of the shader assigned to a ProceduralMaterial . (781118)
  • Substance: Fixed an error when loading package file containing an old version of a substance file. (790491)
  • Substance: Fixed baked ProceduralTextures being serialized without their baked data. (776052)
  • Substance: Fixed GetProceduralXYZ returning 0 when used with an input's label instead of its identifier. (762285)
  • Substance: Fixed normal maps textures being incorrectly processed when used as image inputs to a ProceduralMaterial.
  • Substance: Fixed ProceduralMaterials being stuck in "Generating..." state when leaving playmode as they are being computed. (779574)
  • Substance: Fxed "Mismatched LayoutGroup.Repaint" error message appearing in console when assigning a ProceduralMaterial to a mesh. (780071)
  • Substance: Now warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • Substance: ProceduralTextures being cached to disk/flash now have their size correctly taken into account when querying Caching.spaceOccupied.
  • Substance: Speed up the processing of BakeAndDiscard materials when loading scenes. (776803)
  • Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project. (770290)
  • Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss. (774962)
  • Terrain: Fixed backlit SpeedTree leaves not being correct in deferred shading. (790798)
  • Terrain: Fixed crash loading corrupted terrain. (757741)
  • Terrain: TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning messages if the supplied argument is out of range. (771032)
  • Tizen: Fixed a problem that is an object moves to the center by force sometimes when device is rotated.
  • tvOS: Fixed support for default font of Unity (Arial). (776115)
  • tvOS: Fixed tvOS player support depending on iOS support native libraries.
  • tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking full screen movie playing. (790589)
  • UI: Added missing call to SetParentCanvas at CanvasRenderer::CanvasHierarchyChanged. (764711)
  • UI: Fixed the crash and flickering issues caused by sorting grid. (794539, 792837)
  • UI: Fixed NullReferenceException when deleting object with 2D RectMask component from scene. (766771)
  • UI: Fixed occasional crashes when modifying elements of non-Overlay Canvases. (774423)
  • UI: Fixed race condition between UI system and UI jobs. In rare cases could cause a crash. Added asserts to help identify any future race conditions in the UI system. (794360)
  • UI: Fixed RectMask2D clipping incorrectly when nested canvases are present. (782957)
  • UI: Fixed World Space Canvas not being rendered on render textures. (790264, 799386, 795880)
  • UnityAnalytics: Fix for Game Observer input touches GC alloc based on forum post. And not send extract appRunning event during scene change.
  • UnityWebRequest: [IL2CPP] Fix for app crash when using custom DownloadHandlerScript with preallocated buffer for UnityWebRequest. (796163)
  • UnityWebRequest: Fixed: CORS request blocked due to x-unity-version header. (784422)
  • UnityWebRequest: Fixed: DownloadHandlerScript.CompleteContent is not called. (786293)
  • UnityWebRequest: Fixed an issue where UnityWebRequest.error returned inconsistent results after Abort was called. (790840)
  • UnityWebRequest: Fixed an issue whereby Unity was not responding when trying to quit in headless mode. (790610)
  • UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation. (800964)
  • UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • VCS: Fixed the PlasticSCM connection problems on OSX 10.11 and OSX 10.10. (776804)
  • VCS: Fixed an issue where Cache Server failed to validate prefab created from script. (793780)
  • VCS: Updated VCS plugins from Bitbucket with improved support for IPv6 server connections on Windows and OSX and SSL server connections on Windows, OSX and Linux. (800289)
  • VR: Added support for DirectX12 to Oculus VRDevice.
  • VR: Audio device no longer switches when an unused usb audio device is removed.
  • VR: Fixed Oculus VRNode values on the first frame.
  • VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • VR: GearVR apps render their splash screens directly to the HMD compositor to fix hitching issue
  • VR: GearVR Context creation updated.
  • VR: GearVR no longer renders splash image directly to the HMD's compositor until updated version of Oculus plugin is available.
  • VR: Oculus Plugin Signing for Non-Development builds.
  • VR: Only disable rendering for stereo cameras when VR Focus is lost and RunInBackground is true. (807442)
  • VR: Re-enable rendering when Disabling VR after losing VRFocus. (807454)
  • VR: Reduced delay when returning VRFocus. Should no longer be a static image for a second or two.
  • VR: Remove black bar from side of game view by correcting for occlusion mask. (802122)
  • WebGL: Ensure GC is run after scene load to clear WeakReferences. (783291)
  • WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param. (791362)
  • Windows Standalone: Launcher will correctly display unicode symbols for input bindings. (507878)
  • Windows Store: Accelerometer Events will be correctly returned on ARM platforms Case (802112)
  • Windows Store: Added command line argument -dontConnectAcceleratorEvent, which could help to solve issues with XAML controls used together with Unity.
  • Windows Store: Correctly specify RootNamespace when generating Visual Studio projects for il2cpp backend, fixes Windows Runtime metadata validation test in WACK. (792473)
  • Windows Store: Do not overwrite solution file when building on top. (790408)
  • Windows Store: Fix System.FormatException in MainPage.xaml.cs Case (802990)
  • Windows Store: Fixed a crash which happened when serializing objects which have the first field be an array or a list on .NET scripting backend. (799560)
  • Windows Store: Fixed a memory leak which leaked ~5 KB of memory per frame. (805830)
  • Windows Store: Fixed an issue where plugins marked for .NET scripting backend were still being used even if building to il2cpp scripting backend or vice versa. (810753)
  • Windows Store: Fixed an issue where user couldn't enter @ symbol with touch screen keyboard when Spanish language is selected. (792589)
  • Windows Store: Fixed an issue which sometimes caused "The referenced script on this Behaviour is missing!" after unloading unused assets while maintaining indirect references on the MonoBehaviours on .NET scripting backend. (804163)
  • Windows Store: Fixed an issue with generics, causing access reduction exception at runtime. (790319)
  • Windows Store: Fixed DisconnectedException while pluging/unplugin joystick from usb multiple times. (778842)
  • Windows Store: Fixed enlighten crash on startup when Unity splash was used. (810310)
  • Windows Store: fixed issues with UnityEngine.Networking when using Unity C# projects (774164, 795784)
  • Windows Store: Fixed manifest generation for StoreLogo, when only scale-100 image is available. (775624)
  • Windows Store: Fixed Screen.orientation sometimes reporting incorrect value on startup. (792618)
  • Windows Store: generate code in exported solution to properly setup initial orientations, in order to avoid rotation on startup on Windows 10 (804583)
  • Windows Store: Load first scene after Unity splash screen is over. (767548)
  • Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs. (786277)
  • Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 Case (804156)
  • Windows Store: Workaround a driver bug in Lumia 950, the screen was flickering when navigation bar was spawning or de-spawning. Basically we replace ID3D11DeviceContext::ClearDepthStencilView (which corrupts stencil buffer somehow) with a full screen quad draw call which clears depth/stencil. (790537)
  • Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms Case (801998)
  • WWW: Fixed potential crash when multiple simultaneous downloads failed. (786999)

New in Unity 5.4.0 RC1 (Jul 20, 2016)

  • Features:
  • Asset Import: Importing is now supported for models with more than 100,000 objects.
  • DX12: Added support for multi-display rendering.
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is now stored per light probe.
  • Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects. This will copy the Image Effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View Effects menu.
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
  • See the API docs for Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports DX11/DX12 with SM 4.0 and up on Windows, OpenGL 4.1 and up on Windows/OSX/Linux, PlayStation 4 and Xbox One.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see Player Settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support; seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController.
  • IAP: Cloud catalog support:A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • iOS: Added support for ODR initial install tags.
  • iOS: Option for custom URL schemes added to Player Settings.
  • Kernel: The transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now simpler and faster. As a result, Transform.Setparent for large hierarchies can also be more expensive, since all data for one hierarchy will always be tightly packed together.
  • OSX: Added Editor-enabled retina support (text and some icons only).
  • Particles: New Trigger Module, including:
  • A script callback when particles touch a predefined list of collision shapes.
  • Ability to modify/kill particles that are intersecting the collision shapes.
  • Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other.
  • Physics: New functions implemented: Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc.
  • Physics: Overlap recovery, used to de-penetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.
  • Physics: The ContactPoint.separation has been exposed.
  • Shaders: Uniform array support:
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock, Shader and Material.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added:
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Oculus Support for DirectX 12.
  • VR: Optimized Single-Pass Stereo Rendering available in Player Settings.
  • VR: VR Focus and ShouldQuit Support: -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR multi-device support:
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (such as DLLs) will be copied to the build for every SDK in the list.
  • At startup, Unity will go down the list and try to initialize each device. If any fail to initialize (for example, if the headset is not connected), Unity will move on to the next. If all fail, Unity won’t enter VR mode.
  • PlayerSettings: Deprecated PlayerSettings stereoscopic 3D checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecated VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Added the ability to get a list of supported SDKs. Readonly: string[] VRSettings.supportedDevices.
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the Services window.
  • Web: WebPlayer support has been removed, and the default player is now the platform desktop being run on for the Editor. Therefore desktop platform installation choices are no longer available for their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all Windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store.
  • Windows: Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Windows: Windows Standalone player now can be run in Low Integrity Mode.
  • Windows Store: Command line argument -dontConnectAcceleratorEvent can now be added to disable accelerator event-based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Windows Store: UnityWebRequest now supported for all SDKs.
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices.
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; users should now use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped; users should now use Light.isBaked and Light.bakedIndex instead. Baked Light now has unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Deprecated Material(String) constructor further. This will now always create a material with the error shader and print an error, in both Editor and player. It will be completely removed in a future Unity version.
  • IMGUI: InvalidOperationException is no longer thrown on opening "select audio clip" pop up dialog. Added EditorGUI.DisabledScope to replace deprecated EditorGUI.[Begin/End]DisabledGroup().
  • Physics: Made changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Physics Meshes are now rejected if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: UnityEngine.Object.GetInstanceID() is no longer thread safe (change made to facilitate a memory optimization).
  • Shaders: Changed default shader compilation target to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target now 2.5. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • Web: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Changes:
  • Android: Assets - Disabled texture streaming for Android.
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will now print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback latency.
  • Audio: Updated FMOD to 4.44.56.
  • Desktop players: With Webplayer removal, desktop players are now part of their respective Editor installations, so the option to separately install them is removed.
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will now trigger a warning when opening a project from any version not matching the project's matching last version string saved in information. This includes small version changes such as 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1.
  • Graphics: Default Camera's background clear color now has 0 alpha, instead of 5/255 alpha.
  • Graphics: Unity splash screen replacement now uniform across platforms, featuring a light and pro-only dark style.
  • Particles: Added particle radius parameter for world collisions.
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision, and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Physics: Renamed Physics.solverIterationCount to Physics.defaultSolverIterations, and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill, allowing for blending between Unity's render layer and the layer behind.
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded, and onActiveSceneChanged to activeSceneChanged, to be compliant with naming conventions.
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Shaders: Moved internal shader for computing screenspace cascaded shadows into Graphics Settings. If you were overriding it before by just dropping it into the project, you now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the Scene will now be properly renamed (in the same way as GameObjects) to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on the same GameObject, a warning message will be shown with a button to fix the situation.
  • UI: Switched component menu name for RectMask2D to match class name.
  • WebGL: Removed .htaccess file generation.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Analytics: Added support for Analytics on AppleTV device.
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Audio - Automatic OpenSL output has been updated to check the native device params and not use OpenSL if they look bad (fixes audio issues on buggy devices).
  • Android: Buildpipe: Updated SDK tools requirements for the Editor.
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Editor: Added Marshmallow to the list of APIs.
  • Android: Enhanced robustness of Location input.
  • Android: IL2CPP - Will now require Android NDK x64 on x64 Windows Editor instead of the 32-bit NDK.
  • Android: SoftInput: Got rid of hardcoded text color, switched to Light theme.
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variations/*/Release/Symbols.
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • Cache Server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Compute: #pragma enable_d3d11_debug_symbols now supported just like regular shaders.
  • Compute: Added DispatchIndirect function (similar to DrawProceduralIndirect; dispatches compute shader with parameters sourced from ComputeBuffer).
  • Compute: API of hidden counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improved error handling for compute shaders.
  • Core: Added more profiling information to the PersistentManager.
  • Core: Improved job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Documentation: Improved the docs for Graphics.DrawMesh.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: "Discard changes" in Scene context menu now reloads selected modified scenes.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added API to toggle preventing cross-scene references on/off.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API.
  • Editor: Added support for resizing the height of the Preferences window.
  • Editor: Fixed the title of the Script Execution Order inspector.
  • Editor: In Play Mode the DontDestroyOnLoad Scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading Scenes in Play Mode. This also allows user to see which Scene is loaded in OSX fullscreen mode.
  • Editor - Other: ENABLE_PROFILER now works correctly in Editor for runtime DLL.
  • GI: Added de-noising filter to baked final gather.
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Atlassing will now correctly generate atlases without wasting space when scaling down objects.
  • GI: BakeEnlightenProbeSetJob results now stored in hashed file to speed up rebaking of light probes.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity.
  • GI: Improved light update performance.
  • GI: Improved mixing of realtime and baked shadows: removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights.
  • GI: Upgraded to Enlighten 3.03.
  • Graphics: A slice of 3D/2DArray can now be set as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Graphics: Added GL.Flush API.
  • Graphics: Added makeNoLongerReadable argument to Texture3D.Apply and Texture2DArray.Apply APIs, to allow for the release of system memory.
  • Graphics: Added MaterialPropertyBlock.SetBuffer.
  • Graphics: Added mechanism to tweak some Unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts (see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings, for methods to get/set shader settings). Please note that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added RenderTexture.GetNativeDepthBufferPtr for native code plugins.
  • Graphics: Added TextureDimension enum and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to 'true').
  • Graphics: Ambient Occlusion now has separate sliders for direct and indirect light. The default value is Ambient Occlusion on indirect light only.
  • Graphics: DX11: Unity drawing annotations now correctly appear on Windows Store platforms when using GPU debuggers.
  • Graphics: DX12: Optimized texture/mesh loading times by using GPU copy queue.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • IL2CPP: Optimized method prologues for code size and incremental builds.
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Installer: DownloadAssistant will now warn users if they try to install components which require Unity without selecting UnityEditor component.
  • Installer: Mac Download Assistant will now write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log.
  • Installer: WindowsEditor Installer will install Release Notes online shortcut to the Windows start menu.
  • iOS: Added device support for iPhone SE and iPad Pro 9.7".
  • iOS: Added support for new native rendering plugin interface.
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Updated Game Center APIs will be used when present on the target device.
  • iOS/IL2CPP: Added support for Xcode 7.3 (doesn't use __declspec attributes).
  • iOS/tvOS: Change to use relative symlinks for plugins when building to a related folder.
  • Metal: Support multithreaded rendering on iOS and OSX Metal devices.
  • Multiplayer: Made matchName and matchSize serializable attributes so they can save on the network manager.
  • Multiplayer: WebSocket: Improved memory allocation and socket writing procedure (fixed case of connection closing unexpectedly).
  • OpenGL: Optimized shader translation for matrix array accessing. This especially improves instancing performance.
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to.
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Particles: Choosing a random start frame in the Texture Animation Module is now supported.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics: Added a warning when using a staticially combined mesh on a BoxCollider.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations, to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack, to avoid interference from other systems.
  • Physics: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • ReflectionProbes: Specular probe convolution has been sped up (about 2x), and is now less noisy, particularly for HDR environments.
  • Samsung TV: 2016 Samsung TVs are now supported.
  • Scene Management: Added events sceneLoaded, sceneUnloaded and activeSceneChanged to SceneManager.
  • Scripting: Added array APIs to Shader and CommandBuffer class.
  • Scripting: Added LightShadowsResolution property to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection. This allows user to send files from player to Editor when profiler is connected.
  • Scripting: Improved Instantiate() performance.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Shaders: #pragma targets 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added ability to exclude shaders from automatic upgrade by having "UNITY_SHADER_NO_UPGRADE" anywhere in shader source file.
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants, nor are put into SH data.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • Shaders: ComputeBuffer data layout now matches between DX and automatically-translated GL shaders. Action required: All OpenGL-specific data layout manipulation in user scripts that get or set data from a ComputeBuffer should be removed.
  • Shaders: Engine and built-in shaders use five fewer shader keywords now, leaving more keywords for users. The following keywords are thus removed: SOFTPARTICLES_OFF, HDR_LIGHT_PREPASS_OFF, HDR_LIGHT_PREPASS_ON, SHADOWS_OFF, DIRLIGHTMAP_OFF.
  • Shaders: Extended Standard Shader UI and added new options to disable specular highlights and reflections, and to pack Smoothness into the alpha channel of the Albedo texture.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, and Metal (previously only on DX11/12).
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Shaders: Improved shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal.
  • StackTrace: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • StackTrace: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Standalones: Added -hideWindow command line option to launch standalone applications with window hidden.
  • Substance: Added a FreezeAndReleaseSourceData() method to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, and its inputs cannot be set.
  • Substance: User now recieves a warning when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • UI: Added new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Added rootCanvas property to Canvas.
  • UI: Align By Geometry now supports vertical alignment. This can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Began work on improving performance of MaskUtility functions.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields.
  • UI: Improved the way that line spacing affects leading in text generation, to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class.
  • UI: UI now sets the texelSize for use in custom shaders.
  • VisualStudio: COM no longer used to launch VisualStudio, resulting in better immediate feedback experience.
  • VR: Added support for the Oculus Rift Remote. It now presents itself to the input system as a joystick named "Oculus Remote".
  • VR: Audio will now dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • VR: Invisible pixels are now masked so GPU time is not wasted (Oculus SDK 1.0+).
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • VR: Updated to Oculus Runtime version 1.5.
  • VR: Updated to the 1.4 Oculus API.
  • WebGL: Incremental builds of generated C++ code are now supported.
  • Windows Standalone: Added "Copy PDB files" option in the Build Settings window. This way, you can control whether or not to copy debugging files.
  • Windows Store: Added Bluetooth capability to Player Settings.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CSharp* projects so that they will no longer rebuild needlessly. See upgrade guide for more information.
  • Windows Store: Improved deserialization performance when using .NET scripting backend
  • Windows Store: Improved Visual Studio project generation. The solution shouldn't rebuild needlessly anymore; however, users may need to delete the old generated project so it can be regenerated.
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Fixes:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer.
  • [798901] 2D: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation.
  • [745882] 2D: Fixed a crash when packing a crunched 24-bit texture.
  • [759462, 761416] 2D: Fixed error log 'GetLocalizedString is not allowed...'
  • [754282] 2D: Fixed memory leak when applying changes to sprite.
  • [754385] 2D: Fixed the clipped text in the Unity Preferences > 2D pane.
  • [798879] 2D: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed.
  • [715370] AI: Agent no longer reports no path when moving over OffMeshLink.
  • [721123] AI: Disabled expanding the navmesh clipping hull beyond the collected list of affected polygons - this could cause t-junctions.
  • [727785] AI: Fix prevents rare access of garbage memory of last node in navmesh bv-tree.
  • [717967] AI: Fixed issue where agents area cost settings were overwritten with global cost settings when doing NavMeshAgent.CalculatePath.
  • [683323] AI: Fixed issue where navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • [781657] Android: Added an explicit clear for .mdb files for release builds.
  • [758155] Android: Added support OpenGL ES 3.0 on Vivante GPUs.
  • [689362] Android: Audio is now muted when audio focus is lost,
  • [788040] Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • [786918] Android: Buildpipe: Fixed AAPT errors on project export.
  • [765396] Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • [554244] Android: Editor now only detects Android devices that are online.
  • [762875] Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000).
  • [787491] Android: Fixed a crash on PVR devices caused by a driver issue with KHR_debug.
  • [751102] Android: Fixed a crash related to the main context not being an Activity.
  • [734124] Android: Fixed an issue where Ping wouldn't work in release mode.
  • Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices.
  • [792351] Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • [759195] Android: Fixed bug in Texture.GetPixels for ETC compressed textures.
  • [779338] Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • [766776] Android: Fixed freeze in new splash screen when using threaded GfxDevice.
  • [742199] Android: Fixed remote frame debugger.
  • [757111] Android: LocationService - Fixed crash bug
  • [750227] Android: Marshmallow - Fixed issues when querying for custom permissions.
  • [755510] Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [696580] Android: Tegra 2: application no longer crashes if UnitySendMessage is called during initialization
  • [763447] Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • [766698] Android/IL2CPP: Fixed crash on second startup after installation
  • [789557] Animation: A warning that was erroneously displayed in AnimationClip is now displayed in ModelImporter.
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK.
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [800268] Animation: Animation event no longer fires twice when the controller is set by script and an instantaneous transition is triggered on the same frame.
  • [624764] Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • [568379] Animation: Changed parameter ordering in Add Property pop-up.
  • [753866] Animation: Crossfading an Animator that is already crossfading no longer loses the initial crossfade.
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly.
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging Sprite Assets into the Hierarchy window and then pressing Cancel no longer deletes the parent GameObject.
  • [753888] Animation: Fix animation clip length for bundled clip
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [705558] Animation: Fix to allow deletion of the last keyframe in the curve editor.
  • [758274] Animation: Fix to prevent Animation Event from being created with negative time.
  • [756463] Animation: Fix to prevent crash when a clip is null for an animation extracted from an AssetBundle, whose dependencies have not loaded.
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition.
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off.
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated.
  • [754268] Animation: Fixed a bug where the Animation window would try to access a deleted Animator component and cause a crash.
  • [788452] Animation: Fixed a case where adding an IsActive property to a legacy animation would cause a crash when sampling.
  • [742258] Animation: Fixed a case where animation events queue up when fireEvents is set to false.
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash.
  • [774052] Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • [783143] Animation: Fixed a crash triggered when playing an AnimatorControllerPlayable with an invalid asset.
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer.
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component.
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [743247] Animation: Fixed an error in the Inspector when selecting multiple files.
  • [766978] Animation: Fixed an issue where an assert would fail when importing animations on a model where the skinned mesh was not on the root joint.
  • [742069] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [699102] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag.
  • [761215] Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • [739194] Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [785852] Animation: Fixed an issue where interrupted transitions would cause empty states to continue to output animation.
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to quaternion curves instead of euler curves.
  • [759115] Animation: Fixed an issue where Rotation values would change on save.
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode.
  • [767356] Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [789784] Animation: Fixed an issue where the transition preview wouldn't reappear when valid parameters were set (after it having disappeared when invalid parameters were set).
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [745139] Animation: Fixed an issue with stepped keys having the wrong value.
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [745781] Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0.
  • [745131] Animation: Fixed animation in Scene View not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed Animation window not updating to selection when out of focus or when just opened.
  • [760612] Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips.
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip.
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names.
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [741799] Animation: Fixed Animator.CrossFade failing when already crossfading.
  • [757904] Animation: Fixed Animator.UpdateMode not being saved.
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash.
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar.
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [766898] Animation: Fixed case of animation compression distorting animation.
  • [802229] Animation: Fixed case of ArgumentNullException being issued when deleting a property in the Animation Window.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [796729] Animation: Fixed case of CullingMode not getting properties applied when changed during Play Mode in Inspector.
  • [788132] Animation: Fixed case of GetHumanPose crashing when using it with a humanoid avatar with unsupported hierarchy.
  • [802226] Animation: Fixed case of incorrect framing being applied when changing the Curve Editor property selection in the Animation Window.
  • [731510] Animation: Fixed case of incorrect transition shown in Inspector when entering Play Mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator window.
  • [788662] Animation: Fixed case of playable not updating when an AnimatorController is already set in the animator.
  • [778887] Animation: Fixed case of playable not updating when animator controller is already set in animator.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the Animator window.
  • [786827] Animation: Fixed case of rotation values set in Inspector being restricted to 0-360 degrees when recording animation.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of Scene View not updating when changing clip in the Animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [784470] Animation: Fixed case of transition not evaluating when exit time is close to 1.0.
  • [667639] Animation: Fixed clipped text for transition preview warning message.
  • [715969] Animation: Fixed contextual menu operation on multiple selection in Animation window hierarchy.
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [783821] Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent.
  • [741043] Animation: Fixed crash when changing OverrideController on Animator with no Avatar.
  • [778887] Animation: Fixed crash when changing playable controller in animator in Game Mode.
  • [721289] Animation: Fixed crash when changing scripts while in Play Mode.
  • [754373] Animation: Fixed crash when deleting all euler keys in animation curve.
  • [743374, 740860, 742587] Animation: Fixed crash when deleting AnimatorController asset.
  • [748219] Animation: Fixed crash when duplicating transition.
  • [738767] Animation: Fixed crash when trying to copy Entry Transition.
  • [773437] Animation: Fixed crashes in AudioSource.GetCustomCurve.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in Animation window at certain sample rates.
  • [688412] Animation: Fixed current timeline breaking in the AnimationWindow during resize of the window.
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background.
  • [793808] Animation: Fixed cut letter in the 'Dopesheet' button, in the Animation window.
  • [727806] Animation: Fixed documentation for AvatarBuilder.
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registering.
  • [773007] Animation: Fixed error message in AnimationClip importer.
  • [775773] Animation: Fixed error message in console while optimizing animation hierarchy.
  • [742622] Animation: Fixed error message when adding color animation.
  • [769885] Animation: Fixed error message when using BlendTree livelink
  • [747222] Animation: Fixed errors with unsupported functions and enum events.
  • [719392] Animation: Fixed event window not appearing when pressing Add Animation Event button.
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows.
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during playback when it's being edited.
  • [723883] Animation: Fixed frame number not updating when pressing next/previous key frame button while it's being edited.
  • [780631] Animation: Fixed GameObject animated data being duplicated when copy-and-pasting in Scene View hierarchy.
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in Animation window when changing selection.
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing.
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation window.
  • [789053] Animation: Fixed issue whereby the Z position of RectTransform couldn't be animated.
  • [751714] Animation: Fixed issue with first frame of animation displaying default state of the object.
  • [775841] Animation: Fixed issues when dragging and dropping a sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled.
  • [722129] Animation: Fixed issues with dragging and dropping sprites in a GameObject with multiple bindings available.
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor.
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController.
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes.
  • [769964] Animation: Fixed long start play mode for scene with a lot of controller
  • [762706] Animation: Fixed loss of Animation window selection when selecting child GameObjects.
  • [707863] Animation: Fixed loss of curve selection in the curve editor when keys are moved in the dopesheet editor.
  • Animation: Fixed memory leak in AnimatorOverrideController.
  • [781950] Animation: Fixed missing keys when pasting on curves with multiple matching properties.
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport.
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to Inspector when adding or removing property while recording animation.
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State".
  • [769201] Animation: Fixed negative value in frame navigation ui not prevented
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played.
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state after opening a project from 4.x.
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [766775] Animation: Fixed offset when drag&dropping sprites in animation window
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" pop-up window.
  • [740187] Animation: Fixed Play/Pause/Step buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip.
  • [556392] Animation: Fixed property value not being unselected on mouse down in Animation window.
  • [774484] Animation: Fixed Scale not working in Editor on GameObject with OptmizeGameObject.
  • [689644] Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController field changes on Animator component.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [765141] Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in Animation window when losing focus.
  • [568379] Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • [770140] Animation: Fixed transition previewer getting stuck in an infinite loop with some transitions.
  • [575983] Animation: Fixed unremovable property in the Animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level.
  • [727806] Animation: Generating an avatar with AvatarBuilder should no longer return an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject.
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2, then its child Rigidbody will have its position multiplied by that vector.
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility.
  • Animation: Memory usage improvements.
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask.
  • Animation: Optimized AvatarMask inspector.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [551649] Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity.
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool no longer rotates wrong for object with negatively scaled parent.
  • [759115] Animation: Rotation value changes on Play Mode a little bit.
  • [754265] Animation: Unity no longer hard-crashes when importing Blender Rigify model.
  • [786873] Animation: [backport 5.3] Fixed crash when animating visibility of a GameObject also containing animation in Play Mode.
  • [726464] Asset Bundles: AssetBundles: Loading AssetBundles via WWW outside of Play Mode now works correctly.
  • Asset Bundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [780836] Asset Bundles: Fixed crash that could be triggered when calling AssetBundle.LoadAllAssetAsync() on a streamed Scene AssetBundle.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [781866] Asset Bundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [769858] Asset Bundles: Fixed the source of error messages when building variant AssetBundles.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [778562] Asset Import: Added support for Blender 2.77 and later.
  • [771372] Asset Import: Fixed issue with fileScale value always being set to 1 on first import.
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously.
  • Asset Loading: AssetLoading: Fixed excessive memory usage when decompressing AssetBundles with many objects inside (very large serialized file).
  • Asset Loading: Fixed AssetBundle read error when compressed data could be read as uncompressed.
  • Asset Loading: Fixed possible AssetBundle caching error when starting multiple downloads with an empty cache.
  • [758260] Asset Loading: Fixed thread hang after filesystem error when decompressing AssetBundle data to the cache.
  • [762739] Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • [780356] Asset Management: Fixed crash that could be triggered when undoing the replacement of a transform on a Prefab instance.
  • [775644] Asset Management: Implemented delay connecting to the cache server, until the user has finshed entering the cache server IP.
  • [740603] Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None".
  • [732854] Audio: Audio Low Pass Filter now works on Audio Listener.
  • [758064] Audio: Audio Profiler no longer shows "wrong" information when using Spatialization.
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit, and added support for horizontal scrolling.
  • [632169] Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity.
  • [782248] Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • [772946] Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play.
  • [763036] Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings.
  • [784887] Audio: Fixed crash when disabling component which uses OnAudioFilterRead.
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • [781566] Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [775328] Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • [771825] Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • [760985] Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • [718344] Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • [731177] Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode.
  • [715257] Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available.
  • Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • Audio: Preloaded sounds now allow calling GetData in Start().
  • Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • [775982] CacheServer: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [678001] Compute: Add more specific error messages when creating compute buffers, to help user pinpoint the problem.
  • [708438] Compute: Compute shader programs that use >8 UAVs on platforms (e.g. D3D11 before 11.1) that don't support that many UAVs are no longer dispatched, and when importing such a shader a warning is reported.
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Fixed import of humanoids (mostly single-root 3DSMAX models) when the hierarchy's root object rotation matrix is not identity.
  • [738117] Compute: Improved support for bool parameters for compute shaders.
  • Compute: Warnings/errors for compute shaders are no longer reported during asset import if current build target does not support compute shaders.
  • [781700] Connect: Opening "last loaded project" upon Unity start up will no longer unlink project from its organization.
  • [681950] Core: Error messages now returned for invalid locationPathName parameter values for BuildPipeline.BuildPlayer.
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click).
  • [792497] Core: Fixed a crash when more than 65535 identically named objects were created.
  • [730559] Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly.
  • [751691] Core: Fixed crash when deleting child-object when prefab connection is lost.
  • [716926] Core: Fixed deletion order of depending components.
  • [687655] Core: Fixed issues with import of '~' folders (ignored folders).
  • [687080, 543729, 549533, 593676, 562606] Core: Fixed issues with ScriptableObjects added as sub-objects to assets.
  • [732255] Core: Fixed memory corruption in enlighten scene mapping.
  • [736774] Core: Fixed not being able to return license.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the Editor log build report.
  • [784933] DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space with mismatching flags.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • DX12: Fixed case of DX11 9.x feature level shaders erroneously being treated as supported on DX12.
  • [669717] Editor: Added a warning in the Camera Inspector when the rendering path is set to deferred but the perspective is set to orthographic, as orthographic is unsupported in the deferred path.
  • [728634] Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [779935] Editor: Dragging objects between different Editor processes should no longer cause unintended behaviors.
  • [787114] Editor: EDITOR ONLY: When multiple Scenes are open when entering Play Mode, the active Scene is now loaded and activated first, no matter where in the list it is. When exiting Play Mode the previous active Scene is now correctly made the active Scene again.
  • [755238] Editor: Editor will now show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: EditorUtility.SetSelectedWireframeHidden state is now saved into Scenes.
  • [741515] Editor: Fied null errors when dragging Prefabs into Scene View.
  • [730441] Editor: Fix Editor freeze when picking in Scene View with a lot of overlapping game objects.
  • [750117] Editor: Fix to prevent Scene data corruption from cross-scene GameObject references. GameObjects from a different Scene were duplicated into the Scene that was referencing it when the Scene was saved.
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • [711720] Editor: Fixed a bug in which the property diff recorder would insert property modification on the prefab asset if it was being edited in the Inspector.
  • [803624] Editor: Fixed a crash when importing a large sprite sheet.
  • [771132] Editor: Fixed a crash when playing a scene with an iOS device connected as a Unity Remote.
  • [712973] Editor: Fixed a Mac-only crash when importing some textures.
  • [775244] Editor: Fixed access to destroyed window during shutdown.
  • [769833] Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • [709369] Editor: Fixed an issue that could cause Scenes containing prefab instances with driven transforms to immediately become dirty.
  • [588531] Editor: Fixed an issue where deleted folders are recreated if the meta file is still present in non-source control serialisation modes.
  • [762946] Editor: Fixed an issue where, when dragging a second Scene to the Hierarchy, the first Scene would auto-expand.
  • [703222] Editor: Fixed Camera preview sometimes not taking

New in Unity 5.3.5 Patch 8 (Jul 13, 2016)

  • Improvements:
  • Graphics: Documentation for Display API.
  • Lighting: Improved an error message about invalid data when baking probes.
  • Shaders: Removed an outdated comment in UnityStandardCore.cginc
  • Fixes:
  • (808817, 805086, 801150) - Android: Fixed clip() in ES3 shaders on some Adreno GPUs.
  • (796182) - Android: Screen.dpi always returns densityDpi now.
  • (798640) - Camera: Stop silently disabling cameras that have non-existing target display set on them.
  • (798576) - Editor: Fixed an issue where the Editor would freeze if the user attempted to import a model without normals when the selected graphics API is OpenGL 2.
  • (785131) - Graphics: Fixed Display.main not always being Display.displays[0] in multi-display configurations.
  • (809864) - IL2CPP/PS4: Corrected the exception "System.Net.Sockets.SocketException: System call failed" which could occur when UDP sockets were used.
  • (809995) - IL2CPP: Corrected an exception during code generation with the NPOI library.
  • (808536) - iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded.
  • (800289) - VCS: Updated VCS plugins from Bitbucket with improved support for IPv6 server connections on Windows and OSX and SSL server connections on Windows, OSX and Linux.
  • (810310) - Windows Store: Fixed enlighten crash on startup when Unity splash was used.
  • (810753) - Windows Store: Fixed an issue where plugins marked for .NET scripting backend were still being used even if building to il2cpp scripting backend or vice versa.

New in Unity 5.4.0 Beta 25 (Jul 12, 2016)

  • Fixes:
  • [798901] 2D: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation.
  • [798879] 2D: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [784933] DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [803624] Editor: Fixed a crash when importing a large sprite sheet.
  • [797557] Editor: Fixed crashes in various circumstances when using shaders with too many samplers.
  • [676201] Editor: Fixed issue whereby exiting Play Mode via script from Start did not work.
  • [806160] GI: Fixed source of crash that could happen in GetLightProbeProxyVolumeSample or SampleReflectionProbes.
  • [808304] Graphics: Fixed issue where SyncAsyncResourceUpload would do a busy wait loop, causing a CPU to get pegged unnecessarily.
  • Graphics: SpeedTree: Fixed incorrect rendering when a tree is in dithering on some mobile devices such as iPhone 6.
  • [800915, 807370] iOS: Fixed a couple of minor memory leaks relating to Metal and Cloud support.
  • [801573] iOS: Fixed crash in FMOD_RESULT DSP::release() when AudioManager::CloseFMOD is called several times.
  • [804440] iOS: Fixed leak of thread handles and associated resources in UnityEngine.Ping.
  • [806450] OpenGLES: Fixed crash on some Android applications, which could be triggered by attempting to set a texture parameter with an uninitialized texture dimension. This in turn affected the rendering of the splash screen.
  • [804483] OSX: Added IPv6 support for WWW.
  • [796870] OSX: Fixed a crash when using -nographics without -batchmode.
  • [801759] OSX: Fixed rare crashes when using WWW from multiple threads.
  • [800794] PS Vita: Fixed case of IL2CPP NewGuid returning duplicates.
  • [796528] PS Vita: Fixed IL2CPP crash caused by incorrectly calculated stack bottom.
  • [788521] PS Vita: Fixed issue whereby use of 'Best Performance' DSP buffer size would result in a crash.
  • [792648] Text Rendering: Fixed bug preventing best fit from working when font size 0 specified.
  • [803344] Text Rendering: Fixed case of text occasionally sampling beyond the spacing between adjacent glyphs by adding a default 1 texel padding around all glyphs in dynamic font textures.
  • VCS: Moved the assignment of an identifier from the constructor to the Get method. This stops a C++ method being called during C# constructor and serialization (which is a scripting warning as it is unsafe to do this).
  • [802112] Windows Store: Accelerometer Events are now returned correctly on ARM platforms.
  • [802112] Windows Store: Accelerometer Events are now returned correctly on ARM platforms. Previously, "out of bounds" exceptions could be raised.
  • [804156] Windows Store: Fixed case of SystemInfo.supportsVibration returning an incorrect value on Windows Phone 8.1/10.0.
  • [802990] Windows Store: Fixed System.FormatException in MainPage.xaml.cs.
  • [804156] Windows Store: SystemInfo.supportsVibration now returns correct values on Windows Phone 8.1/10.0.
  • [801998] Windows Store: WWW.responseHeaders now returns the STATUS header (where previously it was dropped), as other platforms do.
  • Known Issues:
  • [775353] Asset Management: Crash in HandleSetTransformFatherDragAndDrop when dragging a Tree Prefab to the Hierarchy window.
  • [808123] Editor: In some cases, Editor freezes when Scene is opened after switching platform to Android.
  • [804333] Editor: Reverting prefab and pressing undo can result in a crash.
  • [808187] Editor: Undoing hierarchy leads to m_TransformData.hierarchy == NULL assert followed by a crash.
  • [811570] Editor: Windows Editor is not honoring vsync and running at high frame rate. Will be fixed in the next build.
  • [811532] IMGUI: [Editor][Regression] 'String too long for TextMeshGenerator' is thrown after opening 'About Unity' popup window. Will be fixed in the next build.
  • [805227] Particles: Particles render as trails in some cases.
  • [809364] UI: 9-Sliced images whose sprite has mipmapping can blur if size is too small. Disable mipmapping as workaround
  • [779516] UI: Editing Text with Best Fit enabled causes artifacts to appear.
  • [795877] UI: World space canvas flickers when resizing game view.
  • [811571] VR: Single-pass rendering: The following Standard Asset Image Effects do not currently work reliably: CameraMotionBlur, ScreenSpaceAmbientObscurance. A fix is being developed.

New in Unity 5.3.5 Patch 7 (Jul 8, 2016)

  • Fixes
  • (767948) - AI: Fixed crash when inspecting NavMeshAgent.pathEndPosition in MonoDevelop.
  • (789870) - Android: Application.temporaryCachePath and Application.persistentDataPath always return external paths starting KITKAT.
  • (796242) - Android: Audio - Fixed an issue where the application would not regain audio focus after a notification.
  • (799652) - AssetBundles: Fixed default compression for WebGL and WebPlayer targets
  • (788521) - Audio: Use of 'Best Performance' DSP buffer size results in crash
  • (804864) - Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling
  • (780900) - Editor: Fixed issue where preferences in Windows registry were not being terminated correctly
  • (801482) - Fixed a crash-on-exit related to DirectorManager::OnShutdownBeforeObjectCleanup
  • (761215) - Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • (780356) - Fixed crash when undoing replacement of transform on prefab instance
  • (749008) - GI/MSE: Fixes an issue when switching to lighting settings of a different scene.
  • (725776) - GI: "Error adding system: Data not available." thrown when building specific scene setup
  • (804898) - GI: Updated Enlighten to version 3.02.UN2.51359. Fixes output of incorrect light probe spherical harmonics L2 coefficients in certain situations. This was caused by un-initialized memory.
  • (796528) - IL2CPP: IL2CPP crash caused by incorrectly calculated stack bottom
  • (806644) - IL2CPP: Return the correct value for the HasValue property of nullable types on the stack.
  • (808292) - iOS/IL2CPP: Allow proper managed stack traces for iOS projects build on Unity Cloud Build.
  • (800915, 807370) - iOS: Fix a couple of Metal and Cloud support related small memory leaks
  • (804440) - iOS: Fix leak of thread handles and associated resources in UnityEngine.Ping
  • (805240) - iOS: Fixed apps from hanging when a long running script is triggered from backgrounding
  • (765574, 744380) - iOS: Fixed OnApplicationPause not being called when PlayFullScreenMovie stops/starts
  • (746309) - iOS: Fixed UnityWebRequest.isError being set incorrectly when there is no internet connection
  • (802534) - Metal: Fixed rendering of masked contents on GUI layer.
  • (809347) - Metal: Perform framebuffer clear more effectively
  • (789572) - Multidisplay: Fixed changing primary monitor still opens scene in first.
  • (794660) - OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES3.0)
  • (804483) - OSX: Add IPv6 support for WWW
  • (796870) - OSX: Fix a crash when -nographics is used without -batchmode
  • (801759) - OSX: Fix rare crashes when using WWW from multiple threads
  • (799420) - OSX: Fixed missing menu bar in Windowed mode OS X mac standalone
  • (none) - Tizen: Fix a problem that is an object moves to the center by force sometimes when device is rotated.
  • (766771) - UI: Fixed NullReferenceException when deleting object with 2D RectMask component from scene
  • (794360) - UI: Fixed race condition between UI system and UI jobs. In rare cases could cause a crash. Added asserts to help identify any future race conditions in the UI system.
  • (none) - VR: GearVR apps render their splash screens directly to the HMD compositor to fix hitching issue
  • (807442) - VR: Only disable rendering for stereo cameras when VR Focus is lost and RunInBackground is true.
  • (807454) - VR: Re-enable rendering when Disabling VR after losing VRFocus.
  • (none) - VR: Reduced delay when returning VRFocus. Should no longer be a static image for a second or two.
  • (804583) - Windows Store: generate code in exported solution to properly setup initial orientations, in order to avoid rotation on startup on Windows 10
  • (802112) - Windows Store: Accelerometer Events will be correctly returned on ARM platforms Case
  • (802990) - Windows Store: Fix System.FormatException in MainPage.xaml.cs Case
  • (804156) - Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 Case
  • (801998) - Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms Case

New in Unity 5.4.0 Beta 24 (Jul 4, 2016)

  • Changes:
  • Editor: Changed License Title from "Unity Pro" to "Unity Plus or Pro".
  • Improvements:
  • VR: Updated to Oculus Runtime version 1.5.
  • Fixes:
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [802229] Animation: Fixed case of ArgumentNullException being issued when deleting a property in the Animation Window.
  • [802226] Animation: Fixed case of incorrect framing being applied when changing the Curve Editor property selection in the Animation Window.
  • [788662] Animation: Fixed case of playable not updating when an AnimatorController is already set in the animator.
  • Animation: Memory usage improvements.
  • [806648] Editor: Fixed issue where switching user before activating would cause a license activation failure.
  • [805547] Editor: Fixed issue where two (or more) Cef browser windows were instantiated.
  • [789883] Editor: The OnGeneratedCSProjectFiles callback is now triggered as expected when using Visual Studio.
  • [754308] GI: Fixed an issue on iOS and some Android devices where Materials with high Emission would produce banding artifacts when real-time GI was used.
  • [799572] iOS: Fix to set the missing texel size for WebCamTexture textures. This in turn fixes WebCamTexture rendering on UI's RawImage.
  • [785021] iOS: Fixed case of incorrect value being set in Xcode when the "Target minimum iOS version" player setting in Unity was set to 9.0.
  • iOS: Fixed case of possible change in WebCamTexture.size values after calling GetPixels() methods.
  • [788428] iOS: Fixed crash on iOS when an app targeting 60 FPS was being suspended to background.
  • iOS: Incremented the minimum supported iOS version from 6.0 to 7.0.
  • [802534] Metal: Fixed rendering of masked contents on GUI layer.
  • [777966] Physics: Fixed the source of a number of crashes that could occur when setting properties (such as 'connectedBody') of broken Joints during the OnJointBreak callback.
  • [657306] Scripting: Fixed thread safety of TimeZone.CurrentTimeZone and DateTime.Now.
  • [790589] tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking fullscreen movie playing.
  • [785501] UI: Fixed issue where the last UI element added to a layout group via the Create... menu would be mis-positioned.
  • Windows: Fixed occasional stutter when running with vsync turned off.
  • Known Issues:
  • [788312] There is some stereo discrepency on spotlights and point lights when using deferred rendering.
  • [775353] Asset Management: Crash in HandleSetTransformFatherDragAndDrop when dragging a Tree Prefab to the Hierarchy window.
  • [800900] Editor: Editor doesn't repaint when Services window is docked next to the Inspector.
  • [808123] Editor: In some cases, Editor freezes when Scene is opened after switching platform to Android.
  • [804333] Editor: Reverting prefab and pressing undo can result in a crash.
  • [688985] GI: Copying a Scene loses the baked lighting. Workaround is to manually use "Build Lighting."
  • [808616] Graphics: GL.LoadPixelMatrix is broken (VR matrix changes in 5.4, regression). Will be fixed in the next build.
  • Graphics: In deferred rendering, lightmapped objects affected by mixed-mode lights fallback to forward rendering.
  • [805227] Particles: Particles render as trails in some cases.
  • [809364] UI: 9-Sliced images whose sprite has mipmapping can blur if size is too small. Disable mipmapping as workaround
  • [779516] UI: Editing Text with Best Fit enabled causes artifacts to appear.
  • [795877] UI: World space canvas flickers when resizing game view.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects do not currently work reliably: CameraMotionBlur, ScreenSpaceAmbientObscurance. A fix is being developed.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects partially work: Blur, CreaseShading, DepthOfField, DepthOfFieldDeprecated, GlobalFog, NoiseAndGrain, ScreenSpaceAmbientOcclusion, Tonemapping. A fix is being developed.
  • [779207] VR: The default Text Mesh shader does not work in VR. Manually include a copy of the shader to workaround the problem.

New in Unity 5.3.5 Patch 6 (Jun 30, 2016)

  • Improvements:
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Audio clips with the "Streaming" load type are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback delay of this type of audio clips.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • iOS: Update Build and Run to work with Xcode 8
  • VR: Updated to Oculus Version 1.5.
  • Fixes:
  • (786827) - Animation: Fixed rotation values set in inspector restricted to [0,360] degrees when recording animation.
  • (800268) - Animation: Fixed animation event firing twice when controller is set by a script and an instantaneous transition is trigger in the same frame.
  • (778887) - Animation: Fixed crash when changing playable controller in animator in game mode.
  • (740603) - Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None".
  • (758064) - Audio: Audio Profiler no longer shows "wrong" information when using Spatialization.
  • (632169) - Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity.
  • (782248) - Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • (772946) - Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play.
  • (763036) - Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings.
  • (784887) - Audio: Fixed crash when disabling component which uses OnAudioFilterRead.
  • (none) - Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • (781566) - Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system.
  • (775328) - Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • (771825) - Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • (none) - Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • (760985) - Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • (718344) - Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • (731177) - Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode.
  • (732854) - Audio: Low Pass Filter now works on Audio Listener.
  • (715257) - Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available.
  • (none) - Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • (none) - Audio: Preloaded sounds now allow calling GetData in Start().
  • (none) - Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • (none) - Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • (806648) - Editor: Fixed activate license failure if user switch user before activation.
  • (804864) - Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling
  • (804139) - Editor: fixed an issue where custom windows could be removed when encountering errors in user editor scripts.
  • (802014) - IL2CPP: Fixed a crash that can occur during XML serialization with the .NET 2.0 profile.
  • (800496) - IL2CPP: Fixed a crash which can occur during the iteration of enum values cast as a list of System.Object values.
  • (804767) - IL2CPP: Corrected the packing for some C# struct definitions with explicit layout.
  • (805846) - IL2CPP: Fixed try/catch handling when filter type includes generic parameters.
  • (794660, 790555, 737693) OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES2.0).
  • (799560) - Windows Store: Fixed a crash which happened when serializing objects which have the first field be an array or a list on .NET scripting backend.
  • (805830) - Windows Store: Fixed a memory leak which leaked ~5 KB of memory per frame.
  • (804163) - Windows Store: Fixed an issue which sometimes caused "The referenced script on this Behaviour is missing!" after unloading unused assets while maintaining indirect references on the MonoBehaviours on .NET scripting backend.
  • (775624) - Windows Store: Fixed manifest generation for StoreLogo, when only scale-100 image is available.
  • (767548) - Windows Store: Load first scene after Unity splash screen is over.
  • (786277) - Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs.

New in Unity 5.4.0 Beta 23 (Jun 28, 2016)

  • Known Issues:
  • [788312] There is some stereo discrepency on spotlights and point lights when using deffered rendering.
  • [780112] 2D: After changing state of 2DRectMask, Scene has to be reloaded for changes to take an effect
  • [805547] Editor: Connect window shows in Inspector tab and then Editor crashes on closing.
  • [800900] Editor: Editor doesn't repaint when Services window is docked next to the Inspector.
  • [805864] Editor: [Editor][OSX][Regression] NullReferenceException occurs in PackageImportTreeView after pressing Import button in Asset Store.
  • [688985] GI: Copying a Scene loses the baked lighting. Workaround is to manually use "Build Lighting."
  • Graphics: In deferred rendering, lightmapped objects affected by mixed-mode lights fallback to forward rendering.
  • [762371] Scene Management: SceneManager.UnloadScene hangs if called from a physics trigger. Workaround is to defer unload. This will not be addressed in 5.4.
  • VR: In-development cinematic Image Effects (Bitbucket project) do not currently work with single-pass rendering. This will be addressed independently of the 5.4 release schedule.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects do not currently work reliably: CameraMotionBlur, ScreenSpaceAmbientObscurance. A fix is being developed.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects partially work: Blur, CreaseShading, DepthOfField, DepthOfFieldDeprecated, GlobalFog, NoiseAndGrain, ScreenSpaceAmbientOcclusion, Tonemapping. A fix is being developed.
  • [779207] VR: The default Text Mesh shader does not work in VR. Manually include a copy of the shader to workaround the problem.
  • [776787] Windows Store: Unity APIs which take multi-dimensional arrays as parameters (e.g. TerrainData.SetHeights) do not work on UWP in configurations (e.g. Master config) in which .NET Native compilation is enabled. The bug has been logged with Microsoft.
  • Features:
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • Improvements:
  • OpenGL: Optimized shader translation for matrix array accessing. This especially improves instancing performance.
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • Fixes:
  • [781657] Android: Added an explicit clear for .mdb files for release builds.
  • [787491] Android: Fixed a crash on PVR devices caused by a driver issue with KHR_debug.
  • [777411] Editor: Fixed crash when registering Transform using Undo.RegisterCreatedObjectUndo.
  • [804750] Graphics: Fixed DepthNormals pass to no longer use very low precision (16bit) depth buffer. It now uses the same depth buffer format as regular rendering.
  • [794054] Multiplayer: Fixed case of NetworkTransport.SetBroadcastCredentials crashing Unity.
  • Multiplayer: Fixed issue whereby cleaning up a connection containing a StateUpdate channel could cause a crash.
  • [776827] OpenGL: Applied workaround for ES3 shader compiler bugs on Adreno 3xx devices.
  • [806089] Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during Play Mode now correctly changes the body type. Previously it had no effect.
  • [803901] UI: Fixed issue with double rendering of world canvas in Editor.
  • [793119] UI: Fixed off-by-1 error in InputField.characterLimit when ContentType != standard.
  • [786986] UI: MaskUtilities fixes:
  • Fix to skip inactive RectMask2D
  • Fixed nested clipping.
  • VR: Fixed file access error when building with Oculus or OpenVR plugins included in the Plugins folder.
  • [802122] VR: Fixed VR scene rendering in Game View to use the correct aspect ratio and not render occlusion mask.
  • VR: VR splash screen images now follow the gaze of the user so that they are always seen.

New in Unity 5.3.5 Patch 5 (Jun 24, 2016)

  • Fixes:
  • (none) - Analytics: Fixed a NullReferenceException when stores inform Unity IAP of purchase events without providing metadata for the purchased product.
  • (792351) - Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • (789840) - AssetBundle: Fixed the error message when accessing the main asset.
  • (none) - Build Pipeline: Updated build window to allow case insensitive file extensions.
  • (747347) - Documentation: Updated documentation for Resources.UnloadAsset to document the 5.x behaviour which is different to 4.6 behaviour.
  • (799469) - General: Fixed crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown
  • (none) - GI: Fixed an issue which would caused GI textures to be packed incorrectly.
  • (803088) - GI: Fixed error when baking light probes: "Error adding Enlighten probe set: Failed to allocate probe set."
  • (797235) - GI: Fixed static batching not working when Lightmap Static and Use Light Probes options were both enabled in a Renderer in manual GI mode.
  • (803910) - IL2CPP: Now allow allocation of a pinned GC handle to a null value.
  • (788428) - iOS: Fixed a crash on iOS when 60 fps app is going to background.
  • (none) - iOS: Fixed possible value change for WebCamTexture.size after calling GetPixels() methods.
  • (785021) - iOS: Set correct value in Xcode when "Target minimum iOS version" player setting is set to 9.0.
  • (799572) - iOS: Set missing texel size for WebCamTexture textures.
  • (803795) - License: Fixed broken link to buy Pro version.
  • (803806) - License: Fixed license page alert bar missing issue.
  • (783219) - LOD: Fixed unreachable code warnings when distance == selection.maxDistance.
  • (791362) - Networking: Adding parameter ConnectionConfig.WebSocketReceiveBufferMaxSize (bytes) for manually increasing webSocket buffer and preventing disconnect with log message """"*** sending new, pending truncated **"""".
  • (788877) - Networking: Fixed an issue of different error-messages when setting 65535 and 65537 to m_MaxDefaultConnections in HostTopology.
  • (761566) - Networking: Fixed an issue whereby calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (801973) - Networking: Fixed System.Net.NetworkInformation.Ping on recent versions of OSX.
  • (806540, 805897) - OpenGLES: Fixed crash triggered by attempting to set a texture parameters with an uninitialized texture dimension. This was affecting the rendering of the splash screen.
  • (544444) - Particles: Added Undo support when auto reparenting sub emitters.
  • (791794) - Particles: Bounds are not updated after moving whole particle.
  • (772199) - Particles: Fixed an issue where mesh particles are not being scaled when in world space.
  • (489509) - Particles: Fixed collisions not being calculated in-between editor updates.
  • (780867) - Particles: Fixed sorting when using local space particles.
  • (754270) - Particles: Start delay is only applied when the system time is 0.
  • (806089) - Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during play-mode now correctly changes the body-type.
  • (791026, 771710) - Scripting: Fixed deadlock in Editor on re-entering play mode when using ThreadPool.
  • (787136, 801535) - Shaders: Fixed reflection probe box projection not being accurate on large polygons.
  • (790491) - Substance: Fixed an error when loading package file containing an old version of a substance file.
  • (790798) - Terrain: Fixed backlit SpeedTree leaves not being correct in deferred shading.
  • (none) - tvOS: Fixed tvOS player support depending on iOS support native libraries.
  • (790589) - tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking full screen movie playing.
  • (790264, 799386, 795880) - UI: Fixed World Space Canvas not being rendered on render textures.
  • (790840) - UnityWebRequest: Fixed an issue where UnityWebRequest.error returned inconsistent results after Abort was called.
  • (none) - VR: GearVR no longer renders splash image directly to the HMD's compositor until updated version of Oculus plugin is available.
  • (802122) - VR: Remove black bar from side of game view by correcting for occlusion mask.
  • (786999) - WWW: Fixed potential crash when multiple simultaneous downloads failed.

New in Unity 5.4.0 Beta 22 (Jun 20, 2016)

  • Known Issues:
  • [788312] There is some stereo discrepency on spotlights and point lights when using deffered rendering.
  • [780112] 2D: After changing state of 2DRectMask, Scene has to be reloaded for changes to take an effect
  • [776827] Android: Shader fails in OpenGLES 3.0 on Adreno 306 when comparing fragment position with uniform.
  • [805547] Editor: Connect window shows in Inspector tab and then Editor crashes on closing.
  • [800900] Editor: Editor doesn't repaint when Services window is docked next to the Inspector.
  • [784831] Editor: When maximizing the Game window, the scale does not automatically adjust to the increased window size.
  • [805864] Editor: [Editor][OSX][Regression] NullReferenceException in PackageImportTreeView after pressing Import button in Asset Store
  • [688985] GI: Copying a Scene loses the baked lighting. Workaround is to manually use "Build Lighting."
  • Graphics: In deferred rendering, lightmapped objects affected by mixed-mode lights fallback to forward rendering.
  • [762371] Scene Management: SceneManager.UnloadScene hangs if called from a physics trigger. Workaround is to defer unload. This will not be addressed in 5.4.
  • VR: In-development cinematic Image Effects (Bitbucket project) do not currently work with single-pass rendering. This will be addressed independently of the 5.4 release schedule.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects do not currently work reliably: CameraMotionBlur, ScreenSpaceAmbientObscurance. A fix is being developed.
  • [778119] VR: Single-pass rendering: The following Standard Asset Image Effects partially work: Blur, CreaseShading, DepthOfField, DepthOfFieldDeprecated, GlobalFog, NoiseAndGrain, ScreenSpaceAmbientOcclusion, Tonemapping. A fix is being developed.
  • [777766] VR: Splash screen and single pass rendering have issues.
  • [779207] VR: The default Text Mesh shader does not work in VR. Manually include a copy of the shader to workaround the problem.
  • [776787] Windows Store: Unity APIs which take multi-dimensional arrays as parameters (e.g. TerrainData.SetHeights) do not work on UWP in configurations (e.g. Master config) in which .NET Native compilation is enabled. The bug has been logged with Microsoft.
  • Changes:
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Improvements:
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Multiplayer: WebSocket: Improved memory allocation and socket writing procedure (fixed case of connection closing unexpectedly).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • VR: Added support for the Oculus Rift Remote: it presents itself to the input system as a joystick named "Oculus Remote".
  • Fixes:
  • [800268] Animation: Animation event no longer fires twice when the controller is set by script and an instantaneous transition is triggered on the same frame.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • [775982] CacheServer: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • [795182] Editor: Fixed case of Scene.buildIndex being always -1 when in Edit mode.
  • [780900] Editor: Fixed issue where preferences in the Windows registry were not being terminated correctly.
  • GI: Fixed a bug which would cause GI textures to be packed incorrectly.
  • [803086] Graphics: Fixed crash in CommandBuffer.DrawMesh when material is null.
  • [790555, 737693, 794660] iOS: Applied workaround for a9 driver bugs with non-full mipchain vs EXT_texture_storage.
  • [792932] iOS: Enabled incremental build for IL2CPP by default for old projects.
  • [790853] iOS: Fix to remove unnecessary IL2CPP files that increase build size.
  • [776528] iOS: Fixed a memory leak caused by auto-released objects in non-main threads.
  • [777964] iOS: Fixed case of Unity splash screen on standalone player appearing brighter in linear color space on Metal.
  • [794783 , 794786] Model Importer: Fixed a crash when importing .obj or .fbx files with malformed data or duplicate indices.
  • [789572] Multi-display: Fixed issue whereby a Scene would still be displayed in the original monitor, even after changing the primary monitor.
  • [761566] Multiplayer: Fixed issue where calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() would crash Editor.
  • [788808] Multiplayer: Fixed issue whereby ReliableFragmented channel could drop data.
  • [788537] Multiplayer: Fixed issue with initial state in SyncListStructs not being handled correctly.
  • [791362] Multiplayer: [WebSockets] Fix to make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.
  • [760104] Multiplayer: [WebSockets] Fixed crash on NetworkClient.SendByChannel call.
  • OpenGL: Fixed cases of SystemInfo.graphicsMemorySize, graphicsDeviceID and graphicsDeviceVendorID being incorrect on desktop platforms. These now match legacy GL behavior.
  • OpenGL: Fixed issue whereby 3D textures did not have mipmaps in some cases.
  • [702370] OSX: Fix to respect requested framerate in batch mode.
  • [702370] OSX: Fixed excessive CPU usage in batch mode.
  • [707886] OSX: Fixed icons in batch mode builds.
  • [787233, 793518] OSX: Fixed infrequent crashes in Screen Selector.
  • [696234] OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • [799348] OSX: Fixes for Cinematic Effects (Depth Of Field, Screen Space Reflections, SMAA) on Metal.
  • [782535] Particles: Burst counts are no longer limited to 64K.
  • [775739] Particles: Fix to disable "Speed Range" UI when it is not relevant.
  • [790186] Particles: Fixed case of "Invalid AABB" error messages.
  • [795404] Particles: Fixed issue where assigning a different mesh to Shape Module could cause a crash.
  • [773317] Particles: Fixed issue where automatic culling icon did not work with multiple Particle Systems.
  • [775304] Particles: Fixed issue where collision messages did not work for plane collisions.
  • [798671] Particles: Fixed issue where isVisible was not always correct or not updated by ParticleSystem.Play, depending on camera position.
  • [784875] Particles: Fixed issue where prewarm was ignored when start delay was greater than start lifetime.
  • [769656] Particles: Fixed issue where using large gravity values could cause erroneous error messages.
  • [586201] Particles: Fixed issue with ParticleSystem.Prewarm over-simulating when becoming visible.
  • [790506] Particles: Improved RotationBySpeed module UI and made tooltips more descriptive.
  • [790789] Particles: Scene view Particle count now shows SubEmitter information.
  • [769598] Particles / VR: Fixed issue where stretched particles did not work in VR.
  • Samsung TV: Fixed case where OnMouseDown() was not working on Samsung TV.
  • [794364] Substance: Fixed case of outputs not being generated correctly when changing values too fast.
  • [800401] Text Rendering: Fixed a memory leak and behavior leading to crash in Font::CacheFontForText. This also reduced the amount of unnecessary growth that could occur in the Font texture atlas.
  • [784847] Text Rendering: Fixed a potential crash NativeTextGenerator::InsertCharacter when processing badly formed rich text.
  • [790016] Tizen: Fixed case of TapCount not functioning in Development mode.
  • [790311] Tizen: Fixed issue where projects would hang on the splash screen if a custom splash image was used.
  • [787494] Tizen: Fixed operation of Application.OpenURL when used with mailto: URLs.
  • Tizen: Fixed problem whereby an object would sometimes move to the center of the screen when the device was rotated.
  • [776115] tvOS: Fixed support for default Unity font (Arial).
  • [662320] UI: Change to hide unused bump map tiling editor in UI/Lit/Bumped Shader inspector.
  • [688005] UI: Fix to add unsupported fonts in ' only supported in dynamic fonts.' warning.
  • [790246] UI: Fix to force canvas.position.z to 0 when updating the RectTransform of a screen space canvas.
  • [787872] UI: Fix to prevent Canvas emitting to a preview camera.
  • [787195] UI: Fixed case of Canvas Editor bypassing overrideSorting and sortingOrder setters, missing needed events.
  • [749573] UI: Fixed case of disappearing canvas after a session lock/unlock by forcing application repaint after device reset.
  • [794711] UI: Fixed case of shader UV properties being discarded in graphics material.
  • [790264, 799386, 795880] UI: Fixed case of World Space Canvas not being rendered on render textures.
  • [786986] UI: Fixed case where RectMask2D was clipping nested canvases with overrideSorting.
  • [794038] UI: Fixed infinite ScrollRect elastic movement.
  • [793385] UI: Fixed issue with small UI gittering due to local position-rounding issues.
  • [766771] UI: Fixed NullReferenceException when deleting object with 2D RectMask component from Scene.
  • [793119] UI: Fixed off-by-1 error in InputField.characterLimit when then ContentType is not Standard.
  • [776804] VCS: Fixed PlasticSCM connection problems on OSX 10.11 and OSX 10.10.
  • VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • [788011] Windows: Fixed case of custom cursor not working after ~3300 updates to different texture, which could also lead to a crash on opening some standardWindows dialog in the Editor.
  • [797575] Windows: Fixed default behaviour for the native resolution setting: the player will now default to native resolution on the first run when this is enabled.
  • [788684] Windows: Fixed incorrect calculation of the cursor position when not using the primary monitor.
  • [775624] Windows Store: Fixed manifest generation when only StoreLogo scale-100 image is available.

New in Unity 5.3.5 Patch 4 (Jun 17, 2016)

  • Improvements:
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
  • Fixes:
  • (796242) - Android: Abandon/Request audio focus on pause/resume.
  • (789398) - Android: Audio - Fixed audio latency in GearVR regression.
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (781657) - Android: Buildpipe - Remove mdb files from release build.
  • (790236) - Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview.
  • (802824) - Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution.
  • (786289) - Android: Fixed high memory usage of RenderTexture.GetTemporary.
  • (751102) - Android: Fixed a crash related to the main context not being an Activity.
  • (793738) - Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo.
  • (none) - Android: Fixed deployment to devices with unknown OpenGL ES target.
  • (782985) - Android: JNI - Throw correct exception when method not found by reflection.
  • (696580) - Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization.
  • (795931) - ETC1: Fixed ETC1 variant getting stripped out from android build.
  • (793780) - Fixed an issue where Cache Server failed to validate prefab created from script.
  • (none) - Graphics: Fixed potential memory leak with timesliced realtime reflection probes.
  • (797495) - IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement.
  • (800301) - IL2CPP: Prevented a possible deadlock on PS4.
  • (802618) - IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class.
  • (792932) - iOS: Enabled incremental build for il2cpp by default for old projects.
  • (803206) - iOS: Fixed crash when calling WWW.Dispose.
  • (790853) - iOS: Removed unneeded il2cpp files that increase build size.
  • (794783) - Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data.
  • (763536) - Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates.
  • (793415) - Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields.
  • (none) - Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • (761566) - Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (794054) - Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity.
  • (788808) - Multiplayer: ReliableFragmented channel can drop data.
  • (760104) - Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call.
  • (774657, 768041, 794455) - OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy.
  • (707886) - OSX: Fixed icons in batch mode builds.
  • (787233, 793518) - OSX: Fixed infrequent crashes in Screen Selector.
  • (696234) - OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • (776115) - tvOS: Fixed support for default font of Unity (Arial).
  • (800964) - UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation.
  • (none) - UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • (791362) - WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.

New in Unity 5.3.5 Patch 3 (Jun 13, 2016)

  • Fixes:
  • (791273) - AssetBundle: Fixed the issue that AssetBundle.name is empty.
  • (787112) - AssetBundle: Fixed the issue that ScriptableObject data types in asset bundle variants lose references in scenes. -(786943) Compute: Compute: Fixed compute shaders being reimported upon active build target changes more often than they should be.
  • (763848) - Do not allocate during each call to UdpClient::Receive when socket security is not enabled.
  • (780377) - Do not allocate for a MethodInfo.Invoke on a method with no parameters.
  • (791635) - DX11: Fixed rare crash in Texture2D.ReadPixels.
  • (none) - Fixed AOT code generation for Linq.First, Linq.FirstOrDefault, Linq.Last, Linq.LastOrDefault, Linq.Single, and Linq.SingleOrDefault.
  • (761082) - Fixed shader compiler generating invalid metal shaders.
  • (795429) - GI: Cleanup realtime reflection probe pool between level loads.
  • (760728) - GI: Enabled L2 spherical harmonics for light probes and use the correct light probes SH axes and scaling (rebaking light probes required). Makes objects lit by lightprobes match static lightmapped objects. Upgraded Enlighten to SDK-3.02.UN1.50384.
  • (784128) - IL2CPP: Implemented the "Allocated Objects" performance counter in the "Mono Memory" category.
  • (797649) - IL2CPP: Prevent a crash in FieldInfo.GetValue.
  • (741295) - Job Queue: Fixed issue where a deadlock could occur inside the job system in very rare situations.
  • (788714) - Lines/Trails: Fixed the issue where hadow casting line renderers could cause visual glitches.
  • (796226) - Mecanim: Fixed crash in CopyAnimationNodeState.
  • (none) - OpenGL: Fixed possible crash on machines with several different GPUs, if binary shader cache was used from a mismatching GPU.
  • (793476) - Particles: Fixed the issue where calling Stop on offscreen particle systems would instantly destroy them.
  • (793458) - Particles: Fixed culling regression bug when starting particles offscreen.
  • (793747) - Particles: Fixed a regression when stopping particles and moving them offscreen before they die.
  • (793101) - Particles: Fixed the issue where pivot offset on stretched billboard particles was being applied incorrectly.
  • (790480) - Particles: Fixed the issue where pivot offset was incorrectly inverted on the Y axis.
  • (768279) - Physics: Exposed Rigidbody.solverVelocityIterationCount and Physics.solverVelocityIterationCount to help stabilize bounce behavior on impacts.
  • (770290) - Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project.
  • (774962) - Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss.
  • (757741) - Terrain: Fixed crash loading corrupted terrain.
  • (771032) - Terrain: TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning messages if the supplied argument is out of range.
  • (none) - UnityAnalytics: Fix for Game Observer input touches GC alloc based on forum post. And not send extract appRunning event during scene change.
  • (796163) - UnityWebRequest: [IL2CPP] Fix for app crash when using custom DownloadHandlerScript with preallocated buffer for UnityWebRequest.
  • (786293) - UnityWebRequest: DownloadHandlerScript.CompleteContent is not called
  • (776804) - VCS: Fixed the PlasticSCM connection problems on OSX 10.11 and OSX 10.10.
  • (none) - VR: Audio device no longer switches when an unused usb audio device is removed.
  • (none) - VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • (none) - VR: Oculus Plugin Signing for Non-Development builds.
  • (783291) - WebGL: Ensure GC is run after scene load to clear WeakReferences.
  • (792473) - Windows Store: Correctly specify RootNamespace when generating Visual Studio projects for il2cpp backend, fixes Windows Runtime metadata validation test in WACK.

New in Unity 5.4.0 Beta 21 (Jun 13, 2016)

  • Features:
  • Asset Import: Importing is now supported for models with more than 100,000 objects.
  • DX12: Added support for multi-display rendering.
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is now stored per light probe.
  • Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects. This will copy the Image Effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View Effects menu.
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
  • See the API docs for Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see Player Settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support; seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController.
  • IAP: Cloud catalog support:A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Added support for ODR initial install tags.
  • iOS: Option for custom URL schemes added to Player Settings.
  • Kernel: The transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now simpler and faster. As a result, Transform.Setparent for large hieararchies can also be more expensive, since all data for one hierarchy will always be tightly packed together.
  • OSX: Added Editor-enabled retina support (text and some icons only).
  • Particles: New Trigger Module, including:
  • A script callback when particles touch a predefined list of collision shapes.
  • Ability to modify/kill particles that are intersecting the collision shapes.
  • Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other.
  • Physics: New functions implemented: Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc.
  • Physics: Overlap recovery, used to de-penetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.
  • Physics: The ContactPoint.separation has been exposed.
  • Shaders: Uniform array support:
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added:
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player Settings.
  • VR: VR Focus and ShouldQuit Support: -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR multi-device support:
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (such as DLLs) will be copied to the build for every SDK in the list.
  • At startup, Unity will go down the list and try to initialize each device. If any fail to initialize (for example, if the headset is not connected), Unity will move on to the next. If all fail, Unity won’t enter VR mode.
  • PlayerSettings: Deprecated PlayerSettings stereoscopic 3D checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecated VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Added the ability to get a list of supported SDKs. Readonly: string[] VRSettings.supportedDevices.
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the Services window.
  • Web: WebPlayer support has been removed, and the default player is now the platform desktop being run on for the Editor. Therefore desktop platform installation choices are no longer available for their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all Windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store.
  • Windows: Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument.
  • Windows Store: Command line argument -dontConnectAcceleratorEvent can now be added to disable accelerator event-based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Windows Store: UnityWebRequest now supported for all SDKs.
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices.
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; users should now use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped; users should now use Light.isBaked and Light.bakedIndex instead. Baked Light now has unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Deprecated Material(String) constructor further. This will now always create a material with the error shader and print an error, in both Editor and player. It will be completely removed in a future Unity version.
  • Physics: Made changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Physics Meshes are now rejected if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: UnityEngine.Object.GetInstanceID() is no longer thread safe (change made to facilitate a memory optimization).
  • Web: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Changes:
  • Android: Assets - Disabled texture streaming for Android.
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will now print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback latency.
  • Audio: Updated FMOD to 4.44.56.
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will now trigger a warning when opening a project from any version not matching the project's matching last version string saved in information. This includes small version changes such as 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1.
  • Graphics: Default Camera's background clear color now has 0 alpha, instead of 5/255 alpha.
  • Particles: Added particle radius parameter for world collisions.
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision, and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Physics: Renamed Physics.solverIterationCount to Physics.defaultSolverIterations, and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill, allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Moved internal shader for computing screenspace cascaded shadows into Graphics Settings. If you were overriding it before by just dropping it into the project, you now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the Scene will now be properly renamed (in the same way as GameObjects) to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on the same GameObject, a warning message will be shown with a button to fix the situation.
  • UI: Switched component menu name for RectMask2D to match class name.
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Audio - Automatic OpenSL output has been updated to check the native device params and not use OpenSL if they look bad (fixes audio issues on buggy devices).
  • Android: Buildpipe: Updated SDK tools requirements for the Editor.
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Editor: Added Marshmallow to the list of APIs.
  • Android: Enhanced robustness of Location input.
  • Android: IL2CPP - Will now require Android NDK x64 on x64 Windows Editor instead of the 32-bit NDK.
  • Android: SoftInput: Got rid of hardcoded text color, switched to Light theme.
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variations/*/Release/Symbols.
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • Cache Server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Compute: Added DispatchIndirect function (similar to DrawProceduralIndirect; dispatches compute shader with parameters sourced from ComputeBuffer).
  • Compute: API of hidden counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improved error handling for compute shaders.
  • Core: Added more profiling information to the PersistentManager.
  • Core: Improved job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Documentation: Improved the docs for Graphics.DrawMesh.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Fixed the title of the Script Execution Order inspector.
  • Editor: In Play Mode the DontDestroyOnLoad Scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading Scenes in Play Mode. This also allows user to see which Scene is loaded in OSX fullscreen mode.
  • GI: Added de-noising filter to baked final gather.
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Atlassing will now correctly generate atlases without wasting space when scaling down objects.
  • GI: BakeEnlightenProbeSetJob results now stored in hashed file to speed up rebaking of light probes.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity.
  • GI: Improved mixing of realtime and baked shadows: removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights.
  • GI: Upgraded to Enlighten 3.03.
  • Graphics: A slice of 3D/2DArray can now be set as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer.
  • Graphics: Added mechanism to tweak some Unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts (see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings, for methods to get/set shader settings). Please note that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to 'true').
  • Graphics: Ambient Occlusion now has separate sliders for direct and indirect light. The default value is Ambient Occlusion on indirect light only.
  • Graphics: DX12: Optimized texture/mesh loading times by using GPU copy queue.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will now write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log.
  • iOS: Added device support for iPhone SE and iPad Pro 9.7".
  • iOS: Added support for new native rendering plugin interface.
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Updated Game Center APIs will be used when present on the target device.
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations, to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack, to avoid interference from other systems.
  • Physics: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • ReflectionProbes: Specular probe convolution has been sped up (about 2x), and is now less noisy, particularly for HDR environments.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection. This allows user to send files from player to Editor when profiler is connected.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Shaders: #pragma targets 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants, nor are put into SH data.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Extended Standard Shader UI and added new options to disable specular highlights and reflections, and to pack Smoothness into the alpha channel of the Albedo texture.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, and Metal (previously only on DX11/12).
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Shaders: Improved shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal.
  • StackTrace: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • StackTrace: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Standalones: Added -hideWindow command line option to launch standalone applications with window hidden.
  • Substance: User now recieves a warning when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • UI: Added new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Added rootCanvas property to Canvas.
  • UI: Align By Geometry now supports vertical alignment. This can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields.
  • UI: Improved the way that line spacing affects leading in text generation, to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class.
  • Windows Standalone: Added "Copy PDB files" option in the Build Settings window. This way, you can control whether or not to copy debugging files.
  • Windows Store: Added Bluetooth capability to Player Settings.
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CSharp* projects so that they will no longer rebuild needlessly. See upgrade guide for more information.
  • Windows Store: Improved Visual Studio project generation. The solution shouldn't rebuild needlessly anymore; however, users may need to delete the old generated project so it can be regenerated.
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP, now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Fixes:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer.
  • [759462, 761416] 2D: Fixed error log 'GetLocalizedString is not allowed...'
  • [754282] 2D: Fixed memory leak when applying changes to sprite.
  • [745882] 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • [754385] 2D: Text is clipped in the 2D preferences
  • [715370] AI: Agent no longer reports no path when moving over OffMeshLink.
  • [721123] AI: Disabled expanding the navmesh clipping hull beyond the collected list of affected polygons - this could cause t-junctions.
  • [727785] AI: Fix prevents rare access of garbage memory of last node in navmesh bv-tree.
  • [717967] AI: Fixed issue where agents area cost settings were overwritten with global cost settings when doing NavMeshAgent.CalculatePath.
  • [683323] AI: Fixed issue where navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • [689362] Android: Audio is now muted when audio focus is lost,
  • [788040] Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • [786918] Android: Buildpipe: Fixed AAPT errors on project export.
  • [765396] Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • [554244] Android: Ensure device detected by the editor is online
  • [762875] Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000).
  • [751102] Android: Fixed a crash related to the main context not being an Activity.
  • [734124] Android: Fixed an issue where Ping wouldn't work in release mode.
  • Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices.
  • [792351] Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • [759195] Android: Fixed bug in Texture.GetPixels for ETC compressed textures.
  • [779338] Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • [766776] Android: Fixed freeze in new splash screen when using threaded GfxDevice.
  • [742199] Android: Fixed remote frame debugger.
  • [757111] Android: LocationService - Fixed crash bug
  • [750227] Android: Marshmallow - Fixed issues when querying for custom permissions.
  • [755510] Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [758155] Android: Support OpenGL ES 3.0 on Vivante GPUs
  • [696580] Android: Tegra 2: application no longer crashes if UnitySendMessage is called during initialization
  • [763447] Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • [766698] Android/IL2CPP: Fixed crash on second startup after installation
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK.
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [705558] Animation: Allow deletion of last keyframe in curve editor
  • [624764] Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • [568379] Animation: Changed parameter ordering in Add Property pop-up.
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly.
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • [753888] Animation: Fix animation clip length for bundled clip
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [758274] Animation: Fix to prevent Animation Event from being created with negative time.
  • [756463] Animation: Fix to prevent crash when a clip is null for an animation extracted from an AssetBundle, whose dependencies have not loaded.
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition.
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off.
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated.
  • [754268] Animation: Fixed a bug where the Animation window would try to access a deleted Animator component and cause a crash.
  • [742258] Animation: Fixed a case where animation events queue up when fireEvents is set to false.
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash.
  • [774052] Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component.
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [743247] Animation: Fixed an error in the Inspector when selecting multiple files.
  • [742069] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [699102] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag.
  • [761215] Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • [739194] Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to quaternion curves instead of euler curves.
  • [759115] Animation: Fixed an issue where Rotation values would change on save.
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode.
  • [767356] Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [745139] Animation: Fixed an issue with stepped keys having the wrong value.
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [745781] Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0.
  • [745131] Animation: Fixed animation in Scene View not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed Animation window not updating to selection when out of focus or when just opened.
  • [760612] Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips.
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip.
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names.
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [741799] Animation: Fixed Animator.CrossFade failing when already crossfading.
  • [757904] Animation: Fixed Animator.UpdateMode not being saved.
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash.
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar.
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid.
  • [766898] Animation: Fixed case of animation compression distorting animation.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [731510] Animation: Fixed case of incorrect transition shown in Inspector when entering Play Mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator window.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the Animator window.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of Scene View not updating when changing clip in the Animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [667639] Animation: Fixed clipped text for transition preview warning message.
  • [715969] Animation: Fixed contextual menu operation on multiple selection in Animation window hierarchy.
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [783821] Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent
  • [741043] Animation: Fixed crash when changing OverrideController on Animator with no Avatar.
  • [778887] Animation: Fixed crash when changing playable controller in animator in game mode
  • [721289] Animation: Fixed crash when changing scripts while in Play Mode.
  • [754373] Animation: Fixed crash when deleting all euler keys in animation curve.
  • [743374, 740860, 742587] Animation: Fixed crash when deleting AnimatorController asset.
  • [748219] Animation: Fixed crash when duplicating transition.
  • [738767] Animation: Fixed crash when trying to copy Entry Transition.
  • [753866] Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in Animation window at certain sample rates.
  • [688412] Animation: Fixed current timeline breaking in the AnimationWindow during resize of the window.
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [707863] Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background
  • [727806] Animation: Fixed documentation for AvatarBuilder.
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registering.
  • [773007] Animation: Fixed error message in AnimationClip importer.
  • [775773] Animation: Fixed error message in console while optimizing animation hierarchy.
  • [742622] Animation: Fixed error message when adding color animation.
  • [769885] Animation: Fixed error message when using BlendTree livelink
  • [747222] Animation: Fixed errors with unsupported functions and enum events.
  • [719392] Animation: Fixed event window not appearing when pressing Add Animation Event button.
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows.
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during playback when it's being edited.
  • [723883] Animation: Fixed frame number not updating when pressing next/previous key frame button while it's being edited.
  • [780631] Animation: Fixed game object animated data being duplicated when copy pasting in scene view hierarchy
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in Animation window when changing selection.
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing.
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation window.
  • [751714] Animation: Fixed issue with first frame of animation displaying default state of the object.
  • [775841] Animation: Fixed issues when dragging and dropping a sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled.
  • [722129] Animation: Fixed issues with dragging and dropping sprites in a GameObject with multiple bindings available.
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor.
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController.
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes.
  • [769964] Animation: Fixed long start play mode for scene with a lot of controller
  • [762706] Animation: Fixed loss of Animation window selection when selecting child GameObjects.
  • Animation: Fixed memory leak in AnimatorOverrideController.
  • [781950] Animation: Fixed missing keys when pasting on curves with multiples matching properties
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport.
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to Inspector when adding or removing property while recording animation.
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State"
  • [769201] Animation: Fixed negative value in frame navigation ui not prevented
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played.
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state after opening a project from 4.x.
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [766775] Animation: Fixed offset when drag&dropping sprites in animation window
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" pop-up window.
  • [740187] Animation: Fixed Play/Pause/Step buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip.
  • [556392] Animation: Fixed property value not being unselected on mouse down in Animation window.
  • [774484] Animation: Fixed Scale not working in editor on GameObject with OptmizeGameObject
  • [689644] Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController field changes on Animator component.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [765141] Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in Animation window when losing focus.
  • [568379] Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • [770140] Animation: Fixed transition previewer getting stuck in an infinite loop with some transitions.
  • [575983] Animation: Fixed unremovable property in the Animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level.
  • [727806] Animation: Generating an avatar with AvatarBuilder should no longer return an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject.
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2 then its child Rigidbody will have its position multiplied by that vector
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility.
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask.
  • Animation: Optimized AvatarMask inspector.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [551649] Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity.
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool no longer rotates wrong for object with negatively scaled parent.
  • [759115] Animation: Rotation value changes on Play Mode a little bit.
  • [754265] Animation: Unity no longer hard-crashes when importing Blender Rigify model.
  • [786873] Animation: [backport 5.3] Fixed crash when animating visibily of a game object also containing animation in play mode.
  • [726464] Asset Bundles: AssetBundles: Loading AssetBundles via WWW outside of Play Mode now works correctly.
  • Asset Bundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [781866] Asset Bundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • [769858] Asset Bundles: Fixed the source of error messages when building variant AssetBundles.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [771372] Asset Import: Fixed issue with fileScale value always being set to 1 on first import.
  • [778562] Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously.
  • Asset Loading: AssetLoading: Fixed excessive memory usage when decompressing AssetBundles with many objects inside (very large serialized file).
  • Asset Loading: Fixed AssetBundle read error when compressed data could be read as uncompressed.
  • Asset Loading: Fixed possible AssetBundle caching error when starting multiple downloads with an empty cache.
  • [758260] Asset Loading: Fixed thread hang after filesystem error when decompressing AssetBundle data to the cache.
  • [762739] Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • [740603] Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None".
  • [732854] Audio: Audio Low Pass Filter now woks on Audio Listener.
  • [758064] Audio: Audio Profiler no longer shows "wrong" information when using Spatialization.
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit, and added support for horizontal scrolling.
  • [632169] Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity.
  • [782248] Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • [772946] Audio: Fixed case of component effect appearing disabled on play and getting enabled again after we pause and play.
  • [763036] Audio: Fixed case of Unity crashing when the Disable Audio option was selected in project settings.
  • [784887] Audio: Fixed crash when disabling Component which uses OnAudioFilterRead.
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • [781566] Audio: Fixed issue where AudioListener with 2 custom scripts crashed when reinitializing the sound system.
  • [775328] Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • [771825] Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • [760985] Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • [718344] Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • [731177] Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode.
  • [715257] Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available.
  • Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • Audio: Preloaded sounds now allow calling GetData in Start().
  • Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • [678001] Compute: Add more specific error messages when creating compute buffers, to help user pinpoint the problem.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [708438] Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • [738117] Compute: Improved support for bool parameters for compute shaders.
  • [781700] Connect: Opening "last loaded project" upon Unity start up will no longer unlink project from its organization.
  • [681950] Core: Error messages now returned for invalid locationPathName parameter values for BuildPipeline.BuildPlayer.
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click).
  • [792497] Core: Fixed a crash when more that 65535 identically named objects were created.
  • [730559] Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly.
  • [751691] Core: Fixed crash when deleting child-object when prefab connection is lost.
  • [716926] Core: Fixed deletion order of depending components.
  • [687655] Core: Fixed issues with import of '~' folders (ignored folders).
  • [687080, 543729, 549533, 593676, 562606] Core: Fixed issues with ScriptableObjects added as sub-objects to assets.
  • [732255] Core: Fixed memory corruption in enlighten scene mapping.
  • [736774] Core: Fixed not being able to return license.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the editor log build report.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space with mismatching flags.
  • [728634] Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor.
  • [779935] Editor: Dragging objects between different Editor processes should no longer cause unintended behaviors.
  • [755238] Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: EditorUtility.SetSelectedWireframeHidden state is saved into scenes.
  • [741515] Editor: Fied null errors when dragging Prefabs into Scene View.
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • [730441] Editor: Fix Editor freeze when picking in Scene View with a lot of overlapping game objects.
  • [715448] Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • [750117] Editor: Fix to prevent Scene data corruption from cross-scene GameObject references. GameObjects from a different Scene were duplicated into the Scene that was referencing it when the Scene was saved.
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [711720] Editor: Fixed a bug in which the property diff recorder would insert property modification on the prefab asset if it was being edited in the Inspector.
  • [771132] Editor: Fixed a crash when playing a scene with an iOS device connected as a Unity Remote.
  • [712973] Editor: Fixed a Mac-only crash when importing some textures.
  • [775244] Editor: Fixed access to destroyed window during shutdown.
  • [769833] Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • [709369] Editor: Fixed an issue that could cause Scenes containing prefab instances with driven transforms to immediately become dirty.
  • [588531] Editor: Fixed an issue where deleted folders are recreated if the meta file is still present in non-source control serialisation modes.
  • [762946] Editor: Fixed an issue where, when dragging a second Scene to the Hierarchy, the first Scene would auto-expand.
  • [703222] Editor: Fixed Camera preview sometimes not taking manually overriden projection matrix into account.
  • [769085] Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • [764986] Editor: Fixed changing order of components not getting saved. This now also supports undo.
  • [696623] Editor: Fixed crash that could happen when Play Mode is entered while Animation window is open.
  • [769033, 769504] Editor: Fixed crash when entering or exiting play mode when a GameObject with a missing script reference is present.
  • [763920] Editor: Fixed curves in Particle System inspector not showing negative values initially.
  • [734284] Editor: Fixed different color gradients & pickers being seen between Gamma and Linear space in player settings.
  • [765466] Editor: Fixed Editor crash when locking cursor from constructor or static initializer.
  • [776880] Editor: Fixed exception when renaming script outside of the Editor.
  • [781863] Editor: Fixed issue whereby the launcher could crash on exit.
  • [745085] Editor: Fixed null ref configuring Avatar.
  • [775986] Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the inspector.
  • [729048] Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • [709059] Editor: Fixed performance issue in SpriteInspector.
  • [757729] Editor: Fixed Scene View crashing if internal Scene View Camera is disabled.
  • [709639] Editor: Fixed Scenes containing prefab instances becoming dirty on load.
  • [757212] Editor: Fixed squashed vector fields in Material editor.
  • [705226] Editor: Fixed toggling of Asset Store window in fullscreen mode.
  • [743688] Editor: Fixed warning when deleting an open Scene in the assets folder and then saving the scene from the Hierarchy window.
  • [746120] Editor: Home window close after sign in
  • [742304] Editor: Improved selected object wireframe overlay look when MSAA is used.
  • [778277 763319] Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • [788602] Editor: Launcher cosmetic changes: adjusted title font weight.
  • [739892] Editor: Prevent crash when closing Unity with detached Asset Store window.
  • [669717] Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • [796682] Editor: Updated default license and activation host URL for staging and dev environments.
  • [752218] Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • [739892] Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window.
  • [650493] GI: "Edit" button for non-editable lightmap parameter assets now says "View".
  • [663512] GI: Added a message to appear in the Lighting window when a reflection source is not set.
  • [776004] GI: Disallow negative importance for reflection probes.
  • [684983, 672944] GI: Fixed baked transparency not being applied to AO.
  • [629690] GI: Fixed baked transparency textures not using tiling and offset values.
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps.
  • [743478] GI: Fixed crash when making object lightmap static.
  • [753822] GI: Fixed errors when using baked lightmaps & multi-scene editing.
  • [743095] GI: Fixed fallback to non-directional lightmaps on SM2.0 hardware.
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • [791437] GI: Fixed Light/Reflection probe settings in Renderer sometimes being lost after a project upgrade.
  • [756506] GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • [731103] GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • [728021] GI: Fixed scene view GI visualizations sometimes not working properly.
  • [793304] GI: Fixed some cases of null reference exceptions coming out of Lighting window, related to baked object preview.
  • [755421, 766533, 766546, 756020] GI: Fixed some directional specular lightmap artifacts.
  • [714102] GI: Improved Lighting window preview of very small lightmaps.
  • [649006] GI: Improved mixing of directional specular lightmaps with realtime shadows.
  • [650495] GI: Improved name of Default lightmapping parameters asset.
  • [632894] GI: Refresh light probe connections when editing probe position via Inspector.
  • [534658] GI: Substances now work with baked transparency.
  • [775942] Global Illumination: A warning will now appear if user is trying to update a disabled reflection probe.
  • [736077] Global Illumination: Fix in Editor to avoid some of the automatic GI overhead when GI is turned off.
  • Global Illumination: Fixed a reflection probe baking issue in multi-Scene editing.
  • [653592] Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the Inspector makes realtime probe black.
  • [751599] Global Illumination: Fixed multi-scene baking.
  • Graphics: Added profiler markers on async texture loading waits.
  • [777505] Graphics: Apply material keywords when drawing from command buffers.
  • Graphics: Avoid crash in CommandBuffer.Draw commands if null renderer/mesh is passed.
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • [778188] Graphics: Ensure that we don't set unsupported texture filter or wrap modes
  • [685154] Graphics: Filtered out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs.
  • [778188] Graphics: Fix to ensure that we don't set unsupported filter or wrap modes.
  • Graphics: Fix to prevent spam of D3D11 warning messages when setting resource names.
  • [768232] Graphics: Fixed an issue where dynamic batching could produce corrupted geometry when vertex components are compressed.
  • [735101] Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • [728925] Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • [793506] Graphics: Fixed color space switch done via PlayerSettings.colorSpace API not taking effect immediately.
  • [741959] Graphics: Fixed crash when calling Texture.Compress for large textures.
  • [731655] Graphics: Fixed crash when trying to set shader name on shader that failed to compile.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow.
  • [778659] Graphics: Fixed incorrect normal/tangent generation when dynamic batching is used on a rotated object without a normal/tangent stream i.e. a rotated TextMesh object.
  • [715712] Graphics: Fixed material file content being non-deterministic in Editor - order of properties in a '.mat' file changes.
  • [765378] Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation.
  • [752757] Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly.
  • [758050] Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices.
  • Graphics: Fixed potential problem capturing frames in RenderDoc.
  • Graphics: Fixed profiling-related information (SetGpuProgramName) performance issue in development player builds. This fix is also coming to 5.3.
  • [743239] Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • [753118, 759483] Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture (for example, in the case of context-loss on DirectX or changing Emulation Layer in the Editor).
  • [749690] Graphics: Graphics: Fixed performance regression in dynamic batching on Adreno and Mali GPUs.
  • [775652] Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will now have light probes and reflection probes disabled by default.
  • [687726] Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • [768296] Graphics: Static batching can batch more objects now: previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • [754704] Graphics: syncUploadBufferSize can no longer be set below 2, to prevent Unity crashing on startup.
  • [724664] Graphics: Textures imported as cubemaps are now properly marked as non-readable if the import option says so. This fix is also coming to 5.3.
  • [727467] Graphics - General: DX12: CPU profiler timeline view is no longer broken.
  • IAP: Fixed case of failed IAP purchase events costing Unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • IAP: ProcessPurchase will now be invoked when a store implementation notifies Unity IAP of a purchase for a product that was unknown to Unity IAP.
  • [743502] IL2CPP: Fixed an issue which caused the error message "Callback cannot take parameters" if there was a DLL in the project that inherited from animation state machine classes, but which did not use animation.
  • [742005] IL2CPP: Fixed NavMesh stripping issue.
  • IMGUI: BeginVertical now behaves like BeginHorizontal.
  • [768042] IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control IDs.
  • [744136] IMGUI: Fixed IMGNullReferenceException in plugin crashing Unity at GUIStyle::Draw.
  • [744171] IMGUI: GenericMenu shortcut keys are now displayed.
  • [598054] IMGUI: Material Property Drawer now displays a slider and drop-down menu.
  • [744136] IMGUI: NullReferenceException in plugin no longer crashes Unity at GUIStyle::Draw.
  • [732878] iOS: AdSupport no longer duplicated in plugin inspector.
  • [736683, 739007] iOS: Applied workaround for launch screen asset catalog bug.
  • [711986] iOS: Change to not install Unity plugin unnecessarily. Previously this caused killing of Xcode whenever the previous build was done with different version of Unity.
  • [525606] iOS: Change to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • [771597] iOS: Fix to ensure asset bundles are not flagged for iCloud backup by default upon download.
  • [747022] iOS: Fixed crash on iOS 6.0 devices.
  • [754679] iOS: Fixed excessive use of file descriptors when opening AssetBundles from disk (cache or StreamingAssets folder).
  • [732658] iOS: Fixed Korean, Indian and Hebrew font fallbacks.
  • [750357] iOS: Font containing Lao characters added to the fallback list.
  • [740825] iOS: iOS/OSX: Fixed text rendering performance regression.
  • [734640] iOS: iPod music no longer overridden when a corresponding player setting is not set.
  • [753299] iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations. This helps plugins that use presentation controllers.
  • [755365] iOS/tvOS: All object files should now build with with the correct SDK.
  • [770160] Linux: Fixed flickering/corrupted rendering with OpenGL Core.
  • [763944] Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core.
  • [761639] Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • [764995] Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • [776940] Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • [759459] Mono: Fixed a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • [730146, 735604, 740910] Mono: Implemented IPv6 support on Windows.
  • [759138] MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. This fixes an issue with being unable to write to newly created scripts.
  • [754609] MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As".
  • [485138] MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity.

New in Unity 5.3.5 Patch 2 (Jun 3, 2016)

  • Improvements:
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • GI: Added a version number to the Lighting Data asset. Give the user a nice error message if their Lighting Data is out of date.
  • VR: Updated to version 1.4 of the Oculus API.
  • Fixes:
  • (769275) - Android: Fixed an issue where normals are not correctly oriented on some Adreno models.
  • (784822, 792574) - Android: Fixed the case where RenderTexture was released on resume after sleep.
  • (788821) - Android: Workaround for broken texture swizzles on Android 6 Mali GPUs.
  • (779058) - Animation: Another fix for performance issue on AnimatorOverrideController rebind.
  • (780836) - AssetBundle: Fixed the crash when calling AssetBundle.LoadAllAssetAsync() on a streamed scene asset bundle.
  • (768965) - AssetBundles: Added detailed info to print build size stats for normal asset bundles.
  • (778258) - AssetBundles: Check if we support the previous active build target before restoring.
  • (780252) - AssetBundles: Fixed the issue that AssetBundleManifest.GetAllDependencies returned bundle itself as dependency.
  • (786259) - AssetBundles: Fixed the issue that old asset bundles were not removed to free space.
  • (789841) - Editor: Fixed exceptions when dragging non-regular textures (e.g. from DDS files) into scene view.
  • (789493) - Editor: Fix for password not hidden in editor.log.
  • (791288) - Editor: Fixed an issue with script assembly dependencies, which could cause custom windows to be disabled by user script compilation errors.
  • (769033, 769504) - Editor: Fixed crash when entering or exiting play mode while having a GameObject with a missing script reference.
  • (782204) - Editor: Fixed ETC1/AlphaSplit UI option not appearing under TextureImporter > Advanced mode.
  • (776880) - Editor: Fixed exception when renaming script outside of the editor.
  • (789845) - Editor: Fixed regression where switching platforms while using Cache Server could take much longer than previously.
  • (797822) - GI: Fixed ambient probe update when ground and/or equator color changed.
  • (790530) - GI: Fixed some cases of additive scene loading not merging lightmaps properly.
  • (784391) - Global Illumination: Fixed out-of-sync indices of Lightmaps when unloading additively loaded scenes while others are disabled.
  • (736754, 788007) - Graphics: Fixed deferred rendering issue on AMD GPU with OSX.
  • (782095) - Graphics: Fixed GPU Skinning performance issue each time the mesh becomes visible (some buffers were re-created without a good reason).
  • (none) - IAP: Fixed IAP IStoreListener.ProcessPurchase method not being called if Unity IAP was informed of a purchase for a product which was not requested during initialisation.
  • (none) - Inspector: Selecting a scene asset no longer shows "Message" and "Is Warning" fields in the inspector.
  • (711986) - iOS: Don't install Unity plugin unnecessarily. This caused killing of Xcode whenever the previous build was done with different version of Unity.
  • (775240) - iOS: Fixed the alignment of certain ARM64 functions which fixed a warning when building with Xcode.
  • (772570) - iOS: Fixed iOS plugin settings.
  • (790833) - iOS: Fixed crash when Abort was called on UnityWebRequest before downloading had begun.
  • (792062) - iOS: Fixed crash when scrolling multiline input field on some devices.
  • (782592) - iOS: Fixed issue where generating too many WWW requests or UnityWebRequests at once would cause the app to lock up.
  • (774472) - iOS: Quarantine LZ4 symbols. This caused AppStore rejections in any submission that referenced WatchConnectivity.framework .
  • (757618) - iOS: Support building to directory with non-existing parent.
  • (799708) - OpenGL: Fixed broken rendering on GLCore Windows editor.
  • (780820) - OpenGL: Fixed bufinfo op handling.
  • (786278) - OpenGL: Fixed gl_PrimitiveIDIn in geometry shaders.
  • (790740) - OpenGL: Fixed skinning issues on OSX.
  • (783713) - OSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.
  • (775210) - OSX: Correctly determine native resolution for full screen applications.
  • (767793) - Prefabs: Fixed an issue with serialising objects with 64 bit file IDs, which could cause prefabs to become corrupt.
  • (none) - Scene Management: Fixed serialization of SceneSetup.
  • (775666) - Scene Management: Prevented adding a scene multiple times to the scene list via click and drag.
  • (784481) - Scripting: Avoid allocating GC memory during Coroutine iteration.
  • (791704) - Shaders: Fixed confusing behavior where Material's render queue would be overriden, when changing a shader on it.
  • (775067, 780644) - Shaders: Fixed crash during shader warmup in some cases.
  • (785905) - Shaders: Fixed crash that sometimes happens after deleting a shader, while materials are still trying to use it.
  • (776808) - Shaders: Fixed HLSL bitcast operations on fixed/half types not always translated into OpenGL/ES properly.
  • (744588) - Shaders: Fixed possible editor scene view picking crash, after reimporting shader with a GrabPass.
  • (794539, 792837) - UI: Fixed crash and flickering issues caused by sorting grid.
  • (764711) - UI: Added missing call to SetParentCanvas at CanvasRenderer::CanvasHierarchyChanged.
  • (782957) - UI: Fixed RectMask2D clipping incorrectly when nested canvases are present.
  • (784422) - UnityWebRequest: CORS request blocked due to x-unity-version header
  • (790610) - UnityWebRequest: Fixed an issue whereby Unity was not responding when trying to quit in headless mode.
  • (none) - VR: Added support for DirectX12 to Oculus VRDevice.
  • (none) - VR: Fixed Oculus VRNode values on the first frame.
  • (none) - VR: GearVR Context creation updated.
  • (774164, 795784) - Windows Store: fixed issues with UnityEngine.Networking when using Unity C# projects

New in Unity 5.3.5 Patch 1 (May 26, 2016)

  • Improvements:
  • Runtime: During crashes even if the stack walking is aborted with error (RtlLookupFunctionEntry returned NULL function. Aborting stack walk), Unity will display stripped stack trace instead of displaying zero stack frames.
  • (791792) - Windows Store: Expanded UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon.
  • (792507) - Windows Store: Improved 'NULL != certificate' errors, it will now provide a human readable message why it failed to create a certificate.
  • Fixes:
  • (778825) - 2D: Generate sprite mesh correctly for sprite with outline data after changing texture's max size setting.
  • (770093) - Android: Pause choreographer when activity is paused to fix CPU usage of Unity apps when the app is in background.
  • (790261) - Animation: Fix for animation stopping before reaching designated position.
  • (780289) - AssetBundle: Fixed the issue that failed to asynchronously load the object with script that had the same name as other assets in a bundle.
  • (780836, 761626) - AssetBundles: Fixed intermittent crash due to thread-safety issues.
  • (784401) - Editor: Fixed: No auto license updates since Unity 5.1.
  • (784822, 794090, 759483) - Graphics: Fixed some cases of incorrectly "Releasing Render Texture that is set as Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of device resume after sleep on iOS/Android, context-loss on DirectX or changing Emulation Layer in the Editor.
  • (787701) - IL2CPP: Load the stack value as unsigned for the conv.r.un opcode in IL.
  • (789160) - iOS/IL2CPP: Corrected managed stack traces which could have one incorrect frame when a NullReferenceException occurred.
  • (792606) - iOS: Fixed a crash when releasing WebRequest components.
  • (788483) - Samsung TV: UnityEngine.Ping has been fixed and will no longer report permissions issues.
  • (784481) - Scripting: Avoid allocating GC memory during Coroutine iteration.
  • (none) - Substance: Avoid re-generating ProceduralMaterials twice when switching color space.
  • (780071) - Substance: Fxed "Mismatched LayoutGroup.Repaint" error message appearing in console when assigning a ProceduralMaterial to a mesh.
  • (776052) - Substance: Fixed baked ProceduralTextures being serialized without their baked data.
  • (779560) - Substance: Fixed a crash in VisibleIf expression evaluation caused by looking up an input by label instead of by identifier.
  • (781118) - Substance: Fixed a crash when undoing a modification of the shader assigned to a ProceduralMaterial .
  • (762285) - Substance: Fixed GetProceduralXYZ returning 0 when used with an input's label instead of its identifier.
  • (none) - Substance: Fixed normal maps textures being incorrectly processed when used as image inputs to a ProceduralMaterial.
  • (779574) - Substance: Fixed ProceduralMaterials being stuck in "Generating..." state when leaving playmode as they are being computed.
  • (795563) - Substance: frozen ProceduralMaterials can now be cloned. Procedural properties of a cloned frozen ProceduralMaterial cannot be changed anymore, but regular material properties can.
  • (none) - Substance: ProceduralTextures being cached to disk/flash now have their size correctly taken into account when querying Caching.spaceOccupied.
  • (776803) - Substance: Speed up the processing of BakeAndDiscard materials when loading scenes.
  • (none) - Substance: Now warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • (774423) - UI: Fixed occasional crashes when modifying elements of non-Overlay Canvases.
  • (790264) - UI: Fixed World canvas not rendering in editor game view.
  • (507878) - Windows Standalone: Launcher will correctly display unicode symbols for input bindings.
  • (none) - Windows Store: Added command line argument -dontConnectAcceleratorEvent, which could help to solve issues with XAML controls used together with Unity.
  • (790408) - Windows Store: Do not overwrite solution file when building on top.
  • (778842) - Windows Store: Fixed DisconnectedException while pluging/unplugin joystick from usb multiple times.
  • (792589) - Windows Store: Fixed an issue where user couldn't enter @ symbol with touch screen keyboard when spanish language is selected.
  • (790319) - Windows Store: Fixed an issue with generics, causing access reduction exception at runtime.
  • (792618) - Windows Store: Fixed Screen.orientation sometimes reporting incorrect value on startup.
  • (786277) - Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs.
  • (790537) - Windows Store: Workaround a driver bug in Lumia 950, the screen was flickering when navigation bar was spawning or despawning. Basically we replace ID3D11DeviceContext::ClearDepthStencilView (which corrupts stencil buffer somehow) with a full screen quad draw call which clears depth/stencil.

New in Unity 5.4.0 Beta 19 (May 25, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • DX12: Added support for multi-display rendering.
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next and can be used for post process effects.
  • See the API docs for: Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the services window.
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows 10: Added support for gsync and freesync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the Standalone player and the Windows Store player).
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices.
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Physics: Changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Changes to reject Physics Meshes if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback latency.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will now trigger a warning when opening a project from any version not matching the project's matching last version string saved in information. This includes small version changes such as 5.4.0b1 to 5.4.0b2 or 5.4.0f3 to 5.4.0p1.
  • Particles: Added particle radius parameter for world collisions.
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: API changes:
  • Renamed Physics.solverIterationCount to Physics.defaultSolverIterations and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill, allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the scene will now be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input.
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Compute: Added DispatchIndirect function (similar to DrawProceduralIndirect; dispatches compute shader with parameters sourced from ComputeBuffer)
  • Compute: API of hidden counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improve error handling for compute shaders
  • Core: Added more profiling information to the PersistentManager.
  • Core: Improved job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Documentation: Improved the docs for Graphics.DrawMesh
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In Play Mode the DontDestroyOnLoad scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading scenes in Play Mode. This also allows user see which Scene is loaded in OSX fullscreen mode.
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack to avoid interference from other systems.
  • Physics: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • StackTrace: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • Substance: Changes to warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Standalone: Added "Copy PDB files" option in build settings window, this way you can control to copy debugging files or not.
  • Windows Store: Added Bluetooth capability to player settings.
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CShap* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Fixes:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • [759462, 761416] 2D: Fix error log 'GetLocalizedString is not allowed...'
  • [754282] 2D: Fix memory leak when applying changes to sprite
  • [745882] 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • [754385] 2D: Text is clipped in the 2D preferences
  • [715370] AI: Agent was reporting no path when moving over OffMeshLink.
  • [721123] AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • [717967] AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • [683323] AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • [727785] AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • [788040] Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • [786918] Android: Buildpipe: Fixed AAPT errors on project export.
  • [765396] Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • [554244] Android: Ensure device detected by the editor is online
  • [759195] Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • [762875] Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • [766776] Android: Fix freeze in new splash screen when using threaded GfxDevice
  • [751102] Android: Fixed a crash related to the main context not being an Activity
  • [734124] Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • [779338] Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • [742199] Android: Fixed remote frame debugger
  • [757111] Android: LocationService - Fixed crash bug
  • [750227] Android: Marshmallow - Fixed issues when querying for custom permissions
  • [755510] Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • [689362] Android: Mute audio if audio focus is lost
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [758155] Android: Support OpenGL ES 3.0 on Vivante GPUs
  • [696580] Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • [763447] Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • [766698] Android/IL2CPP: Fixed crash on second startup after installation
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [705558] Animation: Allow deletion of last keyframe in curve editor
  • [624764] Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • [568379] Animation: Changed parameter ordering in add property popup
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • [753888] Animation: Fix animation clip length for bundled clip
  • [741043] Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [756463] Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • [751714] Animation: Fixed 1st frame of Animation displaying default state of the object
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • [754268] Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • [742258] Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • [774052] Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [743247] Animation: Fixed an error in the inspector when selecting multiple files
  • [742069] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • [761215] Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • [739194] Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • [759115] Animation: Fixed an issue where Rotation values would change on save
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • [767356] Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [745139] Animation: Fixed an issue with stepped keys having the wrong value
  • [745781] Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • [745131] Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • [760612] Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [741799] Animation: Fixed Animator.CrossFade failing when already crossfading
  • [757904] Animation: Fixed Animator.UpdateMode not being saved
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • [699102] Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid
  • [766898] Animation: Fixed case of animation compression distorting animation.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [731510] Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [667639] Animation: Fixed clipped text for transition preview warning message
  • [715969] Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [721289] Animation: Fixed crash when changing scripts while in play mode.
  • [754373] Animation: Fixed crash when deleting all euler keys in animation curve.
  • [743374, 740860, 742587] Animation: Fixed crash when deleting AnimatorController asset
  • [748219] Animation: Fixed crash when duplicating transition
  • [738767] Animation: Fixed crash when trying to copy Entry Transition
  • [753866] Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • [688412] Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [707863] Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • [727806] Animation: Fixed documentation for AvatarBuilder
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registered.
  • [773007] Animation: Fixed error message in AnimationClip importer.
  • [775773] Animation: Fixed error message in console while optimizing animation hierarchy.
  • [742622] Animation: Fixed error message when adding color animation
  • [769885] Animation: Fixed error message when using BlendTree livelink
  • [747222] Animation: Fixed errors with unsupported functions and enum events
  • [719392] Animation: Fixed event window not showing up when pressing add animation event button
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during playback when it's being edited.
  • [723883] Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • [727806] Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in animation window when changing selection
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • [775841] Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • [769964] Animation: Fixed long start play mode for scene with a lot of controller
  • [762706] Animation: Fixed loss of animation window selection when selecting child game objects.
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • [769201] Animation: Fixed negative value in frame navigation ui not prevented
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [766775] Animation: Fixed offset when drag&dropping sprites in animation window
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • [740187] Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip
  • [556392] Animation: Fixed property value not getting unselected on mouse down in animation window.
  • [689644] Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [765141] Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • [568379] Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • [770140] Animation: Fixed transition previewer getting infinite loop with some transitions
  • [722129] Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • [575983] Animation: Fixed unremovable property in the animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • [758274] Animation: Prevent Animation Event from being created with negative time.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [551649] Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • [759115] Animation: Rotation value changes on play mode a little bit
  • [754265] Animation: Unity hard-crashes when importing blender rigify model
  • [769858] Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [771372] Asset Import: Fix issue with fileScale value always set to 1 on first import
  • [778562] Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • [762739] Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • [726464] AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [781866] AssetBundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • [758260] AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • [732854] Audio: Audio Low Pass Filter didn't work on Audio Listener
  • [758064] Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • [632169] Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • [760985] Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • [718344] Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • [731177] Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • [715257] Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • [740603] Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • [678001] Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [708438] Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • [738117] Compute: Improved support for bool parameters for compute shaders
  • [781700] Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • [751691] Core: Fix crash when deleting child-object when prefab connection is lost
  • [716926] Core: Fix deletion order of depending components
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • [687655] Core: Fix Issues with import of '~' folders (ignored folders)
  • [736774] Core: Fix not being able to return license
  • [730559] Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • [687080, 543729, 549533, 593676, 562606] Core: Fixed issues with ScritableObjects added as sub-objects to assets
  • [732255] Core: Fixed memory corruption in enlighten scene mapping
  • [681950] Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • [728634] Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor
  • [755238] Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • [765466] Editor: Fix editor crash when locking cursor from constructor or static initializer
  • [730441] Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • [741515] Editor: Fix for null errors when dragging in prefabs into scene view
  • [715448] Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • [745085] Editor: Fix null ref configuring Avatar
  • [757729] Editor: Fix scene view crash if internal scene view camera is disabled
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [705226] Editor: Fix toggling of asset store window full screen mode
  • [743688] Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • [711720] Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • [712973] Editor: Fixed a Mac-only crash when importing some textures.
  • [769833] Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • [709369] Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • [703222] Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • [775244] Editor: Fixed case of access to destroyed window during shutdown.
  • [734284] Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • [769085] Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • [764986] Editor: Fixed changing order of components not getting saved. We now also support undo.
  • [696623] Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • [763920] Editor: Fixed curves in particle system inspector not showing negative values initially
  • [776880] Editor: Fixed exception when renaming script outside of the editor.
  • [781863] Editor: Fixed issue whereby the launcher could crash on exit.
  • [775986] Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the inspector.
  • [729048] Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • [709059] Editor: Fixed performance issue in SpriteInspector.
  • [709639] Editor: Fixed scenes containing prefab instances becoming dirty on load
  • [757212] Editor: Fixed squashed vector fields in material editor
  • [762946] Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • [746120] Editor: Home window close after sign in
  • [742304] Editor: Improved selected object wireframe overlay look when MSAA is used
  • [778277 763319] Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • [788602] Editor: Launcher cosmetic changes: adjusted title font weight.
  • [739892] Editor: Prevent crash when closing Unity with detached Asset Store window
  • [779935] Editor: Prevent dragging of objects between different editor processes causing unintended behavior.
  • [750117] Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • [669717] Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • [752218] Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • [739892] Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • [650493] GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • [663512] GI: Added a note in Lighting window when reflection source is not set
  • [776004] GI: Disallow negative importance for reflection probes.
  • [684983, 672944] GI: Fix baked transparency not applied to AO
  • [629690] GI: Fix baked transparency textures not using tiling and offset values
  • [743478] GI: Fix crash when making object lightmap static
  • [743095] GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • [753822] GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • [756506] GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • [731103] GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • [728021] GI: Fixed scene view GI visualizations sometimes not working properly
  • [755421, 766533, 766546, 756020] GI: Fixed some directional specular lightmap artifacts
  • [714102] GI: Improved Lighting window preview of very small lightmaps
  • [650495] GI: Improved name of Default lightmapping parameters asset
  • [534658] GI: Make substances work with baked transparency.
  • [632894] GI: Refresh light probe connections when editing probe position via inspector
  • [775942] Global Illumination: Change to warn when trying to update disabled reflection probe.
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • [653592] Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • [751599] Global Illumination: Fixed multi-scene baking
  • [736077] Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • [777505] Graphics: Apply material keywords when drawing from command buffers
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • [685154] Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • [731655] Graphics: Fix crash trying to set shader name on shader that failed to compile
  • [741959] Graphics: Fix crash when calling Texture.Compress for large textures
  • [735101] Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • [728925] Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • [715712] Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • [765378] Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • [752757] Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • [758050] Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • [754704] Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • [743239] Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • [753118, 759483] Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • [749690] Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • [775652] Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • [687726] Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • [768296] Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • [724664] Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • [727467] Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IAP: Fixed case of failed IAP purchase events costing unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • [742005] IL2CPP: Fix NavMesh stripping issue
  • [743502] IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • [768042] IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • [744171] IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • [598054] IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • [744136] IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • [744136] IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • [750357] iOS: Add font containing Lao characters to the fallback list
  • [711986] iOS: Change to not install Unity plugin unnecessarily. Previously this caused killing of Xcode whenever the previous build was done with different version of Unity.
  • [525606] iOS: Change to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • [732878] iOS: Don't duplicate AdSupport in plugin inspector
  • [734640] iOS: Don't override iPod music when corresponding player setting is not set
  • [747022] iOS: Fix crash on iOS 6.0 devices
  • [732658] iOS: Fix Korean, Indian and Hebrew font fallbacks
  • [754679] iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • [740825] iOS: iOS/OSX: Fix text rendering performance regression
  • [771597] iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • [753299] iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • [736683, 739007] iOS: Work around launch screen asset catalog bug
  • [755365] iOS/tvOS: Build all object files with correct SDK
  • [770160] Linux: Fix flickering/corrupted rendering with OpenGL Core
  • [763944] Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • [761639] Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • [764995] Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • [776940] Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • [759459] Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • [730146, 735604, 740910] Mono: Implement IPv6 support on Windows.
  • [759138] MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • [754609] MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • [485138] MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • [729201] MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • [731111] MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • [744002] Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • [729157] Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • [774121,772246] Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • [732687, 696591] Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • [745795] Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • [746011] Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • [731045] Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • [748967] Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • [738501] Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • [748936] Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • [727797] Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • [738047] Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • [768030] Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • [781177] Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • [776137] Occlusion Culling: Fixed broken portal visualization in some cases.
  • [775691] Occlusion Culling: Fixed visualization when changing scenes.
  • [742591] OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • [767348] OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • [702914] OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • [782535] Particles: Allow bursts to be larger than 64K
  • [772263] Particles: Collider visualization was not scaling with transform
  • [763929] Particles: Disable size/rotation properly when toggling 3D in the editor
  • [764568] Particles: Disabling unused UI options
  • [765905] Particles: Dont restart system when simulating when becoming visible, and use bigger timesteps
  • [760072] Particles: Ensure no garbage is generated when using some script commands
  • [696305] Particles: Faster mesh data caching, plus memory usage optimization
  • [761790] Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • [781570] Particles: Fix collision bug where NaN could be generated for the contact normal
  • [757061] Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • [757969] Particles: Fix error message when particles have zero velocity and start inside a collider
  • [778193] Particles: Fix mesh color usage, and improve messaging
  • [755095] Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • [759756] Particles: Fix stretch particle bounds to avoid culling errors
  • [744083] Particles: Fixed bug with scripted particle emission API
  • [763664] Particles: Fixed crashes with null curves and gradients
  • [496494] Particles: Fixed culling when using SetParticles in standalone
  • [765346] Particles: Fixed debug plane visualization
  • [756786] Particles: Fixed IsFinite error spam with particles and second camera.
  • [756971] Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • [756108] Particles: Fixed mesh double scaling issues
  • [756194] Particles: Fixed particle system only playing once.
  • [756725] Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • [696610] Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • [759502] Particles: Fixed particles disappearing after going offscreen and returning.
  • [756742] Particles: Fixed particles systems not looping correctly.
  • [755677] Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • [778193] Particles: Fixed Shape Module error when shader doesn't have _Color property
  • [723993] Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • [782648] Particles: Fixing an edge case where 3D size wasn't behaving correctly
  • [755330] Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • [774931] Particles: Fixing crash when material is missing and mesh colors are requested
  • [774931] Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • [754042] Particles: Give subemitters better default names, based on their context (birth, death etc)
  • [770176] Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • [765472] Particles: Improve mesh particle error message, when buffers re full
  • [761689] Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • [754041] Particles: Max Collision Shapes option cannot be negative
  • [757461] Particles: Particle system doesn't play if method is called via Invoke fixed.
  • [745121] Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • [767786] Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • [767827] Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • [760830] Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • [771887] Particles: Size over lifetime using separate axes wasn't always working
  • [761003] Particles: Support radius in Trigger Module
  • [769838] Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • [762708] Particles: Trigger Module crashed when assigning the wrong list type via script
  • [762702] Particles: Trigger Module wasn't spawning death sub emitters
  • [765533] Particles: Visualize Bounds did not scale the debug rendering correctly
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D upd

New in Unity 5.3.5 (May 20, 2016)

  • Improvements:
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
  • Asset Bundles: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
  • Asset Bundles: Output the CRC value for the manifest asset bundle.
  • Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
  • Cluster Rendering: Improved cluster networking layer and reduced instability while using cluster input.
  • Graphics: Dynamic batching was reintroduced for particles, lines and trails. (766802)
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • iOS: Added a compile flag in the trampoline code in order to allow disable the filtering of emoji characters.
  • iOS: Added device support for iPhone SE and iPad Pro 9.7".
  • OpenGL: ComputeBuffer now uses the same data layout as Direct3D whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
  • Networking: Added support for IPv6 networks in UdpClient. (767741)
  • VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
  • Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
  • Changes:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
  • OpenGL: ComputeBuffer data layout changes to match Direct3D; see Improvements section for details.
  • Installer: Updated EULA.
  • Fixes:
  • Analytics: Fixed a rare crash. Only occurs when analytics is on and importing a complete project from asset store with analytics off.
  • Android: Audio - Fixed OpenSL output not selected when default buffer size selected. (784899)
  • Android: Buildpipe - Don't make use of preview SDK tools installed. (788040)
  • Android: Buildpipe - Fixed AAPT errors on project export. (786918)
  • Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects. (765396)
  • Android: Disabled Debug markers on PowerVR Series5 devices due to driver issues. (780958)
  • Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume. (747898)
  • Android: Fix for GPU skinning on Adreno GPUs. (763755)
  • Android: Fix for syncing to low framerate with VSync off. (777167)
  • Android: Fixed a crash in the Development build for some Android devices with PowerVR GPUs (e.g. Asus Memo Pad). (787491)
  • Android: Fixed blending with background on Unity splash screen.
  • Android: Fixed crash on Nvidia Shield tablet. (765744)
  • Android: Fixed crash when loading scenes intermittently. (751530)
  • Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons. (779338)
  • Android: Fixed incorrect width/height when changing orientation after changing anti-aliasing settings. (771542)
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics). (779877)
  • Android: Fixed potential race condition in atomic operations on ARM processors.
  • Android: Fixed Standard Shader lighting issue caused by half-precision overflow on Mali GPUs. (761744)
  • Android: Fixed value of trackingEnabled.
  • Android: Workarounds for OpenGL ES 3 shader compiler problems on Adreno GPUs. (777617)
  • Animation Window: Fixed Null Reference Exception in Curve Editor. (775565)
  • Animation Window: Disabled animation sampling of an optimized game object hierarchy in the animation window. (753270)
  • Animation Window: Fixed custom components not appearing in the Add Property menu of the Animation Window. (760809, 759069)
  • Animation Window: Fixed selection loss in animation window when pasting keyframes. (715416)
  • Animation: Fixed a crash related to exposed skeleton. (784942)
  • Animation: Fixed a crash when importing an animation where a whole curve was corrupted. (774052)
  • Animation: Fixed a performance issue for AnimatorOverrideController rebind. (779058)
  • Animation: Fixed an issue where instantiating a prefab with an Animator Component for the first time took longer than the subsequent times. (771609)
  • Animation: Fixed an issue where rotation curves would be created as Euler curves by default when using the Animation Component. (772668)
  • Animation: Fixed an issue where the scale was not working in editor on GameObject with OptimizeGameObject. (774484)
  • Animation: Fixed animation event inheriting from ScriptableObject not getting triggered. (762952)
  • Animation: Fixed crash when an animation key tried to activate a game object which had animator attached to it. (786873)
  • Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent. (783821)
  • Animation: Fixed crash when GameObject with Animator is instantiated in StateMachineEnter/Exit. (770045)
  • Animation: Fixed crash when shutting down standalone app with Script Playables. (775677)
  • Animation: Fixed error message in console while optimizing animation hierarchy from the inspector. (775773)
  • Animation: Fixed issue where Animation was distorted when animated object was scaled and Optimize Game Objects was selected. (766898, 758322)
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow. (689644)
  • APIUpdater: Fixed AssemblyUpdater crash when verifying WSA / Windows Phone assemblies. (767506)
  • APIUpdater: Fixed ScriptUpdater crash when processing Boo / UnityScript containing Hash literals. (769880)
  • Asset Bundles: Fixed issue where WWW.LoadFromCacheOrDownload would not take into account space on device, and could hang. (762829)
  • Asset Bundles: Fixed the error messages when building variant asset bundles. (769858)
  • Asset Bundles: Fixed an issue where unloading an asset bundle with animated objects (legacy animation) during play mode crashes the editor. (775822)
  • Asset Bundles: Added back scene asset bundles compression statistics. (768965)
  • Asset Bundles: Fixed a crash while loading asset bundle asynchronously. (747800)
  • Asset Bundles: Fixed a potential crash when decompressing corrupted LZMA bundles. (782773)
  • Asset Bundles: Fixed Compress Assets On Import setting ignored when switching platform (762739)
  • Asset Bundles: Fixed CreateFromMemory not working with "." in filenames. (734216)
  • Asset Import: Fixed a crash on FBX import in some rare circumstances. (768846)
  • Asset IMport: Fixed issue where changing date modified on directory meta file caused all files below that directory to be reprocessed. This was also affecting VCS. (756559)
  • Audio: Don't try to load any sounds when Unity audio is disabled. (776044, 763036)
  • Audio: Fixed an issue where Low Pass Filter didn't work on Audio Listener. (732854)
  • Batch mode: Fixed an issue where BuildPlayer calls might cause compilation errors to be logged in subsequent runs. (703290, 786195)
  • Cache Server: Upgraded the node.js version 0.12.7. (760234)
  • Compute: Do not log warnings/errors when current build target does not support compute shaders.
  • Core: Added stacktrace for logging statements and exceptions called on threads. (697872, 633905)
  • Core: ArgumentCache.TidyAssemblyTypeName is now alloc-free if the type name is already clean. (738249)
  • Core: Fixed crash when scaling prefab with mesh that is not read/write enabled. (766019)
  • Core: When exporting a package with scene's dependencies, checkboxes are available next to folder icon. (752733)
  • Core: WWW.responseHeaders is now a case-insensitive Dictionary, as per RFC2616 spec. (770155)
  • D3D11: Fixed a deadlock which would occur when trying to restore focus to a minimized standalone player running in Fullscreen Exclusive mode. (523691)
  • D3D11: Fixed exclusive mode window reactivation issues after focus has been lost. (788555)
  • D3D11: Fixed some rare crashes on memory constrained systems (log would contain resource creation failure messages).
  • D3D9: Player loop will now be processed in the background again when the graphics device is lost (Windows are locked, window is minimized, etc.). (752626)
  • Editor: Fix for core assemblies not being reloaded after encountering errors in user scripts. (750423)
  • Editor: Added support for resizing the height of the preferences window. (763313)
  • Editor: Adjusted the width of the 'Build Settings' window so that it properly display its contents, even if support for some of the players is not currently available. (728634)
  • Editor: Files with invalid names can no longer be dragged into a project. (663994)
  • Editor: Fixed a crash that could happen when animation window is open, and playmode is entered. (696623)
  • Editor: Fixed a crash when locking cursor from constructor or static initializer. (765466)
  • Editor: Fixed a crash when padding ASTC texture when building from command line. (759288)
  • Editor: Fixed an inconsistency between visible and hidden meta file modes, where empty folders were recreated in 'visible' mode. (588531)
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty. (709639)
  • Editor: Fixed an issue that was causing transformations to be modified when entering and subsequently coming back from play mode. (759115)
  • Editor: Fixed an issue where compression wasn't being applied in calls to BuildPipeline.BuildStreamedSceneAssetBundle(). (781866)
  • Editor: Fixed an issue where unloaded scenes were removed from hierarchy after exiting playmode. (769613)
  • Editor: Fixed an issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component editor itself. (778125, 780607)
  • Editor: Fixed changing order of components not getting saved. It now also support undo. (764986)
  • Editor: Fixed crash on launch if "metadata" folder is deleted before launching. (746964)
  • Editor: Fixed newly installed Unity command line activation issue. (790345)
  • Editor: Fixed performance issue in Sprite Inspector. (709059)
  • Editor: Fixed Target Support module download URLs in Build Settings.
  • Editor: Fixed the asset importer error when calling Refresh() during an assembly import. (730559)
  • Editor: Fixed WebViewWindow's freed memory access. (775366)
  • Editor: Fixed wrong error message when returning license via command line. (784727)
  • Editor: Fixed an issue when logging off and opening the Service Window would be missing. (781863)
  • Editor: If a read only file or folder is duplicated, the read only status is no longer duplicated. (730245)
  • Editor: Improved error messages for unsupported target platform in batch mode. (782752)
  • Editor: Now show alert popover for invalid serial format. (775898)
  • Editor: Remove SelectionBase from LOD Group. (763231)
  • Editor: Sped up importing of some Fonts by updating progress bar less often than "crazy often".
  • Editor: Fixed access to destroyed window during shutdown. (775244)
  • Editor: Fixed access violation in some editor GUIView operations. (769833)
  • GI: Fixed incorrect normal mapping on Directional Specular lightmaps; shader code was not matching up what Enlighten was baking. (755421, 766533, 766546, 779696, 756020, 780025)
  • GI: Clamped DynamicGI.indirectScale to allowed range. (664953)
  • GI: Disabled LightProbeGroup components no longer display visualization in the scene view. (662572)
  • GI: Fixed errors when using baked lightmaps & multi-scene editing. (753822)
  • GI: Fixed realtime GI texture coordinates sometimes going wrong on static-batches meshes. (743273)
  • GI: Fixed some cases of scenes not referencing the correct lighting data asset after bake. (757575)
  • GI: Improved wording of various Enlighten error messages.
  • GI: Now properly initialize baked scenes in some code paths to avoid error on console. (753822)
  • GI: Upgraded to Enlighten3.02p4. Fixes direct lighting getting baked into lightmap (697565). Fixes a precision issue and out-of-bounds texture access in baking, which could lead to a crash in the Final Gather stage. (767110)
  • GI: Changing Reflection Probe component positioning in the inspector makes realtime probe black. (653592)
  • GI: Fixed a Reflection Probe baking issue when multiple scenes are used in a project.
  • GI: Fix for baking a scene with objects added before saving the scene not being included in the result. (728610)
  • GI: Fixed a crash when building reflection probe data on specific scenes containing Canvas elements. (767560, 763045)
  • Graphics: Fixed a glitch in Crunch format compressed non-alpha texture after using sprite packer. (774638, 768171)
  • Graphics: Fixed internal profiler for static batching on Android, iPhone and Windows Store. (769539)
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation. (765378)
  • Graphics: Fixed MovieTexture crash when loading a video with no audio stream.
  • Graphics: Fixed potential crash in SetGpuProgramName.
  • Graphics: Fixed static batching errors when meshes have additional vertex data streams with mismatching vertex count. (775261)
  • Graphics: Fixed TrailRenderer showing a gap between current position and the last update. (779129)
  • Graphics: Upgrading a shader with a DX11 [annotation] at the start of the file now doesn't crash. (766992)
  • IL2CPP: Correct an intermittent crash when Environment.GetCommandLineArguments is called. (775804)
  • IL2CPP: Emit proper C++ code for COM marshaling of methods that have at least one parameter that cannot be marshaled. (789905)
  • IL2CPP: Fixed a rare deadlock during Resources.UnloadUnusedAssets. (756912)
  • IL2CPP: Fixed an intermittent crash in the experimental memory profiler. (776152)
  • IL2CPP: Fixed an issue with Socket.Select and IL2CPP where a socket could be reported as being in an error state when it should have been reported as being in a write state. (759488)
  • IL2CPP: Generate C++ code to properly handle circular references for field types in unsafe C# code. (780472)
  • IL2CPP: Generate proper C++ code for a C# class with the StructLayout attribute when its base class does not have a StructLayout attribute. (767367)
  • IL2CPP: Generate proper C++ code for a method that is marked as both an internal call and a runtime call. (781439)
  • IL2CPP: Generate proper C++ code for the OnSerialize method injected by UNET in classes deriving from NetworkProximityChecker. (786499)
  • IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter. (778146)
  • IL2CPP: Generated proper C++ code for assemblies compiled with Visual Studio when a method returning an IntPtr returns an integer value. (787687)
  • IL2CPP: Improved message for PathTooLongException being encountered in IL2CPP. (717343)
  • IL2CPP: Increased maximum heap size.
  • IL2CPP: Now correctly return the remote end point from a UDP socket receive call in an IPv6 network. (767741)
  • IL2CPP: Now generate proper code for COM marshaling of a struct that contains a field of type object array. (781921)
  • IL2CPP: Prevent a compile error in the generated C++ code due to a missing header when we generic exception type is used in a catch statement. (776087)
  • IL2CPP: Properly handle numeric conversion from an unsigned integer to floating point types in some edge cases. (780659)
  • IL2CPP: Properly handle type casts and check for value type arrays when they are casted to generic collection interfaces. (782653)
  • IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode. (692653)
  • IL2CPP: Throw informative exception when MonoPInvokeCallback delegate type is incompatible with target method signature. (732438)
  • Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead. (769666)
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Allow IPv6 to work on iOS with the .NET 2.0 profile. (730146)
  • iOS: Allow third party plugins that use PLCrashReporter library. (768572)
  • iOS: Apple Pencil pressure will now be exposed the same way 3D Touch pressure already is.
  • iOS: Do not export non-prefixed freetype2 symbols now. (778668)
  • iOS: Ensure asset bundles are not flagged for iCloud backup by default upon download. (771597)
  • iOS: Ensure that our symbols are not overridden by user libraries. (774685)
  • iOS: Fixed a crash when playing a scene in the Editor with an iOS device attached as a Unity Remote. (771132)
  • iOS: Fixed GLES error 0x0506 and various graphics corruption when using WebCam textures. (763342)
  • iOS: Fixed incompatible pointer cast warning in trampoline. (776105)
  • iOS: Fixed memory leak when using On Demand Resources. (776528)
  • iOS: Fixed support for non-native resolutions in GLES 2. (779738)
  • iOS: Fixed the incorrect ABI for int64 types on iOS. (774544)
  • iOS: Fixed UnityWebRequest hanging on responses > 64k when using a custom DownloadHandlerScript. (780329)
  • iOS: Made Social.ShowLeaderboardUI to show the leaderboards tab, instead of achievements tab. (777596)
  • iOS: Pause application on GameCenter dialogs on tvOS. (767633)
  • iOS: Switching between different input fields will not leave input accessory fields on screen. (775710)
  • iOS: TouchInputModule and StandaloneInputModule will now handle all touch phases preventing unwanted module switches. (764054)
  • iOS/IL2CPP: Prevent unnecessary changes to the timestamps of the libil2cpp headers during a build. This allows incremental builds to work correctly in Xcode.
  • iOS/tvOS: AdSupport is now removed from Default Frameworks and needs to be explicitly selected under Framework Dependencies in Platform Settings if required. (732878)
  • iOS/tvOS: Fixed a regression which caused artefacts when using GLES2 Graphics API. (785036)
  • JsonUtility: Fixed EditorJsonUtility throwing MissingMethodException (769085)
  • Linux: Don't query displays when running in nographics mode.
  • Linux: Exit with nice message instead of crashing when GPU/driver doesn't meet minimum requirements. (777564, 783842)
  • Linux: Fixed a crash when stereoscopic mode is requested on non-stereoscopic display. (784075)
  • Linux: Fixed an occasional crash when creating texture properties.
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode. (761639)
  • MacDownloadAssistant: Fixed window focus issue after security prompt.
  • Mac Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs. (783713)
  • Mac Editor: Application.version now returns the application's version. It no longer returns Application.unityVersion. (764054)
  • MemoryProfiler: Added toggle to exclude references in detailed memory dump to reduce memory footprint used. (783527)
  • Mono: Fixed GC related test instability in OSX Editor. (777945)
  • Mono: Make the Personal folder be the same on all profiles. (776268)
  • Networking: Fixed issue with SyncList change callback where the old value was given there instead of the updated one. (774970)
  • Networking: Fixed problem when transferring data via reliable sequenced QoS channel could lose messages in "bad" network conditions. (781177)
  • Networking: Fixed problem where HostTopology.MessagePoolSizeGrowthFactor was ignored. (773411)
  • Networking: Fixed WebGL client unable to free connections in NetworkServer when using WebSocket. (768030)
  • OpenGL: Fixed a bunch of compute shader structured buffer access corner case issues. (767348)
  • OpenGL: Fixed invalid shader code generation when using gl_PrimitiveID or bitFieldInsert().
  • OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual GPU capabilities. (763638)
  • OpenGL: Fixed multiple simultaneous append/consume compute buffers usage.
  • OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame. (784880)
  • OpenGL: Shader compiler, added unused global uniform pruning.
  • OpenGL: Shader compiler, avoid temporary variable name collisions. (780831)
  • OpenGL: Shader compiler, fixed shader translation bugs. (782514)
  • OpenGL/ES: Fixed GPU profiler on Android for Tegra 2/3/4 devices. (776539)
  • Particles: Do not restart simulation when becoming visible, and use bigger timesteps, to reduce performance spikes. (765905)
  • Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene. (773226)
  • Particles: Fixed a crash caused when using Inherit Velocity Module. (783433)
  • Particles: Fixed a crash when material is missing and mesh colors are requested. (774931)
  • Particles: Fixed a crash when using SubEmitters with separate rotation axes. (757377)
  • Particles: Fixed an issue where the Material Property Blocks not working with mesh particles. (776143)
  • Particles: Fixed batching issues when using multiple cameras in the same position. (788023)
  • Particles: Fixed culling when using SetParticles. (496494)
  • Physics: Cloth deletes MeshRenderer component when entering playmode fixed. (769137)
  • Physics: Disabling cloth component doesn't seem to really disable it fixed. (669622)
  • Physics: Ensure that OnTriggerExit2D is not called when changing Rigidbody2D.isKinematic property.
  • Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values. (758422)
  • Physics: Fixed an issue for 2D collider: line & ray casting not detecting initial overlapped state.
  • Physics: Fixed an issue with Box2D changes slowing the editor down when lots of changes are made without entering play-mode. (777591)
  • Physics: Fixed cloth issue where adding cloth to an object throws GetLocalizedString error. (769136)
  • Physics: Provide feedback to allow working around crashes occurring when input meshes contain invalid vertices. (766891)
  • Physics2D: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'. (786032)
  • Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody. (780257)
  • Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • Prefabs: Implemented OnWillSaveAssets callback when applying prefabs. (754351)
  • Profiler: Fixed a crash when adding data from thread which was started during a frame. (758264)
  • Resources: Enable warnings for and prevent crashes and memory corruptions when non-assets, or non-unloadable assets are tried to be unloaded through Resources.UnloadAsset in release builds. (767120)
  • Samsung TV: Enabled a "Show Unity Splash Screen" check box on Samsung TV's PlayerSettings.
  • Samsung TV: Fixed multiple crashes on the NT14U TV that would prevent games from launching.
  • SpeedTree: Fixed "GetLocalizedString is not allowed to be called" error message when using the Tree Editor. (779965)
  • Terrain: Fixed crash when exiting Editor after creating TerrainData with HideAndDontSave flag. (780365)
  • Tizen: Fixed issue deploying after upgrading to the Tizen 2.4rev4 SDK. (743653)
  • tvOS: Enabled game controller in tvOS on-screen keyboard. (776446)
  • tvOS: Fixed a bug that caused splash screen properties being not applied. (775008)
  • tvOS: Fixed a crash when calling OnDemandResourcesRequest.Dispose() in a coroutine.
  • tvOS: Fixed build targeting tvOS 9.2 with Xcode 7.3 beta. (770115)
  • tvOS: Separated tvOS SDK and OS version settings from iOS. (749311)
  • UI: Fix for child UI elements not being rendered when scaling World Space Canvas from zero. (768807)
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile. (762080)
  • UI: Fixed dropdown destroy coroutine being started when the component is not active. (758873)
  • UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed. (764711)
  • UI: Fixed issue with double rendering of canvas on Vive VR.
  • UI: Fixed object culling when unparenting from a mask type. (740604)
  • UI: Fixed Selectable not handling when the EventSystem is null. (788037)
  • UI: Fixed setting Input Field text when in Decimal/Integer with invalid values.
  • UI: Setting Input field text through script will now be validated.
  • UnityWebRequest: Downgrade to HTTP GET on 302 and 303 redirect codes (751798)
  • UnityWebRequest: Honor negative redirectLimit. (751794)
  • UWP: Build & Run will correctly work with Universal Windows 10 Apps. (771326)
  • UWP: Screen.currentResolution will return desktop resolution when application is in windowed mode. (771541)
  • VisualStudio: Fixed a crash that could sometimes happen when opening Visual Studio.
  • VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.
  • VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.
  • WebGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check'. (770266)
  • Wii U: Added crash fixes, memory efficiency and 16-bit texture support.
  • Wii U: Fixed issues causing known crashes.
  • Windows: SystemInfo.deviceModel will now report model name and manufacturer. (784466)
  • Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory. (776918)
  • Windows Store: Assembly-CSharp-firstpass will no longer reference itself. (775216)
  • Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead. (754102)
  • Windows Store: Disable Generate C# option when scripting backend is set to il2cpp. (775344)
  • Windows Store: Files located in Assets\Resources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project.
  • Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated IL2CPP Visual Studio solutions which prevented appx bundles to build correctly.
  • Windows Store: Fixed a rare crash at startup related to serialization on debug mode. (778905)
  • Windows Store: Fixed an assert happening during mesh compression.
  • Windows Store: Fixed an exception while marshalling UnityEngine.NavMeshTriangulation.
  • Windows Store: Fixed an issue with populating visual assets (tiles, logos, etc.) to Visual Studio solution (correct file names, manifest entries) and check format consistency (JPEG vs PNG). (775592, 775624, 777575, 777580)
  • Windows Store: Fixed Build & Run for Universal 8.1 solution. (789538)
  • Windows Store: Fixed generics related AssemblyConverter failure and give better error messages. (762780)
  • Windows Store: Fixed incorrect orientation of extended splash screen on Windows Phone 8.1. (770092)
  • Windows Store: Fixed marshaling of UnityEngine.HumanDescription, previously the field hasTranslationDoF was not mashaled at all.
  • Windows Store: Fixed marshaling of UnityEngine.SplatPrototype, previously fields specularMetallic, smoothness were not marshaled, because of this sometimes terrain would be rendered incorrectly. (786889)
  • Windows Store: Fixed Screen.orientation returning AutoRotation on startup. (787522)
  • Windows Store: Fixed stacktraces on IL2CPP scripting backend. (781907)
  • Windows Store: Fixed Tab key duplication in XAML controls when Unity input is enabled. (775931)
  • Windows Store: Fixed www.error return result, previously it would return only an error code, now it will also contain error message returned by the server.
  • Windows Store: Having many generic types in the project no longer makes .NET Native compiler run out of memory.
  • Windows Store: Help SerializationWeaver find references which have Windows SDK specified when building to Universal 8.1. (781994)
  • Windows Store: Hindi characters will show up correctly, Nirmala UI from Windows fonts will be used. (779136)
  • Windows Store: Package.appxmanifest for Universal Windows 10 Apps will be produced correctly when protocol for association launching is specified. (780971)
  • Windows Store: RuntimeInitializeOnLoadMethod will work correctly. (777878)
  • Windows Store: Screen.SetResolution will correctly work on Windows Phone 10. (773877)
  • Windows Store: Slightly fix generated Assembly-CSharp* projects to fix "System.BadImageFormatException: Duplicate type with name 'UnityEngine.Internal.$FieldNamesStorage' .. " (781935)
  • Windows Store: EventType.ScrollWheel is now properly detected. (784975)
  • Windows Store: The maximum amount of characters for short name for tiles will be 40 now. (789439)
  • Windows Store/IL2CPP: Allow the MapFileParser utility to handle input and output files with paths containing non-ASCII characters. (779968)
  • Windows Store/IL2CPP: Fixed a crash on windows when using asynchronous socket APIs (.BeginSend/.BeginReceive/etc). (771883)
  • Windows: Fixed standalone Windows player position when bigger than primary monitor. (760215)
  • WindowsDownloadAssistant: Fixed setting VisualStudio 2015 as Unity script editor.
  • WindowsDownloadAssistant: Fixed the bug which was freezing installation UI during bad network connection. (732955)

New in Unity 5.4.0 Beta 18 (May 19, 2016)

  • Known Issues:
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • Shadows: Directional shadows will present shadow acne when using a custom projection matrix and a very large frustum (20k+)
  • Unity crashes when calling various methods on TerrainData with boundary values
  • VR: Image effects do not currently work with single pass rendering.
  • VR: Some built-in shaders do not currently work with single pass rendering resulting in wrong transformations in right eye. Workaround is to manually include the shaders in your project.
  • Windows Store: Unity APIs which use multidimensional arrays as parameters don't work on UWP when .NET Native compilation is enabled (for ex., Master config). For ex., TerrainData.SetHeights. This includes all Unity versions where UWP is supported. The bug has been logged with Microsoft.
  • [2DRectMask] After changing state of 2DRectMask scene has to be reloaded for changes to take an effect
  • [Android/Audio] App with audio hangs on start if audio disabled in Project Audio settings
  • [Android] Shader fails in OpenGLES 3.0 on Adreno 306 when comparing fragment position with uniform
  • [GL] [Windows] Unity crashes or hangs with no respond on moving and undocking tabs
  • [iOS] Crash with 'gpus_ReturnGuiltyForHardwareRestart' when running GLES2/3 on A9 & A9X devices
  • [iOS][Metal] Performance degradation in 5.4 with some custom shaders
  • [SinglePassStereo] Deferred rendering + spot and point lights stereo discrepancy
  • Features:
  • DX12: Added support for multi-display rendering.
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Documentation: Improved the docs for Graphics.DrawMesh
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Fixes:
  • Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • Android: Buildpipe: Fixed AAPT errors on project export.
  • Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • Editor: Fixed issue whereby the launcher could crash on exit.
  • Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the inspector.
  • Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • Editor: Launcher cosmetic changes: adjusted title font weight.
  • iOS: Change to not install Unity plugin unnecessarily. Previously this caused killing of Xcode whenever the previous build was done with different version of Unity.
  • iOS: Change to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • Scripting: Fixed issue where GetComponent() throws an exception if called from constructors or deserialization.
  • UI: Change to assign default font to text/button text created in the editor when playing. Previously labels were empty in such cases.
  • UI: Change to only process mouse input if there is a mouse present within the StandAloneInputModule.
  • UI: Change to reemitt during the repaint loop, due to world space canvasses not using cameras to render. This fixes a case of UI Elements becoming invisible after scrolling "Graphics" option for the element.
  • UI: Change to shield Selectable in case of a null EventSystem.current, fixing case of NullReferenceException being thrown when Changing InteractableStates while Deactivating EventSystem.
  • UI: Fixed deselection of selectable when set to not-interactable.
  • UI: Fixed incorrect alpha threshold implementation.
  • UI: Fixed incorrect content validation when assigning text.
  • UI: Fixed issue that was causing the first line of text to include the ascent offset scaled by line spacing.
  • UI: Fixed issue were LayoutComplete() was called instead of GraphicUpdateComplete() after the GraphicUpdate loop.
  • UI: Fixed issue where MovieTextures would not have the texel size set.
  • UI: Fixed issue where vertical alignment was set to TOP if the line height was less than the text extents.
  • UI: Fixed issue where we would get OOM crash if borders are larger than drawable rect.
  • UI: Fixed issue whereby pressing up in an empty textfield would index the first char, causing an out of range exception.
  • UI: Fixed issue with blurry text when centering text and pivot set to 0.5 and width/height non-power-of-2.
  • UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.
  • UI: Fixed NaNs introduced in font calculations when the font reports its size as 0.
  • UI: Fixed toggle group assignment use to re-register the toggle during onDisable().
  • UI: Fonts now report a proper descent value which means we can the calculate bottom extent independent of internal leading.
  • UI: Removed functions from onValidate() that cause incorrect behaviour:
  • Set does nothing as serialized property has already overwritten the value by this point.
  • PlayEffect can cause other items to go invisible.
  • UI: Strip \n,\t from InputField text's new value (rather than the old one) when in single line mode.
  • UI: World space canvas now emits to each camera in the scene instead of directly to the world.
  • Windows Store: "Short names" for tiles can now be up to 40 characters long (instead of 13 as was the case previously).
  • Windows Store: Fixed an assert happening during mesh compression.
  • Windows Store: Fixed case of Build & Run not working for Universal 8.1 solution.
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Changes:
  • Graphics: Changed EditorGraphicsSettings methods SetShaderSettingsForPlatform and GetShaderSettingsForPlatform to take BuildTargetGroup instead of BuildTarget
  • Improvements:
  • OpenGL: Shader compiler: Added unused global uniform pruning.
  • Substance: Frozen ProceduralMaterials can now be cloned.
  • Fixes:
  • Android: Audio: Fixed case of OpenSL output not being selected when default buffer size selected.
  • Android: Buildpipe: Fixed case of OBB files not working (fail to be read).
  • Android: Fix for specular highlights on Mali devices caused by half-precision overflow.
  • Android: Fixed incorrect width/height when changing orientation after changing antialiasing settings.
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics).
  • Android: Workaround for ES3 shader compiler bugs on Adreno 3xx devices.
  • Asset Bundles: Fixed issue where AssetBundleManifest.GetAllDependencies would return the bundle itself as a dependency.
  • Asset Bundles: Fixed issue whereby old asset bundles were not removed to free space when the cache filled up.
  • Asset Bundles: Implemented check as to whether the previous active build target is supported before restoring. This fixes a case of an unclear error message being emitted to the console when building asset bundles.
  • Editor: Fixed incorrect platform labels in the build window.
  • Editor: Fixed NullReferenceException that could be triggered when expanding a non-visible item in the hierarchy.
  • Editor: When opening a project configured for an unsupported platform, it will now open with the active platform set to Standalone. Previously "Exception: Could not find build platform for target group ..." would be printed to the console.
  • iOS: Change to quarantine LZ4 symbols. Previously this caused AppStore rejections in any submission that referenced WatchConnectivity.framework.
  • iOS: Change to support building to a directory with non-existing parent. Previously the build would fail in such a case.
  • iOS: Fixed alignment of certain ARM64 functions.
  • iOS: Fixed iOS plugin settings when tvOS support is installed. Previously settings changes were not saved.
  • iOS/tvOS: Fixed a regression which caused artefacts when using GLES2 Graphics API.
  • OpenGL: Fixed case of fragment shader default float precision being mislocated. Now also basing the default precision on actual HW capabilities.
  • OpenGL: Fixed rendering problem when Graphics.Blit is called after WaitForEndOfFrame.
  • OpenGL: Shader compiler: Fix to avoid temp name collisions.
  • OpenGL: Shader compiler: Fixed shader translation bugs.
  • OSX: Change to display x86_64 as the default architecture in the build dialog (rather than x86).
  • OSX: Fix to correctly determine native resolution for full screen applications.
  • Particles: Fixed case of TrailRenderer showing a gap between the current position and the last update.
  • Particles: Fixed crash when opening Particle Playground scene.
  • PS Vita: Fixed case of PlayScheduled() not working correctly on PS Vita.
  • PS4: Fixed issue whereby PS Move controller handles were reported incorrectly.
  • Scripting: Script serialization errors are no longer triggered during serialization (saving).
  • Windows Store: Fixed project deployment issues when the product name contains whitespaces.
  • 5.4.0b18 Release Notes (Full):
  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next and can be used for post process effects.
  • See the API docs for: Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the services window.
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows 10: Added support for gsync and freesync on Windows 10 "Redstone" on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the Standalone player and the Windows Store player).
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Physics: Changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Changes to reject Physics Meshes if they contain invalid (non-finite) vertices.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Particles: Added particle radius parameter for world collisions.
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: API changes:
  • Renamed Physics.solverIterationCount to Physics.defaultSolverIterations and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack to avoid interference from other systems.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • Substance: Changes to warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Standalone: Added "Copy PDB files" option in build settings window, this way you can control to copy debugging files or not.
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CShap* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled multi-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed clipped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed Generic MatchTarget.
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hard-crashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • Asset Import: Fix issue with fileScale value always set to 1 on first import
  • Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetBundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as sub-objects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor
  • Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor crash when locking cursor from constructor or static initializer
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed exception when renaming script outside of the editor.
  • Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • Editor: Fixed performance issue in SpriteInspector.
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent dragging of objects between different editor processes causing unintended behavior.
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Disallow negative importance for reflection probes.
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Fixed some directional specular lightmap artifacts
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Change to warn when trying to update disabled reflection probe.
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: Apply material keywords when drawing from command buffers
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IAP: Fixed case of failed IAP purchase events costing unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • Occlusion Culling: Fixed broke

New in Unity 5.3.4 Patch 6 (May 9, 2016)

  • Improvements:
  • Cluster Rendering : Improvement on cluster networking layer and reduced instability while using cluster input.
  • Fixes:
  • (788040) - Android: Buildpipe - Don't make use of preview SDK tools installed.
  • (786918) - Android: Buildpipe - Fixed AAPT errors on project export.
  • (765396) - Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects.
  • (779338) - Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons.
  • (779877) - Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics).
  • (none) - Android: Fixed potential race condition in atomic access on ARM processors.
  • (689644) - Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • (762739) - AssetBundles: Fixed Compress Assets On Import setting ignored when switching platform
  • (734216) - AssetBundles: FIxed CreateFromMemory not working with "." in filenames.
  • (790345) - Editor: Fixed New installed Unity command line activation issue.
  • (776528) - iOS: Fixed memory leak when using On Demand Resources.
  • (783713) - MacOSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.
  • (763638) - OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual HW capabilities.
  • (784880) - OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame.
  • (none) - OpenGL: Shader compiler: Added unused global uniform pruning.
  • (780831) - OpenGL: Shader compiler: Avoid temp name collisions.
  • (782514) - OpenGL: Shader compiler: Fixed shader translation bugs.
  • (773226) - Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene.
  • (788023) - Particles: Fixed batching issues when using multiple cameras in the same position.
  • (780257) - Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody.
  • (none) - Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • (754351) - Prefabs: Implemented OnWillSaveAssets callback when applying prefabs.
  • (764711) - UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.
  • (none) - VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.
  • (none) - VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.
  • (none) - Wii U: Fixed issues causing known crashes.
  • (none) - Windows Store: Fixed an assert happening during mesh compression.
  • (789538) - Windows Store: Fixed Build & Run for Universal 8.1 solution.
  • (789439) - Windows Store: The maximum amount of characters for short name for tiles will be 40 now.

New in Unity 5.4.0 Beta 17 (May 5, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added motion vector support:
  • Requires RG16 texture support.
  • Motion vectors track the screen space position of an object from one frame to the next and can be used for post process effects.
  • See the API docs for: Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Particles: Added particle radius parameter for world collisions.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Standalone: Added "Copy PDB files" option in build settings window, this way you can control to copy debugging files or not.
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CShap* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled multi-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed clipped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed Generic MatchTarget.
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hard-crashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • Asset Import: Fix issue with fileScale value always set to 1 on first import
  • Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetBundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as sub-objects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor
  • Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor crash when locking cursor from constructor or static initializer
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed exception when renaming script outside of the editor.
  • Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • Editor: Fixed performance issue in SpriteInspector.
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent dragging of objects between different editor processes causing unintended behavior.
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Disallow negative importance for reflection probes.
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Fixed some directional specular lightmap artifacts
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Change to warn when trying to update disabled reflection probe.
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: Apply material keywords when drawing from command buffers
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IAP: Fixed case of failed IAP purchase events costing unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • Occlusion Culling: Fixed broken portal visualization in some cases.
  • Occlusion Culling: Fixed visualization when changing scenes.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Allow bursts to be larger than 64K
  • Particles: Collider visualization was not scaling with transform
  • Particles: Disable size/rotation properly when toggling 3D in the editor
  • Particles: Disabling unused UI options
  • Particles: Dont restart system when simulating when becoming visible, and use bigger timesteps
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix collision bug where NaN could be generated for the contact normal
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix mesh color usage, and improve messaging
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed bug with scripted particle emission API
  • Particles: Fixed crashes with null curves and gradients
  • Particles: Fixed culling when using SetParticles in standalone
  • Particles: Fixed debug plane visualization
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed Shape Module error when shader doesn't have _Color property
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Fixing an edge case where 3D size wasn't behaving correctly
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Fixing crash when material is missing and mesh colors are requested
  • Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • Particles: Improve mesh particle error message, when buffers re full
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Particles: Size over lifetime using separate axes wasn't always working
  • Particles: Support radius in Trigger Module
  • Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • Particles: Trigger Module crashed when assigning the wrong list type via script
  • Particles: Trigger Module wasn't spawning death sub emitters
  • Particles: Visualize Bounds did not scale the debug rendering correctly
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Ensure we don't pass infinite radius into PhysX overlap
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fix inertia tensor being broken after a new Collider was added to the Rigidbody
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Fixed crash when disabling Colliders from OnTriggerStay callbacks.
  • Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Physics2D: Fixed case of Collision2D.relativeVelocity being reported with incorrect values.
  • Physics2D: Fixed issue with dragging a Sprite/Texture2D into the inspector, causing a PolygonCollider2D to use it even though it is not dropped on the component.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Profiler: Fix excessive memory usage when starting development player
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Change to allow surface shaders to directly include "Lighting.cginc" to control where it is included.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed a case where a material using a standard shader with transparency could be sorted incorrectly if the shader was reselected.
  • Shaders: Fixed a potential crash if an internal error is encountered compiling a D3D11 shader.
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shaders: Fixed UNITY_SAMPLE_TEXCUBE_LOD to force texCubeBias only when we are sure that there is no texCubeLod available
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Improved error messages emitted if a syntax error is found early in surface analysis.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: Removed a spurious error about _Emission if a legacy Self-Illumin shader was selected in a material.
  • Shaders: Some optimizations for surface shader importing time.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shadows: Add animation support of light shadow near plane
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Templates: Fixed whitespaces in Editor Tests template
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color

New in Unity 5.3.4 Patch 5 (Apr 29, 2016)

  • Improvements:
  • VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
  • Fixes:
  • (703290, 786195) - Batch mode: Fixed an issue where BuildPlayer calls might cause compilation errors to be logged in subsequent runs.
  • (788555) - D3D11: Fixed exclusive mode window reactivation issues after focus has been lost.
  • (none) - D3D11: Fixed some rare crashes on memory constrained systems (log would contain resource creation failure messages).
  • (775898) - Editor: Now show alert pop over for invalid serial format.
  • (779129) - Graphics: Fixed TrailRenderer showing a gap between current position and the last update.
  • (789905) - IL2CPP: Emit proper C++ code for COM marshaling of methods that have at least one parameter that cannot be marshaled.
  • (786499) - IL2CPP: Generate proper C++ code for the OnSerialize method injected by UNET in classes deriving from NetworkProximityChecker.
  • (787687) - IL2CPP: Generated proper C++ code for assemblies compiled with Visual Studio when a method returning an IntPtr returns an integer value.
  • (785036) - iOS/tvOS: Fixed a regression which caused artefacts when using GLES2 Graphics API.
  • (780329) - iOS: Fixed UnityWebRequest hanging on responses > 64k when using a custom DownloadHandlerScript.
  • (783527) - MemoryProfiler: Added toggle to exclude references in detailed memory dump to reduce memory footprint used.
  • (783433) - Particles: Fixed a crash when using Inherit Velocity Module curves.
  • (766891) - Physics: Provide feedback to allow working around crashes occurring when input meshes contains invalid vertices.
  • (none) - Samsung TV: Enabled a "Show Unity Splash Screen" check box on Samsung TV's PlayerSettings.
  • (776446) - tvOS: Enabled game controller in tvOS on-screen keyboard.
  • (none) - tvOS: Fixed a crash when calling OnDemandResourcesRequest.Dispose() in a coroutine.
  • (749311) - tvOS: Separated tvOS SDK and OS version settings from iOS.
  • (768807) - UI: Fix for child UI elements not being rendered when scaling World Space Canvas from zero.
  • (751798) - UnityWebRequest: Downgrade to HTTP GET on 302 and 303 redirect codes
  • (751794) - UnityWebRequest: Honor negative redirectLimit.
  • (none) - Windows Store: Fixed an exception while marshalling UnityEngine.NavMeshTriangulation.
  • (none) - Windows Store: Fixed marshaling of UnityEngine.HumanDescription, previously the field hasTranslationDoF was not mashaled at all.
  • (786889) - Windows Store: Fixed marshaling of UnityEngine.SplatPrototype, previously fields specularMetallic, smoothness were not marshaled, because of this sometimes terrain would be rendered incorrectly.
  • (none) - Windows Store: Fixed www.error return result, previously it would return only an error code, now it will also contain error message returned by the server.
  • (760215) - Windows: Fixed standalone Windows player position when bigger than primary monitor.

New in Unity 5.4.0 Beta 16 (Apr 28, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Particles: Added particle radius parameter for world collisions.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Standalone: Added "Copy PDB files" option in build settings window, this way you can control to copy debugging files or not.
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CShap* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled multi-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed clipped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed Generic MatchTarget.
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hard-crashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Import: Fix issue with fileScale value always set to 1 on first import
  • Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetBundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as sub-objects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor
  • Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor crash when locking cursor from constructor or static initializer
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed exception when renaming script outside of the editor.
  • Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • Editor: Fixed performance issue in SpriteInspector.
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent dragging of objects between different editor processes causing unintended behavior.
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Disallow negative importance for reflection probes.
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Fixed some directional specular lightmap artifacts
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Change to warn when trying to update disabled reflection probe.
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: Apply material keywords when drawing from command buffers
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • Occlusion Culling: Fixed broken portal visualization in some cases.
  • Occlusion Culling: Fixed visualization when changing scenes.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Allow bursts to be larger than 64K
  • Particles: Collider visualization was not scaling with transform
  • Particles: Disable size/rotation properly when toggling 3D in the editor
  • Particles: Disabling unused UI options
  • Particles: Dont restart system when simulating when becoming visible, and use bigger timesteps
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix collision bug where NaN could be generated for the contact normal
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix mesh color usage, and improve messaging
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed bug with scripted particle emission API
  • Particles: Fixed crashes with null curves and gradients
  • Particles: Fixed culling when using SetParticles in standalone
  • Particles: Fixed debug plane visualization
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed Shape Module error when shader doesn't have _Color property
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Fixing an edge case where 3D size wasn't behaving correctly
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Fixing crash when material is missing and mesh colors are requested
  • Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • Particles: Improve mesh particle error message, when buffers re full
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Particles: Size over lifetime using separate axes wasn't always working
  • Particles: Support radius in Trigger Module
  • Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • Particles: Trigger Module crashed when assigning the wrong list type via script
  • Particles: Trigger Module wasn't spawning death sub emitters
  • Particles: Visualize Bounds did not scale the debug rendering correctly
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Ensure we don't pass infinite radius into PhysX overlap
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fix inertia tensor being broken after a new Collider was added to the Rigidbody
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Fixed crash when disabling Colliders from OnTriggerStay callbacks.
  • Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Physics2D: Fixed case of Collision2D.relativeVelocity being reported with incorrect values.
  • Physics2D: Fixed issue with dragging a Sprite/Texture2D into the inspector, causing a PolygonCollider2D to use it even though it is not dropped on the component.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Profiler: Fix excessive memory usage when starting development player
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Change to allow surface shaders to directly include "Lighting.cginc" to control where it is included.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: Some optimizations for surface shader importing time.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shadows: Add animation support of light shadow near plane
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Templates: Fixed whitespaces in Editor Tests template
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color.
  • tvOS: Change to disable Menu button when playing video if allowExitToHome is disabled.
  • tvOS: Change to make tvOS platform support installation independent from iOS platform support.
  • tvOS: Duplicate another image layer when not all are defined
  • tvOS: Enabled movie playing on tvOS.
  • tvOS: Fix rendering path selector in player settings
  • tvOS: Fix to enable game controller in tvOS on-screen keyboard.
  • tvOS: Fix to separate tvOS SDK and OS version settings from iOS.
  • tvOS: Fixed SetScriptingDefineSymbolsForGroup for tvOS
  • tvOS: Fixed Xcode plugin installation when it is done by tvOS platform support.
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Ensure the dropdown component is enabled before trying to start the coroutine
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • UI: Fixed ArgumentCache.TidyAssemblyTypeName allocating memory everytime. It is now alloc-free except the first time deserializing deprecated data
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • UI: Fixed first color crossfade tween cancelling subsequent tweens while running
  • UI: Fixed incorrect line height with embedded quads in rich text
  • UI: Fixed issue where dirty CanvasRenderers of disabled canvas's would be added to the dirtylist causing a null reference crash
  • UI: Fixed issue where if two elements were incorrectly ordered if they were in the same sorting bucket
  • UI: Fixed issue with null

New in Unity 5.3.4 Patch 4 (Apr 20, 2016)

  • Improvements:
  • Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
  • OpenGL: ComputeBuffer now uses the same data layout as DX whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
  • Fixes:
  • (767741) - Added support for IPv6 networks in UdpClient::Recieve .
  • (763755) - Android: Fix for GPU skinning on Adreno GPUs.
  • (771542) - Android: Fixed incorrect width/height when changing orientation after changing antialiasing settings.
  • (761744) - Android: Fixed Standard Shader lighting issue caused by half-precision overflow on Mali GPUs.
  • (787491) - Android: Fixed a crash in the Development build for some Android devices with PVR GPUs (e.g. Asus Memo Pad).
  • (751530) - Android: Fixed crash when load scenes intermittently.
  • (777617) - Android: Workarounds for OpenGL ES 3 shader compiler problems on Adreno GPUs.
  • (786873) - Animation: Fixed crash when an animation key tried to activate a gameobject which had animator attached to it.
  • (783821) - Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent.
  • (774484) - Animation: Fixed an issue where the scale was not working in editor on GameObject with OptmizeGameObject.
  • (747800) - AssetBundles: Fixed a crash while loading asset bundle asynchronously.
  • (782773) - AssetBundles: Fixed a potential crash when decompressing corrupted lzma bundles.
  • (768965) - AssetBundles: Print build size stats also for normal asset bundles.
  • (none) - Compute: Do not log warnings/errors when current build target does not support compute shaders.
  • (738249) - Core: ArgumentCache.TidyAssemblyTypeName is alloc-free if the type name is already clean.
  • (750423) - Editor : Fix for core assemblies not being reloaded after encountering errors in user scripts.
  • (759288) - Editor: Fixed a crash when padding ASTC texture when building from command line.
  • (588531) - Editor: Fixed an inconsistency between visible and hidden meta file modes, where empty folders were recreated in 'visible' mode.
  • (746964) - Editor: Fixed crash on launch if "metadata" folder is deleted before launching.
  • (709059) - Editor: Fixed performance issue in SpriteInspector.
  • (784727) - Editor: Fixed wrong error message when returning license via command line.
  • (782752) - Editor: Improved error messages for unsupported target platform in batch mode.
  • (763231) - Editor: Remove SelectionBase from LOD Group.
  • (none) - Editor: Sped up importing of some Fonts by updating progress bar less often than "crazy often".
  • (664953) - GI: Clamped DynamicGI.indirectScale to allowed range.
  • (662572) - GI: Disabled LightProbeGroup components no longer display visualization in the scene view.
  • (753822) - GI: Fixed errors when using baked lightmaps & multi-scene editing.
  • (743273) - GI: Fixed realtime GI texture coordinates sometimes going wrong on static-batches meshes.
  • (757575) - GI: Fixed some cases of scenes not referencing the correct lighting data asset after bake.
  • (none) - GI: Improved wording of various Enlighten error messages.
  • (753822) - GI: Now properly initialize baked scenes in some code paths to avoid error on console.
  • (769539) - Graphics: Fixed internal profiler for static batching on Android, iPhone and Metro.
  • (765378) - Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation.
  • (768171) - Graphics: Fixed PackTextures crash if called on a Crunch-compressed texture that is not marked as readable.
  • (775261) - Graphics: Fixed static batching errors when meshes have additional vertex data streams with mismatching vertex count.
  • (766992) - Graphics: Upgrading a shader with a DX11 [annotation] at the start of the file now doesn't crash.
  • (767741) - IL2CPP: Now correctly return the remote end point from a UDP socket receive call in an IPv6 network.
  • (781921) - IL2CPP: Now generate proper code for COM marshaling of a struct that contains a field of type object array.
  • (778668) - iOS: Do not export non-prefixed freetype2 symbols now.
  • (774544) - iOS: Fixed the incorrect ABI for int64 types on iOS.
  • (774685) - iOS: Ensure that our symbols are not overridden by user libraries.
  • (none) - MacDownloadAssistant: Fixed window focus issue after security prompt.
  • (767348) - OpenGL: Fixed a bunch of compute shader structured buffer access corner case issues.
  • (none) - OpenGL: Fixed invalid shader code generation when using gl_PrimitiveID or bitFieldInsert().
  • (none) - OpenGL: Fixed multiple simultaneous append/consume compute buffers usage.
  • (765905) - Particles: Do not restart simulation when becoming visible, and use bigger timesteps, to reduce performance spike.
  • (774931) - Particles: Fixed a crash when material is missing and mesh colors are requested.
  • (757377) - Particles: Fixed a crash when using SubEmitters with separate rotation axes.
  • (496494) - Particles: Fixed culling when using SetParticles.
  • (783433) - Particles: Fixed a crash caused when using Inherit Velocity Module.
  • (776143) - Particles: Fixed an issue where the Material Property Blocks not working with mesh particles.
  • (786032) - Physics2D: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'.
  • (none) - Physics: Ensure that OnTriggerExit2D is not called when changing Rigidbody2D 'isKinematic' property.
  • (766891) - Physics: Provide feedback to allow working around crashes occurring when input meshes contain invalid vertices.
  • (788037) - UI: Fixed Selectable not handling when the EventSystem is null.
  • (none) - Wii U: Added crash fixes, memory efficiency and 16-bit texture support.
  • (784466) - Windows Editor/Standalone: SystemInfo.deviceModel will now report model name and manufacturer.
  • (787522) - Windows Store: Fixed Screen.orientation returning AutoRotation on startup.
  • (785743) - Windows Store: Fixed .NET native compiler crash when using managed plugin that already has an assembly initializer defined. One of such assemblies was "Rewired_Core.dll".
  • (784912) - Windows Store: Fixed a crash when de-serializing a struct with a list or an array inside from an empty json string.
  • (784908) - Windows Store: Fixed building player when there are plugins in the project that are marked "read-only".
  • (755238) - Windows Store: Microsoft .NET compiler will always ouput errors in english ignoring OS region settings, the same way as Mono compiler.
  • (760391) - Windows Store: When building scripts using Microsoft C# compiler on il2cpp scripting backend now identical references are passed to it compared to when using Mono C# compiler. This fixed issues that resulted in compiler errors saying "SupportClass is already defined in another assembly".

New in Unity 5.4.0 Beta 15 (Apr 18, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the services window
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Particles: Added particle radius parameter for world collisions.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CSharp* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled multi-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with state machine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed clipped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hard-crashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Import: Fix issue with fileScale value always set to 1 on first import
  • Asset Import: Support of Blender 2.77 and later
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as sub-objects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly subtracts from selection in light probe group editor
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor crash when locking cursor from constructor or static initializer
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Disallow negative importance for reflection probes.
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Fixed some directional specular lightmap artifacts
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: Apply material keywords when drawing from command buffers
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • Occlusion Culling: Fixed broken portal visualization in some cases.
  • Occlusion Culling: Fixed visualization when changing scenes.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Collider visualization was not scaling with transform
  • Particles: Disable size/rotation properly when toggling 3D in the editor
  • Particles: Disabling unused UI options
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed bug with scripted particle emission API
  • Particles: Fixed crashes with null curves and gradients
  • Particles: Fixed culling when using SetParticles in standalone
  • Particles: Fixed debug plane visualization
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed Shape Module error when shader doesn't have _Color property
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • Particles: Improve mesh particle error message, when buffers re full
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Particles: Size over lifetime using separate axes wasn't always working
  • Particles: Support radius in Trigger Module
  • Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • Particles: Trigger Module crashed when assigning the wrong list type via script
  • Particles: Trigger Module wasn't spawning death sub emitters
  • Particles: Visualize Bounds did not scale the debug rendering correctly
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Ensure we don't pass infinite radius into PhysX overlap
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fix inertia tensor being broken after a new Collider was added to the Rigidbody
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Fixed crash when disabling Colliders from OnTriggerStay callbacks.
  • Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Physics2D: Fixed case of Collision2D.relativeVelocity being reported with incorrect values.
  • Physics2D: Fixed issue with dragging a Sprite/Texture2D into the inspector, causing a PolygonCollider2D to use it even though it is not dropped on the component.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Profiler: Fix excessive memory usage when starting development player
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: Some optimizations for surface shader importing time.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shadows: Add animation support of light shadow near plane
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Templates: Fixed whitespaces in Editor Tests template
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color.
  • tvOS: Duplicate another image layer when not all are defined
  • tvOS: Fix rendering path selector in player settings
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Ensure the dropdown component is enabled before trying to start the coroutine
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • UI: Fixed ArgumentCache.TidyAssemblyTypeName allocating memory everytime. It is now alloc-free except the first time deserializing deprecated data
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • UI: Fixed first color crossfade tween cancelling subsequent tweens while running
  • UI: Fixed incorrect line height with embedded quads in rich text
  • UI: Fixed issue where dirty CanvasRenderers of disabled canvas's would be added to the dirtylist causing a null reference crash
  • UI: Fixed issue where if two elements were incorrectly ordered if they were in the same sorting bucket
  • UI: Fixed issue with null reference error in Graphic on reload
  • UI: Fixed the issue with the font importer inspector getting dirtied each time it was enabled.
  • UI: If the InverseMatrix of the canvas changes we need to dirty the batch to redraw at correct location
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
  • UI: Strip \n,\t from InputField text when in single line mode
  • Visual Studio: Fixed crash when opening VisualStudio + improved VisualStudio startup performance
  • VR: Exposed Camera.targetEye to script for Virtual reality Applications.
  • VR: Fix Screen Orientation on GearVR applications.
  • VR: Fixed case of VRSettings.supportedDevices not populating until a VR device is loaded.
  • VR: Fixed Splash Screen Aspect ratio issues for VR Applications.
  • WebGL: Fix backspace in IMGUI input field navigating away from page
  • WebGL: Fix building shaders correctly for WebGL in AssetBundles
  • WebGL: Fix cursor hotspot coordinates when hotspot is outside the cursor area
  • WebGL: Fix webpage scrolling in Chrome/Safari/Edge when pressing arrow keys
  • WebGL: Fix xbox controller default mapping not matching buttons/axis
  • WebGL: Fixed 'Uncaught incorrect header check' error.
  • WebGL: Fixed WebGL 2.0 support to run on browsers implementing the final WebGL 2.0 specifications.
  • WebGL: Impement AudioSource.PlayScheduled and AudioSource.SetScheduledEndTime
  • WebGL: WebGL: Fix input y coordinates being off-by-one
  • Window Management: Fixed LockReloadAssemblies is not working correctly
  • Window Management: Fixed Minimizing unity changes the size of maximized unity windows
  • Windows: "Build & Run On" option will now work correctly with Universal Windows 10 Apps (it is no longer greyed out)
  • Windows: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not inst

New in Unity 5.3.4 Patch 3 (Apr 14, 2016)

  • Improvements:
  • Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
  • Changes:
  • Installer: updated EULA.
  • Fixes:
  • (747898) - Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume.
  • (777167) - Android: Fix for syncing to low framerate with vsync off.
  • (784942) - Animation: Fixed a crash related to exposed skeleton.
  • (none) - Documentation: Added missing 'OnJointBreak2D' callback documentation.
  • (730245) - Editor: If a read only file or folder is duplicated, the read only status is no longer duplicated.
  • (769613) - Editor: Fixed an issue where unloaded scenes were removed from hierarchy after exiting playmode.
  • (none) - Editor: Fixed Target Support module download URLs in Build Settings.
  • (663994) - Editor: Files with invalid names can no longer be dragged into a project.
  • (653592) - Global Illumination: Changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • (none) - Global Illumination: Fixed a Reflection Probe baking issue when multiple scenes are used in a project.
  • (774638) - Graphics: Fixed a glitch in crunched compressed non-alpha texture after using sprite packer.
  • (782653) - IL2CPP: Properly handle type casts and check for value type arrays when they are casted to generic collection interfaces.
  • (none) - iOS: Apple Pencil pressure will now be exposed the same way 3D Touch pressure already is.
  • (775710) - iOS: Switching between different input fields will not leave input accessory fields on screen.
  • (764054) - iOS: TouchInputModule and StandaloneInputModule will now handle all touch phases preventing unwanted module switches.
  • (none) - Linux: Don't query displays when running in nographics mode.
  • (764054) - OSX editor: Application.version now returns the application's version. It no longer returns Application.unityVersion.
  • (740604) - UI: Fixed object culling when unparenting from a mask type.
  • (none) - UI: Fixed setting Input Field text when in Decimal/Integer with invalid values.
  • (776918) - Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory.
  • (775344) - Windows Store: Disable Generate C# option when scripting backend is set to il2cpp.
  • (none) - Windows Store: Files located in Assets\Resources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project.
  • (762780) - Windows Store: Fixed generics related AssemblyConverter failure and give better error messages.
  • (770092) - Windows Store: Fixed incorrect orientation of extended splash screen on Windows Phone 8.1.
  • (781907) - Windows Store: Fixed stacktraces on IL2CPP scripting backend.
  • (none) - Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated IL2CPP Visual Studio solutions which prevented appx bundles to build correctly.
  • (754102) - Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead.
  • (none) - Windows Store: Having many generic types in the project no longer makes .NET Native compiler run out of memory.
  • (777878) - Windows Store: RuntimeInitializeOnLoadMethod will work correctly.
  • (773877) - Windows Store: Screen.SetResolution will correctly work on Windows Phone 10.
  • (none) - WindowsDownloadAssistant: Fixed setting VisualStudio 2015 as Unity script editor.
  • (732955) - WindowsDownloadAssistant: Fixed the bug which was freezing installation UI during bad network connection.
  • (784975) - WSA: EventType.ScrollWheel is now properly detected.

New in Unity 5.3.4 Patch 2 (Apr 12, 2016)

  • Improvements:
  • Added device support for iPhone SE and iPad Pro 9.7".
  • AssetBundle: Output the crc value for the manifest asset bundle.
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • Fixes:
  • (784899) - Android: Audio - Fixed OpenSL output not selected when default buffer size selected.
  • (780958) - Android: Disabled Debug markers on PowerVR Series5 devices.
  • (774052) - Animation: Fixed a crash when importing an animation where a whole curve was corrupted.
  • (779058) - Animation: Fixed a performance issue for AnimatorOverrideController rebind.
  • (771609) - Animation: Fixed an issue where instantiating a prefab with an Animator Component for the first time took longer than the subsequent times.
  • (770045) - Animation: Fixed crash when GameObject with Animator is instantiated in StateMachineEnter/Exit.
  • (767506) - APIUpdater: Fixed AssemblyUpdater crash when verifying WSA / / Windows Phone assemblies.
  • (769880) - APIUpdater: Fixed ScriptUpdater crash when processing Boo / UnityScript containing Hash literals.
  • (762829) - Asset Bundles: Fixed issue where WWW.LoadFromCacheOrDownload would not take into account space on device, and could hang.
  • (768846) - Asset Import: Fixed a crash on fbx import in some rare circumstances.
  • (775822) - AssetBundle: Fixed an issue where unloading an asset bundle with animated objects (legacy animation) during play mode crashes the editor.
  • (756559) - Assets/VCS: Fixed issue where changing date modified on directory meta file caused all files below that directory to be reprocessed. This was also affecting VCS.
  • (776044, 763036) - Audio: Don't try to load any sounds when Unity audio is disabled.
  • (732854) - Audio: Fixed an issue where low Pass Filter didn't work on Audio Listener.
  • (760234) - Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7.
  • (766019) - Core: Fixed crash when scaling prefab with mesh that is not read/write enabled.
  • (752733) - Core: When exporting a package with scene's dependencies, check boxes are available next to folder icon.
  • (770155) - Core: WWW.responseHeaders is now a case-insensitive Dictionary, as per https://www.w3.org/Protocols/rfc2616/rfc2616-sec4.html#sec4.2.
  • (523691) - Direct3D11: Fixed a deadlock which would occur when trying to restore focus to a minimized standalone player running in Fullscreen Exclusive mode.
  • (766802) - Dynamic Batching: This has been reintroduced for particles, lines and trails.
  • (728634) - Editor: Adjusted the width of the 'Build Settings' window so that it properly display its contents, even if support for some of the players is not currently available.
  • (765466) - Editor: Fixed a crash when locking cursor from constructor or static initializer.
  • (778125, 780607) - Editor: Fixed an issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component editor itself.
  • (709639) - Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • (781866) - Editor: Fixed an issue where compression wasn't being applied in calls to BuildPipeline.BuildStreamedSceneAssetBundle().
  • (none) - Fixed MovieTexture crash when loading a video with no audio stream.
  • (767110) - GI: Upgraded to Enlighten3.02p4. Fixed a precision issue and out-of-bounds texture access in baking, which could lead to a crash in the Final Gather stage.
  • (728610) - Graphics: Fix for baking a scene with objects added before saving the scene not being included in the result.
  • (767560, 763045) - Graphics: Fixed a crash when building reflection probe data on specific scenes containing Canvas elements.
  • (755421, 766533, 766546, 779696, 756020, 780025) - Graphics: Reflect normal texture encoding in global illumination shader.
  • (767367) - IL2CPP: Generate proper C++ code for a C# class with the StructLayout attribute when its base class does not have a StructLayout attribute.
  • (781439) - IL2CPP: Generate proper C++ code for a method that is marked as both an internal call and a runtime call.
  • (780659) - IL2CPP: Properly handle numeric conversion from an unsigned integer to floating point types in some edge cases.
  • (769666) - Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead.
  • (none) - iOS/IL2CPP: Prevent unnecessary changes to the timestamps of the libil2cpp headers during a build. This allows incremental builds to work correctly in Xcode.
  • (none) - iOS: Added Xcode 7.3 Build & Run support
  • (730146) - iOS: Allow IPv6 to work on iOS with the .NET 2.0 profile.
  • (771132) - iOS: Fixed a crash when playing a scene in the Editor with an iOS device attached as a Unity Remote.
  • (779738) - iOS: Fixed support for non-native resolutions in GLES 2.
  • (none) - iOS: Restored documentation for RenderTargetSetup.
  • (784075) - Linux: Fixed a crash when stereoscopic mode is requested on non-stereoscopic display.
  • (783842) - Linux: Fixed another crash when supported opengl core version is insufficient
  • (none) - Linux: Fixed an occasional crash when creating texture properties.
  • (776268) - Mono: Make the Personal folder be the same on all profiles.
  • (765928) - MovieTexture: Restricting black texture fix to OSX 64. Linux 64 did not need it.
  • (781177) - Networking: Fixed problem when transferring data via reliable sequenced QoS channel could lose messages in "bad" network conditions.
  • (773411) - Networking: Fixed problem where Networking.HostTopology.MessagePoolSizeGrowthFactor was ignored.
  • (768030) - Networking: Fixed WebGL client unable to free connections in NetworkServer when using WebSocket.
  • (none) - Particles: Fixed incorrect inspector style on Particle System Renderer Pivot field.
  • (758422) - Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values.
  • (767120) - Resources: Enable warnings for and prevent crashes and memory corruptions when non-assets, or non-unloadable assets are tried to be unloaded through Resources.UnloadAsset in release builds.
  • (none) - Samsung TV: Fixed multiple crashes on the NT14U TV that would prevent games from launching.
  • (780365) - Terrain: Fixed crash when exiting Editor after creating TerrainData with HideAndDontSave flag.
  • (758873) - UI: Fixed dropdown destroy coroutine being started when the component is not active.
  • (none) - UI: Fixed issue with double rendering of canvas on Vive.
  • (none) - UI: Setting Input field text through script will now be validated.
  • (770266) - WEBGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check'.
  • (775931) - Windows Store: Fixed Tab key duplication in XAML controls when Unity input is enabled.
  • (781994) - Windows Store: Help SerializationWeaver find references which have Windows SDK specified when building to Universal 8.1.
  • (779136) - Windows Store: Hindi characters will show up correctly, Nirmala UI from Windows fonts will be used.
  • (780971) - Windows Store: Package.appxmanifest for Universal Windows 10 Apps will be produced correctly when protocol for association launching is specified.
  • (781935) - Windows Store: Slightly fix generated Assembly-CSharp* projects to fix "System.BadImageFormatException: Duplicate type with name 'UnityEngine.Internal.$FieldNamesStorage' .. "

New in Unity 5.4.0 Beta 14 (Apr 12, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Particles: Added particle radius parameter for world collisions.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Use new Game Center APIs when possible
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: Fixed generated Visual Studio solution and Assembly-CShap* projects, they will no longer rebuild needlessly. See upgrade guide for more information
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled muti-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed cliped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hardcrashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as subobjects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly substracts from selection in light probe group editor
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor crash when locing cursor from constructor or static initializer
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Collider visualization was not scaling with transform
  • Particles: Disable size/rotation properly when toggling 3D in the editor
  • Particles: Disabling unused UI options
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed bug with scripted particle emission API
  • Particles: Fixed crashes with null curves and gradients
  • Particles: Fixed culling when using SetParticles in standalone
  • Particles: Fixed debug plane visualization
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed Shape Module error when shader doesn't have _Color property
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • Particles: Improve mesh particle error message, when buffers re full
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Particles: Size over lifetime using separate axes wasn't always working
  • Particles: Support radius in Trigger Module
  • Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • Particles: Trigger Module crashed when assigning the wrong list type via script
  • Particles: Trigger Module wasn't spawning death sub emitters
  • Particles: Visualize Bounds did not scale the debug rendering correctly
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Ensure we don't pass infinite radius into PhysX overlap
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fix inertia tensor being broken after a new Collider was added to the Rigidbody
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Fixed crash when disabling Colliders from OnTriggerStay callbacks.
  • Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Physics2D: Fixed case of Collision2D.relativeVelocity being reported with incorrect values.
  • Physics2D: Fixed issue with dragging a Sprite/Texture2D into the inspector, causing a PolygonCollider2D to use it even though it is not dropped on the component.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Profiler: Fix excessive memory usage when starting development player
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: Some optimizations for surface shader importing time.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shadows: Add animation support of light shadow near plane
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Templates: Fixed whitespaces in Editor Tests template
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color.
  • tvOS: Duplicate another image layer when not all are defined
  • tvOS: Fix rendering path selector in player settings
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Ensure the dropdown component is enabled before trying to start the coroutine
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • UI: Fixed ArgumentCache.TidyAssemblyTypeName allocating memory everytime. It is now alloc-free except the first time deserializing deprecated data
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • UI: Fixed first color crossfade tween cancelling subsequent tweens while running
  • UI: Fixed incorrect line height with embedded quads in rich text
  • UI: Fixed issue where dirty CanvasRenderers of disabled canvas's would be added to the dirtylist causing a null reference crash
  • UI: Fixed issue where if two elements were incorrectly ordered if they were in the same sorting bucket
  • UI: Fixed issue with null reference error in Graphic on reload
  • UI: Fixed the issue with the font importer inspector getting dirtied each time it was enabled.
  • UI: If the InverseMatrix of the canvas changes we need to dirty the batch to redraw at correct location
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
  • UI: Strip \n,\t from InputField text when in single line mode
  • Visual Studio: Fixed crash when opening VisualStudio + improved VisualStudio startup performance
  • VR: Exposed Camera.targetEye to script for Virtual reality Applications.
  • VR: Fix Screen Orientation on GearVR applications.
  • VR: Fixed Splash Screen Aspect ratio issues for VR Applications.
  • WebGL: Fix backspace in IMGUI input field navigating away from page
  • WebGL: Fix building shaders correctly for WebGL in AssetBundles
  • WebGL: Fix cursor hotspot coordinates when hotspot is outside the cursor area
  • WebGL: Fix webpage scrolling in Chrome/Safari/Edge when pressing arrow keys
  • WebGL: Fix xbox controller default mapping not matching buttons/axis
  • WebGL: Fixed 'Uncaught incorrect header check' error.
  • WebGL: Fixed WebGL 2.0 support to run on browsers implementing the final WebGL 2.0 specifications.
  • WebGL: Impement AudioSource.PlayScheduled and AudioSource.SetScheduledEndTime
  • WebGL: WebGL: Fix input y coordinates being off-by-one
  • Window Management: Fixed LockReloadAssemblies is not working correctly
  • Window Management: Fixed Minimizing unity changes the size of maximized unity windows
  • Windows: "Build & Run On" option will now work correctly with Universal Windows 10 Apps (it is no longer greyed out)
  • Windows: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • Windows: Properly handle non-ascii command line arguments in editor and standalone
  • Windows: Screen.currentResolution() now returns desktop resolution instead of window screen resolution when application is in windowed mode.
  • Windows: Windows Standalone: Input.touchSupported will return a correct value.
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: modify template sources while still in StagingArea
  • Windows Store: Added docs for PlayerSettings.WSA in scripting reference.
  • Windows Store: Application will exit without crashing when calling Application.Quit
  • Windows Store: Fix AccessViolationException when initializing matchmaking in UNet
  • Windows Store: fix build & run using il2cpp backend
  • Windows Store: Fix build and run when Unicode characters with diacritics are used in product name
  • Windows Store: fix build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter
  • Windows Store: fix Directory.CreateDirectory() for forward slashes
  • Windows Store: Fix DirectoryInfo.FullName on 8.1
  • Windows Store: Fix duplicate tab key in XAML elements whenever Unity is running with enabled input
  • Windows Store: Fix Screen.SetResolution with fullscreen true on SDK 8.1, when antialising was set to 0, previously you would get a black screen
  • Windows Store: Fix serialization error, Unity will no longer serialize fields in Windows Store Apps which are of the same type as the class where this field is located, for ex., if you have a class Test and you have a field inside public Test MyField;. This behavior was already present in Editor, but not in Windows Store Apps.
  • Windows Store: Fix to exclude abstract classes from serialization (as is the case for all other platforms)
  • Windows Store: fix WheelCollider on x64 (NullReferenceException occurring)
  • Windows Store: Fixed a rare error message "unknown type xxx detected. Using reflection to gather its type information." message when yielding IEnumerators in Coroutines on .NET scripting backend.
  • Windows Store: Fixed build failure with assembly resolution exception when there's a plugin that has its p

New in Unity 5.4.0 Beta 12 (Mar 31, 2016)

  • Features:
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports both custom vertex/fragment shader and surface shader.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Supports Windows DX11/DX12 with SM 4.0 and up, OpenGL 4.1 and up on Windows/OSX/Linux.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Added support for fetching IAP products incrementally in batches.
  • FetchAdditionalProducts method added to IStoreController
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Define particle width and height separately
  • Particles: Trigger Module
  • Physics: Expose ContactPoint.separation
  • Physics: Implement Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • VR: VR Focus and ShouldQuit Support -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Web: WebPlayer support has been removed, and default player is the platform desktop being run on for the editor.
  • Therefore desktop platform installation choices are removed as being part of their respective editors.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • Deployment Management: Any errors logged during the build process will now cause the build to fail. This includes errors that previously allowed the build to succeed anyway, such as shader compilation failures.
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Particles: Added particle radius parameter for world collisions.
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • Improvements:
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: Enhanced robustness of Location input
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics:
  • Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • iOS: Use new Game Center APIs when possible
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Fixed remote frame debugger
  • Android: LocationService - Fixed crash bug
  • Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Android: Mute audio if audio focus is lost
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled muti-file editing of model scale because it wasn't working properly
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed blend tree inspector not updating animator values in game mode
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed cliped text for transition preview warning message
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed dopesheet keyframe manipulation not registered.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed event window not showing up when pressing add animation event button.
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed missing update to inspector when adding or remove property while recording animation
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed offset when drag&dropping sprites in animation window.
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Animation: Optimized AvatarMask inspector.
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Animation: Root motion not applied on single object
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hardcrashes when importing blender rigify model
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Compute: Improved support for bool parameters for compute shaders
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as subobjects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: CTRL/CMD + marquee select now correctly substracts from selection in light probe group editor
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Fixed squashed vector fields in material editor
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • Editor: Home window close after sign in
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Make substances work with baked transparency.
  • GI: Refresh light probe connections when editing probe position via inspector
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control ID's
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: iOS/OSX: Fix text rendering performance regression
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Linux: Fix flickering/corrupted rendering with OpenGL Core
  • Linux: Fix non-native-resolution fullscreen rendering with OpenGL Core
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Disable size/rotation properly when toggling 3D in the editor
  • Particles: Disabling unused UI options
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed bug with scripted particle emission API
  • Particles: Fixed crashes with null curves and gradients
  • Particles: Fixed culling when using SetParticles in standalone
  • Particles: Fixed debug plane visualization
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: Improve mesh particle error message, when buffers re full
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Particles: Preserve stopEmitting parameter when becoming visible (culling fix)
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Particles: Support radius in Trigger Module
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Ensure we don't pass infinite radius into PhysX overlap
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fix inertia tensor being broken after a new Collider was added to the Rigidbody
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Fixed crash when disabling Colliders from OnTriggerStay callbacks.
  • Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Profiler: Fix excessive memory usage when starting development player
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: Some optimizations for surface shader importing time.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shadows: Add animation support of light shadow near plane
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Templates: Fixed whitespaces in Editor Tests template
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color.
  • tvOS: Duplicate another image layer when not all are defined
  • tvOS: Fix rendering path selector in player settings
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Ensure the dropdown component is enabled before trying to start the coroutine
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • UI: Fixed ArgumentCache.TidyAssemblyTypeName allocating memory everytime. It is now alloc-free except the first time deserializing deprecated data
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • UI: Fixed first color crossfade tween cancelling subsequent tweens while running
  • UI: Fixed issue where dirty CanvasRenderers of disabled canvas's would be added to the dirtylist causing a null reference crash
  • UI: Fixed issue where if two elements were incorrectly ordered if they were in the same sorting bucket
  • UI: Fixed issue with null reference error in Graphic on reload
  • UI: If the InverseMatrix of the canvas changes we need to dirty the batch to redraw at correct location
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
  • UI: Strip \n,\t from InputField text when in single line mode
  • Visual Studio: Fixed crash when opening VisualStudio + improved VisualStudio startup performance
  • VR: Exposed Camera.targetEye to script for Virtual reality Applications.
  • VR: Fix Screen Orientation on GearVR applications.
  • VR: Fixed Splash Screen Aspect ratio issues for VR Applications.
  • WebGL: Fix backspace in IMGUI input field navigating away from page
  • WebGL: Fix building shaders correctly for WebGL in AssetBundles
  • WebGL: Fix cursor hotspot coordinates when hotspot is outside the cursor area
  • WebGL: Fix webpage scrolling in Chrome/Safari/Edge when pressing arrow keys
  • WebGL: Fix xbox controller default mapping not matching buttons/axis
  • WebGL: Fixed 'Uncaught incorrect header check' error.
  • WebGL: Impement AudioSource.PlayScheduled and AudioSource.SetScheduledEndTime
  • WebGL: WebGL: Fix input y coordinates being off-by-one
  • Window Management: Fixed LockReloadAssemblies is not working correctly
  • Window Management: Fixed Minimizing unity changes the size of maximized unity windows
  • Windows: "Build & Run On" option will now work correctly with Universal Windows 10 Apps (it is no longer greyed out)
  • Windows: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • Windows: Properly handle non-ascii command line arguments in editor and standalone
  • Windows: Screen.currentResolution() now returns desktop resolution instead of window screen resolution when application is in windowed mode.
  • Windows: Windows Standalone: Input.touchSupported will return a correct value.
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: modify template sources while still in StagingArea
  • Windows Store: Added docs for PlayerSettings.WSA in scripting reference.
  • Windows Store: Application will exit without crashing when calling Application.Quit
  • Windows Store: Fix AccessViolationException when initializing matchmaking in UNet
  • Windows Store: fix build & run using il2cpp backend
  • Windows Store: fix build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter
  • Windows Store: fix Directory.CreateDirectory() for forward slashes
  • Windows Store: Fix DirectoryInfo.FullName on 8.1
  • Windows Store: Fix Screen.SetResolution with fullscreen true on SDK 8.1, when antialising was set to 0, previously you would get a black screen
  • Windows Store: Fix serialization error, Unity will no longer serialize fields in Windows Store Apps which are of the same type as the class where this field is located, for ex., if you have a class Test and you have a field inside public Test MyField;. This behavior was already present in Editor, but not in Windows Store Apps.
  • Windows Store: Fix to exclude abstract classes from serialization (as is the case for all other platforms)
  • Windows Store: fix WheelCollider on x64 (NullReferenceException occurring)
  • Windows Store: Fixed a rare error message "unknown type xxx detected. Using reflection to gather its type information." message when yielding IEnumerators in Coroutines on .NET scripting backend.
  • Windows Store: Fixed crash in TouchScreenKeyboard when any members are used immediately after Open()
  • Windows Store: Fixed on screen keyboard occasionally not opening
  • Windows Store: Fixed rare error "Incorrect hashcode" which sometimes could cause a crash
  • Windows Store: Fixed support for JPEG images for tiles, splash screen etc.
  • Windows Store: Fixed unity players not loading on "Windows N" versions.
  • Windows Store: Fixed WinRTLegacy stream replacements unreliability with large data
  • Windows Store: MainPage background color will now be set to match the splashscreen background color.
  • Windows Store: Populate autorotation settings to screen
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.
  • Windows Store: Screen.resolutions will return a valid value.
  • Windows Store: SystemInfo.deviceType will now correctly report Handheld when running on Windows Phone 10.
  • Windows Store: Unity will no longer report xbox one controllers as "Xbox 360 controllers".
  • Windows Store: WebCamera will correctly continue working after minimizing/maximizing application
  • Windows Store: When building to Universal Windows Platforms, project.json will not be overwritten if the contents inside were modified
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Fixes:
  • Android: Fix for GPU skinning on Adreno
  • Android: Fix EGL_BAD_NATIVE_WINDOW warning
  • Android: Fix rendering artefacts on Vivante GC1000 devices
  • Android: Fixed GPU profiling on Tegra 2/3/4
  • Android: Fixes an issue where UI touch input would be ignored
  • Documentation: Added missing documentation on 'OnJointBreak2D' callback.
  • Editor: Better handling 40X error in license verify page
  • Editor: Change unity logo with full text Unity logo
  • Editor: Fix that game object moves to active scene when adding rect transform component
  • Editor: Fix that unloaded scenes was removed from hierarchy after exiting playmode
  • Editor: Fix that when setting transform.parent = null it moved the game object to the active scene
  • Editor: Fixed alignment issue on login page
  • Editor: Fixed broken "purchase unity pro" link in license management window
  • Editor: Fixed case of window drag lag caused by delayed drawRect while the window is moving.
  • Editor: Fixed double DestroyImmediate() call if Close() is called from OnLostFocus() callback.
  • Editor: Fixed error message contains html tag
  • Editor: Fixed hang issue when return license timeout
  • Editor: Fixed issue that asset packages list is not alphabetically sorted
  • Editor: Fixed issue that HomeWindow show blanks if we had failed to re-activate license
  • Editor: Fixed issue that impossible to create a 3D game from the home window
  • Editor: Fixed issue that Launcher open project dialog is offset (OS X)
  • Editor: Fixed issue that slider arrows are still shown even when all projects fit into the project selection window
  • Editor: Fixed issue whereby create a new project from the editor will pass the -cloudOrganization argument in the command line.
  • Editor: Fixed issue whereby setting transform.parent = null would move the game object to the active scene.
  • Editor: Fixed issue whereby unloaded scenes were removed from the hierarchy after exiting playmode.
  • Editor: Fixed issue whereby unrelated errors appear when user try to open a project from that was previously deleted from disk
  • Editor: Fixed messed up Manage License UI after turn off network
  • Editor: Invalid format serial number validation will select all text, it is annoying when user didn't finish input full serial number. This change fixed this issue.
  • Editor: Multi-Scene Editing: Fixed issue whereby game object moves to the active scene when adding rect transform component.
  • Editor: Replace 2D/3D toggle button with radio buttons
  • Editor: Showing up "Open" and "New" button in Getting started page
  • IL2CPP: Fix an intermittent crash in the experimental memory profiler.
  • IL2CPP: Generate C++ code to properly handle circular references for field types in unsafe C# code.
  • iOS: Allow third party plugins that use PLCrashReporter library
  • iOS: Fix GLES error 0x0506 and various graphics corruption when using webcam textures
  • iOS: Fix incompatible pointer cast warning in trampoline
  • Networking: Memory management performance improvements.
  • OpenGL: Buffer sync fixes
  • OpenGL: Fix depth textures
  • OpenGL: Fixed MSAA support with linear rendering
  • OpenGL: OSX screen scaling fix
  • OpenGL: OSX window & context handling fixes
  • OpenGL: Shader compiler: Fixed case of invalid shader code generation when redirecting variables.
  • OpenGL: Shader compiler: Fixed scalar handling issue.
  • OSX: Workaround for NVidia shader compiler bug

New in Unity 5.3.4 Patch 1 (Mar 24, 2016)

  • Improvements:
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
  • Asset management: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
  • Hardware Stats updates information that might change during sessions.
  • iOS: Added a compile flag in the trampoline code in order to allow the user to disable the filtering of emoji characters.
  • Changes:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
  • Fixes:
  • (775244) - Fixed access to destroyed window during shutdown.
  • (769833) - Fixed access violation in GUIView::GUIViewWndProc.
  • (none) - Analytics: Fixed a rare crash. Only occurs when analytics is ON and importing a complete project from asset store with analytics OFF.
  • (none) - Android: Fixed blending with background on Unity splashscreen.
  • (765744) - Android: Fixed crash on Nvidia Shield tablet.
  • (none) - Android: fixes value of trackingEnabled
  • (775565) - Animation Window: Added null check to fix Null Reference Exception in Curve Editor.
  • (753270) - Animation Window: Disabled animation sampling of an optimized game object hierarchy in the animation window.
  • (760809, 759069) - Animation Window: Fixed custom components not appearing in the Add Property menu of the Animation Window.
  • (715416) - Animation Window: Fixed selection loss in animation window when pasting key frames.
  • (772668) - Animation: Fixed a bug where creating rotations using the transform manipulator would default to Euler in Legacy Animation.
  • (772668) - Animation: Fixed an issue where rotation curves would be created as Euler curves by default when using the Animation Component.
  • (762952) - Animation: Fixed animation event inheriting from ScriptableObject not getting triggered.
  • (775677) - Animation: Fixed crash when shutting down Standalone app with Script Playables.
  • (775773) - Animation: Fixed error message in console while optimizing animation hierarchy from the inspector.
  • (766898, 758322) - Animation: Fixed issue where Animation was distorted when animated object was scaled and Optimize Game Objects was selected.
  • (768965) - AssetBundles: Added back scene asset bundles compression statistics.
  • (697872, 633905) - Core: Added stacktrace for logging statements and exceptions called on threads.
  • (752626) - Direct3D9: Player loop will now be processed in the background again when the graphics device is lost (Windows are locked, window is minimized, etc.).
  • (763313) - Editor: Added support for resizing the height of the preferences window.
  • (696623) - Editor: Fixed a crash that could happen when animation window is open, and playmode is entered.
  • (764986) - Editor: Fixed changing order of components not getting saved. We now also support undo.
  • (759115) - Editor: Fixed an issue that was causing transformations to be modified when entering and subsequently coming back from play mode.
  • (730559) - Editor: Fixed the asset importer error when calling Refresh() during an assembly import.
  • (775366) - Editor: Fixed WebViewWindow's freed memory access.
  • (769858) - Fixed the error messages when building variant asset bundles.
  • (none) - Fixed whitespaces in Editor Test's template.
  • (697565) - GI: Upgraded to Enlighten3.02p3. Fixes direct lighting getting baked into lightmap.
  • (none) - Graphics: Fixed potential crash in SetGpuProgramName.
  • (775804) - IL2CPP: Correct an intermittent crash when Environment.GetCommandLineArguments is called.
  • (776152) - IL2CPP: Fixed an intermittent crash in the experimental memory profiler.
  • (756912) - IL2CPP: Fixed a rare deadlock during Resources.UnloadUnusedAssets.
  • (759488) - IL2CPP: Fixed an issue with Socket.Select and IL2CPP where a socket could be reported as being in an error state when it should have been reported as being in a write state.
  • (780472) - IL2CPP: Generate C++ code to properly handle circular references for field types in unsafe C# code.
  • (778146) - IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter.
  • (717343) - IL2CPP: Improved message for PathTooLongException being encountered in IL2CPP.
  • (none) - IL2CPP: Increased maximum heap size.
  • (776087) - IL2CPP: Prevent a compile error in the generated C++ code due to a missing header when we generic exception type is used in a catch statement.
  • (692653) - IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode.
  • (732438) - IL2CPP: Throw informative exception when MonoPInvokeCallback delegate type is incompatible with target method signature.
  • (none) - iOS GfxTests: Fixed crash on assertion "sample count 8 not support day device".
  • (732878) - iOS/AppleTV: AdSupport is now included in the build by default.
  • (768572) - iOS: Allow third party plugins that use PLCrashReporter library.
  • (771597) - iOS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • (763342) - iOS: Fixed GLES error 0x0506 and various graphics corruption when using webcam textures.
  • (776105) - iOS: Fixed incompatible pointer cast warning in trampoline.
  • (777596) - iOS: Made Social.ShowLeaderboardUI to show the leaderboards tab, instead of achievements tab.
  • (767633) - iOS: Pause application on GameCenter dialogs on tvOS.
  • (769085) - JsonUtility: Fixed EditorJsonUtility throwing MissingMethodException
  • (777564) - Linux: Exit with nice message instead of crashing when GPU/driver doesn't meet minimum requirements.
  • (761639) - Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • (777945) - Mono: Fixed GC related test instability in OSX Editor.
  • (774970) - Networking: Fixed issue with SyncList change callback where the old value was given there instead of the updated one.
  • (776539) - OpenGL/ES: Fixed GPU profiler on Android for Tegra 2/3/4 devices.
  • (769137) - Physics: Cloth deletes MeshRenderer component when entering playmode fixed.
  • (669622) - Physics: Disabling cloth component doesn't seem to really disable it fixed.
  • (none) - Physics: Fixed an issue for 2D collider: line & ray casting not detecting initial overlapped state.
  • (777591) - Physics: Fixed an issue with Box2D changes slowing the editor down when lots of changes are made without entering play-mode.
  • (769136) - Physics: Fixed cloth issue where adding cloth to an object throws GetLocalizedString error.
  • (758264) - Profiler: Fixed a crash when adding data from thread which was started during a frame.
  • (779965) - SpeedTree: Fixed "GetLocalizedString is not allowed to be called during serialization, call it from Awake or Start instead" error message when using the Tree Editor.
  • (743653) - Tizen: Fixed issue deploying after upgrading to the Tizen 2.4rev4 SDK.
  • (775008) - tvOS: Fixed a bug that caused splash screen properties being not applied.
  • (770115) - tvOS: Fixed build targeting tvOS 9.2 with Xcode 7.3 beta.
  • (762080) - UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • (771326) - UWP: Build & Run will correctly work with Universal Windows 10 Apps.
  • (771541) - UWP: Screen.currentResolution will return desktop resolution when application is in windowed mode.
  • (none) - VisualStudio: Fixed a crash that could sometimes happen when opening Visual Studio.
  • (779968) - Windows Store/IL2CPP: Allow the MapFileParser utility to handle input and output files with paths containing non-ASCII characters.
  • (771883) - Windows Store/IL2CPP: Fixed a crash on windows when using asynchronous socket APIs (.BeginSend/.BeginReceive/etc).
  • (775216) - Windows Store: Assembly-CSharp-firstpass will no longer reference itself.
  • (775592, 775624, 777575, 777580) - Windows Store: Fixed an issue with populating visual assets (tiles, logos, etc.) to Visual Studio solution (correct file names, manifest entries) and check format consistency (JPEG vs PNG).
  • (778905) - Windows Store: Fixed a rare crash at startup related to serialization on debug mode.

New in Unity 5.4.0 Beta 11 (Mar 22, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Android: UI Input requires two touches to work
  • Crash in ::RenderGameViewCameras:: after overflowing Width or Height fields of the Game view resolution window
  • First launch of Unity on new computer doesn't create "~/Library/Unity/Packages" folder, blocking homescreen from loading. Second launch will fix the issue
  • GPU Instancing: Instancing might get broken under glcore if graphics jobs are enabled.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • On Windows with MSAA and Image Effects, game view can be rendered upside down.
  • RTP Terrain shader rendering is broken after upgrading project to 5.4
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrix and a very large frustum (20k+)
  • Unity crashes when calling various methods on TerrainData with boundary values
  • Using OpenVR + Vive + Outdated Oculus Utils = Crash. Users are advised to update their Oculus Utils.
  • VR: Image effects do not currently work with single pass rendering.
  • VR: Single-Pass-Stereo causes some lighting problems
  • VR: Some built-in shaders do not currently work with single pass rendering resulting in wrong transformations in right eye. Workaround is to manually include the shaders in your project.
  • With Webplayer removal, desktop players are now part of their respective editor installations. Thus the option to separately install them is removed.
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [IMGUI][OSX] Detached tab is not moved slightly with the cursor after opening project with changed layout in 5.4.
  • [iOS][Metal] Performance degradation in 5.4 with some custom shaders
  • Features:
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Improvements:
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Fixes:
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: CTRL/CMD + marquee select now correctly substracts from selection in light probe group editor
  • WebGL: Fixed 'Uncaught incorrect header check' error.
  • Windows Store: Fix to exclude abstract classes from serialization (as is the case for all other platforms)
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Changes:
  • Editor: Added 'Show Bounds' to Particle System UI. Shows the world and local AABB for the system.
  • Editor: Added Handles.DrawWireCube to draw cubes in the same way as Gizmos.DrawWireCube.
  • Fixes:
  • Asset Management: Fixed issue resulting in check boxes not being available next to folder icons when exporting a package with scene dependencies.
  • Editor: Fixed case of UI placeholder not appearing when input field is selected and the field is empty.
  • Editor: Fixed incorrect inspector style on Particle System Renderer Pivot field.
  • Editor: Input.mousePosition is no longer clamped to the client area on windows standalone; the last position is kept instead.
  • Graphics: Fixed a synchronization problem that was causing texture data not to be properly updated when changing the quality settings.
  • Graphics: Non-persistent objects will no longer be reloaded from disk, which will prevent the triggering of the following error message: "Trying to reload asset from disk that is not stored on disk"
  • IL2CPP: Added support for correct default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode.
  • IL2CPP: Corrected an intermittent crash when Environment.GetCommandLineArguments is called.
  • IL2CPP: Fix to generate correct C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter.
  • IL2CPP: Fixed a rare deadlock during Resources.UnloadUnusedAssets.
  • IL2CPP: Increased maximum heap size.
  • Linux: Fix to sanitize company and product names before creating preferences directories.
  • Linux: Fixed antialiasing in a variety of window configurations.
  • Linux: Fixed rendering issues with OpenGL core.
  • Linux: Fixed selection of rendering API from player build preferences.
  • Mono: Fixed GC related test instability in OSX Editor.
  • OSX Standalone: Deprecated "Capture Display" MacFullscreenMode:
  • Removed from options for MacFullscreen mode in Player Settings and added throwing of warning when used in script.
  • Current projects are auto-switched to "fullscreen" mode if capture display was previously set.
  • Particles: Fixed missing animation bindings to particle system modules. It is now possible to animate all modules; however these new bindings will not currently work with Legacy animations.
  • Particles: Fixed particle system default values not being set when created using AddComponent. Editor behaviour is now the same as standalone (Material is now defaulted to null instead of Default-Particle as the material may not have been included in a build).
  • Samsung TV: Fixed non-showing custom splash screen and added 2016 TV fonts.
  • SpeedTree: Fixed crash when selecting billboard while the original spm asset is deleted.
  • Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project.
  • Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss.
  • Terrain: Fixed crash when loading corrupted terrain data.
  • Terrain: If the supplied argument is out of range, TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning message into the console instead of crashing or silently clamping the value.
  • WebGL: Fixed case of SimpleWebServer bug causing 'Uncaught incorrect header check'
  • Windows Store: Fixed a rare crash at startup related to serialization on debug mode.
  • Windows Store/IL2CPP: Fixed a crash on windows when using asynchronous socket APIs (.BeginSend/.BeginReceive/etc).
  • Windows Store/IL2CPP: Fixed rare crashes in socket code when we close socket handles at the same time as passing them to one of the WinSock2 functions.
  • WWW: WWW.responseHeaders is now a case-insensitive Dictionary, as per https://www.w3.org/Protocols/rfc2616/rfc2616-sec4.html#sec4.2

New in Unity 5.3.4 (Mar 16, 2016)

  • Improvements:
  • Android: Audio; don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on some buggy devices).
  • Android: Buildpipe; updated SDK tools requirements for the Editor.
  • Android: Editor; added Marshmallow to the list of APIs.
  • Android: IL2CPP; use Android NDK x64 on x64 Windows Editor.
  • Android: Soft Input; get rid of hardcoded text color, switch to Light theme.
  • Editor: Added warning dialog if there is any version difference between editor and last project save.
  • Metal: Add -force-metal switch to force Metal rendering on OSX/iOS.
  • OpenGL Core: A whole bunch of fixes, particularly on Macs. See Fixes list below.
  • Scripting: introduced global define UNITY_5_3_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.3 or newer.
  • Win / OSX Standalone: Add -hideWindow command line option to launch standalone applications with the window hidden.
  • Windows: Added a new command line argument for standalone builds: -window-mode. Options: borderless, exclusive. It lets users override the default fullscreen window behavior.
  • Fixes:
  • 2D: Changing Rigidbody2D.gravityScale while a Rigidbody2D.MovePosition is in progress now works. (762771)
  • 2D: Ensure Joint2D auto-configuration still works if joint is added from script (765870)
  • 2D: Ensure that a TargetJoint2D added via script allows collisions with static colliders. (763922)
  • 2D: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start. (764769)
  • Analytics: Fixed unreliable event sending (especially AppStart) on WebGL. (770316)
  • Android: Added support for Vivante OpenGL ES 3 driver. (738821, 758155)
  • Android: Fixed alignment crash on some Android ARM devices. (768974)
  • Android: Fixed an issue where Ping wouldn't work in release mode. (734124)
  • Android: Fixed black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000). (762875)
  • Android: Fixed bug in Texture.GetPixels for ETC compressed textures. (759195)
  • Android: Fixed rendering artifacts when using native plugins and multithreaded renderer. (772171)
  • Android: Fixed rendering on Vivante GPUs on Android 4.3 and older. (712890, 771890)
  • Android: IL2CPP; fixed build errors on NDK paths with whitespaces. (763447)
  • Android: IL2CPP; fixed crash on second startup after installation. (766698)
  • Android/IL2CPP; prevent a crash in the garbage collector when it attempts to scan a section of memory used for the code that may have been unmapped by the OS. (755201)
  • Animation: Fixed a crash when animating lights using the legacy Animation component. (772260)
  • Animation: Prevent crashes when clips are null for animations extracted from asset bundles whose dependencies have not loaded. (756463)
  • API Updater: Fixed "Sequence contains more than one matching element" crash. (760684)
  • API Updater: Fixed crash upon assembly resolution failures. (743463)
  • Asset Bundles: Only reimport when setting asset bundle name if cache server is connected. (714661)
  • AssetBundles: BuildAssetBundles will switch back to the original active build target when finished. (759142)
  • Audio: Disabled sound manager watch dog. (774356)
  • Core: Fixed an issue asynchronously loading a prefab with a large amount of assets. (771882)
  • Core: Fixed some errors with recently deleted objects (in WWWDelayCall; ClearPersistentDirty call; editor CEF integration).
  • Editor: Don't call OnLevelWasLoaded on the first scene when entering play mode. (759231)
  • Editor: Fix for clustering allocation while navigating. (747856)
  • Editor: Fixed a crash when selecting some prefabs. (766469)
  • Editor: Fixed an issue that made GameObjects disappear from the Editor if they have an associated editor script that made use of DontDestroyOnLoad. (754127)
  • Editor: Fixed an issue when opening a scene from the Project Browser while in playmode it resulted in that scene being loaded even after going out of playmode. (767728)
  • Editor: Fixed misleading texture decompression warning in graphics emulation. (760112)
  • Editor: Fixed startup when Unity is in a path with non-ASCII characters. (765159)
  • Editor: Fixed the issue of GUI.Windows background not being tinted by GUI.colors anymore. (756004)
  • Editor: Fixed the issue of marking scene dirty when creating prefab by dragging from Hierarchy window to Project. (758409)
  • Editor: Fixed the issue of marking the scene dirty when pressing the apply button on a prefab instance. (757027)
  • Global Illumination: Fixed crash in some scene loading scenarios. (768849)
  • Global Illumination: Fixed crash when building lighting with a specific scene setup. (767222)
  • Global Illumination: Fixed light probes not being used anymore in Standalone when a scene without light probes was loaded with Additive mode. (767161)
  • Global Illumination: Fixed multi-scene baking. (751599)
  • Global Illumination: Fully repaint inspectors after baking reflection probes; some previews were not updating before. (663992)
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Graphics: Added profiler markers on async texture loading waits.
  • Graphics: Fixed .ogv movie files with stream markers beyond 16kb not imported correctly. (772013)
  • Graphics: Fixed "Trying to reload asset from disk that is not stored on disk" error when non-persistent objects are attempted to be reloaded from disk. (752613)
  • Graphics: Fixed a synchronization problem that was causing texture data not to be properly updated when changing quality settings at runtime. (752613)
  • Graphics: Fixed an issue where GrabPass could get source texture wrongly offset in some cases. (75508, 726067)
  • Graphics: Fixed an issue where setting a material's shader to null would crash the editor. (771292)
  • Graphics: Fixed an issue where TrailRenderer would randomly vanish/flicker. (740580)
  • Graphics: Fixed crash in SetGpuProgramName which could happen when the program isn't supported by the target graphics hardware (found on Android) . (772958)
  • Graphics: Fixed GenerateSecondaryUVs crashes on some meshes.
  • Graphics: Fixed MovieTextures sometimes being black in Mac Standalone (64 or Universal builds). (765928)
  • Graphics: Prevent Projectors from accepting invalid clip planes from a script. (506089, 535548)
  • Graphics/DX11: Fixed compute shader resource hazards found in certain cases when binding the same resource SRV and UAV on pixel and compute shader stages. (542251)
  • IL2CPP: Avoid crash when constructing error message. (770081)
  • IL2CPP: Correctly sort unsigned integers via the Array.Sort method. (774085)
  • IL2CPP: Prevent generated C++ code from failing to compile with errors like "error: use of undeclared identifier 'L_5'" in some cases. (773713, 768010)
  • IL2CPP: Properly marshal formatted classes (762883, 746313)
  • IL2CPP: Properly parse binary text assets. (771835)
  • iOS Metal: Fixed performance regression when doing in-frame clear (GL.Clear or command buffer Clear). (775362)
  • iOS: Fixed redirect for WWW. (723960)
  • Linux: Fixed MSAA in non-upscaled windows, force window recreation when requirements change for player window attributes.
  • Linux/GLCore: Fixed one more instance of render. (775575)
  • Mecanim: Fixed an issue with Animation clip length for bundled clip. (753888)
  • Mecanim: Fixed AnimationClip.SampleAnimation memory leak. (760612)
  • Mecanim: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB. (756129)
  • Mecanim: Fixed assert when using Animator.MatchTarget.
  • Mecanim: Fixed long start play mode for scene with lots of controller. (769964)
  • Mecanim: Fixed StateMachineBehaviours on layer not being called properly. (765141)
  • Mono: Added IPv6 support on Windows. (767741)
  • Networking: Fixed a crash due to wrong initialization of connection.
  • Networking: Fixed an issue where ack didn't reset with connection resetting which lead to reliable traffic stale. (775226)
  • Networking: Removed annoying "Attempt to send to not connected connection" message. (775222)
  • Networking: Removing "no free events for message" as annoying. (775225)
  • Networking: Send Error: val > 0 on user disconnect, results in memory write violation and editor crash. (754510)
  • OpenGL Core: Fixed twitching and incorrect rendering with skinning and UI components on GLCore + Mac + NVIDIA. (773476, 775275, 767857, 766778)
  • OpenGL Core: Fixed fullscreen mode when not using native resolution and using MSAA on Mac AMD GPUs. (775428, 776470)
  • OpenGL Core: Fixed fullscreen MSAA support with linear color space rendering. (774558, 774216)
  • OpenGL Core: Fixed Graphics API switching to OpenGL. (762687)
  • OpenGL Core: Fixed occasional game view flipping with image effects in the editor. (760196)
  • OpenGL Core: Fixed dynamic geometry performance issues on Mac + NVIDIA.
  • OpenGL Core: Fixed stretched game view with some image effects in Mac editor. (757536, 757866)
  • OpenGL Core: Workaround for Nvidia shader compiler bug on OS X, affecting SSAO shader. (756028)
  • OpenGL Core/ES: Fixed scalar uniform handling in the shader translator. (772167)
  • OpenGL Core/ES: Fixed wrong shader code generation when redirecting variables, was affecting FastBloom shader. (772434)
  • OpenGL Core/ES: Shader compiler, fixed invalid uniform access in certain corner cases. (767343)
  • OpenGL ES: Fixed non-shadowmap depth textures on some devices. (768916)
  • OpenGL: Fixed point size support using GLSL PROGRAM snippets. (763875)
  • Particles: Fixed a culling regression, when particle systems leave the screen and come back. (773673)
  • Particles: Fixed error message due to default bounding box. (767419)
  • Physics: Fixed a PhysX crash issue in PxsCCDContext::updateCCD experienced by some VR applications. (776187)
  • Profiler: Fixed crash when adding data from thread which was started during a frame. (758264)
  • Profiler: Fixed hang when EndSample did not have a matching BeginSample. (770225)
  • Shaders: Added support to the compute shader compiler to handle bools inside structures.
  • Shaders: Fixed Standard shader in some rare cases outputing NaN as pixel shader result. (766806)
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters. (761152)
  • Substance: All inputs are now applied to a ProceduralMaterial on the first RebuildTextures() call after the material's textures have been read from cache. Previously, only the modified inputs were applied.
  • Substance: Fixed Editor freeze upon instantiation of resource. (771650)
  • Substance: Fixed broken detection and assignment of shader keywords resulting in wrong appearance of ProceduralMaterials in scenes when the ProceduralMaterial was not opened in the Inspector (some shader keywords were enabled when they should not).
  • Substance: Fixed cache hashing and management issue which could cause the cache to be considered valid again after having been invalidated (often seen after calling Resources.UnloadUnusedAssets()).
  • Substance: Fixed loading of files with special characters in their paths or names.
  • Substance: Fixed rare crash caused by using the wrong size when uploading ProceduralTextures.
  • Substance: Fixed upgrading UNITY 4.x project data, legacy shaders should now be used for these old projects instead of being incorrectly replaced by the Standard shader. (765510)
  • Tizen: Fixed error about copying whitelists while building on Windows. (773614)
  • UI: Fixed exceptions upon assembly/type resolution failures. (770048)
  • UI: Fixed memory leak where dirty renderers on a disabled canvas would still get added to the dirty list causing crashes on clear. (773533)
  • UI: Fixed sorting issue where gird based depth sorting would fail to recognize overlapping unbatchable items. (770804)
  • UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered.
  • UI: Vertical alignment of text sometimes appearing higher than expected. (760753)
  • Unity Ads: Updated to 1.5.6 version (fixes crash on Android 4.1 and earlier).
  • VR: Restart the VR Device if the Oculus Service fails.
  • Wii U: Fixed a crash on secondary error confirmation. (767206)
  • Windows Store: Fixed exported VS project failing to build for non-x86 CPU when there is a managed assembly in the project that's been compiled for x86. (770931)
  • Windows Store/IL2CPP: Fixed game crashing when its name is exactly 20 characters long. (769835)
  • Windows Store/IL2CPP: Fixed intellisense in generated Il2CppOutputProject to be able to correctly resolve Windows 10 headers. (771765)
  • Windows Store/IL2CPP: Fixed failing to build on top of a previous build when target directory is read-only. (766764)
  • Windows Store/IL2CPP: Graphics plugins now work. (770941)
  • Windows Store/IL2CPP: Reduced the amount of linker warnings when building.
  • Windows: Fixed Application.persistentDataPath when Product Name contains invalid path character. (756152)
  • Windows: Fixed unnecessary symbols exported for Windows Standalone Player executable. This was making some Nvidia drivers wrongly pick up integrated GPU instead of discrete one on some systems.
  • XBoxOne/IL2CPP: Allow a call to Guid.NewGuid to work correctly. (769711)
  • Known Issues:
  • Windows Store: Build might fail when Visual Assets (tiles, store icons, etc.) are set in player settings. Workaround is to leave them empty and fill in Visual Studio.

New in Unity 5.4.0 Beta 10 (Mar 15, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Android: UI Input requires two touches to work
  • Crash in ::RenderGameViewCameras:: after overflowing Width or Height fields of the Game view resolution window
  • First launch of Unity on new computer doesn't create "~/Library/Unity/Packages" folder, blocking homescreen from loading. Second launch will fix the issue
  • GPU Instancing: Instancing might get broken under glcore if graphics jobs are enabled.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • On Windows with MSAA and Image Effects, game view can be rendered upside down.
  • RTP Terrain shader rendering is broken after upgrading project to 5.4
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrix and a very large frustum (20k+)
  • Using OpenVR + Vive + Outdated Oculus Utils = Crash. Users are advised to update their Oculus Utils.
  • VR: Image effects do not currently work with single pass rendering.
  • VR: Single-Pass-Stereo causes some lighting problems
  • VR: Some built-in shaders do not currently work with single pass rendering resulting in wrong transformations in right eye. Workaround is to manually include the shaders in your project.
  • With Webplayer removal, desktop players are now part of their respective editor installations. Thus the option to separately install them is removed.
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [IMGUI][OSX] Detached tab is not moved slightly with the cursor after opening project with changed layout in 5.4.
  • Changes:
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Particles: Added particle radius parameter for world collisions.
  • Improvements:
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • Fixes:
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: LocationService - Fixed crash bug
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed blend tree inspector not updating animator values in game mode
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Windows: Properly handle non-ascii command line arguments in editor and standalone
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • Windows Store: reduced the amount of linker warnings when building Il2CppOutputProject and using il2cpp scripting backend
  • Scripting: Introduced global define UNITY_5_3_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.3 or newer.
  • Fixes:
  • Animation: Fixed animation event inheriting from ScriptableObject not getting triggered
  • Animation: Fixed crash when previewing Transition with an ExitTime of 0
  • Animation: Fixed multiple animator selection not showing mixed values for UpdateMode
  • Animation: Fixed vertical scrollbar jamming in the animation window.
  • AssetBundles: Fixed missing scene assetbundle's build size report in the Editor.log file.
  • Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7.
  • DirectX: Fixed Graphics.CopyTexture for BGRA textures
  • DX11: Fixed some cases where compute shader resource bindings were messing up later rendering bindings (coming to 5.3 too).
  • DX9: Fixed dynamic geometry issues in some lost-device scenarios.
  • Editor: Fix crash when removing main camera with gizmos visible
  • Editor: Fix Gizmos background not being fully transparent.
  • Editor: Fix import of fonts with only one name / no fallbacks
  • Editor: Fixed WebViewWindow's freed memory access
  • GI: Fixed crash in some scene loading scenarios.
  • GI: Fully repaint inspectors after baking reflection probes; some previews were not updating before.
  • Graphics: Fixed batching stats not being counted properly
  • Graphics: Fixed CommandBuffer.Blit from texture into rendertarget not working
  • Graphics: Fixed light probe proxy volume issue with very small bounding boxes (e.g. empty particle systems)
  • Graphics: Fixed potential crash in SetGpuProgramName
  • Graphics: Fixed rare crash in culling
  • Graphics: Fixed Texture2DArray not properly serializing its colorspace setting
  • Graphics: Prevent Projectors from accepting invalid clip planes from a script
  • IL2CPP: Correctly sort unsigned integers via the Array.Sort method
  • Il2CPP: Fixed an issue with Socket.Select and IL2CPP where a socket could be reported as being in an error state when it should have been reported as being in a write state.
  • IL2CPP: Improved message for PathTooLongException being encountered in IL2CPP
  • IL2CPP: Prevent a compile error in the generated C++ code due to a missing header when we generic exception type is used in a catch statement.
  • IL2CPP: Throw informative exception when MonoPInvokeCallback delegate type is incompatible with target method signature
  • iOS: Added functionality in order to filter out emoji characters from the virtual keyboard.
  • iOS: Made Social.ShowLeaderboardUI to show the leaderboards tab, instead of achievements tab
  • Mono: Add IPv6 support on Windows
  • Particles: Fixed culling issue when particles leave and re-enter screen
  • Physics: Fix PhysX CharacterController issue where 'isGrounded' would be reported incorrectly for degenerate mesh triangles.
  • Physics: Fixed a PhysX crash issue in PxsCCDContext::updateCCD experienced by some VR applications.
  • Physics: Skip running the PhysX simulation step if not required by Rigidbodies or WheelColliders.
  • Profiler: Bumped profiler connection version number, as 5.3 data is not compatible with 5.4
  • Profiler: Fixed hang is there where non matching Profiler.EndSample
  • Retina: Gizmo labels are now drawn at the correct size on retina displays (instead of half size)
  • Retina: Panning in the scene view on retina displays now behaves normally (instead of half speed)
  • Substance: All inputs are now applied to a ProceduralMaterial on the first RebuildTextures() call after the material's textures have been read from cache. Previously, only the modified inputs were applied.
  • Substance: Cloned ProceduralMaterials can read from the original ProceduralMaterial's cache if it's still valid.
  • Substance: Fixed .isProcessing returning wrong results when used with cloned ProceduralMaterials.
  • Substance: Fixed broken detection and assignment of shader keywords resulting in wrong appearance of ProceduralMaterials in scenes when the ProceduralMaterial was not opened in the Inspector (some shader keywords were enabled when they should not).
  • Substance: Fixed cache management issue which could cause the cache to be considered valid again after having been invalidated (often seen after calling Resources.UnloadUnusedAssets()).
  • Substance: Fixed loading of files with special characters in their paths or names.
  • Substance: Fixed rare crash caused by using the wrong size when uploading ProceduralTextures.
  • Substance: Fixed texture generation being stuck and blocking the completion of Resources.Load().
  • Substance: Fixed upgrading old (4.x) project data, legacy shaders should now be used for these old projects instead of being incorrectly replaced by the standard shader.
  • Substance: Fixed wrong computation of hash resulting in cache being considered valid when it should not.
  • UI: Fixed occasional crashes when Canvas is being deleted.
  • VR: Added Camera.stereoTargetEye to scripting reference.
  • VR: Fix crash when changing active graphics API while VR is enabled.
  • VR: Single Pass Rendering: Show only one eye in game view. Don't show occlusion mesh.
  • Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead
  • Windows Store: Disable Generate C# option when scripting backend is set to il2cpp
  • Windows Store: Fixed exported VS project failing to build for non-x86 CPU when there is a managed assembly in the project that's been compiled for x86
  • Windows Store: Fixed game crashing when its name is exactly 20 characters long on il2cpp scripting backend
  • Windows Store: Fixed intellisense in generated Il2CppOutputProject to be able to correctly resolve windows 10 headers
  • Windows Store: Fixed Unity failing to build on top of a previous build when target directory is read-only on il2cpp scripting backend
  • Windows Store: Graphics plugins now work on il2cpp scripting backend.
  • Windows Store: Screen.SetResolution will correctly work on Windows Phone 10

New in Unity 5.3.3 Patch 3 (Mar 14, 2016)

  • Improvements:
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Win / OSX Standalone: Add -hideWindow command line option to launch standalone applications with the window hidden.
  • Windows Store: reduced the amount of linker warnings when building Il2CppOutputProject and using il2cpp scripting backend
  • Fixes:
  • (762771) - 2D: Changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • (765870) - 2D: Ensure Joint2D auto-configuration still works if joint is added from script
  • (763922) - 2D: Ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • (764769) - 2D: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • (770316) - Analytics: Fixed unreliable event sending (especially AppStart) on WebGL.
  • (755201) - Android/IL2CPP: Prevent a crash in the garbage collector when it attempts to scan a section of memory used for the code that may have been unmapped by the OS.
  • (738821), (758155) - Android: Added support for Vivante OpenGL ES 3 driver.
  • (712890), (771890) - Android: Fixed rendering on Vivante GPUs on Android 4.3 and older.
  • (772171) - Android: Fixed rendering artifacts when using native plugins and multithreaded renderer.
  • (772260) - Animation: Fixed a crash when animating lights using the Animation component.
  • (756463) - Animation: Prevent crashes when clips are null for animations extracted from asset bundles whose dependencies have not loaded.
  • (760684) - APIUpdater: Fixed AssemblyUpdater "Sequence contains more than one matching element" crash.
  • (743463) - APIUpdater: Fixed AssemblyUpdater crash upon assembly resolution failures.
  • (759142) - AssetBundles: BuildAssetBundles will switch back to the original Active Build Target when finished.
  • (774356) - Audio: Disabled sound manager watch dog.
  • (771882) - Core: Fixed an issue asynchronously loading a prefab with a large amount of assets.
  • (none) - Core: Fixed some errors with recently deleted objects (in WWWDelayCall; ClearPersistentDirty call; editor CEF integration).
  • (768849) - Global Illumination: Fixed crash in some scene loading scenarios.
  • (767161) - Global Illumination: Fixed light probes not being used anymore in Standalone when a scene without light probes was loaded with Additive mode.
  • (751599) - Global Illumination: Fixed multi-scene baking.
  • (663992) - Global Illumination: Fully repaint inspectors after baking reflection probes; some previews were not updating before.
  • (542251) - Graphics/DX11: Fixed compute shader resource hazards found in certain cases when binding the same resource SRV and UAV on pixel and compute shader stages.
  • (none) - Graphics: Added profiler markers on async texture loading waits.
  • (752613) - Graphics: Fixed "Trying to reload asset from disk that is not stored on disk" error when non-persistent objects are attempted to be reloaded from disk.
  • (772013) - Graphics: Fixed .ogv movie files with stream markers beyond 16kb not imported correctly.
  • (752613) - Graphics: Fixed a synchronization problem that was causing texture data not to be properly updated when changing quality settings at runtime.
  • (75508), (726067) - Graphics: Fixed an issue where GrabPass could get source texture wrongly offset in some cases.
  • (772958) - Graphics: Fixed crash in SetGpuProgramName which could happen when the program isn't supported by the target graphics hardware (found on Android) .
  • (765928) - Graphics: Fixed MovieTextures sometimes being black in Mac Standalone (64 or Universal builds).
  • (506089), (535548) - Graphics: Prevent Projectors from accepting invalid clip planes from a script.
  • (770081) - IL2CPP: Avoid crash when constructing error message.
  • (774085) - IL2CPP: Correctly sort unsigned integers via the Array.Sort method.
  • (773713), (768010) - IL2CPP: Prevent generated C++ code from failing to compile with errors like "error: use of undeclared identifier 'L_5'" in some cases.
  • (762883), (746313) - IL2CPP: Properly marshal formatted classes
  • (771835) - IL2CPP: Properly parse binary text assets.
  • (775362) - iOS Metal: Fixed performance regression when doing in-frame clear (GL.Clear or command buffer Clear).
  • (775575) - Linux/GLCore: Fixed one more instance of "flickering".
  • (none Linux: Fixed AA in non-upscaled windows, force window recreation when requirements change for player window attributes.
  • (767741) - Mono: Added IPv6 support on Windows.
  • (775226) - Networking: Fixed an issue where ack didn't reset with connection resetting which lead to reliable traffic stale.
  • (775222) - Networking: Removed annoying "Attempt to send to not connected connection" message.
  • (775225) - Networking: Removing "no free events for message" as annoying.
  • (772167) - OpenGL Core/ES: Fixed scalar uniform handling in the shader translator.
  • (772434) - OpenGL Core/ES: Fixed wrong shader code generation when redirecting variables, was affecting FastBloom shader.
  • (767343) - OpenGL Core/ES: Shader compiler, fixed invalid uniform access in certain corner cases.
  • (756028) - OpenGL Core/ES: Workaround for Nvidia shader compiler bug on OS X, affecting SSAO shader.
  • (775428), (776470) - OpenGL Core: Fixed fullscreen mode when not using native resolution and using MSAA on Mac AMD GPUs.
  • (773476), (775275) - OpenGL Core: Fix twitching and incorrect rendering with skinning and UI components on GLCore + Mac + NVIDIA.
  • (774558), (774216) - OpenGL Core: Fixed fullscreen MSAA support with linear color space rendering.
  • (762687) - OpenGL Core: Fixed Graphics API switching to OpenGL.
  • (760112) - OpenGL Core: Fixed misleading texture decompression warning when using OpenGL ES emulation.
  • (760196) - OpenGL Core: Fixed occasional game view flipping with image effects in the editor.
  • (757536), (757866) - OpenGL Core: Fixed stretched game view with some image effects in Mac editor.
  • (768916) - OpenGL ES: Fixed non-shadowmap depth textures on some devices.
  • (767419) - Particles: Fixed error message due to default bounding box.
  • (773673) - Particles: Fixed a culling regression, when particle systems leave the screen and come back.
  • (776187) - Physics: Fixed a PhysX crash issue in PxsCCDContext::updateCCD experienced by some VR applications.
  • (758264) - Profiler: Fixed crash when adding data from thread which was started during a frame.
  • (770225) - Profiler: Fixed hang when EndSample did not have a matching BeginSample.
  • (none) - Scripting: introduced global define UNITY_5_3_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.3 or newer.
  • (none) - Shaders: Added support to the compute shader compiler to handle bools inside structures.
  • (766806) - Shaders: Fixed Standard shader in some rare cases outputing NaN as pixel shader result.
  • (761152) - Shadows: Fixed shadows disappearing for some off-screen shadows casters.
  • (none) - Substance: All inputs are now applied to a ProceduralMaterial on the first RebuildTextures() call after the material's textures have been read from cache. Previously, only the modified inputs were applied.
  • (771650) - Substance: Editor Freeze Upon Instantiation of Resource.
  • (none) - Substance: Fixed broken detection and assignment of shader keywords resulting in wrong appearance of ProceduralMaterials in scenes when the ProceduralMaterial was not opened in the Inspector (some shader keywords were enabled when they should not).
  • (none) - Substance: Fixed cache hashing and management issue which could cause the cache to be considered valid again after having been invalidated (often seen after calling Resources.UnloadUnusedAssets()).
  • (none) - Substance: Fixed loading of files with special characters in their paths or names.
  • (none) - Substance: Fixed rare crash caused by using the wrong size when uploading ProceduralTextures.
  • (765510) - Substance: Fixed upgrading old (4.x) project data, legacy shaders should now be used for these old projects instead of being incorrectly replaced by the standard shader.
  • (773614) - Tizen: Fixed error about copying whitelists while building on Windows.
  • (770048) - UI: Fixed exceptions upon assembly/type resolution failures.
  • (773533) - UI: Fixed memory leak where dirty renderers on a disabled canvas would still get added to the dirty list causing crashes on clear.
  • (770804) - UI: Fixed sorting issue where gird based depth sorting would fail to recognize overlapping unbatchable items.
  • (760753) - UI: Vertical alignment of text sometimes appearing higher than expected.
  • (none) - VR: Restart the VR Device if the Oculus Service fails.
  • (770931) - Windows Store: Fixed exported VS project failing to build for non-x86 CPU when there is a managed assembly in the project that's been compiled for x86.
  • (769835) - Windows Store: Fixed game crashing when its name is exactly 20 characters long on il2cpp scripting backend.
  • (771765) - Windows Store: Fixed intellisense in generated Il2CppOutputProject to be able to correctly resolve windows 10 headers.
  • (766764) - Windows Store: Fixed Unity failing to build on top of a previous build when target directory is read-only on il2cpp scripting backend.
  • (770941) - Windows Store: Graphics plugins now work on il2cpp scripting backend.
  • (756152) - Windows: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • (none) - Windows: Fixed unnecessary symbols exported for Windows Standalone Player executable. This was making some Nvidia drivers wrongly pick up integrated GPU instead of discrete one on some systems.
  • (769711) - XBoxOne/IL2CPP: Allow a call to Guid.NewGuid to work correctly.

New in Unity 5.4.0 Beta 9 (Mar 9, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • GPU Instancing: Instancing might get broken under glcore if graphics jobs are enabled.
  • Graphics: with the new jobs enabled, reflection probes might render incorrectly in rare cases.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • On Windows with MSAA and Image Effects, game view can be rendered upside down
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrix and a very large frustum (20k+)
  • Using OpenVR + Vive + Outdated Oculus Utils = Crash. Users are advised to update their Oculus Utils
  • VR: Single-Pass-Stereo causes some lighting problems
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [IMGUI][OSX][Regression] Detached tab is not moved slightly with the cursor after opening project with changed layout in 5.4
  • [Regression] RTP Terrain shader rendering is broken after upgrading project to 5.4
  • Features:
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • Backwards Compatibility Breaking Changes:
  • Shaders: Default shader compilation target was changed to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target 2.5 now. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • Improvements:
  • Editor: Added support for resizing the height of the preferences window.
  • Shaders: ComputeBuffer data layout now matches between DX and automatically translated GL shaders. Action required: All OpenGL specific data layout tweaking in user scripts getting or setting data from ComputeBuffer should be removed.
  • Fixes:
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Templates: Fixed whitespaces in Editor Tests template
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • Visual Studio: Fixed crash when opening VisualStudio + improved VisualStudio startup performance
  • Windows: "Build & Run On" option will now work correctly with Universal Windows 10 Apps (it is no longer greyed out)
  • Windows: Screen.currentResolution() now returns desktop resolution instead of window screen resolution when application is in windowed mode.
  • Windows Store: Fixed support for JPEG images for tiles, splash screen etc.
  • Windows Store: SystemInfo.deviceType will now correctly report Handheld when running on Windows Phone 10.
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Changes:
  • Editor: Disabled 'reinstall package' feature when importing a package.
  • Editor: Removed the warning described by the following note, originally added in Alpha 6: "Added a warning if there are still managed threads running after exiting play-mode. The editor only stops all managed play-mode threads when entering play-mode and recompiling scripts."
  • Improvements:
  • Graphics: GPU instancing no longer requires dynamic batching enabled.
  • Fixes:
  • Android/IL2CPP: Fix to prevents a crash in the garbage collector when it attempts to scan a section of memory used for the code that may have been unmapped by the OS.
  • Editor: Fixed case of access to deleted object in WWWDelayCall.
  • Editor: Fixed case of ClearPersistentDirty call on deleted object.
  • Editor: Fixed case of read violation in CefInstance.
  • Editor: Fixed crash when dragging a prefab instance from one scene to another
  • IL2CPP: Fix to avoid crash when constructing error message.
  • IL2CPP: Fix to prevent generated C++ code from failing to compile with errors like "error: use of undeclared identifier 'L_5'" in some cases.
  • IL2CPP: Fix to properly marshal formatted classes.
  • IL2CPP: Fix to properly parse binary text assets.
  • Windows Store: Fixed case of scene starting while still showing Unity splash screen.
  • XBoxOne/IL2CPP: Fix to allow a call to Guid.NewGuid to work correctly.

New in Unity 5.3.3 Patch 2 (Mar 7, 2016)

  • Improvements:
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices).
  • Android: Buildpipe - Updated SDK tools requirements for the Editor.
  • Android: Editor - Added Marshmallow to the list of APIs.
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor.
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme.
  • Windows: Added a new command line argument for standalone builds: window-mode. Options: borderless, exclusive. It lets users override the default fullscreen window behavior.
  • Fixes:
  • (768974) - Android: Fixed alignment crash on some Android ARM devices.
  • (734124) - Android: Fixed an issue where Ping wouldn't work in release mode.
  • (762875) - Android: Fixed black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000).
  • (759195) - Android: Fixed bug in Texture.GetPixels for ETC compressed textures.
  • (763447) - Android: IL2CPP - Fixed build errors on NDK paths with whitespaces.
  • (766698) - Android: IL2CPP - Fixed crash on second startup after installation.
  • (714661) - Asset Bundles: Only reimport when setting asset bundle name if cache server is connected.
  • (none) - Crash: Fixed GenerateSecondaryUVs crashes on certain meshes.
  • (759231) - Editor: Don't call OnLevelWasLoaded on the first scene when entering play mode.
  • (747856) - Editor: Fix for clustering allocation while navigating.
  • (767728) - Editor: Fixed an issue when opening a scene from the Project Browser while in playmode it resulted in that scene being loaded even after going out of playmode.
  • (766469) - Editor: Fixed a crash when selecting prefab.
  • (756004) - Editor: Fixed the issue of GUI.Windows background not being tinted by GUI.colors anymore.
  • (754127) - Editor: Fixed an issue that made GameObjects disappear from the Editor if they have an associated editor script that made use of DontDestroyOnLoad.
  • (758409) - Editor: Fixed the issue of marking scene dirty when creating prefab by dragging from Hierarchy window to Project.
  • (757027) - Editor: Fixed the issue of marking the scene dirty when pressing the apply button on a prefab instance.
  • (760112) - Editor: Fixed misleading decompression warning in emulation.
  • (765159) - Editor: Fixed startup when Unity is in a path with multi-byte characters.
  • (767222) - Global Illumination: Fixed crash when building lighting with a specific scene setup.
  • (771292) - Graphics: Fixed an issue where setting a material's shader to null would crash the editor.
  • (723960) - iOS: Fix redirect for WWW
  • (753888) - Mecanim: Fixed an issue with Animation clip length for bundled clip.
  • (760612) - Mecanim: Fixed AnimationClip.SampleAnimation memory leak.
  • (756129) - Mecanim: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB.
  • (none) - Mecanim: Fixed assert when using Animator.MatchTarget.
  • (769964) - Mecanim: Fixed long start play mode for scene with a lot of controller.
  • (765141) - Mecanim: Fixed StateMachineBehaviours on layer not being called properly.
  • (754510) - Networking: Send Error: val > 0 on user disconnect, results in memory write violation and editor crash.
  • (none) - Networking: Fixed a crash due to wrong initialization of connection.
  • (762687) - OpenGL: Fixed Graphics API switching between different OpenGL versions.
  • (762687) - OpenGL: Fixed Graphics API switching to OpenGL ES.
  • (767857), (766778) - OpenGL: Fixed Mesh skinning artifacts in editor.
  • (763875) - OpenGL: Fixed point size support using GLSL snippets.
  • (none) - OpenGL: Fixed various shader compiler issues for OpenGL ES 3 / Core.
  • (none) - OS X: Fixed OpenGL performance regression on NVidia GPUs.
  • (740580) - Trails: Fixed an issue where trails would randomly vanish/flicker.
  • (none) - UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered.
  • (767206) - Wii U: Fixed a crash on secondary error confirmation.

New in Unity 5.4.0 Beta 8 (Mar 3, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • GPU Instancing: Instancing might get broken under glcore if graphics jobs are enabled.
  • Graphics: with the new jobs enabled, reflection probes might render incorrectly in rare cases.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • On Windows with MSAA and Image Effects, game view can be rendered upside down
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrice and a very large frustum (20k+)
  • VR: Single-Pass-Stereo causes some lighting problems
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [IMGUI][OSX][Regression] Detached tab is not moved slightly with the cursor after opening project with changed layout in 5.4
  • [Regression][5.4][RTP] RTP Terrain shader rendering is broken after upgrading project to 5.4
  • Improvements:
  • Editor: Add api to toggle preventing cross-scene references on/off.
  • Editor: Discard changes' in scene context menu: Reloads selected modified scenes
  • GI: Improved light update performance
  • Multiplayer: Make matchName and matchSize serializable attributes so they can save on the network manager
  • Scripting: Added array APIs to Shader and CommandBuffer class.
  • Fixes:
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed squashed vector fields in material editor
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Linux: Fixed flickering/corrupted rendering with OpenGL Core
  • Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • Graphics: GPU Instancing: Instancing now works on OpenGL 4.1 (GLCore device) under Windows, OS X and Linux.
  • Fixes:
  • 2D: Fix Error message appears when clicking Slice button in Sprite Editor Window
  • Android/IL2CPP: Fix Unity IAP on Android with IL2CPP
  • DX11: Fixed game view sometimes resulting in offset black bars in image effects or GrabPass
  • Editor: Fixed for shift-space not working for web views
  • Editor: Fixed GUI.Windows background not being tinted by GUI.colors anymore.
  • Editor: Fixed miscalculation of rows in layout for Terrain Component Trees
  • Editor: Fixed opening scenes in play mode from editor ui should not be allowed.
  • Global Illumination: Fix for linear lighting mode looking different between the player and Editor.
  • Global Illumination: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode
  • Global Illumination: Fixed crash regression when baking reflection probes
  • Global Illumination: Fixed wrong reflection material warning message in Lighting window
  • Graphics: Fixed GPU Instancing not working with objects affected by SH/Reflection probes.
  • Graphics: Fixed GPU Instancing not working with odd-negative scaled objects.
  • IL2CPP: Avoid crash on IL2CPP when searching for attributes
  • IL2CPP: Avoid double allocation of memory for multi-dimensional arrays
  • IL2CPP: Correct performance regression in LivenessState calculation.
  • IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler
  • IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
  • IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type.
  • IL2CPP: Properly marshal arrays of four-byte bool values.
  • IL2CPP: Raise NullReferenceException when Ldvirtftn instruction has a null target
  • Image Effects: Fixed image effects not working properly if Camera is added at runtime
  • IMGUI: Added new [IntRange] material shader property to correctly display integer value range sliders
  • IMGUI: Fixed an issue where Gradient Editor: Alpha slider is not visible when Gradient Editor window has minimal width /
  • iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds".
  • Mono: Fixed game hanging when calling Socket.Accept() (Windows)
  • Mono: Fixed socket communication with IPv6 networks
  • OpenGL: Fixed GameView on OpenGL Legacy
  • OpenGL: Fixed Skinning broken on Mac
  • OpenGL: Fixed Windows editor crashing or hanging with no respond on moving and undocking tabs
  • OpenGL: Various OpenGL and OpenGL performance and correctness fixes
  • Shaders: Fixed GrabPass sometimes not working correctly
  • Stripping: Fix use of UnityWebRequest when "Strip Engine Code" player setting is disabled
  • Stripping: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled.
  • WebGL: Correct the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]".
  • Windows Store: Allow native DLLs to be loaded both with and without the .dll extension.
  • Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend
  • XBoxOne/IL2CPP: Fix a problem compiling generated C++ files when there is a space in the path to the project directory.

New in Unity 4.7.1 (Feb 26, 2016)

  • Fixes:
  • Android: Fixed crashes on Tegra K1 and Xiaomi devices due to unaligned memory access (712011), (700531)
  • iOS/IL2CPP: Add support for Xcode 7.3
  • iOS/IL2CPP: Prevent a double allocation for multi-dimensional arrays. (766168)
  • OSX: Fix for standalone player menu pausing execution. (702914)

New in Unity 5.3.3 Patch 1 (Feb 25, 2016)

  • Features:
  • Metal: Add -force-metal switch to force Metal rendering on OSX/iOS.
  • Improvements:
  • Editor: Added warning dialog if there is any version difference between editor started and last project save.
  • Changes:
  • Unity Ads: Updated to 1.5.6.
  • Fixes:
  • (756851) - Animation: Fixed an error where the enabled property could not be animated on lights using the Animation component.
  • (765367) - AssetBundles: Removed sync load from AssetBundleRequest. Improves load times when doing multiple consecutive async loads from asset bundles.
  • (759869) - Code Stripping: Problems with use of UnityWebRequest when "Strip Engine Code" player setting is disabled has been fixed.
  • (none) - Editor: Changed the "Module Manager" button to "Open Download Page", in Build Settings, for missing playback engines.
  • (753114) - Editor: Fixed "TLS Allocator ALLOC_TEMP_THREAD ..." messages in console when saving a scene.
  • (755096) - Editor: Fixed being unable to drag and drop components we are not expandable (such as the 'audio listener').
  • (759058) - Editor: Fixed missing foldout arrows in Lighting Window.
  • (763306) - Editor: Now show detail alert information to user when their account get locked out.
  • (743678) - ETC1: Fixed ETC1/Alpha split not working with the default sprites shader.
  • (768086) - iOS/Video: Fixed an issue with videoplayer crashing on iOS 7 when exiting playback.
  • (759894) - iOS: Added a functionality to filter out emoji characters from the virtual keyboard.
  • (760747) - iOS: Fixed a crash triggered by deactivating an input while app is going into background.
  • (759480) - iOS: Fix for WWWConnection deadlock.
  • (765578) - iOS: Move callback methods to another thread as to not block main thread when streaming assets.
  • (761361) - iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error.
  • (759529) - JsonUtility: Fixed a crash when serializing very large arrays/lists.
  • (769065) - Mono: Fixed an issue with a game hanging when calling Socket.Accept() (Windows).
  • (767741) - Mono: Fixed a socket communication issue with IPv6 networks.
  • (none) - OpenGL: Fixed a crash on compute shader linking failure.
  • (712948) - OSX: Fixed an issue where text was pasted twice in input fields in the Standalone Player.
  • (716264) - Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody.
  • (753846) - Physics: Prevent Collider recreation when setting isKinematic; therefore, OnTriggerExit/Enter are not triggered unnecessarily.
  • (770926) - Scripting: Fixed issues with Scriptable objects added as sub assets with AssetDatabase.AddObjectToAsset.
  • (none) - Scripting: Fixed registration of Shuriken icalls under Mono AOT.
  • (766349) - Serialization: Fixed crash in JsonUtility when deserializing arrays of classes or structs on .NET scripting backend.
  • (none) - Shaders: Fixed a potential editor crash if shader compiler failed to disassemble a shader.
  • (752250) - Shaders: Fixed an editor crash on shutdown if the shader compiler had previously crashed.
  • (770272) - tvOS/Video: Clicking menu button while on video playback could cause view to exit but Unity player to remain paused.
  • (733936) - UI: All struct value types now use iEquatable to prevent memory allocations.
  • (734023) - UI: Fixed an issue where setting canvas scaler to zero would cause a out of memory exception.
  • (739405) - UI: Fixed an issue where text glyphs would be truncated if any texture filtering occurred.
  • (740297) - UI: Fixed an issue where UnityEvent wouldn't allow the removal of events after reload.
  • (733760), (727436) - UI: Fixed an issue with Masking when enabling and disabling graphics.
  • (736717) - UI: If the mask is disabled we should use the baseMaterial instead of the masking material.
  • (none) - UI: If the UI shader is not found the default "pink" shader will be used.
  • (704782) - UI: Make sure FontUpdateTracker get called for tracking fonts changed in the inspector.
  • (711719) - UI: Make sure InputEvents are sent when IME composition strings are updated in Windows Standalone.
  • (745015) - UI: Removed special case ascent calculation for non-dynamic fonts.
  • (727512) - UI: The UI batching grid size is not deterministic based on canvas/ element size.
  • (none) - UI: Use GetRayIntersectionAll in Physics2DRaycaster to get more accurate results.
  • (738986) - UI: When updating rectTransform data make sure comparisons are against old value not the set value.
  • (none) - VR: Fixed Camera tracking poses being different for each camera in the scene during the same frame.
  • (none) - VR: Fixed eye buffer masking even when the Camera's targetEye is none. (Oculus SDK 1.0+).
  • (734549) - VR: Fixed stereoMirrorMode Judder in the right eye.
  • (none) - Windows Store: Fixed graphics driver crashing on Adreno 225, 305 and 330 GPUs when shadows are enabled with Universal 10 SDK. Shadows are now forcefully disabled by unity when running on devices with these GPUs as it has been the case with previous Windows Store SDKs already.
  • (none) - Windows Store: Fixed plugins that are marked are only UWP compatible to be only included in UWP builds
  • (none) - Windows Store: fixed texture sampling on Adreno 225 GPU when texture height is 1 pixel.

New in Unity 5.3.3 (Feb 23, 2016)

  • Improvements:
  • GI: Optimized GISceneManager.Update in order to take less processor time on scene start (769044).
  • Graphics: D3D11 native plugin API now supports obtaining native texture type underpinning a RenderBuffer. (752855)
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Smart TV: Correspond 2016 TV's fonts and remote controller.
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • VR: Mask invisible pixels so GPU time is not wasted near screen edges (Oculus SDK 1.0+).
  • Changes:
  • Audio/Scripting: An optimization was reverted while fixing (739224) and (761360) which would cause memory to once again be allocated during audio callbacks.
  • BlackBerry: Removed BlackBerry option from build player settings window.
  • Fixes:
  • 2D: Fixed memory leak when applying changes to sprite. (754282)
  • 2D: Occlusion Culling works correctly with X/Y flipped SpriteRenderers. (760062)
  • Android: Fixed internal profiler on Gear VR. (741003)
  • Android: Fixed missing styles.xml files. (768027)
  • Android: Fixed remote frame debugger. (742199)
  • Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled. (755510)
  • Android: Timeout no longer happens when an application is sent to the background. (738843)
  • Animation: Fixed a crash when changing OverrideController on Animator with no Avatar. (741043)
  • Animation: Fixed a crash where assigning an override controller with no controller to override. (764778)
  • Animation: Fixed changing Animator.runtimeAnimatorController while in play mode crashing the editor. (731237)
  • Animation: Fixed Euler angles on rotation causing Transform to be set to NaN in some cases. (759408, 760759)
  • AssetBundle: Change to use natural sorting when listing the AssetBundle names. (736556)
  • AssetBundle: Fixed loading error for asset bundles built with DisableWriteTypeTree flag. (756567)
  • AssetBundle: Fixed the hash collision when building AssetBundles. (716166)
  • AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name. (743704)
  • AssetBundle: Loading multiple invalid asset bundles fails correctly now. (756198)
  • AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete. (715753)
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds. (760985)
  • Audio: Avoid random crashes when using audio callbacks in scripts. (739224, 761360)
  • Core: Fixed crash when game object that is a child of a missing prefab is deleted. (757799)
  • Core: Improved the error message when build data files are corrupted or from a mismatched version.
  • Core: Make sure persistent transforms are not added to the active scene when running in a player. (758058)
  • Editor: Fixed issue of a new scripts created in Editor folder if Unity installation path contains "test" word. (761664)
  • Editor: Fixed a bug where Undo recording would insert property modification on the prefab asset if it was being edited in the inspector. (711720)
  • Editor: Fixed crash when entering playmode if LoadScene was called during Awake or Start. (756409, 760459)
  • Editor: Fixed crash when replacing prefabs with Alt button pressed. (753176)
  • Editor: Fixed editor freeze when picking in scene with many overlapping game objects. (730441)
  • Editor: Fixed freeze/crash on project startup when async upload buffer is set too small. (754704)
  • Editor: Fixed game object duplicates on play when reference to that game object is set in another scene. (750117)
  • Editor: It is now possible to replace a prefab asset with a different prefab asset. (761995)
  • Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
  • GI: Fix for lightmaps in linear lighting mode looking different between the player and editor. (724426)
  • GI: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode. (728595, 738173)
  • GI: Fixed brightly coloured (green/red/white/blue) pixels appearing in the directional lightmap caused by interpolation from invalid indirect lightmap data. Note: Need to clear the GI cache and rebake to get the fixed lightmaps. (765205, 734187)
  • GI: Fixed missing Ambient when "Baked GI" is disabled and "Ambient GI" is set to Baked. (756506)
  • Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11. (740782)
  • Graphics: Fixed an issue where Standard shader using directional lightmaps could output NaN to the framebuffer. This would usually blow up when using HDR rendering with Bloom.
  • Graphics: Fixed building shaders correctly for WebGL in AssetBundles. (746302)
  • Graphics: Fixed crash when calling Graphics.DrawMesh with null material. (756849)
  • Graphics: Fixed crash when using GL.Begin quad rendering with non-multiple-of-4 vertex count. (761584)
  • Graphics: Fixed video memory leak in the splash screen animation.
  • Graphics: Fixed occasional Movie Texture crash with multiple movies present. (753593, 764084)
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
  • Graphics: Fixed rendering of deferred reflections when last object rendered before them had negative scale. (757330)
  • Graphics: Fixed skinned mesh memory leak. (760665)
  • Graphics: In Editor OpenGL ES 2.0 emulation increase max cubemap size to 1024 (from 512). (650870)
  • Graphics: Reduced framerate spikes where culling system could sometimes stall for several ms while waiting for jobs.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (724664)
  • IL2CPP: Avoid crash on IL2CPP when searching for attributes. (766208)
  • IL2CPP: Avoid double allocation of memory for multi-dimensional arrays. (766168)
  • IL2CPP: Fixed performance regression in LivenessState calculation. The performance is back to where it was prior to 5.3.2p2.
  • IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
  • IL2CPP: Fixed Array.Copy when destination array type is wider than source array type (e.g. int[] -> long[]). (741166)
  • IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler. (761530)
  • IL2CPP: Fixed Unity IAP on Android with IL2CPP. (761763)
  • IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type. (766642)
  • IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes() (724547)
  • IL2CPP: Properly marshal arrays of four-byte bool values. (767334)
  • IL2CPP: Raised NullReferenceException when Ldvirtftn instruction had a null target. (766208)
  • iOS: Added missing icon for iPad Pro. (755415)
  • iOS: Fix for WWW deadlock. (759480)
  • iOS: Fixed a crash triggered by deactivating an input while app is going into background. (760747)
  • iOS: Fixed an issue where attached controllers were not found. (761326)
  • iOS: Fixed application freeze on iphone4 when rotating device. (761684)
  • iOS: Fixed code completion for iOS Editor Extensions. (759212)
  • iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time.
  • iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error. (761361)
  • iOS: While entering background/foreground, improve player pause/resume handling to check if external parties (like video player) currently manage the paused state. (534752)
  • iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds". (765910)
  • iOS/OSX: Fixed SIMD math, which fixes skinning on iOS and source code compilation on OSX. (754816)
  • iOS/Video: AVKit based player didn't show "done" button on iOS 8+. (736756)
  • iOS/Video: Fixed MPMoviePlayer error handling for invalid files.
  • iOS/Video: Improved MPMoviePlayer/AVKit orientation and view controller handling. (746018, 729470)
  • iOS/Video: Scaling mode behaviour fixes for iPad Pro. (745346)
  • iOS/Xcode: Added .tbd extension support.
  • Linux: Fixed flickering/corrupted rendering with OpenGL Core. (770160)
  • Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core. (763944)
  • Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code. (759459)
  • Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
  • MSE: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy. (756218)
  • MSE: Fixed the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode. (754925)
  • Networking: Fixed issue where NetworkManager doesn't become "ready" if online scene is set and offline scene is not. (734218)
  • Networking: Fixed issue where OnStartAuthority is called twice on hosts. (748967)
  • Networking: SyncLists now only send updates when values change. (738047)
  • OpenGL Core: Various bug fixes to the shader compiler; often resulting in better performance for complex image effect shaders.
  • OpenGL Core: Fixed random crashes on compute shader dispatch. (761412)
  • Particles: Ensure consistent direction between 3D and 1D rotation. (760830)
  • Particles: Fix for terrains ignoring collision layers. (763041)
  • Particles: Fixed a collision crash. (757969)
  • Particles: Fixed IsFinite error spam with particles and second camera. (756786)
  • Particles: Fixed issue where particle system doesn't play if method is called via Invoke. (757461)
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local. (756971)
  • Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems. (696610)
  • Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration. (755677)
  • Particles: Fixed issue whereby particles systems are not looping correctly. (756742)
  • Particles: Fixed particle culling issues. (764701)
  • Particles: Fixed support for negative inherit velocity values. (758197)
  • Particles: Fixed the issue of particles disappearing after going offscreen and returning. (759502)
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling. (723993)
  • Particles: Fixed: particle system not playing when triggered via Event Trigger. (756725)
  • Particles: Fixed: particle system only playing once. (756194)
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape. (745121)
  • Physics: Fixed center of mass and inertia tensor being reset after game object was reactivated. (765300)
  • Physics: Rigidbodies without non-trigger colliders can. have custom center of mass and inertia tensor again (763806)
  • Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
  • Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type. (754405)
  • Scripting: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled. (761784)
  • Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that didn't match the naming scheme.
  • Shadows: Changed light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • Shadows: Fixed "half of scene all in shadows" artifacts in some scene/camera setups. (743239)
  • Smart TV: Fixed a problem to show custom splash screen.
  • Sprites: Occlusion Culling works correctly with X/Y flipped SpriteRenderers. (760062)
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated. (754556, 534658, 762897)
  • Tizen: Fixed cursor initially starting in the wrong position on screen. (740180)
  • Tizen: Fixed OpenGL crashing issues on the Z300F.
  • Tizen: Input field will no longer show when return is pressed on an empty entry. (740172)
  • Tizen: System permissions that are not required are no longer requested.
  • tvOS: Fixed build error with Xcode trampoline. (767645)
  • tvOS: Fixed Game Center score reporting due to incorrect API check. (755395)
  • UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error. (739376, 740617)
  • UI: Fixed flickering/texture swapping issues. (753423, 758106)
  • UI: Fixed issue with incorrect accent calculation for non-dynamic fonts. (747512)
  • Upgrades: Delete the installed Playback Engines and Documentation before upgrading Unity. (756818)
  • VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • VR: Fixed audio redirection in standalone builds (Oculus SDK 1.0+).
  • VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed. (759841)
  • VR: Fixed Skybox clipping issues. (755122, 717989, 734122)
  • VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
  • VR: Fixed VR Splash screen color precision.
  • WebGL: Corrected the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]". (767744)
  • Windows Store : Building from Unity will no longer overwrite project.json file if it was modified in solution. (765876)
  • Windows Store : When building from Unity files in Visual Studio solution will not be overwritten if identical. (759735)
  • Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies. (762582)
  • Windows Store: Fixed a crash when loading C# type from plugin which was not included in the final build. (765893)
  • Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend. (760989)
  • Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend. (766755)
  • Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK. (762926)
  • Windows Store: Fixed anti-alising when calling Screen.SetResolution on Universal Windows 10 Apps/.
  • Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend. (764378)
  • Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons. (764632)
  • Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.
  • Windows Store: Mouses and touches will work correctly after locking/unlocking the screen. (768929)
  • Windows Store: Screen.Resolution(x, y, true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • Windows Store: Screen.resolutions will return a valid value. (748845)
  • WinRT/IL2CPP: Allow native DLLs to be loaded both with and without the .dll extension. (760041)
  • XboxOne: Fixed a bug with YUY2 processing on the XboxOne.
  • XboxOne/IL2CPP: Fixed a problem compiling generated C++ files when there is a space in the path to the project directory. (768193)

New in Unity 5.4.0 Beta 7 (Feb 23, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Changing the active graphics API in the Editor while a Canvas is in the scene will crash the Editor. As a workaround, open only a new, empty scene before changing graphics API.
  • Graphics: a deadlock might happen in very rare cases in the PrepareShadowMaps.
  • Graphics: with the new jobs enabled, reflection probes might render incorrectly in rare cases.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • Samsung TV: Fixed shader compilation crash on NT14U TVs
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrice and a very large frustum (20k+)
  • Unity crashes sometimes after deleting asset files from project folder
  • VR: Single-Pass-Stereo causes some lighting problems
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [GL] [Windows] Unity crashes or hangs with no respond on moving and undocking tabs
  • [Skinning] Skinning broken on Mac
  • [Windows][MT] Unity crashes after mass placing SpeedTrees on terrain
  • Improvements:
  • VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+)
  • VR: Mask invisible pixels so GPU time is not wasted (Oculus SDK 1.0+)
  • Fixes:
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed dopesheet keyframe manipulation not registered
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed offset when drag&dropping sprites in animation window.
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: Optimized AvatarMask inspector.
  • Animation: Root motion not applied on single object
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hardcrashes when importing blender rigify model
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • Editor: Changes the "Module Manager" button to "Open Download Page", in Build Settings, for missing playback engines
  • Fixes:
  • Animation: Fixed animation event inheriting from ScriptableObject not getting triggered
  • Animation: Fixed assert when using Animator.MatchTarget
  • Animation: Fixed custom components not appearing in the Add Property menu of the Animation Window.
  • Animation: Fixed error message showing : GetLocalizedString is not allowed to be called from a MonoBehaviour constructor
  • Animation: Fixed floor display in Generic animation previewer
  • Animation: Fixed import of humanoid clip when root is not identity
  • Animation: Fixed loss of animation window selection when selecting child game objects
  • Animation: Fixed values in the AnimationClipImporter inspector being not-editable
  • Core: Fixed "TLS Allocator ALLOC_TEMP_THREAD ..." messages in console when saving a scene
  • Core: Fixed edge case in the job system during shutdown
  • Core: Multi-second stall in Particle System
  • Editor: Fixed being unable to drag and drop components that are not expandable (such as the 'audio listener')
  • Editor: Fixed issue that made GameObjects disappear from the Editor if they have an associated editor script that made use of DontDestroyOnLoad
  • Editor: Fixed width of the Build Settings Window. This was causing problems when the Standalone option was selected but the players weren't available.
  • Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11
  • Graphics: Fixed SkinMeshInfo memory leak
  • Graphics: In play mode set the graphics device sRGB write mode to match the lighting mode e.g. enable sRGB write mode in linear lighting mode
  • MonoDevelop: Enable NUnit add-in by default. Fixes issue with error dialog on MonoDevelop start-up
  • OpenGL: Fixed mipmap generation for render textures using OpenGLES
  • OSX: Fixed an issue where pasting into a text field caused the text to be added twice
  • OSX: Fixed SIMD errors in source code builds on OSX
  • Physics: Prevent Collider recreation when setting isKinematic; therefore, OnTriggerExit/Enter are not triggered unnecessarily
  • Scripting: Fixed registration of Shuriken icalls under Mono AOT.
  • UI: Fixed a problem where some fonts would not load correctly on some platforms
  • UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered.
  • Windows Store: Fix crash when loading C# type from plugin which was not included in the final build.
  • Windows Store: Mouses and touches will work correctly after locking/unlocking the screen.

New in Unity 5.3.2 Patch 4 (Feb 22, 2016)

  • Improvements:
  • GI: Optimized GISceneManager.Update in order to take less processor time on scene start (769044).
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Changes:
  • Audio/Scripting: An optimization was reverted while fixing (739224) and (761360) which would cause memory to once again be allocated during audio callbacks.
  • Fixes:
  • (768027) - Android: Fixed missing styles.xml files.
  • (741043) - Animation: Fixed a crash when changing OverrideController on Animator with no Avatar.
  • (764778) - Animation: Fixed a crash where assigning an override controller with no controller to override would crash.
  • (769379) - Animation: Fixed crash when editing and saving a script while in play mode.
  • (739224), (761360) - Audio/Scripting: Avoid random crashes when using audio callbacks in scripts.
  • (761664) - Editor: Fixed 'All new scripts are created in Editor folder if Unity installation path contains "test" keyword'.
  • (753176) - Editor: Fixed crash when replacing prefabs with ALT button pressed.
  • (754704) - Editor: Fixed freeze/crash on project startup.
  • (760459) - Fixed crash when entering playmode if a user script would load a new scene in Awake.
  • (724426) - Global Illumination: Fix for linear lighting mode looking different between the player and Editor.
  • (728595), (738173) - Global Illumination: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode.
  • (765205), (734187) - Global Illumination: Fixed brightly coloured (green/red/white/blue) pixels appearing in the directional lightmap caused by interpolation from invalid indirect lightmap data. Note: Need to clear the GI cache and rebake to get the fixed lightmaps.
  • (756506) - Global Illumination: Fixed missing Ambient when "Baked GI" is disabled and "Ambient GI" is set to Baked.
  • (766208) - Il2CPP: Avoid crash on IL2CPP when searching for attributes.
  • (766168) - IL2CPP: Avoid double allocation of memory for multi-dimensional arrays.
  • (761763) - Il2CPP: Fixed Unity IAP on Android with IL2CPP.
  • (none) - IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
  • (767334) - IL2CPP: Properly marshal arrays of four-byte bool values.
  • (766208) - IL2CPP: Raised NullReferenceException when Ldvirtftn instruction had a null target.
  • (755415) - iOS: Added icon for iPad Pro.
  • (760747) - iOS: Fixed a crash triggered by deactivating an input while app is going into background.
  • (759480) - iOS: Fix for WWW deadlock.
  • (761326) - iOS: Fixed an issue where attached controllers were not found.
  • (761684) - iOS: Fixed application freeze on iphone4 when rotating device.
  • (761361) - iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error.
  • (770160) - Linux: Fixed flickering/corrupted rendering with OpenGL Core.
  • (763944) - Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core.
  • (758058) - Make sure persistent transforms are not added to the active scene when running in a player.
  • (754925) - MSE: Fixed the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode.
  • (756218) - MSE: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy.
  • (734218) - Networking: Fixed issue where NetworkManager doesn't become "ready" if online scene is set and offline scene is not.
  • (748967) - Networking: Fixed issue where OnStartAuthority is called twice on hosts.
  • (738047) - Networking: SyncLists now only send updates when values change.
  • (761412) - OpenGL: Fixed random crashes on compute shader dispatch.
  • (764701) - Particles: Fixed particle culling issues.
  • (none) - Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
  • (none) - Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that didn't match the naming scheme.
  • (none) - Shadows: Changed light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • (760062) - Sprites: Occlusion Culling works correctly with X/Y flipped SpriteRenderers.
  • (754556), (534658), (762897) - Substance: Fixed corner cases of outputs not being impacted by any input not being generated.
  • (none) - Tizen: System permissions that are not required are no longer requested.
  • (755395) - tvOS: Fixed game center score reporting due to incorrect API check.
  • (756818) - Upgrades: Delete the installed Playback Engines and Documentation before upgrading Unity.
  • (none) - VR: Fixed audio redirection in standalone builds (Oculus SDK 1.0+).
  • (767744) - WebGL: Corrected the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]".
  • (765893) - Windows Store: Fixed a crash when loading C# type from plugin which was not included in the final build.
  • (766755) - Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend.
  • (768929) - Windows Store: Mouses and touches will work correctly after locking/unlocking the screen.
  • (760041) - WinRT/IL2CPP: Allow native DLLs to be loaded both with and without the .dll extension.
  • (768193) - XboxOne/IL2CPP: Fixed a problem compiling generated C++ files when there is a space in the path to the project directory.

New in Unity 5.4.0 Beta 6 (Feb 16, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Changing the active graphics API in the Editor while a Canvas is in the scene will crash the Editor. As a workaround, open only a new, empty scene before changing graphics API.
  • Graphics: a deadlock might happen in very rare cases in the PrepareShadowMaps.
  • Graphics: with the new jobs enabled, reflection probes might render incorrectly in rare cases.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrice and a very large frustum (20k+)
  • Unity crashes sometimes after deleting asset files from project folder
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [GL] [Windows] Unity crashes or hangs with no respond on moving and undocking tabs
  • [MonoDevelop] "..UnitTestTextEditorExtension not found.." error message appears when user open script in MonoDevelop
  • [Skinning] Skinning broken on Mac
  • [Windows][MT] Unity crashes after mass placing SpeedTrees on terrain
  • Features:
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Web: WebPlayer support has been removed
  • Changes:
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded and onActiveSceneChanged to activeSceneChanged to be compliant with naming conventions
  • Improvements:
  • Installer: DownloadAssistant will warn users if they try to install components which require Unity, without selecting UnityEditor component
  • Installer: WindowsEditor Installer will install Release Notes internet shortcut to the windows start menu
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to
  • Particles: Support choosing a random start frame in the Texture Animation Module
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Fixes:
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • Graphics: Add -force-metal switch to force Metal rendering on OSX/iOS
  • Fixes:
  • 2D: Occlusion Culling to work correctly with X/Y flipped SpriteRenderers
  • Animation: Fixed an issue with RectTransform not being animatable
  • Bug Reporter: Fixed bug reporter if it's opened from Finder/Explorer
  • Core: Deprecated Random.seed. Introduced new API to properly expose full internal state of the RNG through Random.state. The RNG state can now be initialized with Random.InitState()
  • Editor: Fixed crash when entering playmode if a user script would load a new scene in Awake
  • Graphics: Fixed command buffer DrawMesh not working if Mesh was not uploaded to VRAM before
  • Graphics: Fixed occasional crash when switching editor from DX11 or loading RenderDoc
  • iOS: Fixed crash triggered by deactivating an input while app is going into background
  • iOS: Fixed redirect for WWWConnection
  • iOS: Fixed WWWConnection deadlock.
  • iOS: Moved callback methods to another thread as to not block main thread when streaming assets
  • iOS: Notify Transport that we finished recieving data so we can mark the buffer as complete when we get an error
  • JsonUtility: Fixed crash when serializing very large arrays/lists
  • OpenGL: Fixed crash on compute shader linking failure.
  • Particles: Crash fix when using disabled component in TriggerModule
  • Particles: Fix crash due to bad data alignment when using sub emitters
  • Particles: Fix terrains not using layer filtering for particle collisions
  • Particles: Fixed SIMD alignment issues causing asserts/crashes
  • Particles: Reintroduced support for negative inherit velocity values
  • Serialization: Fixed crash in JsonUtility when deserializing arrays of classes or structs on .NET scripting backend
  • Shaders: Fixed a potential editor crash if shader compiler failed to disassemble a shader.
  • Shaders: Fixed an editor crash on shutdown if the shader compiler had previously crashed
  • VR: Fixed VR rendering not displaying the right eye.
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: Fixed plugins that are marked are only UWP compatible to be only included in UWP builds
  • Windows Store: Screen.Resolution(, , true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps

New in Unity 5.3.2 Patch 3 (Feb 11, 2016)

  • Fixes:
  • (742199) - Android: Fixed remote frame debugger.
  • (none) - Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • (755510) - Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
  • (none) - Core: Improved the error message when build data files are corrupted or from a mismatched version.
  • (752733) - Editor: Fixed folder-level toggle when importing assets.
  • (711720) - Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector.
  • (756409) - Editor: Fixed crash when entering playmode if LoadScene was called during Awake or Start.
  • (761995) - Editor: It is now possible to replace a prefab asset with a different prefab asset.
  • (752855) - Graphics: D3D11 Native API now supports obtaining native Texture type underpinning a Unity Renderbuffer.
  • (746302) - Graphics: Fixed building shaders correctly for WebGL in AssetBundles.
  • (none) - Graphics: Fixed an issue where standard shader using directional lightmaps could output NAN to the framebuffer. This would corrupt the framebuffer if any effects were used that spanned multiple frames.
  • (753593) - Graphics: Fixed occasional movie texture crash with multiple movies present.
  • (none) - Graphics: Reduced framerate spikes where culling system could sometimes stall for several ms while waiting for jobs.
  • (766642) - IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type.
  • (761412) - OpenGL: Fixed random crashes on compute shader dispatch.
  • (760830) - Particles: Ensure consistent direction between 3D and 1D rotation.
  • (757969) - Particles: Fixed a collision crash.
  • (763041) - Particles: Fix for terrains ignoring collision layers.
  • (758197) - Particles: Fixed support for negative inherit velocity values.
  • (765300) - Physics: Fixed center of mass and inertia tensor being reset after game object was reactivated.
  • (763806) - Physics: Rigidbodies without non-trigger colliders can. have custom center of mass and inertia tensor again
  • (767645) - tvOS: Fixed build error with Xcode trampoline.
  • (none) - VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • (none) - VR: Fixed VR Splash screen color precision. No Longer limited to half the color spectrum for RGBA32.
  • (none) - VR: Mask invisible pixels so GPU time is not wasted (Oculus SDK 1.0+).
  • (765876) - Windows Store Apps: building from Unity will no longer overwrite project.json file if it was modified in solution.
  • (759735) - Windows Store Apps: When building from Unity files in Visual Studio solution will not be overwritten if identical.

New in Unity 5.4.0 Beta 5 (Feb 10, 2016)

  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Bug reporter crashes if it's opened from Finder/Explorer
  • Changing the active graphics API in the Editor while a Canvas is in the scene will crash the Editor. As a workaround, open only a new, empty scene before changing graphics API.
  • Crash of Standalone player when character with SkinnedMeshRenderer is on the scene
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering. Plan to fix this in the future by introducing baked shadow masks.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrice and a very large frustum (20k+)
  • Unity crashes sometimes after deleting asset files from project folder
  • [Billboard][LOD] Unity crashes when picking deleted Speedtree Billboard LOD level
  • [GL] [Windows] Unity crashes or hangs with no respond on moving and undocking tabs
  • [MonoDevelop] "..UnitTestTextEditorExtension not found.." error message appears when user open script in MonoDevelop
  • [Skinning] Skinning broken on Mac
  • [Windows][MT] Unity crashes after mass placing SpeedTrees on terrain
  • Features:
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • Improvements:
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API
  • Scripting: Improved Instantiate() performance.
  • UI: Begin work on improving performance of MaskUtility functions
  • UI: UI now sets the texelSize for use in custom shaders
  • VisualStudio: Stop using COM to launch VisualStudio for a better immediate feedback experience
  • Windows Store: Improved deserialization performance when using .NET scripting backend
  • Fixes:
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • UI: All struct value types now use iEquatable to prevent memory allocations
  • UI: Changed Canvas scaler to only scale the XY and not the Z of the transform
  • UI: Fix for 1/2 pixel offset not working on screen-space camera canvases
  • UI: Fix issue where setting canvas scaller to zero would cause a out of memory exception
  • UI: Fixed issue where text glyphs would be truncated if any texture filtering occured.
  • UI: Fixed issue where UnityEvent wouldn't allow the removeal of events after reload
  • UI: Fixed issue with Masking when enabling and disabling graphics
  • UI: If the mask is disabled we should use the baseMaterial instead of the masking material
  • UI: If the UI shader is not found the default "pink" shader will be used
  • UI: Make sure FontUpdateTracker get called for tracking fonts changed in the inspector
  • UI: Make sure InputEvents are sent when IME composition strings are updated in Windows Standalone.
  • UI: Prevent null list from geting passed as a parameter for VertexHelper functions
  • UI: Remove special case ascent calculation for non-dynamic fonts
  • UI: The UI batching grid size is not deterministic based on canvas/ element size.
  • UI: UI overlay canvas's will now always be drawn ontop in the scene view.
  • UI: Use GetRayIntersectionAll in Physics2DRaycaster to get more accurate results.
  • UI: When updating rectTransform data make sure comarisons are against old value not the set value
  • VR: Exposed Camera.targetEye to script for Virtual reality Applications.
  • VR: Fix Screen Orientation on GearVR applications.
  • VR: Fixed Splash Screen Aspect ratio issues for VR Applications.
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • Graphics: GPU Instancing: Added #pragma instancing_options for specifying instancing-specific options. Currently maxcount is the only option which allows the max batch size (i.e. the array size of the instanced properties) to be configured.
  • Graphics: GPU Instancing: Surface shader now supports instancing by simply adding #pragma multi_compile_instancing directive.
  • Fixes:
  • Analytics: Fixed Analytics fails to start on clean install
  • Animation: Fixed a bug where Light.m_Enabled didn't animate properly when using AnimationComponent
  • Editor: Fix CaptureScreenshot in editor and screen-capturing for Unity Remote
  • Editor: Fix the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode
  • Editor: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy
  • Editor: Make sure persistent transforms are not added to the active scene when running in a player. This could happen if a prefab is loaded from Resources
  • GI: Enlighten. Unity crashes if scene is unloaded before it gets a chance to fully load
  • Graphics: Fixed GPU Instancing now working with Graphics.DrawMesh.
  • iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds".
  • Profiler: Fixed missing Worker threads data from Timeline Profiler
  • Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
  • Shaders: During surface shader generation, do not initialise non-vector type members of the Input struct i.e. a struct/int/matrix as a member variable of the Input struct
  • Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that doesn't match the naming scheme.
  • Shaders: When changing shader hardware tier emulation, only reload shaders (not textures/RTs) to stop refl probes breaking.
  • Shadows: Change light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • tvOS: Fixed Apple TV inclusion into Mac and Windows installer sets
  • Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies.
  • Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend.
  • Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK.
  • Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend.
  • Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons.
  • Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.

New in Unity 5.3.2 Patch 2 (Feb 4, 2016)

  • Improvements:
  • Smart TV: Correspond 2016 TV's fonts and remote controller.
  • Fixes:
  • (759408), (760759) - Android/iOS: Animation - Fixed Euler angles on rotation causing Transform to be set to NaN.
  • (none) - BlackBerry: Removed BlackBerry option from build player settings window.
  • (761784) - Code stripping: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled.
  • (730441) - Editor: Fixed editor freeze when picking in scene with many overlapping game objects.
  • (none) - Further OpenGL ES & desktop OpenGL (Shader compiler) bugfixes.
  • (757330) - Graphics: Fixed rendering of deferred reflections when last object rendered before them had negative scale.
  • (761584) - Graphics: Fixed crash when using GL.Begin quad rendering with non-multiple-of-4 vertex count.
  • (764084) - Graphics: Fixed occasional MovieTexture crash (regression in 5.3).
  • (650870) - Graphics: In Editor OpenGL ES 2.0 emulation increase max cubemap size to 1024 (from 512).
  • (741166) - IL2CPP: Fixed Array.Copy when destination array type is wider than source array type (e.g. int[] -> long[]).
  • (761530) - IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler.
  • (765910) - iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds".
  • (754816) - iOS/OSX: Fixed SIMD math, which fixes skinning on iOS and source code compilation on OSX.
  • (736756) - iOS/Video: AVKit based player didn't show "done" button on iOS 8+.
  • (none) - iOS/Video: Fixed MPMoviePlayer error handling for invalid files.
  • (746018), (729470) - iOS/Video: Improved MPMoviePlayer/AVKit orientation and view controller handling.
  • (745346) - iOS/Video: Scaling mode behaviour fixes for iPad Pro.
  • (none) - iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time.
  • (534752) - iOS: While entering background/foreground, improve player pause/resume handling to check if external parties (like video player) currently manage the paused state.
  • (731237) - Mecanim: Fixed changing Animator.runtimeAnimatorController while running crashes editor.
  • (743239) - Shadows: Fixed "half of scene all in shadows" artifacts in some scene/camera setups.
  • (none) - Smart TV: Fixed a problem to show custom splash screen.
  • (740180) - Tizen: Fixed cursor initially starting in the wrong position on screen.
  • (none) - Tizen: Fixed OpenGL crashing issues on the Z300F.
  • (740172) - Tizen: Input field will no longer show
  • when return is pressed on an empty entry.
  • (none) - VR: Backend work to support DX12 in the future.
  • (762582) - Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies.
  • (760989) - Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend.
  • (762926) - Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK.
  • (none) - Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps/.
  • (764378) - Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend.
  • (764632) - Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons.
  • (none) - Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.
  • (none) - Windows Store: Screen.Resolution(, , true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • (748845) - Windows Store: Screen.resolutions will return a valid value.

New in Unity 5.4.0 Beta 4 (Feb 1, 2016)

  • Known Issues:
  • 2D: Opening Sprite-Packer window and packing might result in a crash on Mac Editor. To work-around, try entering play-mode and then use Sprite-Packer window
  • Changing the active graphics API in the Editor while a Canvas is in the scene will crash the Editor. As a workaround, open only a new, empty scene before changing graphics API.
  • Fallback from Deferred to Forward when rendering lightmapped objects with mixed-mode light - can be fixed by introduction of baked shadow mask for lightmapped objects
  • GPU Instancing: When drawing meshes with instancing shaders by Graphics.DrawMesh, Unity fails to render with correct mesh.
  • Legacy Animation: Changes to the lights in 5.3 have caused an issue so that it currently is not possible to animate lights using the Legacy animation system. Fix arrived in 5.3, and is being forward ported soon.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • VR: Standalone players build with Unity 5.4.0 beta 4 with VR support show a vertically stretched Unity logo on the splash screen
  • WebPlayer build is not removed. Expect its removal in a future beta.
  • Changes:
  • WebGL: Removed .htaccess file generation
  • Improvements:
  • Analytics: Added support for Analytics on AppleTV device.
  • Android: Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity
  • Compute: Support #pragma enable_d3d11_debug_symbols just like for regular shaders
  • IL2CPP: Remove warnings from generated C++ code when compiling with clang.
  • iOS/IL2CPP: Add support for Xcode 7.3 (don't use __declspec attributes).
  • Scene Management: Added events onSceneLoaded, onSceneUnloaded, onActiveSceneChanged to SceneManager
  • Fixes:
  • Android: Android: Fixed remote frame debugger
  • Android: Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Make substances work with baked transparency.
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Shaders: Some optimizations for surface shader importing time.
  • tvOS: Fix rendering path selector in player settings
  • Windows Store: Fix serialization error, Unity will no longer serialize fields in Windows Store Apps which are of the same type as the class where this field is located, for ex., if you have a class Test and you have a field inside public Test MyField;. This behavior was already present in Editor, but not in Windows Store Apps.
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Fixes:
  • Editor: Fixed a crash when building assetbundles using the old build API
  • Editor: Made it possible to replace a prefab asset with a different prefab asset
  • Graphics: Fixed crash when calling Graphics.DrawMesh with null material
  • Graphics: Fixed zoomable game view not rendering correctly on DX12 and on DX11/9 when running with -force-gfx-direct
  • Graphics: Previous fix for "camera preview sometimes not taking manually overriden projection matrix into account" was copying too much camera state in Camera.CopyFrom, fix that.
  • Graphics: Use better texture resizing algorithms when importing textures: Mitchell for downsizing, cubic spline for upsizing
  • IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters.
  • IL2CPP: Implement support for Assembly.GetReferencedAssemblies and Module.GetTypes()
  • IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio.
  • IL2CPP: Remove and unnecessary Box used to null check before calling a virtual method.
  • tvOS: Add support for procedural textures and dynamic global illumination
  • VR: Fix infinite splash screen display in VR mode

New in Unity 5.3.2 Patch 1 (Jan 29, 2016)

  • Improvements:
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Fixes:
  • (754282) - 2D: Fixed memory leak when applying changes to sprite.
  • (741003) - Android: Fixed internal profiler on Gear VR.
  • (738843) - Android: Timeout no longer happens when an application is sent to the background.
  • (756198) - AssetBundle: Loading multiple invalid asset bundles fails correctly now.
  • (736556) - AssetBundle: Change to use natural sorting when listing the AssetBundle names.
  • (756567) - AssetBundle: Fixed the AssetBundle loading error which was built with DisableWriteTypeTree enabled.
  • (716166) - AssetBundle: Fixed the hash collision when building AssetBundles.
  • (743704) - AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name.
  • (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete.
  • (760985) - Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • (757799) - Core: Fixed crash when game object that is a child of a missing prefab is deleted.
  • (750117) - Editor: Fixed game object duplicates on play when reference to that game object is set in another scene.
  • (none) - Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
  • (756849) - Graphics: Fixed crash when calling Graphics.DrawMesh with null material.
  • (none) - Graphics: Fixed gpu memory leak in the splash animation.
  • (740782) - Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11.
  • (none) - Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
  • (760665) - Graphics: Fixed SkinMeshInfo memory leak.
  • (724664) - Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory!
  • (724547) - IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes()
  • (none) - iOS/Xcode: Added .tbd extension support.
  • (759212) - iOS: Fixed code completion for iOS Editor Extensions.
  • (759459) - Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • (none) - Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
  • (none) - OpenGL ES & desktop OpenGL (Shader compiler): Various bug fixes and performance improvements.
  • (756786) - Particles: Fixed IsFinite error spam with particles and second camera.
  • (756971) - Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local.
  • (756194) - Particles: Fixed: particle system only playing once.
  • (756725) - Particles: Fixed: particle system not playing when triggered via Event Trigger.
  • (696610) - Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems.
  • (759502) - Particles: Fixed the issue of particles disappearing after going offscreen and returning.
  • (756742) - Particles: Fixed issue whereby particles systems are not looping correctly.
  • (755677) - Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration.
  • (723993) - Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • (757461) - Particles: Fixed issue where particle system doesn't play if method is called via Invoke fixed.
  • (745121) - Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • (754405) - Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type.
  • (739376), (740617) - UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error.
  • (753423), (758106) - UI: Fixed flickering/texture swapping issues.
  • (747512) - UI: Fixed issue with incorrect accent calculation for non-dynamic fonts.
  • (759841) - VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed.
  • (755122), (717989), (734122) - VR: Fixed Skybox clipping issue.
  • (none) - VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
  • (none) - XboxOne: Fixed a bug with YUY2 processing on the XboxOne.

New in Unity 5.3.2 (Jan 29, 2016)

  • Improvements:
  • Compute: Improved compute shader import times, particularly on Windows. Since 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11. (706098)
  • Editor: Added link to learn more about Unity Cloud Build in the Build Player window.
  • Editor/Scenes: Add Scene.GetRootGameObjects() to return the root game objects of the scene.
  • Editor/Scenes: Add SceneManager.CreateScene() API to allow creating new empty scene at runtime.
  • GI: Light probes and ambient (everything with SH calculations) match ground truth more closely now. (754898)
  • IL2CPP: Optimize method prologues for code size and incremental builds.
  • iOS: Added bitcode support. (752178)
  • iOS/IL2CPP: Added support for Xcode 7.3 (don't use __declspec attributes).
  • Samsung TV: Added support for 2016 TVs.
  • Tizen: Now supports tizenstore URL protocol to open up Tizen store pages.
  • tvOS: Enable Dynamic GI.
  • VR: Applications that lost focus no longer throttle the CPU.
  • Changes:
  • iOS: Enable bitcode support by default.
  • Editor/Scenes: Prevent calling some Editor mode only APIs on EditorSceneManager from play mode, including EditorSceneManager.OpenScene, EditorSceneManager.SaveScene etc.
  • Editor/Scenes: Prevent calling some play mode only APIs on SceneManager from Editor mode, including SceneManager.LoadLevel, SceneManager.LoadLevelAsync etc.
  • Fixes:
  • Android: Fixed crash when loading many asset bundles. (743739)
  • Android: Fixed crash in Cloth vertex buffer setup. (750362)
  • Android: Fixed NullReferenceException on x86 devices running Android 5.0 or newer.
  • Animation: Fixed an issue with stepped keys having the wrong value. (745139)
  • Animation: Fixed animation events not firing on the last frame of a looping animation. (745781)
  • Animation: Fixed crash when deleting all Euler keys in animation curve. (754373)
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition. (753866)
  • API Updater: Fixed possible crashes in script updater when resolving types.
  • AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. (715753)
  • AssetBundles: Fixed excessive memory usage when decompressing asset bundles with many objects inside.
  • AssetBundles: Fixed memory leak when loading asset bundles with LZMA compression.
  • AssetBundles: Fixed possible asset bundle caching error when starting multiple downloads with an empty cache.
  • AssetBundles: Fixed the asset bundle reading bug when compressed data could be read as uncompressed.
  • Core: '~' folders were no longer ignored in projects; fixed. (687655)
  • DX11: Improved performance in GPU bound scenarios. (747492)
  • DX11: Fixed wrong VRAM detection on some Intel GPUs, resulting in shadows not being rendered.
  • DX11/XB1: Fixed FP16 static batched mesh vertex compression to actually work there, was always decompressing to FP32 before.
  • Editor: Display console platform doc items in the help menu, when console docs are present, but the main documentation is not installed. (754108)
  • Editor: Fixed MissingMethodException when using some APIs from UnityEngine.WSA namespace.
  • Editor: Make right and left arrow select next/previous parent for fast expand/collapse in hierarchy views. (752821)
  • Editor/Scenes: Fixed a crash when trying to get the root count on an invalid Scene. (752423)
  • Editor/Scenes: Fixed loading new unsaved scene during playmode using Application.LoadLevel(index) or SceneManager.LoadScene(index). (751923)
  • Editor/Scenes: Fixed the issue that script association was lost when another scene was loaded. (748904)
  • Editor/Scenes: Fixed the issue that the unloaded scenes would be removed from the hierarchy when entering playmode, if they were first in the hierarchy.
  • Editor/Scenes: Now make sure inspector in ActiveEditorTracker for MonoBehaviours are not garbage collected. The ActiveEditorTracked manages the objects itself. (753550)
  • Editor/Scenes: Throw null reference exception if SerializedObject has been disposed. (752599)
  • Global Illumination: Enlighten; fixed an issue where Unity crashed if scene was unloaded before it got a chance to fully load. (740808, 747666)
  • Global Illumination: Fixed light probes / skybox ambient being wrong in some cases, 5.3 regression. (754898)
  • Graphics: More consistency between editor & player when setting up color space sRGB write modes. (754487)
  • Graphics: Fixed an issue where enabling vertex compression for positions could result in geometry not being rendered. (754928)
  • Graphics: Realtime reflection probes in some cases did not have trilinear filtering properly set on them; fixed. (752879)
  • Graphics: Fixed crash when setting shader properties.
  • IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters. (760943)
  • IL2CPP: Ensure that the header file for a type defined in a different assembly is included when that type is used for a method parameter. (755088)
  • IL2CPP: Ensure thread ID is valid for all threads. (691038)
  • IL2CPP: Fixed an issue that caused a crash in Class::IsSubclassOf. (752737), (751428)
  • IL2CPP: Fixed double.Parse with InvariantCulture. (752197)
  • IL2CPP: Fixed ExecutionEngineException being thrown on System.Reflection.MonoProperty::GetterAdapterFrame. (737529)
  • IL2CPP: Fixed StateMachineBehaviour messages not being executed if stripping is enabled. (753610)
  • IL2CPP: Forward declare a type and marshaled type in the method declarations header for marshaling methods so that the order of includes does not matter. (756447)
  • IL2CPP: Implemented out marshaling for arrays correctly. (752153)
  • IL2CPP: Implemented support for MetadataToken property on the following types: FieldInfo, EventInfo, MethodInfo, ConstructorInfo, PropertyInfo, Type, and Module. (670027)
  • IL2CPP: Implemented the Thread::Abort and Thread::ResetAbort methods. This should allow a Socket to be closed properly while another thread is waiting in a call to Accept or Connect on that socket. (746822)
  • IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio. (758926)
  • IL2CPP: Properly cleanup when a native thread is cancelled rather than exiting normally. (749988, 733609)
  • IL2CPP: Provide a proper argument for instance methods on value types invoked via a delegate. (750153)
  • IL2CPP: Removed an unnecessary Box used to null check before calling a virtual method.
  • iOS: Added font containing Lao characters to the fallback list. (750357)
  • iOS: Added Xcode 7.2 to iOS plugin compatibility list. (750311)
  • iOS: Duplicate another image layer when not all are defined. (749289)
  • iOS: Fixed Apple Pencil position reporting on iPad Pro.
  • iOS: Hindi characters are displayed now. (725558)
  • iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames. (754539)
  • iOS/IL2CPP: Fire all GC profiler events. Fixed GC data in internal profiler.
  • iOS/tvOS: Build all object files with correct SDK. (755365)
  • Linux: Fixed a corner case where tearing would occur on some window managers even with VSync enabled.
  • Mecanim: Fixed a bug where Euler rotations would be retained in scene after scrubbing animation. (754562)
  • Mecanim: Fixed a bug where Euler rotations would not work in Legacy Animations. (752955)
  • Mecanim: Fixed a bug where lights would not be animated in Legacy mode. (753595)
  • Mecanim: Fixed a bug where RectTransform couldn't be animated in Legacy. (752847)
  • Metal: Wrongly claimed to support DXT1/DXT5 texture formats on iOS, and ETC on Mac.
  • Mono: Preserve non-volatile XMM registers across calls on 64-bit Windows during JIT compilation. (691466)
  • Networking: Added a 'connecting' state and cancel button to NetworkManagerHUD UI to prevent multiple attempts to connect at the same time. (748936)
  • Networking: Fixed 'recursion depth exceeded' error for complex NetworkBehaviour scripts. (757766)
  • Networking: Fixed ClientScene object list being wrong after host migration. (746011)
  • Networking: Fixed NetworkAnimator not working for non-player objects (755391)
  • Networking: Fixed NetworkServer.SendToAll sends the message to the host twice. (756153)
  • Networking: Fixed SyncEvent regression issue. (755450)
  • Networking: Fixed SyncList updates don't use a configurable network channel. (745795)
  • Networking: Fixed UI that allowed host migration to be enabled for WebGl platform where it is not supported. (744002)
  • Networking: OnStopAuthority called on server when it should not be. (751239)
  • Networking: Prevent [Command] functions from accepting NetworkConnection objects as parameters, which causes a UNetWeaver error. (729157)
  • Networking: Prevent NetworkIdentity objects from being server-only and local-player-authority at the same time, as this is not a valid configuration. (749338)
  • OpenGL Core: Fixed a crash with AMD and NVIDIA on Windows when using RenderTexture with recent drivers.
  • OpenGL Core: Fixed a crash with Intel GPUs on Linux.
  • OpenGL Core: Fixed shaders with multiple constant arrays.
  • OpenGL Core: Fixed text rendering with AMD GPUs on OSX 10.9.
  • OpenGL ES: Fixed crashes with new Samsung firmware. (756734, 756754)
  • OpenGL ES: Fixed mipmap generation for render textures. (751743)
  • OpenGL: Fixed binary shader cache, cache was always disabled. (742591)
  • OpenGL (legacy): Added work around buffer state tracking failure.
  • Particles: Fixed error message spam on particle systems that have no particles (5.3.1 regression). (755423)
  • Physics: Fixed memory corruption/crash when deactivating a collider from inside of OnTriggerStay. (744007)
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform. (755612)
  • Profiler: Fixed excessive memory usage in development players.
  • Samsung TV: Fixed the smarthub button problem.
  • Samsung TV: Fixed wrong JPG library access problem.
  • Scripting: UnusedByteCodeStripper2 will show a better error message when processing assemblies, so it will be easier to identify offending assembly. (750266)
  • Shaders: During surface shader generation, do not initialise non-vector type members of the Input struct i.e. a struct/int/matrix as a member variable of the Input struct. (759336)
  • Shaders: Fixed a bug in Standard shader GGX specular term, introduced in 5.3.
  • Shaders: More proper environment reflection in Standard shader for very rough surfaces.
  • Substance: Fixed a crash when checking/unchecking 'Generate all outputs' or 'Generate mipmaps' on OSX. (752039)
  • Substance: Fixed a crash when reimporting SBSARs with multiple material instances on OSX. (751300)
  • Substance: Fixed a rare crash that could happen around the destruction of animated ProceduralMaterials. (750442)
  • Substance: Fixed console spam about unavailable material properties.
  • Substance: Fixed editor stutter when using RebuildTextures on OSX. (663236)
  • Substance: Fixed emission color being set to opaque white when resetting a ProceduralMaterial.
  • Substance: Fixed textures not properly generated on player awake when affected only by constant inputs. (754556)
  • Substance: Output textures from ProceduralMaterials without any input are now always generated.
  • tvOS: Fixed missing symbols for simulator builds. (756044)
  • tvOS: Fixed rendering path selector in player settings. (753925)
  • tvOS: Fixed UnityEngine.Apple.TV.Remote API access in editor.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Fixed crash in some cases after deleting world space Canvas. (740782)
  • UI: Removed remaining uses of multiple display system (temporary fix while non-native resolutions are not supported). (741751)
  • VR: Fixed Lines & Trail rendering; was offset for one eye. (754068)
  • VR: Fixed Render Scale not reverting after being edited in play mode. (731324)
  • VR: Fixed VRDevice.isPresent reporting true on first frame if Device was not connected at start. (732236)
  • VR: Stereo Cameras correctly respect camera depth when rendering to the game view and HMD. (753256)
  • WebGL: Fixed a crash when setting Application.runInBackground, if Strip Engine Code is enabled. (758120)
  • WebGL: Prevent browser from processing Arrow Keys. (740182)
  • WebGL: Prevent browser from processing Backspace and Tab key presses. (747236)
  • Windows Store: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • Windows Store: Fixed Directory.CreateDirectory() for forward slashes. (752546)
  • Windows Store: Populate autorotation settings to screen manager. (751207)
  • Windows Store: Fixed a build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter. (754533)
  • Windows Store: Fixed AccessViolationException when initializing matchmaking in UNet. (747549)
  • Windows Store: Fixed player crashing on startup on .NET scripting backend. (746301)
  • Windows Store: Fixed Screen.SetResolution when upscaling lower resolution to fullscreen, previously you would see a corrupt image on the screen. (756086)
  • Windows Store: Fixed TouchScreenKeyboard crashes when it's members are used immediately after Open(). (755473)
  • Windows Store: Fixed WheelCollider on x64 (NullReferenceException occurring). (730289)
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application. (759166)

New in Unity 5.4.0 Beta 3 (Jan 25, 2016)

  • Known Issues:
  • Creating a scene from the Project Browser's 'Create' menu currently crashes Unity. Use the 'New Scene' option from the main menu instead.
  • Fallback from Deferred to Forward when rendering lightmapped objects with mixed-mode light - can be fixed by introduction of baked shadow mask for lightmapped objects
  • GPU Instancing: When drawing meshes with instancing shaders by Graphics.DrawMesh, Unity fails to render with correct mesh.
  • Legacy Animation: Changes to the lights in 5.3 have caused an issue so that it currently is not possible to animate lights using the Legacy animation system. Fix arrived in 5.3, and is being forward ported soon.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • WebPlayer build is not removed. Expect its removal in a future beta.
  • [VR] Missing shadows in VR mode players with Forward and Legacy Deferred rendering Error: Attempting to release RenderTexture that were not gotten as a temp buffer
  • Features:
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • Particles: Define particle width and height separately
  • VR: VR Multi Device Support
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • Backwards Compatibility Breaking Changes:
  • IMGUI: Fixed InvalidOperationException is thrown on opening "select audio clip" pop up dialog AND added EditorGUI.DisabledScope to replace deprecated EditorGUI.[Begin/End]DisabledGroup()
  • Changes:
  • Graphics: Unity splashscreen replacement. Unform across platforms now and featuring a light and dark(pro only) style.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • Improvements:
  • Editor - Other: ENABLE_PROFILER now works correctly in Editor for runtime dll
  • Graphics: DX11: Unity drawing annotations correct appear on Windows Store platforms when using GPU debuggers
  • IL2CPP: Optimize method prologues for code size and incremental builds
  • Metal: Support multithreaded rendering on iOS and OSX Metal devices
  • Samsung TV: 2016 Samsung TVs are now supported.
  • WebGL: Support incremental builds of generated C++ code.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • Fixes:
  • Add animation support of light shadow near plane
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled muti-file editing of model scale because it wasn't working properly
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing update to inspector when adding or remove property while recording animation
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • tvOS: Duplicate another image layer when not all are defined
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
  • Window Management: Fixed LockReloadAssemblies is not working correctly
  • Window Management: Fixed Minimizing unity changes the size of maximized unity windows
  • Windows Store: Application will exit without crashing when calling Application.Quit
  • Windows Store: Fix AccessViolationException when initializing matchmaking in UNet
  • Windows Store: Fixed crash in TouchScreenKeyboard when any members are used immediately after Open()
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.
  • Windows Store: Screen.resolutions will return a valid value.
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Fixes:
  • Animation: Fixed animation in scene view not updating when switching animation clips in animation window
  • Animation: Fixed layout issue when creating a clip in animation window
  • Audio: Fix for static AudioClip render preview (was only rendering to upper-left quarter of preview texture.
  • Graphics: Fixed 5.4 rendering performance regression (material display list caching was accidentally turned off).
  • IL2CPP: Ensure thread id is valid for all threads.
  • IL2CPP: Fix crash in Class::IsSubclassOf.
  • IL2CPP: IL2CPP: Implement out marshaling for arrays correctly.
  • IL2CPP: Implement the Thread::Abort and Thread::ResetAbort methods. This should allow a Socket to be closed properly while another thread is waiting in a call to Accept or Connect on that socket.
  • IL2CPP: Properly cleanup when a native thread is cancelled rather than exiting normally.
  • IL2CPP: Provide a proper this argument for instance methods on value types invoked via a delegate.
  • IL2CPP: Treat assemblies mentioned in the link.xml file as roots for code conversion, but not as roots for code stripping.
  • iOS: Fix bitcode support
  • iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames.
  • iOS/IL2CPP: Fire all GC profiler events. Fixes GC data in internal profiler.
  • iOS/IL2CPP: Improve StackTrace support in iOS Simulator.
  • Profiler: Fixed crash when adding data from threads which were started during a frame
  • Scripting: Fixed harmless error "Unexpected recursive serialization of MonoBehaviour" when building player in some cases

New in Unity 5.3.1 Patch 4 (Jan 22, 2016)

  • Improvements:
  • Documentation: In the scripting API, added information to Graphics.SetRenderTarget() and CommandBuffer.SetRenderTarget() about using linear lighting mode. Updated the wording about using linear lighting mode in the Graphics.Blit() entry.
  • iOS/IL2CPP: Added support for Xcode 7.3 (don't use __declspec attributes).
  • Samsung TV: Added support for 2016 TVs.
  • Changes:
  • MSE: Prevent calling some Editor mode only APIs on EditorSceneManager from play mode, including EditorSceneManager.OpenScene, EditorSceneManager.SaveScene etc.
  • MSE: Prevent calling some play mode only APIs on SceneManager from Editor mode, including SceneManager.LoadLevel, SceneManager.LoadLevelAsync etc.
  • Fixes:
  • (745139) - Animation: Fixed an issue with stepped keys having the wrong value.
  • (745781) - Animation: Fixed animation events not firing on the last frame of a looping animation.
  • (754373) - Animation: Fixed crash when deleting all Euler keys in animation curve
  • (753866) - Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • (none) - AssetBundles: Fixed the assetbundle reading bug when compressed data could be read as uncompressed.
  • (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor.
  • (none) - AssetBundles: Fixed memory leak when loading asset bundles with lzma compression.
  • (none) - AssetBundles: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache.
  • (747492) - Direct3D: improved performance in GPU bound scenarios.
  • (754487) - Graphics (Editor): In play mode set the graphics device sRGB write mode to match the lighting mode e.g. enable sRGB write mode in linear lighting mode.
  • (none) - Graphics: Fixed crash when setting shader properties.
  • (760943) - IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters.
  • (758926) - IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio.
  • (none) - IL2CPP: Removed an unnecessary Box used to null check before calling a virtual method.
  • (none) - iOS: Fixed Apple Pencil position reporting on iPad Pro.
  • (754068) - Lines & Trails: Fixing issue where rendering in VR was offset for one eye.
  • (752423) - MSE: Fixed a crash when trying to get the root count on an invalid Scene.
  • (751923) - MSE: Fixed loading new unsaved scene during playmode using Application.LoadLevel(index) or SceneManager.LoadScene(index).
  • (753550) - MSE: Now make sure inspector in ActiveEditorTracker for MonoBehaviours are not garbage collected. The ActiveEditorTracked manages the objects itself.
  • (752599) - MSE: Throw null reference exception if SerializedObject has been disposed.
  • (none) - OpenGL (legacy): Added work around buffer state tracking failure.
  • (742591) - OpenGL: Fixed binary shader cache, cache was always disabled because of a bug in the caps.
  • (751743) - OpenGL: Fixed mipmap generation for render textures using OpenGLES.
  • (none) - Samsung TV: Fixed the smarthub button problem.
  • (none) - Substance: Fixed console spam about unavailable material properties.
  • (752039) - Substance: Fixed a crash when checking/unchecking 'Generate all outputs' or 'Generate mipmaps' on OSX.
  • (751300) - Substance: Fixed a crash when reimporting SBSARs with multiple material instances on OSX.
  • (663236) - Substance: Fixed editor stutter when using RebuildTextures on OSX.
  • (none) - Substance: Fixed emission color being set to opaque white when resetting a ProceduralMaterial.
  • (754556) - Substance: Fixed textures not properly generated on player awake when affected only by constant inputs.
  • (none) - Substance: Output textures from ProceduralMaterials without any input are now always generated.
  • (740182) - WebGL: Prevent browser from processing Arrow Keys.
  • (747236) - WebGL: Prevent browser from processing Backspace and Tab key presses.
  • (747549) - Windows Store: Fixed AccessViolationException when initializing matchmaking in UNet.
  • (755473) - Windows Store: Fixed TouchScreenKeyboard crashes when it's members are used immediately after Open().

New in Unity 5.4.0 Beta 2 (Jan 15, 2016)

  • System Requirements Changes:
  • Webplayer no longer supported and will be removed
  • iOS will require 7.0 or higher (dropping 6.0)
  • Known Issues:
  • Creating a scene from the Project Browser's 'Create' menu currently crashes Unity. Use the 'New Scene' option from the main menu instead.
  • Fallback from Deferred to Forward when rendering lightmapped objects with mixed-mode light - can be fixed by introduction of baked shadow mask for lightmapped objects
  • GPU Instancing: When drawing meshes with instancing shaders by Graphics.DrawMesh, Unity fails to render with correct mesh.
  • Legacy Animation: Changes to the lights in 5.3 have caused an issue so that it currently is not possible to animate lights using the Legacy animation system. Fix arrived in 5.3, and is being forward ported soon.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • WebPlayer build is not removed. Expect its removal in a future beta.
  • Features:
  • 2D: 9-Slice sprites.
  • Asset Import: Support importing models with more than 100,000 objects
  • GI: Light Probe Proxy Volumes
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • GI: Occlusion of the strongest mixed mode light is stored per light probe
  • Graphics: Basic GPU Instancing Support
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supported on Windows DX11/DX12 with SM 4.0 and up. Other platforms will be supported later.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Texture Array support, seeTexture2DArray class.
  • IAP: Cloud catalog support
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • iOS: Add URL schemes player setting
  • OSX: Editor enabled retina support (text and some icons only)
  • Particles: Trigger Module
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Shaders: Uniform array support
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
  • The size of an array is lifted to 1023.
  • The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK
  • Windows Store: UnityWebRequest now supported for all SDKs
  • Backwards Compatibility Breaking Changes:
  • Android: WebCam no longer works on Gingerbread devices
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • Playables: refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • Web: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Changes:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Editor: Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Shaders: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: Now terrain objects created in the scene will be properly renamed to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to help fix the situation.
  • Improvements:
  • 2D: Added tessellation detail control to SpriteEditor
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Enhanced robustness of Location input
  • Animation: Improved Animation event performance for repeat calls to the same events on components
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Cache Server: Cache server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added a warning if there are still managed threads running after exiting play-mode. The editor only stops all managed play-mode threads when entering play-mode and recompiling scripts.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: Fixed the title of the Script Execution Order inspector
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: LOD: Reduced render batch breaking overhead due to LOD fading.
  • iOS: Use new Game Center APIs when possible
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Scripting: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles)
  • Shaders: Extended Standard Shader UI, new options to disable specular highlights, reflections and to pack Smoothness into the alpha channel of the Albedo texture
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: Added bluetooth capability to player settings
  • Windows Store: Added UnityEngine.Ping class.
  • Windows Store: In player settings visual asset images are now edited using object fields
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Android: Ensure device detected by the editor is online
  • Android: Mute audio if audio focus is lost
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Animation: Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Animation: Fix crash when changing OverrideController on Animator with no Avatar
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition
  • Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Animation: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Animation: Fixed a case where copying transitions between state machines without copying destination would crash
  • Animation: Fixed an error in the inspector when selecting multiple files
  • Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Animation: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Animation: Fixed Animator.CrossFade failing when already crossfading
  • Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Animation: Fixed AnimatorControllerPlayable.GetParameter crash
  • Animation: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Animation: Fixed crash when changing scripts while in play mode.
  • Animation: Fixed crash when deleting AnimatorController asset
  • Animation: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Animation: Fixed error message when adding color animation
  • Animation: Fixed LayersAffectMassCenter with ControllerPlayable
  • Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Animation: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Animation: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Animation: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Asset Loading: Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • AssetBundles: AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Core: Fix crash when deleting child-object when prefab connection is lost
  • Core: Fix deletion order of depending components
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as subobjects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • Editor: Prevent crash when closing Unity with detached Asset Store window
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed mixed mode shadows do not render with "Directional Specular" lightmapping mode for non-static objects.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • IMGUI: IMGNullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: iOS/OSX: Fix text rendering performance regression
  • Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2
  • OSX: Menu bar in standalone player no longer blocks the main player loop from updating
  • Particles: Faster mesh data caching, plus memory usage optimization
  • Particles: Fixed bug with scripted particle emission API
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as DontSave now won't crash the Editor on quit.
  • TreeEditor: TreeBaked textures are no longer tinted to current fog color.
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was loosing edit progress when moving focus to a checkbox or dropdown.
  • WebGL: WebGL: Fix input y coordinates being off-by-one
  • Windows: Windows Standalone: Input.touchSupported will return a correct value.
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: modify template sources while still in StagingArea
  • Windows Store: Fixed a rare error message "unknown type xxx detected. Using reflection to gather its type information." message when yielding IEnumerators in Coroutines on .NET scripting backend.
  • Windows Store: Fixed on screen keyboard occasionally not opening
  • Windows Store: Fixed rare error "Incorrect hashcode" which sometimes could cause a crash
  • Windows Store: Fixed unity players not loading on "Windows N" versions.
  • Windows Store: Fixed WinRTLegacy stream replacements unreliability with large data
  • Windows Store: MainPage background color will now be set to match the splashscreen background color.
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.
  • Windows Store: Screen.resolutions will return a valid value.
  • Windows Store: Unity will no longer report xbox one controllers as "Xbox 360 controllers".
  • Windows Store: WebCamera will correctly continue working after minimizing/maximizing application
  • Changes since Beta 1:
  • Features:
  • Particles: Trigger Module
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Changes:
  • Graphics: Default Camera's background clear color has 0 alpha, instead of 5/255 alpha now
  • Improvements:
  • GI: Added denoising filter to baked final gather.
  • GI: Added option to not include direct lighting in the light probes
  • Graphics: AO: separate sliders for direct and indirect. Default value is AO on indirect only
  • ReflectionProbes: Specular probe convolution was sped up (about 2x), and is less noisy, particularly for HDR environments.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection, it allows you to send files from player to editor when profiler is connected, more information in the docs.
  • Shaders: Extended Standard Shader UI, new options to disable specular highlights, reflections and to pack Smoothness into the alpha channel of the Albedo texture
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, Metal (previously only on DX11/12).
  • Fixes:
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed cliped text for transition preview warning message
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button.
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Compute: Improved support for bool parameters for compute shaders
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Home window close after sign in
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Refresh light probe connections when editing probe position via inspector
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Profiler: Fix excessive memory usage when starting development player
  • WebGL: Fix backspace in IMGUI input field navigating away from page
  • WebGL: Fix building shaders correctly for WebGL in AssetBundles
  • WebGL: Fix cursor hotspot coordinates when hotspot is outside the cursor area
  • WebGL: Fix webpage scrolling in Chrome/Safari/Edge when pressing arrow keys
  • WebGL: Fix xbox controller default mapping not matching buttons/axis
  • WebGL: Impement AudioSource.PlayScheduled and AudioSource.SetScheduledEndTime
  • Windows: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • Windows Store: Added docs for PlayerSettings.WSA in scripting reference.
  • Windows Store: fix build & run using il2cpp backend
  • Windows Store: fix build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter
  • Windows Store: fix Directory.CreateDirectory() for forward slashes
  • Windows Store: Fix DirectoryInfo.FullName on 8.1
  • Windows Store: Fix Screen.SetResolution with fullscreen true on SDK 8.1, when antialising was set to 0, previously you would get a black screen
  • Windows Store: fix WheelCollider on x64 (NullReferenceException occurring)
  • Windows Store: Populate autorotation settings to screen
  • Windows Store: When building to Universal Windows Platforms, project.json will not be overwritten if the contents inside were modified
  • The following are changes and fixes to 5.4.0 features and regressions:
  • Improvements:
  • iOS: Added support for new native rendering plugin interface
  • Fixes:
  • Animation: Disabled animation sampling of an optimized game object hierarchy in the animation window
  • Animation: Fixed animation in scene view not updating when switching animation clips in animation window.
  • Animation: Fixed delete shortcut not working for animation events in animation window
  • Animation: Fixed next/previous keyframe navigation in curve editor when no curve is selected
  • Animation: Fixed unmovable sliders in the Animation Window
  • Editor: Fix edge case where Editor would launch and freeze
  • Editor: Fix prefabs couldn't be dragged to a game object field in the inspector
  • Editor: Fixed scene view crash regression with wireframe rendering
  • Editor: Fixes refresh problems with Terrain and Animation pop-ups among others
  • Editor: Persist the expanded state of scenes in the Hierarchy across project load
  • Graphics: Restored possibility to set null for mesh components
  • Physics: Expose Collider2D.Raycast, Collider2D.Cast, Rigidbody2D.OverlapPoint, Rigidbody2D.Cast, Physics2D.SetLayerCollisionMask & Physics2D.GetLayerCollisionMask.

New in Unity 5.3.1 Patch 3 (Jan 14, 2016)

  • Features:
  • Added link to learn more about Unity Cloud Build in the Build Player window.
  • Improvements:
  • Tizen: Now supports tizenstore URL protocol to open up tizen store pages.
  • VR: Applications that lost Focus no longer throttle the CPU.
  • Fixes:
  • (753610) - IL2CPP: Fixed StateMachineBehaviour messages not being executed if stripping is enabled.
  • (none) - [API Updater] Fixed possible crashes in ScriptUpdater.exe when resolving types.
  • (none) - [AssetLoading]: Fixed excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile).
  • (none) - [Profiler] Fixed excessive memory usage in development players.
  • (750442) - [Substance]: Fixed a rare crash that could happen around the destruction of animated ProceduralMaterials.
  • (none) - [Windows 10]: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • (743739) - Android: Fixed a crash when loading many asset bundles.
  • (754108) - Editor: Display console documentation items in the help menu, when console docs are present, but the main documentation is not installed.
  • (754928) - Fixed an issue where enabling vertex compression for positions could result in geometry not being rendered.
  • (755088) - IL2CPP: Ensure that the header file for a type defined in a different assembly is included when that type is used for a method parameter.
  • (752197) - IL2CPP: Fixed double.Parse with InvariantCulture.
  • (756447) - IL2CPP: Forward declare a type and marshaled type in the method declarations header for marshaling methods so that the order of includes does not matter.
  • (670027) - IL2CPP: Implemented support for MetadataToken property on the following types: FieldInfo, EventInfo, MethodInfo, ConstructorInfo, PropertyInfo, Type, and Module.
  • (754539) - iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames.
  • (754562) - Mecanim: Fixed a bug where Euler rotations would be retained in scene after scrubbing animation.
  • (752955) - Mecanim: Fixed a bug where Euler rotations would not work in Legacy Animations.
  • (748936) - Networking: Added a 'connecting' state and cancel button to NetworkManagerHUD UI to prevent multiple attempts to connect at the same time.
  • (757766) - Networking: Fixed 'recursion depth exceeded' error for complex NetworkBehaviour scripts.
  • (746011) - Networking: Fixed ClientScene object list being wrong after host migration.
  • (755391) - Networking: Fixed NetworkAnimator not working for non-player objects
  • (756153) - Networking: Fixed NetworkServer.SendToAll sends the message to the host twice.
  • (755450) - Networking: Fixed SyncEvent regression issue.
  • (745795) - Networking: Fixed SyncList updates don't use a configurable network channel.
  • (744002) - Networking: Fixed UI that allowed host migration to be enabled for WebGl platform where it is not supported.
  • (751239) - Networking: OnStopAuthority called on server when it should not be.
  • (729157) - Networking: Prevent [Command] functions from accepting NetworkConnection objects as parameters, which causes a UNetWeaver error.
  • (749338) - Networking: Prevent NetworkIdentity objects from being server-only and local-player-authority at the same time, as this is not a valid configuration.
  • (744007) - Physics: Fixed memory corruption/crash when deactivating a collider from inside of OnTriggerStay.
  • (755612) - Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • (750266) - Scripting: UnusedByteCodeStripper2 will show a better error message when processing assemblies, so it will be easier to identify offending assembly.
  • (759336) - Shaders: During surface shader generation, do not initialise non-vector type members of the Input struct i.e. a struct/int/matrix as a member variable of the Input struct.
  • (none) - UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • (741751) - UI: Removed remaining uses of multiple display system.(Temporary fix whilst none native resolutions are not supported).
  • (731324) - VR: Fixed Render Scale not reverting after being edited in play mode.
  • (732236) - VR: Fixed VRDevice.isPresent reporting true on first frame if Device was not connected at start.
  • (753256) - VR: Stereo Cameras correctly respect camera depth when rendering to the game view and HMD.
  • (754533) - Windows Store: Fixed a build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter.
  • (756086) - Windows Store: Fixed Screen.SetResolution when upscaling lower resolution to fullscreen, previously you would see a corrupt image on the screen.
  • (730289) - Windows Store: Fixed WheelCollider on x64 (NullReferenceException occurring).
  • (746301) - Windows Store: Fixed player crashing on startup on .NET scripting backend.
  • (759166) - Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.

New in Unity 5.3.1 Patch 2 (Jan 7, 2016)

  • Fixes:
  • (750357) - iOS: Added font containing Lao characters to the fallback list.
  • (none) - iOS: Don't enable bitcode by default for Mono.
  • (none) - OpenGL core: Fixed a crash with AMD and NVIDIA on Windows when using RenderTexture with recent drivers.
  • (none) - OpenGL core: Fixed a crash with Intel GPUs on Linux.
  • (none) - OpenGL core: Fixed text rendering with AMD GPUs on OSX 10.9.
  • (756734), (756754) - OpenGL ES: Fixed crashes with new Samsung firware.
  • (752821) - [treeview] Make right and left arrow select next/previous parent for fast expand/collapse.
  • (758120) - WebGL: Fixed a crash when setting Application.runInBackground, if Strip Engine Code is enabled.

New in Unity 5.3.1 Patch 1 (Dec 28, 2015)

  • Improvements:
  • (706098) - Compute: Improved compute shader import times, particularly on Windows (since 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11).
  • (754898) - GI: Light probes and ambient (everything with SH calculations) match ground truth more closely now.
  • IL2CPP: Optimize method prologues for code size and incremental builds.
  • SceneManagement: Add Scene.GetRootGameObjects() to return the root game objects of the scene.
  • SceneManagement: Add SceneManager.CreateScene() API to allow creating new empty scene at runtime
  • tvOS: Enable Dynamic GI
  • Changes:
  • iOS: Enable bitcode support by default.
  • Fixes:
  • (687655) - Core: Fixed: Not ignoring '~' folders in projects
  • (none) - Android: Fixed NullReferenceException on x86 devices running Android 5.0 or newer.
  • (750362) - Android: Fixed Cloth::SetUpSkinnedBuffers() crash.
  • (none) - DX11/XB1: Fixed FP16 static batched mesh vertex compression to actually work there, was always decompressing to FP32 before.
  • (none) - DX11: Fixed wrong VRAM detection on some Intel GPUs, resulting in shadows not being rendered.
  • (none) - Editor: Fixed MissingMethodException when using some of the API from UnityEngine.WSA namespace.
  • (754898) - GI: Fixed light probes / skybox ambient being wrong in some cases, 5.3 regression.
  • (740808), (747666) - Global Illumination: Enlighten – Fixed an issue where Unity crashed if scene was unloaded before it got a chance to fully load.
  • (752879) - Graphics: Fixed - Realtime reflection probes in some cases did not have trilinear filtering properly set on them.
  • (691038) - IL2CPP: Ensure thread id is valid for all threads.
  • (752737), (751428) - IL2CPP: Fixed an issue that caused a crash in Class::IsSubclassOf.
  • (737529) IL2CPP: Fixed ExecutionEngineException being thrown on System.Reflection.MonoProperty::GetterAdapterFrame.
  • (752153) - IL2CPP: Implemented out marshaling for arrays correctly.
  • (746822) - IL2CPP: Implemented the Thread::Abort and Thread::ResetAbort methods. This should allow a Socket to be closed properly while another thread is waiting in a call to Accept or Connect on that socket.
  • (749988), (733609) - IL2CPP: Properly cleanup when a native thread is cancelled rather than exiting normally.
  • (750153) - IL2CPP: Provide a proper argument for instance methods on value types invoked via a delegate.
  • (none) - iOS/IL2CPP: Fire all GC profiler events. Fixed GC data in internal profiler.
  • (755365) - iOS/tvOS: Build all object files with correct SDK.
  • (752178) - iOS: Added bitcode support.
  • (750311) - iOS: Added Xcode 7.2 to iOS plugin compatibility list.
  • (749289) - iOS: Duplicate another image layer when not all are defined.
  • (none) - Linux: Fixed a corner case where tearing would occur on some WMs even with vsync enabled.
  • (753595) - Mecanim: Fixed a bug where lights would not be animated in Legacy.
  • (752847) - Mecanim: Fixed a bug where RectTransform couldn't be animated in Legacy.
  • (none) - Metal: Wrongly claimed to support DXT1/DXT5 texture formats on iOS, and ETC on Mac.
  • (691466) - Mono: Preserve non-volatile XMM registers across calls on 64-bit Windows during JIT compilation.
  • (none) - OpenGL core: Fixed shaders with multiple const arrays.
  • (755423) - Particles: Fixed error message spam on particle systems that have no particles (5.3.1 regression).
  • (none) - SamsungTV: Fixed wrong jpg library access problem.
  • (748904) - SceneManagement: Fixed the issue that script association was lost when another scene was loaded.
  • (none) - SceneManagement: Fixed the issue that the unloaded scenes would be removed from the hierarchy when entering playmode, if they were first in the hierarchy
  • (none) - Shaders: Fixed a bug in Standard shader GGX specular term, introduced in 5.3.
  • (none) - Shaders: More proper environment reflection in Standard shader for very rough surfaces.
  • (753925) - tvOS: Fixed rendering path selector in player settings.
  • (756044) - tvOS: Fixed missing symbols for simulator builds.
  • (none) - tvOS: Fixed UnityEngine.Apple.TV.Remote API access in editor.
  • (740782) - UI: Fixed crash in some cases after deleting world space Canvas.
  • (751207) - Windows Store Apps: Populate autorotation settings to screen manager.
  • (752546) - Windows Store Apps: Fixed Directory.CreateDirectory() for forward slashes.

New in Unity 5.4.0 Beta (Dec 28, 2015)

  • System Requirements Changes:
  • Webplayer no longer supported and will be removed
  • iOS will require 7.0 or higher (dropping 6.0)
  • Known issues:
  • WebPlayer build is not yet removed. Expect its removal in a future beta.
  • GI: Fallback from Deferred to Forward when rendering lightmapped objects with mixed-mode lights. Will be fixed later by introduction of baked shadow mask for lightmapped objects.
  • GPU Instancing: When drawing meshes with instancing shaders by Graphics.DrawMesh, Unity fails to render with the correct mesh. Will be fixed in a future beta.
  • Legacy Animation: Changes to the lights in 5.3 have caused an issue so that it currently is not possible to animate lights using the Legacy animation system. We are aware of this and working on a fix. We will keep you all updated with the progress
  • Feature:
  • 2D: 9-Slice sprites.
  • GI: occlusion of the strongest mixed mode light is stored per light probe.
  • Gl: Light Probe Proxy Volumes. This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader. Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • Graphics: Basic GPU Instancing Support.
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supported on Windows DX11/DX12 with SM 4.0 and up. Other platforms will be supported later.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Texture Array support, see Texture2DArray class.
  • IAP: Cloud catalog support. “useCloudCatalog” flag has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • OS X Editor: Retina support (text and some icons only).
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Shader uniform array support. Uniform arrays can be set by new array APIs on MaterialPropertyBlock. Maximum array size is 1023. The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • Graphics: Support importing models with more than 100,000 objects.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Windows Store: UnityWebRequest is now supported for all SDKs.
  • Change:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Android: WebCam no longer works on Gingerbread devices
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • Shaders: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Playable : refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Shaders/Shadows: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders/Shadows: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: New terrain objects created in the scene will be properly renamed instead of reusing the same default name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to fix the situation is provided.
  • To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • UnityWebRequest: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Improvement:
  • 2D: Added tessellation detail control to SpriteEditor
  • Added new yield instruction: WaitForSecondsRealtime.
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Enhanced robustness of Location input
  • APIUpdater: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added a warning if there are still managed threads running after exiting play-mode. The editor only stops all managed play-mode threads when entering play-mode and recompiling scripts.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Optimized the search for BuiltinShaderParamsNames.
  • iOS: Add URL schemes player setting.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • Mecanim: Improved Animation event performance for repeated calls to the same events.
  • Particles: Faster mesh data caching, plus memory usage optimization.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added shader #pragma hardware_tier_variants to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • Windows Store: added bluetooth capability to player settings
  • Windows Store: UnityEngine.Ping now works on Windows Store..
  • Windows Store: in player settings visual asset images are now edited using object fields
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • Editor: Prevent crash when closing Unity with detached Asset Store window.
  • IMGUI: NullReferenceException in plugin crashes Unity at GUIStyle::Draw.
  • Android: Ensure device detected by the editor is online
  • Android: Mute audio if audio focus is lost
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Core: Fix deletion order of depending components
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as subobjects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings, when doing NavMeshAgent.CalculatePath.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed mixed mode shadows not rendering with "Directional Specular" lightmapping mode.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • iOS/OSX: Fix text rendering performance regression
  • iOS: Don't duplicate AdSupport in plugin inspector
  • Mecanim: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Mecanim: Fix crash when changing OverrideController on Animator with no Avatar
  • Mecanim: Fixed a bug causiing an offset between Set and Get of Animator.bodyPosition
  • Mecanim: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Mecanim: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Mecanim: Fixed a case where copying transitions between state machines without copying destination would crash
  • Mecanim: Fixed an error in the inspector when selecting multiple files
  • Mecanim: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Mecanim: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Mecanim: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Mecanim: Fixed Animator.CrossFade failing when already crossfading
  • Mecanim: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Mecanim: Fixed AnimatorControllerPlayable.GetParameter crash
  • Mecanim: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Mecanim: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Mecanim: Fixed crash when changing scripts while in play mode.
  • Mecanim: Fixed crash when deleting AnimatorController asset
  • Mecanim: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Mecanim: Fixed error message when adding color animation
  • Mecanim: Fixed LayersAffectMassCenter with ControllerPlayable
  • Mecanim: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Mecanim: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Mecanim: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Mecanim: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Mecanim: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2.
  • OS X: Menu bar in standalone player no longer blocks the main player loop from updating.
  • Particles: Fixing bug with scripted particle emission API
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Improved compute shader import times, particularly on Windows. ince 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11. (should come to 5.3 patches too)
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as HideFlags.DontSave now won't crash the Editor on quit.
  • TreeEditor: Baked textures are no longer tinted to current fog color.
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was loosing edit progress when moving focus to a checkbox or dropdown.
  • WebGL: Fix input Y coordinates being off by one.
  • Windows Standalone: Input.touchSupported will return a correct value.
  • Windows Store: Fixed on screen keyboard occasionally not opening
  • Windows Store: Fixed WinRTLegacy stream replacements being unreliable with large data
  • Windows Store: Fixed antialiasing when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: Fixed rare error "Incorrect hashcode" which sometimes could cause a crash
  • Windows Store: Fixed an issue which caused namespaces names get replaced with "$safeprojectname$" in generated source files or similar project corruption when building on top of existing Visual Studio solution.
  • Windows Store: MainPage background color will now be set to match the splashscreen background color.
  • Windows Store: WebCamera will correctly continue working after minimizing/maximizing application
  • Windows Store: Fixed a rare error message "unknown type xxx detected. Using reflection to gather its type information." message when yielding IEnumerators in Coroutines on .NET scripting backend.
  • Windows Store: Fixed unity players not loading on "Windows N" versions.
  • Windows Store: Unity will no longer report Xbox One controllers as "Xbox 360 controllers".

New in Unity 5.3.1 (Dec 18, 2015)

  • Features:
  • Analytics: Added support for fetching GoogleAdsId via new API RequestAdvertisingIdentifierAsync.
  • tvOS: Added Apple TV support. Look for tvOS build target to try it. Enjoy!
  • VR: Added support for VR Application Focus. All VR Players are now forced to Run in the background.
  • Improvements:
  • Graphics: Optimized performance of setting up shader blend/depth/raster/stencil states. This is mostly visible when using deferred rendering.
  • Graphics: Added client/worker multithreaded rendering support to OS X Metal.
  • IL2CPP: Added support for the MethodImplOptions.NoInlining option to prevent methods in the generated C++ code from being inlined.
  • iOS: Use new Game Center APIs when possible.
  • JsonUtility: Serialize Color32 fields as separate RGBA values instead of a binary blob.
  • Networking: Added a warning for NetworkIdentity on child game objects.
  • Networking: Added dontListen flag to NetworkServer. This is useful when running in single-player or offline mode, but as a Network Host. RuntimeInitializeOnLoad now fires more consistently when entering playmode in the Editor and playing at Runtime.
  • SceneManagement: Added SceneManager.UnloadScene(Scene) making it easier to unload a scene if you already have a reference to it.
  • Substance: Substance textures cached to disk/flash are now LZ4-compressed, old caches are discarded.
  • Substance: SubstanceImporter.ExportBitmaps is now public.
  • Substance: ExportPreset was added to the ProceduralMaterialInspector's context menu.
  • Substance: When importing a SBSAR file, the metallic workflow is now picked up by default if the material has the right outputs, even if it also has the right outputs for the specular workflow. Previously, if the material had the right outputs for the metallic and the specular workflows, then the specular workflow would be selected.
  • VR: Optimized Oculus to start CPU work for next frame while Rendering the current frame.
  • Changes:
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Fixes:
  • Relevant fixes from Unity 5.2.4 are also included into 5.3.1.
  • Android: AndroidJNI - fixed crash when no params passed to AndroidJavaProxy with AndroidJNIHelper.debug set to true. (740472, 740023)
  • Android: Buildpipe - don't run dex if exporting the project. (746248)
  • Android: Buildpipe - don't unpack AARs if exporting the project. (747567)
  • Android: Fixed querying for custom permissions on Android Marshmallow. (750227)
  • Android: Fixed VRAM calculation on devices with 4GB or more RAM.
  • Android: Fixed 5.3 performance regression in dynamic batching. (749690)
  • Android: Immersive - fixed black bar in the bottom on Android M and L. (689552, 738518)
  • Android: Workaround for OpenGL ES 3.0 shader compiler issues on Adreno 3xx. (735299)
  • Animation: Fixed 1st frame of Animation displaying default state of the object. (751714)
  • Animation: Fixed AnimationClip dependency collection not working for AnimatorControllers. (717286)
  • API Updater: Fixed crashing when checking for obsolete API in assemblies referencing unity extensions. (734221)
  • Audio: Fixes issue when modifying exposed parameters in AudioMixer loaded from asset bundle. (734258)
  • Core: Fixed multithreading related memory allocations; removes a number of JobAlloc.Overflow instances in profiler.
  • Editor: Fix for prefab modifications making the scene dirty immediately after loading. (709639)
  • Editor: Fixed restoring Hierarchy View after exiting the Avatar Editor or running Editor tests. (745634)
  • Editor: Force reimport all models to ensure that generated lightmap UVs are consistent across platforms. (739787, 745698)
  • Editor: Stopped exponential growth of the undo stack when undo-redoing selection changes.
  • Editor Webview UI: Right click in text input would show a blank menu on windows 8 and 10. (718718)
  • GI: Fixed a problem where Final Gather was always being recomputed.
  • GI: Remove CPU cost of Enligten Post Update when there is no realtime GI.
  • Graphics: Enabled rendering to cube map faces with multisample AA. (730570, 648624)
  • Graphics: Fixed incorrect stripping of vertex streams in certain situations when a mesh has a mixture on lightmapped and non-lightmapped shaders; e.g. the vertex colour stream was previously being incorrectly stripped. (683178, 725562)
  • HomeWindow: Fixed Home Window closing after sign-in if cache is empty. (746120)
  • HomeWindow: Fixed black screen on 32-bit Windows. (745427, 753800)
  • IL2CPP: Allow the [Preserve] attribute to correctly prevent stripping of a method in a nested type. (738356)
  • IL2CPP: Avoid compiler error due to duplicate FieldInfo definition.
  • IL2CPP: Avoid duplicate data files in iOS packages. (746329)
  • IL2CPP: Avoid stack overflow crash due to large allocation with alloca. (739685)
  • IL2CPP: Correctly initialize the metadata for default parameter values that are obtained via reflection. (745793, 737565)
  • IL2CPP: Fixed race condition during cleanup of threadpool threads. (738232)
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation. (743502, 734472)
  • IL2CPP: Prevent generated C++ code from including a header file that was not generated when the type which could have been generated in that header is used only in an attribute applied to an assembly. (737996)
  • IL2CPP: Properly handle additional, subtraction, and multiplication when the type of the left argument is smaller than the type of the right argument and the result will not fit in the type of the left argument and the result is stored across an IL block. (745691)
  • IL2CPP: Provide proper managed stack traces when the C++ compiler inlines method calls. (739956)
  • IL2CPP: Set default stack size on iOS to 1MB to match Mono behavior. (733799)
  • iOS: Disable the toggle for 'Show Unity Splash Screen' if user does not have a Pro license. (730103)
  • iOS: Don't crash when social platform API is used incorrectly. (683359)
  • iOS: Don't incorrectly cache social platform local user auth status. (683359)
  • iOS: Ensure that game center authentication callback is called once. (643154)
  • iOS: Fixed achievement completion banner display. (738722)
  • iOS: Fixed crash on iOS 6.0 devices. (747022)
  • iOS: Fixed hidden portion of multiline text area so users can view the last line of text. (745175)
  • iOS: Fixed ODR progress reporting. (736477)
  • iOS: Fixed WWW connection redirect functionality. (723960)
  • iOS: Don't override iPod music when corresponding player setting is not set. (734640)
  • iOS: Send focus events when entering and exiting game center dialogs. (738720)
  • iOS: Update remote notification callback API. (692374)
  • iOS: Added workaround for iOS launch screen asset catalog bug. (736683, 739007)
  • JsonUtility: Fixed memory leak when FromJson() throws exceptions. (752057)
  • Linux: Fixed crash on shutdown.
  • Linux: Work around crash when FMOD can't detect available audio drivers.
  • Mecanim: Fixed an error in the Animator inspector when selecting multiple files. (743247)
  • Mecanim: Fixed Animator.CrossFade failing when already crossfading. (741799)
  • Mecanim: Fixed crash when deleting game object with rendering effect during play mode. (742537)
  • Mecanim: Fixed Euler angles not being displayed as animated in the transform inspector. (744156)
  • MonoDevelop: Display error dialog if GTK# is not installed on Windows. (735412)
  • MonoDevelop: Fixed issue with MonoDevelop not starting on OSX if installed in /Applications and user is not admin. (739514)
  • Networking: Added check for too-large buffer. (726466)
  • Networking: Added error message when [SyncEvent] used with UnityEvent. (737287)
  • Networking: Better scene slot handling in NetworkLobbyManager. (733731)
  • Networking: Fixed: Can't set registered spawn prefab to null. (730504)
  • Networking: Exception in editor for NetworkTransform in preview window. (741974)
  • Networking: Fixed LargePacket warning during RelayServer games. (746992)
  • Networking: Fixed NetworkHash128.ToString() error when string has embedded zeroes. (738032)
  • Networking: Fixed NetworkManager singleton management regression issue. (742033)
  • Networking: Fixed numPlayers on NetworkManager. (746022)
  • Networking: Fixed slow compilation with many ClientRpc functions. (738517)
  • Networking: Fixed SyncLists becoming invalid after host migration. (746006)
  • Networking: Fixed SyncLists losing registered callbacks when scene changed. (736052)
  • Networking: Fixed UNetWeaver build error when a SyncListStruct contains a field and array of the same type.
  • Networking: Fixed UNetWeaver error with 15 SyncVars in a NetworkBehaviour. (749253)
  • Networking: Fixed warning message from NetworkAnimator in editor. (740186)
  • Networking: Handle script reloads while network is active. This shuts down the network properly, and if there is a NetworkManager, switches to the offline scene.
  • Networking: Fixed host migration error when no players. (736702)
  • Networking: Fixed log spam when profiler window open after deleting network host. (695592)
  • Networking: Fixed network operations stats not resetting when 'clear' is pressed. (738999)
  • Networking: NetworkManager HUD updated to not allow MM use. (740634)
  • Networking: Scene slots of NetworkLobbyManager broken after project upgrade. (742039)
  • Networking: Unable to restart host after reloading scripts while in play mode and running as host. (738167)
  • Networking: Wrong item index for SyncList add operation. (736703)
  • OpenGL Core: Work around desynchronization of default vertex array with active GL context.
  • OpenGL ES: Fixed occasional omitting of precision specification in shaders. (748944)
  • Particles: Fixed crashes when deleting meshes used by a particle system. (745282, 745390)
  • Particles: Fixed graphical corruption when rendering particle meshes with different vertex sizes.
  • Particles: Fixed vertex normals, 5.2 regression. (732483)
  • Particles: Fixed scale when in Local billboarding mode. (728663)
  • Particles: Improved script API example documentation.
  • Particles: Improved particle multi-threading performance.
  • Physics: Ensure that Joint2D CollideConnected is correctly upgraded to EnableCollision for all joints. (749797)
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved. (752059)
  • Physics: Fixed an issue where collision/trigger callbacks would not report if constantly modifying a Collider2D (that caused it to be regenerated). (752764)
  • Plugins: Fixed invalid assert when there's a plugin containing 'UnityEngine.dll' inside its name, e.g. Something.UnityEngine.dll. (752340)
  • Samsung TV: Center cursor before locking and then ignore mouse motion event while cursor is locked.
  • SceneManagement: Fixed crash caused by loading a scene additively in the same frame as unloading the active scene, if there are no other scenes loaded. (747223)
  • SceneManagement: Fixed unloading a scene using the full path.
  • Scripting: Log error instead of crashing when Start() like methods are defined as generic. (733194)
  • Scripting: OnTransformChildrenChanged message is now correctly sent to both old parent and new parent. (688317, 713431)
  • Shadows: Correctly handle custom off-center projection matrices for directional lights. (686520)
  • Substance: Changing the random seed of a DoNothing material that has not been generated yet does not cause its textures to be generated anymore.
  • Substance: Cloned ProceduralTextures now inherit the color space of the source texture. (738483)
  • Substance: Exported preset strings now have a valid package URL, label, and description, and can now be loaded in Substance Player.
  • Substance: isProcessing now works correctly for BakeAndDiscard materials and for cloned materials. (740158, 732705)
  • Substance: The Substance part of BakeAndDiscard materials could sometimes remain in the standalone builds. (732705)
  • TreeEditor: Fixed crash on adding branch nodes under GLCore devices. (741520)
  • UI: Fixed color conversion in BatchGenerator when using Linear color space. (730457)
  • UI: Fixed issue when instantiating and re-parenting canvases and prefabs. (736161, 742081)
  • UI: Fixed dropdown menu not being displayed when Time.timeScale is set to 0.
  • UI: Fixed incorrect culling when a MaskableGraphic had a negative scale value inside of a mask.
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed. (741751)
  • UI: Unity GPU profiler now correctly accounts for UI draw calls.
  • VR: Fixed a crash when trying to toggle showDeviceView to false before first Update. (749329)
  • VR: Fixed an issue where Oculus was starting while building the standalone player while Virtual Reality Supported is true. (748988)
  • VR: Fixed an issue where showDeviceView was not caching between runs in the Editor. Now forces to true on play. (750510)
  • Windows Phone 8.0: Fixed regression with System.IO classes. (745932)
  • Windows Standalone: Fixed Unity Crash on Application.Quit with MultiTouch.
  • Windows Store Apps: Added bluetooth capability. (744371)
  • Windows Store Apps: Fixed AppCallbacks::UnitySetInput throw ClassNotRegisterred exception on UWP. (736419) Windows Store Apps: Fixed FileStream occasionally failing when writing large data. (745355) Windows Store Apps: Fixed same files referenced by Assembly-CSharp and Assembly-CSharp-firstpass projects. (746296)
  • Windows Store Apps: Fixed touch screen keyboard not opening after dismiss via X button. (750396)
  • Windows Store Apps: Fixed Unity splash screen not showing. (745415)
  • Windows Store Apps: Modify template sources while still in StagingArea, to prevent issues if Visual Studio is open. (741518)
  • Windows Store Apps: SpriteState is now correctly serialized. (715720)
  • Windows Store Apps: Use current orientations on startup, only populate manifest from Player Settings. (740535)
  • Windows Store Apps: When building to SDK 8.1, you no longer need Visual Studio 2013, it's enough to have Visual Studio 2015 with Windows SDK 8.1. (741455)
  • Windows Store Apps: On screen keyboard reliability fixes on Windows 10. (744936)
  • Windows Store: Fixed HID controllers when targeting Windows 10 SDK.
  • Windows Store: Fixed Unity producing invalid Visual Studio project files if Windows 10 SDK 10.0.10586.0 is installed (749600)
  • Windows Store: Fixed WinMD references in generated C# projects when building a project with "C# projects" checkbox checked.
  • Windows Store: Soft shadows now work correctly on ARM devices with D3D feature level >= 10.0.
  • WindowsInstaller: Detect Unity version from the current install path, instead of using the Windows Registry.
  • WindowsInstaller: The /D command line option in the Documentation and TargetSupport Installers is correctly handled now. (752093)
  • WinRT/IL2CPP: Remove compiler warnings in generated C++ code. (742021)

New in Unity 5.2.3 Patch 3 (Dec 11, 2015)

  • Improvements
  • Unity Ads: Update to Unity Ads 1.5.4.
  • VR: Optimized Oculus to start CPU work for next frame while Rendering the current frame.
  • Fixes:
  • (736110) - Android/IL2CPP: Fixed an issue whereby the shared library on IL2CPP-built apk did not load and caused DllNotFoundException.
  • (none) - Android: Fixed NullReferenceException on x86 devices running Android 5.0 or newer.
  • (none) - IL2CPP: Avoid compiler error due to duplicate FieldInfo definition.
  • (739685) - IL2CPP: Avoid stack overflow crash due to large allocation with alloca.
  • (745793), (737565) - IL2CPP: Correctly initialize the metadata for default parameter values that are obtained via reflection.
  • (745691) - IL2CPP: Properly handle additional, subtraction, and multiplication when the type of the left argument is smaller than the type of the right argument and the result will not fit in the type of the left argument and the result is stored across an IL block.
  • (739956) - IL2CPP: Provide proper managed stack traces when the C++ compiler inlines method calls.
  • (749728) - IL2CPP: Treat assemblies mentioned in the link.xml file as roots for code conversion, but not as roots for code stripping. This corrects a regression in build size on iOS.
  • (746329) - iOS/IL2CPP: Avoid duplicate data files in iOS packages.
  • (736683), (739007) - iOS: Added work around for iOS launch screen asset catalog bug.
  • (749329) - VR: Fixed a crash when trying to toggle showDeviceView to false before first Update.
  • (748988) - VR: Fixed an issue where Oculus was starting while building the standalone player while Virtual Reality Supported is true.
  • (750510) - VR: Fixed an issue where showDeviceView was not caching between runs in the Editor. Now forces to true on play.
  • (749600) - Windows Store: Fixed Unity producing invalid Visual Studio project files if Windows 10 SDK 10.0.10586.0 is installed

New in Unity 5.3.0 (Dec 9, 2015)

  • Installer Change:
  • Installers have been componentized to allow for more control over what’s installed with Unity. Please utilize the Download Assistant for full control. The Editor component is now minimized to be the editor, webplayer and MonoDevelop
  • System Requirements Changes:
  • Windows XP support for running the Editor is dropped
  • Windows XP SP1 dropped for Windows Player and Web Player support (XP SP2+ required)
  • Windows Store Apps 8/Windows Phone 8 support is dropped (previously deprecated in 5.2); 8.1 apps are the minimum now
  • Mac OS X 10.8 required now for Player & Web Player (dropping 10.7)
  • Known Issues:
  • Editor hangs after pressing "Add new branch group" button within Tree Editor window in the Inspector (OSX). Should be fixed in a following patch release.
  • Editor often crashes on Windows 10 when locking Windows, when using DirectX 9
  • ETC1 compression format not playing well with Asset bundles generated with 5.2
  • Multiple displays do not report the correct resolution when using non-native resolutions, they report the screen resolution and not the game resolution. For Patch 1, the UI system has had multiple display support disabled on all platforms except WiiU and 3DS.
  • Particle billboard shadows are not oriented correctly in 5.3, but should be fixed in 5.4
  • Particle normals are different between versions 5.1 and 5.2. A fix will arrive in a patch release.
  • Particle system with Skinned Mesh Renderer as shape has its particles emitted in wrong position and rotation A fix will arrive in patch release.
  • Unity hangs when selecting objects in scene view. Fix is in-bound for patch release, but still undergoing testing.
  • SSR (Screen Space Reflections) image effect will be available during the 5.3 release cycle on the forums and asset store. We have a few minor issues to address still before we feel it is ready to be built-in.
  • OpenGL (new GLCore backend)
  • GPU Profiler disabled for OpenGL on OSX in Editor. Works with Standalone Player still.
  • White artifacts on update of editor windows like resizing
  • Player crashes on iOS 6 on startup
  • UI: Root Canvas with no UI will not render Child Canvas. Fix will arrive in a patch release.
  • UWP does not build on recently released Windows SDK (version 10.0.10586.0) . A fix will arrive in a patch release.
  • Features
  • 2D : 2D Placeholder Assets Creation Tools description description
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • Asset Bundles: LZ4 compression support - realtime decompression, LZ4 compressed cached bundles
  • Graphics: Asynchronous Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes
  • Graphics: Scripting API for blend shapes
  • Graphics: New OpenGL Core (GL3/4) back-end for Mac OS X editor and player
  • Graphics: Remote Frame Debugger
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • Graphics: Sparse texture support for OpenGL Core and OpenGL ES
  • iOS: iOS 9 app slicing support
  • iOS: iOS 9 on demand resource support
  • iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
  • iOS: Touch.radius and pressure support added
  • iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches
  • iOS: Added Bitcode support. Now iOS apps by default will include Bitcode. Bitcode adds up to 130 MB to the executable size, though this size is not accounted by App Store as distribution size. It will be stripped from your binaries by App Store servers, before your app is delivered to the users. You can inspect Bitcode in your executable by using otool -l command and looking for LLVM sections there.
  • Mecanim: Human Pose API. Enables humanoid live retargeting. It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the high level API (NetworkMigrationManager component added). When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: All UI settings exposed to scripting API
  • articles: Custom pivot point support description
  • Particles: Rendering alignment (World, View, Local) description
  • Particles: 3D Rotation description
  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. description
  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description
  • Particles: 2D Collisions
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' on Rigidbody2D and ‘Density’ on Collider2D) description
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). description
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • Scripting: JSON API. Provides an easy and fast way to convert objects to and from JSON format.
  • SpeedTree: SpeedTree billboards can cast and receive shadows now. description
  • Testing: Editor Tests Runner integration
  • Services: In-App Purchasing (IAP) accessible via the cloud services window
  • UnityWebRequest: Implemented Android and iOS backend
  • VR: Head-Tracked Splash Screen
  • Enabled on all Unity VR supported platforms.
  • Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene.
  • Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene.
  • Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro.
  • WebGL: Add WebCamTexture support
  • Windows Store: Added support for IL2CPP scripting backend
  • Backwards Compatibility Breaking Changes:
  • Graphics: Added custom near plane slider for spot light shadows instead of auto-calculation, defaults to 0.2. Scenes might need re-tuning.
  • Graphics: Implemented shadow bias for point lights. Previously was not implemented, might need re-tuning.
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Shaders: “Precompiled” shaders (e.g. pasting result from “show generated code” into shader asset itself) are not working anymore. This was deprecated before in Unity 5.2.
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools are using GGX) very closely now. Your smoothness textures might need an update.
  • Shaders: To improve visual quality of specular highlight Standard shader is now using GGX distribution function. Previously Blinn-Phong was used.
  • VR: Oculus 0.8 Runtime required for Windows.
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Deprecated: EditorApplication classNewScene,NewEmptyScene,OpenScene,OpenSceneAdditive, SaveScene,SaveCurrentSceneIfUserWantsTo,SaveCurrentSceneIfUserWantsToForce,currentScene,MarkSceneDirty,isSceneDirty and Application class levelCount,LoadLevel,LoadLevelAsync,LoadLevelAdditive,LoadLevelAdditiveAsync,loadedLevel, loadedLevelName APIs. They all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the new APIs instead.
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Editor: Screen.lockCursor will not be reset when clicking with mouse
  • Graphics: OpenGL core (3.2 - 4.1) API is used by default on Mac OS X and Linux now.
  • iOS: Use launch screens as primary source for splash images
  • Particles: Enable dynamic collisions checkbox by default
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Terrain: "SplatCount" tag is removed from terrain shaders as it doesn't serve any purpose..
  • UI: Updated function names to be more consistent with other classes
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • Improvement:
  • 2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Clear script function added to remove all points from a TrailRenderer
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Crunch texture compression: Improve compression quality of normal maps
  • Debug.Assert got new overloads and Debug.LogAssert was added
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Exposed all particle module parameters to script
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • GI: Greatly improved precompute performance (and bake as a side effect)! Clustering and light transport stages of the precompute are now considerably faster thanks to the upgrade to Enlighten 3.02. The entire precompute became 1.5-2 times faster. The precompute is currently a part of the bake, so bakes got faster too. description
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: Added Mesh.GetUVs with overloads for List, List, List
  • Graphics: Ability to render to multiple displays on PC.
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatibility is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Added support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be defined in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed markup from documentation tool-tips.
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName
  • Particles: A percentage of particles can now be rotated in the opposite direction.
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: Pivot offset now supports 3D, to move particles back/forwards
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: All new icons for all 2D physics types.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Reflection Probes: Ability to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Scripting: Added CustomYieldInstruction class for implementing custom yield instructions
  • Scripting: Added Matrix4x4.determinant property.
  • Scripting: Added WaitWhile and WaitUntil yield instructions.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalculations
  • UI: CanvasUpdateRegistry no longer checks for a element to be present twice
  • UI: initial pooling of renderers will no longer iterate unnecessary elements
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Compress player's data using LZ4
  • WebGL: Make the path names for all output files configurable in the html
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level -WebGL: Support soft shadows -WebGL: Higher quality Standard Shader -WebGL: Made it possible to relocate all build output files by changing only the main html output.
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • 2D: Fix memory leak when using Sprite object field in custom inspector
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: Android 6.0 - Ask for any dangerous permission on startup
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - Fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed OBB deployment on Android 6.0 and some older devices
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: SoftInput - Fixed hint color
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation of material properties in the animation window.
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • BestFit min/max sizes are now clamped so that always include the starting/default font size. This guarantees that minSize

New in Unity 5.2.3 Patch 2 (Dec 2, 2015)

  • Fixes:
  • (683178), (725562) - Graphics: Fixed incorrect stripping of vertex streams in certain situations when a mesh has a mixture on lightmapped and non-lightmapped shaders; e.g. the vertex colour stream was previously being incorrectly stripped.
  • (748014) - iOS: Fixed an issue with newer Xcodes refusing to link simulator builds that previously worked fine.
  • (735927) - UI: Fixed a performance issue with fonts rebuilding.

New in Unity 5.3.0 Beta F2 (Dec 1, 2015)

  • System Requirements Changes:
  • Windows XP support for running the Editor is dropped
  • Windows XP SP1 dropped for Windows Player and Web Player support (SP2+ required)
  • Windows Store Apps 8/Windows Phone 8 support is dropped (previously deprecated in 5.2)
  • Mac OS X 10.8 required now for Player & Web Player (dropping 10.7)
  • Known Issues:
  • Deferred reflection probes don't fallback to per-object when changing Deferred reflections to "No support”
  • Editor hangs after pressing "Add new branch group" button within Tree Editor window in the Inspector (OSX).
  • Editor often crashes on Windows 10 when locking Windows, when using DirectX 9
  • ETC1 not playing well with Asset bundles generated with 5.2
  • GI Crashing switching between clustering/lit mode, found one more pathway to crash. Fix coming in RC3.
  • Installation on Windows with both 32 bit and 64 bit editors present will fail component installation. Fix coming in RC3.
  • Multi-scene Edit: Lightmap and NavMesh baking does not work in Editor UI, requires explicit scripting to function. Editor UI support attempting to land in RC3.
  • Particle billboard shadows are not oriented correctly in 5.3, but should be fixed in 5.4
  • Particle normals are different between versions 5.1 and 5.2, but the reasons are currently not known. A fix will arrive in a patch release.
  • Unity hangs when selecting objects in scene view. Fix is in-bound for patch release, but still undergoing testing.
  • SSRR is removed from 5.3 in this release, as we would like to spend more time addressing some issues. We plan to make it available outside the release cycle as well as in 5.4 beta in the meantime.
  • OpenGL
  • Corrupted rendering on 2008 era machines
  • Graphics Frame Debugger disabled for OpenGL on OSX in Editor. Works with Standalone Player still.
  • White artifacts on update of editor windows like resizing
  • Windows Editor crashes under -force-opengl on Sandy Bridge CPU with Intel Intel(R) HD Graphics 3000.
  • Feature:
  • 2D : 2D Placeholder Assets Creation Tools description description
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • Asset Bundles: LZ4 compression support - realtime decompression, LZ4 compressed cached bundles
  • Async Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes description description
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor and player
  • Graphics: Remote Frame Debugger description
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
  • iOS: Touch.radius support added
  • iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches
  • JSON Serialization API. Please note: WinRT support should be coming in a later alpha/beta (WinRT + IL2CPP should already work) Still on the to-do list: support for primitives/arrays at the root level, type hinting, attribute-driven control over serialised output
  • JsonUtility: API is now marked threadsafe, and can be called from background threads FromJson/FromJsonOverwrite now accept a TextAsset as input
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: API exposed to script description
  • Particles: Custom pivot point support description
  • Particles: Rendering alignment (World, View, Local) description
  • Particles: 3D Rotation description
  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. description
  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description
  • Particles: 2D Collisions description
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves description
  • Physics2D: Added BuoyancyEffector2D component. description description
  • Physics2D: Added FixedJoint2D component. description
  • Physics2D: Added FrictionJoint2D component. description
  • Physics2D: Added RelativeJoint2D component. description
  • Physics2D: Added TargetJoint2D component. description
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on 2D joints) description
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on 2D joints) description
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance’ on these joints) description description
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' on Rigidbody2D and ‘Density’ on Collider2D) description
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). description
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Testing: Editor Tests Runner integration description
  • Debug.Assert got new overloads and Debug.LogAssert was added - In-App Purchasing accessible via the cloud services window - UnityWebRequest: Implemented Android and iOS backend - VR Head-Tracked Splash Screen - Enabled on all Unity VR supported platforms. - Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene. - Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene. - Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro. - WebGL: Add WebCamTexture support - Windows Store: Added support for IL2CPP scripting backend
  • Backwards Compatibility Breaking Changes:
  • Graphics: Added custom near plane slider for spot light shadows instead of auto-calculation, defaults to 0.2.
  • Graphics: Implemented shadow bias for point lights.
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • VR: Oculus 0.8 Runtime required for Windows
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Application.levelCount is now obsolete, use SceneManager.sceneCountInBuildSettings instead
  • Deprecated: EditorApplication.NewScene EditorApplication.NewEmptyScene EditorApplication.OpenScene EditorApplication.OpenSceneAdditive EditorApplication.SaveScene EditorApplication.SaveCurrentSceneIfUserWantsTo EditorApplication.SaveCurrentSceneIfUserWantsToForce EditorApplication.currentScene EditorApplication.MarkSceneDirty EditorApplication.isSceneDirty Application.LoadLevel Application.LoadLevelAsync Application.LoadLevelAdditive Application.LoadLevelAdditiveAsync Application.loadedLevel Application.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalone stayed the same (Windows XP SP2+).
  • Editor:Screen.lockCursor will not be reset when clicking with mouse
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Enable dynamic collisions checkbox by default
  • Particles: pivot offset is now a percentage
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Terrain: "SplatCount" tag is removed from terrain shaders as it doesn't serve any purpose..
  • UI: Updated function names to be more consistent with other classes
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • Improvement:
  • 2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Clear script function added to remove all points from a TrailRenderer
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Crunch texture compression: Improve compression quality of normal maps
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: Added Mesh.GetUVs with overloads for List, List, List
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName- Particles: A percentage of particles can now be rotated in the opposite direction.
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: Pivot offset now supports 3D, to move particles back/forwards
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: All new icons for all 2D physics types.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Scripting: Added Matrix4x4.determinant property.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: CanvasUpdateRegistry no longer checks for a element to be present twice
  • UI: initial pooling of renderers will no longer iterate unnecessary elements
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Compress player's data using LZ4
  • WebGL: Make the path names for all output files configurable in the html
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • 2D: Fix memory leak when using Sprite object field in custom inspector
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: Fixed slow audio clip loading and slow level loading
  • Android: Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Fixed unaligned access in dynamic batching
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: SoftInput - Fixed hint color
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation of material properties in the animation window.
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • BestFit min/max sizes are now clamped so that always include the starting/default font size. This guarantees that minSize

New in Unity 5.2.3 Patch 1 (Dec 1, 2015)

  • Features:
  • iOS: Add support for Apple Pencil through Touch and Input APIs.
  • Improvements:
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • VR: Asynchronous Loading during Splash Screen to reduce load times.
  • Fixes:
  • (728361) - 2D: Optimisations in shader performance targeting non-etc1 platforms.
  • (739831), (732504) - Android: Android 6.0 - Ask for any dangerous permission on startup.
  • (734408) - Android: Fixed OBB deployment on Android 6.0 and some older devices.
  • (734221) - API Updater: Fixed crashing when checking for obsolete API in assemblies referencing unity extensions.
  • (698667) - AssetBundles: Loading an uncompressed AssetBundle with CreateFromMemory causes a crash.
  • (730559) - Core: Fixed Asset Importer error when calling AssetDatabase.Refresh during import of assembly.
  • (729010) - Editor: Fixed for error message given when picking game objects with children set as visible.
  • (738356) - IL2CPP: Allow the [Preserve] attribute to correctly prevent stripping of a method in a nested type.
  • (738232) - IL2CPP: Fixed race condition during cleanup of threadpool threads.
  • (737996) - IL2CPP: Prevent generated C++ code from including a header file that was not generated when the type which could have been generated in that header is used only in an attribute applied to an assembly.
  • (733799) - iOS/IL2CPP: Set default stack size on iOS to 1MB to match Mono behavior.
  • (none) - iOS: Build Unity runtime with bitcode. For now bitcode is supported only in il2cpp non-development builds.
  • (742801) - iOS: Don't show simulators when doing regular build.
  • (741993) - iOS: Fixed release target being set to 4.0 when setting minimum iOS version to 9.0.
  • (738428) - Mecanim: Added type check when firing events with Object parameters.
  • (732739) - Mecanim: Fixed Animator.Play not working on 1st frame when enabling GameObject.
  • (734681) - Mecanim: Fixed blending that was different when swapping OverrideController at runtime.
  • (737437) - Mecanim: Fixed crash when enabling an Animator on an object that was disabled then re-enabled.
  • (736520) - Mecanim: Fixed error when adding transition.
  • (727746) - Mecanim: Fixed events being called when state is not playing.
  • (737582) - Mecanim: Fixed speed being not applied correctly when manually updating Animator.
  • (none) - OpenGL: Work around array buffer access crash.
  • (742572) - Physics: Ensure that OnCollisionEnter2D is always called if a contact starts and ends during a single physics update.
  • (727734) - Physics: Ensure that Physics2D OverlapAreaXXX checks are consistent with OverlapBoxXXX checks.
  • (740256) - Physics: Fixed NullReferenceException in the editor when dragging a Rigidbody2D in the scene whilst it is deleted.
  • (none) - Shadow Job Performance Regression.
  • (727793) - UI: Fixed the issue with deleting a world canvas during play when paused.
  • (735927) - UI: Fixed a performance issue with fonts rebuilding.
  • (none) - VR: Fixed Issue loading the Oculus SDK on the first time running when starting a new project.
  • (725862) - WebGL: Fixed heavy memory consumption when downloading asset bundles using WWW.LoadFromCacheOrDownload.
  • (745932) - Windows Phone 8.0: Fixed regression with System.IO classes.
  • (729793) - Windows Store Apps: Fixed .NET native invalid IL warnings.
  • (745355) - Windows Store Apps: Fixed FileStream ocasionaly failing when writing large data.
  • (745716) - Windows Store Apps: Fixed Assembly-CSharp* project debugging in Universal Windows 10 apps, breakpoints should work now.
  • (736611) - Windows Store Apps: Make explicit call UnityPause(1) to pause player until explicitly unpaused via UnityPause(0).

New in Unity 5.2.3 (Dec 1, 2015)

  • Features:
  • iOS: Added a PlayerSetting to add the iOS 9 UIRequiresFullScreen to the Xcode generated plist to enable/disable multitasking support.
  • iOS: Added Touch Pressure support. Scripts can access this API through the pressure and maximumPossiblePressure properties on Touch.
  • Improvements:
  • Added warning for NetworkIdentity on child game objects.
  • Better error messages when network packets larger than MTU are generated by internal multiplayer systems.
  • GI: Added the "Min Chart Size" option on the MeshRenderer to allow for lowering chart size in case stiching is not needed.
  • GI: Added the "Ignore Normals" option on the MeshRenderer to skip comparing normals when detecting charts for realtime GI. This can be necessary when using hand authored UVs to avoid chart splits.
  • GI: Upgraded Enlighten to 2.22 UN20:
  • An issue has been fixed where AMD Opteron CPUs produced different atlas packing to Intel Xeon CPUs.
  • A crash affecting Linux binaries on CPUs lacking SSE3 instructions has been fixed.
  • PS4 SDK used is 3.000.
  • iOS stays on the old Enlighten build for a moment.
  • IL2CPP: Allow null checks, array bounds checks, and divide by zero checks to be selectively included or omitted from generated C++ code by using a C# attribute on type, method, or property definitions.
  • iOS/IL2CPP: Enable incremental build support using the "Append" option. Keep the generated code stable across additional, removal, and changes for string literals and non-generic types.
  • Networking: Added more logging info on too-large packets when object state updates exceed the MTU.
  • Networking: Added log messages to identify the object and script that cause too-large packets to be generated.
  • StackTraceLogType.None now works on iOS and Android.
  • Physics: Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • (587995) - Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • (718508) - Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Unity Ads: Update to Unity Ads 1.5.3
  • VR: A camera can now target the main display backbuffer in VR mode by setting "Target Eye" to "None (Main Display)".
  • VR: Updated the OVRPlugin. Oculus Runtime 0.8 is required to use Oculus VR with this patch.
  • VR: Update to Oculus OVRPlugin.
  • Fixes:
  • (731143) - 2D: Fixed alphasplit parameter not getting reset when switching sprite/material on the fly
  • (733725) - 2D: Fixed: SpritePacker Crash after packing multiple high res sprites.
  • (729698) - Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions.
  • (712011) - Android: Fix crash in dynamic batching
  • (689286) - Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices.
  • (726878) - Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • (728806) - Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • (715602), (731076), (704017), (731078) - Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices.
  • (733897) - Android: Fixed slow audio clip loading.
  • (none) - Android: Fixed slow level loading.
  • (715447) - Animation: Fixed animation of material properties in the animation window.
  • (714661) - AssetBundle: Fixed the issue that AssetBundle names sometimes gets into inconsistent state between cache server/.meta files.
  • (723030) - AssetBundle: Fixed the issue that the sprite atlas had been stored twice in AssetBundles.
  • (724561) - Assets Loading: Fixed reading of assets stored in a text mode with UTF8 signature.
  • (739944) - Editor: Fix for GUI methods in Update crashing the editor.
  • (728260), (725794), (726660), (727065), (727287), (727802), (728012), (728240), (728350), (728369), (728446), (728518), (728795), (728822), (728836), (729405), (729406), (729643), (729775), (729790), (729828), (729857), (729925), (729992), (730045), (730059), (730069), (730328), (730403), (730993), (731464), (731500), (731586), (732069), (732101), (732425), (732546), (732842), (732853), (733280), (733416), (733440), (734148), (735199), (735227), (735296), (735804), (735991), (736048), (737077) - Editor: Fixed a crash in the editor when saving the scene.
  • (704738) - Editor: Fixed incorrect DestroyGpuProgram being called.
  • (731107) - Editor: Fixed occasional crash when importing assets on editor.
  • (698169) - Editor: Fixed occlusion culling pre-visualisation in editor.
  • (715380) - Editor: Unsupported texture compression formats now correctly fallback to default compression format for the platform.
  • (642609) - Fixed crash on copying script with component requirements onto a GO which is missing the requirements.
  • (710195) - Fixed issue where UI would not get rendered for disabled cameras when manually calling .Render().
  • (740573) - FrameDebugger: Fixed draw call count jumping when there were realtime probes in the scene.
  • (none) - GI: Fixed Enlighten saturating the command buffer and stalling because of it. Gives the biggest benefit in scenes with high rendering framerate and many animated realtime lights with non-zero bounce.
  • (none) - GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • (708559) - Graphics: Add error message if 3D texture is bound for rendering.
  • (740977), (740988) - Graphics: Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • (726799) - Graphics: Fixed camera parameter changing from OnPreRender to work again.
  • (736709) - Graphics: Fixed memory leak when rendering shadows.
  • (730171) - Graphics: Fixed Screen.currentResolution in some cases reporting wrong resolution when in fullscreen on Windows
  • (734255) - Graphics: Fixed upscaled fullscreen rendering being upside down in some situations
  • (727743) - Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • (728103) - Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • (716811) - IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • (733772) - IL2CPP: Convert assemblies that are mentioned in a link.xml file but are not referenced by any other assemblies at compile time.
  • (735413) - IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • (734534) - IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • (737853) - IL2CPP: Prevent a crash in the player in MetadataCache::GetTypeInfoFromTypeDefinitionIndex when a constrained call is made to a generic virtual method defined on a value type.
  • (736167) - IL2CPP: Prevent a memory leak that caused some GCHandles, including those used to reference MonoBehaviour instances, from being correctly reclaimed by the garbage collector.
  • (717997) - IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • (718885) - IL2CPP: Prevent an intermittent hang with asynchronous sockets.
  • (730233) - IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • (none) - IL2CPP: Remove warnings in generated C++ code related to const problems.
  • (none) - IL2CPP: The low level memory profiler no longer reports constant literals as fields with offset 0.
  • (715666) - Input: Fixed mouse position going out of bounds in Fullscreen Window mode.
  • (715666) - Input: Fixed render being positioned and sized incorrectly in D3D9 and D3D11 with Fullscreen Window mode.
  • (739935) - iOS: Added build & run support for Xcode 7.1.
  • (none) - iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • (723360) - iOS: Export correct image for iPad launch screen now,
  • (none) - iOS: Fixed incorrect landscape launch orientation on iPad.
  • (none) - iOS: Fixed legacy launch screens on iOS 9.1.
  • (none) - iOS: Fixed minor launch screen placement issue on devices with large resolution screens.
  • (732806) - iOS: Fixed occasional 1-frame glitches in dynamic font rendering.
  • (none) - iOS: Fixed second-stage splashscreen on some devices with iOS 6 and 7.
  • (740343) - iOS: Fixed simulator support on Xcode 7.1.
  • (742579) - iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable.
  • (725713) - Mecanim: Avoid clearing sampling data set when invalidating animator.
  • (735656) - Mecanim: Delete SMB instances when user delete a state/statemachine with SMB.
  • (732986), (733883), (734458) - Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • (727244) - Mecanim: Fixed AnimationEvents not called when at the begining of a State.
  • (none) - Mecanim: Fixed BlendTree performance regression.
  • (734033) - Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • (726466) - Networking: Added support for HLAPI packet queuing on channels using the ReliableFragmented QoS.
  • (697097) - Networking: Added warning message when a scene cannot be added to NetworkManager.
  • (736714) - Networking: Better log warning for UNet HLAPI Script CRC check now.
  • (725109) - Networking: Clear error message when user try to add the two host with the same port
  • (733731) - Networking: Fix for scene slots in NetworkManager not being saved all the time.
  • (none) - Networking: Fix for UNetWeaver exception when making Metro builds.
  • (721917) - Networking: Fixed code generation exception when a SyncVar uses a type from external DLL. This now generates a regular build error.
  • (698322) - Networking: Fixed code generation exception when using certain built-in unity types such as Vector3 in SyncListStruct.
  • (714700) - Networking: Fixed crash when sending an unsupported type (a class instance) via a network Command. This now generates a build error.
  • (739432) - Networking: Fixed invalid generated IL for SyncListStruct with embedded array.
  • (726244) - Networking: Fixed issues with zero length size or MTU size packets using NetworkConnection Send functions. This could break packet buffering for HLAPI connections.
  • (725363) - Networking: Fixed missing Connect callback for local client.
  • (727133) - Networking: Fixed movement problem for objects on clients with local-client-authority when snap threshold was set to a small value.
  • (730199) - Networking: Fixed NullReference exception when using NetworkAnimator.
  • (738517) - Networking: Fixed slow compilation when many ClientRpc functions.
  • (733731) - Networking: Fixed the scene slots in NetworkManager and NetworkLobbyManager not marking the scene dirty when they are changed.
  • (736703) - Networking: Fixed wrong item index for SyncList ADD operation.
  • (720436) - Networking: prevent user to set minupdatetimeout to 0 via networkmanager menu
  • (730299) - Networking: Removed misleading error messages that are generated during SyncList initialization.
  • (none) - OpenGL: Added detection for cases when the geometry shader expects input topology that does not match with the given geometry. Also fail compilation when using unsupported topology (such as adjacency).
  • (none) - OpenGL: Compute shaders: Fixed append/consume buffer counters.
  • (none) - OpenGL: Fixed shader generation when reading back per-patch outputs in a hull shader.
  • (none) - OpenGL: Fixed shadow normal bias for meshes that are missing vertex normals.
  • (735644) - OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures.
  • (none) - OpenGL: Fixed: compute shader buffer resolves when using multithreaded renderer.
  • (none) - OpenGL: Shader compiler: Fix for conflicting shader input/output names in tessellation shaders.
  • (733928) - OpenGL: Shader compiler: Fixed a corner case in constant buffer vec4 access.
  • (708722) - OpenGL: Shader compiler: Fixed atomic ops handling in shaders.
  • (none) - OpenGL: Shader compiler: Fixed geometry shader stream index handling.
  • (none) - OpenGL: Shader compiler: Fixed input redirection on geometry shaders.
  • (none) - OpenGL: Shader compiler: Handle RWTexture properties more accurately.
  • (none) - OpenGL: Shader compiler: In geometry shaders, only emit vertex stream for GL ver >=4.20.
  • (none) - OpenGL: Shader compiler: Only emit the stream declarations if they're actually used.
  • (none) - OpenGL: Shader compiler: OS X doesn't like EmitStream(0) so use EmitStream() instead.
  • (738778) - Particles: Fixed sorting by distance.
  • (730386) - Particles: Fixing regression when setting transform in LateUpdate
  • (682939) - Physics: Allow slope limit to be considered for non-static objects.
  • (731470) - Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • (731054) - Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • (730822) - Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • (731057) - Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • (714572), (720398), (720408) - Physics: Fixed a case where HingeJoint limits was not applied properly.
  • (714572), (720398), (720408) - Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • (689159) - Physics: Fixed Sphere-cast error against scaled non-convex meshes.
  • (714572), (720398), (720408) - Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • (712007) - Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • (714572), (720398), (720408) - Physics: HingeJoints now have orientation to be compatible with Unity 4.
  • (714572), (720398), (720408) - Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • (719418) - Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • (727734) - Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • (702967) - Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll).
  • (714572), (720398), (720408) - Physics: The HingeJoint ""Connected Body"" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • (714572), (720398), (720408) - Physics: The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor.
  • (none) - Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • (none) - Substance: Fix bitmap export. Bitmap export can now save bitmaps with the alpha channel setup according to the Unity material.
  • (725397), (728853), (729290) - UI: Fix Editor crash that would sometimes trigger after pressing play/stop
  • (733005) - Umbra : Fixed missing realtime lights after baking occlusion data.
  • (719421) - VR: Fix HMD content failure after disconnect and reconnect
  • (716410), (716422 VR: Fix incorrect info and toggles while HMD was disconnected
  • (720052), (732183) - VR: Fix Loss of Window focus crashes upon return
  • (736323) - VR: Fix regression crash when HMD was disconnected at application start
  • (716500) - VR: Fix stereoMirrorMode right eye flicker
  • (732236) - VR: Fix VRDevice.IsPresent always returning true
  • (740962) - VR: Fixed Crash when exiting play mode.
  • (none) - VR: Fixed ShowDeviceView preventing drawing to the game view with any camera when false.
  • (722766) - WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • (733864) - Windows Phone: Font will be visible again.
  • (none) - Windows Phone: Reduced runtime memory usage by ~4 MB.
  • (735383) - Windows Store Apps: Correctly generate Visual Studio namespace if package name has dot followed by a number. For ex., Test.2 package name will produce Test._2 namespace
  • (733548) - Windows Store Apps: Use initial supported orientations from Player Settings.
  • (733864) - Windows Universal 10: Fixed invisible text on ARM devices issue.
  • (735387) - Windows Universal 10: Fixed screenshot capture failure.
  • (none) - Windows Universal 10: Updated default project template to hide status bar by default
  • (713391) - WSA: Fixed: Can't build & run to SDK 8.1 if only VS2015 is installed.
  • (735384) - XboxOne/IL2CPP: Correct metadata loading on startup.

New in Unity 5.3.0 Beta 6 (Nov 10, 2015)

  • Known Issues:
  • OSX has a number of graphical issues in the editor with the new OpenGL core. If --force-opengl resolves them, the next release should likely resolve them.
  • Change:
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Improvement:
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Fixes:
  • Editor: Fixed issue with unnecessary whitespace being added to generated MonoDevelop/VS solution (.sln) files after each update.
  • Editor: Removed MonoDevelop Solution Properties checkbox from External Tools. Unity no longer writes MonoDevelop code formatting settings into MonoDevelopSolutionProperties in .sln file.
  • GI: Fixed crash when calling SetEmissive for a system with no radiosity data available.
  • Mecanim: Added type check when firing events with Object parameters.
  • Mecanim: Changed error message when animator transitions cannot be previewed
  • Mecanim: Fixed a problem with state machines where Animation events on the first frame wouldn't fire in some cases
  • Mecanim: Fixed Animator.Play not working on 1st frame when enabling GameObject.
  • Mecanim: Fixed blending that was different when swapping OverrideController at runtime.
  • Mecanim: Fixed crash when enabling an Animator on an object that was disabled then re-enabled.
  • Mecanim: Fixed error when adding transition.
  • Mecanim: Fixed Event key in animation window is not movable if keyframe is added.
  • Mecanim: Fixed speed being not applied correctly when manually updating Animator.
  • OpenGL: Fixed editor font rendering, characters disappearing.
  • Physics: Fixed issues where PhysX SphereCasts would return an incorrect collision point for a scaled non-convex MeshCollider
  • The following are changes and fixes to 5.3 features and regressions:
  • Change:
  • Disabled the "Resample Rotations" option in humanoid because it had issues.
  • Improvement:
  • MSE: SceneManager API are now using enums instead of bools for better readability
  • MSE: SceneManager related classes have now been placed in namespaces: UnityEngine.SceneManagement and UnityEditor.SceneManagement
  • Fixes:
  • GI: Cache final light color in Linear space so we don't need to do GammaToLinearSpace() when calculating Spherical Harmonics on every object. Fixes performance regression.
  • IL2CPP: Prevent a crash in the player in MetadataCache::GetTypeInfoFromTypeDefinitionIndex when a constrained call is made to a generic virtual method defined on a value type.
  • IL2CPP: Prevent a memory leak that caused some GCHandles, including those used to reference MonoBehaviour instances, from being correctly reclaimed by the garbage collector.
  • Mecanim: Fixed a regression where some Light properties could not be animated

New in Unity 5.2.2 Patch 3 (Nov 5, 2015)

  • Improvements:
  • IL2CPP: Allow null checks, array bounds checks, and divide by zero checks to be selectively included or omitted from generated C++ code by using a C# attribute on type, method, or property definitions.
  • iOS/IL2CPP: Enable incremental build support using the "Append" option. Keep the generated code stable across additional, removal, and changes for string literals and non-generic types.
  • (587995)Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • (718508) - Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Fixes:
  • (740573) - FrameDebugger: Fixed draw call count jumping when there were realtime probes in the scene.
  • (733772) - IL2CPP: Convert assemblies that are mentioned in a link.xml file but are not referenced by any other assemblies at compile time.
  • (718885) - IL2CPP: Prevent an intermittent hang with asynchronous sockets.
  • (739935) - iOS: Added build & run support for Xcode 7.1.
  • (723360) - iOS: Export correct image for iPad launch screen now,
  • (none) - iOS: Fixed incorrect landscape launch orientation on iPad.
  • (none) - iOS: Fixed minor launch screen placement issue on devices with large resolution screens.
  • (732806) - iOS: Fixed occasional 1-frame glitches in dynamic font rendering.
  • (none) - iOS: Fixed second-stage splashscreen on some devices with iOS 6 and 7.
  • (740343) - iOS: Fixed simulator support on Xcode 7.1.
  • (none) - iOS: Fixed legacy launch screens on iOS 9.1.
  • (738778) - Particles: Fixed sorting by distance.
  • (712007) - Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • (719418) - Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • (727734) - Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • (713391) - WSA: Fixed: Can't build & run to SDK 8.1 if only VS2015 is installed.

New in Unity 5.3.0 Beta 5 (Nov 2, 2015)

  • Known Issues:
  • Editor usage of TreeCreator on OSX will hang with updated default GLCore. For workaround, use --force-opengl
  • Change:
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Improvement:
  • Graphics: Added custom near plane slider for spot lights instead of auto-calculation, defaults to 0.2.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Implemented shadow bias for point lights.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • Particles: A percentage of particles can now be rotated in the opposite direction.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • WebGL: Make the path names for all output files configurable in the html
  • Fixes:
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed slow audio clip loading and slow level loading
  • Animation: Fixed animation of material properties in the animation window.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • DisplayProgressBar replaces forward slash with a backslash
  • Editor: Fixed rare crash when a component is missing a script reference
  • GI: Now terrain heightmap painting can correctly trigger the baking of GI on that part of the terrain and the editor won't crash when a terrain is duplicated.
  • Graphics: "Target Display" Dialog for Multi Display Rendering is missing
  • Graphics: Fix for stalls when loading textures on single processor machines.
  • IL2CPP: fixed an issue where an empty project would display "The class with classID: 43 is not registered (see ClassIDs.h)" error at runtime
  • IL2CPP: Fixed crash caused by ISerializationCallbackReceiver being stripped
  • iOS: Don't crash when splash screen xib is deleted from project
  • iOS: Export correct image for iPad launch screen
  • iOS: Fix incorrect landscape launch orientation on iPad
  • iOS: Fix minor launch screen placement issue on devices with large resolution screens
  • iOS: Fix second-stage splashscreen on some devices with iOS 6 and 7
  • Mecanim: Changed error message when animator transitions cannot be previewed
  • Mecanim: Fixed a problem with state machines where Animation events on the first frame wouldn't fire in some cases
  • MonoDevelop: Fixed regression where MonoDevelop would report ERR_UNLOADED when setting breakpoints.
  • OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures
  • Physics: Added tooltips for JointLimits min and max values and freespin parameter
  • Physics: BoxCastAll, SphereCastAll, CapsuleCastAll now return zero RaycastHit.point for colliders overlapping with the sweep primitive at the initial position. Previously the result was undefined, which oftentimes matched the point returned by the previous sweep, but not necessarily so.
  • Physics: Fix crashing when calling HingeJoint.useMotor or HingeJoint.useSpring on disabled a HingeJoint
  • Physics: Fix ignore settings not being applied to WheelCollider (when set with Physics.IgnoreCollision
  • Physics: Fix OnTriggerXXX not being called on Trigger Colliders that are children of GameObjects with a Rigidbody
  • Physics: Fix performance issue with unneeded error string formatting
  • Physics: Fixed cases where a ConfigurableJoint's JointDrive's spring stiffness and damping were not being set.
  • Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1
  • Scripting: Avoid Editor hang during close or script recompile if sockets are being used
  • Scripting: Do not set default System.Threading.SynchronizationContext.Current in .Net 2.0 Subset profile. Matches .Net 2.0 profile behavior.
  • Scripting: Fix crash when nested coroutine returns empty enumerator
  • Scripting: Fix enumerating Process.Modules in .Net 2.0 Subset profile.
  • Scripting: Fix enumerating Process.Threads in .Net 2.0 Subset profile.
  • Shaders: Strength of glossy reflections is now independent from cubemap resolution
  • Unity IAP: Fix for iOS crash on FinishTransaction, which occurs when StoreKit tells Unity IAP about a product that was not requested by the Application, e.g. the user owns an old product that is no longer sold.
  • Unity IAP: Fix Unity IAP sending Transaction receipt/signature to Analytics for reporting purposes
  • WebGL: fix importing wav files with floating point samples
  • WebGL: fix RightAlt key when used as AltGr to access special keyboard layouts
  • When a button contains a image and text the layout logic does not work properly
  • Windows Store Apps: add supprt for new UWP capabilities and their population to manifest
  • Windows Store Apps: add UWP specific icon support and fix manifest creation
  • Windows Store Apps: fix occasional rendering freeze when leaving and comming back in lanscape mode
  • Windows Store Apps: setup initial orientations from Player Settings
  • Windows Store: fixed an issue which caused functions RunningOnUIThread and RunningOnAppThread in UnityEngine.WSA.Application to throw exceptions if called on non-main thread.
  • Windows Store: fixed an issue which made UWP class libraries throw FileNotFoundException when invoking into native WinRT components.
  • The following are changes and fixes to 5.3 features and regressions:
  • Change:
  • Editor: Fix Selection style not showing selection background in Package Import/Export windows.
  • Improvement:
  • MSE: Added SaveScenes(Scene[] scenes) api for multi scene setup
  • MSE: Show scene headers for search results when having multi scene setup in Hierarchy
  • Fixes:
  • Disallow dragging items around when showing search result in the Hierarchy
  • Editor: Fix on creating new scene you always get pop up window refering to multiple scenes (even only having 1 scene)
  • Editor: Fix that unloading a dirty scene did not ask for confirmation (resulting in data loss)
  • Editor: TreeView exanding/collapsing animation has been disabled again
  • iOS: Fix incorrect platform defines exposed to user scripts
  • Mecanim: Fixed a regression where some Light properties could not be animated
  • MSE: Fix dropping audio source on inactive scene and dropping between GameObjects
  • MSE: Fix dropping GameObject between the first item in the hierarchyview and the top of the hierarchyview
  • MSE: Fix the issue that renaming scene in the project panel does not update in the hierarchy panel.
  • MSE: Fix the issue that setting object's parent to null in Awake makes it invisible in the hierarchy.
  • MSE: Fix the issue that trying to load a scene which was deleted throws exception.
  • Physics: Collider2D.Density property is now animated when showing/hiding in the inspector.
  • Physics: Expose Anchor, Target & AutoConfigureTarget properties on TargetJoint2D.
  • Physics: Fix Joint2D BreakForce/BreakTorque not showing in inspector window.
  • Physics: RelativeJoint2D AutoConfigureOffset property now exposed in the inspector.
  • Physics: RelativeJoint2D LinearOffset/AngularOffset properties can now be changed in the inspector.
  • Physics: TargetJoint2D now has a consistent initial target and anchor.
  • SpeedTree: Fixed an issue where changing the shader in BillboardRenderer inspector and then saving the scene would emit error messages.
  • SpeedTree: Fixed an issue where enabling SpeedTree billboard shadow in legacy deferred rendering path would break billboard rendering.
  • Terrain: Fixed a crash when calling Terrain.CreateTerrainGameObject() with a null reference.
  • WebGL: early enumeration of media devices to fix WebCam support
  • Windows Store: fixed a handle leak in generated C++ visual studio project.
  • Windows Store: fixed an issue which prevented project from being built if there was two versions of the same plugin targeting each of supported scripting backends (il2cpp and .NET).
  • Windows Store: native plugins are now correctly included in the generated project when using il2cpp scripting backend

New in Unity 5.2.2 Patch 2 (Nov 2, 2015)

  • Improvements:
  • GI: Added the "Ignore Normals" option on the MeshRenderer to skip comparing normals when detecting charts for realtime GI. This can be necessary when using hand authored UVs to avoid chart splits.
  • GI: Added the "Min Chart Size" option on the MeshRenderer to allow for lowering chart size in case stiching is not needed.
  • VR: Updated the OVRPlugin. Oculus Runtime 0.8 is required to use Oculus VR with this patch.
  • Fixes:
  • (731143) - 2D: Fixed alphasplit parameter not getting reset when switching sprite/material on the fly
  • (733725) - 2D: Fixed: SpritePacker Crash after packing multiple high res sprites.
  • (714661) - AssetBundle: Fixed the issue that AssetBundle names sometimes gets into inconsistent state between cache server/.meta files.
  • (724561) - Assets Loading: Fixed reading of assets stored in a text mode with UTF8 signature.
  • (715380) - Editor: Unsupported texture compression formats now correctly fallback to default compression format for the platform.
  • (710195) - Fixed issue where UI would not get rendered for disabled cameras when manually calling .Render().
  • (731107) - Editor: Fixed occasional crash when importing assets on editor.
  • (none) - GI: Fixed Enlighten saturating the command buffer and stalling because of it. Gives the biggest benefit in scenes with high rendering framerate and many animated realtime lights with non-zero bounce.
  • (726799) - Graphics: Fixed camera parameter changing from OnPreRender to work again.
  • (736709) - Graphics: Fixed memory leak when rendering shadows.
  • (734255) - Graphics: Fixed upscaled fullscreen rendering being upside down in some situations
  • (737853) - IL2CPP: Prevent a crash in the player in MetadataCache::GetTypeInfoFromTypeDefinitionIndex when a constrained call is made to a generic virtual method defined on a value type.
  • (736167) - IL2CPP: Prevent a memory leak that caused some GCHandles, including those used to reference MonoBehaviour instances, from being correctly reclaimed by the garbage collector.
  • (none) - IL2CPP: Remove warnings in generated C++ code related to const problems.
  • (715666) - Input: Fixed mouse position going out of bounds in Fullscreen Window mode.
  • (715666) - Input: Fixed render being positioned and sized incorrectly in D3D9 and D3D11 with Fullscreen Window mode.
  • (725713) - Mecanim: Avoid clearing sampling data set when invalidating animator.
  • (735656) - Mecanim: Delete SMB instances when user delete a state/statemachine with SMB.
  • (732986), (733883), (734458) - Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • (727244) - Mecanim: Fixed AnimationEvents not called when at the begining of a State.
  • (none) - Mecanim: Fixed BlendTree performance regression.
  • (734033) - Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • (733731) - Networking: Fix for scene slots in NetworkManager not being saved all the time.
  • (none) - Networking: Fix for UNetWeaver exception when making Metro builds.
  • (none) - OpenGL: Added detection for cases when the geometry shader expects input topology that does not match with the given geometry. Also fail compilation when using unsupported topology (such as adjacency).
  • (none) - OpenGL: Compute shaders: Fixed append/consume buffer counters.
  • (none) - OpenGL: Fixed: compute shader buffer resolves when using multithreaded renderer.
  • (none) - OpenGL: Fixed shadow normal bias for meshes that are missing vertex normals.
  • (733928) - OpenGL: Shader compiler: Fixed a corner case in constant buffer vec4 access.
  • (708722) - OpenGL: Shader compiler: Fixed atomic ops handling in shaders.
  • (none) - OpenGL: Shader compiler: Fix for conflicting shader input/output names in tessellation shaders.
  • (none) - OpenGL: Shader compiler: Fixed geometry shader stream index handling.
  • (none) - OpenGL: Shader compiler: Fixed input redirection on geometry shaders.
  • (none) - OpenGL: Shader compiler: Handle RWTexture properties more accurately.
  • (none) - OpenGL: Shader compiler: In geometry shaders, only emit vertex stream for GL ver >=4.20.
  • (none) - OpenGL: Shader compiler: Only emit the stream declarations if they're actually used.
  • (none) - OpenGL: Shader compiler: OS X doesn't like EmitStream(0) so use EmitStream() instead.
  • (682939) - Physics: Allow slope limit to be considered for non-static objects.
  • (689159) - Physics: Fixed Sphere-cast error against scaled non-convex meshes.
  • (714572), (720398), (720408) - Physics: Fixed a case where HingeJoint limits was not applied properly.
  • (714572), (720398), (720408) - Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • (714572), (720398), (720408) - Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • (714572), (720398), (720408) - Physics: HingeJoints now have orientation to be compatible with Unity 4.
  • (714572), (720398), (720408) - Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • (714572), (720398), (720408) - Physics: The HingeJoint ""Connected Body"" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • (714572), (720398), (720408) - Physics: The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor.
  • (733005) - Umbra : Fixed missing realtime lights after baking occlusion data.
  • (none) - Windows Phone: Reduced runtime memory usage by ~4 MB.
  • (733548) - Windows Store Apps: Use initial supported orientations from Player Settings.
  • (733864) - Windows Universal 10: Fixed invisible text on ARM devices issue.
  • (735387) - Windows Universal 10: Fixed screenshot capture failure.
  • (none) - Windows Universal 10: Updated default project template to hide status bar by default

New in Unity 5.2.2 Patch 1 (Oct 26, 2015)

  • Features:
  • iOS: Added a PlayerSetting to add the iOS 9 UIRequiresFullScreen to the Xcode generated plist to enable/disable multitasking support.
  • iOS: Added Touch Pressure support. Scripts can access this API through the pressure and maximumPossiblePressure properties on Touch.
  • Improvements:
  • Networking: Added log messages to identify the object and script that cause too-large packets to be generated.
  • Networking: Added more logging info on too-large packets when object state updates exceed the MTU.
  • Unity Ads: Update to Unity Ads 1.5.3
  • VR: A camera can now target the main display backbuffer in VR mode by setting "Target Eye" to "None (Main Display)".
  • Fixes:
  • (712011) - Android: Fix crash in dynamic batching
  • (726878) - Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • (728806) - Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • (715602), (731076), (704017), (731078) - Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • (642609) - Fix crash on copying script with component requirements onto a GO which is missing the requirements
  • (none) - GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • (708559) - Graphics: Add error message if 3D texture is bound for rendering.
  • (730171) - Graphics: Fixed Screen.currentResolution in some cases reporting wrong resolution when in fullscreen on Windows
  • (727743) - Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • (728103) - Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • (716811) - IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • (735413) - IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • (734534) - IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • (717997) - IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • (730233) - IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • (none) - IL2CPP: The low level memory profiler no longer reports constant literals as fields with offset 0.
  • (726466) - Networking: Added support for HLAPI packet queuing on channels using the ReliableFragmented QoS.
  • (697097) - Networking: Added warning message when a scene cannot be added to NetworkManager.
  • (725109) - Networking: Clear error message when user try to add the two host with the same port
  • (721917) - Networking: Fixed code generation exception when a SyncVar uses a type from external DLL. This now generates a regular build error.
  • (698322) - Networking: Fixed code generation exception when using certain built-in unity types such as Vector3 in SyncListStruct.
  • (714700) - Networking: Fixed crash when sending an unsupported type (a class instance) via a network Command. This now generates a build error.
  • (726244) - Networking: Fixed issues with zero length size or MTU size packets using NetworkConnection Send functions. This could break packet buffering for HLAPI connections.
  • (725363) - Networking: Fixed missing Connect callback for local client.
  • (727133) - Networking: Fixed movement problem for objects on clients with local-client-authority when snap threshold was set to a small value.
  • (730199) - Networking: Fixed NullReference exception when using NetworkAnimator.
  • (733731) - Networking: Fixed the scene slots in NetworkManager and NetworkLobbyManager not marking the scene dirty when they are changed.
  • (720436) - Networking: prevent user to set minupdatetimeout to 0 via networkmanager menu
  • (730299) - Networking: Removed misleading error messages that are generated during SyncList initialization.
  • (730386) - Particles: Fixing regression when setting transform in LateUpdate
  • (731470) - Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • (731054) - Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • (730822) - Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • (731057) - Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • (none) - Substance: Fix bitmap export. Bitmap export can now save bitmaps with the alpha channel setup according to the Unity material.
  • (725397), (728853), (729290) - UI: Fix Editor crash that would sometimes trigger after pressing play/stop
  • (719421) - VR: Fix HMD content failure after disconnect and reconnect
  • (716410), (716422 VR: Fix incorrect info and toggles while HMD was disconnected
  • (720052), (732183) - VR: Fix Loss of Window focus crashes upon return
  • (736323) - VR: Fix regression crash when HMD was disconnected at application start
  • (716500) - VR: Fix stereoMirrorMode right eye flicker
  • (732236) - VR: Fix VRDevice.IsPresent always returning true
  • (722766) - WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • (733864) - Windows Phone: Font will be visible again.
  • (735383) - Windows Store Apps: Correctly generate Visual Studio namespace if package name has dot followed by a number. For ex., Test.2 package name will produce Test._2 namespace
  • (735384) - XboxOne/IL2CPP: Correct metadata loading on startup.

New in Unity 5.3.0 Beta 4 (Oct 23, 2015)

  • Feature:
  • VR Head-Tracked Splash Screen
  • Enabled on all Unity VR supported platforms.
  • Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene.
  • Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene.
  • Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro.
  • Change:
  • Editor: Screen.lockCursor will not be reset when clicking with mouse
  • UI: Updated function names to be more consistent with other classes
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • Improvement:
  • Clear script function added to remove all points from a TrailRenderer
  • Crunch texture compression: Improve compression quality of normal maps
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Fixes:
  • Crunch texture compression: Fix errors when baking light maps on scenes with crunched textures
  • Crunch texture compression: Fix memory corruption crash when using crunched textures as Cubemaps
  • Crunch texture compression: Fix using crunched textures on terrains
  • Editor: Fixes Nullref when trying to maximize a view through the Context menu.
  • Fix Mono Assembly stripping
  • Fixed GUILayout.EndHorizontal() throwing an exception after calling BuildPipeline.BuildAssetBundles
  • GI: Fixed a crash when switching scenes when at least one of them was using realtime GI and light probes.
  • GI: Fixed additive loading of static lightmaps on terrains.
  • GI: Fixed lightmap data asset not loading regression.
  • GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • IL2CPP: Fixed a crash which occurred when script derived from a class that implemented ISerializationCallbackReceiver, was compiled into a DLL and no other script referenced any class that implemented ISerializationCallbackReceiver
  • IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • IL2CPP: Low level memory profiler: no longer report constant literals as fields with offset 0.
  • IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • Mecanim: Fixed a bug where keyframes' default values were not initialized, sometimes causing issues when creating Curves from Euler.
  • Mecanim: Fixed Animation Window not displaying the proper sampled value.
  • Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • Mecanim: Fixed AnimationEvents not called when at the beginning of a State.
  • Mecanim: Fixed BlendTree evaluation performance regression.
  • Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • Mecanim: Fixed deleting of SMB instances when user delete a state/statemachine with SMB.
  • Mecanim: Fixed Model importer clip animation not updating correctly when set from a script.
  • Mecanim: Fixed numerical instabilities in transition preview. State name was not unique and was interfering with calculations..
  • Mecanim: Fixed transition start time was not initialized correctly for played State.
  • Particles: Fixed sorting when using sort by distance.
  • Scripting/Mono: Fixed Marshal.StructureToPtr crash when marshalling struct hierarchies on 64-bit.
  • Serialization: Fixed random float value corruption in the editor after multiple playing/stopping scene
  • UI: Filled images need to clear the vertex data before adding new
  • UI: Force Input caret to end of text on mobile device
  • UI: Image will not use the material texture if there is no sprite defined
  • UI: Tiled sprites with zero center will assume the center is stretched
  • Unity IAP: Fix for dead "Go to Dashboard" link in IAP window
  • Unity IAP: Fix to address an issue where the Editor would crash during the "Import" step of the platform-specific plug-ins
  • Unity IAP: Fix to show the supported platforms in the Services Window for IAP
  • Unity IAP: Removed attribute that is leading to Android manifest merging conflicts
  • VR: Fix Fov in Scene/Game view of the Editor
  • VR: Fix HMD content failure after disconnect and reconnect
  • VR: Fix incorrect info and toggles while HMD was disconnected
  • VR: Fix Loss of Window focus crashes upon return
  • VR: Fix regression crash when HMD was disconnected at application start
  • VR: Fix stereoMirrorMode right eye flicker
  • VR: Fix VRDevice.IsPresent always returning true.
  • Exception: still occurs on Windows 7 with Oculus runtime 0.7.0.0, otherwise fixed
  • VR: Fix wrong FOV on entering play mode
  • WebGL: fix Application.dataPath
  • WebGL: Fix AudioClip.Create on Safari
  • WebGL: fix GUI.TextArea issue caused by TextEditor stripping
  • WebGL: Fix rescaling of default html template
  • WebGL: fix Return/Enter keypress on Firefox
  • WebGL: InputString: fix truncation of UTF16 characters
  • WebGL: Make Application.targetFrameRate work
  • WebGL: Make AudioClip.SetData work
  • WebGL: Make SoundI::getLength return the correct result
  • Windows Editor: Fixed D3D9 crash when locking/unlocking windows, due to a DeviceLost event not being handled correctly
  • Windows Standalone: In startup screen available resolutions list is populated according to the selected monitor
  • Windows Standalone: Switching from windowed to fullscreen mode will fullscreen player in the same monitor where it was in the windowed mode
  • Windows Store: fixed a memory leak which reduced memory usage by around 4 to 8 MB.
  • XboxOne/IL2CPP: Correct metadata loading on startup.
  • The following are changes and fixes to 5.3 features and regressions...:
  • Fixes:
  • Editor: Fix InvalidOperationExceptions caused by ObjectFields in default inspectors.
  • Editor: Fix Selection style not showing selection background in Package Import/Export windows.
  • Mecanim: Fixing rotation order change errors.
  • Terrain: Fixed an issue where in some rare cases trees disappear from terrain in built player.
  • Windows Store: removed dependency on VS2010 when building using IL2CPP scripting backend
  • Windows Store: WACK now passes when using IL2CPP scripting backend

New in Unity 5.2.2 (Oct 21, 2015)

  • Improvements:
  • Debugger: The port number the debugger listens on is now printed to the editor log.
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices.
  • IL2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • iOS: Enabled SSL for HWStats analytic reporting.
  • iOS: Simulator running on IL2CPP now will be 64 bit.
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • Tizen: Implemented Application.internetReachability.
  • Tizen: Implemented Sleep.screenTimeout.
  • Tizen: Implemented TouchScreenKeyboard.area.
  • UI: Added new helper function to VertexHelper to set streams of Vertex in any order.
  • UnityAds: Updated native binaries to version 1.5.2.
  • VR: Oculus Plugin has been updated.
  • VR: Support for DRM content.
  • WebRequest: Better memory tracking in DownloadHandlers now.
  • Changes:
  • Installers: Updated the EULA.
  • Substance: Removed support for Unity 3.x metafiles for SBSAR files. The associated .meta files should be manually deleted and the materials recreated after reimporting the SBSAR assets.
  • Visual Studio Integration: No longer open unity documentation html in visual studio when opening it, since VSTU supports doc searching out of the box.
  • VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
  • Fixes:
  • (none) - 2D: Exposed alpha texture api for atlases compressed with ETC1.
  • (705196) - Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0.
  • (724509) - Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application.
  • (725153) - Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow.
  • (720706) - Android: Fixed crash in ASTC encoder.
  • (726878) - Android: Fixed MSAA on newer Mali drivers such as SGS6.
  • (710191) - Android: Fixed reported texture size in profiler for formats that are decompressed during upload.
  • (718206) - Android: IL2CPP - Fixed compilation on DLLs with spaces.
  • (726121) - Android: IL2CPP - Fixed crash on startup when OBB is enabled.
  • (none) - Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • (730952) - Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • (none) - D3D11: ChangeDisplaySettings(..., CDS_TEST) causes stuttering on nvidias. Use DXGI instead.
  • (724093) - Direct3D 11: Changing resolution through script will not stretch the screen anymore.
  • (726343) - Editor: Fixed "Ctrl" click on object selects another object in scene view.
  • (726373) - Editor: Fixed background object getting selected instead of the one in the front.
  • (699420) - Editor: Fixed baking navmesh while building lighting.
  • (713420) - Editor: Fixed crash when opening Frame Debugger that was happening on some machines (mostly Macs with NVIDIA GPUs).
  • (732454), (733335) - Editor: Fixed crash when trying to build Universal Windows 10 Apps, but Windows 10 SDK is not installed.
  • (723116) - Editor: Fixed Gizmos.DrawLine rendering with random colors when 3D Icons is turned off.
  • (none) - Editor: Fixed HideFlags.DontSaveInBuild and HideFlags.DontUnloadUnusedAsset being swapped.
  • (712517) - Editor: Support nested scene loading after introducing multi-scene-editing.
  • (719769) - Editor: The selected platform is now properly switch when launching Unity through the command line with the –buildTarget switch.
  • (725677) - FinalGather: "Template function should be specialized" error thrown when baking.
  • Mecanim : Fixed Humanoid layer mask not working with AnimatorControllerPlayables.
  • (725106) - Fixed issue with inputfield caret/ highlight not displaying
  • (none) - Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • (649000), (721553) - Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset while debugging.
  • (711044) - Fixed: Cache Server crashes on command 'nc -zv'
  • (725070) - GI: Fixed crash when switching scenes in specific circumstances.
  • (none) - GI. Fixed crash when generating lightmaps.
  • (none) - GLES: GLLEGACY: Fixed: glClear doesn't obey viewport, so render a quad instead when doing a non-fullscreen clear.
  • (none) - GLLEGACY: Fixed: readpixels needs workaround for MSAA.
  • (726172) - Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again.
  • (686243) - Graphics: Fixed an issue whereby static batching didn't work in the Editor when scenes were loading from scripts e.g. Application.LoadLevel()
  • (730772), (722618) - Graphics: Fixed resolution switches sometimes incorrect in DX11.
  • (730772), (728756) - Graphics: Fixed UI disappearing when triggering a resolution change in DX9 standalone.
  • (729286) - Graphics: Texture2D.format shows ARGB on RGB texture format.
  • (730541) - Home Window: Make survey only show correct questions.
  • (731652) - IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (721065) - IL2CPP: Convert I18N.dll assemblies if they are present to avoid not supported exceptions for some code pages.
  • (692240) - IL2CPP: Corrected method collection in editor to preserve defining class rather than invoked class in some cases.
  • (732205) - IL2CPP: Corrected the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
  • (730563) - IL2CPP: Corrected the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (707376) - IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (732814) - IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (703908) - IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (722920) - IL2CPP: Fixed race condition when accessing attributes.
  • (718708) - IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (719718) - IL2CPP: Include assemblies referenced only by prefabs in the Resources folder in the build.
  • (732317) - IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (722963) - iOS: Fixed memory leak when changing orientation.
  • (730886) - iOS: Fixed some corner cases of AA and image effects on OpenGL ES.
  • (725085) - iOS: Made iAD code more robust on ios9: Fullscreen Ads now work and Banners do not crash on destruction.
  • (none) - iOS: Pick 2-nd stage splash screens from asset catalogs when possible.
  • (714759) - iOS/IL2CPP: Implement host name resolution with IPv6
  • (729165) - iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
  • (721644) - LegacyShaders: (Self-Illumin) No Emission (Lightmapper) component after Unity 5.
  • (none) - Linux: Handle failure to create input method / input context on startup.
  • (none) - Linux: Ignore driver-reported joystick axes with invalid range / fix mapping for these devices.
  • (713205) - Linux/Tizen/STV: Fixed "special" characters (e.g. &) in player pref names.
  • (728874) - Mecanim : Animator parameter gets 0/false value when animator not enabled.
  • (726413) - Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • (718748) - Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator.
  • (726448) - Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations.
  • (730175) - Mecanim: Fixed Animator.GetParameter throwing exceptions.
  • (727580) - Mecanim: Fixed Animator.Play not working when AnimatorController.
  • (725512) - Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2.
  • (729181), (730491), (729203), (730205) - Mecanim: Fixed bad 1st frame when enabling Animator.
  • (726168) - Mecanim: Fixed blending of rotations beign broken in some situations.
  • (726301) - Mecanim: Fixed crash when Animator.speed is set to zero during transition.
  • (727765) - Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • (730469) - Mecanim: Fixed crash when calling Update() from OnStateEnter.
  • (724249) - Mecanim: Fixed crash when changing Animator.updateMode in PlayMode.
  • (730086) - Mecanim: Fixed crash when modifying in Playmode an AnimatorController used in Playable.
  • (726627) - Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • (726627) - Mecanim: Fixed crash when setting invalid OverrideController.
  • (726426) - Mecanim: Fixed crash when switching to empty controller.
  • (726871) - Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • (725767) - Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject.
  • (721127) - Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active.
  • (729924) - Mecanim: Fixed issues with Animator view synchronization.
  • (719911) - Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable.
  • (726207) - Mecanim: Fixed transition to empty state on layers not driving layer weight.
  • (721499) - Networking: Fix for 'aissp' error is thrown on the server side when a client disconnects.
  • (none) - Networking: Fix for server websocket crashing in release mode.
  • (720747) - Networking: Fixed Editor crashes on websocket disconnect.
  • (718824) - Networking: Fixed: UNET doesn't check message length correct.
  • (719672) - Networking: Fixed: User can create packet larger then defined in global config.
  • (718822) - Networking: Fixed: User can set MinThreadAwakeTimeout to 0
  • (728735) - Networking: Setup network authority properly for scene objects, and made NetworkTranform handle multiple authority changes.
  • (none) - Networking: Support for UNet HLAPI on WebGL platform.
  • Added useWebSockets field to NetworkManager and NetworkServer. When this is checked, the system will listen for WebSocket connects instead of the normal UNet Transport layer connections. This allows WebGL clients to connect to the server.
  • Fixed DNS issues using UNet on WebGL platform.
  • Fixed HLAPI update pump function on WebGL platform.
  • (732956) - OpenGL & OSX: Fixed scene view picking when AA is enabled.
  • (725329), (730178) - OSX: Fixed external texture crash with OpenGL2 device.
  • (726017) - OSX: Fixed Input.GetKey and Input.inputString not working.
  • (496494) - Particles: Fixing culling issue when SetParticles was called from script with 0 lifetime.
  • (719113) - Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides.
  • (730513) - Physics: Fixed changes made to wheel collider's properties in Update causing wheel collider to twitch due to interpolation.
  • (719296) - Physics: Fixed scaling of cars that had center of mass not at the Rigidbody's origin.
  • (697547) - Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (none) - Samsung TV: Fixed problem where GUI controls would become unresponsive.
  • (568430) - Script Debugging: Fixed issue with stepping in switch statements.
  • (691014) - Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • (626569) - Script Debugging: Fixed rare Unity crash when stepping.
  • (721288) - Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • (589577) - Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents().
  • (717289) - Script Debugging: Fixed Unity crash when trying to step after pause.
  • (none) - Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1.
  • (none) - Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • (382005) - Scripting: Don't crash in mono_metadata_free_type when handed a null type instance.
  • (716872) - Scripting: Fixed Unity crash when assembly references type in another assembly that is not present in the project.
  • (719574) - Shaders: Fixed a crash that could happen when loading legacy shaders.
  • (712400) - Shaders: Fixed the surface lighting model (alpha:auto) picking incorrect blend mode (alpha:premul) in legacy lighting functions.
  • (717292) - Substance: Cached data written to disk by 32b and 64b players are now the same.
  • (716513) - Substance: Fewer texture computations should now occur at the end of an asset import, which speeds up material instance addition/deletion.
  • (none) - Substance: Fixed auto-setting of emissive-related properties when importing materials with emissive outputs.
  • (none) - Substance: Fixed inspector sluggishness when a lot of visibleIf expressions are present (B2M for instance).
  • (722757) - Substance: If unassigned, the _MainTex shader slot is now only auto-filled if nothing else was assigned to the current shader.
  • (732399) - Substance: ProceduralMaterials should now be correctly rendered after a color space switch.
  • (none) - Substance: Re-importing a ProceduralMaterial should no longer cause its texture thumbnails to disappear.
  • (725995) - Substance: Runtime-instantiated ProceduralMaterials now update their own textures.
  • (729904) - Substance: Standalone builds will no longer crash when trying to read cache data created by prior builds.
  • (697741) - Substance: Storage size is now correctly reported for ProceduralTextures.
  • (707737) - Substance: Unapplied import settings being discarded will cause an apply/revert dialog box to be displayed.
  • (none) - Tizen: Deploying from Tizen SDK 2.3.1 is now supported.
  • (none) - Tizen: Fixed a bug preventing the system notification bar from working.
  • (none) - Tizen: Fixed a couple issues with audio using too much CPU time when Unity apps are in the background.
  • (none) - Tizen: Fixed an issue where the audio thread would still do work when an app was in the background or the device locked.
  • (729291) - Tizen: Fixed an issue with some keys on the software keyboard not working as expected.
  • (none) - Tizen: Fixed WWW class failures when using https
  • (none) - Tizen: Hide the textfield cursor to match behavior of our other mobile platforms.
  • (729291) - Tizen: Resolved double keyboard input issue.
  • (633717) - UI: Added [DisallowMultipleComponent] to Mask, RectMask2D, ScrollRect, and ToggleGroup
  • (none) - UI: Added clear function to vertex helper.
  • (none) - UI: Big fixes to GC pressure. We were non optimally creating garbage in the UI system when we should not have been.
  • (710495) - UI: Do not render elements with an alpha == 0 or color.a == 0.
  • (709485) - UI: Ensure that when a mask is disabled it does not filter pointer events.
  • (none) - UI: Fix for multiple InputFields in a scene having a text being input in one field incorrectly changing the display of other fields while the keyboard is open.
  • (725938) - UI: Fixed an issue where canvas initialization order was 'important' (it should not be). This was causing elements to be located on the wrong part of the screen.
  • (707026) - UI: Fixed an issue where raycast result had the wrong ID which would break sorting.
  • (727000) - UI: Fixed bad memory leak in canvas rendering caused by index buffer growing when it is not meant to.
  • (715921) - UI: Fixed crash in best fit text rendering when canvas scaler has a scale of 0.
  • (727699) - UI: Fixed crash on Mac when exiting play mode with a maximized game view.
  • (715921) - UI: Fixed editor hang when attempting to cache a calculated font size > 500 as a result of a canvas scaler.
  • (none) - UI: Fixed performance regression in the UI system caused by accessing a mesh repeatedly. Fix is to use the UI helper class and only finalize to mesh as the last step. We've had to add a backwards compatibility flag to Graphic for determining if we should use mesh (now legacy) or VertexHelper. Both code paths work, but the new one is faster if you are using effects.
  • (none) - UI: If the parent canvas changes update the drawing matrix to match.
  • (none) - UI: Image will now use the white texture again if no texture is specified.
  • (none) - UI: Invalid graphics need to clear the VertexHelper instead of using previous data.
  • (none) - UI: Make sure the VertexHelper for Filled sprites are cleared before trying to add new data.
  • (632690) - UI: Removed arbitrary limitation on the number of vertices generated by an image set to tiled mode.
  • (718250) - UI: Return the correct Canvas rectangle when using nested canvases. We were returning the incorrect Canvas rectangle previously.
  • (625577) - UI: Set velocity to 0 when a ScrollRect is disabled.
  • (726093) - Universal Windows Apps: Assembly-CSharp projects are generated in subfolder so they wouldn't conflict with other projects in the root folder.
  • (726816) - Universal Windows Apps: AssemblyConverter will correctly find Windows.winmd file when patching assemblies.
  • (728098) - Universal WIndows Apps: Fixed compilation error which happened with extension APIs.
  • (728025) - Universal Windows Apps: ReferenceRefwriter will correctly find *.winmd files from C:\Program Files (x86)\Windows Kits\10\References.
  • (none) - Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0. This should fix errors where same class is implemented both in WinRTLegacy.dll and System.*.dll .
  • (723821) - Unregister http request callbacks on WWW destruction.
  • (730014) - Version Control: Fixed slowdown in editor when connected to a version control backend e.g. Perforce or Plastic SCM.
  • (none) - Visual Studio Integration: More robust error checking & retry logic when opening visual studio.
  • (none) - Visual Studio Integration: On mac, no longer ignore UnityVS assemblies in the assetsfolder, so that win->mac debugging works again
  • (715858), (726292) - VR: Changing renderscale now reallocates to desired texture size in all cases.
  • (none) - VR: D3D11 adapter ID now used to identify device if disconnected.
  • (726878) - VR: Fixed anti aliasing on Samsung Galaxy S6 GearVR.
  • (720390) - VR: Fixed aspect ratio value not correctly being set on Camera component. Also fixes reflections when tilting.
  • (716500) - VR: Fixed Camera.stereoMirrorMode bug where right eye would display black or last frame when in mirror mode. Now displays left eye Image.
  • (none) - VR: Fixed play mode crash when using MSAA on OSX.
  • (none) - VR: Fixed startup crash when using D3D11.
  • (721694) - VR: Fixed VRSettings.showDeviceView showing the last frame in the VR headset. Now clear's to camera's background color.
  • (none) - VR: Fixed vsync disable not working correctly.
  • (none) - VR: Fixed Multithreaded Rendering crash on GearVR.
  • (none) - VR: Removed extra blit from PC rendering path.
  • (none) - WebGL: Workaround for IndexedDB not available in Firefox when running in iframe.
  • (none) - WebRequest: Asset bundle loading.
  • (720416) - WebRequest: Some headers are missed in the response.
  • (710903) - Windows Phone 8: Fixed an issue affecting build and run for projects with spaces in their names.
  • (726088) - Windows Store Apps: AssemblyConverter fixes for array handling and assembly resolving.
  • (none) - Windows Store Apps: Fixed AssemblyConverter incorrectly picking native dll's, when there's winmd with same name.
  • (729507) - Windows Store Apps: Unity will correctly generate Universal 8.1 projects, VS 2013 and VS 2015 should open them correctly.
  • (729551) - Windows Store: Back button will be consumed in Universal Windows 10 Apps, you can detect with Input.GetKey(Keycode.Escape)
  • (724566) - Windows Store: BuildPipeline.BuildPlayer works with relative paths.
  • (723973), (715315) - Windows Store: Correctly generate Visual Studio project when product name begins with number or contains symbols '(' or ')'.
  • (625473) - Windows Store: Default font is loaded from system folder.
  • (731088) - Windows Store: Fixed crash in Universal Windows 10 apps when you click in the UI text field.
  • (710668) - WSA/UWP: Fixed black screen when using Linear Color Space and Anti Aliasing.

New in Unity 5.3.0 Beta 3 (Oct 19, 2015)

  • Known issues:
  • Services: Linking a project to the cloud gives sometime an error
  • Change:
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Improvement:
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Physics: All new icons for all 2D physics types.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed PUT and POST methods of WebRequest
  • Android: Fixed unaligned access in dynamic batching
  • Android: SoftInput - Fixed hint color
  • Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • Editor: Fix crash on Editor quit while the profiler is enabled
  • Editor: Fixed mispositioned arrows in the inspector.
  • Editor: Show a note in legacy cubemap inspector about destructive operations
  • Editor: Show a note next to texture aniso slider when it won't have effect due to global quality setting
  • Editor: Show import warning when manually selected texture compression format was changed due to unsupported platform
  • Graphics: Add error message if 3D texture is bound for rendering.
  • Graphics: Fixed camera parameter changing from OnPreRender to work again (coming to 5.2 too).
  • Graphics: Fixed IMGUI asserts when doing supersized screenshot in linear color space.
  • Graphics: Fixed some cases of Graphics.DrawMesh with a matrix argument not getting the correct MaterialPropertyBlock values.
  • Graphics: Fixed upscaled fullscreen rendering being upside down in some situations (coming to 5.2 too).
  • Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • MonoDevelop: FIxed missing syntax highlighting for ShaderLab files
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException error message when setting a breakpoint
  • Physics: Add note in Collider2D.Density tooltip that zero density has special meaning.
  • Physics: Ensure that changing Collider2D.Density from script calculates the Rigidbody2D mass immediately.
  • Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • Physics: Ensure that when turning-on Rigidbody2D.AutoMass in the inspector, mass is immediately calculated.
  • Physics: When using AutoMass for Rigidbody2D, ensure that the mass is clamped correctly.
  • Shaders: Fixed a possible runtime failure on IOS if an HLSL shader used a GLSL built-in function like 'mix'
  • Shaders: Fixed some errors translating complex HLSL shaders - large shader constant arrays, and nested structure load/stores
  • SpritePacker: Crash after packing multiple high res sprites
  • UI: Fix occasional crash caused by vertex/index buffers being destroyed before a geometry job terminates.
  • WebGL: Fixed GL_INVALID_OPERATION error in log caused by incorrect use of DrawBuffers
  • Windows Store Apps: fix AssemblyConverter failure for Array methods
  • The following are changes and fixes to 5.3 features and regressions:
  • Improvement:
  • MSE: Added PrefabUtility.InstancePrefab(object, scene) to instantiate prefab in designated scene
  • MSE: Added Undo.MakeTransformRootInScene API to move objects between scenes
  • MSE: Make it possible to drag a scene from project browser to a Hierarchy full of collapsed scenes
  • Fixes:
  • Editor: Bring back Light component inspector tooltips/popups
  • Fix that the main window titlebar could be pushed out of the screen bounds at startup
  • Fixed that changing a variable's value through a script didn't update it in inspector
  • Fonts: Fixed font rasterization crash regression since FreeType upgrade
  • Graphics: Fixed Material.Lerp regression in linear color space.
  • Graphics: Restored accidentally removed MaterialPropertyBlock.Add public methods, but marked them obsolete
  • IL2CPP: Correct the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
  • IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
  • MSE: Fix dragging scene from project browser to hierarchy full of collapsed scenes
  • MSE: Fixed marking scenes dirty when dragging GameObjects
  • MSE: Fixed marking scenes dirty when dragging prefab from projectvierw to inactive scene in hierarchyview
  • MSE: Fixed prefabs losing connection when adding new scene to the hierarchyview
  • MSE: Removed tooltip from Scene headers
  • Windows 10 Universal Apps: Fixed .NET native crashing when trying to build project in Visual Studio.
  • Windows Store: Fixed .NET and IL2CPP installers overwriting each other
  • Windows Store: Fixed an issue where actual set player setting didn't match the one specified in player settings menu.

New in Unity 4.6.9 (Oct 16, 2015)

  • Improvements:
  • Asset Store: Added progress bar while decrypting downloaded Asset Store packages.
  • iOS/IL2CPP: Completed the IPv6 implementation.
  • iOS/IL2CPP: Optimize System.Reflection access to metadata.
  • iOS/IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • Fixes:
  • (676381) - AI: Fixed crash when navmesh polygon count exceeds internal maximum.
  • (661775) - AI: Fixed occasional crash on selecting a NavMeshAgent in editor while Navigation window is open.
  • (none) - Android: Fixed an issue where textures didn't load properly on Tegra devices.
  • (721346) - Android: Fixed status bar not shown and touch offset when status bar was not hidden.
  • (703290) - Asset Importing: Force script compilation to happen synchronously when the overall asset import process is happening synchronously too.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (none) - iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • (none) - iOS: Disabled bitcode by default to work around build issues on Xcode 7.
  • (none) - iOS: Enabled SSL for HWStats analytic reporting.
  • (none) - iOS: Fixed crash while building iOS project on El Capitan.
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (689461) - iOS/IL2CPP: Added support for access default parameter values via reflection.
  • (731652) - iOS/IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (714759) - iOS/IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (723439) - iOS/IL2CPP: Correct C++ code generation when a struct inherits from a generic interface.
  • (730563) - iOS/IL2CPP: Correct the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (705898) - iOS/IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - iOS/IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (707376) - iOS/IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - iOS/IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (732814) - iOS/IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (715965) - iOS/IL2CPP: Fixed assert on socket error.
  • (703908) - iOS/IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (712553) - iOS/IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - iOS/IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - iOS/IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - iOS/IL2CPP: Fixed unsafe pointer to struct assignment.
  • (718708) - iOS/IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (721329) - iOS/IL2CPP: IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (714759) - iOS/IL2CPP: Implemented host name resolution with IPv6.
  • (700792) - iOS/IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (717904) - iOS/IL2CPP: Now allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (727395) - iOS/IL2CPP: Prevent a crash in Application.LoadLevel now.
  • (722375) - iOS/IL2CPP: Prevented a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value was a reference type.
  • (722433) - iOS/IL2CPP: Prevented an used block from being marked as dead during conversion if it was immediately after a try block with an explicit leave opcode.
  • (715013) - iOS/IL2CPP: Prevented the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly was used.
  • (716991) - iOS/IL2CPP: Speed up retrieving classes by name.
  • (none) - Shaders: Fixed support for "framebuffer fetch" (mostly iOS) functionality on OpenGL ES 3.0 and Metal.
  • (none) - UI: Fixed API breaking change where GetMousePointerEventData required a parameter.
  • (694380), (683346) - Windows Phone 8.1: Fixed random hang, when application returned from suspend mode, for ex., when performing In App Purchase.
  • (717935) - Windows Store Apps: Fixed audio on Windows 10.

New in Unity 5.2.1 Patch 4 (Oct 15, 2015)

  • Fixes:
  • (none) - 2D: Exposed alpha texture api for atlases compressed with ETC1.
  • (none) - Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • (730952) - Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • (699420) - Editor: Fixed baking navmesh while building lighting.
  • (732454), (733335) - Editor: Fixed crash when trying to build Universal Windows 10 Apps, but Windows 10 SDK is not installed.
  • (none) - Editor: Fixed HideFlags.DontSaveInBuild and HideFlags.DontUnloadUnusedAsset being swapped.
  • (719769) - Editor: The selected platform is now properly switch when launching Unity through the command line with the –buildTarget switch.
  • (732205) - IL2CPP: Corrected the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
  • (732317) - IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
  • (730886) - iOS: Fixed some corner cases of AA and image effects on OpenGL ES.
  • (725085) - iOS: Made iAD code more robust on ios9: Fullscreen Ads now work and Banners do not crash on destruction.
  • (732956) - OpenGL & OSX: Fixed scene view picking when AA is enabled.
  • (730513) - Physics: Fixed changes made to wheel collider's properties in Update causing wheel collider to twitch due to interpolation.
  • (568430) - Script Debugging: Fixed issue with stepping in switch statements.
  • (691014) - Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • (626569) - Script Debugging: Fixed rare Unity crash when stepping.
  • (721288) - Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • (589577) - Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents().
  • (717289) - Script Debugging: Fixed Unity crash when trying to step after pause.
  • (none) - Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • (382005) - Scripting: Don't crash in mono_metadata_free_type when handed a null type instance.
  • (716872) - Scripting: Fixed Unity crash when assembly references type in another assembly that is not present in the project.
  • (712400) - Shaders: Fixed the surface lighting model (alpha:auto) picking incorrect blend mode (alpha:premul) in legacy lighting functions.
  • (732399) - Substance: ProceduralMaterials should now be correctly rendered after a color space switch.
  • (715921) - UI: Fixed crash in best fit text rendering when canvas scaler has a scale of 0.
  • (715921) - UI: Fixed editor hang when attempting to cache a calculated font size > 500 as a result of a canvas scaler.
  • (730014) - Version Control: Fixed slowdown in editor when connected to a version control backend e.g. Perforce or Plastic SCM.
  • (none) - VR: Fixed startup crash when using D3D11.
  • (none) - VR: Fixed play mode crash when using MSAA on OSX.
  • (none) - Windows Store Apps: Fixed AssemblyConverter incorrectly picking native dll's, when there's winmd with same name.
  • (729507) - Windows Store Apps: Unity will correctly generate Universal 8.1 projects, VS 2013 and VS 2015 should open them correctly.

New in Unity 4.6.8 Patch 4 (Oct 13, 2015)

  • Fixes:
  • (731652) - iOS/IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (732814) - iOS/IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (730563) - iOS/IL2CPP: Correct the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (718708) - iOS/IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (none) - iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • (none) - iOS: Enabled SSL for HWStats analytic reporting.

New in Unity 5.3.0 Beta 2 (Oct 12, 2015)

  • Known issues:
  • IAP crashes on Android and Windows Store. Fixes expected for beta 3.
  • MSE: Renaming a scene in the ProjectView does not update the Hierarchy View and maybe break your scene (729897)
  • MSE: Deleting a scene in the ProjectView does not update the Hierarchy View and trying to save the scene again throws exceptions, data will be lost (725534)
  • MSE: Íf the scene was unloaded but still part of the hierarchy trying to load it will throw exceptions (725542)
  • MSE: Unloading a dirty scene does not ask for confirmation and data is lost (729450)
  • MSE: When moving a GameObject from one scene to the root of another the destination scene is not marked dirty.(727790)
  • MSE: Under some circumstances not all scenes are saved when closing the editor. Make sure to do CTRL-S before closing the editor.
  • MSE: Multi-scene baking for NavMesh and Lightmaps are still under development and will not be supported in this build
  • MSE: Handling game managers for multiple scenes are under development, so playing multiple scenes in the Editor will throw errors in console related to duplicate game managers.
  • Feature:
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • JsonUtility: API is now marked threadsafe, and can be called from background threadsFromJson/FromJsonOverwrite now accept a TextAsset as input
  • Unity IAP. Accessible via the cloud services window In App Purchase Service
  • Windows Store: Added support for IL2CPP scripting backend
  • Improvement:
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • Editor: Expanding/collapsing TreeViews are now animated in the Editor (https://youtu.be/AYUP4ZFTl2Y)
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • Scripting: Added Matrix4x4.determinant property.
  • WebGL: Compress player's data using LZ4
  • Fixes:
  • [Editor] Fix item names with shortcut chars (&%^#_) display wrong in menus
  • [Editor] Fix Shift-Delete in rename box delete asset in scene.
  • [Editor] Fixed a case of new lines in labels when the display name comes from an array of strings.
  • [Editor] Use the correct image for Dark skin's horizontal scrollbar left button
  • [IMGUI] Fix visually broken scrollbars in GUI.BeginScrollView() when the view rect is smaller than the position rect and scrollbars are forced enabled.
  • [IMGUI] Move the gamma assert to the Repaint phase.
  • [IMGUI] Take font size in account even for null font when estimating content text size
  • Fixed issue where objects lit by light probes appear brighter than static objects with same material in gamma mode. See upgrade guide for details.
  • Frame Debugger: Fixed shader blend/depth/raster state settings sometimes not displayed correctly.
  • Mecanim: Fixed Animator.GetParameter throwing exceptions
  • Mecanim: Fixed AvatarTool's unfolding of Avatar body part when selecting from UI
  • Mecanim: Fixed bad 1st frame when enabling Animator
  • Mecanim: Fixed crash when calling Update() from OnStateEnter
  • Mecanim: Fixed crash when modidying in Playmode an AnimatorController used in Playable
  • Mecanim: Fixed deletion of body part using delete/backspace in the AvatarTool
  • Mecanim: Fixed issues with Animator view synchronization:
  • Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException thrown when setting breakpoint
  • OSX: Fixed huge memory leaks when using OpenGL core in the editor
  • OSX: Fixed Input.GetKey and Input.inputString not working
  • Particle system 3D rotation fix, when checking and unchecking option
  • Particle system crash fixes
  • Particle system custom pivot point fixes
  • Particle system LateUpdate fix
  • Particle system scaling fixes
  • Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • Scripting: Fixed crash in some scenarios when project has missing assembly references
  • Scripting: LayerMask.GetMask() no longer ignores the Default layer.
  • Shaders: Upgraded obsolete 'alpha:blend' to 'alpha:fade' in builtin shaders
  • WebGL: Fix an issue which could cause various stripping-related crashes as a consequence
  • WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • WebGL: Fix unnecessary warnings about rendering to mipmaps
  • Windows Store Apps: make Input.gyro available if either OrientationSensor or Gyrometer is available
  • Windows Store: building project with IL2CPP scripting backend no longer fails.
  • The following are changes and fixes to 5.3 features and regressions...
  • Improvement:
  • Editor: Sticky scene header for multi scene Hierarchy (makes it clear which scene GameObjects belong to which when the normal header has scrolled out of view)
  • Fixes:
  • Editor: Multi scene editing: Support dragging GameObjects upon a scene header in the Hierarchy Window
  • Frame Debugger: Correctly switch between local and remote frame debugger.
  • Frame Debugger: Improved display & UI of shader properties.
  • IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • IL2CPP: Correct a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • IL2CPP: Correct method collection in editor to preserve defining class rather than invoked class in some cases.
  • IL2CPP: Correct the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • IL2CPP: Prevent an ArgumentOutOfRangeException exception from occurring in Socket.Select when using the NetMQ library
  • iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
  • JsonUtility: JsonUtility no longer supports non-user-defined UnityEngine.Object types. Use UnityEditor.EditorJsonUtility for them now.
  • JsonUtility: JsonUtility.FromJson() no longer supports creating ScriptableObject instances. Only plain .NET classes and structs are supported now.
  • WebGL: Fix "Could not produce class with ID XY" errors in console.

New in Unity 5.2.1 Patch 3 (Oct 9, 2015)

  • Improvements:
  • Debugger: The port number the debugger listens on is now printed to the editor log.
  • iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • iOS: Enabled SSL for HWStats analytic reporting.
  • iOS: Simulator running on IL2CPP now will be 64 bit.
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • UI: Added new helper function to VertexHelper to set streams of Vertex in any order.
  • Changes:
  • Visual Studio Integration: No longer open unity documentation html in visual studio when opening it, since VSTU supports doc searching out of the box.
  • Fixes:
  • (705196) - Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0.
  • (726878) - Android: Fixed MSAA on newer Mali drivers such as SGS6.
  • (724509) - Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application.
  • (725153) - Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow.
  • (720706) - Android: Fixed crash in ASTC encoder.
  • (710191) - Android: Fixed reported texture size in profiler for formats that are decompressed during upload.
  • (718206) - Android: IL2CPP - Fixed compilation on DLLs with spaces.
  • (726121) - Android: IL2CPP - Fixed crash on startup when OBB is enabled.
  • (726343) - Editor: Fixed "Ctrl" click on object selects another object in scene view.
  • (726373) - Editor: Fixed background object getting selected instead of the one in the front.
  • (725677) - FinalGather: "Template function should be specialized" error thrown when baking.
  • (730772), (722618) - Graphics: Fixed resolution switches sometimes incorrect in DX11.
  • (730772), (728756) - Graphics: Fixed UI disappearing when triggering a resolution change in DX9 standalone.
  • (729286) - Graphics: Texture2D.format shows ARGB on RGB texture format.
  • (730541) - Home Window: Make survey only show correct questions.
  • (731652) - IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (732814) - IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (692240) - IL2CPP: Corrected method collection in editor to preserve defining class rather than invoked class in some cases.
  • (730563) - IL2CPP: Corrected the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (718708) - IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (729165) - iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
  • (none) - iOS: Pick 2-nd stage splash screens from asset catalogs when possible.
  • (721644) - LegacyShaders: (Self-Illumin) No Emission (Lightmapper) component after Unity 5.
  • (713205) - Linux/Tizen/STV: Fixed "special" characters (e.g. &) in player pref names.
  • (none) - Linux: Handle failure to create input method / input context on startup.
  • (none) - Linux: Ignore driver-reported joystick axes with invalid range / fix mapping for these devices.
  • (729181), (730491), (729203), (730205) - Mecanim: Fixed bad 1st frame when enabling Animator.
  • (730469) - Mecanim: Fixed crash when calling Update() from OnStateEnter.
  • (719911) - Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable.
  • (730175) - Mecanim: Fixed Animator.GetParameter throwing exceptions.
  • (730086) - Mecanim: Fixed crash when modifying in Playmode an AnimatorController used in Playable.
  • (729924) - Mecanim: Fixed issues with Animator view synchronization.
  • Mecanim : Fixed Humanoid layer mask not working with AnimatorControllerPlayables.
  • (728874) - Mecanim : Animator parameter gets 0/false value when animator not enabled.
  • (728735) - Networking: Setup network authority properly for scene objects, and made NetworkTranform handle multiple authority changes.
  • (725329), (730178) - OSX: Fixed external texture crash with OpenGL2 device.
  • (726017) - OSX: Fixed Input.GetKey and Input.inputString not working.
  • (496494) - Particles: Fixing culling issue when SetParticles was called from script with 0 lifetime.
  • (719113) - Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides.
  • (697547) - Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (none) - Samsung TV: Fixed problem where GUI controls would become unresponsive.
  • (none) - Tizen: Fixed a couple issues with audio using too much CPU time when Unity apps are in the background.
  • (none) - Tizen: Fixed WWW class failures when using https
  • (727699) - UI: Fixed crash on Mac when exiting play mode with a maximized game view.
  • (none) - UI: If the parent canvas changes update the drawing matrix to match.
  • (none) - UI: Image will now use the white texture again if no texture is specified.
  • (none) - UI: Invalid graphics need to clear the VertexHelper instead of using previous data.
  • (none) - UI: Make sure the VertexHelper for Filled sprites are cleared before trying to add new data.
  • (none) - Visual Studio Integration: More robust error checking & retry logic when opening visual studio.
  • (none) - Visual Studio Integration: On mac, no longer ignore UnityVS assemblies in the assetsfolder, so that win->mac debugging works again
  • (715858), (726292) - VR: Changing renderscale now reallocates to desired texture size in all cases.
  • (726878) - VR: Fixed anti aliasing on Samsung Galaxy S6 GearVR.
  • (720390) - VR: Fixed aspect ratio value not correctly being set on Camera component. Also fixes reflections when tilting.
  • (721694) - VR: Fixed VRSettings.showDeviceView showing the last frame in the VR headset. Now clear's to camera's background color.
  • (none) - VR: Removed extra blit from PC rendering path.
  • (none) - WebGL: Workaround for IndexedDB not available in Firefox when running in iframe.
  • (726088) - Windows Store Apps: AssemblyConverter fixes for array handling and assembly resolving.
  • (729551) - Windows Store: Back button will be consumed in Universal Windows 10 Apps, you can detect with Input.GetKey(Keycode.Escape)

New in Unity 5.3.0 Beta 1 (Oct 5, 2015)

  • Known issues:
  • MSE = Multi Scene Edit
  • Connect: User trying to refresh the access of a project without having the rights will be disconnected (731202)
  • Android builds crash on start due to broken stripping. Workaround is to disable stripping for android.
  • MSE: Renaming a scene in the ProjectView does not update the Hierarchy View and maybe break your scene (729897)
  • MSE: Deleting a scene in the ProjectView does not update the Hierarchy View and trying to save the scene again throws exceptions, data will be lost (725534)
  • MSE: Íf the scene was unloaded but still part of the hierarchy trying to load it will throw exceptions (725542)
  • MSE: Unloading a dirty scene does not ask for confirmation and data is lost (729450)
  • MSE: Dragging prefabs from ProjectView to a scene, marks the wrong scene as dirty and sometimes loses the prefab information(731034)
  • MSE: When moving a GameObject from one scene to the root of another the destination scene is not marked dirty.(727790)
  • MSE: Under some circumstances not all scenes are saved when closing the editor. Make sure to do CTRL-S before closing the editor.
  • MSE: Multi-scene baking for NavMesh and Lightmaps are still under development and will not be supported in this build
  • MSE: Handling game managers for multiple scenes are under development, so playing multiple scenes in the Editor will throw errors in console related to duplicate game managers.
  • GfxDriver invokes huge memory leaks in -glcore mode. This leads to hanging of the Editor and eventually to full OS hang. 732279
  • Windows Store: building player with IL2CPP scripting backend current fail 730216
  • Feature:
  • 2D: 2D Placeholder Assets Creation Tools
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • AssetBundle Realtime Decompression
  • Async Texture Upload
  • Cluster Rendering : Enabled but protected by license flag. Using UNET as networking layer.
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor andplayer
  • Graphics: Remote Frame Debugger
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS/IL2CPP: Complete the IPv6 implementation.
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • JSON Serialization API.
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: Custom pivot point support
  • Particles: Rendering alignment (World, View, Local)
  • Physics2D: Added BuoyancyEffector2D component
  • Physics2D: Added FixedJoint2D component. 2D Fixed Joint
  • Physics2D: Added FrictionJoint2D component. 2D Friction Joint
  • Physics2D: Added RelativeJoint2D component. 2D Relative Joint
  • Physics2D: Added TargetJoint2D component. 2D Target Joint
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on all 2D joints)
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on all 2D joints) 2D Joint Break Limits
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance on these joints) 2D Distance Joint Auto Configure
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' property on Rigidbody2D) 2D Rigid Body Auto Collider Mass
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). 2D Slider Joint Configure Angle
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Standard Assets: Added Screen Space Raytraced Reflections (SSRR) image postprocessing effect
  • Testing: Editor Test Runner
  • UnityWebRequest: Android backend
  • UnityWebRequest: iOS backend
  • WebGL: Add WebCamTexture support
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Deprecated: EditorApplication.NewSceneEditorApplication.NewEmptySceneEditorApplication.OpenSceneEditorApplication.OpenSceneAdditiveEditorApplication.SaveSceneEditorApplication.SaveCurrentSceneIfUserWantsToEditorApplication.SaveCurrentSceneIfUserWantsToForceEditorApplication.currentSceneEditorApplication.MarkSceneDirtyEditorApplication.isSceneDirtyApplication.LoadLevelApplication.LoadLevelAsyncApplication.LoadLevelAdditiveApplication.LoadLevelAdditiveAsyncApplication.loadedLevelApplication.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalonestayed the same (Windows XP SP2+).
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Terrain: "SplatCount" tag is removed from terrain shaders as they are not used.
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Improvement:
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Graphics: Texture2D.LoadImage updated with optional parameter to mark texture as non-readable
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: It is now possible to scale an entire particle system using its transform component
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: particles can now be rotated in 3D
  • Particles: Particles can now collide with 2D
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Skinned meshes can be used as emitter shape (plus extra options for mesh emitter shapes)
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(), Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Fixes:
  • 2D : Fix memory leak when using Sprite object field in custom inspector
  • Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • Build: Speed up builds with very complex shaders being present (coming to 5.2 patches too)
  • CacheServer: Add Cache Server version in terminal
  • CacheServer: Fix server crashes on command 'nc -zv'
  • Canvas is no longer has an incorrect x offset when the viewport rect is anything other than (0, 0, 1, 1) on D3D9, XBOX360, and PSP2.
  • Caret and selection highlight now draw with correct y position and height in UI.InputField for all formats and line spacings.
  • Copying to the clipboard is now disabled for UI.InputField with ContentType of Password.
  • Debugging: Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset members.
  • Editor: Fixed "Ctrl" click on object selects another object in scene view
  • Editor: Fixed background object getting selected instead of the one in the front
  • Editor: Fixed bug when opening new project throws "Moving file failed" dialog on Mac
  • Editor: Fixed changing a GameObject's icon failing when changing it for the first time.
  • Editor: Fixed error message when attempting to add a given component to the same game object more than once.
  • Editor: Fixed exception being thrown when multiple assets were selected and one or more contained ScriptableObjects with missing script references.
  • Editor: Fixed inspector preview bug when UI RawImage had negative UV values.
  • Editor: Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • Editor: Fixed profiler typo (Loading.IsObjectAvailable).
  • Editor: Launch unity through command line with the –buildTarget switch and the scripting defines will not be set properly.
  • Editor: Multi selecting GameObjects should be as fast as it was in 4.6
  • Editor: Multiple object renaming in the inspector does not work in some conditions.
  • Editor: Multiselecting textures with different override settings now shows the correct "-" symbol.
  • Editor: Speed up massive context menus (e.g. for shader variant collection) (coming to 5.2 patches too)
  • Editor: The camera culling mask would display "Mixed..." incorrectly in various situation. Now correctly reflects render layer state.
  • Editor: The current control with focus now correctly resets to none between Play runs of the open scene.
  • Ensure that when refreshing the shown value of a Dropdown while there are no options at all, the Dropdown value becomes blank rather than keeping showing a previously valid value.
  • Fix ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • Fixed an issue where opening the editor with a Preview window in the layout would cause the inspector tab icon to disappear
  • Fixed incorrect behavior for GetHasMoved in UI.CanvasRenderer.
  • Fixed incorrect line spacing when using rich text and tag to set font size less than the value set in the Text property.
  • Fixed issue with all text not displaying correctly in UI.InputField.
  • GetComponent, in cases where T is an interface, will no longer incorrectly skip matching non monobehaviours
  • GI: Brought back the separate Emission(Lightmapper) component in LegacyShaders/Self-Illumin that went
  • Deployment Management: Fixed OSX non development players crash on startup
  • Editor slowdown in Project window with Unity 5
  • Editor: Add drop target rendering for icon view in Project Browser when hovering over a drop target
  • Editor: Added a printed warning to the gameview if there is no fullscreen camera present
  • Editor: Assert Import dialog will correctly appear in the taskbar on Windows, previously you needed to click on the dialog for it to appear in the taskbar or wait until the import is finished.
  • Editor: Asset importer now skips assets and res folders inside Assets/Plugins/Android.
  • Editor: Better UI for ShaderVariantCollection "add variant" functionality.
  • Editor: Fix ArgumentOutOfRangeException when attempting to delete last character of TextField with length limit
  • Editor: Fix Gizmos.DrawLine rendering with random colors when 3D Icons is turned off
  • Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • Editor: Fix mismatched layout group in MeshRenderer editor
  • Editor: Fix project browser searching so 't:Object': also returns ScriptableObjects
  • Editor: Fix searching for labels with characters in front of the 'l:' syntax in the project browser
  • Editor: Fix so searching for special symbols (like @) works in project browser
  • Editor: Fix texture preview not showing mip previews for RenderTextures.
  • Editor: Fix that the search results in Project view is not refreshing when changing labels
  • Editor: Fixed "Ctrl" click on object selects another object in scene view
  • Editor: Fixed background object getting selected instead of the one in the front
  • Editor: Fixed bug when opening new project throws "Moving file failed" dialog on Mac
  • Editor: Fixed changing a GameObject's icon failing when changing it for the first time.
  • Editor: Fixed error message when attempting to add a given component to the same game object more than once.
  • Editor: Fixed exception being thrown when multiple assets were selected and one or more contained ScriptableObjects with missing script references.
  • Editor: Fixed inspector preview bug when UI RawImage had negative UV values.
  • Editor: Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • Editor: Fixed profiler typo (Loading.IsObjectAvailable).
  • Editor: Launch unity through command line with the –buildTarget switch and the scripting defines will not be set properly.
  • Editor: Multi selecting GameObjects should be as fast as it was in 4.6
  • Editor: Multiple object renaming in the inspector does not work in some conditions.
  • Editor: Multiselecting textures with different override settings now shows the correct "-" symbol.
  • Editor: Speed up massive context menus (e.g. for shader variant collection) (coming to 5.2 patches too)
  • Editor: The camera culling mask would display "Mixed..." incorrectly in various situation. Now correctly reflects render layer state.
  • Editor: The current control with focus now correctly resets to none between Play runs of the open scene.
  • Ensure that when refreshing the shown value of a Dropdown while there are no options at all, the Dropdown value becomes blank rather than keeping showing a previously valid value.
  • Fix ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • Fixed an issue where opening the editor with a Preview window in the layout would cause the inspector tab icon to disappear
  • Fixed incorrect behavior for GetHasMoved in UI.CanvasRenderer.
  • Fixed incorrect line spacing when using rich text and tag to set font size less than the value set in the Text property.
  • Fixed issue with all text not displaying correctly in UI.InputField.
  • GetComponent, in cases where T is an interface, will no longer incorrectly skip matching non monobehaviours
  • GI: Brought back the separate Emission(Lightmapper) component in LegacyShaders/Self-Illumin that went missing in Unity 5.0
  • GI: Calculate atlas index offset correctly when snapshotting a scene.
  • GI: Fix case where GI file not found errors were displayed when upgrading project to Unity 5.3
  • GI: Fix crash when exiting the editor while building lighting.
  • GI: Fix memory leak eventually causing a crash when baking lightmaps using bad UVs.
  • GI: Fix realtime GI errors about loading hashed files when opening different scenes.
  • GI: Fixed "Template function should be specialized" error thrown when baking with Final Gather enabled.
  • GI: Fixed clustering scene view causing loading bars to pop up all the time during bake when clustering files were reloaded.
  • GI: Fixed light hashing always done even when GI is off, causing performance slowdown.
  • GI: Fixed light probes loading in player builds.
  • GI: Removed editor log spamming: Error: GetProbeInterpolants - probe sets that aren't regular grids require...
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices
  • Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again (coming to 5.2 patches too).
  • Graphics: Fix division by 0 issue in Shadows
  • Graphics: fix standalone player to render canvas even without a main camera.
  • Graphics: Fixed an issue when rendering to a render texture in deferred path with "Don't clear" or "Depth Only" clear flag.
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Graphics: Transfer Emission property when switching from Legacy shaders to Standard
  • If there is not room inside the Canvas for a Dropdown popup, mirror alignment only on axis where it exceeds the canvas, not always on both axes.
  • IMGUI: GUI.TextField taking a GUIStyle is now single line like its 3 sister functions.
  • IMGUI: When resizing a GUIWindow the render caching could create render artifacts and draw window content over scroll bars as it got resized.
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: fix crash when not keeping reference to WWW object.
  • iOS: fix crash when switching keyboard between single and multi line modes while open.
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • LOD: Disabled animated LOD fading when 8 LODs are all used up.
  • LOD: Fixed "false" messages when selecting more than 3 LODs in the hierarchy window in the Editor.
  • LOD: Fixed "false" messages when setting a low Maximum LOD in quality settings.
  • LOD: Fixed crash if an empty LODGroup is selected as a tree prefab.
  • Mathf: Fixed issue with Mathf.FloorToInt and float cast to int not producing same results on x64 as on x86.
  • Mecanim: Added a delete confirmation message when deleting BlendTree in inspector
  • Mecanim: Added AvatarMask enum to AvatarMask
  • Mecanim: Allow StateMachineBehaviour function call even when Animator is disabled but updated manually by user
  • Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation
  • Mecanim: Fixed a bug where setting LocalEulerAngles curve via animation API would have made a clip that couldn't be scrubbed in the animation window
  • Mecanim: Fixed a case where Legacy Animation parameters affected the import of non-Legacy clips
  • Mecanim: Fixed a crash when reimporting animations used in an overridecontroller
  • Mecanim: Fixed a crash when setting an Override Controller with no controller to override
  • Mecanim: Fixed an error with the default parameter "Blend
  • Mecanim: Fixed an inconsistent selection when switching to and from the mini layer tool
  • Mecanim: Fixed an invalid parameter "Blend" error in Direct blend tree inspectors
  • Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator
  • Mecanim: Fixed Animator tool resetting when pressing Home and End keys in parameter view
  • Mecanim: Fixed Animator.Play not working when AnimatorController
  • Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations
  • Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2
  • Mecanim: Fixed CollectDependency not working for AnimatorControllers
  • Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • Mecanim: Fixed crash when changing Animator.updateMode in PlayMode
  • Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • Mecanim: Fixed crash when OnStateEnter is called on the 1st frame.
  • Mecanim: Fixed crash when setting invalid OverrideController
  • Mecanim: Fixed crash with corrupted controllers
  • Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • Mecanim: Fixed empty AvatarMask for humanoid enabling addition transforms in previewer.
  • Mecanim: Fixed error message when deleting entry transition
  • Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject
  • Mecanim: Fixed Humanoid layer mask not working with AnimatorControllerPlayables
  • Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active
  • Mecanim: Fixed IK to animated position in model a frame behind when using Optimize Game Objects
  • Mecanim: Fixed imported asset file showing active Apply state when nothing has changed
  • Mecanim: Fixed importer body mask not working.
  • Mecanim: Fixed Invalid keys frame in additionnal curves hanging Unity when users expand curve list in animation window
  • Mecanim: Fixed memory leak in Animator
  • Mecanim: Fixed null reference when creating transition to an empty state machine.
  • Mecanim: Fixed overlapping BlendTree graph nodes
  • Mecanim: Fixed Rotation not being blended properly in some cases
  • Mecanim: Fixed rounding issue in the AnimationClipImporter start/stop frame
  • Mecanim: Fixed Transition inspector not showing the proper transition
  • Mecanim: Fixed Transition time slider getting offseted.
  • Mecanim: Fixed transition to empty state on layers not driving layer weight
  • Mecanim: Fixes crash when Animator.speed is set to zero during transition
  • Mecanim: Fixes crash when switching to empty controller
  • Mecanim: Prevent crash when setting Animation.frameRate to 0
  • Mecanim: Prevent creation of invalid AnimationEvent time in AnimationClipImporter
  • Mecanim: Published BlendTree.minThreshold/maxThreshold API.
  • Mecanim: Removed Clamp Modes for ModelImporter additionnal curves
  • Mecanim: State Machine transitions that lead nowhere will now automatically transition to the layer's default state
  • MonoDevelop: Fixed "Debugger operation failed. Argument cannot be null" error
  • MonoDevelop: Fixed "The requested item has been unloaded" when enabling/disabling breakpoints
  • MonoDevelop: Fixed "The requested item has been unloaded" when evaluating enums.
  • MonoDevelop: Fixed crashes on OSX
  • MonoDevelop: Fixed issue with not being able to set breakpoint condition.
  • MonoDevelop: Install GTK# when installing Unity Editor.
  • MonoDevelop: Removed "Show Error Reference" and "API Documentation" menu items that launch the documentation browser, which we do not include nor support.
  • OpenGL legacy: Fixed editor picking when AA is enabled
  • Particles: Collision bug fixes
  • Particles: Culling bug fixes
  • Particles: Culling fix
  • Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • Particles: Miscellaneous bug fixes
  • Particles: Scripting bug fixes
  • Particles: Stretched particles now render even when they have zero speed
  • Particles: UI fix for pivot field
  • Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • Physics: Ensure matched OnTriggerEnter/OnTriggerExit when changing collider size
  • Physics: Fix scaling of cars that had center of mass not at the Rigidbody's origin
  • Physics: Fix SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3
  • Physics: Fixed a case where HingeJoint limits was not applied properly.
  • Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • Physics: Fixed PhysX wheels being created for inactive wheel colliders
  • Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • Placeholder text is no longer shown when UI.InputField has focus.
  • Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • Plugins: Plugins located in StreamingAssets folder won't participate in the compilation.
  • Prevent Sprite Packing called randomly due to bug in hash Generation
  • Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped
  • Rich text now correctly word-wraps embedded images ( tags).
  • Script Debugging: Fixed issue with stepping in switch statements
  • Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • Script Debugging: Fixed rare Unity crash when stepping.
  • Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents() .
  • Script Debugging: Fixed Unity crash when trying to step after pause.
  • Scripting: Fixed "Compile process is not finished yet" errror
  • Scripting: Fixed developer console not receiving log messages when usingApplication.logMessageReceived.
  • Shaders: Correctly determine blend mode emitted by alpha:auto setting
  • Shaders: Fixed GrabPass missing viewport offset in the editor (coming to 5.2 patches too)
  • Terrain: Fixed incorrect rendering when switching template material.
  • Terrain: Fixed missing document link for Terrain component.
  • TextGenerator no longer occasional truncates the final character when using horizontal word-wrapping and vertical truncation.
  • Texture: Fix NPOT texture import size
  • Trailing spaces are now accounted for when aligning text.
  • TreeCreator: Fixed incorrect baked textures under Linear.
  • UI.Text Best Fit now works properly when a word does not fit within a single line.
  • UI.TextField no longer causes multiple errors text length exceeds 16383 characters.
  • UI: Allow '-' to be entered into InputField if the selected range encompases position 0
  • UI: Fixed InputField selection highlight and caret no longer being visible.
  • UI: Fixed multiline InputField throwing a ArgumentOutOfRange when trying to calculate the caret position
  • UI: Fixed Toggle component not updating when animated.
  • UI: When appending to the InputField allow more characters than just space
  • UnityWebRequest: Some headers are missed in the response
  • WebGL: Fix backbuffer state if RenderTexture is set from user code.
  • WebGL: Fix crash related to stripping ParticleSystem class
  • WebGL: Fix crash when trying to use WWW.LoadFromCacheOrDownload if IndexedDB is not available.
  • WebGL: Fix crash when using Caching.Authorize
  • WebGL: Fix cursor images not rendering correctly
  • WebGL: Fix Firefox crashing on closing the page
  • WebGL: Fix Input.touches being flipped along the y-axis.
  • WebGL: Fix WWW class response contents when status code is not 200
  • WebGL: Make touch input work with UnityEngine.UI.
  • Windows Phone 10: fix touch screen keyboard
  • Windows Standalone: Configuration banner image will be properly scaled on operating systems like "Windows 7 Home Extended", etc.
  • Windows Standalone: Fixed a bug where sometimes graphics quality combo box was empty.
  • Windows Standalone: Screen.sleepTimeout will work correctly.

New in Unity 5.2.1 Patch 2 (Oct 2, 2015)

  • Improvements:
  • IL2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • VR: Oculus Plugin has been updated.
  • VR: Support for DRM content.
  • Changes:
  • Installers: Updated the EULA.
  • Fixes:
  • (none) - GI. Fixed crash when generating lightmaps.
  • (686243) - Graphics: Fixed an issue whereby static batching didn't work in the Editor when scenes were loading from scripts e.g. Application.LoadLevel()
  • (721065) - IL2CPP: Convert I18N.dll assemblies if they are present to avoid not supported exceptions for some code pages.
  • (719718) - IL2CPP: Include assemblies referenced only by prefabs in the Resources folder in the build.
  • (707376) - IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (703908) - IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (722920) - IL2CPP: Fixed race condition when accessing attributes.
  • (714759) - iOS/IL2CPP: Implement host name resolution with IPv6
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (719574) - Shaders: Fixed a crash that could happen when loading legacy shaders.
  • (729904) - Substance: Standalone builds will no longer crash when trying to read cache data created by prior builds.
  • (707737) - Substance: Unapplied import settings being discarded will cause an apply/revert dialog box to be displayed.
  • (728098) - Universal WIndows Apps: Fixed compilation error which happened with extension APIs.
  • (none) - VR: D3D11 adapter ID now used to identify device if disconnected.
  • (716500) - VR: Fixed Camera.stereoMirrorMode bug where right eye would display black or last frame when in mirror mode. Now displays left eye Image.
  • (none) - VR: Fixed vsync disable not working correctly.
  • (724566) - Windows Store: BuildPipeline.BuildPlayer works with relative paths.
  • (625473) - Windows Store: Default font is loaded from system folder.
  • (731088) - Windows Store: Fixed crash in Universal Windows 10 apps when you click in the UI text field.

New in Unity 4.6.8 Patch 3 (Oct 1, 2015)

  • Improvements:
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • iOS/IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • iOS/IL2CPP: Optimize System.Reflection access to metadata.
  • Fixes:
  • (707376) - iOS/IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - iOS/IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (703908) - iOS/IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (727395) - iOS/IL2CPP: Prevent a crash in Application.LoadLevel now.
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (694380), (683346) - Windows Phone 8.1: Fixed random hang, when application returned from suspend mode, for ex., when performing In App Purchase.

New in Unity 5.2.1 Patch 1 (Sep 25, 2015)

  • Improvements:
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • Tizen: Implemented Application.internetReachability.
  • Tizen: Implemented Sleep.screenTimeout.
  • Tizen: Implemented TouchScreenKeyboard.area.
  • UnityAds: Updated native binaries to version 1.5.2.
  • WebRequest: Better memory tracking in DownloadHandlers now.
  • Changes:
  • Substance: Removed support for Unity 3.x metafiles for SBSAR files. The associated .meta files should be manually deleted and the materials recreated after reimporting the SBSAR assets.
  • VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
  • Fixes:
  • (724093) - Direct3D 11: Changing resolution through script will not stretch the screen anymore.
  • (723116) - Editor: Fixed Gizmos.DrawLine rendering with random colors when 3D Icons is turned off.
  • (713420) - Editor: Fixed crash when opening Frame Debugger that was happening on some machines (mostly Macs with NVIDIA GPUs).
  • (712517) - Editor: Support nested scene loading after introducing multi-scene-editing.
  • (711044) - Fixed: Cache Server crashes on command 'nc -zv'
  • (725106) - Fixed issue with inputfield caret/ highlight not displaying
  • (649000), (721553) - Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset while debugging.
  • (none) - Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • (725070) - GI: Fixed crash when switching scenes in specific circumstances.
  • (none) - GLLEGACY: Fixed: readpixels needs workaround for MSAA.
  • (none) - GLES: GLLEGACY: Fixed: glClear doesn't obey viewport, so render a quad instead when doing a non-fullscreen clear.
  • (none) - D3D11: ChangeDisplaySettings(..., CDS_TEST) causes stuttering on nvidias. Use DXGI instead.
  • (726172) - Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again.
  • (722963) - iOS: Fixed memory leak when changing orientation.
  • (727580) - Mecanim: Fixed Animator.Play not working when AnimatorController.
  • (726168) - Mecanim: Fixed blending of rotations beign broken in some situations.
  • (727765) - Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • (726627) - Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • (726871) - Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • (721127) - Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active.
  • (726207) - Mecanim: Fixed transition to empty state on layers not driving layer weight.
  • (726413) - Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • (718748) - Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator.
  • (726448) - Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations.
  • (725512) - Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2.
  • (724249) - Mecanim: Fixed crash when changing Animator.updateMode in PlayMode.
  • (726627) - Mecanim: Fixed crash when setting invalid OverrideController.
  • (725767) - Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject.
  • (726301) - Mecanim: Fixed crash when Animator.speed is set to zero during transition.
  • (726426) - Mecanim: Fixed crash when switching to empty controller.
  • (720747) - Networking: Fixed Editor crashes on websocket disconnect.
  • (none) - Networking: Fix for server websocket crashing in release mode.
  • (721499) - Networking: Fix for 'aissp' error is thrown on the server side when a client disconnects.
  • (718824) - Networking: Fixed: UNET doesn't check message length correct.
  • (719672) - Networking: Fixed: User can create packet larger then defined in global config.
  • (718822) - Networking: Fixed: User can set MinThreadAwakeTimeout to 0
  • (none) - Networking: Support for UNet HLAPI on WebGL platform.
  • Added useWebSockets field to NetworkManager and NetworkServer. When this is checked, the system will listen for WebSocket connects instead of the normal UNet Transport layer connections. This allows WebGL clients to connect to the server.
  • Fixed DNS issues using UNet on WebGL platform.
  • Fixed HLAPI update pump function on WebGL platform.
  • (719296) - Physics: Fixed scaling of cars that had center of mass not at the Rigidbody's origin.
  • (717292) - Substance: Cached data written to disk by 32b and 64b players are now the same.
  • (716513) - Substance: Fewer texture computations should now occur at the end of an asset import, which speeds up material instance addition/deletion.
  • (none) - Substance: Fixed auto-setting of emissive-related properties when importing materials with emissive outputs.
  • (none) - Substance: Fixed inspector sluggishness when a lot of visibleIf expressions are present (B2M for instance).
  • (722757) - Substance: If unassigned, the _MainTex shader slot is now only auto-filled if nothing else was assigned to the current shader.
  • (none) - Substance: Re-importing a ProceduralMaterial should no longer cause its texture thumbnails to disappear.
  • (725995) - Substance: Runtime-instantiated ProceduralMaterials now update their own textures.
  • (697741) - Substance: Storage size is now correctly reported for ProceduralTextures.
  • (none) - Tizen: Deploying from Tizen SDK 2.3.1 is now supported.
  • (none) - Tizen: Fixed a bug preventing the system notification bar from working.
  • (none) - Tizen: Fixed an issue where the audio thread would still do work when an app was in the background or the device locked.
  • (729291) - Tizen: Fixed an issue with some keys on the software keyboard not working as expected.
  • (none) - Tizen: Hide the textfield cursor to match behavior of our other mobile platforms.
  • (729291) - Tizen: Resolved double keyboard input issue.
  • (none) - UI: Fix for multiple InputFields in a scene having a text being input in one field incorrectly changing the display of other fields while the keyboard is open.
  • (726093) - Universal Windows Apps: Assembly-CSharp projects are generated in subfolder so they wouldn't conflict with other projects in the root folder.
  • (726816) - Universal Windows Apps: AssemblyConverter will correctly find Windows.winmd file when patching assemblies.
  • (728025) - Universal Windows Apps: ReferenceRefwriter will correctly find *.winmd files from C:\Program Files (x86)\Windows Kits\10\References.
  • (none) - Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0. This should fix errors where same class is implemented both in WinRTLegacy.dll and System.*.dll .
  • (723821) - Unregister http request callbacks on WWW destruction.
  • (none) - WebRequest: Asset bundle loading.
  • (720416) - WebRequest: Some headers are missed in the response.
  • (710903) - Windows Phone 8: Fixed an issue affecting build and run for projects with spaces in their names.
  • (723973), (715315) - Windows Store: Correctly generate Visual Studio project when product name begins with number or contains symbols '(' or ')'.
  • (710668) - WSA/UWP: Fixed black screen when using Linear Color Space and Anti Aliasing.

New in Unity 5.2.1 (Sep 22, 2015)

  • Features:
  • iOS: iOS9 app slicing support.
  • iOS: iOS9 on demand resource support.
  • Improvements:
  • Android: On some devices Screen.dpi returns more accurate values.
  • Editor: Added progress bar while decrypting downloaded Asset Store packages.
  • Graphics: Added overloads to CommandBuffer.SetRenderTarget() to allow specifying a target mip level and cubemap face.
  • Improved ETC1 based policy for grouping of sprites on an atlas.
  • iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Added support for iPad launch screens
  • iOS: Exposed option in Player Settings to temporary disable Application Transport Security checks in iOS 9.0.
  • iOS: Now support access to iOS9 data assets within asset catalogs via virtual filesystem.
  • Networking: Added NetworkManager.UseExternalClient() function that allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). This was required to use custom NetworkConnection classes with connections made by the NetworkManager.
  • VR: Oculus: Upgraded to 0.7 dependencies.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
  • Fixes:
  • (711225) - 2D : Fixed memory leak when using Sprite object field in custom inspector.
  • (572545) - 2D: Clamp sprite pivot values (-100k to 100k) now instead of accepting any value (including infinity).
  • (722701) - Analytics: Fixed data dispatcher to send data after airplane mode is turned OFF on iOS.
  • (716159) - Android - Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering.
  • (710244) - Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity.
  • (705138) - Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (none) - Android: Removed some egl errors from the log when probing for GLES API level.
  • (717028) - Android: Fixed performance regression when using native rendering plugins.
  • (708088) - Animation: Fixed an issue whereby animation window was still recording when scene was saved.
  • (718709) - API Updater: Fixed crash in AssemblyUpdater when a type had methods with names starting with get_/set_ .
  • (679703) - Asset Loading: Now allow extension dlls to be imported outside of project folder.
  • (719416) - AssetBundle: Fixed the issue that sometimes several AssetBundles would have same internal name.
  • (722104) - Bug Reporter: Fixed email field not being saved on Windows 10.
  • (none) - D3D12: Fixed a crash when using compute buffers.
  • (none) - D3D: Fixed broken positioning of render when upscaling to native desktop resolution.
  • (715666) - D3D: Mouse coordinates no longer go out of bounds when upscaling to desktop resolution.
  • (713782) - Deployment Management: Fixed OSX non development players crash on startup.
  • (687656), (693423) - Editor: Added a printed warning to the gameview if there is no fullscreen camera present.
  • (none) - Editor: Fixed 'Access denied' error on Windows when trying to move readonly files.
  • (666743) - Editor: Fixed an issue where calling EditorWindow.GetWindow() too early could cause the editor to crash.
  • (705555) - Editor: Fixed A bug when opening new project threw "Moving file failed" dialog on Mac.
  • (719367) - Editor: Fixed scene view picking when in linear mode.
  • (725519) - Editor: Fixes crash when exiting play-mode with Alphabetical Sort enabled.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (701240) - Editor: Save correct quality settings when quitting Unity editor during the play mode.
  • (721563) - Editor: Slowdown in Project window with Unity 5.
  • (722655) - GI: Calculate atlas index offset correctly when snapshotting a scene.
  • (714050), (701937) - GI: Fixed the case where GI file not found errors were displayed when upgrading project to Unity 5.2.
  • (718263) - GI: Fixed a crash when moving reflections probes in GI visualisation views.
  • (none) - GI: Fixed loading a LightmapSnapshot.asset with realtime GI data. The issue was introduced in 5.2.0p1.
  • (720748) - Graphics: Fixed global shader property changes done from Light CommandBuffers not affecting later rendering (5.2 regression).
  • (719494) - Graphics: Fixed regression on GetNativeTextureID
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (702684) - IL2CPP: Allow il2cpp.exe to work if a '#' character is in the installation path.
  • (714759) - IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (723439) - IL2CPP: Corrected C++ code generation when a struct inherits from a generic interface.
  • (717058) - Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (661630), (690171) - IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent a used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (715013) - IL2CPP: Prevent the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly is used.
  • (674706) - IL2CPP: Allow GetCurrentProcess to work.
  • (none) - IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (690171) - IL2CPP: Corrected a KeyNotFoundException during code generation in the VTableBuilder.GetVirtualMethodTargetMethod method of il2cpp.exe.
  • (712470) - IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute
  • (712713) - IL2CPP: Ensure methods needed for enum arrays are converted.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712929) - IL2CPP: Fixed comparison to Epsilon.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (721329) - IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (676797) - IL2CPP: Implemented the IsTransparentProxy icall, which always returned false.
  • (710797), (705882) - IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (none) - iOS/IL2CPP: Completed the IPv6 implementation.
  • (723961) - iOS: Fixed append regression when certain splash screens are changed after initial build.
  • (704992) - iOS: Fixed path stripping when trailing characters are present
  • (707385) - iOS: Fixed touch screen keyboard when switching between single/multi line.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay
  • (none) - iOS: Fixed iOS 9 side by side multitasking. It will work only if target resolution is native and it's not being overridden via script.
  • (none) - iOS: Fixed multitasking snapshot creation.
  • (709943), (716625), (713488) - iOS: Fixed numerous issues on iOS7 related to restoring app from background.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (none) - iOS: Fixed WWW not reporting error in some cases (like no networking available).
  • (706367) - Lightmapping: Fixed lightmap UV generation to be identical across platforms.
  • (718896) - Mecanim: Allow SMB function call even when Animator is disabled but updated manually by user.
  • (717680) - Mecanim: Fixed a crash when reimporting animations used in an overridecontroller.
  • (722058) - Mecanim: Fixed a crash when setting an Override Controller with no controller to override.
  • (none) - Mecanim: Fixed memory leak with Animator.
  • (719292) - Mecanim: Fixed null reference when creating transition to an empty state machine.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - Mecanim: Fixes crash when having an OnStateMachineEnter on first eval.
  • (719156) - Networking: Fixed scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (708698) - OpenGL: Fixed OSX standalone crash
  • (719654) - OpenGL: Fixed shader compilation error when using GLSL precision qualifier.
  • (708072) - OpenGL: Fixed Unity shader compiler crash when compiling for OpenGL target.
  • (624081) - Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • (714872) - Particles: Fixed issue where moving emitters in the editor would cause them to emit their particles along a trajectory from their start position.
  • (none) - Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (721704) - Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
  • (718787) - Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • (716978) - Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped.
  • (699695) - Profiler: Show profiler statistics of manually rendered camera.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (717774) - Samsung TV: Fixed issue where Development builds would inappropriately report security errors.
  • (718017) - Samsung TV: Fixed issue where some textures would not display properly on 2013 TVs.
  • (none) - Scripting: GL.IssuePluginEvent(eventID) is now obsolete.
  • (724452) - Shaders: Fixed GrabPass missing game view viewport offset in the editor.
  • (716161) - Shaders: HLSL shader compilation fIxed floating point division by zero by initialising x components of surfIN members to 1.0.
  • (none) - SpritePacker: Prevent Sprite Packing called randomly due to bug in hash Generation.
  • (719252) - Tizen: Fixed crashes on launch of Tizen projects.
  • (none) - Tizen: Fixed Tizen Store certification errors.
  • (none) - Tizen: Implemented an API to retrieve the window handle.
  • (none) - Tizen: Improvements to error messages.
  • (719777) - UI: Fixed crash related to using multiple materials / submeshes on UI elements.
  • (721345), (722086) - UI: Fixed ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • (684885) - UI: Fixed issue where Selectables (image, toggle, etc) would hold a reference to a sprite when a new scene was loaded. This would lead to the sprite staying in memory even if the reference was not in the new scene.
  • (204016) - UI: RawImage component now uses the same vertex generation code as normal image components fixing a slight vertex offset error.
  • (716209) - Universal Windows Apps: Fixed crash in WebcamTexture.
  • (717274) - Universal Windows Apps: Fixed plugin processing.
  • (712699) - Universal Windows Apps: Splash screen is correctly resized with app window.
  • (715960) - Version Control: Do not use cached status for checking editability in VCS.
  • (none) - VisualStudio - Fixed a bug where VisualStudio could fail to open if it was busy while Unity was trying to open it.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (none) - VR: Fixed GearVR plugin issue. GearVR builds now render properly.
  • (722122) - VR: GearVR: Fixed gles20 rendering crash.
  • (none) - VR: Overall stability improved.
  • (716227) - Windows Phone 10: Fixed an issue whereby the touchscreen keyboard was not working.
  • (none) - Windows Phone: Fixed RuntimeInitializeOnLoad to support WP8.1.
  • (712688) - Windows Store Apps: App window is correctly activated with independent input source enabled.
  • (710903) - Windows Phone 8: Fixed an issue with build and run for projects with spaces in their names.
  • (720701) - Windows Store Apps: Fixed invalid IL code in UnityEngine.Networking.dll.
  • (none) - Windows Store Apps: UnityEngine.pdb file is installed along UnityEngine.dll.
  • (712019) - WSA/UWP: Hide D3D11 warning D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS.
  • Known Issues:
  • Scene view picking in linear color space does not work for DX11 in 2x MSAA (quality: fantastic). The workaround is to set quality to less than "fantastic". This issue will be fixed in a future patch release.

New in Unity 5.2.0 Patch 1 (Sep 18, 2015)

  • Features:
  • iOS: iOS9 app slicing support.
  • iOS: iOS9 on demand resource support.
  • Improvements:
  • Android: On some devices Screen.dpi returns more accurate values.
  • Editor: Added progress bar while decrypting downloaded Asset Store packages.
  • Graphics: Added overloads to CommandBuffer.SetRenderTarget() to allow specifying a target mip level and cubemap face.
  • Improved ETC1 based policy for grouping of sprites on an atlas.
  • iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Added support for iPad launch screens
  • iOS: Exposed option in Player Settings to temporary disable Application Transport Security checks in iOS 9.0.
  • iOS: Now support access to iOS9 data assets within asset catalogs via virtual filesystem.
  • Networking: Added NetworkManager.UseExternalClient() function that allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). This was required to use custom NetworkConnection classes with connections made by the NetworkManager.
  • VR: Oculus: Upgraded to 0.7 dependencies.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • Fixes:
  • (711225) - 2D : Fixed memory leak when using Sprite object field in custom inspector.
  • (572545) - 2D: Clamp sprite pivot values (-100k to 100k) now instead of accepting any value (including infinity).
  • (722701) - Analytics: Fixed data dispatcher to send data after airplane mode is turned OFF on iOS.
  • (716159) - Android - Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering.
  • (710244) - Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity.
  • (705138) - Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (none) - Android: Removed some egl errors from the log when probing for GLES API level.
  • (717028) - Android: Fixed performance regression when using native rendering plugins.
  • (708088) - Animation: Fixed an issue whereby animation window was still recording when scene was saved.
  • (718709) - API Updater: Fixed crash in AssemblyUpdater when a type had methods with names starting with get_/set_ .
  • (679703) - Asset Loading: Now allow extension dlls to be imported outside of project folder.
  • (719416) - AssetBundle: Fixed the issue that sometimes several AssetBundles would have same internal name.
  • (722104) - Bug Reporter: Fixed email field not being saved on Windows 10.
  • (none) - D3D12: Fixed a crash when using compute buffers.
  • (none) - D3D: Fixed broken positioning of render when upscaling to native desktop resolution.
  • (715666) - D3D: Mouse coordinates no longer go out of bounds when upscaling to desktop resolution.
  • (713782) - Deployment Management: Fixed OSX non development players crash on startup.
  • (687656), (693423) - Editor: Added a printed warning to the gameview if there is no fullscreen camera present.
  • (none) - Editor: Fixed 'Access denied' error on Windows when trying to move readonly files.
  • (666743) - Editor: Fixed an issue where calling EditorWindow.GetWindow() too early could cause the editor to crash.
  • (705555) - Editor: Fixed A bug when opening new project threw "Moving file failed" dialog on Mac.
  • (719367) - Editor: Fixed scene view picking when in linear mode.
  • (725519) - Editor: Fixes crash when exiting play-mode with Alphabetical Sort enabled.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (701240) - Editor: Save correct quality settings when quitting Unity editor during the play mode.
  • (721563) - Editor: Slowdown in Project window with Unity 5.
  • (722655) - GI: Calculate atlas index offset correctly when snapshotting a scene.
  • (714050), (701937) - GI: Fixed the case where GI file not found errors were displayed when upgrading project to Unity 5.2.
  • (718263) - GI: Fixed a crash when moving reflections probes in GI visualisation views.
  • (720748) - Graphics: Fixed global shader property changes done from Light CommandBuffers not affecting later rendering (5.2 regression).
  • (719494) - Graphics: Fixed regression on GetNativeTextureID
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (702684) - IL2CPP: Allow il2cpp.exe to work if a '#' character is in the installation path.
  • (714759) - IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (723439) - IL2CPP: Corrected C++ code generation when a struct inherits from a generic interface.
  • (717058) - Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (661630), (690171) - IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent a used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (715013) - IL2CPP: Prevent the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly is used.
  • (674706) - IL2CPP: Allow GetCurrentProcess to work.
  • (none) - IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (690171) - IL2CPP: Corrected a KeyNotFoundException during code generation in the VTableBuilder.GetVirtualMethodTargetMethod method of il2cpp.exe.
  • (712470) - IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute
  • (712713) - IL2CPP: Ensure methods needed for enum arrays are converted.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712929) - IL2CPP: Fixed comparison to Epsilon.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (721329) - IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (676797) - IL2CPP: Implemented the IsTransparentProxy icall, which always returned false.
  • (710797), (705882) - IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (none) - iOS/IL2CPP: Completed the IPv6 implementation.
  • (723961) - iOS: Fixed append regression when certain splash screens are changed after initial build.
  • (704992) - iOS: Fixed path stripping when trailing characters are present
  • (707385) - iOS: Fixed touch screen keyboard when switching between single/multi line.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay
  • (none) - iOS: Fixed iOS 9 side by side multitasking. It will work only if target resolution is native and it's not being overridden via script.
  • (none) - iOS: Fixed multitasking snapshot creation.
  • (709943), (716625), (713488) - iOS: Fixed numerous issues on iOS7 related to restoring app from background.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (none) - iOS: Fixed WWW not reporting error in some cases (like no networking available).
  • (706367) - Lightmapping: Fixed lightmap UV generation to be identical across platforms.
  • (718896) - Mecanim: Allow SMB function call even when Animator is disabled but updated manually by user.
  • (717680) - Mecanim: Fixed a crash when reimporting animations used in an overridecontroller.
  • (722058) - Mecanim: Fixed a crash when setting an Override Controller with no controller to override.
  • (none) - Mecanim: Fixed memory leak with Animator.
  • (719292) - Mecanim: Fixed null reference when creating transition to an empty state machine.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - Mecanim: Fixes crash when having an OnStateMachineEnter on first eval.
  • (719156) - Networking: Fixed scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (708698) - OpenGL: Fixed OSX standalone crash
  • (719654) - OpenGL: Fixed shader compilation error when using GLSL precision qualifier.
  • (708072) - OpenGL: Fixed Unity shader compiler crash when compiling for OpenGL target.
  • (624081) - Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • (714872) - Particles: Fixed issue where moving emitters in the editor would cause them to emit their particles along a trajectory from their start position.
  • (none) - Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (721704) - Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
  • (718787) - Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • (716978) - Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped.
  • (699695) - Profiler: Show profiler statistics of manually rendered camera.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (717774) - Samsung TV: Fixed issue where Development builds would inappropriately report security errors.
  • (718017) - Samsung TV: Fixed issue where some textures would not display properly on 2013 TVs.
  • (none) - Scripting: GL.IssuePluginEvent(eventID) is now obsolete.
  • (724452) - Shaders: Fixed GrabPass missing game view viewport offset in the editor.
  • (716161) - Shaders: HLSL shader compilation fIxed floating point division by zero by initialising x components of surfIN members to 1.0.
  • (none) - SpritePacker: Prevent Sprite Packing called randomly due to bug in hash Generation.
  • (719252) - Tizen: Fixed crashes on launch of Tizen projects.
  • (none) - Tizen: Fixed Tizen Store certification errors.
  • (none) - Tizen: Implemented an API to retrieve the window handle.
  • (none) - Tizen: Improvements to error messages.
  • (719777) - UI: Fixed crash related to using multiple materials / submeshes on UI elements.
  • (721345), (722086) - UI: Fixed ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • (684885) - UI: Fixed issue where Selectables (image, toggle, etc) would hold a reference to a sprite when a new scene was loaded. This would lead to the sprite staying in memory even if the reference was not in the new scene.
  • (204016) - UI: RawImage component now uses the same vertex generation code as normal image components fixing a slight vertex offset error.
  • (716209) - Universal Windows Apps: Fixed crash in WebcamTexture.
  • (717274) - Universal Windows Apps: Fixed plugin processing.
  • (712699) - Universal Windows Apps: Splash screen is correctly resized with app window.
  • (715960) - Version Control: Do not use cached status for checking editability in VCS.
  • (none) - VisualStudio - Fixed a bug where VisualStudio could fail to open if it was busy while Unity was trying to open it.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (722122) - VR: GearVR: Fixed gles20 rendering crash.
  • (none) - VR: Overall stability improved.
  • (716227) - Windows Phone 10: Fixed an issue whereby the touchscreen keyboard was not working.
  • (none) - Windows Phone: Fixed RuntimeInitializeOnLoad to support WP8.1.
  • (712688) - Windows Store Apps: App window is correctly activated with independent input source enabled.
  • (710903) - Windows Phone 8: Fixed an issue with build and run for projects with spaces in their names.
  • (720701) - Windows Store Apps: Fixed invalid IL code in UnityEngine.Networking.dll.
  • (none) - Windows Store Apps: UnityEngine.pdb file is installed along UnityEngine.dll.
  • (712019) - WSA/UWP: Hide D3D11 warning D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS.
  • Known Issues:
  • Scene view picking in linear color space does not work for DX11 in 2x MSAA (quality: fantastic). The workaround is to set quality to less than "fantastic". This issue will be fixed in a future patch release.
  • GI: Loading a LightmapSnapshot.asset with realtime GI data will not work if the cache doesn't have the needed files as well. It's then unlikely that such an asset will work on machines other than the one used for building the lighting.

New in Unity 5.1.3 Patch 3 (Sep 11, 2015)

  • Fixes:
  • (721563) - Editor: Fixed: Slowdown in Project window with Unity 5.
  • (722983) - Fixed broken positioning of render when upscaling to native desktop resolution in full screen mode (Direct3D 9 and Direct3D 11).
  • (708072) - Fixed Unity shader compiler crash when compiling for OpenGL target.
  • (723439) - IL2CPP: Correct C++ code generation when a struct inherits from a generic interface.
  • (721329) - IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (715013) - IL2CPP: Prevented the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly was used.
  • (none) - iOS/IL2CPP: Complete the IPv6 implementation.
  • (723961) - iOS: Fixed append regression when splash screens are changed in certain ways after initial build.
  • (718387), (720698) - iOS: iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (706367) - Lightmapping: Fixed lightmap UV generation to be identical across platforms.
  • (721174) - Mecanim: Fixed a rare crash occurring while a new level is been loaded with some StateMachineBehaviour referencing a prefab that could lead to a prefab corruption.
  • (721704) - Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
  • (718787) - Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • (none) - SpritePacker: Prevented Sprite Packing called randomly due to bug in hash Generation.

New in Unity 5.2.0 (Sep 8, 2015)

  • Known issues:
  • We are doing something new by giving more prominence to known issues and the upcoming patch release in which we expect to fix them. So, while the known issue list might look a bit longer, we're doing this to provide transparency and to increase the amount of information you get about our development process.
  • 2D: Sprite pivot values currently clamped to 0..1, will be extended to larger values in 5.2.0p1
  • Connect: 'Go to Dashboard' link for Multiplayer leads to Cloud Build
  • Editor: Crash when using injecting proxies (e.g. Lavasoft's webcompanion, Astrill, Qustodio) 713828
  • Editor: Incorrectly reports native plugin collision, even if only one native plugin exists
  • Game input in the Mac Editor may not work after opening a new project. This happens after getting a dialog saying “Moving File Failed”. To work around this issue, close and open the editor. The fix will be in 5.2.0p1 705555
  • Mac: Input system such as mouse click events or key press events stop working when multiple projects are opened. The fix will be in 5.2.0p1 716221
  • Layout elements under a ScrollRect component may not work properly. As a workaround a setup can be used where the Content is not a direct child of the ScrollRect but has an intermediary View object in between (the default setup from 5.2 onwards). The fix will be in a patch release
  • Editor: Scene view picking in linear color space does not work for DX11 when MSAA is used (quality: fantastic). Workaround: Use gamma color space, turn off MSAA or switch to DX9. This will be fixed in 5.2.0p1
  • Version Control: Perforce "Moving file failed" message appears when close project, fixed in 5.2.0p1
  • Windows Phone: Solution build fails when product name has non-alphanumeric characters
  • Windows Phone 10: Virtual keyboard doesn't work for UWP apps, will be fixed in 5.2.0p1
  • Windows Store Apps: audio is buggy on Windows 10, will be fixed in 5.2.0p1
  • Universal Windows Platform: Unity C# option doesn't work correctly for Windows 10 Universal apps, will be fixed in 5.2.0p1
  • Windows Store Apps: webcam is crashing on Windows 10, will be fixed in 5.2.0p1
  • VR / Oculus Windows: Linear lighting and MSAA crashes. Must use gamma, no MSAA until 5.2.0p1
  • VR / Oculus Windows: HMD not rendering after reconnect on Win10 with runtime 0.7
  • VR / Oculus Mac: No image to HMD. No workaround until 5.2.0p1
  • VR / Gear VR: Crash with OpenGL ES 2.0. Must use OpenGL ES 3.0 until 5.2.0p1
  • Tizen: Applications currently crash on launch. Will be fixed in a patch-release
  • Tizen: Applications will be rejected by the Tizen Store. Will be fixed in a patch-release
  • Features:
  • 2D: Ability to rotate sprites while Sprite Packing to save atlas space
  • Android: Experimental support for IL2CPP scripting backend
  • Android: Audio - Enable OpenSL fast path for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two RGB parts (second part containing alpha information as a grayscale) and combined in the shader. The option can be set on a per texture level, which affects the final atlas the texture lands in
  • Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script. The following curves will be able to be set at runtime: Volume Rolloff, Spatial Blend (2D / 3D), Reverb Zone Mix, Spread, LowPass Filter Cutoff Frequency
  • Audio: Spatialization API for audio plugins, see (SDK and example)[https://bitbucket.org/Unity-Technologies/nativeaudioplugins]
  • Cloud Services: Access control list support
  • Core: Application.UnloadLevel. Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets() to actually unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjunction with Lightmapping.BakeMultipleLevels()
  • Graphics: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed description
  • Mecanim: Playable API. Supports creating Animation blending graphs at runtime, providing the capacity to have full control over the AnimationClips and AnimationControllers played by the engine.
  • Mecanim: 3ds Max Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no “Triangle Pelvis” and using default naming are supported
  • Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3ds Max Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes together, which can be loaded additively. Data is automatically split on bake per scene
  • Plugins: Expanded low-level graphics plugin API
  • Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
  • Performance: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup. Sorting of the renderable objects is now multithreaded too
  • Performance: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame
  • Performance: Particle rendering optimizations (especially for VR), with speed improvements varying from 15% to 50% depending on geometry type
  • Performance: Rendering on Linux uses the same main+render thread setup as on other platforms
  • Performance: UI now uses multithreaded batching & geometry generation backend. This leads to a performance increase of up 4x in our stress test scenes
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Expose impulse applied at contact (see Collision.impulse)
  • Physics: Support scaling of vehicles
  • Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller. MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too). Behave more consistently across platforms (specular highlights and light attenuation was slightly different before). Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore. However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the previous stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance
  • UI: Dropdown control. The Dropdown can be used to let the user choose a single option from a list of options. description
  • UI: New Scroll View menu item and improved support in ScrollRect component for scrollbars.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
  • Windows Store Apps: Universal Windows Platform app (Windows 10) support
  • Changes:
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views
  • Editor: Remove legacy Mac OS X corner window resize behaviour
  • GI: Set default BounceScale to 1
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from Mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions
  • Particles: Particle geometry is generated in world space now (used to be in view space before). If you have custom particle shaders that relied on view space positions coming in, you will need to change them
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details
  • Scripting: Removed hexadecimal color string support from Color and replaced with ColorUtility
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Windows Store Apps: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version
  • Improvements:
  • 2D Improvements
  • Allow sprites to be dragged into scene view in 3d mode. Add temp GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • Frame selected command (F) now works in the sprite editor window for the selected sprite rect
  • Implement undo functionality for sprite editor window's slice menu
  • New grid slicing method that uses column and row count
  • Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle
  • Provide a custom pivot field in the slicing menu for the sprite editor window
  • Editor Improvements
  • Added RunOpenPanelWithFilters API
  • Better error message when "The classes in the module cannot be loaded" is thrown
  • Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector
  • Improved Export Package window (now uses a proper tree view)
  • Improved shader inspector performance when there are many errors shown
  • Make sure ObjectField and Object Selector shows icons for game objects and prefabs
  • More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader)
  • Selection.selectionChange callback triggered when selection changes
  • Show proper cubemap preview instead of icon in large preview ObjectField
  • When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode
  • Graphics, Lightmapping and Shader Improvements
  • GI: Added progress bar for GI Cache -> Clean Cache progress status
  • GI: Allow ambient intensity higher than 1
  • GI: Size of the last lightmap is now reduced to pack the instances more tightly and not waste space
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Added CommandBuffer.IssuePluginEvent to allow invoking native code plugin from a command buffer
  • Graphics: Added Cubemap.mipmapCount
  • Graphics: Implemented object naming for D3D11, so textures and meshes will pick up the correct name in external graphics debuggers (e.g. RenderDoc, NSight etc.)
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off
  • Graphics: New GL.IssuePluginEvent override allows invoking a specific callback in a specific native plugin
  • Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA
  • Image Effects: Added option to disable 'no fog on skybox pixels' behaviour in GlobalFog effect
  • OpenGL: Added -force-clamped argument that prevents use of all available extensions when used together with -force-glcoreXX or -force-glesXX
  • OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes)
  • Shaders: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer
  • Shaders: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified
  • Shaders: Now #pragma skip_variants skips user variants as well
  • Shaders: Procedural Skybox shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality
  • Shaders: Make it possible to use UNITY_SAMPLE_SHADOW macros when SHADOWS_NATIVE keyword is not explicitly defined
  • Mecanim Improvements
  • Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs
  • Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier
  • Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods
  • Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector
  • Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent
  • Alt-drag works in BlendTree graph view now
  • BlendTree API publishes useAutomaticThresholds
  • Can create new clip from selected clip/take in Animation importer
  • Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend
  • Expose Animator.IsInitialized in scripting API
  • Fixing empty State Machine Behaviour after compilation error
  • Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report
  • Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger
  • Improved display of transition previewer
  • Improved Humanoid animation jitters (Humanoid Oversampling). For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used. Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size
  • Renaming Animator parameters updates transitions using those parameters
  • Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower
  • SetBoneLocalRotation. Animator.SetBoneLocalRotation let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation
  • Zooming on sprite editor window’s texture will zoom towards mouse cursor
  • Networking Improvements
  • Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready
  • Added support for client-side authority for non-player objects. The new function NetworkServer.SpawnWithClientAuthority allows authority to be assigned to a client by its connection when an object is created
  • Networking: Added support for network [Command] calls from non-player objects with authority on a client
  • Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allows Unity games on a local network to find each other
  • Terrain Improvements
  • A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • Deferred and legacy deferred rendering paths work again with Terrain
  • Made it easier to work with height maps created by World Machine. The default value of Byte Order option is now Windows (little endian). Added an option to vertically flip the height map when importing or exporting a raw file
  • Now 4097x4097 raw heightmap can be imported
  • Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs
  • SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler
  • SpeedTree: Now shader has less variants due to the merge of some geometry types
  • Trees painted on the terrain now are scaled by the prototype's transform scaling
  • Other Improvements
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444
  • Audio: Improved preview rendering of audio clips, especially for clips that are very short
  • Audio: Improved inspector of AudioMixer performance parameters
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is
  • Fonts: CharacterInfo properties are now writeable
  • iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints
  • iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints
  • iOS/IL2CPP: Improve conversion time of IL2CPP, especially in generics heavy code
  • iOS: Added build number to Player Settings
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • iOS: Added support of asset tags and folder references to the Xcode API
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Physics: Now you can set negative WheelCollider.forceAppPointDistance. This allows to adjust forceAppPointDistance in order to have suspension and tire forces applied at the wheel base
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (scripts will be auto-updated)
  • Scripting: Application.isShowingSplashScreen checks if Unity is currently showing a splash screen
  • Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players
  • Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation
  • Substance: Feature parity with Substance Designer 5.1
  • Substance: Runtime generation of procedural materials is now supported on PS4 and XboxOne consoles
  • TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2D culling API
  • UI: Added support for EventType.ExecuteCommand "SelectAll" to InputField so that it works in the Editor
  • UI: Added underloaded function call for RectTransformUntility.RectangleContainsScreenPoint so a camera is not required
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity 5
  • Version Control: Bottom most version control info bar in inspector shows separate state for meta file if different from asset
  • Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • Version Control: Reduce unnecessary checkouts
  • WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • WebGL: Resolution set in HTML file will no longer be overridden by PlayerSettings
  • Windows Store Apps/Phone 8.1/Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols
  • Windows Store Apps/Phone 8.1/Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files
  • Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • Windows Store Apps: supported orientations are now populated to manifest
  • Windows Store/Phone will now show animated Unity splashscreen instead of the static one
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery
  • Fixes
  • 2D Fixes
  • After applying settings in sprite editor window, deselect any sprite rect.
  • Apply active color space onto texture in sprite editor.
  • Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo.
  • Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor.
  • Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • Fix NullReferenceException when creating a new sceneview
  • Fix pointer enter/exit detection order with sorting layers
  • Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • Increase responsiveness of Sprite Editor in Mac OS X
  • Materials become transparent because of improper re-setting of material
  • Non-sprite textures will display in sprite editor window with no options
  • Quit 2D collider editing mode when user reset the collider component
  • Reimport texture if texture importer is reset
  • Remove a sprite rect if the selected sprite rect is empty when trimmed
  • Replaced assert with warning message to multiple materials in SpriteRenderer
  • Set correct zoom values for zoom bar in SpriteUtilityWindow
  • Set SpriteRenderer to dirty when color is set
  • Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • Sprite Packer no longer packs Truecolor sprites into the same Atlas if other format settings are different
  • Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • Android Fixes
  • Android: Added API level 22 to the minSdk list
  • Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • Android: Buildpipe - Fixed assets folders in aar files
  • Android: Fixed ATC texture compression for RGBA textures
  • Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • Android: JNI - fixed long data type
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: WWW - report HTTP status and response in case of failure
  • Editor Fixes
  • Animation Window: Animated particle properties are now show up in red in Inspector
  • Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • Animation Window: Animation curve now updates after changing controller
  • Animation Window: Ctrl+A now selects all keys and properties
  • Animation Window: Highlight is now blue when selecting all properties from animation window
  • Animation Window: It’s now possible to move current time before the first key
  • Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • Automatically checkout ProjectSettings/ProjectVersion.txt if needed
  • Avoid division by zero in zero-sized SphereCollider
  • Avoid locking when framing terrain
  • Camera lock keeps working when dragging outside the scene view window
  • Clear old main menus on Windows
  • Dirty materials when fixing HDR texture to ensure previews are updated
  • Ensure selected asset is revealed in project browser when changing layout
  • Fix asset store preview blinking in the project browser
  • Fix camera frustum gizmo not properly showing custom projection matrices
  • Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • Fix caret not moving in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • Fix crash when deleting an object from a prefab instance where the prefab asset is missing
  • Fix creating a script from the right click menu throws "Rename not started" error
  • Fix creating new assets after deletion of assets would throw error
  • Fix Cursor flickering in editor while play testing if cursor.visible = false
  • Fix Cursor.visible not working until the game view is focused
  • Fix disabled scrollbar in lighting window lightmaps tab
  • Fix error when renaming items in project and hierarchy views
  • Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • Fix icons in Project Browser 'jumping' when changing view
  • Fix IMGUI brightness on GameView when in Linear color space
  • Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview
  • Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • Fix non character keys being mixed up with character keys on shortcuts
  • Fix not being able to focus tabs after changing "Output" on Audio Source
  • Fix occasional recycle bin bypassing when deleting assets on Windows
  • Fix popped out container window not able to move when two editor windows are stacked one above/next to the other
  • Fix possible data loss on Windows when renaming folder with locked files
  • Fix rare case of invalid folder path shown in the Project Browser
  • Fix scene view window still being tinted in playmode when an overlay was active
  • Fix scene's GI is not updated after building AssetBundle or opening the same scene
  • Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units
  • Fixed Gradient not updating when an Undo is performed
  • Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout
  • Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode
  • Fixed Scene View camera moving slightly while holding down right mouse button
  • In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused
  • Make sure GUISkin.current is set to GameSkin before invoking any user script
  • Scene view picking works when selection base object isn't under the mouse position
  • Terrain editor hotkeys no longer conflict with text field input
  • Graphics, Lightmapping and Shader Fixes
  • GI: Ambient GI value not changing based on disabled realtime/baked GI
  • GI: Fix crash following lighting builds in GetSystemTexture
  • GI: Fixed bake getting stuck on some terrains
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps
  • GI: Fixed radiosity core corruption error when baking lightmap
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps
  • GI: Lightmap snapshot gets cleared when clearing GI Cache
  • Graphics: Crunch texture compression support for 8192x8192 textures (64-bit editor builds only)
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer
  • Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed crash while using -force-gles on Mac OS X
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles
  • Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial
  • Graphics: Fixed MSAA initialization on older Android devices which only support multisampled_render_to_texture
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • OpenGL core: Fixed crash when using -force-glcore on Mac OS X where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Gracefully fallback to D3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • OpenGL ES: Fixed Fire HD development player crash
  • OpenGL ES: Fixed crash with dynamic batching of empty meshes
  • OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA
  • OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues
  • Particles: Fixed culling issues when particles are set from script
  • Particles: Fixed curve editor preview not updating after undo
  • Particles: Fixed Limit Velocity over Lifetime being framerate-dependent
  • Particles: Fixed prewarming performance problems
  • Particles: Fixed some spawn parameters not being random enough
  • Particles: Fixed StartDelay not working from script
  • Particles: Fixed sub-emitters sometimes not firing
  • Particles: Fixed various crashes
  • Shaders: Fixed some cases of objects with unsupported shaders not rendering at all (instead of rendering in pink)
  • Shaders: Fixed some loop constructs being translated wrongly for GLSL/Metal
  • Mecanim Fixes
  • Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • Do not activate runtime State parameter on parameter rename
  • Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool
  • Fixed a bug where it would not be possible to animate the second material on a meshrenderer
  • Fixed a bug where the lock button on the Animator Window would reset after play mode
  • Fixed a case where going to play mode would prevent undo operations from being pushed
  • Fixed an editor performance issue with large blend trees
  • Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x
  • Fixed an undo error in the blend tree inspector
  • Fixed an undo related crash
  • Fixed Animator.speed set in Start() not working
  • Fixed asserts with empty controller
  • Fixed Asset Store preview of Humanoid character
  • Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector
  • Fixed broken BlendTree slider with some BlendTree configuration
  • Fixed broken BlendTrees with identical negative blend values
  • Fixed changing controller files on disk not reloading BlendTree editor correctly
  • Fixed crash when building AnimatorController with empty layer
  • Fixed crash when calling SampleAnimation outside of the editor
  • Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrideController
  • Fixed crash when importing some FBX files
  • Fixed crash when loading scene in playmode with an asset bundle containing a controller
  • Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors
  • Fixed cutting a clip in FBX importer messing up other clips
  • Fixed display of transition pivot curves
  • Fixed false binding error on rig with Optimized Hierarchy On
  • Fixed GetStateMachineTransitions leaking memory
  • Fixed OnStateMachineEnter/Exit not being called on layers
  • Fixed renaming of states after exiting play mode
  • Fixed rotating view with mouse in the Avatar Configure Tool
  • Fixed runtime optimize/deoptimize hierarchy of GameObject
  • Fixed scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree
  • Fixed sub-statemachine naming scheme
  • Fixed synced timing UI for additive layers
  • Fixed synchronization issue when you have both Animator's parameter window open
  • Fixed Transition interruption in destination State ExitTime
  • Fixed transition list temporarily loses its values on Editor re-compile
  • Fixed Transition Previewer handle manipulation
  • Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent
  • Removed Abstract StateMachineBehaviours from the list offered to users
  • Removed invalid multiple preview from the ModelImporter Animation sub-editor
  • Physics Fixes
  • Don't create PhysX shapes for disabled terrains
  • Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script
  • Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled
  • Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint
  • Fix wheel collider applying the inertia tensor rotation the wrong way
  • Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods
  • Remove invalid tire contact shapes from the vehicles queries cache up on collider deactivation
  • Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers
  • Reset query filters when removing wheels, to stay on the safe side as PhysX can actually run queries of almost zero length for disabled wheels
  • Scripting, Mono and IL2CPP Fixes
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'"
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on Mac OS X
  • Mono: Fix Unity crash when detecting recursive type definition
  • Mono: Fixed issue with default property values and object initializers
  • Prefs: Show "MonoDevelop Solution Properties" whenever an external MonoDevelop or XamarinStudio is selected
  • Serialization: Fix crash when selecting "Scripting Backend" option in Other Settings
  • Serialization: Fixed not being able to serialize a field called "Base"
  • UI Fixes
  • Allow UI elements to render in overlay mode even if they don't have a shader that requires lighting
  • Disallowed InputFields with ContentType Password from copying text to the clipboard
  • Ensured that the parent canvas sorting layer/order is used unless override sorting is specified
  • Fix issue with UI stencil breaking in editor due to materials that were deleted being passed through to the render pipeline
  • Fixed dropdown editor not working due to bad file name
  • Fixed issue with text not showing properly after certain edit operations in InputField
  • Force children canvas to use the parent canvas matrix such that distance sorting is not applied
  • Only call PointerDrop callback if we have begun a pointer drag
  • Stop disabled graphics from blocking raycasts
  • Stop OnValidate being called at inappropriate times for UI elements
  • Update the Canvas RectTransform after LateUpdate to catch any Canvas camera positioning changes
  • When overriding sorting ensure to calculate the bounds using the generated mesh of the correct sub Canvas
  • WebGL Fixes
  • Correctly return errors on WWW downloads for invalid URLs
  • Fix iframe gaining focus when clicking on WebGL canvas
  • Fix Standard shader usage in Safari
  • Fixed DXT5 decompressor which resulted in slightly imperfect textures
  • Make AudioClip.Create print an error when used with the stream option in WebGL
  • Make AudioMixer work for controlling volume
  • Make Directory.Create and Directory.GetCurrent work correctly
  • Make state created in Application.ExternalEval persistent between calls, like in the web player
  • Make sure WebGL builds will not require any calls to JavaScript "eval" to run, as that is not permitted in some environments
  • Normalize scroll wheel inputs to give more consistent results
  • Remove non-functional icon settings from WebGL build settings
  • When Application.runInBackground is enabled, run the WebGL update loop at least once a second, even when the tab is not visible
  • Other Fixes
  • AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name
  • AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed
  • AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles
  • AssetBundle: Fixed issue that AssetBundleManifest.GetAssetBundleHash() returns wrong hash
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name
  • AssetBundle: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script
  • Audio: Fixed occasional crash at editor shutdown
  • Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started
  • Audio: Fixed some memory leaks
  • Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling
  • Audio: Now able to import from 32 bit fixed point and big-endian AIFF audio files
  • Audio: Transition to null snapshot in AudioMixer was crashing editor
  • Core: Enabled SSE2 optimizations on 64 bit OS X builds
  • Core: Fixed hang when passing large arrays to the Undo system
  • Core: Fixed several memory leaks when running standalone players with -batchmode
  • Core: References to "Resources/unity_builtin_extra" should get preloaded
  • Home: Go to Accounts and Manage Organizations now authenticate you before opening Accounts page
  • Home: Fixed stay on “connecting” window if there’s no internet connection
  • Importing: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • Importing: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with smooth edges enabled
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • iOS: Don't fail fatally when Unity Xcode plugin can't be installed
  • iOS: Fixed stripping of GameCenter social platform
  • iOS: Fixed value of InputField.text when another field is being edited with keyboard
  • iOS: Xcode 7 build failures worked around by disabling Bitcode. Bitcode support will come later
  • Linux: Fix button down reports when querying any joystick and multiple joysticks are connected
  • Linux: Make window size locking more Window Manager-agnostic
  • Networking: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • Networking: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • Networking: Fixed NetworkServer.Spawn failing silently when the server is not active
  • Networking: Fixed NetworkServer.Unspawn not allowing objects to re-spawned
  • Networking: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • Networking: Fixed incorrect serialization of some 64 bit numbers
  • Networking: Fixed NetworkTransform cause corruption of SyncVars on other scripts
  • Networking: Fixed NetworkTransform not updating if only velocity has changed
  • Networking: NetworkTransform not syncing character controller rotation when not moving.
  • OS X Standalone: Fixed fullscreen mode
  • OS X Editor: Fix RunOpenPanel() with extension non-empty filter
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll"
  • Substance: Fix memory leak in the Editor
  • Substance: Fix Resources.Load() and Resources.LoadAll() not waiting for ProceduralTexture generation completion before returning
  • Substance: Fixed caching-related regression where the cache would neither be read at startup nor written afterwards
  • Substance: Improved the handling of input groups in the inspector (a single group can no longer be split into several input groups)
  • Substance: It is no longer possible to change the size of a Substance asset that was published with a fixed size, a warning is displayed in the inspector instead
  • Terrain: Fixed crash after baking navmesh if there are LOD trees painted
  • Terrain: Fixed crash when reimporting a billboard asset
  • Terrain: Fixed crash when reimporting the prefabs that are selected as tree prototypes on an active terrain
  • Terrain: Fixed incorrect lighting effect on grass when rendered in deferred path
  • Terrain: Fixed occasional editor error message when a terrain is selected
  • Terrain: Fixed rendering artifacts with Tree Creator trees in deferred rendering paths
  • Version Control: Allow adding a new file under the name of a deleted file even if the deletion hasn't been committed
  • Version Control: Correct overlays for assets where .meta files are out of sync with their assets
  • Version Control: Grey out outgoing changeset 'delete empty changeset' context menu item when changeset is not empty
  • Windows Phone 8.1: Fix simulator build
  • Windows Phone 8.1: OnApplicationFocus and OnApplicationPause will be called now, same as on other mobile platforms
  • Windows Phone 8: Fixed corrupted display resolution when screen is rotated in Landscape mode
  • Windows Phone 8: Global shader parameters will be correctly reset when the application is resumed
  • Windows Phone: Anisotropic texture filtering works now
  • Windows Phone: Do not show Portrait Upside Down option in player settings (both 8.0 & 8.1)
  • Windows Phone: Fix SerializationWeaver failure when using enums from .NET framework
  • Windows Store Apps/Phone: AvatarBuilder.BuildHumanAvatar should work correctly now
  • Windows Store Apps/Phone: Fix build when native plugin uses collection interfaces with nested generic parameters
  • Windows Store Apps/Phone: Fixed Input.gyro.useracceleration to not include gravity.
  • Windows Store Apps: Application will correctly change its resolution when you change display resolution
  • Windows Store Apps: Fix a memory leak which happened on quality settings change
  • Windows Store Apps: Fix build for editor using Universal SDK
  • Windows Store Apps: Fixed framerate drop when "Low Latency Presentation API" is enabled
  • Windows Store Apps: Set orientation from player settings on startup
  • Windows Store Apps: Support JPEG files for visual assets
  • Windows: Fixed window size when switching back from fullscreen
  • WinRT: Fixed Networking sometimes throwing NotImplementedException
  • XboxOne: Fixed the "EditorOnlyPlayerSettings property not initialized" error

New in Unity 5.1.3 Patch 2 (Sep 5, 2015)

  • Improvement:
  • Added progress bar while decrypting downloaded Asset Store packages.
  • iOS: Added support for iPad launch screens.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • Fixes:
  • (none) - Analytics: Fixed Android READ_PHONE_STATE permission issue.
  • (699455) - Android: On some devices Screen.dpi returns more accurate values now.
  • (671844), (676419), (694332), (702955), (713785), (714013) - Direct3D 11: Fixes an occasional crash on exit related to Direct3D 11 libraries. It usually happened when Nvidia drivers were involved and "d3d11.dll_unloaded" was found in error reports.
  • (707328) - Editor: Fixed shader GUI error in console when importing a package.
  • (704016) - Editor: Made sure blendShapes normals are not imported if None is set in Import Setting.
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent an used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay.
  • (720016) - iOS: Fixed WWW not reporting error in some cases.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (706040) - TreeEditor: Fixed the broken UI regression.
  • (none) - UI: Fixed API breaking change where GetMousePointerEventData required a parameter.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (721198) - VR: Fixed renderscale regression. Renderscale now functions correctly on GearVR.
  • (none) - VR: Overall stability improved.
  • (none) - Xbox One: Fixed compute shaders on Xbox One.

New in Unity 5.1.3 Patch 1 (Aug 27, 2015)

  • Fixes:
  • (710044) - Android: Fix for physics performance spikes on ARM big.LITTLE devices.
  • (717028) - Android: Fix for rendering performance regression when using the low-level native plugin interface.
  • (718243) - AssetBundles: Fix to properly compute the hash value associated to an asset bundle based on the target platform.
  • (717058) - iOS/Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (712929) - iOS/IL2CPP: Fixed the comparison to Epsilon.
  • (661630) , (690171) - iOS/IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (701951) - iOS: Added support for Xcode 6.4.0.
  • (708506) - iOS: Added work around mod_pbxproj.py issues with Xcode projects generated by Unity.
  • (719156) - Networking: Fix for scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (718886) - OSX: Fixed startup crash with Mono.
  • (682891), (694906), 707865) - Physics: Fixed crashes caused by wheel collider.
  • (719328) - WebGL: Fixed "sanity check error" build failure on Windows.
  • Known Issue:
  • Building for the WebPlayer target may fail with the error: 'MethodAccessException: Attempt to access a private/protected method failed.'

New in Unity 5.1.3 (Aug 24, 2015)

  • Features:
  • Tizen: Static splash screens are now supported.
  • Improvements:
  • Android: Added support for real 16bit RGB565 backbuffer.
  • iOS: Make WWW.text to actually contain error response in case of non-200 status.
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
  • WebGL: Added WebGLInput.captureAllKeyboardInput API to allow web page content to get keyboard input.
  • Changes:
  • BlackBerry: SystemInfo.deviceModel now returns a useful model string value instead of a hexadecimal number.
  • Samsung TV: Users are now able to set the system language via SamsungTV.SetSystemLanguage. Users will need to fetch the system language via Samsung's GSP API plugin.
  • Windows Standalone: Player exe is no longer signed, icon and version modifications will no longer have digital signature errors.
  • Xbox One: Unity is now built using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • (709326) - 2D: Fixed spriteRenderer overwriting materials for objects in case of multiple selection.
  • (707880) - 2D: Prevent all editing in Sprite Editor Window during play mode.
  • (none) - Android: Audio - Fixed CPU consumption by FMODAudioDevice thread on GearVR.
  • (none) - Android: Fixed call to ES API without current context.
  • (701873) - Android: Fixed performance regression in Resources.Load.
  • (703999) - Android: Fixed texture compression setting for RGBA textures.
  • (694503) - Asset Loading: Fixed missing references when scene is loaded from an asset bundle which contains multiple scenes.
  • (707079) - AssetBundle: Fixed the crash when a scriptable object is referenced from the scene.
  • (683134) - AssetBundle: Fixed the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • (670282) - BlackBerry: Fixed crash that would happen with some projects on the Passport after consecutive runs.
  • (704009) - BlackBerry: Fixed crash when using Development builds on the STL-001 device.
  • (none) - BlackBerry: Fixed issue that would cause a grey screen to appear between the splash screen and the start of the game.
  • (673296) - Editor: Enabling Script Only Build option will only affect platforms that allow the option.
  • (708787) - Editor: Fixed 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • (709495) - Editor: When saving a scene in the Windows editor, the characters from the dynamic fonts would disappear.
  • (707688) - GI: Fixed crash when building lighting.
  • (none) - GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • (690395) - Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled.
  • (693316) - Graphics: Configurable vertex compression to fix lightmap UVs shifting.
  • (697054) - Graphics: Fixed a crash compressing an already compressed texture in script.
  • (678429) - Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • (700698) - Graphics: Fixed artifacts in alpha channel of ATC-compressed RGBA textures when using Mac OS X Editor.
  • (679342) - Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • (691477) - Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • (662018) - Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360.
  • (681662) - Graphics: Switching shaders in material inspector should reset material's render queue to default.
  • (701319) - Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets.
  • (702323) - IMGUI: Fixed text vertical position shifting during edit when the line height is too big for the box.
  • (697178) - Input / OSX standalone: Mouse buttons are registered when configuring input settings.
  • (704815) - Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin.
  • (704335) - Inspector Functionality: Fixed component Help buttons on OS X.
  • (701951) - iOS: Added Xcode 6.4 compatibility.
  • (706601) - iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts.
  • (709024) - iOS: Fixed crash accesing WebCamTexture videoRotationAngle and videoVerticallyMirrored before it is fully inited.
  • (709063) - iOS: Fixed snapshot creation (when going to background) on pre-ios8.
  • (674706) - iOS/IL2CPP: Allow GetCurrentProcess to work.
  • (none) - iOS/IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (711284) - iOS/IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • (709995) - iOS/IL2CPP: Corrected a problem with the generated C++ code which caused the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code was used to index into an array of pointers to structures.
  • (689976) - iOS/IL2CPP: Corrected an intermittent hang which could occur in the garbage collector.
  • (712470) - iOS/IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute.
  • (712713) - iOS/IL2CPP: Ensure methods needed for enum arrays are converted.
  • (708876) - iOS/IL2CPP: Fixed binary operations using mixed integer types.
  • (770440) - iOS/IL2CPP: Fixed bug in Boo script related to generic interface methods.
  • (689586) - iOS/IL2CPP: Fixed CultureInfo.GetCultures().
  • (none) - iOS/IL2CPP: Fixed marshaling code for IntPtr parameters marked with [Out] attribute.
  • (708527) - iOS/IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event - to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • (676797) - iOS/IL2CPP: Implemented the IsTransparentProxy icall, which always returns false.
  • (705751) - iOS/IL2CPP: Implemented the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • (none) - iOS/IL2CPP: Improved performance of 'is' operator, 'as' operator, and casting in some cases.
  • (710797), (705882) - iOS/IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (711712) - iOS/IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • (none) - iOS/IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (none) - iOS/Metal: Fix potential geometry corruption
  • (650630) - Mac OS X Standalone: Fixed stripping of debug symbols in release player builds.
  • (none) - Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • (705342) - Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve().
  • (none) - Merge Tool: Correctly handle invalid non-unique mapping keys that Unity generates.
  • (none) - Merge Tool: Fixed empty base/right files when falling back and used from cmdline and premerge dests are not set.
  • (none) - Merge Tool: Fixed merge conflict when mine and theirs have both added a component of different type to the same GameObject.
  • (none) - Merge Tool: Fixed the error about non existing merge tool path after falling back to 3rd party merge tool on OSX.
  • (693714) - Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations.
  • (693714) - Metal: Fixed some issues with shader translation of matrices with different precision.
  • (none) - Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • (none) - Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime.
  • (none) - Networking: Fix for llapi statistic function + new statistic function GetNetworkLostPacketNum().
  • (none) - Networking: Timing service is working now.
  • (none) - OS X: Fixed building on OS X El Capitan.
  • (706330) - OSX standalone: Fixed mouse input and rendering issues after the application is moved to a different screen and is made fullscreen.
  • (704468) - Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • (703073) - Physics: Fixed an issue where OnTriggerStay would not be called on children in compound colliders.
  • (705148) - Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • (692675) - Physics: Fixed WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle.
  • (691057) - Physics: Fixed WheelCollider suspension raycasts being unable to ignore intersections with the car’s body the wheel has been attached to, occasionally.
  • (none) - Physics2D: Now 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (none) - Samsung TV: Added missing Indian character sets to 2015 TV.
  • (none) - Samsung TV: Fixed freetype crash on 2013 TV.
  • (none) - Samsung TV: Fixed issue where UnityAnalytics was initializing improperly.
  • (none) - Samsung TV: Fixed race condition that could cause intermittent crashes when managed threads were being used.
  • (695246) - Scripting: Fixed potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events.
  • (643440) - Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue.
  • (711981) - Substance: Fixed crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • (706380) - Substance: Fixed crash with BakeAndDiscard ProceduralMaterials.
  • (none) - Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • (none) - Tizen: Fixed an issue with sound stopping when apps are interrupted.
  • (none) - Tizen: Fixed corrupted audio.
  • (none) - Tizen: Fixed errors when building projects that contain spaces in the path.
  • (715415) - Tizen: Fixed issue where Good autorotation orientations were incorrect.
  • (none) - Tizen: Resolve deployment problems on Windows.
  • (693283), (672115) - UI: Fixed issue in UI components Slider, Outline, Shadow & Position as UV1 not updating when their values are animated.
  • (714670) - UI: Fixed Toggle component not updating when animated.
  • (none) - UnityAnalytics: Fixed RemoteConfig restore of int values.
  • (none) - UnityAnalytics: Remote config fix added.
  • (none) - Version Control: Fixed assets version control cache state not being updated after scene reload.
  • (none) - Version Control: Invalidate version control cache on refresh button click in versioning window.
  • (695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
  • (703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
  • (none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time
  • (none) - VR Oculus: Update to latest oculus dependencies.
  • (none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
  • (713630) - VR: Fixed several VR lifecycle related crashes.
  • (none) - VR: Fixed stereo rendering regression.
  • (none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
  • (691345) - VR: Reenable vsync when device is disconnected.
  • (none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.
  • (714022) - VR: VRDevice.isPresent now returns expected value.
  • (none) - WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full. IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (700861) - WebGL: Fixed backspace key navigating away from page in Chrome.
  • (714545) - WebGL: Fixed empty Input.inputString.
  • (705045) - WebGL: Fixed mouse button state after double click.
  • (712636) - WebGL: Fixed UI keyboard inputs.
  • (704235) - WebGL: Fixed WebGL builds of projects with long path names on Windows.
  • (711745) - Windows Store Apps: Application.isMobilePlatform will now return true.
  • (710069) - Windows Store Apps: Fixed incorrectly reported PlayerPrefs corruption after upgrading to Unity 5.1.
  • (710038) - Xbox One: Fixed error for uninitialized player settings
  • (708668) - Xbox One: Fixed instances where Compute Shaders would not compile.
  • (705618) - Xbox One: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • (701308) - Xbox One: Level and asset files are paired correctly in the auto-generated package manifest.
  • (none) - Xbox One: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Known Issue:
  • WebGL: Building for WebGL on Windows will fail with a "sanity check error". As a workaround, Unity.exe can be launched with Administrator privileges.

New in Unity 5.2.0f2 Beta 6 (Aug 22, 2015)

  • Known issues:
  • 2D: Sprite pivot values currently clamped to 0..1, will be extended to larger values in a future patch-release
  • Connect: 'Go to Dashboard' link for Multiplayer lead to Cloud Build
  • Editor: Crash when using injecting proxies (e.g. Lavasoft's webcompanion, Astrill, Qustodio)
  • Editor: Baking lightmaps with a mesh with no UVs in scene will use excessive memory and possibly crash. Fix is in progress but unclear if it will land for final or patch-release.
  • Editor: Building for OSX target will default to x86 which does not work. Change to x64 until fix is available.
  • Windows Store Apps: audio is buggy on Windows 10, will be fixed in a patch-release
  • Windows 10: VS2015 RTM is not yet compatible, RC works in the meantime. Fix is in-progress.
  • Changes since 5.2.0f1
  • Fixes:
  • Editor: Fix crash when building with VR Enabled for Project Morpheus and a turned off DK2 connected
  • Editor: Fix crash when deleting an object from a prefab instance where the prefab asset is missing
  • Home: Go to Accounts and Manage Organizations now authenticate you before opening Accounts page
  • Home: Stay on connecting window if you don't have internet
  • iOS: Fixed build failure when there is space in the path to the destination folder
  • iOS: Xcode 7 build failures worked around by disabling Bitcode. Bitcode support will come later.
  • Mobile: fixed crashed with dynamic batching of empty meshes
  • UI: Fix issue with best fit text not working as expected and leading to text not lining up properly.

New in Unity 5.2.0f1 Beta 6 (Aug 17, 2015)

  • Known issues:
  • Connect: 'Go to Dashboard' link for Multiplayer lead to Cloud Build
  • Editor: Crash when using injecting proxies (e.g. Lavasoft's webcompanion, Astrill, Qustodio)
  • Home: Stay on connecting window if you don't have internet
  • Feature:
  • 2D: Ability to rotate sprites while Sprite Packing to save atlas space.
  • Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two parts without alpha (second part containing alpha information as a grayscale) and combined at runtime. The option can be set on a per texture level, which affects the final atlas the texture lands in.
  • Application.UnloadLevel Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets(); to actaully unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjuntion with Lightmapping.BakeMultipleLevels(string[] scenes);
  • Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script The following curves will be able to be set at runtime: Volume RolloffSpatial Blend (2D / 3D)Reverb Zone MixSpreadLowPass Filter Cutoff Frequency
  • Audio: Spatialization API (updated SDK and example on https://bitbucket.org/Unity-Technologies/nativeaudioplugins)
  • Cloud Service: Access control list support
  • CullingGroups: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling.
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed.
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes(string[] scenes); Lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes which together, which can be loaded additively. Data is automatically split on bake per scene.
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allow Unity games on a local network to find each other.
  • New low-level native plugin API.
  • Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers.
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Expose impulse applied at contact (see Collision.impulse)
  • Physics: Support scaling vehicles
  • Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller.MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too).Behave more consistently across platforms (specular highlights and light attenuation was slightly different before).Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore.However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section.
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the existing stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
  • Windows 10 Universal apps now support x64.
  • Windows Store Apps: Universal Windows Platform app (Windows 10) support.
  • Change:
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views.
  • Editor: Remove legacy OSX corner window resize behaviour.
  • GI: Set default BounceScale to 1.
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now.
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions.
  • OpenGL: Modify -force-glcoreXX behaves like -force-glesXX trying to run this specification of OpenGL and taking advantage of all available extensions
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details.
  • Removed hexadecimal color string support from Color and replaced with ColorUtility.
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor.
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone.
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6.
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh.
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Improvement:
  • 2D: Allow sprites to be dragged into scene view in 3d mode. Add temp GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • 2D: Frame selected command (F) now works in the sprite editor window for the selected sprite rect
  • 2D: Implement undo functionality for sprite editor window's slice menu.
  • 2D: New grid slicing method that uses column and row count
  • 2D: Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle
  • 2D: Provide a custom pivot field in the slicing menu for the sprite editor window
  • 2D: Zooming on sprite editor window’s texture will zoom towards mouse cursor
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444
  • Android: Experimental support for IL2CPP
  • Asset Loading: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame.
  • Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • Audio: Audio file size display is inconveniently only displayed in bytes.
  • Audio: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • Audio: Improved preview rendering of audioclips, especially for clips that are very short.
  • Audio: Improved the inspector of the AudioMixer performance parameters.
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData.
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is.
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Editor: Added to API RunOpenPanelWithFilters
  • Editor: Basic support for retina resolutions on OS X. Only fonts, 3D views and some icons are supported at this time. This is a test to see how the increased fill rate impacts users with different projects and hardware. If the increased resolution is slowing things down unacceptably, you can Get Info on Unity.app in the Finder, and check "Open in Low Resolution".
  • Editor: Better error message when " The classes in the module cannot be loaded." is thrown.
  • Editor: Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector.
  • Editor: Improved Export Package window (now uses a proper tree view)
  • Editor: Improved shader inspector performance when there are many errors shown.
  • Editor: Make sure ObjectField and Object Selector shows icons for gameobjects and prefab
  • Editor: More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader).
  • Editor: Render cubemap preview instead of icon in LargePreview ObjectField
  • Editor: Selection.selectionChange callback triggered when selection changes
  • Editor: When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode.
  • Fonts: CharacterInfo properties are now writeable
  • GI: Added profiling marker for light probe interpolation.
  • GI: Added progress bar for GI Cache -> Clean Cache progress status.
  • GI: Allow ambient intensity higher than 1.
  • GI: Set lightmap texture compression default quality to Normal. Before it was set to Best. Texture compression time in compositing job went down from 700 seconds to 28 seconds for an ETC compressed lightmap.
  • GI: The size of the last lightmap is now reduced to pack the instances more tightly and not waste space.
  • GI: Tip in lighting window for auto mode.
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Added CommandBuffer.IssuePluginEvent(callback, eventId) to allow invoking a specific callback in a specific native plugin.
  • Graphics: Added hexadecimal code support to Color struct (TryParseHexString, ToHexStringRGB and ToHexStringRGBA)
  • •Graphics: Added linear rendering mode to new OpenGL back-end on desktop.
  • •Graphics: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup (details).
  • •Graphics: Implemented object naming for D3D11, so textures will pick up the correct name in external graphics debuggers
  • •Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off.
  • •Graphics: New GL.IssuePluginEvent(callback, eventId) override allows invoking a specific callback in a specific native plugin.
  • •Graphics: Particle rendering optimizations, with speed improvements varying from 15% to 50% depending on geometry type. The main change being that particle rendering no longer modifies the view matrix. This enables graphics lists to be shared between left/right eyes, which can lead to approx 40% reduction in total CPU usage when rendering to stereoscopic displays.
  • •Graphics: Reduced CPU overhead of light probes when using forward rendering
  • •Graphics: Sorting of the renderable objects is now multithreaded.
  • •Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA.
  • •IL2CPP: Improve performance of 'is' operator, 'as' operator, and casting in some cases.
  • •IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • •iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints.
  • •iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints.
  • •iOS/IL2CPP: Improve conversion time of il2cpp, especially in generics heavy code.
  • •iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • •iOS: Added build number to Player Settings.
  • •iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • •iOS: Added support of asset tags and folder references to the Xcode API
  • •iOS: Don't wait for Xcode if our plugin is not compatible
  • •Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • •Linux: Improved multithreaded rendering performance
  • •Mecanim : Renaning Animator parameters updates transitions using those parameters.
  • •Mecanim: 3DS MAX Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no “Triangle Pelvis” and using default naming are supported.
  • •Mecanim: Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs.
  • •Mecanim: Added AnimationClipPlayable.speed to the API
  • •Mecanim: Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier.
  • •Mecanim: Added the name of the controller to Console errors that are generated for invalid parameters in blend trees.
  • •Mecanim: Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods.
  • •Mecanim: Added tooltips to blendtree slides.
  • •Mecanim: Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector.
  • •Mecanim: Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent.
  • •Mecanim: Alt-drag works for BlendTree graph view
  • •Mecanim: BlendTree Api now publishes useAutomaticThresholds
  • •Mecanim: Can create new clip from selected clip/take in Animation importer
  • •Mecanim: Clarify doc for Animator.bodyPosition and bodyRotation.
  • •Mecanim: Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend.
  • •Mecanim: Expose Animator.IsInitialized in scripting API.
  • •Mecanim: Fixing empty State Machine Behaviour after compilation error
  • •Mecanim: Import humanoid animation now reports warnings in “Animations Inspector” instead of flooding the Console.
  • •Mecanim: Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report.
  • •Mecanim: Improved animator warning for API function Play/CrossFade. Warning should display which animator is throwing the error.
  • •Mecanim: Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger.
  • •Mecanim: Improved display of transition previewer.
  • •Mecanim: Mecanims Humanoid animation jitters - A.K.A. Humanoid Oversampling. For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used… Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size.
  • •Mecanim: Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower.
  • •Mecanim: SetBoneLocalRotation. Animator.SetBoneLocalRotation(Quaternion r) let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation.
  • •Mecanim: Show frame number in avatar previewer.
  • •Mecanim: Support Layers Affect Mass Center for AnimatorControllerPlayable.
  • •Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3DS MAX Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window.
  • •Mecanim: Updated documentation for AnimatorOverrideController.
  • •Merge Tool: Fix merging of scenes/prefabs with out of order objects
  • •Metro: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version.
  • •Networking: Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready.
  • •Networking: Added support for client-side authority for non-player objects. The new function NetworkServer.SpawnWithClientAuthority(GameObject obj, NetworkConnection conn) allows authority to be assigned to a client by its connection when an object is created. This would typically be used in a command handler for a client asking to spawn an object, then the client's connection would be passed in. For example: [Command] void CmdSpawn(){ var go = (GameObject)Instantiate(otherPrefab, transform.position + new Vector3(0,1,0), Quaternion.identity); NetworkServer.SpawnWithClientAuthority(go, base.connectionToClient); } For setting the authority on objects after they are created, there are the new functions AssignClientAuthority(NetworkConnection conn) andRemoveClientAuthority(NetworkConnection conn) on the NetworkIdentity class. Note that only one client can be the authority for an object at a time. On the client that has authority, the function OnStartAuthority() is called, and the property hasAuthority will be true. The set of objects that is owned by a client is available in the new property NetworkConnection.clientOwnedObjects which is a set of NetworkInstanceIds. This set can be used on the server when a message is received to ensure that the client that sent the message actually owns the object. When a client disconnects, the function DestroyPlayersForConnection now destroys all the objects owned by that connection, not just the player object. Objects which have their authority set to a client must have LocalPlayerAuthority set in their NetworkIdentity. Previously only player objects could have local authority, which meant that the NetworkTransform (and other components) could only be used for controlling the single player object for a connection on a client. With these changes it is possible to have multiple objects on a client that are locally controlled.- Networking: Added support for network [Command] calls from non-player objects with authority on a client. Since in 5.2 clients can have authority over non-player objects using NetworkServer.SpawnWithClientAuthority() or NetworkIdentity.AssignClientAuthority(), network Commands were extended from being allowed from just the player object to any object that is controlled by a client.
  • •Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied. This callback code can reject movement requests completely or modify the movement data. When used in conjuction with client-side movement checks this provides a more secure movement model for multiplayer games.
  • •OpenGL: Added -force-clamped prevents trying to use all available extensions when used together with -force-glcoreXX or -force-glesXX
  • •OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • •OpenGL: Fallback gracefully to Direct3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support.
  • •OpenGL: Fallback gracefully to OpenGL when requesting OpenGL ES but it's not supported (all AMD GPUs, older than Intel IvyBridge IGP)
  • •OSX: sometimes MonoDevelop & XamarinStudio would open both.
  • •Particles: Mesh particles now support the Texture Sheet Animation settings
  • •Physics: Now you can set negative WheelCollider.forceAppPointDistance. This allows to adjust forceAppPointDistance in order to have suspension and tire forces applied at the wheel base
  • •Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • •Playables: Improved connection API: GetInput(index), GetInputCount, ClearInputs, and more.
  • •Playables: No longer necessary to create a PlayableController to play a tree of Playables. The Animator (and other DirectorPlayer) now expose new Play(Playable root) API.
  • •Reflection Probes: Make deferred probe blend distance configurable
  • •Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes). This will allow doing SSRR (screen space raytraced reflections) properly soon. More details in this document.
  • •Scripting: Added Cubemap.mipmapCount
  • •Shader: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer.
  • •Shader: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified.
  • •Shader: Now skip_variants directive skips user variants as well.
  • •Shaders: "Procedural Skybox" shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality.
  • •Shaders: Make it possible to use UNITY_SAMPLE_SHADOW when SHADOWS_NATIVE is not explicitly defined.
  • •SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler.
  • •SpeedTree: Now shader has less variants due to the merge of some geometry types.
  • •Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players.
  • •Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly.
  • •Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation.
  • •Substance: Feature parity with Substance Designer 5.1.
  • •Substance: Runtime generation of ProceduralMaterials is now supported on PS4 and XboxOne.
  • •Substance: Updated the Substance Engine libraries to Substance Designer 5.1.1 feature parity.
  • •Terrain: A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • •Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing
  • •Terrain: Made it easier to work with height maps created by World Machine. The default value of Byte Order option is now Windows (little endian).Added an option to vertically flip the height map when importing or exporting a raw file.
  • •Terrain: Now 4097x4097 raw heightmap can be imported.
  • •Terrain: Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs.
  • •Terrain: Now terrain renders in deferred and legacy deferred path.
  • •Terrain: Renamed "Wind Settings" label to "Wind Settings for Grass".
  • •Terrain: Trees painted on the terrain now are scaled by the prototype's transform scaling.
  • •TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • •UI: Add callback to MaskableGraphic for when it becomes culled via the 2d culling API
  • •UI: Added support for EventType.ExecuteCommand "SelectAll" to InputField so that it works in the Editor
  • •UI: Added underloaded function call for RectTransformUntility.RectangleContainsScreenPoint so a camera is not required.
  • •UI: Make the default value for a slider / scrollbar be 0
  • •UI: Multithreaded UI system backend. The UI system batching code is now multithreaded this leads to a performance increase of up 4x (in our stress test scenes).
  • •UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity since 5.0
  • •Unity Connect: State machine for project Info
  • •Version Control: Bottom most version control info bar in inspector shows separete state for meta file if different from asset.
  • •Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • •Version Control: Reduce unnecessary checkouts
  • •Version Control: Tooltip on info bars in inspector showing asset/meta file state
  • •WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • •WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full.
  • •WebGL: Resolution set in html file will no longer be overridden by PlayerSettings
  • •Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols. (Backwards comptability breakage)
  • •Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files. (Backwards comptability breakage)
  • •Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • •Windows Store Apps: supported orientations are now populated to manifest
  • •Windows Store/Phone will now show animated Unity splashscreen instead of the static one.
  • •Xbox One: Unity now builds with the June 2015 XDK. You must install the June 2015 XDK on your PC and use the matching or a later recovery on your console.
  • •XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling.
  • •XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes
  • •2D: After applying settings in sprite editor window, deselect any sprite rect
  • •2D: Apply active color space onto texture in sprite editor
  • •2D: Change text for Point filter format from Point to Point (no filter)
  • •2D: Clamp sprite pivot values to 0..1 instead of accepting any value (including infinity)
  • •2D: Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo
  • •2D: Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor
  • •2D: Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • •2D: Fix NullReferenceException when creating a new sceneview
  • •2D: Fix pointer enter/exit detection order with sorting layers
  • •2D: Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • •2D: Increase responsiveness of Sprite Editor in MacOSX
  • •2D: Materials become transparent because of improper re-setting of material
  • •2D: Non-sprite textures will display in sprite editor window with no options
  • •2D: Quit 2D collider editing mode when user reset the collider component
  • •2D: Reimport texture if texture importer is reset
  • •2D: Remove a sprite rect if the selected sprite rect is empty when trimmed
  • •2D: Replaced assert with warning message to multiple materials in SpriteRenderer
  • •2D: Set correct zoom values for zoom bar in SpriteUtilityWindow
  • •2D: Set SpriteRenderer to dirty when color is set
  • •2D: Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • •2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • •2D: Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • •2D: View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • •Android: Added API level 22 to the minSdk list
  • •Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • •Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • •Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • •Android: Buildpipe - Fixed assets folders in aar files
  • •Android: Editor - fix GLES31+AEP player settings
  • •Android: Fixed ATC texture compression for RGBA textures
  • •Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • •Android: Fixed crash affecting some PowerVR 544 devices
  • •Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • •Android: IL2CPP - Fixed compilation when path has white space
  • •Android: JNI - fixed long data type
  • •Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • •Android: WWW - report HTTP status and response in case of failure
  • •Animation Window: Animated particle properties are now show up in red in Inspector
  • •Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • •Animation Window: Animation curve now updates after changing controller
  • •Animation Window: Ctrl+A now selects all keys and properties
  • •Animation Window: Highlight is now blue when selecting all properties from animation window
  • •Animation Window: It’s now possible to move current time before the first key
  • •Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • •Asset Management: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • •AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name.
  • •AssetBundle: Fix the crash when a scriptable object is referenced from the scene.
  • •AssetBundle: Fix the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • •AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • •AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed.
  • •AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles.
  • •AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • •AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • •AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name.
  • •Assets Loading: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • •Assets Management: Enabled SSE2 optimizations on OSX x64 (Editor and Players)
  • •Assets Management: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with Soft Edges enabled
  • •Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script.
  • •Audio: Fixed occasional crash at editor shutdown.
  • •Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started.
  • •Audio: Fixed some memory leaks.
  • •Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling.
  • •Audio: Now able to import from 32 bit fixed point and big-endian AIFF audio files
  • •Audio: Transition to null snapshot in AudioMixer was crashing editor
  • •Connect: Move project and COPPA Lock are disabled when project is locked
  • •Core: Fixed hang when passing large arrays to the Undo system
  • •Crunch texture compression: Support for 8192x8192 textures (64-bit editor builds only)
  • •Editor: Automatically checkout ProjectSettings/ProjectVersion.txt if needed.
  • •Editor: Avoid division by zero in zero-sized SphereCollider
  • •Editor: Avoid locking when framing terrain
  • •Editor: Camera lock keeps working when dragging outside the scene view window
  • •Editor: Clear old main menus on Windows
  • •Editor: Dirty materials when fixing HDR texture to ensure previews are updated
  • •Editor: Ensure selected asset is revealed in project browser when changing layout
  • •Editor: Fix 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • •Editor: Fix asset store preview blinking in the project browser
  • •Editor: Fix camera frustum gizmo not properly showing custom projection matrices.
  • •Editor: Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • •Editor: Fix caret did not move in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • •Editor: Fix creating a script from the right click menu throws "Rename not started" error
  • •Editor: Fix creating new assets after deletion of assets would throw error
  • •Editor: Fix Cursor flickering in editor while play testing if cursor.visible = false
  • •Editor: Fix Cursor.visible does not work until the game view is focused
  • •Editor: Fix disabled scrollbar in lighting window lightmaps tab
  • •Editor: Fix error when renaming items in project and hierarchy views
  • •Editor: Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • •Editor: Fix icons in Project Browser 'jumping' when changing view
  • •Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • •Editor: Fix MaterialEditor Shader Warning when importing a package
  • •Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • •Editor: Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • •Editor: Fix non character keys being mixed up with character keys on shortcuts.
  • •Editor: Fix not being able to focus tabs after changing "Output" on Audio Source
  • •Editor: Fix Null reference exception on the Inspector
  • •Editor: Fix occasional trash bypassing when deleting assets on Windows.
  • •Editor: Fix popped out container window not able to move when two editor windows are stacked one above/next to the other.
  • •Editor: Fix possible data loss on Windows when renaming folder with locked files
  • •Editor: Fix rare case of invalid folder path shown in the Project Browser
  • •Editor: Fix scene view window still being tinted in playmode when an overlay was active.
  • •Editor: Fix scene's GI is not updated after building AssetBundle or opening the same scene.
  • •Editor: Fixed bad scene view performance when lots of light gizmos are drawn (will backport to 5.0/5.1).
  • •Editor: Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units.
  • •Editor: Fixed crash when selecting '~' as a project directory.
  • •Editor: Fixed Gradient not updating when an Undo is performed.
  • •Editor: Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout.
  • •Editor: Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode.
  • •Editor: Fixed Scene View camera moving slightly while holding down right mouse button.
  • •Editor: In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused.
  • •Editor: Make sure GUISkin.current is set to GameSkin before invoking any user script.
  • •Editor: Scene view picking works when selection base object isn't under the mouse position
  • •Editor: Search correct 32/64bit program files on windows for diff tools
  • •Editor: Terrain editor hotkeys no longer conflict with text field input
  • •GI: Ambient GI value not changing based on disabled realtime/baked GI.
  • •GI: Fix crash following lighting builds in GetSystemTexture.
  • •GI: Fixed bake getting stuck on terrains.
  • •GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes. Show message to user that she should bake a snapshot first.
  • •GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode.
  • •GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • •GI: Fixed itermittent crash related to realtime lightprobes.
  • •GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps.
  • •GI: Fixed radiosity core corruption error when baking lightmap.
  • •GI: Fixed static lightmap baking on a rectangular terrain.
  • •GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps.
  • •GI: Lightmap snapshot gets cleared when clearing GI Cache.
  • •Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled
  • •Graphics: Apply hard limit on font size of 500 in more places than just font importer.
  • •Graphics: Corrected the viewport used in the editor for image effects when forward rendering + AA
  • •Graphics: Fix CaptureScreenshot with letterboxed editor game view (5.2 regression).
  • •Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • •Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • •Graphics: Fixed a crash compressing an already compressed texture in script
  • •Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast.
  • •Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • •Graphics: Fixed assertion when LODGroup is scaled to zero.
  • •Graphics: Fixed BGRA texture format on OpenGL ES 3.0
  • •Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • •Graphics: Fixed bug when loading single channel JPEGs using Texture2D.LoadImage.
  • •Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • •Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument (will backport to 5.0/5.1).
  • •Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • •Graphics: Fixed crash while using -force-gles on MacOSX
  • •Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • •Graphics: Fixed error messages with .triangles on empty meshes (coming to 5.1 too)
  • •Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • •Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • •Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • •Graphics: Fixed issue with MaterialPropertyBlock not working with Particles.
  • •Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial.
  • •Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • •Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • •Graphics: Fixed spamming error message importing an EXR file as sprite
  • •Graphics: Fixed swizzling of BGRA32 texture data on D3D11, Xbox360, OpenGL, OpenGL core and OpenGL ES
  • •Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets
  • •IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • •IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • •Il2CPP: Avoid boxing of value types during null checks in generic code
  • •IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'".
  • •IL2CPP: Correct an intermittent hang which can occur in the garbage collector.
  • •IL2CPP: Correct be problem with the generated C++ code which causes the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code is used to index into an array of pointers to structures.
  • •IL2CPP: Fix alphanumerical string sorting in cases where unicode comparison table was required.
  • •IL2CPP: Fix binary operations using mixed integer types.
  • •IL2CPP: Fix bug in Boo script related to generic interface methods.
  • •IL2CPP: Fix codegen issue when using a field type a struct that has no instance fields.
  • •IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • •IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • •IL2CPP: Fix CultureInfo.GetCultures()
  • •IL2CPP: Fix marshaling code for IntPtr parameters marked with [Out] attribute.
  • •IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • •IL2CPP: Handle 'void' type parameter.
  • •IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • •IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • •IL2CPP: Implement the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • •IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • •IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • •IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • •IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed by the garbage collector.
  • •IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method.
  • •IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • •IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • •IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • •IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • •IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • •Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • •iOS/IL2CPP: Add support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • •iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • •iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • •iOS/IL2CPP: Correct a error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • •iOS/IL2CPP: Correct an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • •iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • •iOS/IL2CPP: Correct the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • •iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • •iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • •iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • •iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • •iOS/IL2CPP: Fix a code generation issue when using static constructors in base generic classes.
  • •iOS/IL2CPP: Fix a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • •iOS/IL2CPP: Fix a crash which occurs when Ldvirtftn opcode is used on a non-virtual method.
  • •iOS/IL2CPP: Fix a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • •iOS/IL2CPP: Fix IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • •iOS/IL2CPP: Fix managed stack traces.
  • •iOS/IL2CPP: Fix marshaling arrays of structs marked with [Out] attribute.
  • •iOS/IL2CPP: Fix WWWForm.data property getter being extremely slow on IL2CPP.
  • •iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • •iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • •iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • •iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • •iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • •iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • •iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • •iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • •iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • •iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • •iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • •iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • •iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced
  • •iOS: add a limit for iOS acceleration event queue
  • •iOS: Add support for Xcode 6.3.2
  • •iOS: Add support for Xcode 7 beta
  • •iOS: Added additional Japanese fallback font
  • •iOS: Added iOS Thai font fallback for 8.2
  • •iOS: Added support for Xcode 6.4.0 final release
  • •iOS: Added Xcode 6.4 compatibility
  • •iOS: Allow to append builds made with different scripting backend
  • •iOS: Don't add header files to il2cpp Xcode project
  • •iOS: Don't fail fatally when Unity Xcode plugin can't be installed
  • •iOS: Don't include managed dll files in il2cpp build
  • •iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts
  • •iOS: Fixed a regression which caused appending builds with native plugins to fail
  • •iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder .
  • •iOS: Fixed command line build crash caused by trailing slash
  • •iOS: Fixed crash in WebCamTexture.GetPixel()
  • •iOS: Fixed il2cpp append
  • •iOS: Fixed stripping of GameCenter social platform
  • •iOS: Fixed stuck "Launch screen type" setting
  • •iOS: Fixed value of InputField.text when another field is being edited with keyboard
  • •iOS: Made sure WWW.bytes gets populated with response even in case of non-2xx status
  • •iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • •iSO/IL2CPP: Fix a deadlock that can occur during class initialization.
  • •Linux: Fix applying vsync and antialiasing changes without changing quality level
  • •Linux: Fix button down reports when querying any joystick and multiple joysticks are connected.
  • •Linux: Fix key release regression.
  • •Linux: Fix regression in non-ASCII input
  • •Linux: Make window size locking more WM-agnostic
  • •Mecanim: Cutting a clip in FBX importer messes up other clips.
  • •Mecanim: Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • •Mecanim: Do not activate runtime State parameter on parameter rename.
  • •Mecanim: Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool.
  • •Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • •Mecanim: Fixed a bug where it would not be possible to animate the second material on a meshrenderer.
  • •Mecanim: Fixed a bug where the lock button on the Animator Window would reset after play mode.
  • •Mecanim: Fixed a case where going to play mode would prevent undo operations from being pushed.
  • •Mecanim: Fixed an editor performance issue with large blend trees.
  • •Mecanim: Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x.
  • •Mecanim: Fixed an undo error in the blend tree inspector.
  • •Mecanim: Fixed an undo related crash.
  • •Mecanim: Fixed Animator tool showing internal AnimatorController
  • •Mecanim: Fixed Animator.bodyPosition and Animator.bodyRotation documentation.
  • •Mecanim: Fixed Animator.speed set in Start() not working.
  • •Mecanim: Fixed asserts with empty controller.
  • •Mecanim: Fixed Asset Store preview of Humanoid character.
  • •Mecanim: Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • •Mecanim: Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector.
  • •Mecanim: Fixed broken BlendTree slider with some BlendTree configuration.
  • •Mecanim: Fixed broken blendtrees with identical negative blend values.
  • •Mecanim: Fixed broken copy paste of sub-statemachines
  • •Mecanim: Fixed changing controller files on disk not reloading blendtree editor correctly
  • •Mecanim: Fixed continuity of FixedTime transitions
  • •Mecanim: Fixed crash when building AnimatorController with empty layer.
  • •Mecanim: Fixed crash when calling SampleAnimation in Standalone
  • •Mecanim: Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • •Mecanim: Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrodeController
  • •Mecanim: Fixed crash when importing certain FBX file.
  • •Mecanim: Fixed crash when loading scene in playmode with an asset bundle containning a controller.
  • •Mecanim: Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors.
  • •Mecanim: Fixed display of transition pivot curves.
  • •Mecanim: Fixed error message when changing clip selection in ModelImporter.
  • •Mecanim: Fixed error message when deleting an Fbx that is used by an AnimatorController
  • •Mecanim: Fixed false binding error on rig with Optimized Hierarchy On.
  • •Mecanim: Fixed firing of multiple events at time 0
  • •Mecanim: Fixed GetStateMachineTransitions leaking memory.
  • •Mecanim: Fixed OnStateMachineEnter/Exit not being called on layers.
  • •Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve()
  • •Mecanim: Fixed reloading of BlendTree when AnimatorController file modified externally.
  • •Mecanim: Fixed renaming of states after exiting play mode.
  • •Mecanim: Fixed rotating view with mouse in the Avatar Configure Tool.
  • •Mecanim: Fixed runtime optimize/deoptimize hierarchy of GameObject.
  • •Mecanim: Fixed Scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • •Mecanim: Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree.
  • •Mecanim: Fixed stateMachineBehaviourEditor not handling correctly invalid case where script derive from monobehaviour
  • •Mecanim: Fixed sub-statemachine naming scheme.
  • •Mecanim: Fixed synced timing UI for additive layer.
  • •Mecanim: Fixed synchronization issue when you have both Animator's parameter window open.
  • •Mecanim: Fixed Transition interruption in destination State ExitTime.
  • •Mecanim: Fixed transition list temporarily loses its values on Editor re-compile
  • •Mecanim: Fixed Transtiion Previewer handle manipulation
  • •Mecanim: Fixed undo of synced layers delete.
  • •Mecanim: Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent.
  • •Mecanim: Removed Abstract StateMachineBehaviours from the list offered to users.
  • •Mecanim: Removed invalid multiple preview from the ModelImporter Animation sub-editor.
  • •Memory: Fixed memory leak in Graphics.DrawMesh when running standalone player with -batchmode
  • •Memory: Fixed memory leak in standalone player with empty scene
  • •Memory: Fixed memory leak when running standalone player with -batchmode
  • •Merge Tool: Fix empty base/right files when falling back and used from cmdline and premerge dests are not set
  • •Merge Tool: Fix merge conflict when mine and theirs have both added a component of different type to the same GameObject
  • •Merge Tool: Get rid of error about non existing merge tool path after falling back to 3rd party merge tool on OSX
  • •Merge Tool: Handle invalid non-unique mapping keys that Unity generates
  • •Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations (coming to 5.1 too)
  • •Metal: Fixed some issues with shader translation of matrices with different precision (coming to 5.1 too)
  • •Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • •Mono: Fix issue with Socket.Select never returning sockets ready for read on OSX
  • •Mono: Fix Unity crash when detecting recursive type definition.
  • •Mono: Fixed issue with default property values and object initializers
  • •Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime
  • •MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • •MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • •Multiplayer: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • •Multiplayer: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • •Multiplayer: Fixed NetworkServer.Spawn failing silently when the server is not active.
  • •Multiplayer: Fixed NetworkServer.Unspawn not allowing objects to re-spawned.
  • •Multiplayer: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • •Networking: Fixed incorrect serialization of some 64 bit numbers
  • •Networking: Fixed NetworkTransform cause corruption of SyncVars on other scripts
  • •Networking: Fixed NetworkTransform not updating if only velocity has changed
  • •Networking: Fixed UNetWeaver exception processing large project with Editor scripts
  • •Networking: NetworkTransform not syncing character controller rotation when not moving.
  • •OpenGL core: Fixed crash when using -force-glcore on MacOSX where it's not yet supported
  • •OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • •OpenGL core: Fixed Sandy Bridge crash, unsupported due to drivers issues, Unity will fallback to Direct3D.
  • •OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • •OpenGL ES: Fixed Fire HD development player crash
  • •OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA.
  • •OpenGL: Fixed BGRA texture format support
  • •OpenGL: Fixed crash on Vivante GPU due to a driver bug with program binary
  • •OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues.
  • •OS X Standalone: Fixed fullscreen mode
  • •OSX Editor: fix RunOpenPanel() with extension non-empty filter
  • •Particles: Fixed Particle curve editor preview not refreshing on Undo
  • •Particles: Fixed Shuriken particle system bugs (Limit Velocity Over Lifetime was FPS-dependent, and some spawn parameters weren't random enough).
  • •Particles: Fixed various Shuriken particle system bugs (culling issues when particles are set from script; prewarming performance problems; StartDelay not working from script; various crashes etc.)
  • •Particles: Shuriken sub-emitters sometimes didn't fire
  • •Physics: Don't create PhysX shapes for disabled terrains
  • •Physics: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • •Physics: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • •Physics: Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled.
  • •Physics: Fix an issue where OnTriggerStay would not be called on children in compound colliders.
  • •Physics: Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint.
  • •Physics: Fix wheel collider applying the inertia tensor rotation the wrong way, cleaned up gizmo code
  • •Physics: Fix WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle
  • •Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • •Physics: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • •Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • •Physics: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • •Physics: Make sure we update scene query flags for inserted wheels because otherwise we may end up colliding with the car's body
  • •Physics: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • •Physics: Remove invalid tire contact shapes from the vehicles queries cache up on collider deactivation
  • •Physics: Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers.
  • •Physics: Reset query filters when removing wheels, to stay on the safe side as PhysX can actually run queries of almost zero length for disabled wheels
  • •Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • •Physics: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • •Physics: Stop crash if 2D effector is needed but there is none.
  • •Physics: Stop NullReferenceException when editing PolygonCollider2D.
  • •Physics: Update docs to mention the limitation on the maximum colliders per cloth instance
  • •Plugins: Default Standalone settings for CPU specific plugins will be

New in Unity 5.2.0 Beta 6 (Aug 8, 2015)

  • Feature:
  • 2D: Ability to rotate sprites while Sprite Packing to save atlas space.
  • Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two parts without alpha (second part containing alpha information as a grayscale) and combined at runtime. The option can be set on a per texture level, which affects the final atlas the texture lands in.
  • Application.UnloadLevel Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets(); to actaully unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjuntion with Lightmapping.BakeMultipleLevels(string[] scenes);
  • Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script The following curves will be able to be set at runtime: Volume RolloffSpatial Blend (2D / 3D)Reverb Zone MixSpreadLowPass Filter Cutoff Frequency
  • Audio: Spatialization API (updated SDK and example on https://bitbucket.org/Unity-Technologies/nativeaudioplugins)
  • Cloud Service: Access control list support
  • CullingGroups: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling.
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed.
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes(string[] scenes); Lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes which together, which can be loaded additively. Data is automatically split on bake per scene.
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allow Unity games on a local network to find each other.
  • New low-level native plugin API.
  • Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers.
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Expose impulse applied at contact (see Collision.impulse)
  • Physics: Support scaling vehicles
  • Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller.MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too).Behave more consistently across platforms (specular highlights and light attenuation was slightly different before).Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore.However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section.
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the existing stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
  • Windows 10 Universal apps now support x64.
  • Windows Store Apps: Universal Windows Platform app (Windows 10) support.
  • Change:
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views.
  • Editor: Remove legacy OSX corner window resize behaviour.
  • GI: Set default BounceScale to 1.
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now.
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions.
  • OpenGL: Modify -force-glcoreXX behaves like -force-glesXX trying to run this specification of OpenGL and taking advantage of all available extensions
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details.
  • Removed hexadecimal color string support from Color and replaced with ColorUtility.
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor.
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone.
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6.
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh.
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Improvement:
  • 2D: Allow sprites to be dragged into scene view in 3d mode. Add temp GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • 2D: Frame selected command (F) now works in the sprite editor window for the selected sprite rect
  • 2D: Implement undo functionality for sprite editor window's slice menu.
  • 2D: New grid slicing method that uses column and row count
  • 2D: Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle
  • 2D: Provide a custom pivot field in the slicing menu for the sprite editor window
  • 2D: Zooming on sprite editor window’s texture will zoom towards mouse cursor
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444
  • Android: Experimental support for IL2CPP
  • Asset Loading: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame.
  • Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • Audio: Audio file size display is inconveniently only displayed in bytes.
  • Audio: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • Audio: Improved preview rendering of audioclips, especially for clips that are very short.
  • Audio: Improved the inspector of the AudioMixer performance parameters.
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData.
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is.
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Editor: Added to API RunOpenPanelWithFilters
  • Editor: Basic support for retina resolutions on OS X. Only fonts, 3D views and some icons are supported at this time. This is a test to see how the increased fill rate impacts users with different projects and hardware. If the increased resolution is slowing things down unacceptably, you can Get Info on Unity.app in the Finder, and check "Open in Low Resolution".
  • Editor: Better error message when " The classes in the module cannot be loaded." is thrown.
  • Editor: Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector.
  • Editor: Improved Export Package window (now uses a proper tree view)
  • Editor: Improved shader inspector performance when there are many errors shown.
  • Editor: Make sure ObjectField and Object Selector shows icons for gameobjects and prefab
  • Editor: More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader).
  • Editor: Render cubemap preview instead of icon in LargePreview ObjectField
  • Editor: Selection.selectionChange callback triggered when selection changes
  • Editor: When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode.
  • Fonts: CharacterInfo properties are now writeable
  • GI: Added profiling marker for light probe interpolation.
  • GI: Added progress bar for GI Cache -> Clean Cache progress status.
  • GI: Allow ambient intensity higher than 1.
  • GI: Set lightmap texture compression default quality to Normal. Before it was set to Best. Texture compression time in compositing job went down from 700 seconds to 28 seconds for an ETC compressed lightmap.
  • GI: The size of the last lightmap is now reduced to pack the instances more tightly and not waste space.
  • GI: Tip in lighting window for auto mode.
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Added CommandBuffer.IssuePluginEvent(callback, eventId) to allow invoking a specific callback in a specific native plugin.
  • Graphics: Added hexadecimal code support to Color struct (TryParseHexString, ToHexStringRGB and ToHexStringRGBA)
  • Graphics: Added linear rendering mode to new OpenGL back-end on desktop.
  • Graphics: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup (details).
  • Graphics: Implemented object naming for D3D11, so textures will pick up the correct name in external graphics debuggers
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off.
  • Graphics: New GL.IssuePluginEvent(callback, eventId) override allows invoking a specific callback in a specific native plugin.
  • Graphics: Particle rendering optimizations, with speed improvements varying from 15% to 50% depending on geometry type. The main change being that particle rendering no longer modifies the view matrix. This enables graphics lists to be shared between left/right eyes, which can lead to approx 40% reduction in total CPU usage when rendering to stereoscopic displays.
  • Graphics: Reduced CPU overhead of light probes when using forward rendering
  • Graphics: Sorting of the renderable objects is now multithreaded.
  • Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA.
  • IL2CPP: Improve performance of 'is' operator, 'as' operator, and casting in some cases.
  • IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Improve conversion time of il2cpp, especially in generics heavy code.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • iOS: Added build number to Player Settings.
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • iOS: Added support of asset tags and folder references to the Xcode API
  • iOS: Don't wait for Xcode if our plugin is not compatible
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Linux: Improved multithreaded rendering performance
  • Mecanim : Renaning Animator parameters updates transitions using those parameters.
  • Mecanim: 3DS MAX Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no “Triangle Pelvis” and using default naming are supported.
  • Mecanim: Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs.
  • Mecanim: Added AnimationClipPlayable.speed to the API
  • Mecanim: Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier.
  • Mecanim: Added the name of the controller to Console errors that are generated for invalid parameters in blend trees.
  • Mecanim: Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods.
  • Mecanim: Added tooltips to blendtree slides.
  • Mecanim: Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector.
  • Mecanim: Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent.
  • Mecanim: Alt-drag works for BlendTree graph view
  • Mecanim: BlendTree Api now publishes useAutomaticThresholds
  • Mecanim: Can create new clip from selected clip/take in Animation importer
  • Mecanim: Clarify doc for Animator.bodyPosition and bodyRotation.
  • Mecanim: Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend.
  • Mecanim: Expose Animator.IsInitialized in scripting API.
  • Mecanim: Fixing empty State Machine Behaviour after compilation error
  • Mecanim: Import humanoid animation now reports warnings in “Animations Inspector” instead of flooding the Console.
  • Mecanim: Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report.
  • Mecanim: Improved animator warning for API function Play/CrossFade. Warning should display which animator is throwing the error.
  • Mecanim: Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger.
  • Mecanim: Improved display of transition previewer.
  • Mecanim: Mecanims Humanoid animation jitters - A.K.A. Humanoid Oversampling. For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used… Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size.
  • Mecanim: Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower.
  • Mecanim: SetBoneLocalRotation. Animator.SetBoneLocalRotation(Quaternion r) let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation.
  • Mecanim: Show frame number in avatar previewer.
  • Mecanim: Support Layers Affect Mass Center for AnimatorControllerPlayable.
  • Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3DS MAX Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window.
  • Mecanim: Updated documentation for AnimatorOverrideController.
  • Merge Tool: Fix merging of scenes/prefabs with out of order objects
  • Metro: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version.
  • Networking: Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready.
  • Networking: Added support for client-side authority for non-player objects. The new function NetworkServer.SpawnWithClientAuthority(GameObject obj, NetworkConnection conn) allows authority to be assigned to a client by its connection when an object is created. This would typically be used in a command handler for a client asking to spawn an object, then the client's connection would be passed in. For example: [Command] void CmdSpawn(){ var go = (GameObject)Instantiate(otherPrefab, transform.position + new Vector3(0,1,0), Quaternion.identity); NetworkServer.SpawnWithClientAuthority(go, base.connectionToClient); } For setting the authority on objects after they are created, there are the new functions AssignClientAuthority(NetworkConnection conn) andRemoveClientAuthority(NetworkConnection conn) on the NetworkIdentity class. Note that only one client can be the authority for an object at a time. On the client that has authority, the function OnStartAuthority() is called, and the property hasAuthority will be true. The set of objects that is owned by a client is available in the new property NetworkConnection.clientOwnedObjects which is a set of NetworkInstanceIds. This set can be used on the server when a message is received to ensure that the client that sent the message actually owns the object. When a client disconnects, the function DestroyPlayersForConnection now destroys all the objects owned by that connection, not just the player object. Objects which have their authority set to a client must have LocalPlayerAuthority set in their NetworkIdentity. Previously only player objects could have local authority, which meant that the NetworkTransform (and other components) could only be used for controlling the single player object for a connection on a client. With these changes it is possible to have multiple objects on a client that are locally controlled.- Networking: Added support for network [Command] calls from non-player objects with authority on a client. Since in 5.2 clients can have authority over non-player objects using NetworkServer.SpawnWithClientAuthority() or NetworkIdentity.AssignClientAuthority(), network Commands were extended from being allowed from just the player object to any object that is controlled by a client.
  • Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied. This callback code can reject movement requests completely or modify the movement data. When used in conjuction with client-side movement checks this provides a more secure movement model for multiplayer games.
  • OpenGL: Added -force-clamped prevents trying to use all available extensions when used together with -force-glcoreXX or -force-glesXX
  • OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • OpenGL: Fallback gracefully to Direct3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support.
  • OpenGL: Fallback gracefully to OpenGL when requesting OpenGL ES but it's not supported (all AMD GPUs, older than Intel IvyBridge IGP)
  • OSX: sometimes MonoDevelop & XamarinStudio would open both.
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Physics: Now you can set negative WheelCollider.forceAppPointDistance. This allows to adjust forceAppPointDistance in order to have suspension and tire forces applied at the wheel base
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Playables: Improved connection API: GetInput(index), GetInputCount, ClearInputs, and more.
  • Playables: No longer necessary to create a PlayableController to play a tree of Playables. The Animator (and other DirectorPlayer) now expose new Play(Playable root) API.
  • Reflection Probes: Make deferred probe blend distance configurable
  • Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes). This will allow doing SSRR (screen space raytraced reflections) properly soon. More details in this document.
  • Scripting: Added Cubemap.mipmapCount
  • Shader: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer.
  • Shader: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified.
  • Shader: Now skip_variants directive skips user variants as well.
  • Shaders: "Procedural Skybox" shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality.
  • Shaders: Make it possible to use UNITY_SAMPLE_SHADOW when SHADOWS_NATIVE is not explicitly defined.
  • SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler.
  • SpeedTree: Now shader has less variants due to the merge of some geometry types.
  • Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players.
  • Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly.
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation.
  • Substance: Feature parity with Substance Designer 5.1.
  • Substance: Runtime generation of ProceduralMaterials is now supported on PS4 and XboxOne.
  • Substance: Updated the Substance Engine libraries to Substance Designer 5.1.1 feature parity.
  • Terrain: A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing
  • Terrain: Made it easier to work with height maps created by World Machine. The default value of Byte Order option is now Windows (little endian).Added an option to vertically flip the height map when importing or exporting a raw file.
  • Terrain: Now 4097x4097 raw heightmap can be imported.
  • Terrain: Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs.
  • Terrain: Now terrain renders in deferred and legacy deferred path.
  • Terrain: Renamed "Wind Settings" label to "Wind Settings for Grass".
  • Terrain: Trees painted on the terrain now are scaled by the prototype's transform scaling.
  • TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2d culling API
  • UI: Added support for EventType.ExecuteCommand "SelectAll" to InputField so that it works in the Editor
  • UI: Added underloaded function call for RectTransformUntility.RectangleContainsScreenPoint so a camera is not required.
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Multithreaded UI system backend. The UI system batching code is now multithreaded this leads to a performance increase of up 4x (in our stress test scenes).
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity since 5.0
  • Unity Connect: State machine for project Info
  • Version Control: Bottom most version control info bar in inspector shows separete state for meta file if different from asset.
  • Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • Version Control: Reduce unnecessary checkouts
  • Version Control: Tooltip on info bars in inspector showing asset/meta file state
  • WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full.
  • WebGL: Resolution set in html file will no longer be overridden by PlayerSettings
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols. (Backwards comptability breakage)
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files. (Backwards comptability breakage)
  • Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • Windows Store Apps: supported orientations are now populated to manifest
  • Windows Store/Phone will now show animated Unity splashscreen instead of the static one.
  • Xbox One: Unity now builds with the June 2015 XDK. You must install the June 2015 XDK on your PC and use the matching or a later recovery on your console.
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling.
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes
  • 2D: After applying settings in sprite editor window, deselect any sprite rect
  • 2D: Apply active color space onto texture in sprite editor
  • 2D: Change text for Point filter format from Point to Point (no filter)
  • 2D: Clamp sprite pivot values to 0..1 instead of accepting any value (including infinity)
  • 2D: Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo
  • 2D: Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor
  • 2D: Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • 2D: Fix NullReferenceException when creating a new sceneview
  • 2D: Fix pointer enter/exit detection order with sorting layers
  • 2D: Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • 2D: Increase responsiveness of Sprite Editor in MacOSX
  • 2D: Materials become transparent because of improper re-setting of material
  • 2D: Non-sprite textures will display in sprite editor window with no options
  • 2D: Quit 2D collider editing mode when user reset the collider component
  • 2D: Reimport texture if texture importer is reset
  • 2D: Remove a sprite rect if the selected sprite rect is empty when trimmed
  • 2D: Replaced assert with warning message to multiple materials in SpriteRenderer
  • 2D: Set correct zoom values for zoom bar in SpriteUtilityWindow
  • 2D: Set SpriteRenderer to dirty when color is set
  • 2D: Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • 2D: Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • 2D: View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • Android: Added API level 22 to the minSdk list
  • Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • Android: Buildpipe - Fixed assets folders in aar files
  • Android: Editor - fix GLES31+AEP player settings
  • Android: Fixed ATC texture compression for RGBA textures
  • Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • Android: IL2CPP - Fixed compilation when path has white space
  • Android: JNI - fixed long data type
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: WWW - report HTTP status and response in case of failure
  • Animation Window: Animated particle properties are now show up in red in Inspector
  • Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • Animation Window: Animation curve now updates after changing controller
  • Animation Window: Ctrl+A now selects all keys and properties
  • Animation Window: Highlight is now blue when selecting all properties from animation window
  • Animation Window: It’s now possible to move current time before the first key
  • Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • Asset Management: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name.
  • AssetBundle: Fix the crash when a scriptable object is referenced from the scene.
  • AssetBundle: Fix the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed.
  • AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles.
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name.
  • Assets Loading: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • Assets Management: Enabled SSE2 optimizations on OSX x64 (Editor and Players)
  • Assets Management: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with Soft Edges enabled
  • Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script.
  • Audio: Fixed occasional crash at editor shutdown.
  • Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started.
  • Audio: Fixed some memory leaks.
  • Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling.
  • Audio: Now able to import from 32 bit fixed point and big-endian AIFF audio files
  • Audio: Transition to null snapshot in AudioMixer was crashing editor
  • Connect: Move project and COPPA Lock are disabled when project is locked
  • Core: Fixed hang when passing large arrays to the Undo system
  • Crunch texture compression: Support for 8192x8192 textures (64-bit editor builds only)
  • Editor: Automatically checkout ProjectSettings/ProjectVersion.txt if needed.
  • Editor: Avoid division by zero in zero-sized SphereCollider
  • Editor: Avoid locking when framing terrain
  • Editor: Camera lock keeps working when dragging outside the scene view window
  • Editor: Clear old main menus on Windows
  • Editor: Dirty materials when fixing HDR texture to ensure previews are updated
  • Editor: Ensure selected asset is revealed in project browser when changing layout
  • Editor: Fix 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • Editor: Fix asset store preview blinking in the project browser
  • Editor: Fix camera frustum gizmo not properly showing custom projection matrices.
  • Editor: Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • Editor: Fix caret did not move in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • Editor: Fix creating a script from the right click menu throws "Rename not started" error
  • Editor: Fix creating new assets after deletion of assets would throw error
  • Editor: Fix Cursor flickering in editor while play testing if cursor.visible = false
  • Editor: Fix Cursor.visible does not work until the game view is focused
  • Editor: Fix disabled scrollbar in lighting window lightmaps tab
  • Editor: Fix error when renaming items in project and hierarchy views
  • Editor: Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • Editor: Fix icons in Project Browser 'jumping' when changing view
  • Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • Editor: Fix MaterialEditor Shader Warning when importing a package
  • Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • Editor: Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • Editor: Fix non character keys being mixed up with character keys on shortcuts.
  • Editor: Fix not being able to focus tabs after changing "Output" on Audio Source
  • Editor: Fix Null reference exception on the Inspector
  • Editor: Fix occasional trash bypassing when deleting assets on Windows.
  • Editor: Fix popped out container window not able to move when two editor windows are stacked one above/next to the other.
  • Editor: Fix possible data loss on Windows when renaming folder with locked files
  • Editor: Fix rare case of invalid folder path shown in the Project Browser
  • Editor: Fix scene view window still being tinted in playmode when an overlay was active.
  • Editor: Fix scene's GI is not updated after building AssetBundle or opening the same scene.
  • Editor: Fixed bad scene view performance when lots of light gizmos are drawn (will backport to 5.0/5.1).
  • Editor: Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units.
  • Editor: Fixed crash when selecting '~' as a project directory.
  • Editor: Fixed Gradient not updating when an Undo is performed.
  • Editor: Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout.
  • Editor: Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode.
  • Editor: Fixed Scene View camera moving slightly while holding down right mouse button.
  • Editor: In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused.
  • Editor: Make sure GUISkin.current is set to GameSkin before invoking any user script.
  • Editor: Scene view picking works when selection base object isn't under the mouse position
  • Editor: Search correct 32/64bit program files on windows for diff tools
  • Editor: Terrain editor hotkeys no longer conflict with text field input
  • GI: Ambient GI value not changing based on disabled realtime/baked GI.
  • GI: Fix crash following lighting builds in GetSystemTexture.
  • GI: Fixed bake getting stuck on terrains.
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes. Show message to user that she should bake a snapshot first.
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode.
  • GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • GI: Fixed itermittent crash related to realtime lightprobes.
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps.
  • GI: Fixed radiosity core corruption error when baking lightmap.
  • GI: Fixed static lightmap baking on a rectangular terrain.
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps.
  • GI: Lightmap snapshot gets cleared when clearing GI Cache.
  • Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer.
  • Graphics: Corrected the viewport used in the editor for image effects when forward rendering + AA
  • Graphics: Fix CaptureScreenshot with letterboxed editor game view (5.2 regression).
  • Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed a crash compressing an already compressed texture in script
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast.
  • Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • Graphics: Fixed assertion when LODGroup is scaled to zero.
  • Graphics: Fixed BGRA texture format on OpenGL ES 3.0
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed bug when loading single channel JPEGs using Texture2D.LoadImage.
  • Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument (will backport to 5.0/5.1).
  • Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • Graphics: Fixed crash while using -force-gles on MacOSX
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • Graphics: Fixed error messages with .triangles on empty meshes (coming to 5.1 too)
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles.
  • Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • Graphics: Fixed swizzling of BGRA32 texture data on D3D11, Xbox360, OpenGL, OpenGL core and OpenGL ES
  • Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets
  • IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • Il2CPP: Avoid boxing of value types during null checks in generic code
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'".
  • IL2CPP: Correct an intermittent hang which can occur in the garbage collector.
  • IL2CPP: Correct be problem with the generated C++ code which causes the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code is used to index into an array of pointers to structures.
  • IL2CPP: Fix alphanumerical string sorting in cases where unicode comparison table was required.
  • IL2CPP: Fix binary operations using mixed integer types.
  • IL2CPP: Fix bug in Boo script related to generic interface methods.
  • IL2CPP: Fix codegen issue when using a field type a struct that has no instance fields.
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • IL2CPP: Fix CultureInfo.GetCultures()
  • IL2CPP: Fix marshaling code for IntPtr parameters marked with [Out] attribute.
  • IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • IL2CPP: Handle 'void' type parameter.
  • IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • IL2CPP: Implement the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed by the garbage collector.
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method.
  • IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • iOS/IL2CPP: Add support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • iOS/IL2CPP: Correct a error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • iOS/IL2CPP: Correct an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • iOS/IL2CPP: Correct the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • iOS/IL2CPP: Fix a code generation issue when using static constructors in base generic classes.
  • iOS/IL2CPP: Fix a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • iOS/IL2CPP: Fix a crash which occurs when Ldvirtftn opcode is used on a non-virtual method.
  • iOS/IL2CPP: Fix a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • iOS/IL2CPP: Fix IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • iOS/IL2CPP: Fix managed stack traces.
  • iOS/IL2CPP: Fix marshaling arrays of structs marked with [Out] attribute.
  • iOS/IL2CPP: Fix WWWForm.data property getter being extremely slow on IL2CPP.
  • iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced
  • iOS: add a limit for iOS acceleration event queue
  • iOS: Add support for Xcode 6.3.2
  • iOS: Add support for Xcode 7 beta
  • iOS: Added additional Japanese fallback font
  • iOS: Added iOS Thai font fallback for 8.2
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: Added Xcode 6.4 compatibility
  • iOS: Allow to append builds made with different scripting backend
  • iOS: Don't add header files to il2cpp Xcode project
  • iOS: Don't fail fatally when Unity Xcode plugin can't be installed
  • iOS: Don't include managed dll files in il2cpp build
  • iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts
  • iOS: Fixed a regression which caused appending builds with native plugins to fail
  • iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder .
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Fixed crash in WebCamTexture.GetPixel()
  • iOS: Fixed il2cpp append
  • iOS: Fixed stripping of GameCenter social platform
  • iOS: Fixed stuck "Launch screen type" setting
  • iOS: Fixed value of InputField.text when another field is being edited with keyboard
  • iOS: Made sure WWW.bytes gets populated with response even in case of non-2xx status
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • iSO/IL2CPP: Fix a deadlock that can occur during class initialization.
  • Mecanim: Cutting a clip in FBX importer messes up other clips.
  • Mecanim: Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • Mecanim: Do not activate runtime State parameter on parameter rename.
  • Mecanim: Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool.
  • Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • Mecanim: Fixed a bug where it would not be possible to animate the second material on a meshrenderer.
  • Mecanim: Fixed a bug where the lock button on the Animator Window would reset after play mode.
  • Mecanim: Fixed a case where going to play mode would prevent undo operations from being pushed.
  • Mecanim: Fixed an editor performance issue with large blend trees.
  • Mecanim: Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x.
  • Mecanim: Fixed an undo error in the blend tree inspector.
  • Mecanim: Fixed an undo related crash.
  • Mecanim: Fixed Animator tool showing internal AnimatorController
  • Mecanim: Fixed Animator.bodyPosition and Animator.bodyRotation documentation.
  • Mecanim: Fixed Animator.speed set in Start() not working.
  • Mecanim: Fixed asserts with empty controller.
  • Mecanim: Fixed Asset Store preview of Humanoid character.
  • Mecanim: Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Mecanim: Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector.
  • Mecanim: Fixed broken BlendTree slider with some BlendTree configuration.
  • Mecanim: Fixed broken blendtrees with identical negative blend values.
  • Mecanim: Fixed broken copy paste of sub-statemachines
  • Mecanim: Fixed changing controller files on disk not reloading blendtree editor correctly
  • Mecanim: Fixed continuity of FixedTime transitions
  • Mecanim: Fixed crash when building AnimatorController with empty layer.
  • Mecanim: Fixed crash when calling SampleAnimation in Standalone
  • Mecanim: Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Mecanim: Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrodeController
  • Mecanim: Fixed crash when importing certain FBX file.
  • Mecanim: Fixed crash when loading scene in playmode with an asset bundle containning a controller.
  • Mecanim: Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors.
  • Mecanim: Fixed display of transition pivot curves.
  • Mecanim: Fixed error message when changing clip selection in ModelImporter.
  • Mecanim: Fixed error message when deleting an Fbx that is used by an AnimatorController
  • Mecanim: Fixed false binding error on rig with Optimized Hierarchy On.
  • Mecanim: Fixed firing of multiple events at time 0
  • Mecanim: Fixed GetStateMachineTransitions leaking memory.
  • Mecanim: Fixed OnStateMachineEnter/Exit not being called on layers.
  • Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve()
  • Mecanim: Fixed reloading of BlendTree when AnimatorController file modified externally.
  • Mecanim: Fixed renaming of states after exiting play mode.
  • Mecanim: Fixed rotating view with mouse in the Avatar Configure Tool.
  • Mecanim: Fixed runtime optimize/deoptimize hierarchy of GameObject.
  • Mecanim: Fixed Scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Mecanim: Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree.
  • Mecanim: Fixed stateMachineBehaviourEditor not handling correctly invalid case where script derive from monobehaviour
  • Mecanim: Fixed sub-statemachine naming scheme.
  • Mecanim: Fixed synced timing UI for additive layer.
  • Mecanim: Fixed synchronization issue when you have both Animator's parameter window open.
  • Mecanim: Fixed Transition interruption in destination State ExitTime.
  • Mecanim: Fixed transition list temporarily loses its values on Editor re-compile
  • Mecanim: Fixed Transtiion Previewer handle manipulation
  • Mecanim: Fixed undo of synced layers delete.
  • Mecanim: Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent.
  • Mecanim: Removed Abstract StateMachineBehaviours from the list offered to users.
  • Mecanim: Removed invalid multiple preview from the ModelImporter Animation sub-editor.
  • Memory: Fixed memory leak in Graphics.DrawMesh when running standalone player with -batchmode
  • Memory: Fixed memory leak in standalone player with empty scene
  • Memory: Fixed memory leak when running standalone player with -batchmode
  • Merge Tool: Fix empty base/right files when falling back and used from cmdline and premerge dests are not set
  • Merge Tool: Fix merge conflict when mine and theirs have both added a component of different type to the same GameObject
  • Merge Tool: Get rid of error about non existing merge tool path after falling back to 3rd party merge tool on OSX
  • Merge Tool: Handle invalid non-unique mapping keys that Unity generates
  • Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations (coming to 5.1 too)
  • Metal: Fixed some issues with shader translation of matrices with different precision (coming to 5.1 too)
  • Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on OSX
  • Mono: Fix Unity crash when detecting recursive type definition.
  • Mono: Fixed issue with default property values and object initializers
  • Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime
  • MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • Multiplayer: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • Multiplayer: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • Multiplayer: Fixed NetworkServer.Spawn failing silently when the server is not active.
  • Multiplayer: Fixed NetworkServer.Unspawn not allowing objects to re-spawned.
  • Multiplayer: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • Networking: Fixed incorrect serialization of some 64 bit numbers
  • Networking: Fixed NetworkTransform cause corruption of SyncVars on other scripts
  • Networking: Fixed NetworkTransform not updating if only velocity has changed
  • Networking: Fixed UNetWeaver exception processing large project with Editor scripts
  • Networking: NetworkTransform not syncing character controller rotation when not moving.
  • OpenGL core: Fixed crash when using -force-glcore on MacOSX where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Fixed Sandy Bridge crash, unsupported due to drivers issues, Unity will fallback to Direct3D.
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • OpenGL ES: Fixed Fire HD development player crash
  • OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA.
  • OpenGL: Fixed BGRA texture format support
  • OpenGL: Fixed crash on Vivante GPU due to a driver bug with program binary
  • OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues.
  • OS X Standalone: Fixed fullscreen mode
  • OSX Editor: fix RunOpenPanel() with extension non-empty filter
  • Particles: Fixed Particle curve editor preview not refreshing on Undo
  • Particles: Fixed Shuriken particle system bugs (Limit Velocity Over Lifetime was FPS-dependent, and some spawn parameters weren't random enough).
  • Particles: Fixed various Shuriken particle system bugs (culling issues when particles are set from script; prewarming performance problems; StartDelay not working from script; various crashes etc.)
  • Particles: Shuriken sub-emitters sometimes didn't fire
  • Physics: Don't create PhysX shapes for disabled terrains
  • Physics: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • Physics: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • Physics: Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled.
  • Physics: Fix an issue where OnTriggerStay would not be called on children in compound colliders.
  • Physics: Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint.
  • Physics: Fix wheel collider applying the inertia tensor rotation the wrong way, cleaned up gizmo code
  • Physics: Fix WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle
  • Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • Physics: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • Physics: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • Physics: Make sure we update scene query flags for inserted wheels because otherwise we may end up colliding with the car's body
  • Physics: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • Physics: Remove invalid tire contact shapes from the vehicles queries cache up on collider deactivation
  • Physics: Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers.
  • Physics: Reset query filters when removing wheels, to stay on the safe side as PhysX can actually run queries of almost zero length for disabled wheels
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • Physics: Stop crash if 2D effector is needed but there is none.
  • Physics: Stop NullReferenceException when editing PolygonCollider2D.
  • Physics: Update docs to mention the limitation on the maximum colliders per cloth instance
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll".
  • PreferenceWindow: If external MD or XamarinStudio is selected, make it configurable to have .unityproj projectfiles be generated.
  • PreferenceWindow: show "MonoDevelop Solution Properties" whenever an external MD or XamarinStudio is selected.
  • Project Import: Fixed Special folder "~" functionality
  • PS3/PS4: Fixed some separate alpha blending shader states not working properly.
  • Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • Scripting: Fix potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events
  • Scripting: Fixed the issue that AssetBundleManifest.GetAssetBundleHash() returns wrong hash.
  • Serialization: Fix crash when selecting "Scripting Backend" option in Other Settings
  • Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue
  • Serialization: Fixed not being able to serialize a field called "Base"
  • Serialization: References to "Resources/unity_builtin_extra" should get preloaded.
  • Shaders: Fixed some cases of objects with unsupported shaders not rendering at all (instead of rendering in pink).
  • Shaders: Fixed some loop constructs being translated wrongly for GLSL/Metal.
  • SpritePacker: Truecolor sprites are not packed into the same Atlas if other format settings are different
  • Standard Assets: Added user-expose

New in Unity 5.1.2 Patch 3 (Aug 6, 2015)

  • Features:
  • Tizen: Static splash screens are now supported.
  • Improvements:
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Changes:
  • BlackBerry: SystemInfo.deviceModel now returns a useful model string value instead of a hexadecimal number.
  • Windows Standalone: Player exe is no longer signed, icon and version modifications will no longer have digital signature errors.
  • Fixes:
  • (709326) - 2D: Fixed spriteRenderer overwriting materials for objects in case of multiple selection.
  • (707880) - 2D: Prevent all editing in Sprite Editor Window during play mode.
  • (670282) - BlackBerry: Fixed crash that would happen with some projects on the Passport after consecutive runs.
  • (708787) - Editor: Fixed 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • (709495) - Editor: When saving a scene in the Windows editor, the characters from the dynamic fonts would disappear.
  • (none) - GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • (679342) - Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • (702323) - IMGUI: Fixed text vertical position shifting during edit when the line height is too big for the box.
  • (none) - Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • (none) - Merge Tool: Fixed empty base/right files when falling back and used from cmdline and premerge dests are not set.
  • (none) - Merge Tool: Fixed merge conflict when mine and theirs have both added a component of different type to the same GameObject.
  • (none) - Merge Tool: Fixed the error about non existing merge tool path after falling back to 3rd party merge tool on OSX.
  • (none) - Merge Tool: Correctly handle invalid non-unique mapping keys that Unity generates.
  • (none) - Physics2D: Now 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (692675) - Physics: Fixed WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle.
  • (704468) - Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • (705148) - Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • (691057) - Physics: Fixed WheelCollider suspension raycasts being unable to ignore intersections with the car’s body the wheel has been attached to, occasionally.
  • (711981) - Substance: Fixed crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • (none) - Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • (715415) - Tizen: Fixed issue where Good autorotation orientations were incorrect.
  • (714670) - UI: Fixed Toggle component not updating when animated.
  • (none) - UnityAnalytics: Fixed RemoteConfig restore of int values.
  • (none) - Version Control: Fixed assets version control cache state not being updated after scene reload.
  • (none) - Version Control: Invalidate version control cache on refresh button click in versioning window.
  • (713630) - VR: Fixed several VR lifecycle related crashes.
  • (714022) - VR: VRDevice.isPresent now returns expected value.
  • (704235) - WebGL: Fixed WebGL builds of projects with long path names on Windows.
  • (714545) - WebGL: Fixed empty Input.inputString.
  • (712636) - WebGL: Fixed UI keyboard inputs.

New in Unity 5.2.0 Beta 5 (Aug 1, 2015)

  • Fixes:
  • Mecanim: Fixed Animator tool showing internal AnimatorController
  • Mecanim: Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Mecanim: Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Mecanim: Fixed error message when deleting an Fbx that is used by an AnimatorController
  • Mecanim: Fixed Scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Mecanim: Fixed Transtiion Previewer handle manipulation
  • WinRT: Fixed an issue where the editor would prevent building project for Windows 10 Universal Application if it contained any plugins targeting Windows 10 SDK
  • XboxOne: Fixed the "EditorOnlyPlayerSettings property not initialized" error.
  • The following are changes and fixes to 5.2 features and regressions...
  • Fixes:
  • Mecanim: Fixed console error when editing Transition condition
  • Mecanim: Fixed crash when setting OverrideController
  • Mecanim: Fixed root motion skipping a frame when changing Playable topology
  • WebGL: Fixed empty Input.inputString
  • WebGL: Fixed UI keyboard inputs

New in Unity 5.1.2 Patch 2 (Jul 31, 2015)

  • Improvements:
  • Android: Added support for real 16bit RGB565 backbuffer.
  • VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
  • Fixes:
  • (none) - Android: Audio - Fixed CPU consumption by FMODAudioDevice thread on GearVR.
  • (none) - Android: Fixed call to ES API without current context.
  • (704009) - BlackBerry: Fixed crash when using Development builds on the STL-001 device.
  • (none) - BlackBerry: Fixed issue that would cause a grey screen to appear between the splash screen and the start of the game.
  • (674706) - iOS/IL2CPP: Allow GetCurrentProcess to work.
  • (none) - iOS/IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (712470) - iOS/IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute.
  • (710797), (705882) - iOS/IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (none) - Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • (none) - Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime.
  • (none) - Samsung TV: Fixed freetype crash on 2013 TV.
  • (none) - Samsung TV: Fixed issue where UnityAnalytics was initializing improperly.
  • (none) - Samsung TV: Fixed race condition that could cause intermittent crashes when managed threads were being used.
  • (none) - Tizen: Fixed an issue with sound stopping when apps are interrupted.
  • (none) - Tizen: Resolve deployment problems on Windows.
  • (695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
  • (703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
  • (none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
  • (none) - VR Oculus: Update to latest oculus dependencies.
  • (none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
  • (none) - VR: Fixed stereo rendering regression.
  • (none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
  • (691345) - VR: Reenable vsync when device is disconnected.
  • (none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.

New in Unity 5.2.0 Beta 4 (Jul 24, 2015)

  • Known Issues:
  • Connect: Home/Connect Window: Network Reliability issues on bad networks
  • UnityAds: 'Go to Dashboard' link navigates to incorrect url and gives the impression that the user is not logged in
  • WP8: Cannot build projects (714079)
  • Features:
  • New low-level native plugin API.
  • Windows 10 Universal apps now support x64.
  • Changes:
  • GI: Set default BounceScale to 1.
  • Removed hexadecimal color string support from Color and replaced with ColorUtility.
  • Improvements
  • Audio: Finalized Spatialization API (updated SDK and example on https://bitbucket.org/Unity-Technologies/nativeaudioplugins)
  • GI: Allow ambient intensity higher than 1.
  • GI: The size of the last lightmap is now reduced to pack the instances more tightly and not waste space.
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added CommandBuffer.IssuePluginEvent(callback, eventId) to allow invoking a specific callback in a specific native plugin.
  • Graphics: Added linear rendering mode to new OpenGL back-end on desktop.
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off.
  • Graphics: New GL.IssuePluginEvent(callback, eventId) override allows invoking a specific callback in a specific native plugin.
  • IL2CPP: Improve performance of 'is' operator, 'as' operator, and casting in some cases.
  • IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • iOS: Added build number to Player Settings.
  • iOS: Added support of asset tags and folder references to the Xcode API
  • Mecanim: BlendTree Api now publishes useAutomaticThresholds
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Reflection Probes: Make deferred probe blend distance configurable
  • Shader: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer.
  • Shader: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified.
  • Shader: Now skip_variants directive skips user variants as well.
  • Terrain: Now terrain renders in deferred and legacy deferred path.
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2d culling API
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity since 5.0
  • WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full.
  • Fixes:
  • Android: Added API level 22 to the minSdk list
  • Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • Android: Editor - fix GLES31+AEP player settings
  • Android: IL2CPP - fixed compilation when path has whitespaces
  • Android: JNI - fixed long data type
  • Editor: Automatically checkout ProjectSettings/ProjectVersion.txt if needed.
  • Editor: Clear old main menus on Windows
  • Editor: Dirty materials when fixing HDR texture to ensure previews are updated
  • Editor: Fix 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • Editor: Fix disabled scrollbar in lighting window lightmaps tab
  • Editor: Fix non character keys being mixed up with character keys on shortcuts.
  • Editor: Fix Null reference exception on the Inspector
  • Editor: Fixed Gradient not updating when an Undo is performed.
  • GI: Ambient GI value not changing based on disabled realtime/baked GI.
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes. Show message to user that she should bake a snapshot first.
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode.
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps.
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps.
  • GI: Lightmap snapshot gets cleared when clearing GI Cache.
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer.
  • Graphics: Fix CaptureScreenshot with letterboxed editor game view (5.2 regression).
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast.
  • Graphics: Fixed BGRA texture format on OpenGL ES 3.0
  • Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • Graphics: Fixed crash while using -force-gles on MacOSX
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'".
  • IL2CPP: Correct an intermittent hang which can occur in the garbage collector.
  • IL2CPP: Correct be problem with the generated C++ code which causes the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code is used to index into an array of pointers to structures.
  • IL2CPP: Fix binary operations using mixed integer types.
  • IL2CPP: Fix bug in Boo script related to generic interface methods.
  • IL2CPP: Fix codegen issue when using a field type a struct that has no instance fields.
  • IL2CPP: Fix CultureInfo.GetCultures()
  • IL2CPP: Fix marshaling code for IntPtr parameters marked with [Out] attribute.
  • IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • IL2CPP: Implement the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method.
  • IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts
  • iOS: Fixed a regression which caused appending builds with native plugins to fail
  • iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder .
  • iOS: Fixed stripping of GameCenter social platform
  • Linux: Fix button down reports when querying any joystick and multiple joysticks are connected.
  • Linux: Fix key release regression.
  • Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • Mecanim: Fixed Animator.speed set in Start() not working.
  • Mecanim: Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector.
  • Mecanim: Fixed broken BlendTree slider with some BlendTree configuration.
  • Mecanim: Fixed error message when changing clip selection in ModelImporter.
  • Mecanim: Fixed OnStateMachineEnter/Exit not being called on layers.
  • Mecanim: Fixed reloading of BlendTree when AnimatorController file modified externally.
  • OS X Standalone: Fixed fullscreen mode
  • Particles: Fixed Particle curve editor preview not refreshing on Undo
  • Particles: Fixed Shuriken particle system bugs (Limit Velocity Over Lifetime was FPS-dependent, and some spawn parameters weren't random enough).
  • Particles: Shuriken sub-emitters sometimes didn't fire
  • Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll".
  • Substance: Fix crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • UI: Allow UI elements to render in overlay mode even if they don't have a shader that requires lighting
  • UI: Characters from Dynamic Font disappear when Scene is saved
  • UI: Fix issue with UI stencil breaking in editor due to materials that were deleted being passed through to the render pipeline.
  • UI: Only call 'PointerDrop' callback if we have begun a pointer drag
  • UI: Stop disabled graphics from blocking raycasts
  • UI: Stop OnValidate being called at inappropriate times for UI elements
  • UI: When overriding sorting ensure to calculate the bounds using the generated mesh of the correct sub Canvas
  • Windows Phone 8: Fixed corrupted display resolution when screen is rotated in Landscape mode.
  • Windows Store Apps: Application will correctly change its resolution when display resolution changes on DX12.
  • Windows Store Apps: Application.isMobilePlatform will now return true
  • Windows Store Apps: fix incorraectly reported PlayerPrefs corruption after upgrading to Unity 5.1
  • Windows: Both Editor and Windows Standalone will correctly report Windows 10 via SystemInfo class.
  • The following are changes and fixes to 5.2 features and regressions...
  • Fixes:
  • Mecanim: Fixed accessing StateMachineBehaviours when using Playables.
  • Mecanim: Fixed AnimationWindow not working well with AnimatorParameter.
  • Mecanim: Fixed broken Animator Unscaled Time.
  • Mecanim: Fixed crash when using empty AnimatorController.
  • Mecanim: Fixed Playable graph topology change resetting root transform.

New in Unity 5.1.2 Patch 1 (Jul 23, 2015)

  • Improvements:
  • WebGL: Added WebGLInput.captureAllKeyboardInput API to allow web page content to get keyboard input.
  • Changes:
  • Samsung TV: Users are now able to set the system language via SamsungTV.SetSystemLanguage. Users will need to fetch the system language via Samsung's GSP API plugin.
  • Xbox One: Unity is now built using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • (701873) - Android: Fixed performance regression in Resources.Load.
  • (703999) - Android: Fixed texture compression setting for RGBA textures.
  • (694503) - Asset Loading: Fixed missing references when scene is loaded from an asset bundle which contains multiple scenes.
  • (707079) - AssetBundle: Fixed the crash when a scriptable object is referenced from the scene.
  • (683134) - AssetBundle: Fixed the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • (673296) - Editor: Enabling Script Only Build option will only affect platforms that allow the option.
  • (707688) - GI: Fixed crash when building lighting.
  • (690395) - Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled.
  • (697054) - Graphics: Fixed a crash compressing an already compressed texture in script.
  • (678429) - Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • (700698) - Graphics: Fixed artifacts in alpha channel of ATC-compressed RGBA textures when using Mac OS X Editor.
  • (662018) - Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360.
  • (681662) - Graphics: Switching shaders in material inspector should reset material's render queue to default.
  • (701319) - Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets.
  • (693316) - Graphics: Configurable vertex compression to fix lightmap UVs shifting.
  • (691477) - Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • (697178) - Input / OSX standalone: Mouse buttons are registered when configuring input settings.
  • (704815) - Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin.
  • (704335) - Inspector Functionality: Fixed component Help buttons on OS X.
  • (711284) - iOS/IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • (689976) - iOS/IL2CPP: Corrected an intermittent hang which could occur in the garbage collector.
  • (709995) - iOS/IL2CPP: Corrected a problem with the generated C++ code which caused the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code was used to index into an array of pointers to structures.
  • (712713) - iOS/IL2CPP: Ensure methods needed for enum arrays are converted.
  • (708876) - iOS/IL2CPP: Fixed binary operations using mixed integer types.
  • (770440) - iOS/IL2CPP: Fixed bug in Boo script related to generic interface methods.
  • (689586) - iOS/IL2CPP: Fixed CultureInfo.GetCultures().
  • (none) - iOS/IL2CPP: Fixed marshaling code for IntPtr parameters marked with [Out] attribute.
  • (708527) - iOS/IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • (676797) - iOS/IL2CPP: Implemented the IsTransparentProxy icall, which always returns false.
  • (705751) - iOS/IL2CPP: Implemented the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • (none) - iOS/IL2CPP: Improved performance of 'is' operator, 'as' operator, and casting in some cases.
  • (711712) - iOS/IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • (none) - iOS/IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (706601) - iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts.
  • (709024) - iOS: Fixed crash accesing WebCamTexture videoRotationAngle and videoVerticallyMirrored before it is fully inited.
  • (709063) - iOS: Fixed snapshot creation (when going to background) on pre-ios8.
  • (650630) - Mac OS X Standalone: Fixed stripping of debug symbols in release player builds.
  • (705342) - Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve().
  • (693714) - Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations.
  • (]693714](http://issuetracker.unity3d.com/issues/shader-metal-incorrectly-compiled-metal-shader-there-is-no-cast-for-different-types)) - Metal: Fixed some issues with shader translation of matrices with different precision.
  • (none) - Networking: Fix for llapi statistic function + new statistic function GetNetworkLostPacketNum().
  • (none) - Networking: Timing service is working now.
  • (none) - OS X: Fixed building on OS X El Capitan.
  • (706330) - OSX standalone: Fixed mouse input and rendering issues after the application is moved to a different screen and is made fullscreen.
  • (703073) - Physics: Fixed an issue where OnTriggerStay would not be called on children in compound colliders.
  • (none) - Samsung TV: Added missing Indian character sets to 2015 TV.
  • (695246) - Scripting: Fixed potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events.
  • (643440) - Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue.
  • (706380) - Substance: Fixed crash with BakeAndDiscard ProceduralMaterials.
  • (none) - Tizen: Fixed corrupted audio.
  • (none) - Tizen: Fixed errors when building projects that contain spaces in the path.
  • (693283), (672115) - UI: Fixed issue in UI components Slider, Outline, Shadow & Position as UV1 not updating when their values are animated.
  • (none) - UnityAnalytics: Remote config fix added.
  • (none) - WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full. IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (700861) - WebGL: Fixed backspace key navigating away from page in Chrome.
  • (705045) - WebGL: Fixed mouse button state after double click.
  • (711745) - Windows Store Apps: Application.isMobilePlatform will now return true.
  • (710069) - Windows Store Apps: Fixed incorrectly reported PlayerPrefs corruption after upgrading to Unity 5.1.
  • (708668) - Xbox One: Fixed instances where Compute Shaders would not compile.
  • (705618) - Xbox One: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • (701308) - Xbox One: Level and asset files are paired correctly in the auto-generated package manifest.
  • (none) - Xbox One: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Known Issue:
  • VR: Recommended to stay on 5.1.2f1 for Virtual Reality supported projects. There is a bug where images are displayed without stereoscopic depth to the headset in this patch. This will be fixed in 5.1.2p2 due next week.

New in Unity 5.2.0 Beta 3 (Jul 18, 2015)

  • Known Issues:
  • Connect: Home/Connect Window: Network Reliability issues on bad networks
  • Connect: After multiple sign-in / sign-off user will have to sign twice to get access to connect again
  • UnityAds: 'Go to Dashboard' link navigates to incorrect url and gives the impression that the user is not logged in
  • Windows Store Apps/Windows Phone 8.1: If you're upgrading your game from 5.1 to 5.2, you might get CRC errors when loading Player Prefs, this error is harmless and might appear because in 5.1 CRC calculation algorithm was changed, but then restored back in 5.2
  • Features:
  • Out of the box support for Visual Studio Tools for Unity (aka UnityVS)
  • Backwards Compatibility Breaking Changes:
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols.
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files.
  • Improvements:
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is.
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Mecanim: Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs.
  • Mecanim: Clarify doc for Animator.bodyPosition and bodyRotation.
  • Mecanim: Fixing empty State Machine Behaviour after compilation error
  • Mecanim: Support Layers Affect Mass Center for AnimatorControllerPlayable.
  • Mecanim: Updated documentation for AnimatorOverrideController.
  • Playables: Improved connection API: GetInput(index), GetInputCount, ClearInputs, and more.
  • Playables: No longer necessary to create a PlayableController to play a tree of Playables. The Animator (and other DirectorPlayer) now expose new Play(Playable root) API.
  • Substance: Updated the Substance Engine libraries to Substance Designer 5.1.1 feature parity.
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling.
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • Android: Buildpipe - Fixed assets folders in aar files
  • Android: Fixed ATC texture compression for RGBA textures
  • Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • Asset Management: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • Editor: Fix scene view window still being tinted in playmode when an overlay was active.
  • Editor: Fix scene's GI is not updated after building AssetBundle or opening the same scene.
  • Editor: In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused.
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles.
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • Mecanim: Do not activate runtime State parameter on parameter rename.
  • Mecanim: Fixed crash when building AnimatorController with empty layer.
  • Mecanim: Fixed crash when importing certain FBX file.
  • Mecanim: Fixed crash when loading scene in playmode with an asset bundle containning a controller.
  • Mecanim: Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors.
  • Mecanim: Fixed display of transition pivot curves.
  • Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve()
  • Mecanim: Fixed runtime optimize/deoptimize hierarchy of GameObject.
  • Mecanim: Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree.
  • Mecanim: Fixed synced timing UI for additive layer.
  • Mecanim: Fixed Transition interruption in destination State ExitTime.
  • Mecanim: Removed Abstract StateMachineBehaviours from the list offered to users.
  • Merge Tool: Fix empty base/right files when falling back and used from cmdline and premerge dests are not set
  • Merge Tool: Fix merge conflict when mine and theirs have both added a component of different type to the same GameObject
  • Merge Tool: Get rid of error about non existing merge tool path after falling back to 3rd party merge tool on OSX
  • Merge Tool: Handle invalid non-unique mapping keys that Unity generates
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • Shuriken: Fixed various particle system bugs
  • Substance: Fix crash in standalone builds when handling BakeAndDiscard materials.
  • Substance: Fix memory leak in the Editor.
  • Substance: Fix Resources.Load() and Resources.LoadAll() not waiting for ProceduralTexture generation completion before returning.
  • Terrain: Fixed crash after baking navmesh if there are LOD trees painted.
  • Terrain: Fixed crash when reimporting a billboard asset.
  • Version Control: Allow adding a new file under the name of a deleted file even if the deletion hasn't been committet
  • Version Control: Correct overlays for assets where .meta files are out of sync with their assets
  • Version Control: Fix assets version control cache state not being updated after scene reload
  • Version Control: Fix spelling of 'check out' to be consistent
  • Version Control: Invalidate version control cache on refresh button click in versioning window
  • Version Control: Make some version control class constructors internal
  • WebGL: Fixed DXT5 decompressor which resulted in slightly imperfect textures
  • Windows Store Apps/Windows Phone: fix build when native plugin uses collection interfaces with nested generic parameters
  • Windows Store Apps: Application will correctly change its resolution when you change display resolution.
  • XboxOne: Enabling Script Only Build option will only effect platforms that allow the option.
  • XboxOne: Fixed instances where Compute Shaders would not compile.
  • XboxOne: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • XboxOne: Level and asset files are paired correctly in the auto-generated package manifest
  • XboxOne: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • The following are 5.2-only feature changes and regression fixes:
  • Changes:
  • Mecamim: Animator and AnimatorControllerPlayable share common API with IAnimatorControllerPlayable interface
  • Fixes:
  • Mecanim: Fixed a crash when an animator controller in use was is destroyed
  • Mecanim: Fixed animation importer previewer doesn't get updated when using a mask
  • Mecanim: Fixed Animator.speed not working anymore
  • Mecanim: Fixed AnimatorControllerPlayable live link
  • Mecanim: Fixed AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier not being updated
  • Mecanim: Fixed asserts in ParameterControllerView
  • Mecanim: Fixed character going to rest pose when editing the AnimatorController in playmode
  • Mecanim: Fixed GameObject changing pose when creating AnimatorController
  • Mecanim: Fixed memory leak when using Animator.SetAnimatorController
  • Mecanim: Fixed runtime preformance regression on simple AnimatorControllers
  • WebGL: Fixed UI rendering

New in Unity 5.1.2 (Jul 17, 2015)

  • Improvements:
  • Analytics: Added cloudProjectId to hwstat.
  • Android: Audio - Enabled OpenSL for GearVR.
  • Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
  • Documentation: Docs for Audio / VR / UNet updated.
  • Editor: Informative message will be shown in the material inspector when the material property block values are used.
  • Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
  • Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
  • Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
  • Changes:
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • Fixes:
  • (699578) - 2D: Fixed the issue where it was unable to set Sprite mode to multiple.
  • (701438) - Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.
  • (699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.
  • (665246) - Animation: Remove relative material property blocks when the animator component is being removed.
  • (706635) - Asset Loading: Ignoring hidden dll files.
  • (690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
  • (670070) - Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • (705599) - Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • (694539) - CacheServer: Asset bundle names are not properly imported from metafiles.
  • (702628) - Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.
  • (670391) - DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.
  • (703205) - DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.
  • (686697) - Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.
  • (686697) - Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.
  • (692047) - Editor: Removed MSVCRT dependency for WebGL build.
  • (705649) - Editor: Search correct 32/64bit program files on windows for diff tools.
  • (none) - Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
  • (none) - GearVR: Removed log spam about user profile.
  • (705573) - GI: Fixed intermittent crash related to realtime lightprobes.
  • (none) - GLES: Fix for TC Particles package from the Asset Store.
  • (699694) - GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.
  • (705269) - GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.
  • (696397) - GLES: Fixed standard shader rendering issues with Mali GPUs.
  • (707361) - GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.
  • (none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.
  • (700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
  • (698775) - Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • (689087) - iOS: Added a limit for iOS acceleration event queue.
  • (681384) - iOS: Added additional Japanese fallback font.
  • (699574) - iOS: Added iOS Thai font for 8.2.
  • (701425) - iOS: Added support for Xcode 6.3.2.
  • (704699) - iOS: Added support for Xcode 7 beta.
  • (689410) - iOS: Allow to append builds made with different scripting backend.
  • (705241) - iOS: Don't add header files to il2cpp Xcode project.
  • (699907) - iOS: Don't include managed dll files in il2cpp build.
  • (710126) iOS: Fixed a regression which caused appending builds with native plugins to fail
  • (710818) iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder
  • (702900) - iOS: Fixed stuck "Launch screen type" setting.
  • (682882) - iOS: Include iOS Xcode API documentation.
  • (685439) - iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.
  • (695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • (705724) - iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • (708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
  • (700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • (691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • (704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • (none) - iOS/IL2CPP: Fix embedded resources.
  • (695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
  • (691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • (697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
  • (696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • (702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
  • (696745) - iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • (699644) - iOS/IL2CPP: Handle 'void' type parameter.
  • (706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • (698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • (696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • (702203) - iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • (691077) - iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • (702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • (693259) - iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • (703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • (695319) - iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.
  • (697757) - iOS/IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • (704069) - iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • (708137) - iOS/IL2CPP: Speed up generic method calls on value types.
  • (705860) - iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • (705860) - iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • (691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
  • (704998) - License: Added network timeout for all pending operations.
  • (704271) - License: Clear error message once valid serial is entered.
  • (700738) - License: Fixed an issue with Operating System ID changing on Windows 10.
  • (702313) - License: License activation staying stuck in Updating or Connecting screen.
  • (704270) - License: Replace generic invalid serial message with more meaningful message
  • (706183) - Linux: Fixed key release regression.
  • (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
  • (none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.
  • (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
  • (697582) - Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.
  • (700533) - MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.
  • (673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • (699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • (701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.
  • (699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
  • (692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.
  • (697809) - Networking: Added missing validation for invalid method signatures on network methods.
  • (693234) - Networking: Added missing validation for SyncVars of invalid types.
  • (697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
  • (701760) - Networking: Fix for allowing multiple network components on the same game object.
  • (697682) - Networking: Fix for ClientRpc call failing when called on a base class.
  • (698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.
  • (696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
  • (697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.
  • (696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.
  • (none) - Networking: Fix for garbage at the end of broadcast messages.
  • (697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
  • (none) - Networking: Fix for IsAcksLong flag doesn't work.
  • (697754) - Networking: Fix for isServer still being true after server was stopped.
  • (701235) - Networking: Fix for not being able to detect idle connections.
  • (697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
  • (697102) - Networking: Fix for SyncVars not working with script inheritance.
  • (698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
  • (698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
  • (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
  • (704949) - Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.
  • (none) - Networking: Fixed the problem with long acks.
  • (701313) - Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.
  • (697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
  • (577228) - Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • (705901) - Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • (703846) - Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • (683964), (696095) - Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • (702907) - Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • (697547) - Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (701932) - Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • (701202) - Physics 2D: Stop crash if 2D effector is needed but there is none.
  • (697637) - Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.
  • (699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
  • (685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
  • (441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
  • (698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
  • (697543) - Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.
  • (705471) - Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.
  • (697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
  • (686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
  • (none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.
  • (none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.
  • (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • (693537) - Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization
  • (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • (705485) - Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.
  • (670391) - Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.
  • (704497), (704501) - Shaders: Fixed resource binding regression breaking TC Particles asset store package.
  • (none) - Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
  • (676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.
  • (none) - Tizen: Added docs about native plugins on Tizen.
  • (none) - Tizen: Added Tizen to the default platforms list.
  • (none) - Tizen: Fixed plugin loading.
  • (689600) - UI: Number of batches created for UI scene back down to 5.0 number.
  • (697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
  • (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
  • (697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
  • (707761) - Update Checker: Wait for Home Window to be closed before checking for updates
  • (none) - VR: Don't update the head pose until Camera has latched the reference frame.
  • (702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
  • (704263) - VR: Fix issue where GUI could be inadvertently flipped.
  • (none) - VR: Fix issues with VRSettings.loadedDevice
  • (709060), (703989) - VR: Fix rendering issues when camera parent is scaled.
  • (none) - VR: Fixed anti aliasing.
  • (none) - VR: Fixed aspect ratio of game view and standalone window.
  • (705638) - VR: Fixed GearVR crash with Android Personal Edition.
  • (none) - VR: Fixed linear lighting.
  • (706852) - VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.
  • (none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.
  • (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
  • (none) - WebGL: Fixed error messages when refreshing or unloading the page.
  • (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
  • (none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.
  • (704102) - Windows Phone 8: Fixed crash when building from Editor.
  • (694021) - Windows Phone 8.1: Fixed simulator build.
  • (703879) - Windows Phone: Fixed build failure when using certain classes from System.Net namespace.
  • (none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.
  • (693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
  • (709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
  • (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces
  • (702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
  • (670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
  • (699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
  • (695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
  • (690152) - Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.
  • (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
  • (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.

New in Unity 5.2.0 Beta 2 (Jul 11, 2015)

  • Known Issues:
  • Connect: Need to have owner privilege to enable/disable Ads/Analytics
  • Connect: Error when enabling Ads if you are part of more than one organization, if you already have enabled ads for a project in different org
  • Connect: COPPA Lock visuals aren't updated on the Age Designation page if you don't switch to Setting page
  • Features:
  • Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers.
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Support scaling vehicles
  • Changes:
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from mono stripping levels
  • Improvements:
  • Editor: Improved Export Package window (now uses a proper tree view)
  • Editor: Selection.selectionChange callback triggered when selection changes
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Implemented object naming for D3D11, so textures will pick up the correct name in external graphics debuggers
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • WebGL: Resolution set in html file will no longer be overridden by PlayerSettings
  • Windows Store Apps: supported orientations are now populated to manifest
  • Fixes:
  • 2D: Apply active color space onto texture in sprite editor
  • 2D: Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo
  • 2D: Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • 2D: Materials become transparent because of improper re-setting of material
  • 2D: Replaced assert with warning message to multiple materials in SpriteRenderer
  • 2D: Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • AssetBundle: Fix the crash when a scriptable object is referenced from the scene.
  • Connect: Move project and COPPA Lock are disabled when project is locked
  • Editor: Avoid division by zero in zero-sized SphereCollider
  • Editor: Avoid locking when framing terrain
  • Editor: Camera lock keeps working when dragging outside the scene view window
  • Editor: Fix MaterialEditor Shader Warning when importing a package
  • Editor: Scene view picking works when selection base object isn't under the mouse position
  • Editor: Terrain editor hotkeys no longer conflict with text field input
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes
  • Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled
  • Graphics: Corrected the viewport used in the editor for image effects when forward rendering + AA
  • Graphics: Fixed a crash compressing an already compressed texture in script
  • Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • Graphics: Fixed error messages with .triangles on empty meshes (coming to 5.1 too)
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360
  • Graphics: Fixed swizzling of BGRA32 texture data on OpenGL, OpenGL core and OpenGL ES
  • Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets
  • Il2CPP: Avoid boxing of value types during null checks in generic code
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Handle 'void' type parameter.
  • IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed by the garbage collector.
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • iOS: Added Xcode 6.4 compatibility
  • iOS: Allow to append builds made with different scripting backend
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Made sure WWW.bytes gets populated with response even in case of non-2xx status
  • Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations (coming to 5.1 too)
  • Metal: Fixed some issues with shader translation of matrices with different precision (coming to 5.1 too)
  • Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on OSX
  • Mono: Fix Unity crash when detecting recursive type definition.
  • Mono: Fixed issue with default property values and object initializers
  • Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime
  • MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • OpenGL core: Fixed crash when using -force-glcore on MacOSX where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Fixed Sandy Bridge crash, unsupported due to drivers issues, Unity will fallback to Direct3D.
  • OpenGL ES: Fixed Fire HD development player crash
  • OSX Editor: fix RunOpenPanel() with extension non-empty filter
  • Physics: Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled.
  • Physics: Fix an issue where OnTriggerStay would not be called on children in compound colliders.
  • Physics: Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint.
  • Physics: Fix wheel collider applying the inertia tensor rotation the wrong way, cleaned up gizmo code
  • Physics: Fix WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle
  • Physics: Make sure we update scene query flags for inserted wheels because otherwise we may end up colliding with the car's body
  • Physics: Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers.
  • Physics: Update docs to mention the limitation on the maximum colliders per cloth instance
  • Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • Scripting: Fix potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events
  • Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue
  • WebGL: Fix iframe gaining focus when clicking on WebGL canvas
  • WebGL: Fix mouse button state after double clicks
  • WebGL: Fix standard shader usage in Safari
  • WebGL: Make AudioMixer work for controlling volume
  • WebGL: Normalize scroll wheel inputs to give more consistent results
  • Windows Phone: do not show Portrait Upside Down option in player settings (both 8.0 & 8.1)
  • Windows Store Apps: reduce extended splash screen blink
  • 5.2-only Changes and Regression Fixes:
  • Fixes:
  • Editor: Fix disabled items in color picker context menus
  • Editor: Fix TextField forcing cursor to be in view
  • Windows Phone 8: Can be built correctly again

New in Unity 5.1.1 Patch 4 (Jul 9, 2015)

  • Fixes:
  • (708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
  • (697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
  • (706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • (708137) - iOS/IL2CPP: Speed up generic method calls on value types.
  • (673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • (699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • (707761) - Update Checker: Wait for Home Window to be closed before checking for updates
  • (704263) - VR: Fix issue where GUI could be inadvertently flipped.
  • (none) - VR: Fix issues with VRSettings.loadedDevice
  • (709060), (703989) - VR: Fix rendering issues when camera parent is scaled.
  • (709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
  • (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces

New in Unity Beta 5.2.0 B1 (Jul 6, 2015)

  • Features:
  • 2D: SpritePacker got ability to rotate sprites while Sprite Packing to save atlas space.
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two RGB textures (second part containing alpha information as a grayscale) and combined in the shader. The option can be set on a per texture level, which affects the final atlas the texture lands in.
  • Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script.
  • The following curves can be be set at runtime:
  • Volume Rolloff
  • Spatial Blend (2D / 3D)
  • Reverb Zone Mix
  • Spread
  • LowPass Filter Cutoff Frequency
  • Cloud Service: Access control list support.
  • Culling: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling.
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed.
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes(string[] scenes);
  • Lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes which together, which can be loaded additively. Data is automatically split on bake per scene.
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allow Unity games on a local network to find each other.
  • Shaders: Fixed Function shaders work on all platforms now (including consoles).
  • They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller.
  • MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too).
  • Behave more consistently across platforms (specular highlights and light attenuation was slightly different before).
  • Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore.
  • However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section.
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the existing stencil buffer mask, does not require additional draw calls to prime the stencil buffer, and interacts better with deferred rendering. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor.
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript.
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser).
  • Windows Store Apps: Universal Windows Platform app (Windows 10 apps) support.
  • To read all about the latest changes in this version, you can visit the official website. http://unity3d.com/unity/beta/

New in Unity 5.1.1 / 5.1.1 Patch 1 (Jun 23, 2015)

  • Improvements:
  • Android: Audio - Enabled OpenSL for GearVR.
  • Documentation: Docs for Audio / VR / UNet updated.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Xbox One: Unity now builds with the May 2015 QFE1 XDK. Xbox One developers will need to install this XDK on their development PC and the matching or a later recovery on their console.
  • Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
  • Fixes:
  • (699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.
  • (690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
  • (692047) - Editor: Removed MSVCRT dependency for WebGL build.
  • (700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
  • (691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • (704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • (696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • (703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • (691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
  • (695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • (700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • (695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
  • (691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • (702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
  • (696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • (698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • (702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • (689410) - iOS: Allow to append builds made with different scripting backend.
  • (682882) - iOS: Include iOS Xcode API documentation.
  • (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
  • (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
  • (692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.
  • (701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.
  • (699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
  • (697809) - Networking: Added missing validation for invalid method signatures on network methods.
  • (693234) - Networking: Added missing validation for SyncVars of invalid types.
  • (697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
  • (701760) - Networking: Fix for allowing multiple network components on the same game object.
  • (697682) - Networking: Fix for ClientRpc call failing when called on a base class.
  • (698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.
  • (696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
  • (697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.
  • (696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.
  • (none) - Networking: Fix for garbage at the end of broadcast messages.
  • (697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
  • (697754) - Networking: Fix for isServer still being true after server was stopped.
  • (701235) - Networking: Fix for not being able to detect idle connections.
  • (697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
  • (697102) - Networking: Fix for SyncVars not working with script inheritance.
  • (698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
  • (698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
  • (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
  • (697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
  • (699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
  • (698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
  • (685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
  • (441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
  • (697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
  • (686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
  • (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • (676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.
  • (none) - Tizen: Added docs about native plugins on Tizen.
  • (none) - Tizen: Added Tizen to the default platforms list.
  • (none) - Tizen: Fixed plugin loading.
  • (689600) - UI: Number of batches created for UI scene back down to 5.0 number.
  • (697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
  • (697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
  • (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
  • (702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
  • (none) - VR: Fixed anti aliasing.
  • (none) - VR: Fixed aspect ratio of game view and standalone window.
  • (none) - VR: Fixed linear lighting.
  • (none) - WebGL: Fixed error messages when refreshing or unloading the page.
  • (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
  • (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
  • (694021) - Windows Phone 8.1: Fixed simulator build.
  • (704102) - Windows Phone 8: Fixed crash when building from Editor.
  • (702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
  • (670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
  • (699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
  • (693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
  • (695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
  • (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
  • (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.

New in Unity 5.1.1 / 5.0.3 Patch 2 (Jun 18, 2015)

  • FEATURE
  • VR: Gear VR is now supported with Unity VR.
  • IMPROVEMENTS
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
  • Graphics: Added set to gpu skinning parameter in PlayerSettings.
  • Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
  • iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
  • Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
  • Mecanim: Show frame number in avatar previewer.
  • CHANGES
  • Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
  • FIXES
  • AI: Fixed NavMeshAgent path re-planning (typically after carving) when agents are assigned a path via SetPath.
  • AI: Fixed issue causing spurious error message "ag.remainingDistance >= 0.0f" for agents waiting at OffMeshLinks.
  • AI: Fixed problem with performance when scene constains only idle agents with small radii.
  • Android: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • APIUpdater: Fixed crash when scripts contains some specific generic type / method usages.
  • APIUpdater: Fixed editor hang updater consent dialog is displayed while user is performing a drag & drop.
  • Audio: If the audio output device fails to init, then init to the null device to prevent crash.
  • Audio: The Disable Audio option now prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • CEF: Fixed crash when opening the asset store when no network.
  • Cloud Service: Fix for using another encoding for the url.
  • Editor: Fixed bad scene view performance when lots of light gizmos are drawn.
  • Editor: Fixed: Missing icon in Mecanim Transition inspector.
  • Editor: Profiler GameObject count in scene no longer increases when selecting camera.
  • Editor: Undo for editing capsule collider.
  • Editor: Undo for GameObject > Toggle Active State in main menu.
  • GI: Fixed static lightmap baking on a rectangular terrain.
  • GLES: Fixed crash on Vivante GPUs when using binary shaders.
  • Graphics: Fixed inaccurate screenspace scissoring of lights with large range.
  • Graphics: Fixed assertion when LODGroup is scaled to zero.
  • Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument.
  • Graphics: Fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • Input: Update mouse position when it is outside of rendered area in Windows standalone.
  • iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion. iOS/IL2CPP: Correct an error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • iOS/IL2CPP: Corrected the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • iOS/IL2CPP: Fixed a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • iOS/IL2CPP: Fixed managed stack traces.
  • iOS/IL2CPP: Fixed a code generation issue when using static constructors in base generic classes.
  • iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • iOS/Metal: Fixed crash when using preloaded shaders.
  • iOS: Fixed crash on A7 SoC when locking the screen.
  • iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints.
  • iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE".
  • iOS: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • WEBPLUGIN
  • Fixed cross-domain policy bypass issue (reported by Jouko Pynnonen of Klikki Oy).
  • XBOXONE
  • Fixed a crash that occurs in the debug player at startup.
  • KNOWN ISSUES
  • Windows Store Apps: Projects containing white spaces in their names won't build correctly.
  • Workaround: Remove white spaces from the project name.

New in Unity 5.1.0 Patch 1 (Jun 13, 2015)

  • Feature:
  • VR: Gear VR now supported with Unity VR.
  • Improvements:
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
  • Graphics: Added set to gpu skinning parameter in PlayerSettings.
  • Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
  • iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
  • Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
  • Mecanim: Show frame number in avatar previewer.
  • Changes:
  • Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
  • Fixes
  • (700717) - AI: Fixed NavMeshAgent path re-planning (typically after carving) when agents are assigned a path via SetPath.
  • (696556) - AI: Fixed issue causing spurious error message "ag.remainingDistance >= 0.0f" for agents waiting at OffMeshLinks.
  • (701413) - AI: Fixed problem with performance when scene constains only idle agents with small radii.
  • (677623) - Android: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • (673248) - APIUpdater: Fixed crash when scripts contains some specific generic type / method usages.
  • (693006) - APIUpdater: Fixed editor hang updater consent dialog is displayed while user is performing a drag & drop.
  • (687390) - Audio: If the audio output device fails to init, then init to the null device to prevent crash.
  • (693917) - Audio: The Disable Audio option now prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • (695263) - CEF: Fixed crash when opening the asset store when no network.
  • (691440) - Cloud Service: Fix for using another encoding for the url.
  • (none) - Editor: Fixed bad scene view performance when lots of light gizmos are drawn.
  • (582285) - Editor: Fixed: Missing icon in Mecanim Transition inspector.
  • (655453) - Editor: Profiler GameObject count in scene no longer increases when selecting camera.
  • (681476) - Editor: Undo for editing capsule collider.
  • (694119) - Editor: Undo for GameObject > Toggle Active State in main menu.
  • (688647) - GI: Fixed static lightmap baking on a rectangular terrain.
  • (691217) - GLES: Fixed crash on Vivante GPUs when using binary shaders.
  • (671681) - Graphics: Fixed inaccurate screenspace scissoring of lights with large range.
  • (699470) - Graphics: Fixed assertion when LODGroup is scaled to zero.
  • (none) - Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument.
  • (none) - Graphics: Fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • (698785) - Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • (684728) - Input: Update mouse position when it is outside of rendered area in Windows standalone.
  • (695251) - iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • (698060) - iOS/IL2CPP: Correct an error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • (697043) - iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • (694940) - iOS/IL2CPP: Corrected the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • (695900) - iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • (693281) - iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • (686183) - iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • (691442) - iOS/IL2CPP: Fixed a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • (673249) - iOS/IL2CPP: Fixed managed stack traces.
  • (698613), (698137) - iOS/IL2CPP: Fixed a code generation issue when using static constructors in base generic classes.
  • (697563) - iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • (674763) - iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • (697816) - iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • (699105) - iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • (692742) - iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • (693210) - iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • (694535) - iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • (689302) - iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • (694729) - iOS/Metal: Fixed crash when using preloaded shaders.
  • (none) - iOS: Fixed crash on A7 SoC when locking the screen.
  • (none) - iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints.
  • (696798) - iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE".
  • (677623) - iOS: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • (693367) - Linux: Fixed nonASCII input regression.
  • (none) - Mecanim: Changing AnimatorState runtime speed from positive to negative value should now correctly play the animation clip backward.
  • (none) - Mecanim: Fixed AnimatorState.speed with a value of 0 should now correctly pause the animation clip.
  • (696678) - Mecanim: Fixed broken copy paste.
  • (689767) - Mecanim: Fixed firing multiple events at 0.
  • (698660) - ModuleManager: Fixed exception when opening the Module Manager window.
  • (684121) - OpenGL: Fixed crash when trying to use unified OpenGL GfxDevice on MacOSX.
  • (694219) - Plugins: Fixed Standalone settings, toggle buttons were showing platforms as disabled while in reality they were enabled.
  • (none) - PS3/PS4: Fixed some separate alpha blending shader states not working properly.
  • (none) - Samsung TV: Fixed an issue where games launched on the 2014 TVs without using the Unity Launcher would crash.
  • (673027) - Scripting: Fixed debugger deadlock on OSX.
  • (673440) - Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
  • (none) - Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop.
  • (699510) - Terrain: Fixed occasional incorrect SpeedTree LOD.
  • (670867) - Tizen: Display software keyboard correctly in landscape.
  • (581750) - Tizen: Fixed some typed characters not displaying correctly.
  • (699598) - Tizen: Removed unnecessary texture compression selector in the build window.
  • (588936) - Tizen: Resolved "Failed to wait on semaphore" errors when script debugging.
  • (699589) - Tizen: Resolved build failures when various non-alphanumeric are entered into the product description.
  • (670069) - Tizen: Resolved rendering errors with Landscape Right screen orientation.
  • (none) - Tizen: Set the supported screen sizes key in the manifest. Not doing so results in Tizen store rejections.
  • (670882) - Tizen: Text typed into software keyboard is now displayed.
  • (699587) - Tizen: Updated product description field to prevent text wrapping issues.
  • (695513) - Tizen: Video playback is now supported.
  • (699779) - TreeEditor: Fixed incorrect labels and tooltips.
  • (696153) - UNET: Client is not sending/receiving packets and does not disconnect.
  • (694767) - UNet: Fixed an issue whereby NetworkTransform could corrupt SyncVars.
  • (696172) - UNet: Fixed an issue whereby Network Serializer breaks on some 64-bit values.
  • (688362) - UNet: Wrong interpolation in NetworkTransform has been fixed.
  • (695061) - UNet: Added fixes for multiple NetworkClient objects.
  • (698751) - UNET: Fixed: Memory continuously builds up with uNet server simply activated.
  • (none) - UNET: Fixed: Ping from obsolete connection can cause problem with functionality of new connection.
  • (none) - UNET: Fixed: Reliable sequenced channel for reused (disconnect then connect) connection stop working.
  • (696680) - UNett: Fix for bad error message on networked commands.
  • (none) - Unified GL: Fixed mobile bloom and mobile blur shaders (and anything else that used array inputs).
  • (none) - Unified GL: Fixed VFACE translation.
  • (696069) - Unified GL: Shader .cginc include files failed to load if the file to be included had UTF BOM. Fixed.
  • (none) - VR: Render scale now functions correctly with 0.6 Oculus SDK.
  • (699095) - VR: Render scale now works in deferred mode.
  • (none) - VR: VR.loadedDevice now works at runtime.
  • (none) - XboxOne: Fixed a crash that occurs in the debug player at startup.

New in Unity 5.1.0 (Jun 9, 2015)

  • Features:
  • New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://multiplayer.unity3d.com. The current RakNet based multiplayer system will be deprecated but still functional in this release.
  • New network components and NetworkBehaviour base class for network aware scripts
  • New NetworkManager to control and configure multiplayer games.
  • Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
  • VR optimization: Render shadows only once and share between eyes.
  • VR optimization: Cull once for both eyes.
  • Support for Oculus 0.6.0-beta runtime
  • New HDR Color Picker:
  • Improves the Standard shader workflow for changing the emission color property.
  • The emission color can now be animated from the animation window.
  • Using scripting API to change emission will now be reflected in the shader gui.
  • Color Presets now also support HDR colors. Saving a HDR color will overlay a lowercase 'h' on the preset swatch.
  • Color property fields can now be customized with the ColorUsageAttribute (show/hide alpha value, is HDR)
  • Added Hex color field
  • Graphics: Crunch texture compression format on platforms which support DXT. This is a lossy compression that is both small on disk/download and compressed (DXT1/DXT5) for the GPU.
  • Graphics: Experimental support for OpenGL 4.5 and ES 3.1 on Windows. Use -force-glcore, -force-gles(20|30|31|31aep) arguments to enable. This enables testing OpenGL ES 3.1 features on desktop. Note: no GL4 support on Mac or Linux yet.
  • Graphics: OpenGL ES 3.1 support on Android
  • New graphics levels (OpenGL ES 3.1, OpenGL ES 3.1 + AEP)
  • Compute shaders
  • Geometry shaders
  • Tessellation shaders
  • Advanced blend modes
  • Note: OpenGL ES 3.0/3.1 uses a new shader compiler backend; see Changes below.
  • New runtime assertion library under UnityEngine.Assertions namespace. The library provides a set of methods for setting assertions in your code.
  • The method calls will be conditionally compiled out from non-developer’s builds.
  • The conditional compilation is controlled by UNITY_ASSERTION define.
  • Defines DEBUG and TRACE are now also defined for non-developer’s builds.
  • A wrapping library providing extension methods is also available under UnityEngine.Assertions.Must namespace.
  • Unity Analytics: new, built-in Analytics functionality introduced (currently in “Preview”), under the UnityEngine.Analytics namespace.
  • Basic Integration can be completed by inserting a unique ProjectId into “Cloud Project Id” in PlayerSettings.
  • The ProjectId is a unique identifier that links your Editor project with the data on your Analytics dashboard, and is generated during the Basic Integration process.
  • Go to http://analytics.unity3d.com to get started with Basic Integration, as well as access the relevant documentation and integration instructions.
  • Additionally, the library provides methods to track Monetization, Custom Events, and User Attributes (otherwise known as Advanced Integration options).
  • Note: 4.x and 5.0 Editor users can still use Analytics by integrating the downloadable SDK package. For 5.1 users, adding the plug-in should not result in errors, nor will it result in duplicate data, but we still advise that you remove the old plug-in assets.
  • Home Window Login integration. You can now login or work offline using the home window or command-line arguments.
  • Home Window License integration. You can now validate your serial and activate your copy of Unity using the new 5.1 json licensing API through the home window.
  • Backwards Compatibility Breaking Changes:
  • Animation: Change the behaviour for humanoid controller with generic clip animating a human transform. Before the generic animation for the Human transform had a higher priority than the human animation. Now the Human animation always have the highest priority for humanoid rig overriding any generic animation for this transform, you should see a warning in the inspector if such case is detected with the name of the faulty animation clip and which transform is affected.
  • Physics: Modifying the HingeJoint Limit, Motor, Spring properties will no longer automatically enable the them. You now need to explicitly set HingeJoint.useLimit, useMotor, useSpring.
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • Changes:
  • Animation: Added warning message for transitions without any condition. Those transitions are ignored.
  • Animation: Animator.speed can only be negative when the recorder is enabled. Now when the recorder is offline we do clamp the speed to 0 to avoid negative speed.
  • Animation: Transitions now have a fixed duration by default. Before Transition duration was in normalized time.
  • Animation Window: Dope sheet editor uses Command instead of Control for toggle-selecting on Mac OS
  • Animation Window: Double-clicking a key in the curve editor now selects the whole curve. Double-clicking part of the curve still creates a new key at this position
  • Editor: Incremental naming of instantiated GameObjects to use format: MyName, MyName (1), MyName (2)
  • Editor: Renamed and added new GizmoType enum values to be more explicit about how they work with selection hierarchy. See the docs.
  • Editor: Ensure GameView is un-maximized on Editor start up.
  • GI: Auto baking is now disabled by default in 2D projects.
  • GI: Change the "continuous baking" label to something shorter and better. Is now "Auto" with a tooltip added.
  • GI: When hard shadows are selected baking will use a directional spread of 0 and a point radius of 0. Also, the UI for spread/point are disabled when shadows are not set to soft.
  • Graphics: Deprecated player settings useDirect3D11, targetGlesGraphics, targetIOSGraphics properties. Use SetGraphicsAPIs and friends.
  • Graphics: LOD fade mode is now assigned to the whole LODGroup as None, Cross-fade or SpeedTree.
  • Graphics: Make Material(string) constructor script API obsolete with a warning. Support for creating fixed function shaders at runtime will be removed in the future.
  • Input: Default binding for 'Fire3' in new projects changed from Left Cmd to Left Shift, for benefit of Windows user experience.
  • iOS: By default iOS builds now only support Metal & OpenGL ES 2.0. If you need OpenGL ES 3.0, you can specify that under player settings.
  • Networking: The NetworkView component from the old network system was marked as deprecated.
  • Physics: Enabling the HingeJoint Motor overrides the spring, if the spring was enabled. If the motor is again disabled the spring will be restored. This restores Unity4 functionality.
  • Physics: HingeJoint MinBounce and MaxBounce are replaced by a single 'bounciness' for both limit ends. The new bounciness will be set to the largest of the old MinBounce and MaxBounce.
  • Physics: New HingeJoint initialization fixes target angle being measured incorrectly.
  • Shaders: OpenGL ES 3.0+ will use a new shader compiler backend. Based on HLSL + HLSLCrossCompiler + glsl-optimizer. This enables compute shaders on ES3.1 and other modern features. Existing Cg/HLSL compute, geometry and tessellation shaders can be used via automatic translation as well as with direct GLSL snippets. Note: Memory layout rule differences between DX and GL must be taken into account on the buffer data uploads.
  • Substance: Substances are now supported in both 32b and 64b iOS simulator builds.
  • Terrain: TerrainData.alphamapTextures is now exposed to script.
  • Version Control: Allow edit of imported/native asset with respect to meta/asset file being checked out
  • WebGL: Memory size is now written to the generated HTML to make it easier to change it without rebuilding the player.
  • WebGL: Player Settings UI is now consistent with other platforms.
  • WebGL: Static batching is now disabled by default to improve build sizes.
  • WebGL: Switch audio format used to AAC.
  • Improvements:
  • Android: Apply DeviceDefault theme if available, respect user's theme
  • Android: Improved soft input dialog
  • Android: New Sensor/rotation code that tries to figure out 'reversed rotation devices'
  • Animation: Added Animator.CrossFadeInFixedTime and Animator.PlayInFixedTime to support fixed time manual transitions.
  • Animation: Added AnimatorController.GetBehaviours() API function to simplify how user can query their behaviour on the asset
  • Animation: Added dragging controls on the time bar and on the background of the blending in the transition inspector
  • Animation: Added options "Add Motion", "Add Blend Tree" and "Delete" to contextual menu for blend tree
  • Animation: Allow animator window to be locked
  • Animation: Deleting a layer that has other layers synchronized on itself will also delete all the dependent layers (with a prompt)
  • Animation: Do not allow scene objects in AnimatorController's Motion ObjectField
  • Animation: Exposed ApplyBuiltinRootMotion to script
  • Animation: Retargeting import warnings are removed from the console and are now available in the model importer warning foldout. This will simplify the submission process for Animation Clip to the asset store.
  • Animation: Transition can now be copy pasted
  • Animation: Transition duration can now be specified in absolute time
  • Animation: You can now control your AnimatorState.speed/mirror/cycleOffset at runtime with controller's parameter
  • Animation Window: Copy-pasting keyframes in animation window curve view and between clips.
  • Animation Window: Curve editor supports range selection with shift-click
  • Animation Window: Curve editor supports toggle selection with command-click (control-click on Windows)
  • Animation Window: Direct editing of key values in curve editors. Use Enter/Return or context menu to start editing selected keys, Tab to switch between fields, Enter/Return to commit, and Escape to cancel editing
  • Animation Window: Dope sheet editor supports Control-click as well as right-click on Mac OS
  • Animation Window: Dragging a curve no longer loses the current selection
  • Animation Window: Keyframe selection is synced between dopesheet and curve view.
  • Animation Window: Lock button that locks the selection to currently selected clip and Animator.
  • Animation Window: Slightly increased the clickable radius for keyframes in the curve editor
  • Animation Window: When creating new clip from animation window, default to previously used path
  • BuildPipeline: There will be fewer differences between the exported data files from subsequent builds of your project when using the same version of Unity. For best results, close Unity and delete your project's Library folder before making an important build.
  • Curve Editor: Wrap mode enum popup modified to appear as a little gear, which fits nicely in the margin without being cropped.
  • Documentation: Show "construct type" for class/struct/interface
  • Editor: Added extensive support for copy/pasting colors: Copy/paste from focused color field, from context menu for color field, from color picker (with no text selected) and from hex field.
  • Editor: Adding an icon to an EditorWindow title is now exposed by using the GUIContent 'titleContent' property (the old string 'title' is now obsolete)
  • Editor: Create sprite animation clip from project window context menu.
  • Editor: Improved grid in Scene View. Eliminates the popping and inconsistent draw distance of the old grid, and also draws grid lines smaller than one unit (10th of a unit, 100th of a unit and so on) when sufficiently zoomed in. New grid shading makes it possible to have grid lines more dense in close parts of the grid without the parts further away being too dense.
  • Editor: Introduced CreateAssetMenu attribute. Apply it to ScriptableObject-derived types to cause them to show up automatically in the Assets/Create menu.
  • Editor: Introduced HelpURL attribute, for setting custom documentation URL for user-authored classes.
  • Editor: Simple expression evaluator for all number fields. Supports + - / * % ( ) operators. This means that all number fields can be used as a calculator.
  • FrameDebugger: Shader blend, depth and raster states will be shown for draw calls.
  • GI: Final gather was moved into a separate stage. This allows the indirect baking stage to apply visibility aware upsampling to the indirect lightmap before final gather is applied for better quality.
  • GI: Reduce the amount of GI related information that is written to the log file
  • Graphics: Add CommandBuffer.DrawProcedural and DrawProceduralIndirect.
  • Graphics: Added a way to specify graphics APIs explicitly in player settings (defaults to "automatic" for each platform). For example, you could specify you only want to support Metal+ES2 in iOS builds, or only DX11 (without DX9 fallback) on Windows builds etc. This replaces the "Use DX11" and "Target iOS/GLES Graphics" settings.
  • Graphics: Added SetPixels32/GetPixels32 to Texture3D.
  • Graphics: Command Buffers can be set on Lights, see LightEvent enum and Light.AddCommandBuffer.
  • Graphics: Performance improvements on DX11 when many non-batchable objects are in view.
  • Importer: Added warning foldout to keep trace of all import warning in the ModelImporter animation tab.
  • Math: Rect(Vector2, Vector2) constructor overload added
  • Miscellaneous: Resolution.ToString() implemented
  • MonoDevelop: Including MonoDoc XML files for showing C# Intellisense tooltips in MonoDevelop
  • Physics: Add motion constraints to Rigidbody2
  • Physics: Added HingeJoint BounceMinVelocity. When bounciness is enabled this is the minimum impact velocity which will cause the joint to bounce. Setting this very low, like zero, will cause the joint to never stop bouncing. This can lead to jittering and performance problems. Setting this very high will cause joint to never bounce.
  • Physics: Optimized performance of ‘OnTriggerStay’ messaging.
  • Physics: Rigidbodies connected to a HingeJoint will now automatically be woken up when the joint is updated.
  • Plugin Inspector: You can now select multiple plugins and change compatible platforms. Note - you cannot yet change per platform settings if multiple plugins are selected.
  • Profiler: Change ms markers in timeline view to use same label style which makes it also properly visible in both skins.
  • Profiler: Don't show FPS for every ms marker along the x axis in the timeline view - only for the last one.
  • Profiler: Fix unaligned labels for ms counts in current frame.
  • Scripting: Added Vector2.Reflect function.
  • Serialization: Extended SerializedFile size limit to 4GB
  • Shaders: Support VFACE in surface shader inputs; just use a float variable with VFACE semantic.
  • SpeedTree: A new importer setting "Animate Cross-fading" is added to SpeedTree assets. With this option on (by default), the dithering LOD transition between mesh/billboard and billboard/culled will be animated by time. This should make the trees look better in most of the scenarios.
  • SpeedTree: Now wind animation will not be interrupted if the tree gets out side of the view.
  • SpeedTree: Tree casts shadow when in cross-fading to billboard
  • Texture2D: Add Texture2D.GetRawTextureData() API
  • UI: Allow dragging anchors outside of bounds of parent when holding down Ctrl (Cmd on Mac) - the same key that disables snapping. This makes it easier to author screen transitions that support multiple resolutions, since content can be animated to move a distance that's a percentage of the screen width or height.
  • UI: Changed default blink rate and widget range of InputField caret to match the new frequency behavior.
  • Version Control: CheckoutIsValid now accept a CheckoutMode
  • Version Control: Collapse assets and their .meta files in versioning window when they have the same state
  • WebGL: Made "Explicitly Thrown Exceptions Only" mode much faster and be the default setting
  • WebGL: Support Input.touches and Input.acceleration
  • Windows Store Apps: Copy pasting will also work outside the application.
  • Windows Store Apps: Exposed Rendering path in Player Settings
  • Windows Store Apps: Refactored App.xaml.cs and MainPage.xaml.cs, it's easier now to add additional XAML pages to the project
  • XboxOne: Added functions to XboxOnePLM (GetActivationUri, GetActivationTileId, GetActivationArguments) to retrieve cached values. We still recommend listening to OnActivationEvent in your Start() frame, and processing them that way, but this provides an alternative for last-provided values.
  • XboxOne: Added support for XMA audio format
  • XboxOne: IPv6 lookup and DNS support added for C# code.
  • XboxOne: Lightmap files are now split up per level and put in separate chunks in the package manifest.
  • XboxOne: More comments have been added to the default package manifest.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • Fixes:
  • 2D: Added Vector2.down and Vector2.left properties
  • 2D: Always default to use "Rect" tool if project started as a 2D project.
  • 2D: Always prompt user to apply unapplied texture setting before opening up Sprite Editor Window.
  • 2D: Apply button now work correctly between sprite editor window and sprite inspector.
  • 2D: Avoid editing/deleting a polygon collider point while panning the scene view.
  • 2D: Do not display sprite mesh wireframe in scene view under any circumstances
  • 2D: Double Clicking on a Sprite will not ignore External Tools prefs now.
  • 2D: Fixed occasional crashes while building on 'Repacking sprite aliases'
  • 2D: Fixed some edge cases that will result in odd shape during sprite editor's automatic slicing.
  • 2D: Fixed Corrupted Sprites in Sprite Packer for iOS and Android
  • 2D: Fixed error appeared if Sprite was sliced only for 1 slice
  • 2D: Height and Width of a sprite rect in Sprite Editor Window will no longer be 0.
  • 2D: Losing focus in Sprite Editor will now always show Apply/Revert popup.
  • 2D: Material field from SpriteRenderer no longer behaves as array type.
  • 2D: Revert button will reset value correctly in sprite editor window.
  • 2D: Scene View picking always picks the visually top-most for different SortingLayers and z-depths
  • 2D: Show both original and atlas format in the preview for packed sprite sheet.
  • 2D: Slicing by grid in Sprite Editor Window will now limit the input values to the size of the texture.
  • 2D: Sprite Atlas will no longer produces errors at low resolutions
  • 2D: Sprites now generate Preview Images in the Inspector when using object field
  • 2D: Undo will not undo applied Sprite Editor Window changes.
  • 2D: Using trim button in Sprite Editor window will correctly enable Apply/Revert button.
  • Android: Buildpipe - detect plugin errors when package names differ only by cases
  • Android: Fix for spaces being replaced with underscores in app titles
  • Android: Input - Fix axis stuck on Android TV after hiding keyboard
  • Animation: Adding a new curve to an AnimationClip with AnimationClip.SetCurve now update correctly the animation length
  • Animation: Fixed a bug where callbacks called indirectly from ApplyOnAnimatorIK would reset the animator memory and cause a crash
  • Animation: Fixed animator controller window title
  • Animation: Fixed Animator exception (m_IsVisibleInScene && IsInScene()) == m_IsVisibleInScene) when disabling a game object with a disabled mesh renderer
  • Animation: Fixed copy paste of Animator State with StateMachineBehaviour , StateMachineBehaviour instances were not cloned correctly
  • Animation: Fixed crash when a StateMachineBehaviour disables his own animator component
  • Animation: Fixed CycleOffset range for animator state, valid range is between 0 and 1
  • Animation: Fixed direct blendtree editor slow down when there is too much motion
  • Animation: Fixed duplicated parameter in blend tree of blend tree
  • Animation: Fixed Livelink of AnyStateTransitions
  • Animation: Fixed transitions disappearing when importing a project from 4.x
  • Animation: Fixed update issue with Animator parameter window when going into playmode. Parameter list in the window was not updated anymore.
  • Animation: Fixes crash when disabling animator in OnAnimatorMove
  • Animation Window: Disable renaming items in animation window add property popup
  • Animation Window: Dragging sprite(s) to empty clip
  • Animation Window: Editing tangents in dopesheet context menu will save changes and handle undo correctly
  • Animation Window: Fixed an issue where keys on some curves were harder to click than others
  • Animation Window: Keyframe of missing sprite no longer has weird visual offset in the dopesheet
  • Animation Window: No more errors when changing to curve tab with sprite animation
  • Animation Window: Prevent dragging other object types to Sprite curve
  • Animation Window: Record mode is correctly cancelled when non-animated object is selected or new scene is created
  • Asset Loading: Always build the manifest AssetBundle and return the AssetBundleManifest object.
  • Asset Loading: Throw exception when calling Resources.LoadAll with null path.
  • Asset Management: Fix the crashes when saving with deleted gameobject
  • Asset Management: Unity packages now include .meta files for folders, allowing plugin settings for OS X native plugins to be transferred correctly
  • Asset Store: Fix download progress for packages larger than 2GB
  • Core: Fixed some memory leaks in the Editor and Players.
  • Editor: Breaking prefab instance through the menu "GameObjects->Break prefab instance" can now be undone
  • Editor: Calling Undo.RecordObject on editor objects no longer dirties the scene.
  • Editor: Clear old main menus on OSX
  • Editor: Do not change selection when duplicating while dragging
  • Editor: Fix crash when two inspector windows are open
  • Editor: Fix cubemap preview icons showing as white textures in Project Browser and Object Picker.
  • Editor: Fix DecoratorDrawers being shown twice for properties with custom PropertyDrawers that call into the default PropertyField implementation.
  • Editor: Fix default cursor appearing during editor startup on OSX
  • Editor: Fix Float Fields not accepting Infinity correctly
  • Editor: Fix GUIStyle errors on import (delay GUIStyle initialization to OnGUI).
  • Editor: Fix layers popup showing in the top left of the window and not below layers button.
  • Editor: Fix player settings window accessing non-initialized property.
  • Editor: Fix text fields content switch between build settings in some cases.
  • Editor: Fix undo of reset position/rotation/scale
  • Editor: Fixed crash when attempting to add the same component twice to a GameObject in the Editor
  • Editor: Fixed warning when dragging'n'dropping a mesh onto a GameObject
  • Editor: Make Android and iOS splash screen separate settings (no longer shared)
  • Editor: Plugin inspector - set ARMv6 Android plugins incompatible to avoid collisions
  • Editor: Scene View will no longer have tint applied when entering play mode.
  • Editor: Update m_GUIDToPath when moving asset to path name with different case.
  • Editor: Update menu items when assemblies are loaded in the editor
  • Editor: Update ShaderGUI for MaterialEditor when shader changes
  • Editor: Use IntField instead of FloatField for Sprite Editor
  • Fix issue where UnityEvents would lose their target function on assembly rebuild
  • Fix null reference on EventTrigger component when accessing delegates list. Some situations could cause it to not be initialized.
  • GI: Fix temporary visual glitch caused by missing atlas textures when a new lighting build is switched in when in auto lighting mode.
  • GI: Fix temporary visual glitch caused by missing UVs when a new lighting build is switched in when in auto lighting mode.
  • Graphics: Fixed AfterDepthTexture and AfterDepthNormalsTexture command buffers to be executed after the texture is set as a shader property.
  • Graphics: Fixed crash in a case where particle system would not have a valid mesh
  • Graphics: Fixed crash in Instantiate(Mesh) when static batching is used for the Mesh
  • Graphics: Fixed crash where MeshCombiner would not allocate enough indices
  • IMGUI: Fixed NullReferenceException when calling GUI.BeginScrollView with 7 arguments
  • iOS: Fixed duplicate property value removal in certain Xcode projects
  • iOS: Fixed Xcode project supported platforms and SDKs settings
  • Lightmapping: Fixed race condition crash in lightmap bake when converting .exr files.
  • Linux: Fix applying vsync and antialiasing changes without changing quality level
  • Linux: Fix OS version check when lsb_release isn't present.
  • Linux: Support more standard screen resolutions
  • Merge Tool: Handle regression in 5.0.1 introduced by stripped prefabs
  • Merge Tool: Fix auto fallback spec file detection
  • OSX: background image used for mac installer packages has been increased in size
  • OSX: Fix "Default is native resolution" setting.
  • OSX: Fix resolution update race when resizing window.
  • OSX: Prevent idle sleep while the player is active
  • Prevent accidentally moving multiple times when navigating UI with keyboard or controller by introducing a repeat delay to the StandaloneInputModule. This is similar to the delay before the repeating events that OSes have.
  • Profiler: Fix lockup in editor, if left in background with the profiler open
  • Profiler: Fix receive buffer error and hang connection when transferring large chunk of profiler's data
  • ReflectionProbes: Buttons "Bake All Reflection Probes" in Lighting window and Reflection Probes inspector should behave correctly now.
  • Scripting: Fix plugin verification crash on reload/shutdown
  • Scripting: Fix potential crashes on Webplayer
  • Serialization: Fix crash when loading text serialized scene with >32k components
  • Serialization: Reapplied part of non-deterministic material serialization fix, but without increasing memory usage during building
  • Shaders: Add warning when using SV_POSITION in vertex shader inputs on DX11, and improve error message.
  • Shaders: Fix standard shader cutout rendering being wrong when rendering with shader replacement.
  • Shaders: Fixed #pragma target and #pragma exclude_renderers parsing with trailing comments.
  • Shaders: Fixed HLSL log10() translation into OpenGL/Metal platforms.
  • Shaders: Fixed shader compilation warnings not being shown if there are no compilation errors.
  • Shaders: Fixed that surface shaders vertex color field had to actually be called "color" (now just COLOR semantic is enough, like the docs always said).
  • Substance: Fix hang in ProceduralMaterial::Clean().
  • Substance: Fix crash when assigning a shader that does not cause outputs to be generated (e.g. Unlit/Color) to a ProceduralMaterial.
  • Substance: Fix 'path != ""' assert when live-previewing a Substance from the Asset Store.
  • Substance: Global Illumination flags are now correctly handled by ProceduralMaterials.
  • Substance: Fix console spam related to the absence of '_MainTex' shader property.
  • Terrain: Fixed an issue where painting terrain features while holding down the right mouse button could lock the view tool.
  • Terrain: Fixed crash on creating terrain with large heightmap resolution by script
  • Terrain: Fixed crash when terrains are neighbored and drawHeightmap is set to false
  • Terrain: Terrain brush no longer intercepts mouse events if the mouse cursor doesn't intersect with any terrain.
  • UI: Caret on InputField now blinks at proper frequency.
  • UI: Clamp setting canvas group alpha between 0-1 on API call
  • UI: Destroying a RectTransform that is queued to for a layout rebuild would freeze unity.
  • UI: Fix for issue with EventSystem and multiple sorting layers.
  • UI: Fix handling of the lastSelectedGameObject field on EventSystem. We don't use it so mark it obsolete.
  • UI: Fix instantiating a prefab containing a Selectables will not throw console errors.
  • UI: Fix issue where the pointer click world position/normal may not be properly associated with the event if multiple modules or hits are present.
  • UI: Fix Mac-only crash during Canvas sorting.
  • UI: Fix nested masking not getting the correct stencil value and failing
  • UI: Fix regression where deactivated UI components did not disappear.
  • UI: Fixed bug that multiple Layout Group components on the same GameObject was not prevented even though it is not supported.
  • UI: Fixed bug which caused caret to no longer appear in InputField after game object was deactivated and reactivated.
  • UI: Fixed crash when opening a scene with a deleted prefab canvas object.
  • UI: Fixed division by zero bug in GridLayoutGroup.
  • UI: Fixed events being blocked by disabled UI elements
  • UI: Making input field respect vertical alignment.
  • UI: Only do cut, copy, paste, and select all if holding down just Ctrl (Cmd on Mac), not if additional modifier keys are also held down. This prevents these actions from happening when intending to type characters that use Ctrl (Cmd on Mac) as part of the key combination.
  • UI: Prevent out of range exception that happened in InputField under certain circumstances due to an unwanted recursive call.
  • UI: Properly handle deselection if the current hovered object is destroyed.
  • Version control: Fix 'show in explorer' context menu
  • WebGL: Correctly show warning that building for WebGL is not supported in 32-bit editors
  • WebGL: Fix "Unknown Error" being displayed in Firefox at startup
  • WebGL: Fix artifacts in imported AudioClips
  • WebGL: Fix asm.js validation errors
  • WebGL: Fix audio channels being flipped left and right
  • WebGL: Fix AudioListener.volume
  • WebGL: Fix AudioSource.mute
  • WebGL: Fix banding issues in Standard Shader
  • WebGL: Fix build process running out of memory when compiling very large functions
  • WebGL: Fix Doppler effect simulation issues in various browsers
  • WebGL: Fix issue with Color32 serialization which could cause data corruption
  • WebGL: Fix Joystick buttons in WebGL when joystick ID is not specified
  • WebGL: Fix looping of audio
  • WebGL: Fix Marshal.StringToHGlobalUni
  • WebGL: Fix some keys being correctly detected in Chrome
  • WebGL: Fix Unity logo in default template
  • WebGL: Fix usage of custom templates on windows
  • WebGL: Handle gravity in particle systems better when physics module is stripped
  • WebGL: Make Profiler work on Windows
  • WebGL: Make WebGL correctly detect the Command key on OS X
  • WebGL: Memory sizes are now clamped to valid values
  • WebGL: OnApplicationQuit now correctly gets called
  • WebGL: Will now show rendering path UI in WebGL Player settings
  • WebGL: WWW class will correctly report errors
  • WebGL: WWW.progress now correctly reports values between 0 and 1
  • WebGL/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access
  • Windows Phone/Store: Fix assembly converter crashing when a type generic class derives from a generic class which has a generic parameter that is array of generic parameters of the derived class (e. g. class Derived : MyBase).
  • Windows Phone/Store: Fix assembly converter crashing while postprocessing player if non-matching PDB is found.
  • Windows Phone: Fixed anti aliasing for render textures on phones with software navigation buttons.
  • Windows Store Apps/Windows Phone: fix AssemblyConverter failing for structs in other assemblies
  • Windows Store Apps: Added missing targets 'metroplayer', 'wsaplayer' when used with -buildTarget argument.
  • Windows Store Apps: extended splash screen should not be related to composition scale
  • Windows Store Apps: fix build failure when project path contains word "Assets"
  • Windows Store Apps: Fix building and running from directory with Unicode characters in ti.
  • Windows Store Apps: Fix reported log type for exceptions
  • Windows Store Apps: Fixed crash if using an unsupported image effect.
  • Windows Store Apps: Fixed deadlock when resizing window.
  • Windows Store Apps: Plugin folders (for ex., *.bundle) will be ignored and won't cause an error, even if the plugin is selected as compatible with Windows Store Apps.
  • Windows Store Apps: Touch positions will be correctly reported when SwapChainPanel occupies only part of the screen.
  • Windows Store Apps: use XAML Frame and navigation
  • XboxOne: GI files that are part of the mainData will be included in the package manifest.
  • XboxOne: Launch range is now capped to the number of scenes rather than scenes+1.
  • XboxOne: Removed additional null character in persistantDataPath.
  • XboxOne: special characters are removed from Product name, avoiding use of characters the packaging tools don't like.
  • XboxOne: Systems that use a cache now use the console's T: drive.
  • Known Issues:
  • Editor: Renaming file-locked assets may lead to lost data.
  • On Windows, using a proxy server will crash Unity when trying to access the Asset Store.
  • Mecanim: Setting AnimatorState.speed to 0 doesn’t pause the animation as expected.
  • Mecanim: Switching runtime AnimatorState.speed from positive to negative break animation continuity.
  • Mecanim: Copy-Pasting StateMachines will not copy the Transitions inside of them.
  • Unity VR
  • Oculus 0.6 runtime is required
  • Mac and Gear VR support coming in 5.1.0 patch 1
  • At this time if you wish to continue using Legacy Oculus plugins in your project we recommend you keep the 'Virtual Reality Supported' checkbox unchecked. In a later release this checkbox will have no impact if a legacy plugin is present.
  • VRSettings.renderScale is non-functional, fixed in 5.1.0 patch 1
  • Apps that use linear lighting won't render. Recommended to use gamma for now.
  • If your app won't launch in VR mode, use command line option "-vrmode oculus"
  • UI: Screen Space - Overlay not supported. Recommended to use Screen Space - Camera or World Space. "Scale With Screen Size" is recommended so UI looks the same on Gear VR.
  • Toggling VRSettings.loadedDevice at runtime crashes, fixed in 5.1.0 patch 1

New in Unity 5.0.2 Patch 4 (Jun 4, 2015)

  • Improvements:
  • Added set to gpu skinning parameter in PlayerSettings
  • iOS/IL2CPP: Decrease IL2CPP memory usage by making metadata structures const.
  • Fixes:
  • (687390) - Audio: If audio output device fails to init, then init to the null device.
  • (693917) - Audio: The Disable Audio option new prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • (none) - Editor: Fixed bad scene view performance when lots of light gizmos are drawn
  • (none) - Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument
  • (697674) - Graphics: fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • (698060) - iOS/IL2CPP: Correct a error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • (698613), (698137) - iOS/IL2CPP: Fix a code generation issue when using static constructors in base generic classes.
  • (691442) - iOS/IL2CPP: Fix a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • (699105) - iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • (694729) - iOS/Metal: Fixed crash when using preloaded shaders (694729)
  • (none) - iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints
  • (696798) - iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE" (696798)
  • (none) - Merge Tool: Fix auto fallback spec file detection
  • (none) - Merge Tool: Handle regression in 5.0.1 introduced by stripped prefabs
  • (none) - PS3/PS4: Fixed some separate alpha blending shader states not working properly.

New in Unity 5.0.2 Patch 3 (May 29, 2015)

  • Fixes:
  • (686183) - iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • (697043) - iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • (697816) - iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.

New in Unity 5.1.0 F2 RC (May 22, 2015)

  • Fixes:
  • Editor: Fixed assets deletion on folder rename when one of the assets is locked
  • Android: Fixed native plugins that were using GL ES textures
  • Mecanim: Fixed additionnal transforms on Humanoid rig not being animated
  • Home Window: Fixed Alert not appearing on username or password failure
  • Known Issues:
  • Physics: HingeJoint Bounciness only works when Joint Preprocessing is enabled.
  • VR: Judder on OSX.
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.
  • Mecanim: Setting AnimatorState.speed to 0 doesn’t pause the animation as expected.
  • Mecanim: Switching runtime AnimatorState.speed from positive to negative break animation continuity.
  • Mecanim: Copy-Pasting StateMachines will not copy the Transitions inside of them.

New in Unity 5.0.2 Patch 2 (May 21, 2015)

  • Fixes:
  • (none) - Android: Fix for Oculus window buffer memory leak (due to Oculus plugin replacing GL context)
  • (695251) - iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • (694940) - iOS/IL2CPP: Correct the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • (695900) - iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • (693281) - iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • (693210) - iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • (689302) - iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • (692584) - Physics: Stop force waking up Rigidbodies when AddForce / AddTorque (family) is called with a zero vector. This fixes Rigidbodies starting to accelerate even though a zero force is applied.
  • (673027) - Scripting: Fixed debugger deadlock on OSX.
  • (673440) - Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
  • (none) - Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop
  • (693303) - Windows Store Apps/Windows Phone 8.1: fix extended splash screen sizing

New in Unity 5.1.0 F1 RC (May 18, 2015)

  • Fixes:
  • Lightmapping: Fixed race condition crash in lightmap bake when converting .exr files.
  • Merge Tool: Handle regression in 5.0.1 introduced by stripped prefabs.
  • Merge Tool: Fix auto fallback spec file detection.
  • iOS/IL2CPP: Remove the precompiled headers build option, as it is no longer supported.
  • Graphics: Fixed Shader.SetPass editor performance (5.1 regression).
  • Graphics: Fixed MSAA + Image Effects + Gamma color space resulting in black game view on DX11 (5.1 regression).
  • Editor: Fixed closing of Frame Debugger window making later wireframe rendering (e.g. model previews) not work (5.1 regression).
  • Mecanim: Fixed Animation previewer not working with AnimationClips longer than 1 seconds with compression enabled.
  • VR: Fixed an IPD scaling issue when Oculus is set to stereoscopic rendering.
  • VR: Fixed a Clipping plane scaling issue. The near clipping plane value was being scaled by a negative value, causing a Clipping Plane value of 0.
  • Known Issues:
  • Physics: HingeJoint Bounciness only works when Joint Preprocessing is enabled.
  • VR: Judder on OSX.
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.
  • Mecanim: Setting AnimatorState.speed to 0 doesn’t pause the animation as expected.
  • Mecanim: Switching runtime AnimatorState.speed from positive to negative break animation continuity.
  • Mecanim: Copy-Pasting StateMachines will not copy the Transitions inside of them.
  • Log-in: No alert if you enter invalid email address or invalid password.

New in Unity 5.0.2 Patch 1 (May 16, 2015)

  • Fixes:
  • (674763) - iOS/IL2CPP: Implemented embedded resources for IL2CPP.
  • (692742) - iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • (none) - iOS: Fixed crash on A7 SoC when locking the screen.
  • (687297) - iOS: Fixed Xcode project supported platforms and SDKs settings.
  • (693343) - Mecanim: Fixed duplicated parameter in blend tree of blend tree
  • (694616) - Plugins: Windows plugins won't be included to OSX package, when building for X86 architecture.
  • (none) - VR: Added 3D splash screen to Unity Personal Edition Builds.
  • (679061) - Windows Phone/Store: Fixed assembly converter crashing when a type generic class derives from a generic class which has a generic parameter that is array of generic parameters of the derived class (e. g. class Derived : MyBase).

New in Unity 5.0.2 (May 14, 2015)

  • Features:
  • XboxOne: The default update granularity used by XDK's makepkg tool has changed to File granularity rather than Chunk granularity. There is now a setting to control this:
  • Player Settings > Xbox One > Microsoft Xbox One Package Settings > Update Granularity. This property is set to File by default. Chunk is recommended only for games that have already been released using the Chunk granularity, which was the default prior to this build.
  • Improvements:
  • Editor: Added Android 5.0 and 5.1 to "Minimum API Level" list.
  • GI: Don't add lights to Enlighten at runtime if they don't contribute to GI (bounce intensity at 0).
  • GI: Made pig assert message human readable.
  • iOS: Enabled thumb instruction support for IL2CPP ARMv7 slice. Should improve ARMv7 slice code size by 10-20%.
  • iOS/IL2CPP: Avoid generating NullReference checks on value types.
  • iOS/IL2CPP: Improve performance of finally blocks.
  • iOS/Metal: Better support for native rendering plugins when using Metal.
  • Mecanim: Fix direct blendtree editor slow down when there is too much motion.
  • Physics 2D: Added 'AreaEffector2D.useGlobalAngle' to allow the selection of whether the force-angle is global or local.
  • Physics 2D: Added 'Effector2D.useColliderMask' to allow the selection of whether the effector collider mask is used or the global collision matrix.
  • Physics 2D: Added 'Rigidbody2D.IsTouching' and 'Rigidbody2D.IsTouchingLayers' to complement the same on 'Collider2D' and 'Physics2D'.
  • Physics 2D: Renamed 'AreaEffector2D.forceDirection' to 'AreaEffector2D.forceAngle' (sciprts are automaticallly updated).
  • Physics: Report detailed error when generating collision meshes, also during asset import. Simplifies troubleshooting creation of non-triangle collision meshes.
  • Substance: New Substance features introduced by Substance Designer 5.0 are now supported.
  • Terrain: TerrainData.alphamapTextures is now public.
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • XboxOne: Lightmap files are now listed in the package manifest in the same chunk as the scene that uses them.
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Updated docs to reflect terminology and tools in latest XDK, and added a section on Packaging.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • Changes:
  • Android: Added support for real 16bit DisplayBuffer. It can only be enabled in PlayerSettings, Handheld.use32BitDisplayBuffer is deprecated.
  • Scripting: GizmoType enum has changed (and is updated by automatic script updater). NotSelected -> NotInSelectionHierarchy. SelectedOrChild -> InSelectionHierarchy. New member NonSelected added.
  • XboxOne: Unity is now built with the March 2015 XDK. You will need to install the March 2015 XDK onto your development PC and use the same or later recovery
  • Fixes:
  • AI: Allow setting slope above 60 deg by using serialized object.
  • AI: Fixed buggy example code for script API example.
  • AI: Handle out of memory when building huge world.
  • Android: Apply Holo or Material theme if the user did not specify other explicitly.
  • Android: Apply user theme if set.
  • Android: Fixed crash in Mono caused invocation of wrong method.
  • Android: Fixed crash on Application.Quit().
  • Android: Fixed issues with soft input caused by Samsung back button fix
  • Android: Fixed window buffer leakage
  • Android: Improved soft input dialog.
  • APIUpdater: APIUpdater assumes script encoding is UTF-8.
  • APIUpdater: APIUpdater crashes when updating methods that return arrays of generic types.
  • APIUpdater: Unity imports/upgrades DLL built for 4.x twice and it throws errors after first import.
  • Asset Bundles: AssetBundle.CreateFromMemory with uncompressed bundles will no longer block the main thread for several seconds.
  • Asset Importing: Fixed importing of an assembly that contains classes inherited from generic engine's classes.
  • Asset Management: PluginImporter settings for OSX native plugins will no longer be lost in .unitypackage files.
  • AssetBundle: Fixed the issue that prefab loaded from AssetBundle lost the reference to a material in a variant AssetBundle.
  • AssetBundle: Fixed the issue that scene AssetBundle didn't get rebuilt when the referenced prefabs were changed.
  • AssetBundle: Make the error message more informative when building AssetBundles.
  • D3D11: Fixed shaders that use min16float types.
  • Documentation: Fixes for 5.0, removed the "Overview" link.
  • Documentation: A number of bugs have been fixed.
  • Documentation: Ridigbody typos fixed.
  • Editor - Other: Fixed ScriptableObject assets to pull icons correctly from their associated script
  • Editor: Android - Fixed updating SDK on x86 Java on Windows.
  • Editor: Fixed crash when PlayerSettings.GetPropertyString is called for not existing property.
  • Editor: Fixed Camera.SetTargetBuffers with AA-ed renderbuffers.
  • Editor: Scene View content is no longer tinted in playmode.
  • GI: Ambient light is not shown after baked data is cleared.
  • GI: Entering play mode while baking with on demand makes bake indication get stuck and game show incorrect result.
  • GI: Fixed crash caused by Unity reading GI files as resource files and a certain GI file had data that looked like a header but caused a huge allocation.
  • GI: Fixed lightmap resolution overlay not showing up on Terrains.
  • GI: Reloading scene makes the background darker.
  • GI: With continuous baking enabled and baked light, light probes stop working after exiting play mode.
  • Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect.
  • Graphics: Fixed printing of some loops in GLSL/Metal.
  • Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency.
  • IMGUI: Fixed calculation of TextGenerator vertices position when lineSpacing is 0.
  • Input: Input.GetJoystickNames() on Windows no longer returns a single blank entry when no joysticks are connected.
  • Input: Input.mousePosition is clamped correctly when a Windows player is resized.
  • iOS: Added dummy vertex channel for missing shader channels when dynamic batching.
  • iOS: Added Xcode 6.3 Build & Run support.
  • iOS: Fixed crash when rendering empty meshes.
  • iOS: Fixed HTTPs problem.
  • iOS: Fixed memory corruption and crash initiated by calling WebCamTexture.Stop().
  • iOS: Fixed memory leak in iOS WebCamTexture.GetPixels().
  • iOS: Fixed crash on rendering empty meshes.
  • iOS: Fixed duplicate property value removal in certain Xcode projects.
  • iOS: Fixed WebCamTexture.didUpdateThisFrame.
  • iOS: Fixed assert in corner case when webcam code is trying to pick supported FPS.
  • iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • iOS/IL2CPP: Added support for string.Normalize.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary).
  • Allow sharing when the type parameter constraint is an interface.
  • Share enums and their base types as generic parameters.
  • iOS/IL2CPP: Allow Encoding.GetEncoding to correctly.
  • iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: Avoid class initialization and metadata construction deadlocks.
  • iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • iOS/IL2CPP: Correctly lazy initialize the type information when Type.GetDeclaringType is called.
  • iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fixed socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fixed race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fixed ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fixed ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fixed ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
  • iOS/IL2CPP: Fixed an infinite recursion when constructing generic type.
  • iOS/IL2CPP: Fixed an issue with open delegates that return void.
  • iOS/IL2CPP: Fixed crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • iOS/IL2CPP: Fixed Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • iOS/IL2CPP: Fixed issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • iOS/IL2CPP: Fixed multidimensional array interfaces.
  • iOS/IL2CPP: Fixed a crash with StrangeIOC.
  • iOS/IL2CPP: Fixed an issue where IL2CPP would use -> operator on value types in certain cases.
  • iOS/IL2CPP: Fixed code generation for binary comparisons containing expressions.
  • iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • iOS/IL2CPP: Fixed crash related to arrays of Enums on 64-bit.
  • iOS/IL2CPP: Fixed crash when using weak GC handle onstring constants.
  • iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • iOS/IL2CPP: Fixed IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • iOS/IL2CPP: Fixed memory leak when using audio callbacks.
  • iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • iOS/IL2CPP: Fixed stripping issue when NavMeshAgent was referenced only from scripts.
  • iOS/IL2CPP: Fixed support for enums nested in generic types.
  • iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • iOS/IL2CPP: Fixed System.Environment.TickCount on iOS.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fixed unordered comparison opcodes code generation.
  • iOS/IL2CPP: Fixed WebClient requests using a timeout.
  • iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • iOS/IL2CPP: Removed the option to user precompiled headers in the Player Settings, as this option in no longer supported for the IL2CPP scripting backend.
  • iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • iOS/IL2CPP: Using AudioSettings.Reset() no longer crashes on IL2CPP.
  • iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • iOS/Metal: Fixed crash in WarmupAllShaders when called in update with AA-ed backbuffer.
  • iOS/Metal: Fixed WebCamTexture.videoVerticallyMirrored.
  • JobSystem: Fixed issue where job system would create long stalls in some cases on processors with hyper threading.
  • Mecanim: Fixed a bug where copy pasted states would share the same state machine behaviour instance
  • Mecanim: Fixed animation events not fired for non looping clip with length of 0 second.
  • Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • Mecanim: Fixed cannot rename parameter in animator parameter window.
  • Mecanim: Fixed crash when a StateMachineBehaviour disable an animator component or change something that trigger a Rebind.
  • Mecanim: Fixed crash when calling AnimationClip.events from script.
  • Mecanim: Fixed lost transition when importing a project from 4.x to 5.0.
  • MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • MonoDevelop: Fixed issue with file tabs being unresponsive after using auto-hide of panels.
  • OpenGL ES 2.0: Fixed shadow acne on GPUs that do not support native shadow samplers.
  • OpenGL ES: Fixed crash when attempting to render a mesh with 0 vertices.
  • OpenGL: Fixed a crash in vertex stream management.
  • Physics 2D: 2D physics will now give deterministic results on the same device when entering play-mode in the editor.
  • Physics 2D: Don't suppress gravity when a Rigidbody2D.MovePosition is taking place.
  • Physics 2D: Ensure that 2D Box/Circle cast methods support shape being overlapped initially.
  • Physics 2D: Ensure that a 2D joint created from script is correctly enabled.
  • Physics 2D: Fixed regression where PlatformEffector2D 'One Way' would allow a collider to pass but then begin to collide with it.
  • Physics 2D: Setting center-of-mass on a Rigidbody2D now doesn't result in bad rotational inertia.
  • Physics: Don't allow to break rotational DoF lock by setting angularVelocity directly.
  • Physics: Fixed capsule height being incorrectly computed in sweeps and casts code.
  • Physics: Fixed cases where HingeJoint settings, like useMotor and useLimits, were not correctly applied.
  • Physics: Fixed crash on scene load when Cloth component is missing a SkinnedMeshRenderer component.
  • Physics: Fixed crash that could occur when a body had more than 64 contacts generated.
  • Physics: Fixed crash when the transform scale on a MeshCollider had an axis set to zero. Request will now be ignored.-
  • Physics: Fixed incorrect bounds of a capsule collider.
  • Physics: Fixed crash that happened when toggling "isKinematic" on a body with joint that had joint projection disabled and the body had also been connected to the same group of joints already.
  • Physics: Fixed crash when a collider has generated too many contacts.
  • Physics: Fixed WheelCollider applying inertia tensor rotation the wrong way.
  • Physics: Protect SetSteerAngle from setting wheel angles that are bad for PhysX.
  • Physics: Raised the max colliders per scene limit on mobile platforms, from 32K.
  • Physics: Report error when trying to create a non-convex MeshCollider with Trigger enabled.
  • Plugins: Fixed invalid plugin collisions, for ex., in cases where plugin is unsupported by OS, but was still being used.
  • Samsung TV: Fixed crash on close issue.
  • SamsungTV: Fixed bug where cursor would stop moving when timeScale was set to 0 on 2013 TVs.
  • SamsungTV: Fixed problem where native plugins would not be found on retail 2015 TVs.
  • SamsungTV: Fixed race condition crash that originated from within mono when NumberFormatter was being called from a non-main managed thread.
  • Scene/Game View: Fix the issue about cannot select objects after importing the legacy packages.
  • Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
  • Scripting: Fixed EditorGUI.FloatField and EditorGUILayout.FloatField unable to return negative and positive infinity
  • Scripting: GizmoType works as expected
  • Scripting: Re-added a stub for Resources.LoadAssetAtPath which auto-upgrades to AssetDatabase.LoadAssetAtPath
  • Shaders: Don't crash in shader warmup on "-nographics" device.
  • Shaders: Fixed some loops being miscompiled for DX9.
  • Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD.
  • Substance: Entering play mode should no longer cause a rebuild of ProceduralMaterials.
  • Substance: Fixed 'path != ""' assert when live-previewing a Substance from the Asset Store.
  • Substance: Fixed console spam related to the absence of '_MainTex' shader property.
  • Substance: Fixed crash when assigning a shader that does not cause outputs to be generated (e.g. Unlit/Color) to a ProceduralMaterial.
  • Substance: Fixed hang in ProceduralMaterial::Clean().
  • Substance: Global Illumination flags are now correctly handled by ProceduralMaterials.
  • Substance: It is no longer possible to dynamically create a ProceduralMaterial using 'new'.
  • UI: PointerEventData.worldPosition and .worldNormal are now set correctly for right-mouse-button and middle-mouse-button events.
  • VR: Fixed GearVR startup crash on Galaxy S6 devices by enabling pbuffer Context support.
  • VR: MSAA autoresolve fixed for GLES 3.0 devices.
  • WebGL: Fixed stripping (previously failing to register WebCamTexture class in runtime).
  • WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access.
  • WebPlayer: Fixed WWW form posting.
  • WebPlayer: Workarounds for new Chrome, where NPAPI is disabled by default.
  • Windows Phone 8: Uppercase first letter in InputField.
  • Windows Phone 8: Windows Phone 8 specific plugins (compiled against Windows Phone 8 .NET) which don't have a placeholder won't be passed to the Mono compiler, like it was in 4.6.
  • Windows Standalone: Allow to close the main window even with the touch support enabled.
  • Windows Standalone: Connecting USB devices should no longer throw spurious warnings.
  • Windows Store Apps: .NET Core plugins without placeholders, won't be passed to Mono compiler, like it was to 4.6.
  • Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
  • Windows Store Apps: Fixed the issue, build from editor when C-projects are enabled.
  • Windows Store Apps: Fixed issues with plugins in Universal apps, removed SDK property UniversalSDK81 from plugin inspector, as it didn't make sense. Also having Windows 8.1 and Windows Phone 8.1 specific plugins won't longer cause building to Universal apps to fail.
  • Windows Store Apps: mouse presence now is detected by mouse activity, which is much more reliable.
  • Windows Store Apps/Windows Phone 8.1: Unity will correctly hide password when using GUI*.PasswordField on touch based devices.
  • Windows Store Apps/Windows Phone: Fixed AssemblyConverter failing due to types from other module.
  • Windows Store Apps/Windows Phone: Fixed NullReferenceException in SerializationWeaver.
  • Windows Store Apps/Windows Phone: System.IO.File.Exists should work even if you specify forward slashes which is invalid in WinRT platforms, Unity will convert them to backwards slashes.
  • Windows Store/Phone: Unity will always give postprocessed assemblies a new random MVID.
  • Windows Store/Windows Phone 8.1: Fixed an issue which caused types unavailable in .NET for Windows Store but available in Unity's replacement library not to be resolved if they were in a plugin.
  • WindowsPhone8: Fixed AssemblyConverter error, where sometimes it would fail to find references.
  • WWW: WWW.Dispose sometimes hung Unity on a very slow connection.
  • XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.
  • XboxOne: Bad image from Kinect fixed, YUY2 support.
  • XboxOne: Bloom artefact when using MSAA is now fixed.
  • XboxOne: Crash when using Clear Depth Only, support for capturing RTs of different bit depths.
  • XboxOne: DOF image effect on fade sprites fixed.
  • XboxOne: Enabled support for deferred rendering and HDR.
  • XboxOne: Fixed a crash that can happen when shutting down the audio device.
  • XboxOne: Fixed a rare startup crash that usually manifested as a crash in the audio driver, sometimes showing up as a stack buffer overrun exception.
  • XboxOne: Fixed compute shader UAV buffer read/write and memory access.
  • XboxOne: Fixed port assignments so Unity Profiler and Debugger work more consistently
  • XboxOne: Lightmaps for scene 0 are now included in the package manifest.
  • XboxOne: Made Mono's exception handler treat unexpected exceptions (ex: not a breakpoint) better. This should remove some instances where a crash dump was not created.
  • XboxOne: Now matches PC (deferred rendering with HDR related).
  • XboxOne: The /updcompat option for makepkg.exe now has a space before it so it's read by the tool correctly.
  • XboxOne: The file path used for makepkg.exe is now quoted when a custom manifest file is used.

New in Unity 5.1.0 Beta 6 (May 13, 2015)

  • Feature:
  • VR: Scripting VR.InputTracking.Recenter() to recenter head pose.
  • Change:
  • Physics: New initialization fixes target angle being measured incorrectly.
  • Physics: Enabling the HingeJoint Motor overrides the spring, if the spring was enabled. If the motor is again disabled the spring will be restored. This restores Unity4 functionality.
  • Physics: HingeJoint MinBounce and MaxBounce are replaced by a single 'bounciness' for both limit ends. The new bounciness will be set to the largest of the old MinBounce and MaxBounce.
  • Physics: (Breaking) Modifying the HingeJoint Limit properties will no longer automatically enable the limit. You now need to explicitly set HingeJoint.useLimit.
  • Physics: (Breaking) Modifying the HingeJoint Motor properties will no longer automatically enable the motor. You now need to explicitly set HingeJoint.useMotor.
  • Physics: (Breaking) Modifying the HingeJoint Spring properties will no longer automatically enable the spring. You now need to explicitly set HingeJoint.useSpring.
  • Mecanim: Animator.speed can only be negative when the recorder is enabled. Now when the recorder is offline we do clamp the speed to 0 to avoid negative speed.
  • Mecanim: Transitions now have a fixed duration by default. Before Transition duration was in normalized time.
  • UNet: The NetworkView component from the old network system was marked as deprecated.
  • Improvement:
  • UI: Allow dragging anchors outside of bounds of parent when holding down Ctrl (Cmd on Mac) - the same key that disables snapping. This makes it easier to author screen transitions that support multiple resolutions, since content can be animated to move a distance that's a percentage of the screen width or height.
  • UI: Changed default blink rate and widget range of InputField caret to match the new frequency behavior.
  • Graphics: Added SetPixels32/GetPixels32 to Texture3D.
  • Shaders: Support VFACE in surface shader inputs; just use a float variable with VFACE semantic.
  • Physics: Rigidbodies connected to a HingeJoint will now automatically be woken up when the joint is updated.
  • Physics: Added HingeJoint BounceMinVelocity. When bounciness is enabled this is the minimum impact velocity which will cause the joint to bounce.
  • Setting this very low, like zero, will cause the joint to never stop bouncing. This can lead to jittering and performance problems.
  • Setting this very high will cause to joint to never bounce.
  • Physics: HingeJoint scripting documentation updated.
  • Mecanim: Added Animator.CrossFadeInFixedTime and Animator.PlayInFixedTime to support fixed time manual transitions.
  • Mecanim: Retargeting import warnings are removed from the console and are now available in the model importer warning foldout. This will simplify the submission process for Animation Clip to the asset store.
  • UNET: Exposed methods on NetworkConnecion class to allow it to be used more easily without other HLAPI components.
  • UNET: updated documentation in manual.
  • UNET: added icons for new components.
  • Fixes:
  • Prevent accidentally moving multiple times when navigating UI with keyboard or controller by introducing a repeat delay to the StandaloneInputModule. This is similar to the delay before the repeating events that OSes have.
  • UI: Fixed events being blocked by disabled UI elements
  • UI: Fix issue where the pointer click world position/normal may not be properly associated with the event if multiple modules or hits are present.
  • UI: Fix nested masking not getting the correct stencil value and failing
  • UI: Clamp setting canvas group alpha between 0-1 on API call
  • UI: Only do cut, copy, paste, and select all if holding down just Ctrl (Cmd on Mac), not if additional modifier keys are also held down. This prevents these actions from happening when intending to type characters that use Ctrl (Cmd on Mac) as part of the key combination.
  • UI: Prevent out of range exception that happened in InputField under certain circumstances due to an unwanted recursive call.
  • UI: Fixed bug that multiple Layout Group components on the same GameObject was not prevented even though it is not supported.
  • UI: Fixed division by zero bug in GridLayoutGroup.
  • UI: Destroying a RectTransform that is queued to for a layout rebuild would freeze unity.
  • UI: Fix Mac-only crash during Canvas sorting.
  • UI: Fix instantiating a prefab containing a Selectables will not throw console errors.
  • UI: Fixed bug which caused caret to no longer appear in InputField after game object was deactivated and reactivated.
  • UI: Caret on InputField now blinks at proper frequency.
  • UI: Properly handle deselection if the current hovered object is destroyed.
  • UI: Fix handling of the lasSelected field on EventSystem. We don't use it so mark it obsolete.
  • UI: Making input field respect vertical alignment.
  • UI: Fix for issue with EventSystem and multiple sorting layers.
  • UI: Fixed crash when opening a scene with a deleted prefab canvas object.
  • WebGL: Fix issue with Color32 serialization which could cause data corruption
  • Graphics: Fixed crash where MeshCombiner would not allocate enough indices
  • Graphics: Fixed crash in a case where particle system would not have a valid mesh
  • WebGL: Fix Joystick buttons in WebGL when joystick ID is not specified
  • WebGL: Fix Doppler effect simulation issues in various browsers
  • GI: Fix visual glitch caused by missing UVs when a new lighting build is switched in when in auto lighting mode.
  • GI: Fix visual glitch caused by missing atlas textures when a new lighting build is switched in when in auto lighting mode.
  • Shaders: Fixed #pragma target and #pragma exclude_renderers parsing with trailing comments.
  • Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD (will come to 4.6 and 5.0 patches too).
  • Shaders: Fixed that surface shaders vertex color field had to actually be called "color" (now just COLOR semantic is enough, like the docs always said).
  • Shaders: Add warning when using SV_POSITION in vertex shader inputs on DX11, and improve error message.
  • UNET: Problems with NetworkTransport.RemoveHost()
  • Animation Window: No more errors when changing to curve tab with sprite animation
  • Animation Window: When cancelling first clip creation, the existing empty Animator component is not removed
  • Animation Window: When dragging tangent control point, the playhead is not moved
  • Animation Window: Editing tangents in dopesheet context menu will save changes and handle undo correctly
  • UNET: MultiCast via AllCostDelivery cost is failed. No data arrived, two warnings appear
  • UNET: android crash in UNetClientActiveCheck
  • UNET: Calling NetworkTransport.Send with buffer set to null will cause Unity to crash
  • Mecanim: Fixed duplicated parameter in blend tree of blend tree
  • UNET: NetworkAnimator not sending animations to server
  • UNET: no warning message when trying to add prefab with no NetworkIdentity
  • UNET: OnClientConnect not always called on NetworkManager
  • UNET: network manager HUD component does not add a network manager component
  • UNET: Commands in NetworkBehaviours cannot be used in subclasses
  • Asset Loading: Throw exception when calling Resources.LoadAll with null path.
  • Asset Loading: Always build the manifest AssetBundle and return the AssetBundleManifest object.
  • Asset Management: Fix the crashes when saving with deleted gameobject
  • Serialization: Fix crash when loading text serialized scene with >32k components
  • Editor: Fixed warning when dragging'n'dropping a mesh onto a GameObject
  • Editor: Breaking prefab instance through the menu "GameObjects->Break prefab instance" can now be undone
  • Terrain: Fixed crash when terrains are neighbored and drawHeightmap is set to false
  • Terrain: Fixed crash on creating terrain with large heightmap resolution by script
  • UNET: Fixed - Data can be lost on reliable channel
  • Fix issue where UnityEvents would lose their target function on assembly rebuild
  • Fix null reference on EventTrigger component when accessing delegates list. Some situations could cause it to not be initialized.
  • VR: Use camera's initial transform as the origin transform for headtracking.
  • VR: Fix stereo separation, culling / clipping, translation issues when a scale is applied to parent cameras.
  • Graphics: Make editor switch the active graphics API when removing first entry from the list too.
  • Animation Window: Update view correctly after unlocking the animation window.
  • Animation Window: Using comma and dot keys in value editing no logger trigger hotkeys for moving to next/prev frame
  • Known Issues:
  • Physics: HingeJoint Bounciness only works when Joint Preprocessing is enabled.
  • Editor: Game View is black when using Image effects and Anti Aliasing.
  • License: Return license does not work if you manually activated your license.
  • VR: Judder on OSX.
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.

New in Unity 5.0.1 Patch 4 (May 8, 2015)

  • Improvements:
  • Editor: Added Android 5.0 and 5.1 to "Minimum API Level" list.
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • Fixes:
  • (690199) - Android: Apply Holo or Material theme if the user did not specify other explicitly.
  • (685837) - Android: Apply user theme if set.
  • (690761) - APIUpdater: APIUpdater assumes script encoding is UTF-8.
  • (689626) - APIUpdater: APIUpdater crashes when updating methods that return arrays of generic types.
  • (637947) - APIUpdater: Unity imports/upgrades DLL built for 4.x twice and it throws errors after first import.
  • (678039) - Asset Management: PluginImporter settings for OSX native plugins will no longer be lost in .unitypackage files.
  • (693223) - AssetBundle: Fixed the issue that scene AssetBundle didn't get rebuilt when the referenced prefabs were changed.
  • (693001) - Editor: Android - Fixed updating SDK on x86 Java on Windows.
  • (none) - Input: Input.GetJoystickNames() on Windows no longer returns a single blank entry when no joysticks are connected.
  • (662515) - Input: Input.mousePosition is clamped correctly when a Windows player is resized.
  • (685384) - OpenGL ES 2.0: Fixed shadow acne on GPUs that do not support native shadow samplers.
  • (687407) - OpenGL ES: Fixed crash when attempting to render a mesh with 0 vertices.
  • (685419) - Physics: Fixed crash that happened when toggling "isKinematic" on a body with joint that had joint projection disabled and the body had also been connected to the same group of joints already.
  • (671903) - Physics: Fixed crash when a collider has generated too many contacts.
  • (685092) - Physics: Fixed WheelCollider applying inertia tensor rotation the wrong way.
  • (688782) - Physics: Raised the max colliders per scene limit on mobile platforms, from 32K.
  • (675498) - Samsung TV: Fixed crash on close issue.
  • (682474) - Shaders: Don't crash in shader warmup on "-nographics" device.
  • (none) - Shaders: Fixed some loops being miscompiled for DX9.
  • (693678) - Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD.
  • (584507) - Substance: Fixed 'path != ""' assert when live-previewing a Substance from the Asset Store.
  • (none) - Substance: Fixed console spam related to the absence of '_MainTex' shader property.
  • (687647) - Substance: Fixed crash when assigning a shader that does not cause outputs to be generated (e.g. Unlit/Color) to a ProceduralMaterial.
  • (681568) - Substance: Fixed hang in ProceduralMaterial::Clean().
  • (none) - Substance: Global Illumination flags are now correctly handled by ProceduralMaterials.
  • (637533) - UI: PointerEventData.worldPosition and .worldNormal are now set correctly for right-mouse-button and middle-mouse-button events.
  • (none) - WebGL: Fixed stripping (previously failing to register WebCamTexture class in runtime).
  • (640216) - Windows Standalone: Allow to close the main window even with the touch support enabled.
  • (none) - Windows Store/Phone: Unity will always give postprocessed assemblies a new random MVID.

New in Unity 5.1.0 Beta 5 (May 4, 2015)

  • Changes:
  • Mecanim: Changes in the behaviour for humanoid controller with generic clip animating a human transform. Before the generic animation for the Human transform had a higher priority than the human animation. Now the Human animation always have the highest priority for humanoid rig overriding any generic animation for this transform, you should see a warning in the inspector if such case is detected with the name of the faulty animation clip and which transform is affected.
  • Improvements:
  • Graphics: Command Buffers can be set on Lights, see LightEvent enum and Light.AddCommandBuffer.
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Added functions to XboxOnePLM (GetActivationUri, GetActivationTileId, GetActivationArguments) to retrieve cached values. We still recommend listening to OnActivationEvent in your Start() frame, and processing them that way, but this provides an alternative for last-provided values.
  • Editor: When creating new clip from animation window, default to previously used path
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • Animation Window: Dialog for the generated clip path/name when GameObject is initialized for animation.
  • Fixes:
  • Graphics: Fixed AfterDepthTexture and AfterDepthNormalsTexture command buffers to be executed after the texture is set as a shader property.
  • Shaders: Fixed shader compilation warnings not being shown if there are no compilation errors.
  • Shaders: Fixed some loops being miscompiled for DX9.
  • OSX: Prevent idle sleep while the player is active.
  • 2D: Do not display sprite mesh wireframe in scene view under any circumstances.
  • 2D: Show both original and atlas format in the preview for packed sprite sheet.
  • 2D: Revert button will reset value correctly in sprite editor window.
  • 2D: Apply button now work correctly between sprite editor window and sprite inspector.
  • 2D: Display dialog box to confirm apply changes when there is a sprite mode changes while opening up Sprite Editor Window.
  • 2D: Using trim button in Sprite Editor window will correctly enable Apply/Revert button.
  • 2D: Slicing by grid in Sprite Editor Window will now limit the input values to the size of the texture.
  • 2D: Undo will not undo applied Sprite Editor Window changes.
  • 2D: Always prompt user to apply unapplied texture setting before opening up Sprite Editor Window.
  • 2D: Height and Width of a sprite rect in Sprite Editor Window will no longer be 0.
  • Animation Window: Context menu for events.
  • Animation Window: Overlapping events stack up properly.
  • Animation Window: Dragging sprite(s) to empty clip.
  • Animation Window: Changing frame rate works as expected.
  • Animation Window: Keyframe of missing sprite no longer has weird visual offset in the dopesheet.
  • Animation Window: Adjusting tangents no longer move the playhead.
  • Animation Window: Adjusting tangent from smooth to flat is always saved.
  • Animation Window: Record mode is correctly cancelled when non-animated object is selected or new scene is created.
  • Animation Window: Prevent dragging other object types to Sprite curve.
  • Animation Window: Disable renaming items in animation window add property popup
  • iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • iOS/IL2CPP: Fix IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • iOS/IL2CPP: Fix crash related to arrays of Enums on 64-bit.
  • iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • iOS/IL2CPP: Allow Encoding.GetEncoding to return the correct enc.
  • iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • Windows Phone: Fixed anti aliasing for render textures on phones with software navigation buttons.
  • Windows Phone/Store: Fix assembly converter crashing while postprocessing player if non-matching PDB is found.
  • Windows Phone/Store: Fix assembly converter crashing when a type generic class derives from a generic class which has a generic parameter that is array of generic parameters of the derived class (e. g. class Derived : MyBase).
  • OpenGL: Fix crash in vertex stream management.
  • Linux: Fix applying vsync and antialiasing changes without changing quality level
  • Linux: Support more standard screen resolutions.
  • MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • MonoDevelop: Fix issue with file tabs being unresponsive after using auto-hide of panels.
  • Serialization: Reapplied part of non-deterministic material serialization fix, but without increasing memory usage during building.
  • XboxOne: GI files that are part of the mainData will be included in the package manifest.
  • UNET: UNet latency and packet loss can cause exceptions.
  • WebGL: Fix usage of custom templates on windows.
  • Profiler: Fix receive buffer error and hang connection when transferring large chunk of profiler's data.
  • Asset Management: Unity packages now include .meta files for folders, allowing plugin settings for OS X native plugins to be transferred correctly.
  • Mecanim: Fixed update issue with Animator parameter window when going into playmode. Parameter list in the window was not updated anymore.
  • Mecanim: Fixed CycleOffset range for animator state, valid range is between 0 and 1
  • Mecanim: Fixed crash when calling AnimationClip.events from script.
  • Mecanim: Adding a new curve to an AnimationClip with AnimationClip.SetCurve now update correctly the animation length.
  • Mecanim: Fixed Animator exception (m_IsVisibleInScene && IsInScene()) == m_IsVisibleInScene) when disabling a game object with a disabled mesh renderer.
  • Animation Window: Copy-pasting keyframes updates the scene and value fields immediately.
  • Animation Window: Copy-pasting keyframes from set of multiple curves to another set of multiple curves works.
  • Animation Window: Disable locking feature when non-animated object is selected.
  • WebGL: Fix dependency on having cmake and Visual Studio installed on windows to build for WebGL.
  • Profiler: Fix pause when selecting specific frame during Playmode in the Editor.
  • Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • VR: Device is now initialized before start and awake.
  • VR: Fix issues when camera or parent objects are scaled.
  • VR: Fix performance issue on certain hardware.
  • Editor: Fix Player Settings UI truncation.
  • Windows: Standalone player will not crash on Windows 8.1 or earlier if Direct3D 12 is chosen as the desired graphics API. Instead it will fall back to either Direct3D 11 or 9.
  • Known Issues:
  • Editor: Game View is black when using Image effects and Anti Aliasing.
  • Launcher: Sign in state is not remembered when cookies are flushed.
  • License: Return license does not work if you manually activated your license.
  • VR: Judder on OSX.
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.

New in Unity 5.0.1 Patch 3 (Apr 29, 2015)

  • Improvement:
  • GI: Don't add lights to Enlighten at runtime if they don't contribute to GI (bounce intensity at 0).
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • Fixes:
  • (none) - GI: Fixed lightmap resolution overlay not showing up on Terrains.
  • (none) - iOS/IL2CPP: Allow Encoding.GetEncoding to correctly.
  • (687082) - iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • (673634) - iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • (687284) - iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • (690482) - iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • (685169) - iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • (684129) - iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • (681344) - iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • (689806) - iOS/IL2CPP: Fixed crash related to arrays of Enums on 64-bit.
  • (687201) - iOS/IL2CPP: Fixed IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • (none) - iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • (673795) - iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • (none) - iOS: Added Xcode 6.3 Build & Run support.
  • (689620) - Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • (none) - Mecanim: Fixed crash when calling AnimationClip.events from script.
  • (551703) - MonoDevelop: Fixed issue with file tabs being unresponsive after using auto-hide of panels.
  • (669208), (675021), (690162) - MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • (690124) - Physics 2D: Don't suppress gravity when a Rigidbody2D.MovePosition is taking place.
  • (692409) - Physics 2D: Ensure that 2D Box/Circle cast methods support shape being overlapped initially.
  • (690255) - Physics 2D: Ensure that a 2D joint created from script is correctly enabled.
  • (691289) - Physics 2D: Setting center-of-mass on a Rigidbody2D now doesn't result in bad rotational inertia.
  • (none) - SamsungTV: Fixed bug where cursor would stop moving when timeScale was set to 0 on 2013 TVs.
  • (none) - SamsungTV: Fixed problem where native plugins would not be found on retail 2015 TVs.
  • (687280) - SamsungTV: Fixed race condition crash that originated from within mono when NumberFormatter was being called from a non-main managed thread.
  • (690981) - Windows Store Apps/Windows Phone 8.1: Unity will correctly hide password when using GUI*.PasswordField on touch based devices.
  • (689028) - Windows Store Apps/Windows Phone: System.IO.File.Exists should work even if you specify forward slashes which is invalid in WinRT platforms, Unity will convert them to backwards slashes.
  • (none) - Windows Store Apps: .NET Core plugins without placeholders, won't be passed to Mono compiler, like it was to 4.6.
  • (none) - XboxOne: Fixed port assignments so Unity Profiler and Debugger work more consistently
  • (none) - XboxOne: Lightmaps for scene 0 are now included in the package manifest.
  • (none) - XboxOne: The /updcompat option for makepkg.exe now has a space before it so it's read by the tool correctly.
  • (none) - XboxOne: The file path used for makepkg.exe is now quoted when a custom manifest file is used.
  • (685139) - XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.
  • Choose the appropriate installer following the appropriate links at the top of this page.
  • Also included below are the md5sum and file size in order to verify the full installers have been downloaded correctly. If your installer doesn’t work or reports errors it is possible that your installer is incomplete.

New in Unity 5.0.1 Patch 2 (Apr 24, 2015)

  • Improvements:
  • Physics 2D: Added 'AreaEffector2D.useGlobalAngle' to allow the selection of whether the force-angle is global or local.
  • Physics 2D: Added 'Effector2D.useColliderMask' to allow the selection of whether the effector collider mask is used or the global collision matrix.
  • Physics 2D: Added 'Rigidbody2D.IsTouching' and 'Rigidbody2D.IsTouchingLayers' to complement the same on 'Collider2D' and 'Physics2D'.
  • Physics 2D: Renamed 'AreaEffector2D.forceDirection' to 'AreaEffector2D.forceAngle' (sciprts are automaticallly updated).
  • Fixes:
  • (689104) - AI: Allow setting slope above 60 deg by using serialized object.
  • (none) - AI: Fixed buggy example code for script API example.
  • (684325) - AI: Handle out of memory when building huge world.
  • (649274), (666076), (677903), (680277), (635004), (685352), (668927), (649667), (683687), (678768) - Documentation: A number of bugs have been fixed.
  • (680503) - Documentation: Ridigbody typos fixed.
  • (688144) - Editor: Fixed Camera.SetTargetBuffers with AA-ed renderbuffers.
  • (687082) - iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • (none) - iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • (681872) - iOS/IL2CPP: Fixed stripping issue when NavMeshAgent was referenced only from scripts.
  • (687284) - iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • (685169) - iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • (673795) - iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • (687218) - iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • (689908) - iOS/Metal: Fixed crash in WarmupAllShaders when called in update with AA-ed backbuffer.
  • (681197) - iOS/Metal: Fixed WebCamTexture.videoVerticallyMirrored.
  • (689984) - iOS: Fixed WebCamTexture.didUpdateThisFrame.
  • (690742) - OpenGL: Fixed a crash in vertex stream management.
  • (682428) - Physics 2D: 2D physics will now give deterministic results on the same device when entering play-mode in the editor.
  • (661823) - Physics 2D: Fixed regression where PlatformEffector2D 'One Way' would allow a collider to pass but then begin to collide with it.
  • (none) - VR: MSAA autoresolve fixed for GLES 3.0 devices.
  • (none) - WebPlayer: Workarounds for new Chrome, where NPAPI is disabled by default.
  • (640655) - Windows Phone 8: Uppercase first letter in InputField.
  • (687469) - Windows Phone 8: Windows Phone 8 specific plugins (compiled against Windows Phone 8 .NET) which don't have a placeholder won't be passed to the Mono compiler, like it was in 4.6.
  • (none) - Windows Store/Windows Phone 8.1: Fixed an issue which caused types unavailable in .NET for Windows Store but available in Unity's replacement library not to be resolved if they were in a plugin.
  • (none) - XboxOne: Fixed a crash that can happen when shutting down the audio device.
  • (683403) - XboxOne: Fixed compute shader UAV buffer read/write and memory access.
  • Choose the appropriate installer following the appropriate links at the top of this page.
  • Also included below are the md5sum and file size in order to verify the full installers have been downloaded correctly. If your installer doesn’t work or reports errors it is possible that your installer is incomplete.

New in Unity 5.1.0 Beta 4 (Apr 24, 2015)

  • Known Issues:
  • Editor: Bogus warnings about certain lights and deferred lighting requiring Unity Pro.
  • Editor: The ‘Other Settings’ section of Player Settings generates errors in the console and some settings are not drawn. The workaround is to change the player settings in Beta 3 and then re-open the project in Beta 4.
  • Editor: Game View is black when using Image effects and Anti Aliasing.
  • Launcher: Sign in state is not remembered when cookies are flushed
  • License: Return license does not work if you manually activated your license
  • License: Wrong message when having invalid serial number or license.
  • VR: Judder on OSX
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.
  • Features:
  • UNET: Peer discovery in local network.
  • Windows Store Apps/Windows Phone: Added support for UNET.
  • Changes:
  • Input: Default binding for 'Fire3' in new projects changed from Left Cmd to Left Shift, for benefit of Windows user experience.
  • Improvements:
  • BuildPipeline: There will be fewer differences between the exported data files from subsequent builds of your project when using the same version of Unity. For best results, close Unity and delete your project's Library folder before making an important build.
  • Editor: Hex Color Field added to Color Picker (video: http://files.unity3d.com/mads/HexColorField.swf).
  • Editor: Added extensive support for copy/pasting colors: Copy/paste from focused color field, from context menu for color field, from color picker (with no text selected) and from hex field.
  • Scripting: Added Vector2.Reflect function.
  • XboxOne: IPv6 lookup and DNS support added for C# code.
  • XboxOne: Lightmap files are now split up per level and put in separate chunks in the package manifest.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • XboxOne: More comments have been added to the default package manifest.
  • Plugin Inspector: You can now select multiple plugins and change compatible platforms. Note - you cannot yet change per platform settings if multiple plugins are selected.
  • Fixes:
  • Editor: Fix text fields content switch between build settings in some cases.
  • Editor: Fix GUIStyle errors on import (delay GUIStyle initialization to OnGUI).
  • Editor: Fix layers popup showing in the top left of the window and not below layers button.
  • Editor: Fix player settings window accessing non-initialized property.
  • Editor: Update m_GUIDToPath when moving asset to path name with different case.
  • Input: Input.mousePosition no longer clamped to old window size when a Windows Standalone player window is resized.
  • Input: Input.GetJoystickNames() on Windows Standalone no longer returns a single blank entry when no controllers are present.
  • iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fix overflow arithmetic instruction handling.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Prevent an iOS player which does not use any code from the UnityEngine.Networking.dll assembly from crashing at startup while trying to call that code.
  • Linux: Fix OS version check when lsb_release isn't present.
  • OSX: Fix "Default is native resolution" setting.
  • OSX: Fix resolution update race when resizing window.
  • Shaders: Fix standard shader cutout rendering being wrong when rendering with shader replacement.
  • Shaders: Fixed HLSL log10() translation into OpenGL/Metal platforms.
  • UI: PointerEventData.worldPosition and .worldNormal set correctly when handling a middle-mouse or right-mouse event,
  • UI: Fix regression where deactivated UI components did not disappear.
  • Windows Store Apps: Fixed crash if using an unsupported image effect.
  • XboxOne: Removed additional null character in persistantDataPath.
  • XboxOne: Systems that use a cache now use the console's T: drive.
  • XboxOne: special characters are removed from Product name, avoiding use of characters the packaging tools don't like.
  • XboxOne: Crash when using Clear Depth Only, support for capturing RenderTextures of different bit depths.
  • XboxOne: Fixed compute shader UAV buffer read/write and memory access.
  • XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.
  • XboxOne: Launch range is now capped to the number of scenes rather than scenes+1.
  • XboxOne: Lightmaps for scene 0 are now included in the package manifest.

New in Unity 5.1.0 Beta 3 (Apr 17, 2015)

  • Known Issues:
  • Android apps built on OpenGLES 3.0 don’t work on Acer Iconia Tab 8.
  • Maximizing editor Game View can lead to wrong rendering (skybox drawn over everything else).
  • Player Settings inspector logs errors about scripting backend not being initialized.
  • Latest emscripten has a dependency on Microsoft C++ Redistributable 2013. We will look to fix this, but if a WebGL build is needed, this must be installed.
  • Profiling WebGL works with Firefox, but not Chrome
  • Return license does not work
  • Bogus warnings about certain lights and deferred lighting requiring Unity Pro
  • VR: Geometry dropout on certain hardware configurations (fixed in beta 4)
  • VR: Judder on OSX
  • VR: OSX Standalone 32-bit does not work, use 64-bit.
  • VR: Health and Safety warning flickers. Either physically tap the HMD after 5 seconds to dismiss, or permanently disable the warning at your own risk.
  • Features:
  • Editor: New HDR Color Picker:
  • Improves the Standard shader workflow for changing the emission color property.
  • The emission color can now be animated from the animation window.
  • Using scripting API to change emission will now be reflected in the shader gui.
  • Color Presets now also support HDR colors. Saving a HDR color will overlay a lowercase 'h' on the preset swatch.
  • Color property fields can now be customized with the ColorUsageAttribute (show/hide alpha value, is HDR)
  • Editor: Home Window Login integration. You can now login or work offline using the home window or command-line arguments.
  • Editor: Home Window License integration. You can now validate your serial and activate your copy of Unity using the new 5.1 json licensing API through the home window.
  • Graphics: Crunch texture compression format on platforms which support DXT. This is a lossy compression that is both small on disk/download and compressed (DXT1/DXT5) for the GPU.
  • Graphics: Experimental support for OpenGL 4.5 and ES 3.1 on Windows. Use -force-glcore, -force-gles(20|30|31|31aep) arguments to enable. This enables testing OpenGL ES 3.1 features on desktop. Note: no GL4 support on Mac yet.
  • Graphics: OpenGL ES 3.1 support on Android:
  • New graphics levels (OpenGL ES 3.1, OpenGL ES 3.1 + AEP)
  • Compute shaders
  • Geometry shaders
  • Tessellation shaders
  • Advanced blend modes
  • Networking: New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://unet.cloud.unity3d.com. This replaces the current RakNet based multiplayer feature.
  • Runtime: Added assertion library under UnityEngine.Assertions namespace
  • Shaders: OpenGL ES 3.0+ will use a new shader compiler backend. Based on HLSL + github.com/James-Jones/HLSLCrossCompiler + glsl-optimizer. This enables compute shaders on ES3.1 and other modern features. Existing Cg/HLSL compute, geometry and tessellation shaders can be used via automatic translation as well as with direct GLSL snippets. Note: Memory layout rule differences between DX and GL must be taken into account on the buffer data uploads.
  • Unity Analytics: New, built-in Analytics functionality introduced (currently in “Preview”), including higher-level, flexible APIs to track almost every kind of action in your game. We eliminated the need to download and import additional plug-ins to start using Analytics. To get started, simply visit http://analytics.unity3d.com to generate the unique ProjectId that you’ll use to associate your project with your Analytics dashboard, as well as access the relevant documentation and integration instructions. Note: 4.x-5.0 Editor users can still use Analytics by integrating the downloadable SDK package. For 5.1 users, adding the plug-in should not result in errors, nor will it result in duplicate data, but we still advise that you remove the old plug-in assets.
  • SDK integration in Preview mode, get started by visiting our dashboard at blah to get your unique Project ID and integration step-by-step guide. No more need to download and import any SDK packages.
  • VR: Added integrated support for Oculus Rift in Editor and Standalone Players. Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the rift. It is recommended to "Maximize on Play" the game view in order to achieve smooth rendering. Be sure to remove any previous Oculus plugins from your project.
  • Changes:
  • Animation Window: Dope sheet editor uses Command instead of Control for toggle-selecting on Mac OS
  • Animation Window: Double-clicking a key in the curve editor now selects the whole curve. Double-clicking part of the curve still creates a new key at this position
  • Editor: Incremental naming of instantiated GameObjects to use format: MyName, MyName (1), MyName (2)
  • Editor: Rename and introduce a some GizmoType enum values to be more explicit about how they work with selection hierarchy. See the docs.
  • Editor: Unmaximize maximized GameView on start up if maximize on play is enabled
  • Graphics: Deprecated player settings useDirect3D11, targetGlesGraphics, targetIOSGraphics properties. Use SetGraphicsAPIs and friends.
  • Graphics: Make Material(string) constructor script API obsolete with a warning.
  • Graphics: LOD fade mode is now assigned to the whole LODGroup as None, Cross-fade or SpeedTree.
  • iOS: By default iOS builds now only support Metal & OpenGL ES 2.0. If you need OpenGL ES 3.0, you can specify that under player settings.
  • Terrain: TerrainData.alphamapTextures is now exposed to script.
  • Version Control: Allow edit of imported/native asset with respect to meta/asset file being checked out
  • WebGL: memory size is now written to the generated html to make it easier to change it without rebuilding the player
  • WebGL: Player Settings UI is now consistent with other platforms
  • WebGL: Static batching is now disabled by default to improve build sizes
  • WebGL: switch audio format used to AAC
  • Mecanim: Added warning message for transitions without any condition. Those transitions are ignored.
  • Xbox One: Unity now builds with the March 2015 XDK. You must install the March 2015 XDK on your PC and use the same or later recovery on your console.
  • GI: Change the "continuous baking" label to something shorter and better. Is now "Auto" with a tooltip added for an extra bonus.
  • GI: When hard shadows are selected baking will use a directional spread of 0 and a point radius of 0. Also, the UI for spread/point are disabled when shadows are not set to soft.
  • GI: Auto baking is now disabled by default in 2D projects.
  • Improvements:
  • Android: New Sensor/rotation code that tries to figure out 'reversed rotation devices'
  • Android: Improved soft input dialog
  • Android: Apply DeviceDefault theme if available, respect user's theme
  • Animation Window: Copy-pasting keyframes in animation window curve view and between clips.
  • Animation Window: Curve editor supports range selection with shift-click
  • Animation Window: Curve editor supports toggle selection with command-click (control-click on Windows)
  • Animation Window: Direct editing of key values in curve editors. Use Enter/Return or context menu to start editing selected keys, Tab to switch between fields, Enter/Return to commit, and Escape to cancel editing
  • Animation Window: Dope sheet editor supports Control-click as well as right-click on Mac OS
  • Animation Window: Dragging a curve no longer loses the current selection
  • Animation Window: Keyframe selection is synced between dopesheet and curve view.
  • Animation Window: Lock button that locks the selection to currently selected clip and Animator.
  • Animation Window: Slightly increased the clickable radius for keyframes in the curve editor
  • Curve Editor: Wrap mode enum popup modified to appear as a little gear, which fits nicely in the margin without being cropped.
  • Documentation: Show "construct type" for class/struct/interface
  • Editor: Adding an icon to an EditorWindow title is now exposed by using the GUIContent 'titleContent' property (the old string 'title' is now obsolete)
  • Editor: Create sprite animation clip from project window context menu.
  • Editor: Improved grid in Scene View. Eliminates the popping and inconsistent draw distance of the old grid, and also draws grid lines smaller than one unit (10th of a unit, 100th of a unit and so on) when sufficiently zoomed in. New grid shading makes it possible to have grid lines more dense in close parts of the grid without the parts further away being too dense.
  • Editor: Introduced CreateAssetMenu attribute. Apply it to ScriptableObject-derived types to cause them to show up automatically in the Assets/Create menu.
  • Editor: Introduced HelpURL attribute, for setting custom documentation URL for user-authored classes.
  • Editor: Simple expression evaluator for all number fields. Supports + - / * % ( ) operators. This means that all number fields can be used as a calculator.
  • FrameDebugger: Shader blend, depth and raster states will be shown for draw calls.
  • GI: Final gather was moved into a separate stage. This allows the indirect baking stage to apply visibility aware upsampling to the indirect lightmap before final gather is applied for better quality.
  • GI: Reduce the amount of GI related information that is written to the log file
  • Graphics: Added a way to specify graphics APIs explicitly in player settings (defaults to "automatic" for each platform). For example, you could specify you only want to support Metal+ES2 in iOS builds, or only DX11 (without DX9 fallback) on Windows builds etc. This replaces the "Use DX11" and "Target iOS/GLES Graphics" settings.
  • Graphics: Performance improvements on DX11 when many non-batchable objects are in view.
  • Graphics: Add CommandBuffer.DrawProcedural and DrawProceduralIndirect.
  • Importer: Added warning foldout to keep trace of all import warning in the ModelImporter animation tab.
  • Math: Rect(Vector2, Vector2) constructor overload added
  • Mecanim: You can now control your AnimatorState.speed/mirror/cycleOffset at runtime with controller's parameter
  • Mecanim: Added AnimatorController.GetBehaviours() API function to simplify how user can query their behaviour on the asset
  • Mecanim: Transition duration can now be specified in absolute time
  • Mecanim: Do not allow scene objects in AnimatorController's Motion ObjectField
  • Mecanim: Added options "Add Motion", "Add Blend Tree" and "Delete" to contextual menu for blend tree
  • Mecanim: Allow animator window to be locked
  • Mecanim: Exposed ApplyBuiltinRootMotion to script
  • Mecanim: Added dragging controls on the time bar and on the background of the blending in the transition inspector
  • Mecanim: Transition can now be copy pasted
  • Mecanim: Deleting a layer that has other layers synchronized on itself will also delete all the dependent layers (with a prompt)
  • Miscellaneous: Resolution.ToString() implemented
  • MonoDevelop: Including MonoDoc XML files for showing C# Intellisense tooltips in MonoDevelop
  • Physics: Add motion constraints to Rigidbody2D
  • Physics: Optimized performance of ‘OnTriggerStay’ messaging.
  • Profiler: Change ms markers in timeline view to use same label style which makes it also properly visible in both skins.
  • Profiler: Don't show FPS for every ms marker along the x axis in the timeline view - only for the last one.
  • SpeedTree: A new importer setting "Animate Cross-fading" is added to SpeedTree assets. With this option on (by default), the dithering LOD transition between mesh/billboard and billboard/culled will be animated by time. This should make the trees look better in most of the scenarios.
  • SpeedTree: Now wind animation will not be interrupted if the tree gets out side of the view.
  • SpeedTree: Tree casts shadow when in cross-fading to billboard
  • Serialization: Extended SerializedFile size limit to 4GB
  • Texture2D: Add Texture2D.GetRawTextureData() API
  • Profiler: Fix unaligned labels for ms counts in current frame.
  • Version Control: CheckoutIsValid now accept a CheckoutMode
  • Version Control: Collapse assets and their .meta files in versioning window when they have the same state
  • VR Optimization: Render shadows only once and share between eyes
  • WebGL: Made "Explicitly Thrown Exceptions Only" mode much faster and be the default setting
  • WebGL: Support Input.touches and Input.acceleration
  • Windows Store Apps: Copy pasting will also work outside the application.
  • Windows Store Apps: Exposed Rendering path in Player Settings
  • Windows Store Apps: Refactored App.xaml.cs and MainPage.xaml.cs, it's easier now to add additional XAML pages to the project
  • Xbox One: Added support for XMA audio format
  • Fixes:
  • 2D: Double Clicking on a Sprite will not ignore External Tools prefs now.
  • 2D: Fixed Corrupted Sprites in Sprite Packer for iOS and Android
  • 2D: Fixed error appeared if Sprite was sliced only for 1 slice
  • 2D: Losing focus in Sprite Editor will now always show Apply/Revert popup.
  • 2D: Scene View picking always picks the visually top-most for different SortingLayers and z-depths
  • 2D: Sprites now generate Preview Images in the Inspector when using object field
  • 2D: Added Vector2.down and Vector2.left properties
  • 2D: Always default to use "Rect" tool if project started as a 2D project.
  • 2D: Avoid editing/deleting a polygon collider point while panning the scene view.
  • 2D: Fix some edge cases that will result in odd shape during sprite editor's automatic slicing.
  • 2D: Material field from SpriteRenderer no longer behaves as array type.
  • 2D: Fix occasion crashes while building on 'Repacking sprite aliases'
  • 2D: Sprite Atlas will no longer produces errors at low resolutions
  • Android: Fix for spaces being replaced with underscores in app titles
  • Android: Input - Fix axis stuck on Android TV after hiding keyboard
  • Android: Buildpipe - detect plugin errors when package names differ only by cases
  • Animation Window: Fixed an issue where keys on some curves were harder to click than others
  • Animation Window: Fixed an issue where pushing Cancel when saving a new curve would throw an exception
  • Asset Store: Fix download progress for packages larger than 2GB
  • Core: Fixed some memory leaks in the Editor and Players.
  • Editor: Calling Undo.RecordObject on editor objects no longer dirties the scene.
  • Editor: Clear old main menus on OSX
  • Editor: Do not change selection when duplicating while dragging
  • Editor: Fix crash when two inspector windows are open
  • Editor: Fix cubemap preview icons showing as white textures in Project Browser and Object Picker.
  • Editor: Fix default cursor appearing during editor startup on OSX
  • Editor: Fix Float Fields not accepting Infinity correctly
  • Editor: Fix undo of reset position/rotation/scale
  • Editor: Scene View will no longer have tint applied when entering play mode.
  • Editor: Update menu items when assemblies are loaded in the editor
  • Editor: Update ShaderGUI for MaterialEditor when shader changes
  • Editor: Use IntField instead of FloatField for Sprite Editor
  • Editor: Plugin inspector - set ARMv6 Android plugins incompatible to avoid collisions
  • Editor: Make Android and iOS splash screen separate settings (no longer shared)
  • Editor: Fix DecoratorDrawers being shown twice for properties with custom PropertyDrawers that call into the default PropertyField implementation.
  • Editor: Fixed crash when attempting to add the same component twice to a GameObject in the Editor
  • Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect (coming to 5.0 patches too)
  • Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency (coming to 5.0 patches too)
  • Graphics: Fixed crash in Instantiate(Mesh) when static batching is used for the Mesh
  • IMGUI: Fixed NullReferenceException when calling GUI.BeginScrollView with 7 arguments
  • iOS/IL2CPP: Fixed a crash with StrangeIOC
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fix socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fix race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fix ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fix ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fix ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
  • iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • iOS/IL2CPP: Fix an issue with open delegates that return void.
  • iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • iOS/IL2CPP: Fix crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Share enums and their base types as generic parameters
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary)
  • Allow sharing when the type parameter constraint is an interface
  • iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
  • iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • iOS/IL2CPP: Fix issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • iOS/IL2CPP: Fix Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • iOS/IL2CPP: Fix multidimensional array interfaces.
  • iOS/IL2CPP: Fixed support for enums nested in generic types.
  • iOS: Fixed Xcode project supported platforms and SDKs settings
  • iOS: Fixed duplicate property value removal in certain Xcode projects
  • Mecanim: Fixed animator controller window title
  • Mecanim: Fixed crash when a StateMachineBehaviour disables his own animator component
  • Mecanim: Fixed transitions disappearing when importing a project from 4.x
  • Mecanim: Fixed animation events not fired for non looping clip with length of 0
  • Mecanim: Fixed direct blendtree editor slow down when there is too much motion
  • Mecanim: Fixed copy paste of Animator State with StateMachineBehaviour , StateMachineBehaviour instances were not cloned correctly
  • Mecanim: Fixes crash when disabling animator in OnAnimatorMove
  • Mecanim: Fixed Livelink of AnyStateTransitions
  • Mecanim: Fixed a bug where callbacks called indirectly from ApplyOnAnimatorIK would reset the animator memory and cause a crash
  • OSX: background image used for mac installer packages has been increased in size
  • ReflectionProbes: Buttons "Bake All Reflection Probes" in Lighting window and Reflection Probes inspector should behave correctly now.
  • Profiler: Fix lockup in editor, if left in background with the profiler open
  • Scripting: Fix plugin verification crash on reload/shutdown
  • Scripting: Fix potential crashes on Webplayer
  • Shaders: Don’t crash in shader warmup on "-nographics" device.
  • Terrain: Fixed an issue where painting terrain features while holding down the right mouse button could lock the view tool.
  • Terrain: Terrain brush no longer intercepts mouse events if the mouse cursor doesn't intersect with any terrain.
  • Version control: Fix 'show in explorer' context menu
  • WebGL: Correctly show warning that building for WebGL is not supported in 32-bit editors
  • WebGL: Fix asm.js validation errors
  • WebGL: Fix AudioListener.volume
  • WebGL: Fix banding issues in Standard Shader
  • WebGL: Fix build process running out of memory when compiling very large functions
  • WebGL: Fix Marshal.StringToHGlobalUni
  • WebGL: Fix Unity logo in default template
  • WebGL: Fix "Unknown Error" being displayed in Firefox at startup
  • WebGL: Handle gravity in particle systems better when physics module is stripped
  • WebGL: Make Profiler work on Windows
  • WebGL: Make WebGL correctly detect the Command key on OS X
  • WebGL: Memory sizes are now clamped to valid values
  • WebGL: Will now show rendering path UI in WebGL Player settings
  • WebGL: WWW.progress now correctly reports values between 0 and 1
  • WebGL: Fix looping of audio
  • WebGL: Fix artifacts in imported AudioClips
  • WebGL: OnApplicationQuit now correctly gets called
  • WebGL: WWW class will correctly report errors
  • WebGL: Fix AudioSource.mute
  • WebGL: Fix audio channels being flipped left and right
  • WebGL: Fix some keys being correctly detected in Chrome
  • WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access
  • Windows Store Apps: Added missing targets 'metroplayer', 'wsaplayer' when used with -buildTarget argument.
  • Windows Store Apps: extended splash screen should not be related to composition scale
  • Windows Store Apps: fix build failure when project path contains word "Assets"
  • Windows Store Apps: Fix building and running from directory with Unicode characters in ti.
  • Windows Store Apps: Fix reported log type for exceptions
  • Windows Store Apps: Plugin folders (for ex., *.bundle) will be ignored and won't cause an error, even if the plugin is selected as compatible with Windows Store Apps.
  • Windows Store Apps: Touch positions will be correctly reported when SwapChainPanel occupies only part of the screen.
  • Windows Store Apps: use XAML Frame and navigation
  • Windows Store Apps/Windows Phone: fix AssemblyConverter failing for structs in other assemblies
  • Windows Store Apps: Fixed deadlock when resizing window.

New in Unity 5.0.1 Patch 1 (Apr 15, 2015)

  • Features:
  • XboxOne: The default update granularity used by XDK's makepkg tool has changed to File granularity rather than Chunk granularity. There is now a setting to control this:
  • Player Settings > Xbox One > Microsoft Xbox One Package Settings > Update Granularity. This property is set to File by default. Chunk is recommended only for games that have already been released using the Chunk granularity, which was the default prior to this build.
  • Improvements:
  • Mecanim: Fix direct blendtree editor slow down when there is too much motion.
  • GI: Made pig assert message human readable.
  • Substance: New Substance features introduced by Substance Designer 5.0 are now supported.
  • XboxOne: Lightmap files are now listed in the package manifest in the same chunk as the scene that uses them.
  • XboxOne: Updated docs to reflect terminology and tools in latest XDK, and added a section on Packaging.
  • Terrain: TerrainData.alphamapTextures is now public.
  • Physics: Report detailed error when generating collision meshes, also during asset import. Simplifies troubleshooting creation of non-triangle collision meshes.
  • Changes:
  • XboxOne: Unity is now built with the March 2015 XDK. You will need to install the March 2015 XDK onto your development PC and use the same or later recovery
  • Android: Added support for real 16bit DisplayBuffer. It can only be enabled in PlayerSettings, Handheld.use32BitDisplayBuffer is deprecated.
  • Scripting: GizmoType enum has changed (and is updated by automatic script updater). NotSelected -> NotInSelectionHierarchy. SelectedOrChild -> InSelectionHierarchy. New member NonSelected added.
  • Fixes:
  • (None) - Android: Fixed crash on Application.Quit().
  • (655263, 663232) - Android: Fixed crash in Mono caused invocation of wrong method.
  • (None) - Android: Improved soft input dialog.
  • (678854) - Android: Fixed window buffer leakage
  • (686925, 687417) - Android: Fixed issues with soft input caused by Samsung back button fix
  • (None) - D3D11: Fixed shaders that use min16float types.
  • (682933, 680503, 681749,655755, 618912) - Documentation fixes for 5.0, removed the "Overview" link.
  • (657751) - Windows Store Apps: mouse presence now is detected by mouse activity, which is much more reliable.
  • (677960) - Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
  • (676489) - Mecanim: Fixed animation events not fired for non looping clip with length of 0 second.
  • (681678) - Mecanim: Fixed crash when a StateMachineBehaviour disable an animator component or change something that trigger a Rebind.
  • (667625) - Mecanim: Fixed lost transition when importing a project from 4.x to 5.0.
  • (None) - Mecanim: Fixed a bug where copy pasted states would share the same state machine behaviour instance
  • (672866) - Mecanim: Fixed cannot rename parameter in animator parameter window.
  • (677605) - Editor: Fix crash when PlayerSettings.GetPropertyString is called for not existing property.
  • (681118) - Asset Importing: Fix importing of an assembly that contains classes inherited from generic engine's classes.
  • (674666) - Windows Store Apps/Windows Phone: Fix NullReferenceException in SerializationWeaver.
  • (677718) - Windows Store Apps/Windows Phone: Fix AssemblyConverter failing due to types from other module.
  • (681778) - iOS: fix memory corruption and crash initiated by calling WebCamTexture.Stop().
  • iOS: fix assert in corner case when webcam code is trying to pick supported FPS.
  • (684028) - iOS: fix memory leak in iOS WebCamTexture.GetPixels().
  • (673918) - WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access.
  • (684075) - Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect.
  • (683230) - Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency.
  • (677823) - GI: With continuous baking enabled and baked light, light probes stop working after exiting play mode.
  • (649888) - GI: Entering play mode while baking with on demand makes bake indication get stuck and game show incorrect result.
  • (680461) - GI: Ambient light is not shown after baked data is cleared.
  • (683277) - GI: Reloading scene makes the background darker.
  • (679115) - GI: Fix crash caused by Unity reading GI files as resource files and a certain GI file had data that looked like a header but caused a huge allocation.
  • (668622) - IMGUI: Fix calculation of TextGenerator vertices position when lineSpacing is 0.
  • (676557) - Substance: It is no longer possible to dynamically create a ProceduralMaterial using 'new'.
  • (None) - Substance: Entering play mode should no longer cause a rebuild of ProceduralMaterials.
  • (660734) - iOS: Fix HTTPs problem.
  • (None) - Windows Store Apps: Fix issues with plugins in Universal apps, removed SDK property UniversalSDK81 from plugin inspector, as it didn't make sense. Also having Windows 8.1 and Windows Phone 8.1 specific plugins won't longer cause building to Universal apps to fail.
  • (682161) - iOS: Fix crash when rendering empty meshes.
  • ([679397] (http://issuetracker.unity3d.com/issues/www-forms-do-not-work-properly-in-webplayer-unity-5)) - WebPlayer: Fixed WWW form posting.
  • (672816) - WWW: WWW.Dispose sometimes hung Unity on a very slow connection.
  • (680421) - Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
  • (684809) - Plugins: Fixed invalid plugin collisions, for ex., in cases where plugin is unsupported by OS, but was still being used.
  • (681448) - WindowsPhone8: Fixed AssemblyConverter error, where sometimes it would fail to find references.
  • (None) - XboxOne: Fixed a rare startup crash that usually manifested as a crash in the audio driver, sometimes showing up as a stack buffer overrun exception.
  • (None) - XboxOne: Made Mono's exception handler treat unexpected exceptions (ex: not a breakpoint) better. This should remove some instances where a crash dump was not created.
  • (671030) - XboxOne: Crash when using Clear Depth Only, support for capturing RTs of different bit depths
  • (679888) - XboxOne: Bloom artefact when using MSAA is now fixed.
  • (680223) - XboxOne: Bad image from Kinect fixed, YUY2 support.
  • (680229) - XboxOne: DOF image effect on fade sprites fixed.
  • (681726) - XboxOne: Now matches PC (deferred rendering with HDR related).
  • (682104) - XboxOne: Enabled support for deferred rendering and HDR.
  • (None) - Editor - Other: Fixed ScriptableObject assets to pull icons correctly from their associated script
  • (673701) - Scripting: Re-added a stub for Resources.LoadAssetAtPath which auto-upgrades to AssetDatabase.LoadAssetAtPath
  • (630866) - Asset Bundles: AssetBundle.CreateFromMemory with uncompressed bundles will no longer block the main thread for several seconds.
  • (676156) - Scripting: GizmoType works as expected
  • (679772) - Scripting: Fixed EditorGUI.FloatField and EditorGUILayout.FloatField unable to return negative and positive infinity
  • (672941) - Editor: Scene View content is no longer tinted in playmode.
  • JobSystem: Fixed issue where job system would create long stalls in some cases on processors with hyper threading.
  • (682972, 684020) - iOS: Add dummy vertex channel for missing shader channels when dynamic batching.
  • (685794) - Graphics: Fixed printing of some loops in GLSL/Metal.
  • (679023) - iOS: Fixed duplicate property value removal in certain Xcode projects.
  • (682258) - iOS/IL2CPP: Fixed a crash with StrangeIOC.
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fix socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fix race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fix ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fix ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fix ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
  • (None) - iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • (None) - iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • (None) - iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • (683461) - iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • (677402) - iOS/IL2CPP: Fix an issue with open delegates that return void.
  • (676847,680379,672199) - iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • (673828,679044,681132) - iOS/IL2CPP: Fix crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • (683671,683658) - iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • (675659) - iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Share enums and their base types as generic parameters.
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary).
  • Allow sharing when the type parameter constraint is an interface.
  • (669606) - Scene/Game View: Fix the issue about cannot select objects after importing the legacy packages.
  • (685687) - AssetBundle: Fix the issue that prefab loaded from AssetBundle lost the reference to a material in a variant AssetBundle.
  • (681301) - AssetBundle: Make the error message more informative when building AssetBundles.
  • (687674) - Windows Store Apps: fix build from editor when C# projects are enabled.
  • (673862) - Windows Standalone: Connecting USB devices should no longer throw spurious warnings.
  • (672439) - Physics: Fix cases where HingeJoint settings, like useMotor and useLimits, were not correctly applied.
  • (674144) - Physics: Fix crash on scene load when Cloth component is missing a SkinnedMeshRenderer component.
  • (670879) - Physics: Report error when trying to create a non-convex MeshCollider with Trigger enabled.
  • (680505) - Physics: Fix crash when the transform scale on a MeshCollider had an axis set to zero. Request will now be ignored.-
  • (674914, 672089) - Physics: Fix incorrect bounds of a capsule collider.
  • (671974) - Physics: Protect SetSteerAngle from setting wheel angles that are bad for PhysX.
  • (681358) - Physics: Fix capsule height being incorrectly computed in sweeps and casts code.
  • (683712) - Physics: Don't allow to break rotational DoF lock by setting angularVelocity directly.
  • (671903) - Physics: Fix crash that could occur when a body had more than 64 contacts generated.
  • (670888) - iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • (669983) - iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • (686153) - iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
  • (686028) - iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • (684417) - iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • (685735) - iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • (672812) - iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • (684147) - iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • (686620) - iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • (686477) - iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • (687287) - iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • (685474) - iOS/IL2CPP: Fix issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • (683290) - iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • (675374) - iOS/IL2CPP: Fix Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • (686168) - iOS/IL2CPP: Fix multidimensional array interfaces.
  • (687479, 681688) - iOS/IL2CPP: Fixed support for enums nested in generic types.
  • (None) VR: Fixed GearVR startup crash on Galaxy S6 devices by enabling pbuffer Context support.

New in Unity 4.6.4 Patch 2 (Apr 10, 2015)

  • Improvements:
  • Animation: Better formatting of the error message when animation events are fired (i.e: "oldWrappedTime > newWrappedTime") .
  • Fixes:
  • (655263) - Android: Fixed crash in Mono caused by invocation of wrong method.
  • (675681) - Android: Fixed Auto target graphics mode on devices which think they support ES 3.0 without proper hardware.
  • (681257) - iOS/Android: Fix crash with MSAA depth render textures.
  • (675659) - iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Share enums and their base types as generic parameters.
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary).
  • Allow sharing when the type parameter constraint is an interface.
  • (670888) - iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • (669983) - iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • (686153) - iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
  • (686028) - iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • (684417) - iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • (685735) - iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • (672812) - iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • (682428) - Physics: 2D physics will now give deterministic results on the same device when entering play-mode in the editor.
  • (564484) - Rendering: Fixed crash when reading font's metadata for a font without style info.
  • (681245) - Windows Store Apps:Touch position will be correctly transformed when SwapChainPanel doesn't occupy full screen.
  • (684092) - WebPlayer: Fix crash when when elementType was queried from uninitialized elementClass.
  • (680421) - Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
  • (677604) - Shaders: Fixed vector_insert_TODO appearing in some shaders (GLSL/Metal).
  • (685794) - Shaders: Fixed loop generation (GLSL/Metal).
  • (681829) - Mecanim: Fixed FBX import not supporting both blend shapes and boned animation in the same file by upgrading FBX SDK to 2015.
  • (664949) - Mecanim: Fixed different behaviours of negative scale of animations in 4.5 and 4.6.
  • (679079) - Windows Store Apps: Fixed deadlock when resizing window.

New in Unity 4.6.4 Patch 1 (Apr 2, 2015)

  • Improvements:
  • UI: Allow dragging anchors outside of bounds of parent when holding down Ctrl (Cmd on Mac) - the same key that disables snapping. This makes it easier to author screen transitions that support multiple resolutions, since content can be animated to move a distance that's a percentage of the screen width or height.
  • UI: Avoid rebatching when moving a Nested Canvas.
  • Fixes:
  • (677613) - Audio: Fixed the "Disable Audio" option; the flag is now correctly used by the standalone player to disable the audio system.
  • (668622) - IMGUI: Fixed calculation of TextGenerator vertices position when lineSpacing is 0.
  • (683671), (683658) - iOS/IL2CPP: Added a null terminator to string arrays when they were marshaled.
  • (683461) - iOS/IL2CPP: Corrected the behavior of CultureInfo.CreateSpecificCulture.
  • (none) - iOS/IL2CPP: Fixed a number of problems related to WebRequest and asynchronous I/O:
  • Fixed socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fixed race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fixed ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fixed ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fixed ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
  • (677402) - iOS/IL2CPP: Fixed an issue with open delegates that returned void.
  • (673828), (679044), (681132) - iOS/IL2CPP: Fixed crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • (682258) - iOS/IL2CPP: Fixed a crash with StrangeIOC.
  • (676847), (680379), (672199) - iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • (669282) - iOS/IL2CPP: Handle 4D arrays.
  • (none) - iOS/IL2CPP: Handle delegate invoke with nested delegates where the method which is invoked on the outer delegate is a static method.
  • (675298) - iOS/IL2CPP: Handle custom attributes with generic types and arrays of generic types.
  • (none) - iOS/IL2CPP: Now support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • (none) - iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • (none) - iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • (none) - iOS: Added Xcode 6.2 compatibility.
  • (681778) - iOS: Fixed memory corruption and crash initiated by calling WebCamTexture.Stop().
  • (none) - OSX Editor: Avoid App Nap mode in editor's batch mode, so build performance doesn't degrade.
  • (648782) - Rendering: Now the back buffer is cleared after the resolution is changed from a script in Windows standalone.
  • (none) - UI: Caret on InputField now blinks at proper frequency.
  • (643948) - UI: Clamp setting canvas group alpha between 0-1 on API call.
  • (none) - UI: Destroying a RectTransform that is queued to for a layout rebuild would freeze unity.
  • (673538) - UI: Fixed instantiating a prefab containing a Selectables will not throw console errors.
  • (635900) - UI: Fixed an issue where the pointer click world position/normal might not be properly associated with the event if multiple modules or hits were present.
  • (672653) - UI: Fixed Mac-only crash during Canvas sorting.
  • (636209) - UI: Fixed nested masking not getting the correct stencil value and failing.
  • (663249), (663250) - UI: Fixed a bug where multiple Layout Group components on the same GameObject were not prevented even though it was not supported.
  • (669637) - UI: Fixed bug which caused caret to no longer appear in InputField after game object was deactivated and reactivated.
  • (667690) - UI: Fixed division by zero bug in GridLayoutGroup.
  • (669156) - UI: Only do cut, copy, paste, and select all if holding down just Ctrl (Cmd on Mac), not if additional modifier keys are also held down. This prevents these actions from happening when intending to type characters that use Ctrl (Cmd on Mac) as part of the key combination.
  • (669227) - UI: Prevent out of range exception that happened in InputField under certain circumstances due to an unwanted recursive call.
  • (634179) - UI: UI items now work with Scene View searching.
  • (662200) - Windows Store Apps/Windows Phone 8: When unloading unused assets or switching to another scene, prefabs will be correctly reloaded and won't loose references. Previous behavior was - sometimes textures, mono behaviors, etc in prefabs would be lost, this would result for e.g., in textures not showing up in objects instantiated from prefabs.
  • (674666) - Windows Store Apps/Windows Phone: Fixed NullReferenceException in SerializationWeaver.
  • (677960) - Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
  • (657751) - Windows Store Apps: Mouse presence now is detected by mouse activity, which is much more reliable.
  • (647126) - WWW: Fixed incorrect HTTP status 100 when POST data was relatively large.

New in Unity 5.0.1 (Apr 1, 2015)

  • Improvements:
  • Android: Added framebuffer clear on devices that would prefer framebuffer discard but don't have the required GLES extension.
  • Android: Added profiling stats for blit to screen and input processing.
  • Android: Joystick input optimization, fixes slowdown on some older devices.
  • Android: Parsing device specific XML font configurations to determine system/fallback fonts in addition to the hard-coded list of font names (in 4.6.4 too).
  • Android: Splash screen is now shown in full screen mode.
  • BlackBerry: Passport device now supports landscape orientation.
  • Bug reporter: Added info about license type.
  • Editor: Android; added ability to configure JDK path in the Editor preferences (in 4.6.4 too).
  • Editor: Android TV; added configuration option for D-pad and gamepad support level.
  • GI: Added pushoff for baked lighting, can be used to fix AO artefacts.
  • GI: Allow higher AO exponent in Lighting window.
  • GI: Don't calculate AO when AO exponent is 0.
  • GI: Fixed inconsistent Enlighten build timings; now it should correspond to wall clock time (unless you move at near speed of light relative to your computer, in which case it might still be wrong).
  • GI: Moved baked tag to the proper place in UI.
  • GI: Output more stats per system and in total: vertex count, face count, chart count and texel count.
  • GI: Removed an unnecessary warning that realtime GI is not supported on PS3 and Xbox360 when finishing a bake in non-continuous mode.
  • GI: Sped up baked lightmap compositing.
  • GI: Spit out timings of the precompute and bake to the Editor log. Timer resets when clearing GI data, exiting continuous mode or cancelling a bake.
  • GI: Take texture transparency into account when calculating AO.
  • GI: Users will now be warned when building scenes with Precomputed Realtime GI ticked on platforms that do not support Realtime GI.
  • Graphics: Shaders now read consistent values across platforms for vertex properties that are missing in a Mesh. We have adopted the OpenGL standard, which is that normals default to (0,0,1) and tangents default to (1,0,0).
  • Physics 2D: Allow SurfaceEffector2D to control whether friction or bounce is used upon contact.
  • Physics 2D: Allow SurfaceEffector2D to control whether the impulse force is applied to the center-of-mass or contact-point.
  • Physics 2D: Improve PointEffector2D.distanceScale tooltip/documentation.
  • Physics 2D: Joint2D property 'collideConnected' renamed to 'enableCollision' to match 3D physics.
  • Physics 2D: PlatformEffector2D property renames based upon feedback: oneWay->useOneWay, sideFriction->useSideFriction and sideBounce->useSideBounce.
  • Platforms: Unity Professional users can now optionally show the builtin Unity Splash Screen on applicable platforms, in Player Settings.
  • Version Control: Added shortcut to save changeset window.
  • Version Control: Added "delete empty changesets" button.
  • Version Control: Close change window automatically on success.
  • Version Control: New changesets default to expanded now.
  • Changes:
  • GI: Disabled unused Xbox360 solver data generation.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms (in 4.6.4 too).
  • iOS: Default scripting backend is set to IL2CPP on iOS.
  • Terrain: Only textures with Repeat wrap mode can be used as terrain splat textures now.
  • Terrain: Removed 'Override Smoothness' option from terrain settings. A new per-splat smoothness property is available when the splat texture has no alpha channel.
  • Fixes:
  • AI: Fixed an issue where using all navmesh area types in mask didn't work.
  • AI: Fixed an issue where warping disabled agents would leak simulated agent.
  • Android: Always enable VSync on Android non-development builds.
  • Android: Build pipeline; fixed AAR manifest merging.
  • Android: Fixed an issue with the multithreaded job system which caused battery drain and bad performance.
  • Android: Fixed Auto target graphics mode on devices which wrongly claim to support OpenGL ES 3.0.
  • Android: Fixed crashes / touch problems when applying ForwardNativeEventsToDalvik to a non-NativeActivity.
  • Android: Fixed immersive mode when returning to activity in Lollipop.
  • Android: Fixed non-hidden status bar and status bar related touch issues.
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • Android: Input - Fixed axis stuck on Android TV after hiding keyboard.
  • Android: Reenabled SSE skinning on x86.
  • Android: Removed some bogus print-outs to the logcat regarding gles_mode and development_player.
  • API Updater: Automatic update from ParticleSystem.CollisionEvent to ParticleCollisionEvent.
  • API Updater: Fixed API updater skipping assemblies in some scenarios.
  • API Updater: Fixed the issue causing crash while checking assemblies for obsolete API usage.
  • Asset Loading: Fixed loading of GI data from an AssetBundle.
  • Asset Loading: Fixed the crash when setting the AssetBundle name in OnPreprocessAudio() callback.
  • Asset Loading: Fixed the issue that streamed scenes don't draw layered UI in canvases correctly.
  • Asset Loading: Fixed the issue whereby streamed scene asset bundles do not allow more than one scene.
  • Asset Loading: Fixed the prefab async loading issue by loading the scripts first.
  • Asset Loading: Fixed the script loading issue when the references are between scripts.
  • Asset Loading: Updated the document to indicate we wanted complete asset paths.
  • Audio: Fixed "Trying to play disposed sound!" error message.
  • Audio: Fixed the "Disable Audio" option, the flag is now correctly used by the standalone player to disable the audio system.
  • Audio: Given AudioImporter overrideSamplerate a default value that makes sense.
  • BlackBerry: Fixed platform lookup from string to be case insensitive.
  • Bug reporter: Fixed issue with submitting files when temp path includes non-ASCII characters.
  • Bug reporter: Fixed the issue causing crash when attaching files on OSX 10.8.5.
  • Bug reporter: Fixed title field validation (the title is now mandatory).
  • Bug reporter: Hidden files are now always included in bug reports.
  • Bug reporter: Make sure the bug reporter triggers from the license error popup.
  • Bug reporter: Updated links to the new Bug Reporter (when it's started from outside the Editor).
  • BugReporter: Send empty subdirectories of directory attachment. Improved filtering of unnecessary subdirectories under Unity project. Can launch when some parts of the engine might not be initialized yet.
  • Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • Don't allow AddComponent() calls on object that is currently being destructed (leads to crashes).
  • Editor: "Missing Prefab" placeholders now respects the active state of their parents.
  • Editor: Android - Don't allow to install x86 apk on arm device.
  • Editor: Disable vsync for all views except GameView on OSX.
  • Editor: Fixed an issue where Editor fails to validate serialization layout when building to Windows Store Apps.
  • Editor: Fixed crash when compressing GI cache files with lz4.
  • Editor: Fixed crash when using UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget to load a scene with containing stripped prefab instance objects
  • Editor: Fixed null-ref from SceneView when having a Hierarchy search filter.
  • Editor: Fixed performing Undo on prefab instances where the prefab parent was missing.
  • Editor: Fixed reading very very big scenes with more than 32767 monobehaviours created in Unity prior to Uniy 5.
  • Editor: Fixed the issue producing fatal error when choosing unwritable drive as a GICache folder on OSX.
  • Editor: Fixed undo parenting of prefab.
  • Editor: Necessity of rebuilding .meta files detected incorrectly for projects that contain only directories in Assets/.
  • Editor: OnOpenAsset callbacks are now called for all asset types when doubled clicked in the project browser.
  • Editor: Plugin inspector-set ARMv6 Android plugins incompatible to avoid collisions.
  • Editor: Prefab connection is now broken when rearranging components, even if the components are added to the instance. This enables you to rearrange components on prefab instances without losing the order when saving the scene.
  • Editor: Stripped prefab instance objects are now marked as stripped in the scene file, so the loading code does not try to upgrade objects which would issue wrong warnings and in worst case crashes.
  • Editor: Fixed editor lockup if left in the background and profiler was open.
  • GI: Changing directional mode in lighting tab does not force reflection probe.
  • GI: Clear lightmapping state when wiping the disk cache in order to avoid errors when building lighting.
  • GI: Fixed "Mobile/Unlit (Supports Lightmap)" shader and other fixed function shaders using lightmaps.
  • GI: Fixed rare crash in realtime GI pipeline caused by textures held by worker threads being released too early.
  • GI: Made Gradient ambient mode properly affect realtime and baked GI.
  • GI: Made lightmaps be properly compressed on mobile platforms.
  • GI: Report errors from jobs correctly when run in an external process.
  • GI: Reset the texture filter mode after rendering object preview in lighting window.
  • Graphics: Fixed vertices being lit entirely black on DirectX 11 when normals are missing and the vertex position is (0,0,0).
  • iOS: Added Xcode 6.3 compatibility.
  • iOS: Disabled unnecessary copies of dll files to the Xcode project directory.
  • iOS: Exposed iOSOverrideIPodMusic in player settings.
  • iOS: Fixed a typo in UnityRegisterViewControllerListener().
  • iOS: Fixed an issue with the job system which caused battery drain and bad performance.
  • iOS: Fixed changing from autorotation to enforced screen orientation in case of this orientation being already current.
  • iOS: Report a fake Status: HTTP header for informational purposes.
  • iOS: Show an error on removal of targets in Xcode project.
  • iOS/IL2CPP: Handle 4D arrays.
  • iOS/IL2CPP: Handle delegate invoke with nested delegates where the method which is invoked on the outer delegate is a static method.
  • iOS/Metal: Fixed fixed function shaders with cubemaps.
  • iOS/Metal: Fixed vector_insert_TODO appearing in some shaders.
  • iOS/Metal: Partially fixed performance issue on A7 devices when using Standard shader.
  • Linux: Fixed crash when swapping UI sprites.
  • Oculus: Plugin initialize fixed when GfxDevice had not been Initialized yet.
  • OpenGL: Fixed crash with -force-opengl in Windows Editor when trying to enable DirectX 11 via player settings.
  • Physics 2D: Added 'forceScale' property to SurfaceEffector2D to allow scaling of the impulse force used.
  • Physics 2D: Center-of-mass and Inertia can now be set on a Rigidbody2D component even if it has no Collider2D components attached.
  • Physics 2D: Disabled PlatformEffector2D component now fully disables contact processing.
  • Physics 2D: Fixed console warning of 'm_Effector == effector' when removing an effector inside a prefab.
  • Physics 2D: Fixed PlatformEffector2D so that when stopping inside a collider it doesn't cause a collision for 'one-way'
  • Physics 2D: Stop 2D colliders falling through EdgeCollider2D components.
  • Physics 2D: Stop crash when NULL passed to Collider2D.IsTouching, Physics2D.IsTouching or Physics2D.IsTouchingLayers.
  • Physics: OnJointBreak callback now has correct breaking force magnitude supplied as a parameter.
  • Profiler: Fixed editor slowdown if GPU profiler was enabled when the profiler was stopped or closed
  • Rendering: Now the back buffer is cleared after the resolution is changed from a script in Windows standalone.
  • Samsung TV: Fixed MissingMethodException being thrown when a scene was played that used STV specific APIs.
  • Samsung TV: Fixed UEP signing for 2015 TVs.
  • Scripting: Crash on Newtonsoft.Json.DeserializeObject(string) when serialized type has generic arrays.
  • Scripting: Fixed Application.logMessageReceivedThreaded not being called in main thread.
  • Scripting: Fixed crash when trying to invoking delegate bound to open generic method.
  • Scripting: Fixed infinite loop in NetworkInterface.GetAllNetworkInterfaces()
  • Scripting: Fixed VS / MonoDevelopment project synchronization when "Editor" was the only platform selected in plugins settings.
  • Scripting: Throw DivideByZero exception instead of crashing.
  • Serialization: Fixed crash when reading file references from long property names.
  • Shaders: WPOS semantic works in shaders again (alias of VPOS, i.e. screen position).
  • Sprites: Fixed the issue whereby Unity was doubling the memory needed for the Texture Atlases.
  • Terrain: Base map generation in Linear rendering mode is now done in linear space.
  • Terrain: Fixed a crash when a terrain was using TerrainData with missing textures.
  • Terrain: Fixed an issue where modifying terrain heights would result in an inconsistency between the visual and the collision.
  • Terrain: Fixed visual inconsistency when rendering with base pass.
  • Terrain: Standard terrain shaders now correctly support spot light / point light shadows.
  • Version Control: Set correct changeset description when renaming a changeset.
  • Version Control: Use saved changeset description when submitting.
  • Video: Fixed the issue whereby ogg movie playback skipping frames at beginning and general sync improvement.
  • VR: Fixed GearVR startup crash.
  • WebGL: Fixed deleting characters in text fields.
  • WebGL: Fixed reverting to proper window size when getting out of fullscreen mode.
  • WebGL: Fixed shift-arrow-key in text fields.
  • WebGL: Fixed WWW.audioClip.
  • Windows Standalone: -parentHWND command line argument works again.
  • Windows Store Apps: Fix issue where Unity was trying to locate Microsoft.CSharp.dll when processing some of the plugins, for ex., Facebook.Client.dll.
  • Windows Store Apps: Fixed player when installed to path containing unicode characters.
  • Windows Store Apps: Fixed resource fight on hyperthreading-enabled CPUs which might cause unstable performance on Windows.
  • Windows Store Apps/Windows Phone 8: UnityPlayer pdb files will be present again for Debug/Master configs.
  • Windows Store Apps/Windows Phone 8: When unloading unused assets or switching to another scene, prefabs will be correctly reloaded and won't loose references. Previous behavior was sometimes textures, mono behaviors, etc in prefabs would be lost, this would result for e.g., in textures not showing up in objects instantiated from prefabs.
  • WWW: Fixed incorrect HTTP status 100 when POST data was relatively large.
  • Xbox One: Implemented workaround fix for rendering failure when the console is set to instant-on standby and suspend/resume flow occurs.
  • Xbox One: Lightmap files are now included in the package manifest. They are included as a part of the launch chunk.
  • Xbox One: ReadPixels glitch and performance slowdown: fixed and workaround implemented.
  • Fixes that shipped in Unity 4.6.4 too:
  • Android: Fixed back button crash on Samsung devices.
  • Android: Fixed checkjni exception when passing array in JNI at ART.
  • Android: Workaround for animation glitch with onscreen keyboard.
  • IL2CPP / Raknet: Fixed networking RPC call registration not working on IL2CPP backend.
  • iOS: Fixed iPad Mini 3rd gen detection.
  • iOS: Improved Xcode project parser robustness for invalid input.
  • iOS/IL2CPP: Added support for setting thread names on OS X.
  • iOS/IL2CPP: Added support for WebRequest to HTTPS addresses when using the Api Compatibility Level setting of .NET 2.0 Subset.
  • iOS/IL2CPP: Allow the LogInAsync method in the ParseSDK to work correctly.
  • iOS/IL2CPP: Always initialize type information before accessing static fields.
  • iOS/IL2CPP: Assembly.Load() now accepts assembly name in full name format.
  • iOS/IL2CPP: Correct a number of problems related to WebRequest and ThreadPool interaction:
  • Fixed a queuing bug that may lead to WebRequests arriving at the same time and being used incorrectly.
  • Fixed assert "pthread_equal (pthread_self (), m_Handle) && 'Must be called on current thread!'".
  • Fixed deadlock on shutdown if socket polling thread was still waiting for network traffic.
  • Fixed deadlock when socket exits polling stage when I/O pool is at max capacity and worker threads are in wait state.
  • Fixed performance load balancing issue in CullAllPerObjectLights that caused only one job to be run rather than many (occurred when high number of lights and low number of objects)
  • Fixed race condition in static constructor calling.
  • Fixed thread interruption logic incorrectly thinking that another thread was still waiting.
  • Fixed WebRequests getting stuck in socket polling stage when the stage should be skipped.
  • iOS/IL2CPP: Corrected a problem with Delegate.CreateDelegate.
  • iOS/IL2CPP: Corrected the C++ compiler error in generated code: "error: cast from pointer to smaller type 'il2cpp_array_size_t' (aka 'int') loses information"
  • iOS/IL2CPP: Correctly write include definitions for a generic class with a const field.
  • iOS/IL2CPP: Emit the proper metadata for parameters static inflated generics methods.
  • iOS/IL2CPP: Explicitly declare generic types and array types that are created at run-time via Type.MakeGenericType and Type.MakeArrayType in the il2cpp_extra_types.txt file, so that IL2CPP will AOT compile them.
  • iOS/IL2CPP: Fixed a case where having throw statement at the end of a method would cause IL2CPP to crash.
  • iOS/IL2CPP: Fixed the problem with shift operators, resulting in problems with MD5 calculation and crypto, amongst other things.
  • iOS/IL2CPP: Fixed array marshaling when passing an incorrect argument.
  • iOS/IL2CPP: Fixed Array.CopyTo() fast path, which was doing the wrong thing when the source array was a value type and destination array was not.
  • iOS/IL2CPP: Fixed C++ compile error in some cases when using fields with the same name in a class hierarchy.
  • iOS/IL2CPP: Fixed C++ linker error in some cases when using generic method constraints.
  • iOS/IL2CPP: Fixed C++ linker error in some cases when using generic parameters.
  • iOS/IL2CPP: Fixed code generation for delegates having parameters tagged with the Out attribute.
  • iOS/IL2CPP: Fixed conversion error in obscure edge case of method overrides through metadata and signature.
  • iOS/IL2CPP: Fixed crash when calling MethodInfo.ReturnTypeCustomAttributes.GetCustomAttributes on a constructor.
  • iOS/IL2CPP: Fixed crash when System.Console is included in link.xml.
  • iOS/IL2CPP: Fixed deadlock or timeouts when C# code does BeginInvoke+EndInvoke on a worker thread and the pool has only one thread.
  • iOS/IL2CPP: Fixed exceptions thrown by using System.Configuration.ApplicationSettingsBase.
  • iOS/IL2CPP: Fixed IL2CPP crash in some cases when using virtual generic methods.
  • iOS/IL2CPP: Fixed IL2CPP crash when passing null as value to array parameter in custom attribute constructor.
  • iOS/IL2CPP: Fixed issue with String.Intern not always returning the correct string.
  • iOS/IL2CPP: Fixed List.FindAll().
  • iOS/IL2CPP: Fixed MethodInfo.GetBaseDefinition().
  • iOS/IL2CPP: Fixed null reference exception when calling TripleDES.Create.
  • iOS/IL2CPP: Fixed order of properties returned by Type.GetProperties().
  • iOS/IL2CPP: Fixed rare crash when calling Type.GetMethods.
  • iOS/IL2CPP: Fixed single core CPU system resulting in ThreadPool with no threads.
  • iOS/IL2CPP: Handle code generation for an struct which has an array of enums as a field.
  • iOS/IL2CPP: Handle IL code which uses one local variable as an array index more than once, with different values.
  • iOS/IL2CPP: Handle NULL const string values.
  • iOS/IL2CPP: Handle out and ref marshaling of a delegate with a struct that has no instance fields.
  • iOS/IL2CPP: Implemented Assembly.GetName().
  • iOS/IL2CPP: Implemented Assembly.GlobalAssemblyCache so that it always returns false.
  • iOS/IL2CPP: Implemented marshaling of the SafeHandle type.
  • iOS/IL2CPP: Implemented marshaling support for explicit struct layouts.
  • iOS/IL2CPP: Implemented MethodBase.GetMethodFromHandle with two arguments for a non-generic type.
  • iOS/IL2CPP: Implemented missing Marshal.PtrToStructure overload which takes object reference.
  • iOS/IL2CPP: Implemented the use of SizeParamIndex for marshaling.
  • iOS/IL2CPP: Improved support for MakeGenericMethod.
  • iOS/IL2CPP: Implemented marshaling of the System.Runtime.InteropServices.HandleRef type.
  • iOS/IL2PP: Fixed ParameterInfo.Attributes always returned ParameterAttributes.None for parameters.
  • iOS/Metal: Fixed RenderTexture mip-map generation in cases of ReadPixels immediately after drawing.
  • Linux: Fixed the issue which was causing crash with native plugins using STL types.
  • Linux: Hide system cursor when using software cursor.
  • Scripting: Fixed C# compiler generating incorrect IL in some cases for iterator finally blocks.
  • Stripping: Fixed the issue which was making stripping completely disabled for Mono scripting backend.
  • UI: Fixed overriding/inheriting of pixel perfect status in child canvases.
  • Windows Store Apps: Fixed VS solution generation with paths containing unicode characters.
  • Windows Store Apps: Use exception log type for exceptions now.
  • Windows Store Apps/Windows Phone 8: Fixed a memory leak, which was occurring in various places. For e.g., in physics collision callbacks such as OnCollisionEnter(Collision collision).

New in Unity 5.0.0 Patch 3 (Mar 26, 2015)

  • Features:
  • Platforms: Unity Professional users can now optionally show the builtin Unity Splash Screen on applicable platforms. Setting is in the Player Settings.
  • Improvements:
  • Android: Added FB clear to devices that would prefer discard FB but don't have the discard frame buffer extension.
  • Android: Added profiling stats for blit to screen and input processing.
  • Android: Joystick input optimization, fixes slowdown on some older devices.
  • Android: Parsing device specific xml font configurations to determine system/fallback fonts in addition to the hard-coded list of fontnames.
  • Android: Splash screen is now shown in full screen mode.
  • GI: Don't calculate AO when AO exponent is 0.
  • GI: Output more stats per system and in total: vertex count, face count, chart count and texel count.
  • GI: Removed an unnecessary warning that realtime GI is not supported on PS3 and Xbox360 when finishing a bake in non-continuous mode.
  • GI: Sped up baked lightmaps compositing.
  • GI: Spit out timings of the precompute and bake to the Editor log. Timer resets when clearing GI data, exiting continuous mode or cancelling a bake.
  • iOS: Improve launch screen support
  • Added option to disable launch screen
  • Added option to display relatively sized image on a specific background
  • Linux: Query Mesa driver for amount of video memory when feasible.
  • Physics 2D: Joint2D property 'collideConnected' renamed to 'enableCollision' to match 3D physics.
  • Physics 2D: PlatformEffector2D property renames based upon feedback: oneWay->useOneWay, sideFriction->useSideFriction & sideBounce->useSideBounce.
  • Fixes:
  • (666924) - AI: Fixed an issue where using all navmesh area types in mask didn't work.
  • (682031) - AI: Fixed an issue where warping disabled agents would leak simulated agent.
  • (675563) - Android: Fixed an issue with the job system which caused battery drain and bad performance.
  • (675681) - Android: Fixed Auto target graphics mode on devices which think they support ES 3.0 without proper hardware.
  • (none) - Android: Fixed crashes / touch problems when applying ForwardNativeEventsToDalvik to a non-NativeActivity.
  • (680724) - Android: Fixed non-hidden status bar and status bar related touch issues.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (681045) - Android: Input - Fixed axis stuck on Android TV after hiding keyboard.
  • (none) - Android: Removed some bogus print-outs to the logcat regarding gles_mode and development_player.
  • (676721) - Asset Loading: Fixed loading of GI data from an AssetBundle.
  • (677465) - Asset Loading: Fixed the issue that streamed scenes don't draw layered UI in canvases correctly.
  • (669690) - Audio: Fixed "Trying to play disposed sound!" error message.
  • (672225), (664705), (679685) - BugReporter: Send empty subdirectories of directory attachment. Improved filtering of unnecessary subdirectories under Unity project. Can launch when some parts of the engine might not be initialized yet.
  • (677033) - Editor: Plugin inspector - set ARMv6 Android plugins incompatible to avoid collisions.
  • (679482) - GI: Fixed "Mobile/Unlit (Supports Lightmap)" shader and other fixed function shaders using lightmaps.
  • (677475) - GI: Made Gradient ambient mode properly affect realtime and baked GI.
  • (663176) - GI: Made lightmaps be properly compressed on mobile platforms.
  • (none) - GI: Report errors from jobs correctly when run in an external process.
  • (none) - GI: Reset the texture filter mode after rendering object preview in lighting window.
  • (678107), (662774), (677833), (678139), (674949), (676451), (676587), (678318) - iOS/IL2CPP: Correct a number of problems related to WebRequest and ThreadPool interaction:
  • Fixed WebRequests getting stuck in socket polling stage when the stage should be skipped.
  • Fixed a queuing bug that may lead to WebRequests arriving at the same time and being used incorrectly.
  • Fixed deadlock when socket exits polling stage when I/O pool is at max capacity and worker threads are in wait state.
  • Fixed race condition in static constructor calling.
  • Fixed assert "pthread_equal (pthread_self (), m_Handle) && 'Must be called on current thread!'".
  • Fixed thread interruption logic incorrectly thinking that another thread was still waiting.
  • Fixed deadlock on shutdown if socket polling thread was still waiting for network traffic.
  • (none) - iOS/IL2CPP: Corrected a problem with Delegate.CreateDelegate.
  • (677830) - iOS/IL2CPP: Explicitly declare generic types and array types that are created at run-time via Type.MakeGenericType and Type.MakeArrayType in the il2cpp_extra_types.txt file, so that IL2CPP will AOT compile them.
  • (669282) - iOS/IL2CPP: Handle 4D arrays.
  • (none) - iOS/IL2CPP: Handle delegate invoke with nested delegates where the method which is invoked on the outer delegate is a static method.
  • (none) - iOS/IL2CPP: Assembly.Load() now accepts assembly name in full name format.
  • (679271) - iOS/Metal: Fixed FFP codegen in case of cubemaps are used.
  • (681081) - iOS/Metal: Fixed RT mip-map generation.
  • (677604) - iOS/Metal: Fixed vector_insert_TODO appearing in some shaders.
  • (673954) - iOS: Added Xcode 6.3 compatibility.
  • (none) - iOS: Disabled unnecessary copies of dll files to the Xcode project directory.
  • (668997) - iOS: Exposed iOSOverrideIPodMusic in player settings.
  • (664563) - iOS: Fixed a typo in UnityRegisterViewControllerListener().
  • (none) - iOS: Fixed an issue with the job system which caused battery drain and bad performance.
  • (681023) - iOS: Fixed changing from autorotation to enforced screen orientation in case of this orientation being already current.
  • (674057) - iOS: Fixed iPad Mini 3rd gen detection.
  • (668511), 672455) - iOS: Improved Xcode project handling robustness.
  • (652658) - iOS: Report a fake Status: HTTP header for informational purposes.
  • (none) - iOS: Set default scripting backend to il2cpp on iOS.
  • (669467) - iOS: Show an error on removal of targets in Xcode project.
  • (675838) - Linux: Fixed crash when swapping UI sprites.
  • (675838) - Linux: Hide system cursor when using software cursor.
  • (681446) - Physics 2D: Center-of-mass and Inertia can now be set on a Rigidbody2D component even if it has no Collider2D components attached.
  • (663460) - Physics 2D: Stop 2D colliders falling through EdgeCollider2D components.
  • (680467) - Physics 2D: Stop crash when NULL passed to 'Collider2D.IsTouching', 'Physics2D.IsTouching' or 'Physics2D.IsTouchingLayers'.
  • (648782) - Rendering: Now the back buffer is cleared after the resolution is changed from a script in Windows standalone.
  • (668199) - Serialization: Fixed crash when reading file references from long property names.
  • (none) - Terrain: Fixed a crash when a terrain was using TerrainData with missing textures.
  • (677464), (675843), 677090) - Terrain: Fixed an issue where modifying terrain heights would result in an inconsistency between the visual and the collision.
  • (647126) - WWW: Fixed incorrect HTTP status 100 when POST data was relatively large.

New in Unity 5.0.0 Patch 4 (Mar 24, 2015)

  • Improvemnts:
  • Asset Loading: Added an offset to AssetBundle.CreateFromFile, to load the asset bundle starting at an offset in the file.
  • Graphics: Increased maximum texture size to 4096 for -nographics batch mode devices. Helps build servers.
  • iOS: Make startup more robust (esp. regarding locking device on startup).
  • Fixes:
  • (none) - iOS/IL2CPP: Assembly.Load() now accepts assembly name in full name format.
  • (678107), (662774), (677833), (678139), (674949), (676451), (676587), (678318) - iOS/IL2CPP: Corrected a number of problems related to WebRequest and ThreadPool interaction:
  • Fixed WebRequests getting stuck in socket polling stage when the stage should be skipped.
  • Fixed a queuing bug that might lead to WebRequests arriving at the same time and being used incorrectly.
  • Fixed deadlock when socket exits polling stage when I/O pool was at max capacity and worker threads were in wait state.
  • Fixed race condition in static constructor calling.
  • Fixed assert "pthread_equal (pthread_self (), m_Handle) && 'Must be called on current thread!'".
  • Fixed thread interruption logic incorrectly thinking that another thread was still waiting.
  • Fixed deadlock on shutdown if socket polling thread was still waiting for network traffic.
  • (none) - iOS/IL2CPP: Corrected a problem with Delegate.CreateDelegate.
  • (677830) - iOS/IL2CPP: Explicitly declare generic types and array types that are created at run-time via Type.MakeGenericType and Type.MakeArrayType in the il2cpp_extra_types.txt file, so that IL2CPP will AOT compile them.
  • (674916) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic parameters.
  • (676560) - iOS/IL2CPP: Fixed crash when System.Console was included in link.xml.
  • (673547) - iOS/IL2CPP: Fixed IL2CPP crash in some cases when using virtual generic methods.
  • (675067) - iOS/IL2CPP: Fixed MethodInfo.GetBaseDefinition().
  • (670410) - iOS/IL2CPP: Fixed rare crash when calling Type.GetMethods.
  • (678081) - iOS/IL2CPP: Implement marshaling of the SafeHandle type.
  • (681081) - iOS/Metal: Fixed RT mipmap generation in cases of ReadPixels immediately after drawing
  • (676892) - iOS: Added a fix for Unity runs out of memory while building large project (had to revert part of fix for 655473).
  • (660734) - iOS: Fixed https failures in some cases.
  • (658048) - Scripting: Fixed infinite loop on error in GetAllNetworkInterfaces.
  • (679771) - Scripting: Fixed context menus on derived objects.
  • (none) - Substance: Fixed 'atom not found' error messages at link time when building for iOS in release or distribution mode with extra symbol stripping options.
  • (673306) - Video: Fixed ogg movie playback skipping frames at beginning and general sync improvement.
  • (655349) - WebPlayer: Properly initialize multisample OGL framebuffers.
  • (680799) - Windows Store Apps/Windows Phone 8: Fixed a big memory leak, which was occurring in various places. For e.g., in physics collision callbacks such as OnCollisionEnter(Collision collision).
  • (676570) - Windows Store Apps: Fixed VS solution generation with paths containing unicode characters.
  • (675394) - Windows Store Apps: Use exception log type for exceptions now.

New in Unity 5.0.0 Patch 2 (Mar 21, 2015)

  • Improvements:
  • GI: Taken texture transparency into account when calculating AO.
  • GI: Fixed Modelling Tolerance tooltip.
  • GI: Moved baked tag to the proper place in UI.
  • GI: Added pushoff for baked lighting, can be used to fix AO artefacts.
  • iOS/Metal: Defer [CAMetalLayer nextDrawable] till it is actually needed (should help occasional framerate hiccups).
  • Fixes:
  • (674894) - Asset Loading: Fixed the crash when setting the AssetBundle name in OnPreprocessAudio() callback.
  • (673800), (672995) - Asset Loading: Fixed the issue whereby streamed scene asset bundles do not allow more than one scene.
  • (668287) - Asset Loading: Fixed the prefab async loading issue by loading the scripts first.
  • (674181) - Asset Loading: Fixed the script loading issue when the references are between scripts.
  • (671169) - Asset Loading: Updated the document to indicate we wanted complete asset paths.
  • (677232) - Bug reporter: Fixed title field validation (the title is now mandatory).
  • (677231) - Bug reporter: Make sure the bug reporter triggers from the license error popup.
  • (639460) - Don't allow AddComponent() calls on object that is currently being destructed (leads to crashes).
  • (680020) - Editor. Fixrd editor lockup if left in the background and profiler was open.
  • (675725) - Editor: "Missing Prefab" placeholders now respects the active state of their parents.
  • (676167) - Editor: Fixed an issue where Editor fails to validate serialization layout when building to Windows Store Apps.
  • (671148) - Editor: Fixed crash when using UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget to load a scene with containing stripped prefab instance objects
  • (677205) - Editor: Fixed reading very very big scenes with more than 32767 monobehaviours created in Unity prior to Uniy 5.
  • (674951) - Editor: Fixed undo parenting of prefab.
  • (622487) - Editor: Fixed performing Undo on prefab instances where the prefab parent was missing.
  • (667906) - Editor: OnOpenAsset callbacks are now called for all asset types when doubled clicked in the project browser.
  • (643369) - Editor: Prefab connection is now broken when rearranging components, even if the components are added to the instance. This enables you to rearrange components on prefab instances without losing the order when saving the scene.
  • (663873), (672462) - Editor: Stripped prefab instance objects are now marked as stripped in the scene file, so the loading code does not try to upgrade objects which would issue wrong warnings and in worst case crashes.
  • (676883) - GI: Clear lightmapping state when wiping the disk cache in order to avoid errors when building lighting.
  • (674783), (674629), (677286) - iOS/IL2CPP: Added support for WebRequest to HTTPS addresses when using the Api Compatibility Level setting of .NET 2.0 Subset.
  • (673217) - iOS/IL2CPP: Emit the proper metatdata for parameters static inflated generics methods.
  • (673779) - iOS/IL2CPP: Fixed order of properties returned by Type.GetProperties().
  • (674916) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic parameters.
  • (676560) - iOS/IL2CPP: Fixed crash when System.Console is included in link.xml.
  • (672283) - iOS/IL2CPP: Fixed exceptions thrown by using System.Configuration.ApplicationSettingsBase.
  • (673547) - iOS/IL2CPP: Fixed IL2CPP crash in some cases when using virtual generic methods.
  • (671582) - iOS/IL2CPP: Fixed issue with String.Intern not always returning the correct string.
  • (675067) - iOS/IL2CPP: Fixed MethodInfo.GetBaseDefinition().
  • (670410) - iOS/IL2CPP: Fixed rare crash when calling Type.GetMethods.
  • (678081) - iOS/IL2CPP: Implemented marshaling of the SafeHandle type.
  • (none) - iOS/IL2CPP: Added support for setting thread names on Darwin.
  • (none) - iOS/IL2CPP: Fixed deadlock or timeouts when C# code does BeginInvoke+EndInvoke on a worker thread and the pool has only one thread.
  • (670359) - iOS/IL2CPP: Fixed IL2CPP crash when passing null as value to array parameter in custom attribute constructor.
  • (none) - iOS/IL2CPP: Fixed single core/cpu system resulting in ThreadPool with no threads.
  • (none) - iOS/IL2CPP: Fixed crash when calling MethodInfo.ReturnTypeCustomAttributes.GetCustomAttributes on a constructor.
  • (671100) - iOS/IL2PP: Fixed ParameterInfo.Attributes always returned ParameterAttributes.None for parameters.
  • (650616) - iOS/Metal: Partially fixed performance issue on A7 devices when using Standard shader.
  • (678814) - Scripting: Crash on Newtonsoft.Json.DeserializeObject(string) when serialized type has generic arrays.
  • (658048) - Scripting: Fixed infinite loop in NetworkInterface.GetAllNetworkInterfaces()
  • (666017) - Scripting: Throw DivideByZero exception instead of crashing.
  • (669281) - Scripting: Fixed crash when trying to invoking delegate bound to open generic method.
  • (677863) - Shaders: WPOS semantic works in shaders again (alias of VPOS, i.e. screen position).
  • (645835), (675608) - Sprites: Fixed the issue whereby Unity was doubling the memory needed for the Texture Atlases.
  • (650578) - Terrain: Standard terrain shaders now correctly support spot light / point light shadows.
  • (673306) - Video: Fixed the issue whereby ogg movie playback skipping frames at beginning and general sync improvement.
  • (none) - VR: Fixed GearVR startup crash.
  • (680799) - Windows Store Apps/Windows Phone 8: Fixed a big memory leak, which was occurring in various places. For e.g., in physics collision callbacks such as OnCollisionEnter(Collision collision).
  • (680798) - Windows Store Apps/Windows Phone 8: UnityPlayer pdb files will be present again for Debug/Master configs.
  • (662200) - Windows Store Apps/Windows Phone 8: When unloading unused assets or switching to another scene, prefabs will be correctly reloaded and won't loose references. Previous behavior was - sometimes textures, mono behaviors, etc in prefabs would be lost, this would result for e.g., in textures not showing up in objects instantiated from prefabs.
  • (677882) - Windows Store Apps: Fix issue where Unity was trying to locate Microsoft.CSharp.dll when processing some of the plugins, for ex., Facebook.Client.dll.
  • (none) - Windows Store Apps: Fixed player when installed to path containing unicode characters.
  • (676570) - Windows Store Apps: Fixed VS solution generation with paths containing unicode characters.
  • (674626), (640176) - Windows Store Apps: Fixed resource fight on hyperthreading-enabled CPUs which might cause unstable performance on Windows.
  • (675394) - Windows Store Apps: Use exception log type for exceptions.
  • (none) - Xbox One: Implemented workaround fix for rendering failure when the console is set to instant-on standby and suspend/resume flow occurs.
  • (677945) - Xbox One: ReadPixels glitch and performance slowdown: Fixed and workaround implemented.

New in Unity 5.0.0 Patch 1 (Mar 16, 2015)

  • Improvement:
  • BlackBerry: Passport device now supports landscape orientation.
  • Bug reporter: Added info about license type.
  • Editor: Android - Added the ability to configure JDK path in the Editor preferences.
  • Editor: Android TV - Added the configuration option for D-pad and gamepad support level.
  • GI: Allow higher AO exponent in Lighting window.
  • GI: Fixed inconsistent Enlighten build timings; now it should correspond to wall clock time. (Unless you move at near speed of light relative to your computer, in which case it might still be wrong).
  • GI: Users will now be warned when building scenes with Precomputed Realtime GI ticked on platforms that do not support Realtime GI.
  • Graphics: Shaders now read consistent values across platforms for vertex properties that are missing in a Mesh. We have adopted the OpenGL standard, which is that normals default to (0,0,1) and tangents default to (1,0,0).
  • Physics 2D: Allow SurfaceEffector2D to control whether friction or bounce is used upon contact.
  • Physics 2D: Allow SurfaceEffector2D to control whether the impulse force is applied to the center-of-mass or contact-point.
  • Physics 2D: Improve PointEffector2D.distanceScale tooltip/documentation.
  • Version Control: Added the "delete empty changesets" button.
  • Version Control: Added Shortcut to save changeset window.
  • Version Control: Close change window automatically on success.
  • Version Control: Now new changesets are defaulted to expanded.
  • Change:
  • GI: Disabled unused Xbox360 solver data generation.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms.
  • Terrain: Only textures with Repeat wrap mode can be used as terrain splat textures now.
  • Terrain: Removed 'Override Smoothness' option from terrain settings. A new per-splat smoothness property is available when the splat texture has no alpha channel.
  • Fixes:
  • (672679) - Android: Always enable VSync on Android non-development builds.
  • (none) - Android: Buildpipe - Fixed AAR manifest merging.
  • (662911) - Android: Fixed back button crash on Samsung devices.
  • (668969) - Android: Fixed checkjni exception when passing array in JNI at ART.
  • (645846) - Android: Fixed crash on ARM devices when running x86 apk.
  • (668265) - Android: Fixed immersive mode when returning to activity in Lollipop.
  • (none) - Android: Reenabled SSE skinning.
  • (663535) - Android: Workaround for animation glitch with onscreen keyboard.
  • (669881) - API Updater: Automatic update from ParticleSystem.CollisionEvent to ParticleCollisionEvent.
  • (677054) - API Updater: Fixed the issue causing crash while checking assemblies for obsolete API usage.
  • (677346) - API Updater: Fixed API updater skipping assemblies in some scenarios.
  • (none) - Audio: Given AudioImporter overrideSamplerate a default value that makes sense.
  • (677613) - Audio: Fixed the "Disable Audio" option, the flag is now correctly used by the standalone player to disable the audio system.
  • (none) - BlackBerry: Fixed platform lookup from string to be case insensitive.
  • (665035) - Bug reporter: Fixed issue with submitting files when temp path includes non-ASCII characters.
  • (667598) - Bug reporter: Fixed the issue causing crash when attaching files on OSX 10.8.5.
  • (675706) - Bug reporter: Hidden files are now always included in bug reports.
  • (671321) - Bug reporter: Updated links to the new Bug Reporter (when it's started from outside the Editor).
  • (645316), (614238) - Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • (645846) - Editor: Android - Don't allow to install x86 apk on arm device.
  • (674633) - Editor: Disable vsync for all views except GameView on OSX.
  • (647394) - Editor: Fixed the issue producing fatal error when choosing unwritable drive as a GICache folder on OSX.
  • (674679) - Editor: Fixed null-ref from SceneView when having a Hierarchy search filter.
  • (674055) - Editor: Fixed crash when compressing GI cache files with lz4.
  • (673707) - Editor: Necessity of rebuilding .meta files detected incorrectly for projects that contain only directories in Assets/.
  • (none) - Fixed performance load balancing issue in CullAllPerObjectLights that caused only one job to be run rather than many (occurred when high number of lights and low number of objects)
  • (672964) - GI: Changing directional mode in lighting tab does not force reflection probe.
  • (675113) - GI: Fixed rare crash in realtime GI pipeline caused by textures held by worker threads being released too early.
  • (658618) - Graphics: Fixed vertices being lit entirely black on DirectX 11 when normals are missing and the vertex position is (0,0,0).
  • (670887) - IL2CPP / Raknet : Fixed RPC call registration not working on IL2CPP backend.
  • (669983) - iOS/IL2CPP: Now allow the LogInAsync method in the ParseSDK to work correctly.
  • (667476) - iOS/IL2CPP: Always initialize type information before accessing static fields.
  • (none) - iOS/IL2CPP: Corrected the C++ compiler error in generated code: "error: cast from pointer to smaller type 'il2cpp_array_size_t' (aka 'int') loses information"
  • (669435) - iOS/IL2CPP: Correctly write include definitions for a generic class with a const field.
  • (none) - iOS/IL2CPP: Fixed Array.CopyTo() fast path, which was doing the wrong thing when the source array was a value type and destination array was not.
  • (671995) - iOS/IL2CPP: Fixed List.FindAll().
  • (670763) - iOS/IL2CPP: Fixed a case where having throw statement at the end of a method would cause IL2CPP to crash.
  • (670763) - iOS/IL2CPP: Fixed array marshaling when passing an incorrect argument.
  • (none) - iOS/IL2CPP: Fixed C++ compile error in some cases when using fields with the same name in a class hierarchy.
  • (none) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic method constraints.
  • (669257) - iOS/IL2CPP: Fixed null reference exception when calling TripleDES.Create.
  • (676039), (671616) - iOS/IL2CPP: Handle code generation for an struct which has an array of enums as a field.
  • (671790) - iOS/IL2CPP: Implemented Assembly.GlobalAssemblyCache so that it always returns false.
  • (667476) - iOS/IL2CPP: Implement MethodBase.GetMethodFromHandle with two arguments for a non-generic type.
  • (670763) - iOS/IL2CPP: Implemented Assembly.GetName().
  • (670763) - iOS/IL2CPP: Implemented marshaling support for explicit struct layouts.
  • (670763) - iOS/IL2CPP: Implemented missing Marshal.PtrToStructure overload which takes object reference.
  • (675328) - iOS/IL2CPP: Improved support for MakeGenericMethod.
  • (none) - iOS/IL2CPP: Fixed conversion error in obscure edge case of method overrides through metadata and signature.
  • (674680), (674310) - iOS/IL2CPP: Fixed the problem with shift operators, resulting in problems with MD5 calculation and crypto, amongst other things.
  • (672704) - iOS/IL2CPP: Fixed code generation for delegates having parameters tagged with the Out attribute.
  • (669987) - iOS/IL2CPP: Handle IL code which uses one local variable as an array index more than once, with different values.
  • (673787) - iOS/IL2CPP: Handle NULL const string values.
  • (671597) - iOS/IL2CPP: Handle out and ref marshaling of a delegate with a struct that has no instance fields.
  • (670020) - iOS/IL2CPP: Implemented the use of SizeParamIndex for marshaling.
  • (671992), (667779) - iOS/IL2CPP: iOS/IL2CPP: Implemented marshaling of the System.Runtime.InteropServices.HandleRef type.
  • (676597) - Linux: Fixed the issue which was causing crash with native plugins using STL types.
  • (none) - Mono compiler: Fixed issue with incorrect IL being generated in some cases for iterator finally blocks.
  • (none) - Oculus: Plugin initialize fixed when GfxDevice had not been Initialized yet.
  • (669387) - OpenGL: Fixed crash with -force-opengl in Windows Editor when trying to enable DirectX 11 via player settings.
  • (676079) - Physics 2D: Added 'forceScale' property to SurfaceEffector2D to allow scaling of the impulse force used.
  • (667289) - Physics 2D: Disabled PlatformEffector2D component now fully disables contact processing.
  • (663596) - Physics 2D: Fixed console warning of 'm_Effector == effector' when removing an effector inside a prefab.
  • (661823) - Physics 2D: Fixed PlatformEffector2D so that when stopping inside a collider it doesn't cause a collision for 'one-way'.
  • (663562) - Physics 2D: Fixed incorrect double-quote usage in tool-tip for PlatformEffector2D property 'Side Angle Variance'.
  • (673261) - Physics 2D: OnJointBreak callback now has correct breaking force magnitude supplied as a parameter.
  • (675058) - Profiler: Fixed editor slowdown if GPU profiler was enabled when the profiler was stopped or closed
  • (674024) - Samsung TV: Fixed MissingMethodException being thrown when a scene was played that used STV specific APIs.
  • (676550) - Samsung TV: Fixed UEP signing for 2015 TVs.
  • (676192) - Scripting: Fixed Application.logMessageReceivedThreaded not being called in main thread.
  • (675624) - Scripting: Fixed VS / MonoDevelopment project synchronization when "Editor" was the only platform selected in plugins settings.
  • (675700) - Stripping: Fixed issue, which was making stripping completely disabled for Mono scripting backend.
  • (none) - Terrain: Base map generation in Linear rendering mode is now done in linear space.
  • (673713) - Terrain: Fixed visual inconsistency when rendering with base pass.
  • (669893), (654565) - UI: Fixed overriding/inheriting of pixel perfect status in child canvases.
  • (none) - Version Control: Set correct changeset description when renaming a changeset.
  • (none) - Version Control: Use saved changeset description when submitting.
  • (676070) - WebGL: Fixed deleting characters in text fields.
  • (669967) - WebGL: Fixed reverting to proper window size when getting out of fullscreen mode.
  • (none) - WebGL: Fixed shift-arrow-key in text fields.
  • (675095) - WebGL: Fixed WWW.audioClip.
  • (none) - Windows Standalone: Now, -parentHWND works once again.
  • (673322) - Xbox One: Lightmap files are now included in the package manifest. They are included as a part of the launch chunk.

New in Unity 4.6.3 Patch 3 (Mar 13, 2015)

  • Fixes:
  • (674168) - Fixed editor crash when undoing prefab hierarchy change.
  • (none) - iOS/IL2CPP: Added support for setting thread names on Darwin.
  • (674783), (674629), (677286) - iOS/IL2CPP: Added support for WebRequest to HTTPS addresses when using the Api Compatibility Level setting of .NET 2.0 Subset.
  • (670422) - iOS/IL2CPP: Now allow the ExternalCall method to be compiled using the IL2CPP scripting backend.
  • (673217) - iOS/IL2CPP: Emit the proper metadata for parameters static inflated generics methods.
  • (none) - iOS/IL2CPP: Fixed deadlock or timeouts when C# code does BeginInvoke+EndInvoke on a worker thread and the pool had only one thread.
  • (670359) - iOS/IL2CPP: Fixed an issue that caused IL2CPP crash when passing null as value to array parameter in custom attribute constructor.
  • (673779) - iOS/IL2CPP: Fixed order of properties returned by Type.GetProperties().
  • (none) - iOS/IL2CPP: Fixed single core/cpu system resulting in ThreadPool with no threads.
  • (none) - iOS/IL2CPP: Fixed crash when calling MethodInfo.ReturnTypeCustomAttributes.GetCustomAttributes on a constructor.
  • (672283) - iOS/IL2CPP: Fixed exceptions thrown while using System.Configuration.ApplicationSettingsBase.
  • (671582) - iOS/IL2CPP: Fixed issue with String.Intern which was not always returning the correct string.
  • (671100) - iOS/IL2PP: Fixed ParameterInfo.Attributes always returned ParameterAttributes.None for parameters.
  • (676597) - Linux: Fixed an issue causing crash with native plugins using STL types.
  • (675838) - Linux: Hide system cursor when using software cursor.

New in Unity 4.6.3 Patch 2 (Mar 6, 2015)

  • Improvements:
  • Android: Parsing device specific xml font configurations to determine system/fallback fonts.
  • Editor: Android - Added the ability to configure JDK path in the Editor preferences
  • Fixes:
  • (645875), (647818) - Android: Fixed auto rotation, Input.acceleration and gyroscope when using Java activity.
  • (662911) - Android: Fixed back button crash on Samsung devices.
  • (668969) - Android: Fixed checkjni exception when passing array in JNI at ART.
  • (663535) - Android: Workaround for animation glitch with onscreen keyboard.
  • (662776) - Editor: Android - Fixed JDK detection when java was in PATH
  • (none) - iOS/IL2CPP: Fixed C++ compile error in some cases when using fields with the same name in a class hierarchy.
  • (none) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic method constraints.
  • (669257) - iOS/IL2CPP: Fixed null reference exception when calling TripleDES.Create.
  • (none) - iOS/IL2CPP: Fixed conversion error in obscure edge case of method overrides through metadata and signature.
  • (671995) - iOS/IL2CPP: Fixed List.FindAll().
  • (669987) - iOS/IL2CPP: Handle IL code which uses one local variable as an array index more than once, with different values.
  • (none) - iOS/IL2CPP: Corrected the C++ compiler error in generated code: "error: cast from pointer to smaller type 'il2cpp_array_size_t' (aka 'int') loses information"
  • (670020) - iOS/IL2CPP: Implemented the use of SizeParamIndex for marshaling.
  • (676039), (671616) - iOS/IL2CPP: Handle code generation for an struct which has an array of enums as a field.
  • (669435) - iOS/IL2CPP: Correctly write include definitions for an generic class with a const field.
  • (675328) - iOS/IL2CPP: Improved support for MakeGenericMethod
  • (675700) - Stripping: Fixed the issue which was making stripping completely disabled for Mono scripting backend.
  • (620111) - Webplayer: Pre-initialized OSX screenmanager so that ortghographic transforms could be initialized.
  • (675964) - Windows Phone/Windows Store Apps: SendMessage can now be called with Int64 value.

New in Unity 5.0.0 (Mar 4, 2015)

  • The Physically-based Standard Shader to make your materials look consistent in any lighting environment, cross platform.
  • Real-time Global Illumination, built on Geomerics Enlighten technology.
  • The Audio Mixer, to massively improve audio in your game.
  • HDR Reflection Probes to enhance visual fidelity.
  • PhysX 3.3 to bring massive performance improvements to 3D physics.
  • Major updates to the animation system.
  • WebGL preview.
  • A detailed log of all new features, changes, improvements, and fixes in the 5.0 release is available at http://unity3d.com/unity/whats-new/unity-5.0.

New in Unity 4.6.3 Patch 1 (Feb 26, 2015)

  • Features:
  • Support for Intel RealSense plugin in Unity Free.
  • Improvements:
  • iOS/Metal: Optimized static batching and dynamic geometry handling.
  • Changes:
  • iOS: Bumped the lowest supported iOS version to 5.1 due to Apple's requirements.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms.
  • Fixes:
  • (673733) - AI: Fixed potential hang when NavMesh connecting wrong side of thin polygons to neighbor tile.
  • (671823) - Asset Management: Show the path to the YAML meta file when there is an error reading it.
  • (671820) - Editor: Fixed scene view Show Mips visualization.
  • (670887) - IL2CPP / Raknet : Fixed RPC call registration not working on IL2CPP backend.
  • (669983) - iOS/IL2CPP: Allow the LogInAsync method in the ParseSDK to work correctly.
  • (667476) - iOS/IL2CPP: Always initialize type information before accessing static fields.
  • (none) - iOS/IL2CPP: Fixed Array.CopyTo() fast path, which was doing the wrong thing when the source array was a value type and destination array was not.
  • (674680), (674310) - iOS/IL2CPP: Fixed a problem with shift operators, resulting in problems with MD5 calculation, crypto, amongst other things.
  • (670763) - iOS/IL2CPP: Fixed a case where having throw statement at the end of a method would cause IL2CPP to crash.
  • (670763) - iOS/IL2CPP: Fixed array marshaling when passing an incorrect argument.
  • (672704) - iOS/IL2CPP: Fixed code generation for delegates having parameters tagged with the Out attribute.
  • (673787) - iOS/IL2CPP: Handle NULL const string values.
  • (671597) - iOS/IL2CPP: Handle out and ref marshaling of a delegate with a struct that has no instance fields.
  • (671790) - iOS/IL2CPP: Implemented Assembly.GlobalAssemblyCache so that is always returned false.
  • (667476) - iOS/IL2CPP: Implemented MethodBase.GetMethodFromHandle with two arguments for a non-generic type.
  • (670763) - iOS/IL2CPP: Implemented Assembly.GetName().
  • (670763) - iOS/IL2CPP: Implemented marshaling support for explicit struct layouts.
  • (670763) - iOS/IL2CPP: Implemented missing Marshal.PtrToStructure overload which takes object reference.
  • (671992), (667779) - iOS/IL2CPP: Implemented marshaling of the System.Runtime.InteropServices.HandleRef type.
  • (674057) - iOS: Fixed iPad Mini 3rd gen detection.
  • (670115) - iOS: Fixed on-screen keyboard not playing nicely with forced screen orientation.
  • (674115), (673324) - iOS: Fixed splash screen issues in non-Pro mode.
  • (668511) 672455) - iOS: Improved Xcode project parser robustness for invalid input.
  • (none) - Mono compiler: Fixed issue with incorrect IL being generated in some cases for iterator finally blocks.
  • (none) - Oculus: Resolved Build Settings issue where Standalone players were not receiving the correct Build Settings when Oculus Plugin was present in project.
  • (none) - OpenGL ES 3: Fixed half RT formats being set to "not supported" incorrectly.
  • (671767) - Physics 2D: Fixed a behaviour issue in Box2D itself where non-dynamic/dynamic contacts always use continuous collision detection.
  • (670509) - Physics 2D: Fixed inaccurate 2D OverlapArea, OverlapAreaAll & OverlapAreaNonAlloc query methods.
  • (671011) - Physics 2D: Fixed incorrect calculation of fraction & distance using Physics2D BoxCast/CircleCast methods (and variants).
  • (673261) - Physics 2D: OnJointBreak() will no longer have garbage passed in as the breaking force. Note that under Unity 4.6, it is not possible to report the actual force the joint was subject to when it broke; OnJointBreak will be passed the joint's configured maximum force. This behaviour is fixed in Unity 5 to report the actual force that broke the joint.
  • (655473) - Serialization: Changed serialization of materials and OGG audio streams to eliminate non-deterministic behaviour when building players and asset bundles.
  • (670061) - Shadows: Fixed precision issues with large non-receiver objects in deferred.
  • (645835) - SpritePacker: Set SpriteAtlas Texture as Non-readable to prevent Redundant Memory Use. (SpritePacker only considers Non-readable Sprites for packing anyway).
  • (669893), (654565) - UI: Fixed overriding/inheriting of pixel perfect status in child canvases.
  • (647488) - Webplayer: Fixed Windows webplayer crash when requested window area was 0.
  • (638724) - Windows Phone 8: Modified MainPage.xaml.cs to account for devices that don't have hardware buttons.
  • (none) - Windows Phone/Windows Store Apps: Capabilities are now read correctly from manifest file.
  • (601528) - Windows Store Apps/Windows 8.1: When creating D3D backbuffer, Unity will take width/height from SwapChainPanel component instead of CoreWindow, SwapChainPanel's offset from CoreWindow will also be taken into account.
  • (664981) - Windows Store Apps/Windows Phone: Better error message when AssemblyConverter fails to resolve type.
  • (670811) - Windows Store Apps: Increased timeout when checking assembly compatibility.

New in Unity 4.6.3 (Feb 26, 2015)

  • Improvements:
  • Asset Loading: Added names of affected assets to the error message when a hash collision occurs while generating asset bundles.
  • BlackBerry: Passport device now supports landscape orientation.
  • Documentation: Fixed broken links, particularly in UI docs.
  • Documentation: Updated documentation for iOS 64-bit and UI.
  • iOS: Added launch screen support for iPhones.
  • iOS: Added PlayerSettings.shortBundleVersion which is linked to the CFBundleShortVersionString stored in the Info.plist file; this relates to short public version string. PlayerSettings.bundleVersion can now be used for full incremental build version and is linked to CFBundleVersion.
  • iOS: Allow to set compile flags for already existing files in Xcode API.
  • iOS/IL2CPP: Added support for async delegates (BeginInvoke/EndInvoke).
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects with IL2CPP scripting backend.
  • iOS/IL2CPP: Implemented .NET classes: for ThreadPool, Asynchronous Sockets, WebRequest.
  • iOS/IL2CPP: Optimize methods that use string literals and memory used for string literals.
  • Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros; better to check for these instead of hardcoding checks for "GLES or GLES3" and similar.
  • Shaders: MRT support on OpenGL ES 2.0 via GL_EXT_draw_buffers.
  • Shaders: Support for GL_EXT_shader_framebuffer_fetch. If you have a pixel shader with an "inout" color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that.
  • UI: Exposed IsAddedToManager on Behaviour.
  • UI: Improved ordering for the EventOrdering.
  • UI: Optimized adding/removing Graphics to a Canvas. It should be much cheaper to enable and disable Graphics now.
  • iOS 64 bit / il2cpp fixes:
  • A whole bunch of fixes were done for initial iOS 64 bit support (released in 4.6.2):
  • Break IL instruction is now a no-op instead of a crash.
  • Don't allow to select ARM64 architecture when using Mono scripting backend.
  • Don't include .NET metadata into the binary.
  • Ensure that the HideInInspector and ResourceRequest types are not stripped so they can be used if necessary.
  • Fixed an issue with Socket.Poll, where socket instances where not removed from the list if inactive.
  • Fixed Application.RequestUserAuthorization not working.
  • Fixed a problem with generic classes where the generic type argument lives in a different assembly from the type definition.
  • Fixed array of interfaces also being marked as interfaces.
  • Fixed Attribute.GetCustomAttribute crash.
  • Fixed C++ compile error for marshaled types.
  • Fixed C++ compile error for methods with two or more generic arguments of the same type.
  • Fixed C++ compile error when there's a struct array field in a marshalable struct that is marshaled as ByValArray.
  • Fixed C++ compile error when using Interlocked.CompareExchange/Exchange with null.
  • Fixed code generation for arrays of System.IntPtr, as well as IntPtr passed by reference.
  • Fixed code generation for generic methods with generic instance type constraints.
  • Fixed code generation for leave instructions jumping out of multiple exception handlers; fixes crash in Parse libraries.
  • Fixed code generation for unsafe structs with fixed fields.
  • Fixed crash in some cases when using ILeaderboard.
  • Fixed crash when calling GetCustomAttributes() and one of the methods happened to have a [DllImport] attribute.
  • Fixed CustomAttributes on constructors and method parameters.
  • Fixed deserialization of Dictionary.
  • Fixed Enum.IsDefined.
  • Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • Fixed issue with two dimensional arrays.
  • Fixed lock statement code generation when wrapping a try/catch statement.
  • Fixed memory corruption when using AssemblyName.
  • Fixed MethodInfo.ReturnParameter.
  • Fixed multiple Cryprography library issues.
  • Fixed RakNet being unavailable on IL2CPP, causing linker errors.
  • Fixed some race conditions in the low level threading primitives.
  • Fixed Type.GetNestedTypes() crash.
  • Fixed unsigned storage types for CustomAttributes.
  • Get the correct method to invoke via a delegate that points to an interface method.
  • Handle LdToken IL instruction correctly.
  • Handle non-ASCII characters in names.
  • Implemented dynamic library loading.
  • Implemented FieldInfo.GetRawConstantValue.
  • Implemented marshaling of fixed size strings as fields of structs and classes.
  • Implemented support for StructLayout and FieldOffset attributes in managed code, when not using for PInvoke.
  • iOS Internal profiler is now working on IL2CPP.
  • Make JsonFX library work with stripping.
  • Make reflection on constant fields work (with the exception of string, for which support is pending).
  • Never use microcorlib for iOS/IL2CPP.
  • Nullable now works correctly when being cast to/from object or T.
  • Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the iOS/IL2CPP version of zlib.
  • Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • Runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • Support attributes that have arrays of System.Type arguments.
  • Other Fixes:
  • 2D: Detect when Sprite.Create is called with an invalid rectangle.
  • 2D: Fixed sprite UV calculation when mipmapped NPOT sprites were used for sliced UI elements.
  • AI: Fixed crash when exceeding maximum polygon count in a tile (4096).
  • AI: Fixed no result when calling NavMesh.SamplePosition with infinity range argument.
  • AI: NavMeshObstacle carving tessellation fixes.
  • AI: Prevent occasional hang when path is requested to an invalid position (degenerate values).
  • Android: Added support for ATC decompression on x86.
  • Android: Fixed black screen when using some ImageEffects on Adreno 2xx devices.
  • Android: Fixed crash on some NullReferenceExceptions.
  • Android: Fixed TextureAtlasses with only RGBA4444 textures.
  • Animation: Fixed animation event not always fired when they are at the limit of transition end.
  • BlackBerry: Deploy tools on OSX now have execute flag set properly.
  • Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • Editor: Fixed occasional crash when switching between DX9 and DX11 in the editor.
  • iOS: Fixed a crash due to unaligned memory access.
  • iOS: Fixed a crash in physics code on iOS 6.x and older.
  • iOS: Fixed a typo in UnityRegisterMainViewControllerListener().
  • iOS: Fixed Chinese/Japanese keyboard dismissing itself when scrolling suggestions on iPhone.
  • iOS: Fixed crashes on iOS 5 devices.
  • iOS: Fixed performance drop for iPhone 6+ in Zoomed Mode.
  • iOS: Fixed sound stopping to work when using OnAudioFilterRead.
  • iOS: Fixed the issue where Unity doesn't check if startUnity() has been called.
  • iOS: Fixed various issues with Xcode project handling.
  • Linux: Fixed "fullscreen to native resolution" for window managers that resize the window many times while full-screening.
  • Oculus Plugin: Fixed editor crash when trying to open a project with Oculus Plugin present and an issue with Plugins not being detected if moved in the Plugins folder.
  • Physics: Changing only Z position of an object which has a Rigidbody2D component no longer disturbs its X/Y interpolation.
  • Scripting: Fixed issue in Mono that threw "Mono.Security.Protocol.Tls.TlsException: Bad record MAC" exception.
  • Scripting: Fixed plugin verification crash on reload/shutdown.
  • Scripting: Fixed regression in StopCoroutine(Coroutine) error message.
  • Scripting: Fixed rare crashes on Webplayer which is most likely to happen on x64.
  • Shaders: Fixed some blending modes (e.g. One Zero, Zero Zero) only working in editor.
  • UI: Disabling an InputField clears the caret data now.
  • UI: Fixed a memory leak with Text objects.
  • UI: Fixed an issue where the ObjectField was not configured to look at the correct time.
  • UI: Fixed an issue with calling disabled from OnEndEdit.
  • UI: Fixed a render-to-texture issue of UI elements.
  • UI: Fixed keyboard not displaying on mobile devices.
  • UI: Fixed menu items in GameObject > UI menu not having spaces between words. They now match component names as shown in the Inspector and in the Component menu.
  • UI: Fixed screen space camera canvas using a uninitialized camera.
  • UI: Fixing issue with setting InputField.value on mobile devices.
  • UI: Make “ignore parent group” work properly with selectable and Graphic.
  • UI: Maximum allowed internal font size (after pixels per unit have been applied) is now clamped to a maximum of 1000 to prevent majority of cases of the font rendering becoming very slow.
  • UI: Prevent characterCountVisible from getting the length of a null string.
  • UI: Prevent deleting selection from calling OnValueChanged multiple times.
  • UI: Prevent InputField caret from positioning based on layout.
  • Webcam: Fixed webcam detection on x86 first time creating WebCamTexture with empty device name.
  • WebPlayer: Unity 2.x content is no longer supported on modern OSes (Windows 8+, Mac OS X 10.9+).
  • Windows Standalone: Adding/removing game controllers should be detected more reliably now.
  • Windows Standalone: Fallback to XInput 1.0 when XInput 1.3 is not installed on the system.
  • Windows Store Apps: Fixed architecture specific plugin copying.
  • Windows Store Apps: Fixed InvokeOnAppThread/InvokeOnUIThread from scripts.

New in Unity 5.0 RC 3 (Feb 23, 2015)

  • Known issues:
  • New Substance features introduced by Substance Designer 5.0 are not yet supported inside Unity.
  • Changes:
  • Editor: Updated Windows Editor splash screen.
  • Mecanim: Added console warning when an IK function is called when the Animator is not in the IK pass.
  • Improvements:
  • Editor: Tab icons for Lighting and Audio Mixer windows
  • GI: Handle upgrade from Beast (4.x and 5.0 beta): continuous mode off, baking enabled, realtime GI disabled.
  • GI: Show a warning in the Lighting window when Directional Specular mode is chosen that those lightmaps cannot be decoded on SM2.0 hardware nor when using GLES2.0 and that there is currently no fallback.
  • Graphcs: Ambient light generated from skybox is now part of the scene Lightmap Snapshot. If your scene is not in 'Continuous Bake' mode and you have ambient light generated from skybox, please manually rebuild your scene lighting by pressing 'Build' button in Lighting window.
  • Shader: Introduced new Gamma tag to shader properties. This tag allows to flag Float and Vector properties for automatic gamma correction. Tagged Float and Vector properties will function the same way as Color properties do - gamma correction will be applied, if necessary, before sending values to the GPU.
  • Fixes:
  • AI: Fix issue where using navmesh built with "Height Mesh" enabled would sometimes crash Unity.
  • AI: Fix issue where NavMeshAgent would report zero velocity when moving on OffMeshLink.
  • Android: Fix for spaces being replaced with underscores in app titles
  • Android: Fix for packed NPOT sprite textures
  • Audio: Fix importing Tracker files so that by default, they are set to load Compressed In Memory. This is also now configurable.
  • Deferred Shading: Fixed scene view deferred visualization modes.
  • Deferred Shading: Made Camera.clearStencilAfterLightingPass flag actually work there.
  • Editor: Fix GI preferences layout.
  • Editor: Fixed asset thumbnail images being too dark when in Linear color space (regression in b22).
  • Editor: Added "-force-gl-ref" cmd-line option support for the OSX Editor.
  • Editor: Creating a new scene with the Animation window open won't spew errors anymore.
  • Editor: Fix bad performance when having multiple views opened in the OSX Editor, caused by vsync.
  • GI: Fixed Baked LODs when loading from a Lightmap Snapshot.
  • GI: Fixed directional output when using final gather. Previous versions produced non-normalised output.
  • GI: Fixed object preview visualizations in the Lighting window showing the underlying texture with wrong UVs.
  • GI: Grey out lightprobes field in inspector if the renderer is using lightmaps.
  • GI: Light probe linear to gamma conversion should only be done once, after accumulating SH.
  • GI: Made synchronous lightmap baking synchronous again.
  • Graphics: Fixed ambient lighting and reflections occasionally becoming out-of-sync with Skybox material when material was changed via drag-and-drop in Scene View.
  • Graphics: Fixed ambient lighting containing incorrect intensities after Linear / Gamma rendering mode switch while in 'Continuous Bake' mode.
  • Graphics: Fixed potential crash when changing Skybox material in 'Continuous Bake' mode.
  • Graphics: Fixed reflection probe glitches on Mac (garbage rendering in some cases and random probe faces appearing).
  • Graphics: Textures are automatically reimported to match new RGBM encoding range.
  • iOS: Fixed crash on disconnecting external display (fix coming to 4.6.2 patches too).
  • Mecanim: Fixed null reference exception when opening Animator Tools for the first time.
  • Mecanim: Fixed State Machine Behaviour not calling base class callback if the derived class doesn't override them
  • Mecanim: Changing Animator.applyRootMotion while playing shouldn't reset anymore controller's state machine.
  • Mecanim: Fixed Rect Transform z component not being animated
  • Mecanim: Fixed StateMachineEnter/Exit not being called on multi-layer component
  • Mecanim: Fixed Transition previewer for very short clip.
  • Mecanim: Animation transition curves are different when importing an animation controller from 4.6 to 5.0
  • Mecanim: Fixed animation event not always fired when there are at the limit of transition end
  • Merging: Fix crash in release mode builds.
  • Physics: Fix HingeJoint spring's targetPosition range that was incorrect.
  • Physics: Fix performance regression when painting heights on Terrain.
  • Physics: Fix that TransformChanged events could re-create the Cloth component, even though the component was already cleaned up.
  • Shadows: Fixed shadow precision issues in deferred with (wrongly) large receiver bounds.
  • Scripting: Fix plugin verification crash when reloading or quitting
  • Shaders: "New Shader" in editor creates a simple PBS surface shader now.
  • Shaders: Emit warnings in surface shaders when vertex input is missing texcoord1/texcoord2, instead of failing hard.
  • Shaders: Fix Angry Bots shader conversion error.
  • Shaders: Fixed Exposure property in Skybox shaders to be automatically Gamma corrected, providing consistent visual results between Linear / Gamma rendering modes. If your project is in Linear rendering mode and you have Exposure values set to values different than 1.0, then you might have to readjust Exposure manually.
  • Shaders: Fixed extremely deep recursion in material hash calculation.
  • Shaders: Fixed glitches in Standard shader on some Mac graphics cards with Global Illumination enabled.
  • Shaders: Fixed Metallic property in Standard shader to be automatically Gamma corrected (represented in sRGB gamma space). If your project is in Linear rendering mode and you have Metallic values set to values significantly different than 0.0 or 1.0, then you might have to readjust Metallic manually.
  • Shaders: Fixed Metallic property in Terrain shaders to be automatically Gamma corrected, providing consistent visual results between Linear / Gamma rendering modes. If your project is in Linear rendering mode and you have Exposure values set to values different than 1.0, then you might have to readjust Exposure manually.
  • Shaders: Fixed ShaderForge deferred lighting shaders being inverted colors in HDR.WebPlayer: Using ToggleGroup shouldn't throw any errors now.
  • UI: Fix a mac-only crash when loading/creating multiple canvas in some situations.
  • UI: Fix for Camera.Render not including canvas's
  • UI: Fix issue where sorting layer as unable to be changed on a canvas
  • Windows Player: Fixed D3D11 Exclusive Fullscreen mode overriding windowed mode option. Added a warning about exclusive mode not being recommended.
  • Windows Store Apps/Windows Phone: better error messages when AssemblyConverter fails to resolve type.
  • Windows Store Apps/Windows Phone: fix AssemblyConverter failing on struct from unprocessed or system assemblies
  • Windows Store Apps: UNITY_WINRT_8_1 and UNITY_WINRT_8_0 will be correctly defined now.

New in Unity 5.0 RC 2 (Feb 17, 2015)

  • Known issues:
  • Windows Player: -parentHWND doesn't work.
  • Features:
  • Physics: Exposed WheelCollider.sprungMass to C# as a read-only property. Sprung mass can have a wide range of applications like being able to configure suspension springs using natural frequency & damping ratio or having custom forces added to suspension based on the weight supported by particular wheels.
  • Improvements:
  • GI: Material.globalIlluminationFlags and MaterialEditor.LightmapEmissionProperty has been added. In order to define how emissive materials should affect global illumination you now need to set this flag on the Material. MaterialEditor.LightmapEmissionProperty exists to show a consistent UI for selecting how it should affect global illumination. Combined with the meta pass that was added in b21, you now have full custom control over emissive and albedo from the material.
  • GI: Bake Performance improvement; when an Enlighten system is clamped to the maximum size, the cluster size is adjusted accordingly.
  • GI: Spit out the timestamp (HH:MM:SS from Editor startup) when writing long running job timings into the log.
  • GI: Don't attempt to load geometries for which packing failed (because of zero mesh area, zero UV area or non-finite vertex data). Gets rid of harmless console spam.
  • HomeWindow: Recreated video due to mistake in language greeting at start in 2 of the languages, plus renamed and revoiced over ‘Sample Assets’ section as we had to rename it so it won’t match what’s in the editor
  • iOS/IL2CPP: Made internal profiler usable when targeting IL2CPP.
  • iOS/IL2CPP: Optimize methods that use a string literal and memory used for string literals.
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects that target the IL2CPP scripting backend.
  • Shaders: Surface shaders can use the UnityGI structure in their lighting functions. UnityGI contains light from all lightmap types, light probes and reflection probes. The built-in Lambert and BlinnPhong were updated to use it as well.
  • Shaders: Existing user surface shaders with custom lighting functions work with Non-Directional (baked and realtime) and Directional (baked) lightmap types. These lighting functions need to be updated to use the UnityGI structure to take advantage of all the new lightmap types and reflection probes.
  • Shaders: Surface shaders using UnityGI and alpha transparency default to alpha premultiply mode (alpha:premul). Otherwise the default is alpha:blend.
  • Fixes:
  • Audio: Fix issue where calling PlayOneShot more than once would not play subsequent voices.
  • Editor: Android - Fixed crash in Mac Editor when using ATC texture compression
  • Editor: Android - Fixed JDK detection when Java was in PATH
  • Editor: Fixed performance on OSX when scene view or hierarchy tab is visible, caused by vsync on flush
  • Editor: Fixed normal map texture preview being too bright in linear color space.
  • GI: Fixed baking of terrains on OS X, due to indeterministic hashing
  • GI: Small rectangular area lights was culled when baking.
  • GI: Fix crash in baking when using Final Gather.
  • GI: Gracefully handle geometries with non-finite vertex data.
  • GI: Properly handle geometries used for baked LODs. They would hang around in the bake manager before and break things.
  • Graphics: Fixed RenderTextureFormat.Default and DefaultHDR only working with RenderTexture.GetTemporary(), not with permanent RenderTextures.
  • Graphics: Made Stable Fit shadow projection the default for all quality levels as it was before.
  • Graphics: Fixed crash when doing Global Illumination bake in batch mode with -nographics option. The bake will still fail as it requires use of the graphics device.
  • iOS/IL2CPP: Handle non-ASCII characters in names.
  • iOS/IL2CPP: Fixed issue with array of interfaces also being marked as interfaces.
  • iOS/IL2CPP: Fixed issue with Application.RequestUserAuthorization not working
  • iOS/IL2CPP: Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • iOS/IL2CPP: Fix code generation for unsafe structs with fixed fields.
  • iOS/IL2CPP: Fixed an issue with Socket::Poll, where socket instances where not removed from the list if inactive.
  • iOS/IL2CPP: Fixed lock statement code generation when wrapping a try/catch statement.
  • iOS/IL2CPP: Fixed some occasional race conditions in the low level threading primitives.
  • iOS/IL2CPP: Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • iOS/IL2CPP: Handle LdToken IL instruction correctly.
  • iOS/IL2CPP: Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • iOS/IL2CPP: IL2CPP runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • iOS/IL2CPP: Fixed an issue which caused IL2CPP to reference non-existing methods, resulting in linker errors.
  • iOS/IL2CPP: IL2CPP no longer generates invalid C++ when there's a struct array field in a marshalable struct that is marshaled as ByValArray
  • iOS/IL2CPP: Break instruction is now a no-op instead of crashing IL2CPP.
  • Linux: Fix "fullscreen to native resolution" for window managers that resize the window many times while fullscreening
  • Mecanim: Prevented deletion of root blendTree in the BlendTree graph.
  • Mecanim: Fixed Event evaluation when mirroring states.
  • Metal: Fixed issues with realtime reflection probes.
  • OpenGL: Fix incorrect behavior related to setting internal render targets.
  • Physics: Fix bug that prevented colliders in IgnoreRaycast layer from being ignored by OnMouseEnter event
  • Physics: Require a strictly positive hit distance for Collider.Raycast(). This unifies hit rules for Physics.Raycast() and Collider.Raycast()
  • Physics: PhysX bounding boxes are no longer increased by 1%
  • Physics: Fix FixedJoint explosion when it connects two bodies that were rotated relative to each other
  • Shaders: Fixed Standard shader Occlusion with directional lightmaps.
  • Shaders: Fixed tangent space issue with Standard shader.
  • Shaders: Surface shaders using the default Lambert or BlinnPhong lighting functions work correctly with Non-Directional, Directional and Directional with Specular lightmap types, both baked and realtime.
  • Shaders: Fixed surface shaders not using correct precision on normal, tangent and light vectors.
  • Terrain: Fixed an issue where modifications made to custom terrain material aren't applied to the terrain immediately.
  • Windows Player: Fixed fullscreen player sometimes disappearing behind other windows on startup.
  • Windows Store Apps: InvokeOnAppThread function is now thread safe, it should be safe to call from UI thread.

New in Unity 4.6.2 Patch 2 (Feb 12, 2015)

  • Features:
  • iOS: Metal rendering support. By default Metal will be used on capable devices. You can force graphics to be OpenGL ES 2.0/3.0 only in player settings.
  • Improvements:
  • Asset Loading: Added names of affected assets to the error message when a hash collision occurs while generating asset bundles.
  • BlackBerry: Passport device now supports landscape orientation.
  • Documentation: Fixed broken links, particularly in UI docs.
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects that target the IL2CPP scripting backend.
  • iOS/IL2CPP: Added support for async delegates (BeginInvoke/EndInvoke).
  • iOS/IL2CPP: Optimize methods that use a string literal and memory used for string literals.
  • iOS: Add launch screen support for iPhones.
  • Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros; better to check for these instead of hardcoding checks for "GLES or GLES3" and similar.
  • Shaders: MRT support on OpenGL ES 2.0 via GL_EXT_draw_buffers.
  • Shaders: Support for GL_EXT_shader_framebuffer_fetch. If you have a pixel shader with an "inout" color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that.
  • Fixes:
  • (645821) - Android: Added support for ATC decompression on x86.
  • (668393) - Android: Fixed crash on NullReferenceException again.
  • (671075) - Animation : Fixed animation event not always fired when there are at the limit of transition end.
  • (669993) - BlackBerry: Deploy tools on OSX now have execute flag set properly.
  • (none) - iOS/IL2CPP: Break instruction is now a no-op instead of crashing IL2CPP.
  • (669543) - iOS/IL2CPP: Fixed code generation for unsafe structs with fixed fields.
  • (none) - iOS/IL2CPP: Fixed an issue with Socket::Poll, where socket instances where not removed from the list if inactive
  • (669378) - iOS/IL2CPP: Fixed C++ compiler error for marshaled types.
  • (669378) - iOS/IL2CPP: Fixed C++ compiler error for methods with two or more generic arguments of the same type.
  • (668281) - iOS/IL2CPP: Fixed crash in some cases when using ILeaderboard.
  • (667053) - iOS/IL2CPP: Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • (668418) - iOS/IL2CPP: Fixed issue with Application.RequestUserAuthorization not working.
  • (none) - iOS/IL2CPP: Fixed lock statement code generation when wrapping a try/catch statement.
  • (669115) - iOS/IL2CPP: Fixed memory corruption issue when using AssemblyName and other managed types.
  • (none) - iOS/IL2CPP: Fixed some occasional race conditions in the low level threading primitives.
  • (669640) - iOS/IL2CPP: Handle LdToken IL instruction correctly.
  • (667103) - iOS/IL2CPP: IL2CPP no longer generates invalid C++ when there's a struct array field in a marshalable struct that is marshaled as ByValArray.
  • (667982) - iOS/IL2CPP: IL2CPP runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • (668238) - iOS/IL2CPP: Implemented marshaling of fixed size strings as fields of structs and classes.
  • (669587) - iOS/IL2CPP: Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • (668264) - iOS/IL2CPP: Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • (668410) - iOS/L2CPP: iOS Internal profiler is not working.
  • (665265) - iOS: Fixed: Chinese/Japanese keyboard dismisses itself when scrolling suggestions on iPhone.
  • (669398) - iOS: Fixed a crash in physics code on iOS 6.x and older.
  • (669858) - iOS: - Fixed the issue of performance drop for iPhone 6+ in Zoomed Mode.
  • (636999) - iOS: On iOS, Unity doesn't check if startUnity() has been called.
  • (669061) - iOS: Fixed the issue of sound stopped working when using OnAudioFilterRead.
  • (none) - Linux: Fixed "fullscreen to native resolution" for window managers that resize the window many times while full-screening.
  • (661822) - Scripting: Fixed Webplayer x64 crash at startup on some scenarios.
  • (none) - Scripting: Fixed issue in mono that threw this exception : "Mono.Security.Protocol.Tls.TlsException: Bad record MAC".
  • (none) - Windows Standalone: Adding/removing game controllers should be detected more reliably now.
  • (none) - Windows Standalone: Fall back to XInput 1.0 when XInput 1.3 is not installed on the system.
  • (632817) - Windows Store Apps: Fixed architecture specific plugin copying.
  • (670212) - Windows Store Apps: Fixed InvokeOnAppThread/InvokeOnUIThread from scripts.

New in Unity 5.0 RC 1 (Feb 9, 2015)

  • Known issues:
  • GI: Final Gather can fail in some scenes.
  • Features:
  • Audio: Added AudioSettings.GetConfiguration / AudioSettings.Reset API as an alternative to the now deprecated AudioSettings.outputSampleRate/AudioSettings.speakerMode property setters and the AudioSettings.SetDSPBufferSize function. The new API allows querying the current configuration and applying all changes at once.
  • Audio: Added notification callback AudioSettings.OnAudioConfigurationChanged(deviceChanged) which can be used to get notifications when sound system reinitialisation happens. This can then be used to adapt audio device settings further or reload volatile AudioClips such as generated PCM clips and restore other audio system state.
  • Changes:
  • Asset Loading: Resources.LoadAssetAtPath is no longer available outside of the Editor.
  • Editor: Update Unity logo in About Window
  • Fixes:
  • Deferred Shading: Worked around Mac+Radeon driver bug making colors too dark in Linear color space.
  • Editor: Backout fix for double firing of playmodeStateChanged
  • Editor: Fix case where RectTransform was added to gameobjects that are not in canvas
  • Editor: Fix incremental naming for items which are created from main menu.
  • Editor: Fix undo causing errors on multi-selected texture importer inspectors
  • Editor: Fixed crash when switching DX9-DX11 in the editor.
  • Editor: Fixed particle system renderer not using actual enum for "cast shadows" field, and fixed styles in probe UI.
  • iOS: Make sure to handle locking on startup properly.
  • iOS/IL2CPP: Fix problem with generic classes where the generic type argument lives in a different assembly from the type definition
  • iOS/IL2CPP: Fixed Attribute.GetCustomAttribute crash.
  • iOS/IL2CPP: Fixed C++ build error when using Interlocked.CompareExchange/Exchange with null.
  • iOS/IL2CPP: Fixed Type.GetNestedTypes() crash.
  • iOS/IL2CPP: Make JsonFX work with stripping.
  • iOS/IL2CPP: Nullable now works correctly when being cast to/from object or T.
  • iOS/IL2CPP: Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the IL2CPP version of zlib.
  • Lightmapping: Fixed lightmapping in AssetBundles and WebPlayer
  • Merge Tool: Correct handling of unicode paths on windows
  • Merge Tool: Open merget tool config files in read only mode
  • Physics: Fix a crash that could occur when activating\deactivating a lot of colliders each frame
  • Physics: Fix a crash that could occur when reactivating collider that had collisions ignored
  • Physics: Fix vehicle's suspension springs elongating more at high speeds
  • Physics: TerrainCollider no longer fail after adding more than 64K (tree) instances.
  • Shaders: Fixed some blend modes (One Zero, Zero Zero) only working in editor (fix coming to 4.6.2 patches too).
  • WebGL: Fix Audio panning
  • WebGL: Fix Audio pausing
  • WebGL: Fix pitch of sound being wrong if previous sounds were played at changed pitch
  • WebGL: Fix runtime crash if AudioMixer was in project
  • WebGL: Make AudioSource.time work
  • Windows Phone 8.1: Enabling location capability no longer causes a crash.
  • Windows Phone 8: Tap count is now correctly calculated when using multiple fingers.
  • Windows Phone/Windows Store Apps: Generic list of structs is now properly serialized

New in Unity 4.6.2 Patch 1 (Feb 9, 2015)

  • Feature:
  • iOS: Added PlayerSettings.shortBundleVersion which is linked to the CFBundleShortVersionString stored in the Info.plist file; this relates to short public version string. PlayerSettings.bundleVersion can now be used for full incremental build version and is linked to CFBundleVersion.
  • Improvements:
  • Documentation: Updated documentation for iOS 64-bit and UI.
  • iOS: Allow to set compile flags for already existing files in Xcode API.
  • UI: Exposed IsAddedToManager on Behaviour.
  • UI: Improved the ordering for the EventOrdering.
  • UI: Optmizing Adding/Removing Graphics to a Canvas. It should be much cheaper to enable and disable Graphics now.
  • Fixes:
  • (659777) - 2D: Detect when Sprite.Create is called with an invalid rectangle.
  • (650986) - 2D: Fixed sprite UV calculation when using mipmapped NPOT sprites were used for sliced UI elements.
  • (626690) - AI: Fixed an issue which was causing a crash when exceeding maximum polygon count in a tile (4096).
  • (610061) - AI: Fixed the issue of no result when calling NavMesh.SamplePosition with infinity range argument.
  • (597962) - AI: Added NavMeshObstacle carving tessellation fixes.
  • (616560) - AI: Prevent occasional hang when path is requested to an invalid position (degenerate values).
  • (661748) - Android: Fixed black screen when using ImageEffects on Adreno 2xx devices.
  • (665177) - Android: Fixed TextureAtlasses with only RGBA4444 textures.
  • (645316), (614238) - Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • (none) - Editor: Fixed occasional crash when switching between DX9 and DX11 in the editor.
  • (666962), (666773), (667191), (668541), (668567), (669305) - iOS/IL2CPP : Fixed RakNet being unavailable on IL2CPP, causing linker errors.
  • (669032) - iOS/IL2CPP: Don't include dll metadata files to binary.
  • (663053) - iOS/IL2CPP: Ensure that the HideInInspector and ResourceRequest types are not stripped so they can be used if necessary.
  • (none) - iOS/IL2CPP: Fixed a problem with generic classes where the generic type argument lives in a different assembly from the type definition.
  • (666206) - iOS/IL2CPP: Fixed Attribute.GetCustomAttribute crash.
  • (665476) - iOS/IL2CPP: Fixed C++ build error when using Interlocked.CompareExchange/Exchange with null.
  • (666808) - iOS/IL2CPP: Fixed issue with array of interfaces also being marked as interfaces.
  • (664371) - iOS/IL2CPP: Fixed Type.GetNestedTypes() crash.
  • (668204) - iOS/IL2CPP: Handle non-ASCII characters in names.
  • (none) - iOS/IL2CPP: Make reflection on constant fields work, (with the exception of string, for which support is pending).
  • (none) - iOS/IL2CPP: Never use microcorlib for IL2CPP.
  • (664066), (664035) - iOS/IL2CPP: Nullable now works correctly when being cast to/from object or T.
  • (665825) - iOS/IL2CPP: Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the IL2CPP version of zlib.
  • (none) - iOS/IL2CPP: Support attributes that have arrays of System.Type arguments.
  • (667196) - iOS/IL2CPP: Make JsonFX work with stripping.
  • (667194) - iOS: Don't allow to select ARM64 arch when using Mono scripting.
  • (667090) - iOS: Fixed a crash due to unaligned memory access.
  • (664563) - iOS: Fixed a typo in UnityRegisterMainViewControllerListener().
  • (668017) - iOS: Fixed crashes on iOS 5 devices.
  • (none) - iOS: Fixed various issues with Xcode project handling.
  • (665475) - Oculus Plugin: Fixed Editor Crash when trying to open a project with Oculus Plugin present and an issue with Plugins not being detected if moved in the Plugins folder.
  • (665556) - Physics: Changing Z position only of an object which has a rigidbody2D component no longer disturbs its X/Y interpolation.
  • (655653) - Scripting: Fixed regression in StopCoroutine(Coroutine) error message.
  • (none) - Shaders: Fixed some blending modes (e.g. One Zero, Zero Zero) only working in editor.
  • (648404) - UI: Fixed an issue in screen space camera canvas where uninitialized camera was being used.
  • (661334) - UI: Fixed an issue where the ObjectField was not configured to look at the correct time.
  • (631091) - UI: Fixed the Render To Texture issue of UI elements.
  • 661876) - UI: Fixed a memory leak with Text objects.
  • (660653) - UI: Fixed an issue where keyboard would not display on mobile devices.
  • (662880) - UI: Fixed an issue with calling disabled from OnEndEdit.
  • (none) - UI: Fixed menu items in GameObject > UI menu not putting spaces between words. Menu items now match component names as shown in the Inspector and in the Component menu.
  • (none) - UI: Fixing issue with setting inputfield.value on mobile devices.
  • (645791) - UI: Make ignore parent group work properly with selectable and Graphic.
  • (660156) - UI: Maximum allowed internal font size (after pixels per unit have been applied) is now clamped to a maximum of 1000 to prevent majority of cases of the font rendering becoming unresponsively slow.
  • (657753) - UI: Prevent characterCountVisible from getting the length of a null string.
  • (none) - UI: Prevent deleting selection from calling OnValueChanged multiple times.
  • (none)) - UI: Prevent the InputField caret from positioning based on layout.
  • (657811) - UI: Now disabling the Inputfield clears the caret data.
  • (632809) - Webcam: Fixed webcam detection on x86 first time creating WebCamTexture with empty device name.
  • (648915) - WebPlayer: 2.x content no longer supported on modern OSs (Mac from 10.9 and up, Windows 8+)
  • Choose the appropriate installer following the appropriate links. Also included below are the md5sum and file size in order to verify the full installers have been downloaded correctly. If your installer doesn’t work or reports errors it is possible that your installer is incomplete.

New in Unity 5.0 Beta 22 (Feb 5, 2015)

  • Changes:
  • Physics: The C# properties of CharacterJoint: 'targetRotation', 'targetAngularVelocity' and 'rotationDrive' have been removed. The functionality to enable the rotational drive was never exposed and always disabled. Calling the equivalent functions in C++ will assert and do no changes.
  • Shaders: Updated default Smoothness value (to 0.5) to match default material.
  • Terrain: Detail mesh dialog now lets user specify minimal and maximal scale explicitly.
  • Improvements:
  • Asset Loading: Resources.LoadAsync has been un-deprecated and implemented properly.
  • Graphics: All baked and realtime lightmapping computations are now done in linear space, this makes lighting between gamma & linear space look much closer. When using pure lightmaps, it should in fact look very similar.
  • Graphics: Light intensity now behaves consistently between linear and gamma space rendering mode. Lights in linear mode can now have much higher intensity. The light intensity is now defined to be in gamma space, hence in linear rendering it is converted to linear space when passed to the shader. (In linear space the maximum effective light intensity is now 97 while previously it was 8).
  • Lightmaps & baked probes compressed with RGBM now have an effective range of 5 in gamma space or 32 in linear space. This reduces RGBM compression artifacts for lightmaps. Emissive surfaces for enlighten are encoded with a range of 8 in gamma space and 97 in linear space.
  • ReflectionProbes: Intensity is not a float field instead of slider, so you can enter values bigger than 1.0
  • Shaders no longer apply a 2x multiply of light intensity. Instead lights are automatically upgraded to be twice as bright. This creates more consistency and simplicity in light rigs. For example a directional light shining on a white diffuse surface will get the exact color of the light. ◦The upgrade does not affect animation, thus if you have an animated light intensity value you must change your animation curves or script code and make them 2x as large to get the same look.
  • You might have to adjust your shaders to remove a 2x multiply. This is only the case if you define your own lighting function, in the case of surface shaders this is usually not the case. So most content will not require the change. In most cases the shader code looks like this: ◾c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2); --> c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten);
  • Fixes:
  • Android: Fixed TextureAtlasses with only RGBA4444 textures.
  • API Updater: Obsolete API usage does not trigger API Updater in some scenarios
  • AssetBundle: Fix the compile errors after building AssetBundles.
  • AssetBundle: Fix the error message shows when building AssetBundles with sprite.
  • AssetBundle: Fix the issue that cannot get scene asset paths from streamed scene AssetBundle
  • AssetBundle: Only write the explicitly included assets to the manifest file.
  • Color picker code now has correct color space conversion and is now working accurately.
  • DX11: Only use WARP device when explicitly requested, or GPU is not present.
  • Graphics: Disallow changing color space while in play mode.
  • Graphics: Fixed colorspace of skybox material preview.
  • Graphics: Texture2D.GetPixel(s) works on RGBAFloat & RGBAHalf formats now.
  • Graphics: Fixed DDS importing that has 11.11.10 texture formats.
  • Graphics: Fixed previews being slightly wrong when in Linear color space.
  • iOS/IL2CPP: Correctly emit method, property, field, and event counts for array types
  • iOS/IL2CPP: Ignore managed types not in the UnityEngine namespace when the types which should not be stripped are discovered.
  • iOS/IL2CPP: Treat arrays created with a lower bound of zero (via Array.CreateInstance) as SZARRAY types.
  • iOS: Fixed issue with video player orientation.
  • Metal: Fixed performance issue with directional lightmaps.
  • Metal: Fixed realtime reflection probes crash.
  • Metal: Fixed some cases of 1/x printing in metal shader conversion (coming to 4.6 too).
  • Metal: Fixed stencil on iOS 8.1+ (coming to 4.6 too).
  • Metal: Fixed Texture2D.ReadPixels for HDR formats.
  • Metal: Fixed UNITY_NEAR_CLIP_VALUE shader macro to properly be 0.0 on Metal (coming to 4.6 too).
  • Physics: Fixed issue with ConfigurableJoints are ignoring Slerp drive.
  • Physics: Lots of issues have been solved regarding numeric limits for joints in regarding to ragdolls.
  • Physics: The Unity 5.0 User Guide has been updated with suggestions on how to improve ragdoll stability.
  • ReflectionProbes: Take HDR flag into account when computing probe hashes.
  • Runtime: Fixed OcclusionCulling performance spikes on CPUs with enabled hyperthreading
  • Shadows: Fixed shadowmaps being re-rendered when using deferred shading with some forward-shaded objects.
  • SpeedTree: Fixed alpha to coverage on leaves under possible platforms e.g. D3D11.
  • SpeedTree: Fixed assertion on rendering BillboardRenderer if it has zero scalings.
  • SpeedTree: Fixed incorrect rendering on SpeedTree if alpha cutout is 1.
  • SpeedTree: Fixed SpeedTree asset icon being out-dated if materials get regenerated.
  • SpeedTree: Fixed z-fighting artifacts on billboards in deferred rendering paths.
  • Terrain: Fixed assertion when loading a scene with TerrainData objects embedded.
  • Windows Store Apps: fix SerializationWeaver failure when scripts reference classes in plugins

New in Unity 4.6.2 (Jan 29, 2015)

  • Features:
  • Support for iOS 64-bit builds using il2cpp.
  • Changes:
  • The Flash build target is no longer supported from this release onwards.
  • Improvements:
  • Audio: Added WWW.GetAudioClipCompressed. Allows AudioClips obtained via WWW class to be loaded into memory compressed, similar to "Compressed in Memory" import option.
  • Graphics: Added MaterialPropertyBlock.Set*() methods to overwrite existing values in a MaterialPropertyBlock instead of adding duplicates.
  • iOS: Add basic launch screen support.
  • iOS: Expose “set pause” as ObjC API.
  • Linux: Added more font fallbacks for Latin and CJK.
  • Oculus GearVR: Enabled low latency audio support.
  • Oculus Plugin: Future Oculus Plugin releases will no longer require Direct_To_Rift.exe
  • Oculus: Added VR friendly splash screen for Unity Free.
  • Scene View: DrawGizmo attribute now reports errors when used incorrectly, and has better documentation.
  • Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.
  • UI: Change Text.m_Text to protected and Text.text to virtual. In this way users can have control over the text contents when extending Text.
  • UI: Expose EventSystem.firstSelected to API.
  • WebPlayer UnityObject: It is now possible to identify the webplayer runtime version before loading content. This makes it possible to load different content based on the runtime version already installed.
  • Fixes:
  • 2D: Custom sprites are now forced to have unique name when created through Sprite Editor.
  • 2D: Fixed PolygonCollider2D mesh generation on Android.
  • 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprite naming anymore.
  • 2D: Single sprite pivot will be now properly saved in Sprite Editor.
  • 2D: Sprite importer multi-editing now works for packing tag, pixels per unit and extrude fields.
  • 2D: Sprite Packer page list is now refreshed after packing.
  • Android: Android TV - do not strictly require accelerometer and microphone.
  • Android: Fix for NullReferenceException causing a crash.
  • Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • Android: Fixed broken texture upload from OnApplicationPause(false).
  • Android: Fixed build failure on x86 Java on Windows.
  • Android: Fixed CJK fonts on Android Lollipop.
  • Android: Fixed possible crash in hardware stats code.
  • Android: Fixed deadlock when calling UnityPlayer.pause() too early.
  • Android: Fixed freeze during startup on some Amazon Kindle devices.
  • Android: Fixed freeze on focus change when app is not paused (e.g. keyboard input).
  • Android: Fixed Japanese Kana fonts on Android Lollipop.
  • Android: Fixed lights-out mode on Android Lollipop.
  • Android: Fixed possible lost wakeup in UnityPlayer when rapidly calling pause/resume.
  • Android: Fixed theme attribute in default manifest to hide title bar during startup.
  • Android: Increase maximum memory available to Java when building for Android.
  • Animation: Animation window no longer shows 'Function not supported' for events on secondary MonoBehaviours.
  • Animation: Don't expose multiple entries for a source clip in AnimatorOverrideController.
  • Animation: Optimize and DeoptimizeTransformHierarchy are available in runtime as well as editor.
  • Asset Import: Imported assets now update the project label database correctly.
  • Asset Import: Restored previous behaviour of AssetModificationProcessor.OnWillSaveAssets to ignore null or void return values.
  • Asset Import: Reserialize imported .unitypackage assets to comply with project's Force Binary / Force Text serialization setting.
  • Core: Fixed incorrect error message when RectTransform.GetWorldCorners is called with incorrect parameters.
  • Core: PPtr animations now properly trigger the OnDidApplyAnimationProperties callback.
  • Editor: Allow viewing of all ModelImporter tabs when the model is not open for edit.
  • Editor: Fixed importing of .DDS textures with XRGB color formats.
  • Editor: Fixed a bug where driven RectTransform would incorrectly mark the scene dirty if it had a Vector2 where one coord was driven and the other not. Such a setup is common with the ContentSizeFitter UI component.
  • Editor: Fixed a small memory leak related to FormerlySerializedAs attribute.
  • Editor: Fixed bugs that caused UnityEvent object references to change by themselves with no user action when selecting multiple objects.
  • Editor: Fixed lagginess in editor when destroying multiple elements.
  • Editor: Fixed navigation to next / previous animation keyframes when there are subframe keyframes.
  • Graphics: Worked around some GPU driver bugs that were causing crashes when using OpenGL ES 3.0.
  • Graphics: Fixed possible memory corruption when using dynamic batching on platforms that support NEON.
  • Graphics: Fixed D3D9 handling of unsupported BGRA32 texture format to fall back properly to ARGB32.
  • Graphics: Texture2D.PackTextures will produce an ARGB4444-format atlas if all input textures are ARGB4444/RGBA4444.
  • iOS: Do not rotate splash view on non 6+ iPhones.
  • iOS: Ensure that Input.touches is not changed during the frame.
  • iOS: Fixed 2nd stage splash orientation on iOS 8.0+ landscape.
  • iOS: Fixed crash when text field contents are modified via script and undo is used.
  • iOS: Fixed OpenGL ES backbuffer size determination (fixes iPhone6+ zoomed mode).
  • iOS: Fixed local notifications for iOS 8.0. You should call NotificationServices.RegisterForLocalNotificationTypes before scheduling first notification.
  • iOS: Fixed messed up terminal settings if building for iOS from console.
  • iOS: Fixed skewed image on secondary display (AirPlay).
  • iOS: Fixed splash screen check on Xcode 5 when iPhone 6 splashes are present.
  • iOS: Fixed Xcode 6.2 support.
  • iOS: Increased stack allocator size on iOS.
  • iOS: On iOS set no backup flag on __info cache file.
  • iOS: Register SubstanceArchive when procedural materials are used.
  • iOS/IL2CPP: Correctly emit method, property, field, and event counts for array types
  • iOS/IL2CPP: Dramatically reduce the amount of warnings the generated code produces.
  • iOS/IL2CPP: Fixed Armv7 linker errors ("b/bl/blx ARM branch out of range").
  • iOS/IL2CPP: Fixed crash in reflecting over custom attributes.
  • iOS/IL2CPP: Gamecenter integration works now.
  • iOS/IL2CPP: Fixed incorrect code being generated for open generic types deriving from UnityEngine.Object.
  • iOS/IL2CPP: Fixed memory leak in reflection code.
  • iOS/IL2CPP: Fixed race condition in internal reflection implementation.
  • iOS/IL2CPP: Ignore managed types not in the UnityEngine namespace when the types which should not be stripped are discovered.
  • iOS/IL2CPP: BinaryFormatter serializer works now.
  • iOS/IL2CPP: Generated C++ code is a lot easier to read now.
  • iOS/IL2CPP: Treat arrays created with a lower bound of zero (via Array.CreateInstance) as SZARRAY types.
  • Linux: Make device unique identifier more consistent.
  • Mac OS X Standalone: Release player builds are now stripped off symbols again.
  • MonoDevelop: Generated solutions include 'indent size' directive to match tab size now.
  • Oculus Plugin: Fixed GearVR Unity Pro + Android Basic license issue.
  • Physics 2D: HingeJoint2D gizmo is displayed correctly with respect to any reference angle.
  • Physics 2D: Changes to the EdgeCollider2D points are now saved when used in prefabs.
  • Physics 2D: Setting the Rigidbody2D position or rotation directly now wakes the body.
  • Physics 2D: SliderJoint2D & HingeJoint2D reference angles are now reset when connecting to another Rigidbody2D.
  • Physics 2D: Static 2D collider gizmos now render at the correct Transform Z position.
  • Scripting: Fixed a harmless but annoying error message when using StopCoroutine(Coroutine).
  • Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • Shaders: Fixed editor memory leak in shader error reporting.
  • UI: Changing any Transition settings on a Selectable Component will now immediately reflect on the Scene and Game View.
  • UI: Don't apply AspectRatioFitter logic when component is inactive.
  • UI: Fixed a bug which caused wrong Y cursor alignment in TextField with custom fonts.
  • UI: Fixed division by zero if ScrollRect content size has zero width or height.
  • UI: Fixed issue where adding and removing a parent canvas wouldn't update parent canvas relationship of child objects.
  • UI: Fixed issue where keyboard would not display on mobile devices.
  • UI: Fixed regression with events being sent to wrong object in some cases when using multiple GraphicRaycasters.
  • UI: Make sure we copy the pointer enter for the right and middle mouse pointers when we fetch them.
  • UI: Moved EventSystemEditor from UnityEditor.UI namespace to UnityEditor.EventSystems namespace.
  • UI: Prevent the '/n' from appearing when reactivating an input-field in the disable call.
  • UI: Sliced image with transparent borders (padding) works correctly with non-default pixelsPerUnit.
  • UI: When activating the standaloneInputModule do not set selected element to NULL.
  • Version Control: Fixed drag-dropping assets between change lists only moving a single asset.
  • Windows Phone 8: It's now possible to specify plugins that should not be processed just like in Windows Store Apps.
  • Windows Phone 8.1/Store Apps: Fixed an issue which caused casting arrays in UnityScript sometimes throw MissingMethodException deep inside Boo.Lang.dll.
  • Windows Phone/Store Apps: Fixed a rare crash that was caused by skinned meshes.
  • WWW: Fixed bug in WWW Caching when WWW.LoadFromCacheOrDownload is canceled using WWW.Dispose.

New in Unity 5.0 Beta 21 (Jan 26, 2015)

  • Changes:
  • Editor: Reverted centering of lighting/sound/effects toggles in Scene View toolbar so that they are now back in left side like in 4.6 and earlier.
  • Physics: Expose contactOffset both global and per-shape. This comes to replace Physics.minPenetrationForPenalty that lost its original meaning with the upgrade to PhysX3. Contact offset is the value that directly affects the distance at which PhysX starts generating contacts; when the distance between colliders is less than the sum of their respective contact offsets the contacts are generated. The value is useful when you have fast moving ragdolls and observe the not physically correct behaviour of joints when the colliders they connect penetrate other collision geometry.
  • Physics: Expose projections on CharacterJoint to help with stretching of limbs. Joint projection is a technique that once enabled makes sure the joint constraints are not violated for more than a tolerance value by adjusting the connected bodies' pose so that they it is always within tolerance. This is not a physical process (it may loose energy) and comes with some performance cost, but can serve as a good last resort in challenging configurations where otherwise ragdolls explode or overstretch.
  • Physics: Expose enablePreprocessing on joints. Having this flag unset basically lets PhysX to ignore some of the broken joint constraints in complicated configurations; otherwise such constraints may produce huge impulses that lead to "exposions". A typical usecase would be when upgrading a PhysX-powered Unity 4 2D game where you have 2 rotations frozen on each Rigidbody and joints are attached to some of them.
  • ReflectionProbes: The following enums, classes were moved to UnityEngine.Rendering namespaces:
  • ReflectionProbeType
  • ReflectionProbeClearFlags
  • ReflectionProbeMode
  • ReflectionProbeImportance
  • ReflectionProbeBlendInfo
  • Shaders: Standard surface shaders now by default use metallic workflow (SurfaceOutputStandard has member Metallic). Old shaders that use specular workflow need to change the lighting function to StandardSpecular and the output struct type to SurfaceOutputStandardSpecular.
  • Improvements:
  • Bug reporter: Value of checkbox for making bugs public in Issue Tracker is now saved between sessions (making it easy to opt out once and for all)
  • GI: Added final gather feature for lightmap baking (vastly improves baked lightmap quality, even at low precompute resolutions).
  • Graphics: Added Texture2D.SetPixels32 overload that accepts offset and dimensions.
  • Graphics: Added Shader.IsKeywordEnabled.
  • Graphics: Renamed RenderSettings.ambientSkyboxAmount to RenderSettings.ambientIntensity. Added RenderSettings.reflectionsIntensity.
  • iOS: Fix GC pauses when using IL2CPP scripting backend. Should be similar or better than pauses with Mono backend now.
  • iOS: Fix a few random crashes due to incorrect GC scanning
  • iOS: Allow to set complie flags for already existing files in Xcode API
  • Normal maps are now automatically effective if they are specified.
  • Physics: improve error messaging for triggers on convex meshes, updated inspector view respectively
  • ReflectionProbes: When probe is inside another probe, and the object is inside the smaller probe, a special blending will be performed, meaning only smaller probe will be used by the object, while the object is inside it.
  • Reflection probes will be supported on the terrain if shader type is Built-in Standard or Custom.
  • Shadows: Newly created scene light has soft shadows by default now.
  • Terrain: Terrain now can be rendered with standard lighting.
  • WebGL: Development builds will not be compressed
  • When using standard terrain shader, Smoothness will be taken from Diffuse texture's alpha channel (you have to combine the channels manually), or if your textures are not ready yet you can choose to override the smoothness with a value for the whole terrain.
  • You can now select the shader for rendering the terrain from Built-in Legacy Diffuse, Built-in Legacy Specular, Built-in Standard and Custom.
  • Fixes:
  • Android: Increase maximum memory available to Java when building for Android to 2048M
  • Android: Fixed build failure on x86 Java on Windows
  • Animation: Animation window no longer shows 'Function not supported' for events on secondary MonoBehaviours
  • API Updater: Fix bug when updating UnityScript scripts containing CR line endings.
  • Asset Importing: Fix the issue that script doesn't get compiled when importing package into a project.
  • Asset Loading: Fix the issue that AssetBundle.AllAssetNames() doesn't work with scene.
  • Asset Loading: Fix the error that happened when building streamed scene assetbundle.
  • Asset Loading: Fix the issue that building AssetBundle failed because hash collisions were detected in the deterministic id generation.
  • Audio: When audio clip was set to Load In Background project crashed on Android immediately
  • Bug reporter: Fixed crash when double clicking to preview project folder
  • Bug reporter: Fixed font scaling on Windows
  • Editor: Fix some crashes when user assemblies contain obsolete attribute types.
  • Editor: ReflectionProbe editing tools can now be toggled off
  • Editor: Fix that helpboxes was rendered after all shader properties
  • Editor: Fix that CustomEditors for untyped assets did not work when using [CustomEditor(typeof(UnityEngine.Object)] (this worked in 4.x). This can now be done in 5.0 by using [CustomEditor(typeof(UnityEditor.DefaultAsset)].
  • Editor: Fixed bug that Preview window stopped rendering the preview in some cases.
  • Editor: Fixed performance regression in texture importing (e.g. TGA files).
  • GI: Don't block main thread when aborting cache trimming job. Only issue job once enough data has been written to cache.
  • GI: Display Cache size in GB. Min cache size is 5GB. Trim job calculates the cache size on first run.
  • GI: Lighting window fixes and tooltips.
  • GI: Fix Realtime GI is read when it doesn't exist.
  • GI: Added binding for the Enlighten update threshold. This allows specifying the threshold value used for determining whether or not to update a realtime lightmap.
  • GI: Make atlassing information in Lighting->Object read only.
  • GI: Remove prefixed "0x" on hashes in Lighting->Object->Realtime tab.
  • Graphics: Tint calculation in Skybox shaders is done more properly when in Linear color space now.
  • Graphics: Fixed changing ambient color from scripts.
  • Graphics: Fixed issues with Gamma/Linear color space switches in the editor.
  • Graphics: Texture2D.ReadPixels works now when render target & destination texture are HDR formats (RGBAFloat or RGBAHalf).
  • Linux: Fix hotspot desynchronization with custom cursors when hiding/reshowing
  • Linux: Fix crash when screen selector is enabled.
  • iOS: Don't block terminal on OSX when building iOS project
  • iOS: Fix various issues with Xcode project handling
  • iOS: Fix launch screen support
  • iOS: Correctly marshal null values for all nullable types to native code.
  • iOS: Fix memory leaks when Memory.wait() was timing out on IL2CPP backend.
  • iOS/WebGL: Fix BinaryFormatter throwing NotSupportedException.
  • iOS/WebGL: Correct the assignment of an enum to a System.Enum field with IL2CPP.
  • iOS/WebGL: Do not attempt to marshal a struct with a field which is an array of the same type as the struct. This can cause IL2CPP to have a stack overflow exception.
  • iOS/WebGL: Write the method declaration includes for the element type in an array correctly.
  • iOS/WebGL: Handle IntPtr and UIntPtr used an array indexes with IL2CPP in compact mode.
  • iOS/WebGL: Handle pinned types in generic methods correctly with IL2CPP.
  • IL2CPP: Fixed reflection APIs to be thread safe.
  • IL2CPP: Fixed covariance support for value type arrays.
  • IL2CPP: Fixed Thread.GetManagedThreadID.
  • Mecanim: Fixed DirectBlendTree being broken with negative values.
  • Mecanim: Fixed broken animation window when opened the 1st time.
  • Mecanim: Fixed animation events executed incorrectly on mirrored states.
  • Mecanim: Fixed Humanoid rig playing animations differently than generic rig.
  • Mecanim: Fixed root motion still moving even if Root Transform Position(XZ) is baked.
  • MonoDevelop: Generated solutions include 'indent size' directive to match tab size now.
  • OSX: Fix installing packages by Unity Installer (Download Assistant) when the download path contains spaces
  • Physics: HingeJoint2D limit gizmo now shows correct upper/lower limits and current joint angle.
  • Physics: fix setting null physic material to a collider
  • Physics: Fix crash when deleting Cloth SphereColliders
  • Physics: Fix cloth culling
  • Physics: Fix mass distribution after scaling colliders
  • Physics: Expose cloth colliders to scripting
  • Physics: Fix FixedJoints' anchor that was different depending whether it was created in editor or from script
  • Physics: Get rid of the max 128 colliders limitation for physics queries
  • Physics: Fix configurable joint drive being discarded when one of the angular limits for Y or Z was set to zero
  • ReflectionProbes: Transform positions won't be corrupted when multiple reflection probes are selected, and Probe Original tool is used
  • ReflectionProbes: Fixed case where reflection probes where not affecting plane shaped objects.
  • ReflectionProbes: Will correctly rebake when you change Ambient Source, Gradient color, Ground color.
  • ReflectionProbes: Fix geometry flickering when baking probes.
  • ReflectionProbes: Fixed non-HDR probes in Linear color space.
  • Scripting: Fix harmless but annoying error message when using StopCoroutine(Coroutine)
  • Scripting: Fix ContextMenuAttribute for derived classes.
  • Shaders: Realtime GI works with Standard shader on OpenGL ES 2.0 now.
  • Shaders: Fixed rendering issues with Skybox/Procedural shader on Adreno 305 WP8 devices.
  • Shaders: Determine correct workflow for Standard shader.
  • Shaders: Fixed Skybox/Procedural black spots on some mobile GPUs.
  • Shaders: Fixed console log spam about unsupported deferred shader variants on OpenGL ES 2.0.
  • Shaders: #include in compute shaders works again now.
  • Shadows: Fixed directional light shadows not working on non-Pro license.
  • Shadows: Increased shadow cascade splits UI handle hit area.
  • Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.
  • Substance: Fix rendering of ProceduralMaterials when Transparent or Cutout rendering modes are selected.
  • WebGL: Fix not compiling .js files in WebGL templates
  • WebGL: Fix audio pitch
  • WebGL: Fix sign of scroll wheel input
  • Windows Store Apps/Windows Phone: added support for animating script variables that are members of struct
  • Windows Store Apps/Windows Phone: fixed sprite animation on GUI elements

New in Unity 4.6.1 Patch 5 (Jan 23, 2015)

  • Changes:
  • The Flash build target is no longer supported from this release onwards.
  • Fixes:
  • (664993) Android: Fixed build failure on x86 Java on Windows.

New in Unity 5.0 Beta 20 (Jan 16, 2015)

  • Known Issues:
  • On Windows 7, system dialog (File Open/File save) and homescreen/project launcher window, the editor in the background doesn't redraw properly when the window is dragged around
  • Legacy Light Probes baked coefficients doesn't get upgraded to the new data format, probe coefficient data will be incorrect. New Light Probe Groups will behave correctly.
  • Linux: Player builds that use the screen selector dialog will crash on startup
  • Changes:
  • Deferred Shading: Surface shader with Standard lighting function output occlusion into alpha channel of diffuse g-buffer.
  • DX11: Uses CPU rendering (WARP device) when running in batch mode; can also request WARP with "-force-driver-type-warp" command line argument.
  • Editor: When manipulating preview object in Material inspector camera will rotate around the object instead of rotating the object itself, this was needed so you can see different reflections from different angles.
  • Editor: New bug reporter.
  • Graphics: Fixed dynamic batching when vertex colors are set using Mesh.colors.
  • Graphics: Fixed incorrect stencil modes in Direct3D on objects with negative scale.
  • Graphics: Renamed the following uniforms for consistency:
  • unity_SpecCube_BoxMax -> unity_SpecCube0_BoxMax
  • unity_SpecCube_BoxMin -> unity_SpecCube0_BoxMin
  • unity_SpecCube_ProbePosition -> unity_SpecCube0_ProbePosition
  • unity_SpecCube_HDR -> unity_SpecCube0_HDR
  • unity_SpecCube -> unity_SpecCube0
  • unity_SpecCube_BoxMax1 -> unity_SpecCube1_BoxMax
  • unity_SpecCube_BoxMin1 -> unity_SpecCube1_BoxMin
  • unity_SpecCube_ProbePosition1 -> unity_SpecCube1_ProbePosition
  • unity_SpecCube_HDR1 -> unity_SpecCube1_HDR
  • Mecanim: Removed previously introduced limitation on state speeds that prevented setting a speed of zero on a state
  • Physics: All previous 5.0 betas are affected by the AddRelativeForce() change, which restores the Unity 4.x behavior.
  • Shaders: alpha blended surfaces do NOT automatically have "Alphatest Greater 0" in generated shader code.
  • Shaders: Renamed unity_LightmapIndScale variable to unity_DynamicLightmapScale
  • Shaders: Lightmap UV scaling variables (unity_LightmapST etc.) moved to UnityShaderVariables.cginc.
  • Shaders: Moved reflection probe shader variables (unity_SpecCube_*) to UnityShaderVariables.cginc.
  • Shaders: Split UnityGIInput.ambientOrLightmapUV into two member variables UnityGIInput.ambient and UnityGIInput.lightmapUV
  • WebPlayer: Removed WWW.LoadUnityWeb API
  • Improvements:
  • Android: Optimization; DisplayInfo only read from Java when screen updated
  • Android: Now using VSYNC time when available to try for stable 30fps when "Every other vblank" is on
  • Android: Now using the Choreographer callback on JellyBean+ to get a stable VSYNC:ed deltaTime
  • Android: Added JDK detection (build fails if only JRE is present)
  • API Updater: Types / Members required only for the automatic updater are not included in platform specific UnityEngine assembly
  • Editor: Added ShaderGUI.OnShaderAssigned callback to custom material inspectors.
  • Editor: Improved UI display names in Player Settings
  • Editor: Enabled compression for Lightmap snapshots data
  • Editor: Added a horizontal scrollbar to the Profiler Timeline view.
  • Editor: Polish for Profiler Timeline view. It now has a left column that matches the look of the left column in the upper main section of the Profiler.
  • Mecanim: Added new API function AddStateMachineBehaviour for AnimatorState, AnimatorStateMachine and AnimatorController which take care of instantiation, saving the asset and adding the behaviour on the object.
  • ReflectionProbes: Increased max reflection bounces to 5.
  • ReflectionProbes: Added Importance property in reflection probe inspector, which is used as a prioritization hint, basically that means if object is affect by Important and NotImportant probe, Important probe will be chosen, this also affects blending. For ex., when blending Important and NotImportant probe, blending will occur in following way, if object is completely inside Important probe, only Important probe will be used, when object is leaving Important probe bounding box, it gradually blend towards NotImporant probe.
  • Shaders: Improved importing performance, in-editor loading performance and reduced imported file sizes for shaders with really large variant counts.
  • Shaders: Standard shader improvements
  • Specular highlights match better between Gamma/Linear color spaces
  • Shader now supports two alpha blending modes:
  • "Fade" is compliant with legacy shaders and useful for decals, leaves, etc
  • "Transparency" is physically plausible mode which is useful for glass, liquid, etc.
  • Improved switching from legacy materials to Standard shader
  • GI: Albedo and emissive input for Enlighten is now generated by a special shader pass. It is possible to write custom albedo and emissive shaders. Standard and legacy shaders have been upgraded to support this new pass. Standard shader is now adjusting albedo input to Enlighten based on material roughness.
  • Shaders:
  • Added premultiplied alpha support for surface shaders. Use pragma:
  • alpha:premul - to enable premultiplied alpha (Blend One OneMinusSrcAlpha)
  • alpha:fade or alpha:blend - to enable alpha blending (Blend SrcAlpha OneMinusSrcAlpha)
  • alpha - determines type of shader based on lighting function and uses alpha blending for old school shaders (Lambert, BlinnPhong) and premultiplied alpha for PBS shaders (Standard)
  • Added ability to override Standard BRDF fidelity level in custom shaders (define UNITY_BRDF_PBS before including standard headers).
  • SpeedTree: Improved performance when lots of BillboardRenderers are placed in a scene.
  • Terrain: Added API GetTreeInstance()/SetTreeInstance()/treeInstanceCount on TerrainData class for fast tree updating.
  • Terrain: Details (grasses) are now correctly lit by lightmaps baked on the terrain.
  • Terrain: Improved rendering performance when tree imposters are requested to be rendered.
  • WebGL/iOS: Improve error messages reported by IL2CPP by including managed source code information when it is available.
  • Fixes:
  • Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • Android: Fixed a problem which could cause resources to fail to load with 'Inflate Error' messages on certain rare processor types
  • Android: Fixed fullscreen switch when called in Awake or Start in the first scene
  • Android: Fixed Japanese Kana fonts on Lollipop
  • Android: Fixed handling of AAR plugins that don't have native modules
  • Android: Fixed freeze when focus is lost when app is not paused
  • Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • Android: Increase maximum memory available to Java when building for Android.
  • Android: GetTimeSinceStartup() could return very large values (ran out of precision in float)
  • API Updater: Fixed API Updater asking user multiple times during package importing.
  • API Updater: Does not add namespace to inner types while updating type references in assemblies.
  • Asset Loading: Fixed invalid cache state after cancelling WWW download.
  • Editor: Fixed crash when maximizing game view on OSX.
  • Editor: DDS importer can import XRGB, Float and Half .dds texures now (XRGB import is coming to 4.6.x too).
  • Editor: Animation Window refreshed when tabbed into
  • Editor: Fix confirmation dialog "Losing Prefabs" shown twice when trying to delete child object
  • Editor: Fix Sprite Editor crash when docked to top of the layout
  • Editor: Sprite name was emptied when copy pasting position etc. values on editor
  • Editor: Fixed missing header for state machine behaviours
  • Editor: Remove keyboard control after creating a new sprite
  • Editor: Moving camera with hotkey G in animation preview window
  • Editor: Error messages from animator inspector when animating with animation window
  • Editor: Have animation window hierarchy selection sync work correctly for master key selection
  • Editor: Limit automatic texture2D -> sprite mapping only for dragndrop assignments
  • Editor: Scene merge tool: Removed debug file system path
  • Editor: Fixed asset bundle building stealing window focus when Editor is in the background
  • GI: Fixed crash if GICache directory is readonly.
  • GLES: Fixed rendering bug that occurs when native rendering plugin calls glViewport
  • IL2CPP: UnityEngine.dll methods that are targets of UI events are no longer incorrectly stripped
  • Inspector Functionality: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • Installer: Calculating correct size of Windows components in Download Assistant
  • Installer: Show UI progress when installing Unity Editor on Windows using Download Assistant
  • iOS: Correctly implement Marshal.Copy for arrays.
  • iOS: Correct handling of a 2D array of enums (used in the Newsoft JSON library) for IL2CPP and 64-bit build.
  • Linux: Bound width of banner image in screen selector
  • Linux: Call OnApplicationQuit callbacks for all methods of quitting the player
  • Linux: Fix cursor hotspot getting desynchronized with custom cursor image after hiding/showing
  • Linux: Constrain size of screen selector banner image.
  • Linux: Ensure OnApplicationQuit is invoked regardless of quit method.
  • MacOSX: Bring back GPU profiler for NVIDIA GPUs on 10.9 and newer versions
  • Mac OS X Standalone: Release player builds are now stripped off symbols again
  • Mecanim: Fixed Animator.Play() and Animator.CrossFade() playing the animator state at requested time 't + deltaTime' when it should be 't'
  • Mecanim: Undoing a state machine creation or blend tree creation will now trigger a validation of the Animator Controller view breadcrumbs, to avoid editing invalid state
  • Mecanim: AnyState CanTransitionToSelf available once again.
  • Mecanim: Made AnimatorUtility properly available in StandAlone builds
  • Mecanim: Fixed StateMachineBehaviour resource leak warning when saving scene
  • MonoDevelop: Updated versions of Mono/GTK used, fixing scrolling issues with some mice
  • Physics: AddRelativeForce() now matches Unity 4.x behavior by adding the force at center of mass.
  • Physics: Added 'Physics2D.minPenetrationForPenalty' property to control the penetration radius allowed before any separation impulse for is applied.
  • Physics: SliderJoint2D & HingeJoint2D reference angle is now reset when connecting to another Rigidbody2D.
  • Physics: Setting the Rigidbody2D position or rotation directly now wakes the body.
  • Physics: Changes to the EdgeCollider2D points are now saved when used in prefabs.
  • Physics: Static 2D collider gizmos now render at the correct Transform Z position.
  • Physics: HingeJoint2D gizmo is displayed correctly with respect to any reference angle.
  • ReflectionProbes: Fixed error "Should be implemented in child class"
  • Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • Shaders: Fixed unnecessary truncation of float constants on GLSL platforms.
  • Shaders: Fixed loading of some GLSLPROGRAM shaders with preprocessor macros on OpenGL ES.
  • Shadows: Fixed wrong shadows from particle systems, when normal-based shadow bias is used.
  • Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.
  • Substance: Emissive outputs assigned to _EmissionMap shader slots now correctly trigger the emissive effect when the material is loaded.
  • Terrain: Tree imposters lighting is now matched with lighting on mesh trees.
  • Terrain: Doing vertex snapping for terrain objects no longer crashes the editor.
  • Windows Phone 8.1/Windows Store Apps: Fixed an issue which caused casting arrays in UnityScript sometimes throw MissingMethodException deep inside Boo.Lang.dll.
  • WebGL/iOS: Correctly handle the Duv_Un IL opcode with signed arguments to prevent an error from IL2CPP like this: "Unexpected types used with Div_Un opcode. Types are Int32 and Int32"
  • WebGL/iOS: Write proper include directives for all fields of marshaled structures or classes.
  • WebGL/iOS: Correctly throw a managed exception when an array is created with a negative size.
  • WebGL/iOS: Handle custom attributes on events correctly.
  • WebGL: Do not generate p/invoke delegate wrappers for delegates that have any parameter which is a generic instance type or which is an array of generic instance types.
  • WebGL: Make the JSON .Net test scene work correctly by implementing covariance for the IEnumerable, ICollection, and IList interface on arrays of type T[].
  • WebGL: Correct an InvalidCastException that occurs when Enum.GetNames is called for an enum backed by an unsigned integer type (byte, ushort, uint, or ulong).
  • WebGL: Fixed audio volume for 2D sounds
  • WebGL: Remove C++ compiler warnings about incorrect usage of the __stcall calling convention
  • WebGL: Include correct extern and #include statements for marshaling wrappers that return or accept arrays of structures.
  • WebGL: Provide a unique name for generic instance types in generated C++ code (e.g. differentiate IEnumerable[] and IEnumerable).
  • WebGL: Handle IL code that directly stores an int32 in a native int and uses that native int as an array index.

New in Unity 4.6.1 Patch 4 (Jan 15, 2015)

  • We are happy to announce Unity 4.6.1p4. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.
  • As always, patch releases are recommended only for users affected by those bugs fixed in that patch.
  • Improvements:
  • Oculus GearVR: Enabled low latency audio support.
  • Oculus Plugin: Future Oculus Plugin releases will no longer require Direct_To_Rift.exe
  • Oculus: Added VR friendly splash screen for Unity Free.
  • UnityObject: It is now possible to identify the webplayer runtime version before loading content. This makes it possible to load different content based on the runtime version already installed.
  • Fixes:
  • (659976) - Android: Fix for NullReferenceException causing a segfault.
  • (662035) - Android: Fixed freeze on focus change when app is not paused (e.g. keyboard input).
  • (660010) - Android: Fixed Japanese Kana fonts on Lollipop.
  • (598814) - Animation: Animation window no longer shows 'Function not supported' for events on secondary MonoBehaviours.
  • (636409) - Editor: Fixed navigation to next / previous animation keyframes when there are subframe keyframes.
  • (659027) - Graphics: Fixed dynamic batching on NEON devices.
  • (562835) - iOS: Ensure that Input.touches is not changed during the frame.
  • (none) - iOS: Fixed 2nd stage splash orientation on iOS 8.0+ landscape.
  • (661666) - iOS: Fixed gles backbuffer size determination (fixes iphone6+ zoomed mode).
  • (none) - iOS: Fixed local notifications for iOS 8.0. You should call NotificationServices.
  • RegisterForLocalNotificationTypes before scheduling first notification
  • (659858) - iOS: Fixed skewed image on secondary display (airplay).
  • (587175) - iOS: Register SubstanceArchive when procedural materials are used.
  • (661584) - MonoDevelop: Generated solutions include 'indent size' directive to match tab size now.
  • (none) - Oculus Plugin: Fixed GearVR Unity Pro + Android Basic license issue.
  • (653587) - Physics: HingeJoint2D limit gizmo now shows correct upper/lower limits and current joint angle.
  • (655653), 652418) - Scripting: Fixed a harmless but annoying error message when using StopCoroutine(Coroutine).
  • (622538) - UI: Fixed a bug which caused wrong y cursor alignment in TextField with custom fonts.
  • (660653) - UI: Fixed issue where keyboard would not display on mobile devices.

New in Unity 5.0 Beta 19 (Jan 12, 2015)

  • Known Issues:
  • On Windows 7, system dialog (File Open/File save) and homescreen/project launcher window, the editor in the background doesn't redraw properly when the window is dragged around
  • Legacy Light Probes baked coefficients doesn't get upgraded to the new data format, probe coefficient data will be incorrect. New Light Probe Groups will behave correctly.
  • Changes:
  • Installer: "Sample Assets" renamed to "Standard Assets"
  • Installer: Example project renamed to "Standard Assets Example Project"
  • Linux: Minimum supported version is now Ubuntu 12.04 LTS
  • Mecanim: Renamed Animator.GetCurrent/NextAnimationClipState to Animator.GetCurrent/NextAnimatorClipInfo
  • Shadows: Removed screenspace directional light shadow blur.
  • PCF 5x5 is always used now.
  • Removed shadow softness & softness fade from Light.
  • Normal-based shadow bias defaults to 0.4 for lights now.
  • Shadows: Terrains are rendered as two-sided for shadow casting.
  • Shadows: Removed ShadowmapFilteringType enum (was new in 5.0).
  • Improvements:
  • Android: Buildpipe - backward compatibility support for providing resources in Assets/Plugins/Android/res
  • Android: Buildpipe - added support for AAR plugins
  • Android: Made VRAM estimation somewhat more correct
  • Android: Android TV - do not strictly require accelerometer and microphone
  • Audio: Added WWW.GetAudioClipCompressed. Allows AudioClips obtained via WWW class to be loaded into memory compressed, similar to "Compressed in Memory" import option.
  • Editor: Better documentation of ParticleSystem's GetParticles. Now with example
  • Editor: You can now pick reflection probe in the material inspector, this way you can now see how your material will look with both default reflection or reflection probe
  • iOS: Added iOS 64 bit support via IL2CPP scripting backend. You can switch to new scripting backend in Player Settings.
  • Ligthmapping: Added Lightmapping.ClearDiskCache, more information in the docs
  • Mecanim: Added documentation to API that generates Undo.
  • Mecanim: Double click on State with an importer AnimationClip shows the ModelImporter
  • Mecanim: In the AnimationClip importer, proper support for 0 duration clips
  • Mecanim: clicking on the blend tree background will select the top blend node
  • OpenGL: Reduced CPU overhead by caching vertex attribute states
  • Plugins: Improved error message when wrong native plugin architecture is being used in Unity Editor on Windows
  • Profiler: Added total and per frame GC allocated bytes to the Memory chart
  • Textures: Reduced memory consumption when loading textures on mobile devices
  • WebGL: You can now pick html templates in WebGL build settings
  • Fixes:
  • 2D: Fixed PolygonCollider2D generation
  • Android: Fixed crash in HW stats code
  • Android: Fixed CJK fonts on Lollipop
  • Android: Fixed broken texture upload from OnApplicationPause(false)
  • Android: Fixed freeze during startup
  • Android: Fixed possible lost wakeup in UnityPlayer when rapidly calling pause/resume
  • API Updater: Fixed API Updater asking user multiple times during package importing.
  • API Updater: Does not add namespace to inner types while updating type references in assemblies.
  • Editor: Fix double firing of playmodeStateChanged
  • Editor: Don't immediately hide popup windows when there are unity windows on secondary screen on OSX
  • Editor: Changing framerate in animation window now repositions animation events correctly
  • Editor: Animation next/prev keyframe to move playhead correctly in case of subframe keyframes
  • Editor: Fix freeze on floating-point exception
  • Editor: Remove keyboard control after creating a new sprite
  • Editor: Moving camera with hotkey G in animation preview window
  • Editor: Error messages from animator inspector when animating with animation window
  • Editor: Have animation window hierarchy selection sync work correctly for master key selection
  • Editor: Limit automatic texture2D -> sprite mapping only for dragndrop assignments
  • Editor: Scene merge tool: Removed debug file system path
  • GI: Fixed crash if GICache directory is readonly.
  • Installer: Calculating correct size of Windows components in Download Assistant
  • Installer: Show UI progress when installing Unity Editor on Windows using Download Assistant
  • iOS: Now simulator also works with IL2CPP scripting backend
  • iOS: Fixed Build & Run for IL2CPP enabled projects
  • iOS: IL2CPP based builds are smaller (~40% smaller)
  • iOS: IL2CPP based scripting performance greatly improved
  • iOS: Correct handling of a 2D array of enums (used in the Newsoft JSON library) for IL2CPP and 64-bit build.
  • Launcher: Darker footer link text so doesn't look disabled
  • Launcher: Removed autostart to getting started video
  • Launcher: default new project name now as normal text, not placeholder
  • Launcher: Added a select all/deselect all to package list
  • Launcher: Fixed moving version number problem
  • Mecanim: Root Motion fails for very short clip
  • Mecanim: Fix feet pivot weight blending. Feet pivot weight was affected by blended clips even when their weights were very small
  • Mecanim: Fixed crash when changing Animator.applyRootMotion while the scene is playing or at runtime
  • Mecanim: Fixed NullReferenceException when you configure an Avatar and press Play
  • Mecanim: Undoing a state machine creation or blend tree creation will now trigger a validation of the Animator Controller view breadcrumbs, to avoid editing invalid state
  • Mecanim: AnyState CanTransitionToSelf available once again.
  • Mecanim: Made AnimatorUtility properly available in StandAlone builds
  • Mecanim: Fixed StateMachineBehaviour resource leak warning when saving scene
  • ReflectionProbes: Fixed error "Should be implemented in child class"
  • Scripting: Fix crash when calling user log callback from a non-main thread
  • Shadows: Fixed wrong shadows from particle systems, when normal-based shadow bias is used.
  • Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • WebGL: Fixed audio volume for 2D sounds
  • WebGL: Remove C++ compiler warnings about incorrect usage of the __stcall calling convention
  • WebGL: Include correct extern and #include statements for marshaling wrappers that return or accept arrays of structures.
  • WebGL: Provide a unique name for generic instance types in generated C++ code (e.g. differentiate IEnumerable[] and IEnumerable).
  • WebGL: Handle IL code that directly stores an int32 in a native int and uses that native int as an array index.
  • WebGL: Do not generate p/invoke delegate wrappers for delegates that have any parameter which is a generic instance type or which is an array of generic instance types.
  • WebGL: Make the JSON .Net test scene work correctly by implementing covariance for the IEnumerable, ICollection, and IList interface on arrays of type T[].
  • WebGL: Correct an InvalidCastException that occurs when Enum.GetNames is called for an enum backed by an unsigned integer type (byte, ushort, uint, or ulong).

New in Unity 4.6.1 Patch 3 (Jan 8, 2015)

  • We are happy to announce Unity 4.6.1p3. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.
  • As always, patch releases are recommended only for users affected by those bugs fixed in that patch.
  • Improvements:
  • Audio: Added WWW.GetAudioClipCompressed. Allows AudioClips obtained via WWW class to be loaded into memory compressed, similar to "Compressed in Memory" import option.
  • Fixes:
  • (none) - Android: Android TV - do not strictly require accelerometer and microphone.
  • (653025) - Android: Fixed deadlock when calling UnityPlayer.pause() to early.
  • (none) - Android: Fixed lights-out mode on Lollipop.
  • (653025) - Android: Fixed possible lost wakeup in UnityPlayer when rapidly calling pause/resume.
  • (609026) - Android: Fixed theme attribute in default manifest to hide title bar during startup.
  • (none) - Android: Increase maximum memory available to Java when building for Android.
  • (657491) - Android: Removed 1k texture limit for Tegra 2.
  • (627161) - Animation: Don't expose multiple entries for a source clip in AnimatorOverrideController.
  • (none) - Animation: Optimize... and DeoptimizeTransformHierarchy are available in runtime as well as editor.
  • (none) - Editor: Added support for XRGB DDS.
  • (643268) - iOS: Do not rotate splash view on non 6+ iPhones.
  • (654867) - iOS: Fixed crash when text field contents are modified via script and undo is used.
  • (none) - iOS: Fixed splash screen check on Xcode 5 when iPhone 6 splashes are present.
  • (none) - iOS: Fixed Xcode 6.2 support.
  • (none) - iOS: Increased stack allocator's size on iOS.
  • (none) - iOS: On iOS set no backup flag on __info cache file.
  • (none) - Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • (651239) - Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.

New in Unity 5.0 Beta 18 (Dec 23, 2014)

  • Known Issues:
  • On Windows 7, system dialog (File Open/File save) and homescreen/project launcher window, the editor in the background doesn't redraw properly when the window is dragged around
  • Legacy Light Probes baked coefficients doesn't get upgraded to the new data format, probe coefficient data will be incorrect. New Light Probe Groups will behave correctly.
  • Changes:
  • Editor: UI improvements to Standard shader emissive color/texture/intensity fields.
  • Shaders: Renamed UV1/UV2 in Standard shader detail UV selection to UV0/UV1.
  • Improvements:
  • API Updater: Introduced UnityAPICompatibilityVersionAttribute to allow updater to avoid checking assemblies already updated to / compatible with current Unity API.
  • Check Plugin Inspector documentation for more info
  • Deferred Shading: Standard shader outputs occlusion texture into diffuse g-buffer alpha channel.
  • Documentation: Added documentation for "Optimizing Shader Load Time" and "WebGL Networking" plus lots of improvements and fixes in general
  • Editor: Fixed undoing changes to light probe group
  • GI: Exposed modelling tolerance to lightmap parameters. This parameter allows setting the maximum size gap to be ignored by GI calculations.
  • GI: Clamp AO distance to zero in UI. AO distance of zero means infinite length rays as it did in beast.
  • GI: Added a baked lightmap tag. This can be used to force instances into specific baked lightmaps.
  • Plugins: Added default settings for plugins located in:
  • Editor\x86
  • Editor\x86_64
  • WSA\SDK80
  • WSA\SDK81
  • WSA\PhoneSDK81
  • WSA\UniversalSDK81
  • Plugins: Only relevant Standalone plugin settings will be shown. For ex., OSX and Linux options won't be shown for native dll, because it cannot be used on those platforms
  • Plugins: Added warning box for native plugins in plugin inspector, once native plugin is loaded by scripts, it cannot be unloaded until Unity is restarted.
  • Profiler: Stop collecting GPU data when GPU Profiler chart is closed
  • Profiler: Stop collecting profiler's data on Player's side if recording is disabled
  • ReflectionProbes: Added QualitySettings.maxRealtimeReflectionBounces, this limits reflection bounces for realtime reflection probes.
  • ReflectionProbes: When baking Custom probe, game object's name will be appended to the filename
  • ReflectionProbes: When manually entering position values in the Transform inspector while in Box editing mode, the box will not move.
  • ReflectionProbes: You can now set bake resolution for default reflection, it can be found in Lightmapping window
  • TerrainCollider: Removed warning about TerranCollider no longer supports being a trigger from get_isTrigger
  • Timeline Profiler: Add proper detailed names to Physics Jobs and prefix the names with "PhysX".
  • Shaders: Added "keepalpha" surface shader directive to not force 1.0 to alpha channel for opaque objects.
  • Fixes:
  • 2D: Sprite Packer page list is now refreshed after packing.
  • 2D: Sprite importer multiediting now works for packing tag, pixels per unit and extrude fields
  • 2D: Sprite name can't be empty, or contain characters that are not supported in assets when created from Sprite Editor
  • 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprites naming anymore
  • API Updater: After being updated, some assemblies fails PEVerify with message "[MD]: An attempt was made to load a program with an incorrect format."
  • Editor: Animation Window Add Property button not hiding for new project
  • Editor: Fixed null exceptions from Animation Window when opening projects
  • Editor: Shadows working correctly when zoomed in animation preview window
  • Editor: Fix exception when clicking "Add Behaviour" button
  • Editor: Remove unsupported OSX menu items (Start Dictation & Special Characters)
  • Editor: Fixed wrong color for editor progress bar in dark skin
  • Editor: Fixed repaint issue on Win7 for windows under modal windows
  • Editor: Recently used projects list now has separate keyboard selection and mouse hover again (hover changing selection was making "enter to reopen" unpredictable)
  • Editor: Fix Windows repaint issues with windows behind modal windows on Win7
  • Editor: Fix that undoing when creating assets would cause the temporary asset state to not be cleared
  • Editor: Fix ctrl+click as context click for audio mixer groups
  • Editor: Don't show "Fix now" button for legacy cubemaps in shader UI, fixes crash.
  • Editor: Fixed emissive Standard materials getting same emission color when multi-edited.
  • Editor: Fixed semaphore issue on OSX
  • Editor: Reduce serialization depth limit warnings
  • Editor: Fix crash when executing a menu item from a static constructor
  • Editor: Remove spurious "Platform modules already initialized" messsage when upgrading projects
  • GI: Fix issue with too high intensity GI in the players.
  • GI: Fix issue with lightprobes when baked multiple time in non-continuous mode.
  • GI: Make sure GI has converged before issuing reflection probe jobs.
  • GI: Fix skybox appearing very dark in gamma rendering mode.
  • GI: Fix for creating lightmap data assets larger than 4GB.
  • GI: Fix spurious errors when converting area lights for GI.
  • Graphics: Fixed "Tiled GPU perf. warning" in editor resulting in poor performance.
  • Graphics: Texture2D.SetPixel and friends work with floating point texture formats (TextureFormat.RGBAFloat etc.) now.
  • Graphics: Floating point texture formats (TextureFormat.RGBAFloat etc.) work on D3D9 now.
  • Installers: Download Assistant on Mac doesn't ask for credentials again after downloading has completed
  • iOS: Fixed allocator assert when doing skinning
  • Linux: Trim device identifier
  • Metal: Fixed some shaders not compiling properly (if they change global variables from inside of the shader).
  • ParticleSystem: Fixed regression from Beta 17: Broke editor update of selected particle system.
  • Plugins: Unity will correctly load native plugins from script even if the letter case won't match like it was in 4.x, for ex., if you write DllImport("plugin"), but on disk it's Plugin.dll (with upper case).
  • Plugins: Fixed a rare crash when calling into native plugin from finalizer thread.
  • ReflectionProbes: When baking probes, Unity will no longer bake shadows from objects which are not marked as ReflectionProbeStatic
  • ReflectionProbes: Fixed a bug, where Unity would sometimes not rebake probes or default reflection, when material has a different cubemap setup.
  • Reflection Probes: Realtime probes more efficient on mobile GPUs (less framebuffer restores).
  • Scripting: Fix crash when calling DestroyImmediate in MonoBehaviour constructor
  • Serialization: Added ability to do automatic fix of invalid references to scripts in scene file (to valid registered scripts)
  • Serialization: Fixed windows Layout loading if script for previously opened custom window is absent
  • Shaders: Fixed legacy Diffuse Detail shader when in linear color space.
  • Shaders: Fixed "Maximum number of shader keywords" error in editor resulting in really bad build-time performance.
  • Shaders: Fixed Sprites/Diffuse shader not handling transparency properly.
  • Shaders: Fixed Standard shader using wrong texture scale/offset value.
  • Shaders: Fixed Standard shader wrongly falling back to VertexLit when lower shader LOD is set.
  • Shaders: Fixed exceeding maximum shader keywords sometimes resulting in crashes.
  • Windows: Windows 10 reports SystemInfo.operatingSystem string properly.
  • Windows Phone/Windows Store Apps: Gyroscope.gravity returns same values as other platforms. It used to be inverted before.
  • Windows Phone 8: Camera.ViewportToWorldPoint returns correct value in orthographic view.
  • Windows Store Apps: fix building Universal apps in batch mode

New in Unity 5.0 Beta 17 (Dec 20, 2014)

  • Known Issues:
  • On Windows 7, system dialog (File Open/File save) and homescreen/project launcher window, the editor in the background doesn't redraw properly when the window is dragged around
  • Legacy Light Probes baked coefficients doesn't get upgraded to the new data format, probe coefficient data will be incorrect. New Light Probe Groups will behave correctly.
  • Changes:
  • AI: Setting NavMeshAgent.nextPosition will update transform immediately if NavMeshAgent.updatePosition is true. This makes it consistent with the existing baseOffset and Move api.
  • Mecanim: Animator with Apply root motion ON will always be affected by physic gravity when playing a clip without any root motion curve.
  • Mecanim: AnyStates transitions are now stored in the root StateMachine ( like in < 5.0). An automatic update script is provided here: http://files.unity3d.com/pierrepaul/FixAnyStateTransitions.cs
  • Physics: Make CharacterController ignore any child & sibling colliders
  • Physics: Physics.maxAngularVelocity has been removed as it is non-functional in PhysX 3.3. You can still use Rigidbody.maxAngularVelocity
  • Reflection Probes: Moved ReflectionProbeUsage enum from UnityEngine to UnityEngine.Rendering namespace.
  • Reflection Probes: Reflection Bounces moved from reflection probe component to Lighting window.
  • Improvements:
  • Editor: Expose RenderTexture color format in the inspector, just like with depth format.
  • Editor: Added compression to data files in GICache folder.
  • GI: Ambient probe is updated when calling DynamicGI.UpdateEnvironment. Can be used when switching skyboxes at runtime.
  • GI: Improved the speed at which ambient intensity is applied.
  • Lightmapping: Added Lightmapping.completed delegate which can be used for determining when the baking is don
  • Mecanim: Can now drag and drop FBX files directly in the StateMachine Graph
  • Mecanim: Added "Edit" button for imported AnimationClip that selects the ModelImporter with proper clip
  • Mecanim: Can now drag AnimatorController directly on GameObject, it will created an Animator component if needed.
  • Mecanim: Transition Solo and Mute are now undoable
  • Mecanim: Don't show contextual menu when adding transition to empty StateMachine
  • Mecanim: Greatly improved peformance when ModelImporter has many AnimationClips
  • Mecanim: Trigger parameters now have disctintive UI
  • Mecanim: ModelImporter remembers foldout state
  • Mecanim: Added contextual menu to delete Layers and Parameters
  • Mecanim: Pasting state to empty layer should trigger refresh on its root state machine
  • Missing native audio plugins are now reported
  • Reflection Probes: Greatly improved the bake speed for 'Baked' and 'Custom' reflection probes.
  • Shaders: Cleaned up shadow macros for shaders (UNITY_DECLARE_SHADOWMAP, UNITY_SAMPLE_SHADOW). On platforms that always have "native shadow maps" (e.g. DX11), there's no need for SHADOWS_NATIVE keyword to be present for these macros to do the right thing. On platforms that don't have native shadow maps (e.g. some GLES2.0 devices, Xbox360), these macros will do comparison of texture & depth manually.
  • Shadows: Implemented normal-offset shadows to help reduce self-shadowing artifacts (mostly visible using new 5x5 PCF filtering option).
  • It's a setting on a Light, typically values of 0.5-0.7 look good (default is still zero for now).
  • Manually written shaders should use TRANSFER_SHADOW_CASTER_NORMALOFFSET in the vertex shader, which is similar to old TRANSFER_SHADOW_CASTER but it requires v.normal to be present.
  • Shadows: Shadow cascades visualization mode for scene view, and better looking cascade split UI in quality settings. Visualization automatically turns on while dragging cascade split distances in the UI too
  • Shadows: Replaced "cast shadows" checkbox in Renderer component with a popup. Additional modes: Two Sided: casts two-sided shadows even from single-sided geometry; Shadows Only: cast shadows, but make the object invisible otherwise.
  • Fixes:
  • AI: Fix for avoidance sampling being one frame delayed - resulting in error message: nei.params.priority >= ag.params.priority
  • Audio: Fixed IndexOutOfRangeException happening when clicking on Master group after creating new mixer
  • Audio Mixer: Snapshot added to newly created AudioMixer asset wasn't removed by undo shortcut
  • Audio Mixer: "Snapshot name does not exist" error appeared when user pressed the undo shortcut
  • Audio: Unity crashed on startup during scanning of native audio plugins
  • Audio: Removed error message about exposed parameters that caused console spam
  • License: Fixed license window crash when entering new serial on Windows. This should also fix random crashes in the Asset Store window (usually on quitting).
  • Mecanim: Fixed "Not Initialized" displayed on an Animator with valid Controller
  • Mecanim: Fixed previewing of GameObject with ApplyRootMotion set to false.
  • Mecanim: The blend parameters combobox in the blend tree inspector will now only commit changes after the user has accepted his changes.
  • Mecanim: Fixed inspector lock not releasing when in avatar configure mode and switching back to user scene.
  • Mecanim: Fixed transition ToolTip text.
  • Mecanim: Fixed previewers generating undos and dirtying the scene
  • Mecanim: Fixed Parameter selector text overflowing
  • Mecanim: Fixed assert when pressing deleting on ParameterView with 0 parameters
  • Mecanim: Fixed an issue where double clicking on a state would select the state machine
  • Mecanim: Fix for transitions with large speed differences hanging in the editor.
  • Mecanim: Undoing a operations between sub state machines will not cause errors/crashes anymore
  • Mecanim: Fixed double click on state in StateMachine to show state
  • Mecanim: Blend tree automatically updates when a motion is renamed
  • Mecanim: Fixed AddBehaviour button to close the window when it already open.
  • Mecanim: Fixed Animator's curve ration in inspector help box when there is no curve at all in controller
  • Mecanim: Animator Tool should be display correctly when no controller is selected
  • Physics: Fix changing rigidbody rotation constraints after Rigidbody has been created
  • Physics: Fix unstable behavior when changing isKinematic on a Rigidbody
  • Physics: Fix crash when calling Collider.IgnoreCollision on the collider itself
  • Physics: Fix crash when PhysX shape recreation was triggered from inside of a trigger callback (for instance, this happened when changing isKinematic on a rigidbody)
  • Physics: WheelCollider: reuse disabled wheels' slots for new wheels; this helps to avoid hitting the limit of max 20 wheels per vehicle when enabling/disabling wheels in editor
  • Physics: WheelCollider: Fix warnings spam when riding on terrain colliders
  • Physics: WheelCollider: Compute sprung masses using an actual center of mass instead of offset one
  • Physics: Rigidbody.MoveRotation: don't allow bad quaternions to be passed to PhysX
  • Plugins: A human readable error will be ouputed if LoadLibrary fails to load a native library in Unity Editor on Windows
  • Scripting: Revert rename of Unity attributes
  • Scripting: Ensure all children receive broadcast messages even if the transform hierarchy changes during a callback from the message.
  • Shaders: Dielectric reflection coeficient in correct color space for Standard-metallic shader.
  • Substance: Reimporting a ProceduralMaterial and switching D3D11 on/off does no longer cause a crash.
  • Substance: Fix crash in standalone builds when loading a SBSAR with both BakeAndDiscard instances and non-baked instances.
  • Substance: Fix texture corruption issue in standalone builds where modifying an input value and calling RebuildTextures() on a ProceduralMaterial with image inputs and whose outputs have been read from cache would result in black textures being generated.
  • WebGL: Fixed audio issues introduced in recent beta (which could cause wrong sounds to be played and high memory usage)
  • WebGL: Fix crash in FreeType
  • WebGL: Made build errors less spamy
  • WebGL: Make AudioClip.loadState work in WebGL
  • WebGL: Fix "AssemblyIsEditorAssemblyAttribute" error

New in Unity 5.0 Beta 14 (Dec 20, 2014)

  • KNOWN ISSUES:
  • WebGL: If you set up a UI Event to trigger a method on a class which is not a MonoBehaviour, and that method is not invoked elsewhere from your code, then the method may be stripped, and the event will fail. The workaround is to explicitly call the method in some place in your code to make sure it won't be stripped.
  • UPGRADE GUIDE:
  • iOS: createUnityViewImpl was deprecated and removed (NSAssert will be fired if you implement this method). override createUnityView instead.
  • iOS: createViewHierarchyImpl was deprecated and removed (NSAssert will be fired if you implement this method). override willStartWithViewController: instead.
  • iOS: createViewHierarchy was deprecated and removed. Use createUI instead if you had it called from custom place.
  • FEATURES:
  • Android: Added support for Android TV banners
  • Audio: Added per-platform compression setting overrides for AudioClip import, much like texture importing. This includes an API change. Users will now be able to enable override settings per platform and have unity have different compression characteristics for different platforms
  • Reflection Probes:
  • A new "Realtime" mode can be selected on probes. When using this mode, the probe can be re-rendered on-demand via scripting. Rendering can be set to be done across many frames, or a single frame.
  • While in the Editor, probes can also render automatically when the scene changes if the "Always Update" mode is selected in the reflection probe inspector. Note that the editor's performance will be negatively affected if too many probes are set to use this option.
  • Sample Assets.
  • Terrain: Added an option to preload all detail patches and keep them loaded in memory. Set via the Terrain settings and with the "collectDetailPatches" property. Can reduce hicupps when navigating a Terrain.
  • Unity Download Assistant.
  • See new related API:
  • ReflectionProbe.RenderProbe
  • ReflectionProbe.IsFinishedRendering
  • CHANGES:
  • Fonts: Font.textureRebuildCallback has been renamed to Font.textureRebuilt and is now a static event of type Action. Font.textureRebuildCallback continues to work but has been deprecated. This change cannot be upgraded automatically by the script updater.
  • GI: Renamed SphericalHarmonics3 to SphericalHarmonicsL2 where L2 denotes SH up to the 2nd order (so 3 bands, 9 coefficients).
  • iOS: changed the way UI integration works. Now there are specialized ViewController's for fixed orientation. Also made custom UI integration easier - both for simple and complicated cases (e.g. if you have portrait unity content in landscape ViewController, script side and _unityView.content orientation will return portrait, while AppController's interface orientation will be landscape). For more details check comments in Classes/UI/UnityAppController+ViewHandling.h in trampoline
  • GI: Changed the SphericalHarmonicsL2 API:
  • GetInterpolatedProbe is now static and takes "out SphericalHarmonicsL2 probe" as the last parameter
  • coefficients became bakedProbes and return SphericalHarmonicsL2[]
  • IMPROVEMENTS:
  • AI: Carving navmesh supports carving the detailed tesselation. Fixes height discontinuities when an undulating region is carved
  • Audio / Profiler: Improved accuracy of reported AudioSources in the scene when working with AudioSources in prefabs
  • Audio: Improved audio importer interface to be make options more clear
  • Editor: EditorStyles.helpBox is now exposed
  • Editor: Improved build times for textures and AudioClips
  • Editor: LightmapParameters now has an icon
  • Editor: LightmapSnapshot now has an icon
  • Editor: ReflectionProbe now has a gizmo icon
  • Editor: ReflectionProbeEditor: group related controls and added tooltips
  • Editor: Warning when there are curves with ambiguous binding (duplicate GameObject names) in animation window
  • GI: Added ability to reset Lighting window values to defaults.
  • GI: Added the Sun slot in the Lighting window which can be used to force a certain light to be used in the procedural skybox, even if the component or the game object is disabled.
  • GI: Improved layout of the Lighting window.
  • GI: Improved the baking progress bar.
  • GI: Show a warning if the user is editing light properties with lighting disabled in the scene view.
  • GI: Updated terminology and the example in the SphericalHarmonicsL2 docs.
  • Graphics: Dynamic batching works again for non-uniformly scaled objects
  • Graphics: Overhauled stats window to be more succinct and profiler rendering stats to be more comprehensive
  • iOS: Added ios8.0 and ios8.1 to iOSTargetOSVersion
  • Mecanim: AutoUpdater support for AnimatorInfo->AnimatorClipInfo
  • Physics: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Windows Player: Added ability to select target monitor in the resolution dialog, including devices like Oculus Rift
  • Windows Player: Added constant aspect ratio in fullscreen mode with OpenGL
  • Windows Player: Added option to run in either exclusive fullscreen mode or windowed fullscreen mode with DirectX 9
  • Windows Player: Performance improvements including lower latency in DirectX 11 mode
  • Windows Player: The default fullscreen mode no longer changes the desktop resolution, so things like IME text input work.
  • FIXES:
  • AI: More robust raycast. Fixes occasional wrong height when raycast terminates at navmesh edge.
  • Android: Fixed resource leak when using antialiased RenderTexture with OpenGL ES 3
  • Android: Fixed auto rotation, Input.acceleration and gyroscope when using Java activity
  • Android: Added support for FullScreenMovieScalingMode.AspectFill to VideoPlayer as long it's not inside a parent Layout
  • Asset Import: Added ability to retry operation on write error when importing assets
  • Assets Management: Added warning when using AssetDatabase.Load* function with an absolute path
  • Asset Import: Assets are no longer reimported when dlls with asset post processors are reimported, unless the postprocessors actually changed version
  • Assetbundles: Fixed exception thrown when accessing AssetBundleRequest.allAssets
  • Assets Management: Be able to unload ScriptableObject.
  • Assets Management: Check if the class id is -1 before calling AddComponent and make the warning message more informative.
  • Audio: fixed Crash when exposing a parameter of an effect that was added to a group
  • Audio: Fixed leaking audio resources when having AudioSources within a Prefab
  • Editor: "File->Open Project...->Open Other.." now works correctly in the new Launcher
  • Editor: Fix gizmos ignoring layer locking
  • Editor: Fix Hierarchy search tests after removal of old Hierarchy window
  • Editor: Fix Object Selector key navigation with Audio Group tree views
  • Editor: Fix ObjectSelector tree view not being serialized properly at assembly reload
  • Editor: Fix that when using hierarchy search and clicking target, exception is thrown
  • Editor: Fix the crash happens when you select top task bar on Welcome Screen.
  • Editor: Fix tooltip position being wrong for StandardShaderGUI
  • Editor: Fix tri state toggle being blurred when multi editing
  • Editor: Fix unique naming for child GameObjects created from menu
  • Editor: Fixed crash when opening Edit or File menu from project launcher on OS X
  • Editor: Fixed crash when pasting in License window on OS X
  • Editor: Fixed crash when pasting in project launcher window on OS X
  • Editor: Fixed incorrect sibling order in hierarchy when upgrading project to 5.0
  • Editor: Fixed null reference exception when dragging a component from one game object to another
  • Editor: Fixed possible crash when entering playmode during script compilation
  • Editor: Fixed random crash when trying to use the animationEvents on an imported model
  • Editor: Fixed regression where class from UnityEngine.Windows wouldn't work.
  • Editor: UnityEditor.Sprites.DataUtility renamed as UnityEditor.Sprites.SpriteUtility
  • Editor: Fix the crash occasionally happens when you create a prefab. Related to the objects sorting in the prefab.
  • Editor: FPS controls now only affects the active scene view
  • Editor: Opened scene will no longer be accidentally marked as modified.
  • Fixed performance regression in tree rendering on some devices
  • Fixed scaling bug on skinned meshed when using Optimize Game Objects
  • Fixed typo in IgnoreTypeTreeChanges
  • GI: Fix lightmap snapshot when building player.
  • GI: Fixed issues with seams in baked lightmaps using builtin models.
  • GI: Fixed SphericalHarmonicsL2.AddDirectionalLight to add correct intensity.
  • GI: Fixed Terrain double representation in object tab.
  • GI: Fixed the Maps tab and import settings reporting different lightmap sizes.
  • GI: Robustness fixes to ambient and skybox probes.
  • GI: Various fixes to the mode where realtime GI and baked GI are disabled.
  • GI: Fixed issues with baked directional lighting looking bad at grazing angles.
  • Home Window: Fix project directory selection not having an effect if path chooser dialog is open for more than 10 seconds.
  • Inspector Functionality: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • iOS: Fixed crash on using iAD wrappers
  • Linux: Fix incorrect behavior on large XFS filesystems
  • Mecanim: Fixed "Dereferencing NULL PPtr" appearing after creating an animation on a game object with a missing script
  • Mecanim: Fixed crash when deleting layer
  • Mecanim: Fixed crash when previewing Animator with UnscaledTime update mode
  • Mecanim: Fixed layer switching performance isssue
  • Mecanim: Fixed linear scale blending for additive layers
  • Mecanim: Animator Gizmo are show only in play mode and if the animator is initialized.
  • Mecanim: Fallback to proper default State when exiting from StateMachine with no outgoing Transition
  • Mecanim: Fixed broken Animator.Crossfade during transition
  • Mecanim: Fixed preview of multiple transitions
  • OpenGL: SkinnedMeshRenderer performance regression on MacOSX
  • OSX: Fix for File limits not being set to Maximum amount and Defaulting to 256 open files
  • Physics: Added 'Physics2D.minPenetrationForPenalty' property to control the penetration radius allowed before any separation impulse for is applied.
  • Scripting: UnityEngine.Object.operator== will return true again for two scripting wrappers that refer to the same unloaded native object.
  • Serialization: Fixed crash during scene loading if the script on a prefab instance did not match the script on the prefab asset
  • Serialization: Added error message with file information if SerializedFile header is corrupted
  • Tags: Fixed tags being shifted by 1 if upgrading from a 4.x project
  • WebGL: Automatically handle deleting of emscripten cache when needed
  • WebGL: Fix Build & Run
  • WebGL: Fix permissions on generated "Compressed" folder
  • WebGL: Show message that WebGL building is not supported in 32-bit editor
  • WebGL: Correct the handling of a volatile field in C# when it is used in a binary operation during IL2CPP code conversion.
  • Windows Player: Run in Background now works properly in DirectX 9 fullscreen mode
  • Windows Store Apps/Windows Phone: fix taking detailed memory sample in profiler
  • Windows Store Apps/Windows Phone: Fixed a memory leak when using async loading of resouces.
  • Windows Store Apps: native plugins now properly added to generated solution

New in Unity 4.6.1 Patch 2 (Dec 20, 2014)

  • Improvements:
  • UI: Expose EventSystem.firstSelected to API.
  • UI: Change Text.m_Text to protected and Text.text to virtual. In this way users can have control over the text contents when extending Text.
  • Fixes:
  • (639995) - 2D: Fixed PolygonCollider2D generation on Android.
  • (561916) - Android: Fixed CJK fonts on Lollipop.
  • (651537) - Android: Fixed crash in HW stats code.
  • (611717) - Android: Tegra2 is now limited to 1k textures to avoid driver problems.
  • (649291) - Android: Fixed broken texture upload from OnApplicationPause(false).
  • (none) - Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • (none) - Android: Fixed a problem which could cause resources to fail to load with 'Inflate Error' messages on certain rare processor types.
  • (630412) - Asset Import: Imported assets now update the project's labels database correctly.
  • (655225) - Asset Import: Restored previous behaviour of AssetModificationProcessor.OnWillSaveAssets to ignore null or void return values.
  • (652789) - Core: Fixed incorrect error message when RectTransform.GetWorldCorners is called with incorrect parameters.
  • (635625) - Core: PPtr animations now properly trigger the OnDidApplyAnimationProperties callback. - (none) - Documentation: Link color on the Manual changed from bright red to mild purple (as in the Scripting Reference).
  • (none) - Editor: Fixed a small memory leak related to FormerlySerializedAs.
  • (652197) - Editor: Fixed a bug where driven RectTransform would incorrectly mark the scene dirty if it had a Vector2 where one coord was driven and the other not. Such a setup is common with the ContentSizeFitter component.
  • (651450), (653299) - Editor: Fixed bugs that caused UnityEvent object references to change by themselves with no user action when selecting multiple objects.
  • (619326) - Editor: Fixed lagginess in editor when destroying multiple elements. - (none) - Graphics: Fixed possible memory corruption when using dynamic batching on platforms that support NEON.
  • (none) - Linux: Trim whitespace from device identifier.
  • (646692) - Physics 2D: Changes to the EdgeCollider2D points are now saved when used in prefabs.
  • (653587) - Physics 2D: HingeJoint2D gizmo is displayed correctly with respect to any reference angle.
  • (654585) - Physics 2D: Setting the Rigidbody2D position or rotation directly now wakes the body.
  • (653598), (653629) - Physics 2D: SliderJoint2D & HingeJoint2D reference angles are now reset when connecting to another Rigidbody2D.
  • (none) - Physics 2D: Static 2D collider gizmos now render at the correct Transform Z position.
  • (630818) - Rendering - Other: Texture2D.PackTextures will produce an ARGB4444-format atlas if all input textures are ARGB4444/RGBA4444.
  • (none) - UI: Don't apply AspectRatioFitter logic when component is inactive.
  • (none) - UI: Fixed division by zero if ScrollRect content size has zero width or height.
  • (643121) - UI: Changing any Transition settings on a Selectable Component will now immediately reflect on the Scene and Game View. - (none) - UI: Fixed issue where adding and removing a parent canvas wouldn't update parent canvas relationship of children gameobjects
  • (651143) - UI: Make sure we copy the pointer enter for the right and middle mouse pointers when we fetch them. - (none) - UI: Moved EventSystemEditor from UnityEditor.UI namespace to UnityEditor.EventSystems namespace.
  • (646989) - UI: Prevent the '/n' from appearing when reactivating an input-field in the disable call.
  • (645190) - UI: Sliced image with transparent borders (padding) works correctly with non-default pxelsPerUnit.
  • (647004) - UI: When activating the standaloneInputModule do not set selected element to NULL.
  • (656619) - Windows Phone 8.1/Windows Store Apps: Fixed an issue which caused casting arrays in UnityScript sometimes throw MissingMethodException deep inside Boo.Lang.dll.
  • (643559) - Windows Phone/Windows Store Apps: Fixed a rare crash that was caused by skinned meshes.
  • (648988) - WWW: Fixed bug in WWW Caching when WWW.LoadFromCacheOrDownload is canceled using WWW.Dispose.

New in Unity 4.6.1 Patch 1 (Dec 12, 2014)

  • Improvements:
  • Scene View: DrawGizmo attribute now reports errors when used incorrectly, and has better docs.
  • Fixes:
  • (621180) - 2D: Custom sprites are now forced to have unique name when created through Sprite Editor.
  • (651420) - 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprites naming anymore.
  • (632336) - 2D: Single sprite pivot will be now properly saved in Sprite Editor.
  • (649911) - 2D: Sprite importer multi-editing now works for packing tag, pixels per unit and extrude fields.
  • (649925) - 2D: Sprite Packer page list is now refreshed after packing.
  • (654591) - Android: Fixed freeze during startup on most Amazon Kindle devices.
  • (none) - Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • (586149) - Assets Management: Reserialize imported .unitypackage assets to comply with project's Force Binary / Force Text setting.
  • (652838) - Graphics - Worked around GPU driver bugs that were causing crashes when using GLES 3.0
  • (none) - Inspector Functionality: Allow viewing of all ModelImporter tabs when the model is not open for edit.
  • (651705) - Linux: Make device unique identifier more consistent.
  • (650630) - Mac OS X Standalone: Release player builds are now stripped off symbols again.
  • (631943) - Rendering - Other: Add MaterialPropertyBlock.Set*() methods to overwrite existing values in a MaterialPropertyBlock instead of adding duplicates.
  • (624815) - Rendering - Other: Fixed D3D9 handling of unsupported BGRA32 format to fall back properly to ARGB32.
  • (637027) - Shaders: Fixed editor memory leak in shader error reporting.
  • (653443) - UI: Fixed regression with events being sent to wrong object in some cases when using multiple GraphicRaycasters.
  • (629291) - Version Control: Fixed drag-dropping assets between change lists only moving a single asset.
  • (616076) - Windows Phone 8: It's now possible to specify plugins that should not be processed just like in Windows Store Apps.

New in Unity 4.6.1 (Dec 9, 2014)

  • Features:
  • WebPlayer: Added support for 64 bit Mac OS X browsers.
  • Improvements:
  • AssetBundles: Added additional information about WWW.LoadFromCacheOrDownload.
  • Graphics: Improved performance when allocating memory for large numbers of temporary objects.
  • Graphics: Optimized culling of lights in a mostly deferred scene with a few forward-rendered objects.
  • Physics 2D: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Physics 2D: Renamed Physics2D.deleteStopsCallbacks to Physics.changeStopsCallbacks to better represent its purpose (old property is now obsolete).
  • Serialization: Randomize fileIDs for objects in prefabs to lower the chance of merge conflicts.
  • UI: Encapsulate children mesh bounds when calculating Root Bounds. Also cache the value so we don't calculate every time we draw.
  • UI: Performance optimizations. Optimized UI batching, text rendering and reduced amount of editor-only allocations.
  • UI: Standalone input module now leaves keyboard selected object selected. Mouse and Keyboard input are now orthogonal. Clicking with the mouse will move selection to the clicked element.
  • Windows Phone/Store Apps: Profiler shows managed memory usage.
  • Windows Phone/Store Apps: Provide ArrayList.BinarySearch implementation.
  • Windows Standalone: You can now embed windows standalone player into another application, simply pass -parentHWND and windows standalone application's window will be created with specified parent. See Command line arguments documentation for more information.
  • Changes:
  • Documentation: Styling changed to match website design, switch links between Manual and Script Reference are working now.
  • Windows Phone: Disabled shadows on Adreno 305 devices due to driver issues.
  • Fixes:
  • Android: Added splitting of level files in APK to fix slow loading problem.
  • Android: Avoid reading expensive metrics in DisplayInfo more than once per frame.
  • Android: Fixed crash on certain Adreno HW with OS version 4.4.2 or more recent 4.4.x.
  • Android: Fixed crash on XPeria Play.
  • Android: Fixed forwarding of input events to Java when Unity is paused but activity is still running.
  • Android: Fixed frame rate on Tegra devices when doing GPU profiling.
  • Android: Workaround for corrupted font textures on older Adreno drivers.
  • Android: Fixed a crash in glDrawElements() on some devices.
  • Android: Fixed an issue with ProGuard when obfuscating an exported project.
  • Android: Fixed build-tools version check.
  • Android: Fixed erratic touch input when not using NativeActivity.
  • Android: Fixed NEON detection on 64 bit Android.
  • Android: Fixed Unity UI ScrollView/Mask on PowerVR SGX.
  • Android: Joystick input optimization; fixed slowdown on some older devices.
  • Android: Support for xxxhdpi icons.
  • Android: Updated SDK and JDK requirements to match Android 5.0.
  • Android: Added additional fallback font "DroidSansFallback" (but also keeping "Droid Sans Fallback") to fix for e.g. Korean font on older Android devices. Asian fonts are still not working on many - Android 5 devices.
  • Asset Loading: Fixed performance regression when loading scene in the Editor.
  • Audio: Not streamed VBR audio files loaded with WWW.GetAudioClip now play and loop correctly.
  • Core: Fixed undoing Add/Remove RectTransform and will no long break the scene gizmos.
  • Core: Fixed bug in anchoredPosition3D property on RectTransform that caused coordinates to be swapped.
  • Debugger: Fixed crash when stepping into a breakpoint on 64-bit OSX standalone player.
  • DX9: Add black bars in fullscreen mode to maintain aspect ratio.
  • DX11: Fixed GPU video memory detection on some GPUs. Was wrongly disabling shadows & deferred on some Intel ones, for example.
  • Editor: Fixed asset bundle building stealing window focus when Editor is in the background.
  • Editor: Fixed version control plugin and shader compiler sometimes stopping prematurely.
  • Editor: Fixed crash on scene load when prefabs have unsaved child objects.
  • Editor: Add support for importing .DDS cubemaps.
  • Editor: Fixed selection change being undone if click also initiates a drag (Windows only).
  • Editor: Corrected a problem launching MonoDevelop and moving to the proper line of a script file on OSX.
  • Editor: Fixed the error thrown when closing asset label list with escape key.
  • Editor: Reduced memory usage of streamed audio clips.
  • Editor: Fixed AssetModificationProcessor.OnWillSaveAssets checking out files that were not Saved and OnWillDeleteAssets always marking assets for delete.
  • Editor: Fixed Canvas editor for nested Canvas showing UI as if it were a root Canvas if the GameObject was inactive.
  • Editor: Fixed Canvas editor which was not working well with multi-object editing.
  • Editor: Sprite asset inspector in single mode now shows correct values.
  • OpenGL ES :Changed default PlayerSettings Graphics Level to Auto for all platforms using OpenGL ES (was Force OpenGL ES 2).
  • OpenGL ES: Sphere map texture coordinate generation fixes.
  • Graphics: Fixed custom cursors when hovering over black bars in fullscreen mode.
  • Graphics: Fixed incorrect sprite tangent handling on ARM NEON capable devices.
  • Graphics: Fixed occasional crashes when switching the graphics device. Happens in editor when toggling between DX9 and DX11, or on Windows Phone when resuming the app.
  • GUI: Fixed vertical position of text cursor.
  • Inspector: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • Inspector: Disable the asset label editor UI if any of the selected assets are not open for edit.
  • Mecanim: Fixed AnimatorController not being built properly when used in prefabs.
  • Mecanim: Fixed AnyState transitions disappearing in some specific cases.
  • Mecanim: Fixed transitions being duplicated when dragging StateMachines into StateMachines.
  • Mecanim: Show an error when transitions to state that doesn't exist are found.
  • Mono: Fixed issue with System.Console.InputEncoding and System.Console.OutputEncoding not changing the encoding when set.
  • OpenGL: Fixed fullscreen rendering on Windows.
  • Physics 2D: Added Physics2D.minPenetrationForPenalty property to control the penetration radius allowed before any separation impulse for is applied.
  • Physics 2D: Changing 2D collider state between trigger and non-trigger modes now maintains contact state (enter/stay/exit callbacks are correct).
  • Physics 2D: CircleCollider2D editing handles now show in the correct location when X/Y rotation is involved.
  • Physics 2D: Provide option to turn on/off the ability to detect a collider that overlaps the start of any 2D line/ray cast
  • Physics 2D: RaycastHit2D distance is now correctly calculated.
  • Physics 2D: ReferenceAngle for both HingeJoint2D and SliderJoint2D are now maintained when the components are disabled then re-enabled.
  • Physics 2D: Rigidody2D.MovePosition() no longer causes gravity to be ignored when in constant use.
  • Physics 2D: PhysicsMaterial2D bounciness now has an upper limit of 100000 rather than 1.
  • Physics 2D: Ensure that Physics2D.Raycast(all) does not produce an infinite end-point resulting in nothing being hit.
  • Physics 2D: Fixed bad Rigidbody2D interpolation when changing body position via a Transform component change.
  • Physics 2D: 2D physics colliders now correctly transform under full 3D rotation.
  • Scripting: Fixed stack overflow in class loader.
  • Scripting: Fixed Win32_IN6_ADDR.
  • Shaders: Fixed support for more than 16 textures on D3D11.
  • Shaders: Fixed view*projection matrix (UNITY_MATRIX_VP) sometimes getting out of sync.
  • Shaders: Fixed wrong OpenGL ES 3.0 shader code generation in some cases of tangents and glsl_no_auto_normalization being used simultaneously.
  • Standalone: Fixed random crash in 64-bit standalone players.
  • Standalone: Don't force-reload textures/shaders on resolution change, meaning AssetBundle.Unload(false) works as expected again.
  • Substance: Empty image inputs slots are now treated as transparent black.
  • Substance: Fixed "ThreadedObjectActivationQueue not empty" assert.
  • Substance: Some output computations would sometimes not take place when the content of image inputs had changed programmatically.
  • TouchInput: Switched timestamps from ms to us internally, to avoid 0-length delta times.
  • UI: Fixed an issue with some UI shaders not 1/2 texel offsetting correctly on DX9.
  • UI: Disabled layout components are now disregarded from layout calculations.
  • UI: Fixed memory leak in material when reloading assemblies in the editor.
  • UI: Fixed bug where Slider would snap handle to center around cursor when dragging handle instead of retaining the position of the cursor inside the handle.
  • UI: Fixed crash when stripping was enabled.
  • UI: Fixed error message when prefab was loaded that contained a input field.
  • UI: Fixed InputField bug that text did not visibly update when the text property was set from scripting.
  • UI: Fixed InputField OnValueChange not being called when setting InputField.text from script.
  • UI: Fixed issue in GridLayoutGroup that would cause elements to sometimes be offset wrong depending on what startCorner mode was used.
  • UI: fixed issue where input field would not be activated properly if navigation was None.
  • UI: Fixed logic for getting or creating Canvas when creating UI element, which sometimes failed to create a Canvas. -UI: Fixed Selectable logic to find adjacent Selectable in a given direction, which was applying the rotation twice in the logic, producing incorrect results for objects with rotation.
  • UI: InputField now calls UpdateLabel when textComponent get a SetLayoutDirty.
  • UI: Make sure we only notify children of mask state change after we have disabled the parent. This means that the children will be able to correctly examine the mask state.
  • UI: Make the canvas group a behaviour so it can be enabled / disabled. Updated code that uses this group to properly handle disabled groups, and not change the values when enabling or disabling.
  • UI: Only send end drag events when we end dragging, not on all pointer up events.
  • UI: Fixed issue where sort overridden canvas wouldn't get their depth set and therefore no events.
  • UI: Fixed issue where return on touch keyboard would not submit even if MultiLineSubmit was selected.
  • UnityEvents: Fixed an issue where modifying a unity event during invoke could lead to corruption of the UnityEvent, and events not being called properly.
  • UnityEvents: Fixed an issue with code stripping on iOS which was causing some UnityEvent calls to throw a null reference exception.
  • Version Control: Removed warning when saving scene and Perforce integration was enabled.
  • Version Control: Allow changing credentials and reconnect even when a connection is already being established.
  • Version Control: Get rid of double messages in the console windows from a range of VCS commands.
  • Version Control: Fixed plugin stop when reading a recent deleted file.
  • Version Control: Removed out-of-sync state when file is deleted on server.
  • Version Control: Revert recursively.
  • Video: Non Unity-encoded video no longer has a duration of -1.
  • WebPlayer: Mac x86_64 web plugin loads proper x86_64 Mono bundles.
  • WebPlayer: Fixed a security issue.
  • Windows Phone: Texture.ReadPixels works correctly in landscape modes.
  • Windows Phone/Store Apps: Fixed crash that sometimes happened on Application.LoadLevelAsync.
  • Windows Phone/Store Apps: Fixed an issue which caused UnityScript methods that return an IEnumerator but that do not yield throw exception on execution.
  • Windows Phone/Store Apps: Referencing generic methods in scripts no longer crashes the build.
  • Windows Phone/Store Apps: Fixed a memory leak and in rare cases a crash when doing a lot of async loading.
  • Windows Phone: Fixed touchscreen keyboard reappearing after pressing back button while GUI.TextArea has focus (WP8.1 apps only).
  • Windows Phone: Fixed an issue which caused Lumia 530 devices to freeze with black screen (WP8.1 apps only).
  • Windows Player: Fixed custom cursors not showing up correctly in fullscreen mode.
  • Windows Player: Fixed window being always on top after switching from DX9 fullscreen to desktop windowed mode.
  • Windows Store Apps: Using Winmd C++ plugins should work correctly now.
  • Windows Store Apps: It is now possible to launch Unity WSA player on-demand.

New in Unity 5.0 Beta 16 (Dec 5, 2014)

  • Known issues:
  • Unity crashes when activating license (Windows only).
  • Workaround is to activate from command-line as follows:
  • 1.Delete C:\ProgramData\Unity\Unity_v5.x.ulf (if it exists)
  • 2.Run "Unity.exe -serial (serial)" from command-line. This will activate Unity and write license file, so only have to do this once.
  • Changes:
  • Android: Updated SDK and JDK requirements to match Android 5.0
  • Mecanim: Removed StateMachineBehaviourInfo struct since it was not used anymore.
  • Mecanim: Funtion AnimatorController.FindStateMachineBehaviourContext is now returning an array of context to support mecanim's asset referencing
  • Mecanim: Add Behaviour button is grey out now when there is some compiling error in your script to avoid null reference exception when mecanim try to instanciate an invalid script
  • Substance: Newly imported Substances will now use the Metallic variant of the Standard shader by default, unless both 'specular' and 'glossiness' tagged outputs are present, in which case the Specular variant of the Standard shader will be used.
  • Improvements:
  • API Updater: Better error message upon type resolution failures when replacing AddComponent(string) -> AddComponent()
  • API Updater: Overall performance improvement on obsolete API updating on assemblies
  • Audio: GetFloat function doesn't return a value of exposed parameter. Also various small API modifications related to exposed parameter API of AudioMixer to allow reading interpolated snapshot values which wasn't possible before.
  • Audio: Add global state for EditingInPlaymode and remove AudioMixerController's local state
  • AudioMixer: Optimized Duck Volume effect performance
  • Download Assistant: Resume download on lost internet connection (Windows)
  • Editor: When browsing for a location to create or open a project, the dialog starts at the location where a project was last created or opened.
  • Editor: Improve and simplify custom ShaderGUI. Added methods in MaterialEditor that can show multiple MaterialProperties inline: TexturePropertySingleLine
  • TexturePropertyTwoLines
  • Editor: Improved Reflection Probe Editor: Added toolbar for scene view editing. Probe origin and box projection box can now separately be adjusted.
  • Example: see StandardShaderGUI.cs in Builtin-Shaders.zip
  • Home screen: visual improvements and getting started section
  • Mecanim: Added reset functions to Animator State and Animator Transition
  • Mecanim: Improved computation of Pivot weight
  • Mecanim: HelpBox in inspector when root node position/rotation is controller by curves
  • Mecanim: States can now be renamed on synchronized layers
  • Mecanim: Added helpbox on StateMachine Transitions
  • Mecanim: Ordered Interruption UI is disabled when in Next State
  • Mecanim: In Add State Machine behaviour window if you search for a file and this file doesn't exist, you can now simply hit enter to create a script with this name.
  • Mecanim: Added Move Up and Move Down operation on State Machine Behaviour context menu to allow user to reorder SMB
  • Mecanim: Optimized StateMachine deletion
  • Mecanim: Optimized StateMachine graph display
  • Mecanim: Better display of multiple transitions to self.
  • Mecanim: Add state machine behaviour is undoable
  • OS X Editor: Remove annoying sound on new build finished notification
  • Physics: 2D colliders now provide a hint if not configured optimally for an effector.
  • Plugins: Removed options for Universal targets in Standalone plugin settings, because those options can be calculated from X86, X86_X64 settings
  • Version Control: Add missing icon for incoming changesets. Update outgoing icon.
  • Fixes:
  • Android: Fixed uGUI ScrollView/Mask on PowerVR SGX
  • Android: Fixed erratic touch input
  • Android: Fixed an issue with proguard when obfuscating an exported project
  • Android: Fixed NEON detection on 64bit Android
  • Android: Fixed MSAA on Tegra 4 and K1 when using OpenGL ES 2
  • Android: Added additional fallback font "DroidSansFallback" (but also keeping "Droid Sans Fallback") to get working Korean fonts on more devices, still remaining problems on Android 5.0.
  • API Updater: refresh scripts in Editor after updating
  • API Updater: do not fail when SCM connection is not ready at startup (display a more descriptive message instead)
  • Audio: Fixed rare crash on startup and import
  • Audio: Fixed reset / construction differences in the AudioImporter
  • Audio: Crash when exposing a parameter of an effect that was added to a group
  • Audio: Fix SliderLabels showing on wrong sliders
  • AudioMixer: Fix error message when deleting snapshots
  • AudioMixer: Fix for case 646902: AudioMixerSnapshot.TransitionTo does not work if called from Monobehavior.Start()
  • Documentation: Updated to latest version
  • Download Assistant: Create download folder if it doesn't exists (Windows)
  • Download Assistant: Allow install on 2TB+ disk (Windows)
  • Dragging a prefab into an empty hierarchy, would hide the instance and later crash the editor
  • Editor: Fixed projectsettings.asset serialization error
  • Editor: Improved Android plugins handling (AnyCPU type, assets/ folder copied into the apk)
  • Editor: Fixed script compilation errors when regular .js file is present in Assets/Plugins/Android/assets
  • Editor: Move camera correctly when Edit Constraints on cloth inspector is clicked
  • Editor: Correctly handle creating new project with a project path with more than one level of new folders when triggered from File->New Project...
  • Editor: Adding keyframes consistent between animation window hierarchy & dopesheet context menus
  • Editor: Empty Animation Window not taking excess CPU after opening a new scene
  • Editor: Stop Scene View camera motion when focus is lost
  • Editor: Frame cloth correctly inside camera when entering Edit Constraints mode
  • Editor: Fix Hierarchy window search state not surviving assembly reload
  • Editor: Prevent framing object when double clicking it in scene view
  • Editor: It's no longer possible to mess up the font size in web views with ctrl+scroll.
  • Editor: Line width for DrawAAPolyLine, DrawBezier and DrawAAConvexPolygon is consistent regardless of camera distance
  • Editor: Don't switch focus to the window behind Unity after closing the "Open Project" window
  • Editor: Fix GUILayout error in StandardShaderGUI when changing color
  • Editor: Check valid input for MaterialEditor's TextureProperty
  • Fixed crash in lightprobes
  • GI: Fixed issue with cutout transparency in baking.
  • GI: Fixed broken baked shadows with speedtrees.
  • GI: Fixed text overlap in lighting panel.
  • GI: Fixed text cutoff in Gi Cache section of preferences.
  • GI: Fixed double overlay windows in scene view.
  • GI: Fixed instability issues when using realtime light probes.
  • Graphics: If there's invalid cache data, when baking ambient, Unity will erase the cached file so ambient could be regenerated instead of spamming about invalid ambient.
  • Homescreen: '"Pick workspace directory" - wording is a bit confusing
  • Homescreen: Weird feedback when all packages have been selected
  • Mecanim: Fixed a null reference error when starting the animator view on a blend tree.
  • Mecanim: Fix for crash when deleting AnyStateTransition after loading a pre-5.0 state machine.
  • Mecanim: Fixed a case where the Animator graph wasn't updated after an undo.
  • Mecanim: Fixed a case where deleting a transition would delete a layer.
  • Mecanim: Fixed a case where the rename overlay being shown when selecting a layer.
  • Mecanim: Changing a child blend tree will now update objects using that blend tree in the scene.
  • Mecanim: Fixed undo a State Transition.
  • Mecanim: Fixed scrubbing of animation.
  • Mecanim: Fixed assert un preview window when there is nothing to preview
  • Mecanim: Fixed crash when removing a synced layer
  • Mecanim: Fixed crash when adding StateMachine to empty controller
  • Mecanim: Fixed leaking Transition when States are deleted
  • Mecanim: Creating a StateMachine->StateMachine transition will not result in a transition with "INVALID"
  • Mecanim: Undoing a change in the LayerParameterView will now update the window.
  • Mecanim: Animation Clip available immediately after being created automatically for GUI
  • Mecanim: Fixed cancelling clip range in Clip Importer
  • Mecanim: Fixed Animator.Play/Crossfade docs
  • Mecanim: Fixed DirectBlendTree slider sync with Graph
  • Mecanim: Atomic Transitions backward compatibility fix
  • Mecanim: Fixed Animation not playing in previewer for Generic
  • Mecanim: Fixed DirectBlendTree with BlendShape affecting Root
  • Mecanim: Do not show animator's gizmo when the animator is not initialized or when the avatar is culled.
  • Mecanim: Fixed statemachine behaviour null exception when adding in play mode
  • Mecanim: Fixed execution order of StateMachine Behaviours
  • OpenGL: Don't force texture/shader reload when changing resolution (breaks baked lighting, etc.)
  • Plugins: Fixed a rergression, where plugin collision was being displayed, while in reality plugins should have simply ignored.
  • ReflectionProbes: Plane shaped objects will correctly pick up closest reflection probes
  • Substance: ProceduralMaterials only referred to by their outputs and not by their attached material now load properly (case )
  • Substance: Empty image inputs slots are now treated as transparent black.
  • Substance: Some output computations would sometimes not take place when the content of image inputs had changed programmatically.
  • Substance: Grayscale image inputs are now supported.
  • Substance: Output textures are no longer corrupted when switching D3D11 on/off or linear/gamma.
  • Substance: ProceduralMaterials now behave properly with the metallic and specular variants of the Standard shader.
  • Version Control: Handle script updates for MergeMethod.MergeNonConflicting
  • Version Control: Add missing icon for incoming changesets. Update outgoing icon.
  • WebGL: Setting headers on WWW object now works
  • WebGL: Getting response headers on WWW object now works
  • WebGL: WWW.error will now report status line on failed downloads
  • WebGL: Fix errors about SharedBetweenAnimatorsAttribute and SphericalHarmonicsL2
  • WebGL: Plugins now use the new PluginImporter like on any other platform
  • WebGL: Handle C# code with List and similar lists of arrays correctly at run time when the List needs to be resized.
  • WebGL: Do not strip an assembly that is referenced but not actually used by any IL code.
  • WebGL: Implement System.Reflection.FieldInfo.GetValue for generic fields
  • Windows Store Apps: Fixed serialization error when serializing object derived from System.Object and Compilation Overrides are set to .NET Core.

New in Unity 4.6 Patch 1 (Dec 4, 2014)

  • Improvements:
  • UI: Encapsulate children mesh bounds when calculating Root Bounds. Also cache the value so we don't calculate every time we draw.
  • UI: Performance optimizations. Optimized UI batching, text rendering and reduced amount of editor-only allocations.
  • UI: Standalone input module now leaves keyboard selected object selected. Mouse and Keyboard input are now orthogonal. Clicking with the mouse will move selection to the clicked element.
  • Fixes:
  • (621985) - Android: Fixed an issue with proguard when obfuscating an exported project.
  • (639649) - Android: Fixed build-tools version check.
  • (649931), (649934) - Android: Fixed erratic touch input when not using NativeActivity.
  • (none) - Android: Fixed NEON detection on 64bit Android.
  • (647638) - Android: Fixed uGUI ScrollView/Mask on PowerVR SGX.
  • (599920) - Android: Joystick input optimization: fixed slowdown on some older devices.
  • (605604) - Android: Support for xxxhdpi icons.
  • (none) - Android: Updated SDK and JDK requirements to match Android 5.0.
  • (544272), (561916) - Android: Added additional fallback font "DroidSansFallback" (but also keeping "Droid Sand Fallback") to fix for e.g. Korean font on older Android devices. Asian fonts are still not working on many Android 5 devices.
  • (649235) - Android: Fixed clear of stencil buffer to fix uGUI masking.
  • (none) - Changed default PlayerSettings Graphics Level to Auto for all platforms using OpenGL ES (was Force OpenGL ES 2).
  • (632576) - Core: Fixed undoing Add/Remove RectTransform and will no long break the scene gizmos.
  • (650947), (643162) - Core: Fixed bug in anchoredPosition3D property on RectTransform that caused coordinates to be swapped.
  • (638865) - Editor: Fixed AssetModificationProcessor.OnWillSaveAssets checking out files that were not Saved and OnWillDeleteAssets always marking assets for delete.
  • (none) - Editor: Fixed Canvas editor for nested Canvas showing UI as if it were a root Canvas if the GameObject was inactive.
  • (none) - Editor: Fixed Canvas editor which was not working well with multi-object editing.
  • (646091) - Editor: Sprite asset inspector in single mode now shows correct values.
  • (630411) - Inspector Functionality: Disable the asset label editor UI if any of the selected assets are not open for edit.
  • (439037) - iOS: Added OnApplicationFocus() support.
  • (none) - iOS: Fixed a linker issue breaking simulator builds.
  • (none) - iOS: Fixed frame buffer resolution issues for iPhone 6+.
  • (647735) - iOS: Fixed a crash in when closing Game Center leaderboard under specific conditions.
  • (650698) - iOS: Use new font file location on iOS 8.2.
  • (644500) - License: Activation on OS X 10.10 Yosemite failed on some typically older hardware.
  • (648131) - MacOSX: Bring back GPU profiler for NVIDIA GPUs on 10.9 and newer versions.
  • (none) - Mono: Fixed issue with System.Console.InputEncoding and System.Console.OutputEncoding not changing the encoding when set.
  • (650692) - Shaders: Fixed wrong OpenGL ES3.0 shader code generation in some cases of tangents and glsl_no_auto_normalization being used simultaneously.
  • (644935), (639847), (639987) - Standalone: Don't force-reload textures/shaders on resolution change (meaning AssetBundle.Unload(false) works as expected again).
  • (642040) - Substance: Empty image inputs slots are now treated as transparent black.
  • (626250) - Substance: Fixed "ThreadedObjectActivationQueue not empty" assert.
  • (none) - Substance: Some output computations would sometimes not take place when the content of image inputs had changed programmatically.
  • (none) - UI: Fixed an issue with some UI shaders not 1/2 texel offseting correctly on dx9.
  • (none) - UI: Disabled layout components are now disregarded from layout calculations.
  • (647812) - UI: Fixed memory leak in material when reloading assemblies in the editor.
  • (none) - UI: Fixed bug where Slider would snap handle to center around cursor when dragging handle instead of retaining the position of the cursor inside the handle.
  • (646188) - UI: Fixed crash when stripping was enabled.
  • (none) - UI: Fixed error message when prefab was loaded that contained a input field.
  • (646147), (646375) - UI: Fixed InputField bug that text did not visibly update when the text property was set from scripting.
  • (647713) - UI: Fixed InputField OnValueChange not being called when setting InputField.text from script.
  • (646689) - UI: Fixed issue in GridLayoutGroup that would cause elements to sometimes be offset wrong depending on what startCorner mode was used.
  • (642289) - UI: fixed issue where input field would not be activated properly if navigation was None.
  • (645219) - UI: Fixed logic for getting or creating Canvas when creating UI element, which sometimes failed to create a Canvas.
  • (none) - UI: Fixed Selectable logic to find adjacent Selectable in a given direction, which was applying the rotation twice in the logic, producing incorrect results for objects with rotation.
  • (646375) - UI: InputField now calls UpdateLabel when textComponent get a SetLayoutDirty.
  • (650077) - UI: Make sure we only notify children of mask state change after we have disabled the parent. This means that the children will be able to correctly examine the mask state.
  • (646565) - UI: Make the canvas group a behaviour so it can be enabled / disabled. Updated code that uses this group to properly handle disabled groups, and not change the values when enabling or disabling.
  • (646448) - UI: Only send end drag events when we end dragging, not on all pointer up events.
  • (647344) - UI: Fixed issue where sort overridden canvas wouldn't get their depth set and therefore no events.
  • (none) - UI: Fixed issue where return on touch keyboard would not submit even if MultiLineSubmit was selected.
  • (649407) - UnityEvents: Fixed an issue where modifying a unity event during invoke could lead to corruption of the UnityEvent, and events not being called properly.
  • (641874) - UnityEvents: Fixed an issue with code stripping on iOS which was causing some UnityEvent calls to throw a null reference exception.
  • (639804) - Windows Phone 8.1: Fixed an issue which caused Lumia 530 to freeze and its screen go black.
  • (635893) - Windows Store Apps: It is now possible to launch Unity WSA player on-demand.

New in Unity 4.6 (Nov 27, 2014)

  • Features:
  • New UI System: Design UIs for your game or application using Unity's powerful new component based UI framework and visual tools:
  • Create UIs in screen space with or without perspective and with support for pixel perfect alignment, or in world space for simple creation of in-world interactions.
  • The layout system combines anchoring to sides, corners, or custom points in the parent container with the ability to stretch to a percentage or full extent of the parent width or height. Simple Scene View handles allows intuitive visual control and tweaking of the positional behavior.
  • Build up designs and customized controls composed of image, text, masking, and effects. All graphical components have full support for custom materials and lighting.
  • Built-in controls for buttons, sliders, scroll views, input fields and more have been designed for full cross platform deployment, supporting touch controls and mouse as well as directional navigation such as arrow keys or gamepad controls.
  • The UI system integrates with Unity’s animation smoothly, meaning that you can use state machines and other animation features to control your UI elements and panels.
  • The UI system is designed to be extensible so that it can meet the needs of your projects. Combine existing UI elements together to create new controls, extend existing controls, or write new controls from scratch.
  • Easily set up callbacks for your UI controls in the Inspector using the new persistent delegate system. A lot of functionality can be hooked up to your UI with no programming needed!
  • New Rect Tool: In previous versions, rect handles were used only in 2D mode and only for SpriteRenderers. With the introduction of the new UI system that is a hybrid of 2D and 3D, more explicit control is needed to be able to efficiently position elements. The new Rect tool in the main Unity toolbar can be used for sprites, UI elements, and any other object as well. The rect handles have also received an overhaul to be more consistent with the other tools, and to be more useful for a wide variety of uses.
  • Rect handles now support Pivot/Center mode as set in the toolbar as well Local/Global mode as set in the toolbar.
  • Rect handle squashing (holding Control/Command while dragging a side) now supports preserving volume rather than area when holding down Shift.
  • Rect handles for objects that appear small in the Scene View now show a disc handle that can be used to move the object in the plane of the rect. When zooming further in, the disc will fade out as the normal rect handles fade in.
  • Extensible Event Messaging System: Use and extend the new Event System framework. The system is used for the new UI to send and receive events, but it can be extended to support custom input devices and custom event logic:
  • Inbuilt support for touch and standalone.
  • Supports 2d, 3d, and UI components.
  • Extensible; add custom input handling and custom events.
  • Persistent Delegates (Unity Events): A new way to set callbacks via the UI and have them be built into a player. This helps non-programmers quickly add functionality to your application within the editor.
  • New Android Build Targets: Support has been added for x86 as a build target. Fat binary support (x86+ARMv7) is supported as well and is the new default.
  • Improvements:
  • Core Improvements:
  • Added smart-allocating GetComponents method which fetches components of type T and grows the list as needed. Non-generic version that supports interfaces has also been added.
  • Added StopCoroutine(Coroutine) function.
  • Added callback 'OnTransformParentChanged' to MonoBehaviour. This is called whenever a transform, or one of it's parent transforms has been reparented.
  • Added Transform.SetParent method that optionally allows setting the parent transform without changing the local position, rotation or scale. For RectTransform it also doesn't change the sizeDelta.
  • Implemented and exposed Transform.TransformVector and Transform.InverseTransformVector so it's no longer necessary to use localToWorldMatrix and WorldToLocalMatrix just to transform vectors with scaling included.
  • Added Vector2.SmoothDamp to be consistent with Vector3.SmoothDamp, Mathf.SmoothDamp, and others.
  • New API TouchScreenKeyboard.isSupported to check if platform supports on screen keyboard.
  • Added new WillFlushUndoRecord callback to Undo class.
  • Added Input.touchSupported API: it tells whether the device on which application is currently running supports touch input.
  • Editor Improvements:
  • Reorganized GameObject creation menus with categories such as 3D Object, 2D Object, Light, etc. as well as improved functionality.
  • "Create Empty" now also appears in the hierarchy Create dropdown.
  • The context menu for Game Objects in the hierarchy can now be used to create new Game Objects as children.
  • More details on the error message when failing to add a Component due to already having another component that is incompatible.
  • If during play mode a hierarchy window takes too long to fetch new data a warning icon will appear to advise users frame rate could be affected based upon the chosen hierarchy sorting.
  • Editor: Made Scene View camera near and far clip planes use constant multipliers of size rather than four fixed ranges with fixed values that cause popping when transitioning over the thresholds of those ranges. The new ranges are about the same for close and medium zoom but has significantly larger near clip planes when zoomed far out, which reduces z-fighting.
  • Made main Game View used by CameraEditor visualizations and the Canvas be the last focused Game View rather than just the first Game View found.
  • Made sure the screen manager uses the correct game view size in the editor, which is only known on the managed side.
  • Increased Texture anisotropic level limit to 16 in the Texture Inspector.
  • Exposed "Generate Mip Maps" option in the Texture Inspector when in Sprite mode.
  • Renamed TextureImporter spritePixelsToUnits to spritePixelsPerUnit and made old property obsolete. The old name was misleading.
  • Curves can now be renamed in the animation window.
  • Made SerializedProperty.displayName public.
  • Enum options generated from SerializedProperty are now nicified just like for all other enum fields in the Inspector.
  • Added SerializedProperty.enumDisplayNames that return the names for enum values as they're shown in the Inspector.
  • Mecanim Improvements:
  • Animation of PPtr types are now supported in the animation window (textures, sprites, materials etc).
  • SendTransformChanged is now only sent to transforms that are animated. Siblings with no animation will not receive SendTransformChanged.
  • 2D Improvements:
  • Default SpritePacker policies will automatically pack mipmapped sprites (padding power - 2).
  • Aniso level for sprites with mip-maps now defaults to 16.
  • SpritePacker will flood the atlas instead of adding 1 pixel borders to sprites.
  • A new pixelsPerUnit property has been exposed on the Sprite class.
  • Android Improvements:
  • Support for profiling Intel GPU using the Unity Editor.
  • Added support for BGRA textures.
  • Changes:
  • Editor Changes:
  • T is now assigned as default shortcut key for Rect tool. The Sprite Editor trim shortcut key defaults to Shift-T to avoid conflict with the Rect tool.
  • Rect handles now do non-uniform scaling by default for consistency with a large range of other applications. Hold down shift to scale uniformly.
  • The preference default for script language in the Add Component dropdown has been changed from Javascript to C#, since that's the new default for documentation and examples.
  • Renamed spritePixelsToUnits to spritePixelsPerUnit in TextureImporterSettings.
  • Graphics Changes:
  • Stencil buffer is now available in Unity Free.
  • 2D Changes:
  • Sprite Packer is now enabled by default.
  • New Sprites now have mip-maps enabled by default.
  • Fixes:
  • Editor Fixes:
  • Fixed occasional argument out of range exceptions when using Scene View tools.
  • Picking of locked scene view layers is now prevented.
  • ObjectSelector is now ensured to default to the Asset tab when selecting PhysicsMaterial2D objects.
  • Graphics Fixes:
  • Fixed an issue where render texture was not being created due unsupported anti aliasing value on devices like Surface RT.
  • Compressed sprites are no longer deformed on devices that support NPOT textures.
  • Animation Fixes:
  • Fixed issue where changing the animated property to be Rect Transform Scale and trying to transition between 0 and 1 failed.
  • Fixed crash when creating an AnimationClip on a humanoid rig.
  • Fixes crash when previewing transitions on an Animator with UnscaledTime update mode.
  • 2D Fixes:
  • Unity no longer crashes if a mesh is dragged onto a SpriteRenderer.
  • Fixed issue where 2D colliders break when used as prefab children.
  • Mobile Fixes:
  • Windows Phone 8: Fixed a race condition in TouchScreenKeyboard which would cause ".active" to return false just after the keyboard was opened.
  • Windows Phone 8.1: Fixed an issue which caused InputField and GUI.TextArea to always receive capital letters from the on screen keyboard.
  • Android: Disabled shadows for Intel PowerVR devices to avoid graphics artifacts.

New in Unity 4.6 RC 3 (Nov 21, 2014)

  • Improvements:
  • Documentation: Update scripting reference styling
  • Changes:
  • UI: Change the default mode of the Standalone module to be Mouse as it allows both mouse + KB at the start of a scene load.
  • Fixes:
  • Mecanim: Fix linear scale blending for additive layers.
  • Mecanim: Fixes crash when previewing transitions on an Animator with UnscaledTime update mode.
  • Physics: Fix issue where 2D colliders break when used as prefab children.
  • UI: Removed spelling error enum value from EventTriggerType enum.
  • IMGUI: Fix issue where sometimes it was impossible to not select the last character in an Input Field.

New in Unity 4.5.5 Patch 5 (Nov 15, 2014)

  • Improvements:
  • AssetBundle: Added additional information about WWW.LoadFromCacheOrDownload
  • Fixes:
  • (644314) - DX11: Fixed GPU video memory detection on some GPUs. Was wrongly disabling shadows & deferred on some Intel ones, for example.
  • (636564) - Editor: Fixed asset bundle building stealing window focus when Editor is in the background.
  • (614447) - Inspector Functionality: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • (none) - Physics2D: Added 'Physics2D.minPenetrationForPenalty' property to control the penetration radius allowed before any separation impulse for is applied.
  • (606432) - Version Control: Removed warning when saving scene and perforce integration was enabled.
  • (640465) - Windows Phone/Windows Store Apps: Fixed crash that sometimes happened on Application.LoadLevelAsync.
  • (647481) - Windows Store Apps/WP8: Fixed a memory leak and in rare cases a crash when doing a lot of async loading.

New in Unity 4.6 RC 2 (Nov 14, 2014)

  • Fixes
  • 2D: SpritePacker will not crash when packing textures with a pending reimport.
  • Editor: Fix SceneView Rect Selection interfering with some tool handles.
  • Mecanim: Fixed crash when creating an AnimationClip on a humanoid rig.
  • UI: Fixed typo in EventTriggerType.Submit and marked old name as obsolete.
  • UI: Fixed InputField bug that text does not visibly update when the text property is set from scripting.
  • UI: Fixed hard crash when any stripping was enabled.
  • UI: Fixed error message when instantiating a prefab with a input field at runtime

New in Unity 4.6 RC 1 (Nov 7, 2014)

  • Upgrade Guide:
  • Webplayer will need republishing. The 4.6f1 webplayer runtime is not backwards compatible with the previous 4.6 beta webplayer runtimes.
  • The ReferenceResolution and PhysicalResolution components have been removed. To have them be automatically converted to the new CanvasScaler component, open the project and its scenes with beta 21 as described in the upgrade guide for beta 21. Any remaining ReferenceResolution or PhysicalResolution components will appear as missing in release candidate 1 and later, and will not work. Fixing this manually can be done by adding CanvasScaler components and setting them up as desired.
  • The default components created with the GameObject > Create UI menu items have changed design. It's expected that new controls created from these menus will not look the same as existing ones created with previous betas. Some of the builtin sprites have also changed, which will affect existing controls too: The Toggle check-mark sprite has a new look and a different size than before and the InputField background has a changed from a transparent fill to a white fill.
  • If you prefer continuing with the old designs, we recommend creating prefabs out of the old controls you have in your scenes, and creating your own sprites where needed.
  • If you prefer to upgrade old controls to the new designs, we recommend creating new controls from the GameObject > UI menu to replace the old controls and either setup your custom functionality again from scratch, or copy-pasting it from the old controls using the component context menus.
  • Features:
  • Added Input.touchSupported API: it tells whether the device on which application is currently running supports touch input.
  • Android: Support for x86 as a build target.
  • Android: Fat binary support (x86+ARMv7). Now the new default.
  • Improvements:
  • Android: Support for profiling Intel GPU using the Unity Editor.
  • Android: Added support for BGRA textures.
  • Editor: Added SerializedProperty.enumDisplayNames that return the names for enum values as they're shown in the Inspector.
  • UI: New default controls look:
  • Doubled resolution of sprites in default UI elements so they can be displayed up to scaleFactor 2 without being pixelated.
  • Updated graphics for default UI elements with thinner outlines and new sprite knob graphic as well as updated checkmark graphic.
  • Improved layouts in standard UI elements in GameObject menu.
  • Changed default UI colour and transition state colors.
  • UI: InputField improvements:
  • Tweaked InputFieldEditor, reordering a few elements and adding spacing both for organisation of InputField specific fields and to match spacing in other Selectable controls.
  • Removed concepts of StartingText and ActiveTextColor. Added concept of Placeholder graphic (for example a Text) that's enabled when the text string is empty.
  • Changes to the Text property are now visible in Edit Mode.
  • Always ensure InputField caret is initially visible after clicking since it can otherwise be confusing for a moment.
  • Added new contentType property to InputField which is used to indicate content type at a more high level. It controls lineType, inputType, keyboardType and characterValidation, so these don't need to be shown in the Inspector most of the time.
  • Renamed validation property to characterValidation to make it more clear it only validates per-character and not as a whole.
  • Renamed characterValidation type Float to Decimal.
  • Removed characterValidation type Username since it's unclear what that means.
  • Changed characterValidation type Name to accept all letters (as according to .Net's char.IsLetter() method) rather than just A-Z.
  • Added characterValidation type EmailAddress.
  • Renamed caretBlinkSpeed to caretBlinkRate and also inverse it's meaning to a higher value makes it blink faster.
  • Changed default caretBlinkRate from 1.0 to 1.7, which is more in line with common OS defaults.
  • Improved handling when changing the blink rate while the caret is active.
  • Show caret blink rate as a slider in the Inspector.
  • New text selection color that has higher alpha, is more defined as well as being more in line with OS standards.
  • Fixed issue that scrolling would scroll such that caret remained on last of visible lines (for multi-line) or after last character (for single-line) rather than only changing scrolling if needed.
  • Fixed issue where text would not scroll up when deleting characters until the caret went up beyond the top visible line.
  • While dragging selection, make selection go to text start if above first line and to text end if below last line, and make it update the selection also while dragging outside the text bounds.
  • Improved behavior of arrow keys in text editing in InputField.
  • Prevent distracting hover and pressed transitions in InputField while editing text.
  • Make select all on focus actually work, and do it for multi-line too.
  • Don't scroll to end on focus.
  • Make scrolling (while dragging selection beyond visible lines or characters) faster and even faster horizontally.
  • UI: Add missing UI system callbacks to EventTrigger.
  • Changes:
  • Editor: Write warning to the console when setting parent of RectTransform using the parent property rather than SetParent, since it's a cause of widespread confusion and support requests. For those who actually want this functionality, they can use SetParent with worldPositionStays set to true, which does the same thing as the parent property.
  • Core: Changed RectTransform.reapplyDrivenPropertiesInEditor delegate to reapplyDrivenProperties, which now apply to the driven RectTransform rather than the driver, and works at runtime too.
  • UI: Renamed DrivenTransformProperties PositionZ to AnchoredPositionZ and Added combined flags AnchoredPosition3D. This ties in with new anchoredPosition3D property on the RectTransform.
  • UI: Removed builtin sprite resources for popup graphics since there is no popup control is included with 4.6 and the graphics were outdated.
  • UI: Added utilities to flip RectTransform layout around axis or flip axes, and apply this functionality when changing slider or scrollbar direction in the Editor, so layout doesn't have to be changed manually.
  • UI: Removed ReferenceResolution and PhysicalResolution components since they have been replaced by CanvasScaler.
  • UI: Make DrivenRectTransformUndo class internal as it was not meant to be exposed.
  • UI: Renamed InputField onSubmit to onEndEdit to avoid confusion since it's also invoked when user clicks away from InputField.
  • UI: Default the UnityEvent creation state to 'Runtime Only' as it is the general case.
  • UI: InputField.value has been changed to ".text" and ".text" is now ".textComponent" to be more consistent with accessing information from the Text component
  • Fixes:
  • Windows Phone 8.1: Fixed an issue which caused InputField and GUI.TextArea to always receive capital letters from the on screen keyboard.
  • Android: Disabled shadows for Intel PowerVR devices to avoid graphics artifacts.
  • Windows Phone 8.0: Setting TouchScreenKeyboard.text will no longer reset caret position.
  • 2D: Unity will not crash if a mesh is dragged onto a SpriteRenderer.
  • Animation: Changing the animated property to be Rect Transform Scale and trying to transition between 0 and 1 fails
  • MacOSX: Fixed scroll rect mask in fullscreen
  • Windows Phone 8.1/Windows Store: Fixed UI button staying highlighted even after touch ending.
  • Editor: Version control will no longer try to version Unity's defaults assets and thus will not crash.
  • UI: on touch screen devices, first capital letter InputField validation now works correctly.
  • Windows Phone 8.0: InputField with validation no longer reverses the text string.
  • 2D: NPOT sprites with mipmaps will not get parts cut-off when used on platforms not supporting NPOT textures.
  • Core: Fixed Canvas screen space camera mode making the canvas lag behind one frame when camera is moved in LateUpdate.
  • Core: Recalculate auto-layout when RectTransforms are enabled or disabled.
  • UI: Fixed Toggle having its ToggleGroup set to none when disabled.
  • UI: Fixed ToggleGroup.SetAllTogglesOff not doing anything when allowSwitchOff was not enabled. The allowSwitchOff setting is only meant to disallow the end user from switching a toggle off, not disallow doing it from scripting.
  • UI: Don't notify ToggleGroup when switching toggle that's not active or not enabled.
  • UI: With errors in ToggleGroup about Toggle not being part of ToggleGroup when it was.
  • UI: Fixed Slider not getting pressed transition plus simplify code.
  • UI: Fixed regression where Canvas scaleFactor and referencePixelsPerUnit would be reset on recompiling, and would not be set correctly if disabling and then enabling the CanvasScaler.
  • UI: Fixes to Text component and default controls that help prevent text from disappearing at certain Canvas scale factors.
  • UI: Fixed warning being shown in SelfControllerEditor about parent LayoutGroup even when group is disabled.
  • UI: Fixed nullref in LayoutGroup when group have children without RectTransform.
  • UI: Only show RectTransform position and size data in Inspector in less intuitive way if position or size is driven, not just if any value is driven.
  • UI: Prevent rounding errors from accumulating when changing RectTransform anchors.
  • UI: Fixed ScrollRect scrolling by itself after being enabled due to bounds being calculated in LateUpdate before the layout has been calculated.
  • UI: Do not send 'select' event from TouchInputModule (make it the same as Standalone)
  • UI: Do not reregister the graphic on the canvas if the graphic is disabled. That is only add and remove it during enable and disable.
  • UI: Fix issue with scroll rects transform being accessed before OnEnable has been called.
  • UI: Fix issue with graphic update list incorrectly being recreated
  • UI: When removing a CanvasGroup reset the settings and issue CanvasGroupChanged callback.
  • UI: Remove allocs in InputModules by refactoring data structures
  • UI: Fix deselection handling (when you click on nothing deselect the current thing)
  • UI: Fix issue with SelectGameObject being called recursively. Do not allow this to happen as it can corrupt internal state of selectable objects.
  • Core: Fixed after removing a RectTransform the GameObject not move anymore.
  • Editor: Prevent crash when loading a corrupted layout file.
  • Editor: Fixed issues with multi-edit on UnityEvent PropertyDrawer.
  • Editor: Fixed some scene-view shaders for DX11.
  • Core:Multiple FormerlySerializedAs attributes now work properly.
  • Core: Fixed FormerlySerializedAs on fields inside arrays.
  • UI: Fixed IndexOutOfRange exception on mac caused by input field
  • UI: Sending Inputfield onValueChanged when characters are removed
  • UI: Inputfields Text is now above the highlight selection to make text clearer
  • UI: Pressing cancel (esc) no longer calls OnSubmit and text will be reverted to original before typing
  • UI: Set the inputfield caret back to zero on deselect so the first words are visible
  • UI: Creating UI element no longer show warning message about using SetParent
  • UI: Prevent moving the inputfield caret on mobile devices with hideMobileInput = true

New in Unity 4.5.5 Patch 4 (Nov 7, 2014)

  • Improvements:
  • Physics 2D: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Serialization: Randomize fileIDs for objects in prefabs to lower the chance of merge conflicts
  • Fixes:
  • (600514) - Android: Expanded previous crash fix to all Adreno 3xx series devices.
  • (609901) - Debugger: Fixed crash when stepping into a breakpoint on 64-bit OSX standalone player.
  • (none) - Editor: Fixed version control plugin and shader compiler stopping prematurely sometimes.
  • (none) - iOS: Added support for iPad Mini 3 and iPad Air.
  • (635594) - iOS: Fixed severe visual issues when setting Screen.orientation when autorotation is disabled.
  • (638841) - Linux: Don't report button/axis data when input field has focus.
  • (638841) - Linux: Fixed numeric keypad input.
  • (633885) - OSX: Fixed File limits not being set to Maximum amount and Defaulting to 256 open files.
  • (644965) - Physics 2D: PhysicsMaterial2D bounciness now has an upper limit of 100000 rather than 1.
  • (643425) - Shaders: Fixed support for more than 16 textures on D3D11.
  • (none) - Standalone: Fixed random crash in 64-bit standalone players.
  • (641919) - Windows Store Apps: Using Winmd C++ plugins should work correctly now.
  • Also included are the md5sum and file size in order to verify the full installers have been downloaded correctly. If your installer doesn’t work or reports errors it is possible that your installer is incomplete.

New in Unity 4.5.5 Patch 3 (Oct 31, 2014)

  • Improvements:
  • Documentation: Styling for links is less flashy now.
  • Physics 2D: Renamed 'Physics2D.deleteStopsCallbacks' to 'Physics.changeStopsCallbacks' to better represent its purpose (old property is now obsolete).
  • Fixes:
  • (639299) - Android: Added splitting of level files in APK to fix slow loading problem.
  • (604438) - Android: Avoid reading expensive metrics in DisplayInfo more than once per frame.
  • (600514) - Android: Fixed crash on certain Adreno HW with OS version 4.4.2 or more recent 4.4.x.
  • (none) - Android: Fixed crash on xperia play.
  • (635504) - Android: Fixed forwarding of input events to Java when Unity is paused but activity is still running.
  • (none) - Android: Fixed frame rate on tegra devices when doing GPU profiling.
  • (544272) - Android: Workaround for corrupted font textures on older Adreno drivers.
  • (641698) - Direct3D: Add black bars in fullscreen mode to maintain aspect ratio.
  • (631593) - Editor: Fixed crash on scene load when prefabs have unsaved child objects.
  • (641698), (633449) - Graphics: Fixed custom cursors when hovering over black bars in fullscreen mode.
  • (616670) - Graphics: Fixed incorrect sprite tangent handling on ARM NEON capable devices.
  • (642120) - iOS: Fixed 2nd stage splash screens on iPhone 6+.
  • (635601) - iOS: Fixed crash in Resources.UnloadUnusedAssets after GameCenter login.
  • (none) - iOS: Fixed splash images for iPhone6+ in display zoom mode.
  • (641844) - iOS: Removed unnecessary error messages in GameCenter API.
  • (597261) - Mecanim: Fixed AnimatorController not being built properly when used in prefabs.
  • (641551) - Mecanim: Fixed AnyState transitions disappearing in some specific cases.
  • (639598) - OpenGL: Fixed fullscreen rendering on Windows.
  • (636761) - Physics 2D: Ensure that Physics2D.Raycast(all) does not produce an infinite end-point resulting in nothing being hit.
  • (642989) - Physics 2D: Fixed bad Rigidbody2D interpolation when changing body position via a Transform component change.
  • (586085) - Scripting: Fixed stack overflow in class loader.
  • (633417) - Scripting: Fixed Win32_IN6_ADDR.
  • (576809), (575646) - TouchInput: Switched timestamps from ms to us internally, to avoid 0-length delta times.
  • (640239) - Version Control: Allow changing credentials and reconnect even when a connection is already being established.
  • (none) - Version Control: Get rid of double messages in the console windows from a range of VCS commands.
  • Also included are the md5sum and file size in order to verify the full installers have been downloaded correctly. If your installer doesn’t work or reports errors it is possible that your installer is incomplete.

New in Unity 4.5.5 (Oct 30, 2014)

  • Features:
  • Graphics features:
  • Shader importing has been massively improved:
  • Shaders are imported much faster, especially complex surface shaders. Instead of compiling all shader variants for all possible platforms at import time, now the needed shader variants for needed platforms are compiled on-demand. Shader compilation results are cached under Library folder, so identical compilations happen much faster.
  • Error reporting was improved. Errors are reported on correct lines (imagine that!), and errors in .cginc files report the filename.
  • Surface shader debugging was improved. No more "#pragma debug" nonsense; just click "Show generated code" in the inspector.
  • Added Sparse Texture support (also known as "mega textures" or "tiled textures"). This is a low-level API feature, see SparseTexture class. Implemented on DirectX 11.2 (via tiled resources) and desktop OpenGL (via ARB_sparse_texture).
  • Added stereoscopic rendering on DX 11.1 (requires Windows 8.1 and compatible hardware).
  • Introduced support for OpenGL ES 3.0 on iOS devices (starting with A7 devices).
  • Graphics: Support for 3D textures in OpenGL ES 3.0.
  • Module Manager:
  • Introduced Module Manager with updatable platform support. iOS, Android, Windows Phone 8, Blackberry Unity add ons can be updated without downloading full editor installer. Accessed through Modules menu, next to Preferences menu.
  • Editor features:
  • New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name.
  • Introduced new editor API AssetDatabase.FindAssets (string filter, string[] folders). Search the Asset Database for assets by filename, type and asset label. See documentation for more information.
  • Added Selection.assetGUIDs for getting the current selected assets in the Project Browser. It also returns the folder selection in the first column in the Project Browser (in Two Column mode) which is not part of the main selection.
  • 2D Physics features:
  • Added 2D Joint Gizmos.
  • Added new 2D physics component: WheelJoint2D.
  • Unity Remote upgrade:
  • Unity Remote 4 is our play testing solution for iOS and Android. As of Unity 4.5, there’ll be no more Wifi latency when playtesting your games on iOS devices. Plus, we’ve added support for the full range of iOS device inputs including accelerometers, gyroscopes and camera images. Unity Remote 4 is available free of charge from Google Play and the App Store.
  • Mecanim features:
  • Added CanTransitionToSelf option on AnyState Transitions.
  • Added new scripting function Animator.Rebind(). You can use this function to manually rebind the animator data set to unity when you change something in your GameObject hierarchy.
  • For humanoid rigs, in the importer, you can specify a transform node that will be used as root motion for an animation clip. The transform node will replace the automatically extracted root motion computed by Mecanim. (Pro Only).
  • Windows Store apps features:
  • Added Compass API to check for compass accuracy.
  • AppCallbacks methods InvokeOnUIThread and InvokeOnAppThread will detect deadlock and throw exception. Added TryInvokeOnUIThread and TryInvokeOnAppThread, which return true or false instead.
  • Support for programmatically opening touch screen keyboard.
  • In Player Preferences added support for scaled resources: splash screen, medium and wide tile, store and small logos.
  • In Player Preferences added support for Windows 8.1 scaled resources and related settings.
  • New APIs for changing system cursor - AppCallbacks::SetCursor, AppCallbacks::SetCustomCursor, WSA.Cursor.SetCustomCursor.
  • Added support for changing screen resolution on Windows 8.1.
  • ther features:
  • Scripting: Introduced DisallowMultipleComponentAttribute for disallowing multiple components of the same type being added to a single GameObject.
  • Scripting: Add UnityEngine.ISerializationCallbackReceiver interface, to get a callback right before serialisation and right after deserialization.
  • Scripting: Structs with System.Serializable attribute can now be serialized. Also, fields of AnimationCurve[] and double[] now get serialised.
  • WebPlugin: Added Enhanced Protected Mode support for Internet Explorer. Supports IE 64 bit.
  • Improvements
  • 2D: Default 2D shaders now emulate premultiplied alpha. This fixes rendering in certain cases such as when rendering into a transparent render texture.
  • 2D: Padding and offset values added for grid slicing in Sprite Editor.
  • 2D: Sprite textures will not default to 16-bit on iOS anymore when editor is in 2D mode.
  • 2D: Sprite Editor works for single mode sprites.
  • 2D: Sprites now have border property (specified in pixels) that can be changed on sprite import.
  • Scripting: Rect struct now has the properties min, max, and size. This makes it easier to reuse the same code for the X and Y axis.
  • Android: Added KitKat to the list of target devices.
  • Assets management: 'optimizeGameObjects' & 'extraExposedTransformPaths' are now accessible from asset post processor.
  • Profiling: Audio profiling is improved with more relevant data and more accurate memory stats.
  • BlackBerry: bar-descriptor.xml file no longer uses deprecated xml tags.
  • BlackBerry: Keyboard types are now supported.
  • BlackBerry: Introduced GLES 3.0 support on the z30 devices.
  • Scripting: Added LayerMask.GetMask method to return a mask given multiple layer names.
  • Coroutines: StopCoroutine can now take an enumerator argument.
  • Documentation: Added docs on how to debug DirectX11 shaders with Visual Studio, look for 'SL-Debugging DirectX 11 Shaders with Visual Studio'.
  • Documentation: API history updated.
  • Documentation: Introduced new look and feel.
  • Documentation: Revived API history
  • Editor API: Expose handles preference colors in the Handles class (as read-only).
  • Editor, Standalone: WWW object can now retrieve data from servers that serve compressed content (gzip or zlib).
  • Editor: Added 'Sprite' to the type filter popup in the Project Browser.
  • Editor: Created CustomPreview attribute and ObjectPreview class. It is now possible to add extra custom preview to any inspected object.
  • Editor: Created SelectionBase attribute. When applied to a script, GameObjects with that script on will work the same as prefab roots for Scene View picking.
  • Editor: Implemented editing of Asset Labels for multiple assets at once.
  • Editor: Exposed EditorGUI.MultiFloatField and EditorGUI.MultiPropertyField.
  • Editor: Expose EditorGUIUtility.standardVerticalSpacing to make it possible for people to create standard spacing between controls (for example in PropertyDrawers) without having to hardcode the amount.
  • Editor: Improved inspector customisation with [Tooltip] and [ContextMenuItem] script attributes.
  • Editor: Overall improvement of Sprite Editor. Better handling of sprite border, holding CTRL will hide the sprite boundaries so the hidden borders can be seen, and better mouse cursor feedback.
  • Editor: Package Import Window was redesigned and now shows import items as a proper tree view.
  • Editor: Preset libraries that have default presets now have a 'Add Factory Presets To Current Library' option in the context menu.
  • Editor: PropertyDrawers are now supplemented with DecoratorDrawers, which can be used for decorative elements in the Inspector such as spacing, headers, or notes.
  • Editor: Added AnimatedValues - Simple way to have tweened UI elements in EditorGUI.
  • Editor: Implemented display of fully qualified script name in execution order inspector.
  • Graphics: Added Texture2D.EncodeToJPG.
  • Graphics: GPU Skinning on OpenGL ES 3.0 now supports at least 4096 bones per mesh on all GL ES 3.0 targets.
  • Graphics: OpenGL ES 2.0 and 3.0 maximum simultaneous texture count upgraded from 8 to 16 (where supported by the GPU).
  • Graphics: Updated videoVerticallyMirrored docs.
  • Mecanim: Implemented user notification when humanoid animation has animation (TQS) in between human bones.
  • Mecanim: Added finger bones to c# HumanBodyBones enum.
  • Mecanim: Animator does not spam warning messages in standalone.
  • Mecanim: Humanoid auto-configure now only use rotation information from bind pose. Translations found in bind pose were different from the ones in animation. This was causing undesired retargeting differences.
  • Mecanim: Humanoid setup and retarget console warning have been improved. Less noise and more precise information.
  • Mecanim: Optimized Animator Enable() ( 2x speed on complex controllers ).
  • OpenGL ES: Improved GL ES version selection. There is now a new Target Graphics API option "Auto" that automatically selects the best available GL ES version.
  • OS X: Enabled stack trace output when player crashes.
  • Physics: Added the following methods and properties to DistanceJoint2D: limitState, GetReactionForce() and GetReactionTorque().
  • Physics: Added the following methods and properties to HingeJoint2D: limitState, referenceAngle, jointAngle, jointSpeed, GetReactionForce(), GetReactionTorque() and GetMotorTorque().
  • Physics: Added the following methods and properties to SliderJoint2D: limitState, referenceAngle, jointTranslation, jointSpeed and GetMotorForce().
  • Physics: Added the following methods and properties to WheelJoint2D: jointTranslation, jointSpeed and GetMotorTorque().
  • Physics: Added the following methods to SpringJoint2D: GetReactionForce() and GetReactionTorque().
  • Physics: Added "RigidBody2D.simulated" property that allows control of whether a Rigidbody2D component should be simulated or not.
  • Physics: Added 2D rigid-body MovePosition and MoveRotation methods.
  • Physics: Added ability to ignore collider/collider collisions (Physics2D.IgnoreCollision).
  • Physics: Added missing Physics2D CircleCast, CircleCastAll, CircleCastNonAlloc, BoxCast, BoxCastAll & BoxCastNonAlloc.
  • Physics: Added "bounds" property (read-only) to 2D collider types.
  • Physics: Added "centerOfMass" and "worldCenterOfMass" properties (read-only) to Rigidbody2D.
  • Physics: Added "inertia" property to Rigidbody2D.
  • Physics: Added ForceMode2D type to allow selection of force to be used for "Force" or "Impulse".
  • Physics: Added GetPoint & GetRelativePoint to Rigidbody2D.
  • Physics: Added GetPointVelocity & GetRelativePointVelocity to Rigidbody2D.
  • Physics: Added GetVector & GetRelativeVector to Rigidbody2D.
  • Physics: AddForce, AddRelativeForce, AddForceAtPosition & AddTorque on Rigidbody2D now accept ForceMode2D type to match 3D physics.
  • Physics: Dragging interaction of GameObjects containing dynamic Rigidbody2D components in editor during play-mode is allowed now.
  • Physics: Do not show disabled 2D joint gizmos.
  • Physics: Exposed several Box2D properties that were previously compile-time constants.
  • Physics: PolygonCollider2D gizmo renders only the outline shape.
  • Scripting: Added GetAllCameras(Camera[]) and allCamerasCount API's
  • Scripting: Added UNITY_PRO_LICENSE define.
  • Scripting: Added GetComponentsInParent function.
  • Scripting: Added MeshUtility.SetMeshCompression and MeshUtility.GetMeshCompression to set mesh compression for Meshes generated from scripting.
  • Scripting: Improved resolution of types that inherit from types in different user assemblies.
  • Serialisation (i.e. Instantiation & Level loading) performance of MonoBehaviors is now 2x-5x faster.
  • Serialisation: Print error message when maximum recursion limit is reached.
  • Substance: Alpha channel generation can now be explicitly disabled for ProceduralMaterials in order to use runtime DXT1/ETC compression or to bake DXT1/ETC/RGB24 bitmaps.
  • Substance: Baked ProceduralTextures are now created from full RGBA32 data instead of pre-existing (and potentially already compressed) editor data.
  • Substance: Decreased memory consumption in the editor.
  • Substance: Lower peak memory footprint when generating textures for materials that were queued roughly at the same time.
  • Substance: Material thumbnails are now listed in the static preview in the same 'semantically correct' order they appear in the SubstanceImporterInspector.
  • Substance: Mipmap generation can now be disabled (the default is 'enabled').
  • Substance: Outputs tagged as "Specular" will automatically map to the _SpecTex shader property if present.
  • Substance: Outputs that are used solely as sources for other outputs's alpha channels (typically the specular output) are no longer generated separately and will not appear in the project window anymore unless they're directly assigned to a shader slot or the GenerateAllOutputs option is checked.
  • Substance: ProceduralMaterials being computed when exiting play mode are now discarded, making the transition from play mode to editor mode faster.
  • Substance: ProceduralMaterials loaded from AssetBundles can now be inspected in play mode.
  • Substance: Processing Substances in the Editor is now always multi-threaded when not in play mode.
  • Substance: Runtime PVRTC compression on iOS/Android is now faster and of higher quality.
  • Substance: Switching between graphs or instances in a SubstanceImporterInspector will no longer cause a reimport. The reimport of the modified SBSAR asset is now performed when the entire SubstanceImporterInspector is disabled.
  • Substance: The ProceduralMaterial memory budget will be increased in smaller increments on mobile targets to further lower the peak memory footprint on these platforms.
  • Windows: Unity Editor will fallback to DirectX 11 if DirectX 9 is not available, instead of showing the dialog graphics were not initialised.
  • Webplayer: Java Webplayer Installer is now updated with the latest Java security requirements.
  • Windows Phone: The preview resolution is as close as possible to what the user requested.
  • Windows Phone: Non uniformly scaled meshes use less memory.
  • Windows Phone: Webcam resolution selection is now chosen by the aspect ratio and the total area of the preview.
  • Windows Store Apps / Windows 8.1: Added support for SwapChainPanel, it will be used in XAML project files generated for Windows 8.1, you can still use SwapChainBackroundPanel if you want.
  • Windows Store Apps / Windows 8.1: Changed template code to handle application launch through protocol, basically we added OnActivated event handling in App.xaml.cs and App.xaml.cpp files.
  • Windows Store Apps / Windows Phone: Graphics related memory optimisations. Mesh and texture uploads use less memory.
  • Windows Store Apps: When building, instead of storing absolute Unity paths inside a project, they will be store in UnityCommon.props file instead, this way making it easier to share project between several PC's.
  • Windows Store Apps: *.pdb, *.ilk, *.exp for Unity libraries won't be provided in Release, Master configurations, thus reducing the exported solution size significantly.
  • Windows Store Apps: AppCallbacks::UnitySetInput() made safe for multiple invocations.
  • Windows Store Apps: ComputeBuffer.SetData will work correctly.
  • Windows Store Apps: If running other OS than Windows 8/8.1, reports it as "Unknown Windows version ()" rather than hardcoded "Windows 8"/"Windows 8.1".
  • Windows Store Apps: NativeRenderPlugin example now properly works on Windows Store Apps.
  • Windows Store Apps: Removed splash screen after the first frame is drawn.
  • Windows Store Apps: D3D applications will consume less CPU percentage thus preserving battery.
  • Windows Store Apps: System.deviceModel will return a valid value whenever possible.
  • Windows Store Apps: Unity will output used Windows SDK version in UnityPlayer.log.
  • Windows Store Apps: Unity won't spam harmless D3D warning DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET in Debug builds.
  • Windows Store Apps: Webcam support is more stable; webcams now also support MJPG streams.
  • Windows Store Apps: Windows 8.1 player will now respect CompositionScale of SwapChainPanel.
  • Windows Store Apps: You can now generate C# Assembly-Charp* projects (in BuildSettings window) which will be referenced from generated solution, allowing you to easily debug and change your scripts on the fly, the only thing to keep in mind, if you'll add/remove serialised fields in classes, you'll need to rebuild your project from Editor to compensate for changed serialised data.
  • Windows Store Apps/ Windows 8.1: SystemInfo.deviceUniqueIdentifier will return value from AdvertisingManager (http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.userprofile.advertisingmanager.advertisingid.aspx)
  • Windows Store Apps/Windows Phone: MaterialPropertyBlock property setting now supported on these platforms.
  • Windows Store Apps/Windows Phone: Unity allocates fewer managed objects for its own internal bookkeeping allowing .NET garbage collector to work faster. Overall memory consumption is also reduced.
  • Windows Store Apps/Windows Phone: Added support for animated script variables .
  • Windows Store Apps/WP8: Better handling of managed objects, causes less pressure to Garbage Collection.
  • WWW: All POST requests now automatically include an x-unity-version header with the version of the Unity runtime making the request.
  • Changes:
  • 2D: Atlas packer DefaultPackerPolicy will now pack Sprites as rectangles unless packing tags begin with "[TIGHT]". The new TightPackerPolicy will tightly pack Sprites with a Tight Mesh unless packing tags begin with "[RECT]".
  • 2D: Sprite Packer is no longer a preview feature.
  • Android: Disabled GPU profiling on Adrenos for now, due to unstable drivers.
  • Asset Bundles: Trying to build a bundle from within an AssetPostprocessor will now throw an error.
  • BlackBerry: BuildTarget.BB10, BuildTargetGroup.BB10, and BaseClass.BB10Player have been deprecated. Please use BuildTarget.BlackBerry, BuildTargetGroup.BlackBerry and BaseClass.BlackBerryPlayer
  • Editor: Components with OnSceneGUI calls will now show up in scene view Gizmos popup.
  • Editor: Data consistency checks for objects loaded from disk are now performed on all objects before waking up the first one of them instead of interleaving the two operations.
  • Editor: Newly created projects default to DirectX 11 on Windows now (you can still make DX9 be the default in project settings).
  • Editor: Utility Editor windows no longer have 10 pixels automatically added at the top when using GUILayout.
  • Editor: Removed SpriteRenderer preview.
  • Editor: Show overlay label in Game View with actual used resolution if actual used resolution is smaller than the selected fixed resolution.
  • iOS: Added iOS7 target.
  • iOS: Refactored trampoline; extracted view handling and rendering categories from UnityAppController.
  • Mac: Rewrote Mac web cam support to use AVFoundation framework, so you can publish to the Mac App Store without using deprecated APIs.
  • Mecanim: Introduced Animator Update Mode which replaces Animator.animatePhysics. Adds the possibility to update Mecanim independently of Time.timeScale.
  • Physics: All existing joints are now derived from AnchoredJoint2D component rather than the Joint2D component.
  • Physics: Collision and trigger callbacks now occur on both the GameObject containing the 2D collider as well as the GameObject containing the 2D rigid-body.
  • Physics: Updated Box2D to v2.3.0.
  • Sprite Editor: Now an undockable utility window and can only be opened from the sprite inspector.
  • Sprite Editor: Removed 'Minimum size' from automatic slicing dialog.
  • Substance: A new 'DoNothingAndCache' loading behaviour is now available. Substances are no longer automatically generated when loaded but are still cached to non-volatile storage after the first call to RebuildTextures() / RebuildTexturesImmediately().
  • Substance: ProceduralMaterial.isCachedDataAvailable was added to check if cache data will be used for a cached ProceduralMaterial or if its outputs will have to be rebuilt. Coupled with DoNothingAndCache, this allows for interactive "installer / substance decompressors" scenes to be created.
  • Windows Store Apps / WP8: Unity won't spam warnings for incorrectly unloaded assets, unless explicitly specified.
  • Windows Store Apps: Independent Input Source is disabled again by default due to delays in Windows Update.
  • WWW: deprecated 'WWW(string url, byte[] postData, Hashtable headers)', use 'public WWW(string url, byte[] postData, Dictionary headers)' instead.
  • Fixes:
  • 4.5 brings a lot of fixes all over the place, so here they are split into sections:
  • 2D Fixes:
  • "Custom Pivot" value field made wider to fit 8 digit numbers in Sprite Editor.
  • 2D polygon collider editor lines z position is now forced to zero.
  • Added confirmation window to grid slicing when creating large amounts of sprites in Sprite Editor.
  • Atlas texture will be correctly bundled in an atlas bundle when the bundle is created with kAssetBundleIncludeCompleteAssets flag and has a Texture with atlases Sprites as its main asset.
  • Cancelling packing won't prevent future packing attempts.
  • Correctly disable Sprite wireframe display.
  • Correctly handle initial default TextureImporter FilterMode in the DefaultSpritePackerPolicy in Sprite Packer.
  • Correctly initialise Sprite textureRect if all pixels are transparent.
  • Deselecting sprite in Sprite Packer window now works.
  • Destroying a Sprite's texture will not crash the SpriteRenderer that's using it.
  • Destroying a material array via UI will not break the Sprite inspector.
  • SpriteRenderer will not reset MaterialPropertyBlock.
  • Dropping sprite asset to hierarchy no longer changes texture of a random material.
  • Fixed light culling for scaled sprites.
  • Fixed precision errors in tight mesh generation code. It now correctly works together with PixelSnap shaders.
  • Fixed Sprite Packer issues when packing in editor automation mode.
  • Fixed Sprite Packer border generation to not sometimes write over the pixels of a nearby Sprite.
  • Handled Sprite Packer policy assembly type query failures. Fixes hangs when using 3rd party libraries such as pnunit.
  • PixelsToUnits property, when set to Infinity, will flip back to the default value of 100.
  • Prevented a false error when generating Sprites from a 1-pixel tall/wide texture.
  • Prevented sprites larger than max atlas size from participating in packing.
  • Removed a legacy assert which sometimes caused error messages during Sprite generation.
  • Reopening Unity will reopen the Sprite Packer window correctly.
  • Significantly reduced Sprite packing memory requirements.
  • Sprite editor rectangle values are now clamped properly.
  • Sprite Editor wasn't repainted when single sprite got unselected.
  • Sprite Packer policies with duplicate names will not throw exceptions.
  • Sprite Packer will not corrupt some textures when Unity is running in automation mode.
  • Sprite preview will correctly work in play mode for atlases sprites.
  • SpriteRenderer component will now correctly display an error message when a material with an incompatible shader (fixed function) is assigned.
  • Sprite-Diffuse shader now correctly uses color provided by the SpriteRenderer.
  • Sprites generated from NPOT textures when running with -nographics flag will now work correctly.
  • Sprites generated from NPOT textures will now work correctly on graphics cards where NPOT textures are not supported.
  • SpriteRenderer will now output normals and tangents if the active material require them.
  • Sprites with mipmaps can now be packed. A custom Sprite Packer policy is required to enable atlas texture mipmapping.
  • Stabilized packing to avoid cases where removing one Sprite could grow the final atlas size.
  • Undo added to the 2D Joint gizmos.
  • When determining if non-square textures can produce sprites, check the compressed format for square-requirement. NPOT PVRTC textures are not compressed and therefore are ok for generating sprites.
  • When loading an asset bundle that contains a SpriteRenderer in the editor, the sorting layer for the SpriteRenderer will not be reset to default.
  • Editor Fixes:
  • "Layout" button now displays the currently selected layout name.
  • 2D Transform tool rotation is now disabled when the sprite is small enough in the scene view.
  • Active scenes count properly displayed when more than 100 scenes are added to Build Settings window.
  • Added missing platform strings to OS X build post-processor.
  • Asset importer confirmation dialog text is now different when multiple files are going to be changed.
  • Call to GetWindow() with focus makes sure the window always becomes visible.
  • Cancelling the drag of multiple sprites to scene view or hierarchy no longer generates GameObject.
  • Corrected error message when adding component with mismatched class and file name
  • Creating prefab from GameObjects which contains cloth no longer crashes.
  • Do not show linear color space setting in free version (Pro only feature).
  • Dragging single or multiple sprites to hierarchy works.
  • Fit tool windows on screen when resolution changes.
  • Fix the Script Execution Order Window to only show MonoBehaviours and ScriptableObjects. And fix dragging scripts from project browser so it only allows valid scripts.
  • Fixed a crash when rendering preview images for prefabs with ClothRenderer components.
  • Fixed changes being undone when dragging assets from Windows Explorer onto Unity Editor.
  • Fixed crash when adding trees to terrain with no tree prototype defined.
  • Fixed crash when resizing array to 0 in inspector with multiple objects selected.
  • Fixed crash when script name is 32 characters or longer.
  • Fixed crash when Sprite.Create's 1st argument (Texture) is null.
  • Fixed crash when switching from "Rig" to "Model" tab in model inspector when having unapplied changes.
  • Fixed crash when switching to play mode with scene that hides transform children with HideFlags.DontSave.
  • Fixed crash when trying to import unreadable font.
  • Fixed crash when undoing a prefab revert.
  • Fixed crash when using InitializeOnLoad attribute to execute code that calls back into engine.
  • Fixed GLES emulation when running in -force-opengl mode.
  • Fixed GUILayout errors when multi-selecting audio clips
  • Fixed memory leaking when moving terrains.
  • Fixed multi-editing arrays in custom property drawers.
  • Fixed non-monobehavior classes breaking the script execution order window.
  • Fixed order of backing up/disabling/enabling scripts when reimporting.
  • Fixed Package Import Window was missing folders and had incorrect indentation
  • Fixed popup windows sometimes overlapping with the taskbar on Windows.
  • Fixed script importing error if the script contains a field whose name is ended with "guid".
  • Fixed scripts being recompiled every time a project got loaded.
  • Fixed that popup windows was not closed when using keyboard shortcut to go into playmode. This caused null-reference exceptions.
  • Fixed that popups auto closes on OSX 10.9 (Maverick) on secondary displays.
  • Fixed that the project wizard selection for 2D did not work when creating a new project from an already running Unity instance (OSX issue only).
  • GameObject are no longer moved to the root of the scene hierarchy when using Undo.RegisterFullObjectHierarchyUndo().
  • Handles no longer get stuck when dragged outside of scene view.
  • Hide "Alpha is Transparency" when no alpha channel is generated.
  • Hide GPU-skinning option in Unity free since it's a pro feature.
  • Importing very wide sprites no longer triggers an assert message.
  • Inform user about platforms with no support for Splash Screen in Player Settings window.
  • Made chinese input to not print out duplicate Western characters
  • Made it possible to undo changes made to prefab assets.
  • Make curve editor popup initially show with correct ranges when present.
  • Make PropertyField foldouts (for e.g. arrays) work together with PrefixLabel.
  • No more null ref exceptions while changing tabs in FBXImporter.
  • Obey script execution order when reloading scripts.
  • Object creation now takes priority when naming an undo group.
  • Optimize transform hierarchy from Animator context menu can now be undo’ed.
  • Pivot-to-vertex snapping works again in scene view.
  • Prefab children in the Project Browser are now sorted in transform order, to match Hierarchy sorting.
  • ProjectSettings.asset (force text) can now be upgraded correctly.
  • Remove Components from GameObjects in m_Undos list that were not registered for undo in m_Undos .
  • Reverting to prefab value can now be undone.
  • Sub assets in the Project Browser are now sorted first by type then by name.
  • Texture importer inspector failed to render after reset from context menu.
  • Throw exception when attempting to build a development version of a Linux headless player (unsupported).
  • Undoing destruction of objects in serialized files will now correctly mark the recreated objects as persistent. This fixes dataloss.
  • Unity will throw an error during build type when you have classes with same name in the project, this was causing serialization issues during runtime which was hard to track.
  • Unity won't crash when setting material properties in OnValidate function.
  • Unity won't hang when importing some of the assets on PCs with Intel HD 4000.
  • Unsupported texture types are not shown in sprite editor.
  • When trees are placed at the border of terrain now they will respect brush density setting.
  • Graphics Fixes:
  • Animating floating-point ParticleSystem properties no longer resets time whenever the property value changes.
  • Depth texture requirement removed from EdgeDetectEffectNormals image effect.
  • DirectX 11 fullscreen applications will always launch on main display now; the previous behavior was quite random.
  • Fixed _ProjectionParams.x (negative when target buffer is upside-down) not being set when rendering without a camera.
  • Fixed 3D textures in DirectX 11 where height is not the same as depth.
  • Fixed "Disabled" Depth Test interpreted as "Never" on OpenGL ES 2.0.
  • Fixed ASTC texture importing.
  • Fixed crash when destroying an active RenderTexture.
  • Fixed crash when Mesh user is registered twice.
  • Fixed crash when using Shader Forge.
  • Fixed editor crash when working with mobile targets and using DXT compressed textures.
  • Fixed error messages with image effects at some game view aspect ratios.
  • Fixed GL.Clear in some cases not clearing stencil properly on DX9 and DX11.
  • Fixed Linear color space being wrong in the editor in DirectX 11 mode.
  • Fixed occasional crash when quitting standalone player that uses DirectX 11.
  • Fixed occlusion culling data bake error.
  • Fixed Skybox rendering when using custom camera projection matrices (e.g. when doing stereo rendering like Oculus Rift).
  • Fixed TextureFormat enumeration missing a few compressed texture formats (ETC2, ASTC).
  • Fixed Umbra related false occlusion and light flickering.
  • Fixed Umbra related occlusion culling errors when camera’s near plane intersects occluding geometry.
  • Fixed Umbra related portal index error that prevents occlusion culling working properly.
  • Fixed various issues with skinned meshes on GLES 2.0.
  • OpenGL ES 3.0 (Android and iOS) fixes:
  • Fixed 2D sprite rendering.
  • Fixed crash when using cloth simulation.
  • Fixed first frame being corrupted.
  • Fixed fog rendering.
  • Fixed errors in some GLSL shaders.
  • Fixed GPU memory leak when releasing RenderTextures.
  • Fixed immediate mode rendering when GL.End is called multiple times.
  • Fixed SSAO image effect.
  • Improved reliability and correctness across wide range of supported devices.
  • Recursive rendering of camera from OnWillRender will now trigger error and return cleanly (instead of crashing in the worst case).
  • Shader fixes:
  • .cginc files with UTF8 BOM markers don't confuse shader compilers. Include files at non-ASCII paths work on Windows properly now.
  • Fixed crash if shaders have infinite (cyclic) fallback chains.
  • Fixed editor graphics emulation (e.g. "shader model 2.0") not quite working when DX11 was used.
  • Fixed GLSL translation of some global matrix initializers.
  • Fixed shader errors on some platforms (e.g. DX11) being reported as warnings in the editor. Now all errors are errors, and warnings are warnings like it should be!
  • Fixed shaders that use material-driven fixed function states (i.e. blend mode controlled from material properties) going wrong on graphics emulation level switching.
  • Improved precision of EncodeFloatRGBA function.
  • Shader.SetGlobalTexture no longer throws an exception when passed a null texture.
  • Worked around DX11 shader compiler bug with spot light soft shadows that was affecting WindowsStore/WP8 apps.
  • Shuriken: Editor handles the case where Particle System component is deleted.
  • Umbra occlusion culling now returns error if scene has vertices that make bounds very large and can cause baking to hang.
  • Mecanim Fixes:
  • Fixed crash when Animator are disabled by other Animator during events.
  • Fixed crash when disabling GameObject during an Event.
  • Fixed animation not correctly producing transform changed messages.
  • Fixed AnimationClip.Length always returning 1 for all player.
  • Fixed animator causing issues with Collision contacts.
  • Fixed backward compatibility issue for WebPlayer. Mesh deformation for Game using Mesh.Combine were not working anymore with Animator Component.
  • Fixed bad dependency tracking of PPtr animations in AssetBundles.
  • Fixed character having double translation when interrupting a transition from an empty state.
  • Fixed crash in animation when changing bindings on some platforms.
  • Fixed crash in standalone when using HumanTrait.BoneName.
  • Fixed crash when building level with an AnimationClip for sprites referenced by more than one controller.
  • Fixed crash when playing an animation that ends with an animation event when an object is inactive.
  • Fixed crash when previewing disabled object.
  • Fixed crash when trying to undo layer deletion.
  • Fixed crash when undoing layer creation.
  • Fixed crash when using Animator.GetBoneTransform() on an Animator without an Avatar.
  • Fixed crash when you drag and drop an animation clip on a Game Object.
  • Fixed crash with corrupted controller.
  • Fixed crash with invalid BlendTree parameters.
  • Fixed invalid parameter when adding a BlendTree child to a BlendTree.
  • Fixed Lag causes avatar not to reach MatchPosition.
  • Fixed memory leaks.
  • Fixed NullReference exception when adding transitions in play mode.
  • Fixed NullReference exception when opening Animator Window.
  • Fixed Trigger parameter not reseting correctly for transition with a duration of 0 second.
  • Fixed undo of added BlendTree child.
  • Fixed undo of added Layer.
  • Fixed undo of changes done in the Avatar mapping tool using the body image.
  • Fixed update of transition so that 0 duration transitions are evaluated correctly.
  • Makes events be triggered when passed over in a transition.
  • Wrote docs for Motion - base class for AnimationClip and BlendTree.
  • Fixed scale not being applied in Transition previewer.
  • Physics Fixes:
  • 2D rigid-bodies now update their positions as well as perform interpolation/extrapolation in the correct order based upon their depth in a transform hierarchy.
  • 2D rigid-body rotational inertia no longer scales with collider size but rather with the rigid-body mass.
  • Allow static/kinematic collisions and triggers to occur.
  • Box2D sub-stepping can cause missed Exit callbacks under certain conditions.
  • Can now set the Rigidbody2D rotational inertia.
  • Changing the GameObject layer should cause existing 2D collisions to be re-evaluated.
  • Child 2D rigid-body that is either Sleeping or Kinematic now follows any parent 2D rigid-body.
  • Clamp 2D rigid-body position/rotation to realistic bounds to stop numeric overflow.
  • Collision normal and other information not updated during OnCollisionStay2D callbacks.
  • Collision reports for 2D colliders can result in an "Exit" callback without an "Enter" callback.
  • Collision/Trigger callbacks are maintained correctly during processes that force Box2D to regenerate collider shapes.
  • Disabled Polygon Collider Editor when the component is not enabled.
  • Do not create 2D joint if either the object the joint is on or the connected object is inactive.
  • Don't send 2D physics callbacks if respective rigid-bodies are asleep.
  • Exposed a flag to enable collisions between rigid bodies connected with any type of joints.
  • Fixed 2D collider gizmo not rendering in expected position.
  • Fixed child Collider2D position when rotated under negative scale.
  • Fixed cloth simulation after re-activation.
  • Fixed crash caused by three or more collinear vertices used in a PolygonCollider2D.
  • Fixed crash when removing a 2D rigid-body that is currently reporting collisions or triggers.
  • Fixed crash when sphere casting to a mesh collider with less than 9 triangles on win64 target.
  • Fixed DistanceJoint2D incorrectly controling maximum distance only.
  • Fixed issue where changing the scale of a Collider2D during a collision callback could result in a duplicate callback being made.
  • Fixed issue where compound hierarchies of Collider2D would not correctly rotate.
  • Fixed problem in Box2D where joints can cause infinities in static body state when solving position constraints. This would persist even when exiting play mode due to the static ground-body being used.
  • Increased the range for JointAngleLimits2D so that angle limits can extend beyond a single rotation.
  • Made the default of 2D rigid-body center-of-mass to the rigid-body origin.
  • Physics2D.OverlapCircle() and Physics2D.OverlapArea() now check all edges on EdgeCollider2D.
  • Removing RigidBody2D in play mode incorrectly disables any attached 2D colliders.
  • The Editor reports modifications on "Physics2DSettings.asset".
  • Update HingeJoint2D and SliderJoint2D angle/reference angle when joint is forcibly modified via direct transform change.
  • When changing 2D collider trigger state, existing contacts will now be changed to match that state.
  • Can now add multiple 2D slider joints.
  • Fixed excessive cloth self collision simulation which rendered some games practically unplayable.
  • Windows Phone / Windows Store Apps Fixes:
  • Application.internetReachability will now return proper values.
  • Creating ArrayList from native array will work correctly.
  • Field with AnimationCurve[] no longer crashes app.
  • Fixed a bug where Assembly Preprocessor would crash when it tries to load a PDB file that does not match DLL.
  • Fixed a regression, where class (derived from MonoBehavior) variables were not initialised if there's a private constructor.
  • Fixed animated script variables update when same script attached multiple times.
  • Fixed build failure when using Serializable or NonSerialized attributes in UnityScript.
  • Fixed detailed view of memory profiler.
  • Fixed Input.inputString not working with Unicode characters.
  • Fixed shadows in Editor when it's set to Windows Store Apps/Windows Phone 8 target and graphics emulation is set to Direct3D 11 Feature levels 9.1/9.3.
  • If you don't specify full path for Profiler.logFile, the file will be saved in the temporary folder, also if there's an error while creating a file, appropriate message will be printed in the log.
  • OnAudioFilterRead function will work correctly.
  • Plugins won't be ignored while in Editor if they're compatible.
  • Release/Master players are now compiled with /Oi (Generate Intrinsic Functions) optimisations.
  • Scripts with identical names get executed correctly.
  • SendMessage will correctly work in cases when argument is a native array.
  • Start, Update and similar methods in scripts derived from generic base class are now properly invoked.
  • Texture2D.ReadPixels now works on Windows Phone 8 and other platforms that use BGRA back buffer/render textures.
  • Unity will not call Update on Windows Phone 8/Windows Store Apps if it's static.
  • WP: Fixed a bug where accessing graphics device in OnApplicationPause() handler causes a crash if device screen times out.
  • WP: Fixed a crash which would sometimes occur during scene load if user pauses the game at the appropriate moment.
  • WP: Fixed an error, where some of the serialization functions were not found, during build from Unity.
  • WP: Fixed an issue where .NET would throw a generic constraint violation exception when calling a method that has a generic constraint, overrides base class method, returns IEnumerator and calls a delegate which has the same generic parameter constraint
  • WP: Fixed an issue where screen would get rotated after rendering screen to a texture while in landscape orientation.
  • WP: Fixed an issue where Visual Studio would sometimes refuse to deploy game to the phone.
  • WP: Fixed an issue which caused player to crash on application resume when unsupported shaders were present in the scene.
  • WP: Fixed reflections not working on standard pro asset water when application is in landscape orientation.
  • WP: Fixed spotlight culling when application is in landscape orientation.
  • WP: Fixed SystemInfo.operatingSystem and SystemInfo.processorType to report correct operating system on all players and correct CPU name on ARM.
  • WP: Generic instance methods now don't throw InvalidOperationException when defined in generic instance types.
  • WP: Graphics capabilities related to depth sampling are now correctly detected on Adreno 3xx GPUs (note: still doesn't work on Adreno 2xx due to driver issues).
  • WP: Make LocationService status update more reliable and accurate.
  • WP: Object.SendMessage() will now not throw missing method exception when it tries to send message to private inherited method.
  • WP: Project will now build correctly when project directory contains multiple .winmd files with the same filename.
  • WP: Resolution will now be correctly detected on phones than have larger screen than 768x1280.
  • WP: Screen.dpi now returns physical device DPI, rather than 0.
  • WP: Splashscreen is now positioned correctly on devices with aspect ratio other than 15:9.
  • WP: Usage of System.Reflection.BindingFlags and System.TypeCode are now not redirected incorrectly to WinRTLegacy.
  • WP: Using System.ApplicationException now doesn't throw missing method exception.
  • WP: Using System.Security.Cryptography.ICryptoTransform now doesn't throw missing method exception.
  • WSA: Application won't crash, when snapping is performed during application load.
  • WSA: Correctly serialize AnimationCurve if it's a null object.
  • WSA: Fix serialization of serializable types without public default constructors.
  • WSA: Fixed a rare WACK failure where 'Crashes and hangs' test woudn't pass.
  • WSA: Fixed an issue, where application would sometimes crash when calling RaycastHit.lightmapCoord.
  • WSA: Fixed an issue, where you couldn't enable Independent Input source, even if you enable that option in Player Settings
  • WSA: Fixed animated script variables when using inheritance or SerializeField attribute.
  • WSA: Fixed broken webcam image due to incorrect stride in YUY2 decoding routine.
  • WSA: Fixed buttons on virtual joystick 0.
  • WSA: Fixed crash caused by InvalidCastException in Boo.Lang.dll.
  • WSA: Fixed ctrl key stuck when alt is held down.
  • WSA: Fixed Cursor.SetCursor() does not hide native system cursor.
  • WSA: Fixed exception in graphics code.
  • WSA: Fixed forcing orientation on startup.
  • WSA: Fixed hang when resuming app with Independent Input Source enabled.
  • WSA: Fixed incorrect windows size created on Windows 8.1.
  • WSA: Fixed input events and Input.inputString broken on touch devices.
  • WSA: Fixed Input.multiTouchEnabled.
  • WSA: Fixed mouse events when using touch screen at the same time.
  • WSA: Fixed mouse position when resolution is not fullscreen.
  • WSA: Fixed post build event in generated Visual Studio project, if the project name contains spaces.
  • WSA: Fixed Screen.fullScreen property.
  • WSA: Fixed selecting this platform in build settings clears Development Build setting.
  • WSA: Fixed soft cursor going outside of screen.
  • WSA: Fixed UnityScript.lang.dll preprocessing stage - serializing UnityScript.Array will not crash anymore.
  • WSA: Fixed WWW.progress returns on 1 and 0.
  • WSA: Handle exception when receiving data from
  • WSA: Handle forbidden characters in product name.
  • WSA: Ignore linear color space setting, not supported on this platform.
  • WSA: Implemented better error message if application is already running when Build & Run.
  • WSA: Implemented better error message when doing Build & Run to network location.
  • WSA: Improve mouse position accuracy in scripts.
  • WSA: Instead of hardcoded path query env variable "ProgramFiles(x86)" to get path to Program Files.
  • WSA: Make 'Development Build' checkbox available, so that profiler usage is consistent with other platforms.
  • WSA: Make autorotation work for multiple specific orientations.
  • WSA: Plugins no longer fail project builds in the Editor.
  • WSA: Select Release or Master configuration based on 'Development Build' setting when Build & Run.
  • WSA: Serialization Weaver will now not crash when there are fields in C# scripts which Type is defined in WinRT API.
  • WSA: Set location desired accuracy as given by user on Windows 8.1.
  • WSA: Show touch screen keyboard for GUI text fields.
  • WSA: SystemInfo.devicetUniqueIdentifier will always return a valid string even if Advertising ID is disabled on Windows 8.1, please refer to documentation for more information.
  • WSA: Touches will not generate mouse clicks, when simulateMouseWithTouches=false.
  • WSA: Unity Editor will now correctly detect unavailable APIs when building Windows Store App game.
  • WSA: Unity will output a more user friendly message when .NET 4.5 or .NET 4.5.1 are not available.
  • WSA: Unity will throw an error if you're passing incorrect URI to Launcher.
  • WSA: Unity won't spam 'No such host is known' in certain cases when connecting to profiler.
  • WSA: Unity won't specify Content-Type header when using WWW, if Content-Type header is provided by user.
  • WSA: UnityScript.Lang.Array will not be serialized, thus will not produce a crash.
  • WSA: UnitySetInput won't crash when Independent Input Source is enabled.
  • WSA: When building player, Unity will mark all files as non read only, so overwriting shouldn't be a problem. This should solve issue for Perforce user, where some of the files were being marked as read only.
  • WSA: When generating Assembly-CSharp projects, they will reference WinRTLegacy.dll now.
  • WSA: When using Debug configuration, and D3D11 debug layers are not available - an informational message will be printed instead of error.
  • WSA: WWW will correctly send POST data.
  • WSA: When compiling scripts targeting Windows 8.1, all .NET 4.5.1 for Windows Store Apps references will get added.
  • Other Fixes:
  • AI: Fixed a crash when trying to draw uninitialized path node debug info.
  • AI: Fixed erroneous rendering of agent debug info when navmesh uses height mesh, or when navmesh window is not visible.
  • AI: Fixed NavMeshAgent.Move sometimes undershooting terrain.
  • AI: Fixed OffMeshLinks trying to remap every frame when auto-updating was disabled.
  • AI: Fixed problem where agents would not use height-mesh when stopping at a carved boundary.
  • AI: Fixed problem where any change in rotation or scale would trigger re-carving regardless of specified move-threshold.
  • Animation: Animation Event popup no longer freezes for events of deleted scripts.
  • Animation: Fixed a crash when adding, at runtime, pre-4.3 asset bundles containing animations.
  • Animation: Optimize option is disabled from Animator context menu when it's missing an avatar.
  • Asset Bundles: Fixed script compatibility errors when loading asset bundles built in from a different project.
  • Asset Import: Modified directories no longer force their entire contents to be re-imported. Also fixes the issue of the cache server being spammed with requests that have no hashes.
  • Assets Management: Fix null callback call in coroutine invocation.
  • Audio: Fixed "Bypass Effects" on AudioSource which caused AudioSources to be muted when initialized with the flag set.
  • Audio: Fixed "m_PausedSources.empty()" error when resuming game.
  • BlackBerry: Added "Run in Background" checkbox to player settings user interface.
  • BlackBerry: Microphone is now supported.
  • BlackBerry: Password fields will no longer lose text if the user deselects the field and then reselects it.
  • BlackBerry: Screen.sleepTimeout is now supported.
  • BlackBerry: Spaces are now supported in bar file name.
  • BlackBerry: The following typefaces are now supported: Chinese simplified, Japanese, Thai, Arabic, Indic, Hindi.
  • Build Pipeline: Icons are now applied before post-processing scripts are called.
  • Debugger: Don't hang when debugger evaluation triggers an exception.
  • Documentation: "Switch to component" button in Scripting Reference.
  • Documentation: Correctly expanding left side tree in Scripting Reference.
  • Documentation: Fixed many customer-reported bugs.
  • Documentation: Fixed bug which caused UnityEditor to be excluded from Scripting Reference.
  • Documentation: Improved display of generic classes and functions.
  • Documentation: Re-introduced API History in scripting reference docs.
  • Documentation: Showing name of current class/member in page title.
  • Documentation: Switching between C# and JS for sample code in Scripting API on IE11 has been fixed.
  • Events: Fixed OnMouseExit not being called properly.
  • IMGUI: Don't send OnMouseDown event for last used object when clicking IMGUI elements.
  • IMGUI: Fixed bug in GUI.ScrollTowards / GUI.ScrollTo that caused it to think it needed scrolling when it didn't. This also fixes a bug in the Highlighter API where a highlight would fail without warning for certain ScrollViews.
  • Input: Fixed touch tracing stuck to last game object.
  • Installers: DisplayVersion not set correctly by Windows installers.
  • Licence system: Re-enabled license logging in editor.log.
  • License system: Removed support for old PACE license files.
  • Profiler: Fixed "autoconnect profiler" not working.
  • Scripting: Disallow invalid scripts in execution order UI.
  • Scripting: Fixed crash when disabling from constructor.
  • Scripting: Fixed crash when inspecting SerializedProperty.displayName.
  • Scripting: Fixed crash when passing null to Undo.RecordObject.
  • Scripting: Fixed crash when project contains mixed-mode assemblies.
  • Scripting: Fixed crash when unloading a domain with multiple threads.
  • Scripting: Fixed namespace detection for MonoBehaviors containing methods with default parameters.
  • Scripting: Fixed player build when unqualified class names collide.
  • Scripting: Fixed Resources.FindObjectsOfTypeAll sometimes returning objects of incorrect types.
  • Scripting: Only add the component if the required components are not conflicting with the existing ones.
  • Scripting: Undo/Redo of FullHierarchyUndo works now.
  • Serialization: Fixed crash on type load error.
  • Substance: Cache files for GenerateAndCache / DoNothingAndCache are no longer backuped to iCloud and should no longer cause AppStore rejection.
  • Substance: Color specular maps are now correctly generated, and the proper specular alpha channel is now used when the specular map is used as the alpha source for another ProceduralTexture. This might change the way some metallic materials are rendered.
  • Substance: Fixed a rare bug of DXT1 normal maps being used on Windows instead of DXT5.
  • Substance: Fixed a serialization bug which would cause webplayers to crash with newly built content.
  • Substance: Fixed crash when importing a Substance with usage-less outputs.
  • Substance: Fixed error message being displayed when serializing an uninitialized boolean.
  • Substance: Fixed some rare editor crashes.
  • Substance: If no input was modified, RebuildTextures() no longer causes ProceduralTextures that were read from cache to be re-computed from scratch.
  • Substance: If present, the component names of vector inputs are now properly displayed in the inspector instead of the default x, y, z, w.
  • Substance: Mipmap selector in the Texture preview now works on ProceduralTextures.
  • Substance: Non-default assignments of Substance outputs to shader properties are now correctly serialized and should no longer be reset when reimporting Substance materials.
  • Substance: Normal maps will no longer invert or bake incorrectly when being reimported after switching between desktop/web and mobile build targets.
  • Substance: ProceduralMaterial.ClearCache() now releases more memory than before when using image inputs.
  • Substance: ProceduralMaterial.ClearCache() now works correctly when queuing ClearCache() requests for multiple materials.
  • Substance: ProceduralMaterials are now always imported after shaders and should no longer lose their shader assignment.
  • Substance: Undo/Redo operations now behave as expected in the ProceduralMaterial and SubstanceImporter inspectors.
  • Substances: Rebuilt substance textures don't obey sRGB encoding.
  • Terrain: Accessing to a destroyed terrain will not crash Unity any more.
  • Terrain: Established minimum size for all terrain wizards.
  • Terrain: Fixed crash in some cases where trees are manipulated if an invalid prototype is present.
  • Terrain: Fixed crashes on certain platforms
  • Terrain: Fixed terrain properties not being saved if they are edited in inspector debug mode.
  • Terrain: Fixed trees bending to wrong wind direction if trees are rotated.
  • Terrain: Mark TerrainData dirty after PhysicMaterial set for Heightmap.
  • Terrain: Object creation can now be undone.
  • Terrain: Removed unwanted message saying "A tree couldn't be loaded because the prefab is missing" when importing a project.
  • Version Control: Delete folders when the .meta file is deleted as part of a sync.
  • Version Control: Encrypt version control credentials before saving to file.
  • Version Control: Fix errors from too long vcs messages.
  • Version Control: Fix missing unlock command in pending window context meny for assets.
  • Version Control: Fix not being able to get incoming file if you had previously added the same file at the same time as remote and just before syncing deleted the asset.
  • Version Control: Fix script execution order inspector grayed out and meta files not modified with order info when applying.
  • Webplayer: OSX installs should no longer encounter update problems when installed via user accounts with unusual permissions.
  • Webplayer: OSX versions prior to 10.9 can again run Unity games built with Unity 2.x.
  • Webplayer: Several security holes have been closed.
  • Webplayer: Webplayer now requests and requires crossdomain.xml authorization for HTTP redirects to URLs on different servers/ports.
  • WebPlugin: Fixed UnityObject JS param options not working with IE.
  • WebPlugin: Updater does not need to self elevate if the plugin is installed in LocalLow.
  • WIndows Standalone: Disable window size adjustment by Windows on window move.
  • WWW: Editor and standalone players now correctly set the Accept-Encoding header to 'identity' when transmitting HTTP requests.
  • WWW: Fixed “bad file length” errors when loading scene bundle in editor or web player.
  • WWW: Fixed CRC tests for downloads of uncompressed AssetBundles to the Cache.
  • WWW: Fixed the race condition when the task was destroyed before the outstanding continuations were properly completed.
  • WWW: Several fixes to prevent XSS and header-forgery attacks.
  • Upgrade guide
  • Rendering: The internal value of TextureFormat.BGRA32 enum has changed. Any code using that enum in a .NET assembly must be rebuilt.
  • NaCl: The Google Native Client build target has been removed and is no longer supported. You need to use Unity 4.2 if you wish to target Google Native client.
  • Webplayer: Use of the Chain of Trust system now requires a Unity-supplied authorization token. If you are using this system, please contact support.
  • Editor: To have the New Hierarchy Window alphabetically sorted please check out docs. Once a Editor script is created and derived from BaseHierarchySort a button will appear in the hierarchy window where you can select the sorting method.
  • Known issues:
  • DX11: Issues when Alt-Tabbing away from fullscreen game. Something has changed in DXGI on Windows recently that broke it; we’re working on a fix.
  • Windows Store Apps / Windows Phone 8: Matrix4x4 is incorrectly serialized.

New in Unity 4.5.5 (Oct 30, 2014)

  • Features:
  • Graphics features:
  • Shader importing has been massively improved:
  • Shaders are imported much faster, especially complex surface shaders. Instead of compiling all shader variants for all possible platforms at import time, now the needed shader variants for needed platforms are compiled on-demand. Shader compilation results are cached under Library folder, so identical compilations happen much faster.
  • Error reporting was improved. Errors are reported on correct lines (imagine that!), and errors in .cginc files report the filename.
  • Surface shader debugging was improved. No more "#pragma debug" nonsense; just click "Show generated code" in the inspector.
  • Added Sparse Texture support (also known as "mega textures" or "tiled textures"). This is a low-level API feature, see SparseTexture class. Implemented on DirectX 11.2 (via tiled resources) and desktop OpenGL (via ARB_sparse_texture).
  • Added stereoscopic rendering on DX 11.1 (requires Windows 8.1 and compatible hardware).
  • Introduced support for OpenGL ES 3.0 on iOS devices (starting with A7 devices).
  • Graphics: Support for 3D textures in OpenGL ES 3.0.
  • Module Manager:
  • Introduced Module Manager with updatable platform support. iOS, Android, Windows Phone 8, Blackberry Unity add ons can be updated without downloading full editor installer. Accessed through Modules menu, next to Preferences menu.
  • Editor features:
  • New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name.
  • Introduced new editor API AssetDatabase.FindAssets (string filter, string[] folders). Search the Asset Database for assets by filename, type and asset label. See documentation for more information.
  • Added Selection.assetGUIDs for getting the current selected assets in the Project Browser. It also returns the folder selection in the first column in the Project Browser (in Two Column mode) which is not part of the main selection.
  • 2D Physics features:
  • Added 2D Joint Gizmos.
  • Added new 2D physics component: WheelJoint2D.
  • Unity Remote upgrade:
  • Unity Remote 4 is our play testing solution for iOS and Android. As of Unity 4.5, there’ll be no more Wifi latency when playtesting your games on iOS devices. Plus, we’ve added support for the full range of iOS device inputs including accelerometers, gyroscopes and camera images. Unity Remote 4 is available free of charge from Google Play and the App Store.
  • Mecanim features:
  • Added CanTransitionToSelf option on AnyState Transitions.
  • Added new scripting function Animator.Rebind(). You can use this function to manually rebind the animator data set to unity when you change something in your GameObject hierarchy.
  • For humanoid rigs, in the importer, you can specify a transform node that will be used as root motion for an animation clip. The transform node will replace the automatically extracted root motion computed by Mecanim. (Pro Only).
  • Windows Store apps features:
  • Added Compass API to check for compass accuracy.
  • AppCallbacks methods InvokeOnUIThread and InvokeOnAppThread will detect deadlock and throw exception. Added TryInvokeOnUIThread and TryInvokeOnAppThread, which return true or false instead.
  • Support for programmatically opening touch screen keyboard.
  • In Player Preferences added support for scaled resources: splash screen, medium and wide tile, store and small logos.
  • In Player Preferences added support for Windows 8.1 scaled resources and related settings.
  • New APIs for changing system cursor - AppCallbacks::SetCursor, AppCallbacks::SetCustomCursor, WSA.Cursor.SetCustomCursor.
  • Added support for changing screen resolution on Windows 8.1.
  • ther features:
  • Scripting: Introduced DisallowMultipleComponentAttribute for disallowing multiple components of the same type being added to a single GameObject.
  • Scripting: Add UnityEngine.ISerializationCallbackReceiver interface, to get a callback right before serialisation and right after deserialization.
  • Scripting: Structs with System.Serializable attribute can now be serialized. Also, fields of AnimationCurve[] and double[] now get serialised.
  • WebPlugin: Added Enhanced Protected Mode support for Internet Explorer. Supports IE 64 bit.
  • Improvements
  • 2D: Default 2D shaders now emulate premultiplied alpha. This fixes rendering in certain cases such as when rendering into a transparent render texture.
  • 2D: Padding and offset values added for grid slicing in Sprite Editor.
  • 2D: Sprite textures will not default to 16-bit on iOS anymore when editor is in 2D mode.
  • 2D: Sprite Editor works for single mode sprites.
  • 2D: Sprites now have border property (specified in pixels) that can be changed on sprite import.
  • Scripting: Rect struct now has the properties min, max, and size. This makes it easier to reuse the same code for the X and Y axis.
  • Android: Added KitKat to the list of target devices.
  • Assets management: 'optimizeGameObjects' & 'extraExposedTransformPaths' are now accessible from asset post processor.
  • Profiling: Audio profiling is improved with more relevant data and more accurate memory stats.
  • BlackBerry: bar-descriptor.xml file no longer uses deprecated xml tags.
  • BlackBerry: Keyboard types are now supported.
  • BlackBerry: Introduced GLES 3.0 support on the z30 devices.
  • Scripting: Added LayerMask.GetMask method to return a mask given multiple layer names.
  • Coroutines: StopCoroutine can now take an enumerator argument.
  • Documentation: Added docs on how to debug DirectX11 shaders with Visual Studio, look for 'SL-Debugging DirectX 11 Shaders with Visual Studio'.
  • Documentation: API history updated.
  • Documentation: Introduced new look and feel.
  • Documentation: Revived API history
  • Editor API: Expose handles preference colors in the Handles class (as read-only).
  • Editor, Standalone: WWW object can now retrieve data from servers that serve compressed content (gzip or zlib).
  • Editor: Added 'Sprite' to the type filter popup in the Project Browser.
  • Editor: Created CustomPreview attribute and ObjectPreview class. It is now possible to add extra custom preview to any inspected object.
  • Editor: Created SelectionBase attribute. When applied to a script, GameObjects with that script on will work the same as prefab roots for Scene View picking.
  • Editor: Implemented editing of Asset Labels for multiple assets at once.
  • Editor: Exposed EditorGUI.MultiFloatField and EditorGUI.MultiPropertyField.
  • Editor: Expose EditorGUIUtility.standardVerticalSpacing to make it possible for people to create standard spacing between controls (for example in PropertyDrawers) without having to hardcode the amount.
  • Editor: Improved inspector customisation with [Tooltip] and [ContextMenuItem] script attributes.
  • Editor: Overall improvement of Sprite Editor. Better handling of sprite border, holding CTRL will hide the sprite boundaries so the hidden borders can be seen, and better mouse cursor feedback.
  • Editor: Package Import Window was redesigned and now shows import items as a proper tree view.
  • Editor: Preset libraries that have default presets now have a 'Add Factory Presets To Current Library' option in the context menu.
  • Editor: PropertyDrawers are now supplemented with DecoratorDrawers, which can be used for decorative elements in the Inspector such as spacing, headers, or notes.
  • Editor: Added AnimatedValues - Simple way to have tweened UI elements in EditorGUI.
  • Editor: Implemented display of fully qualified script name in execution order inspector.
  • Graphics: Added Texture2D.EncodeToJPG.
  • Graphics: GPU Skinning on OpenGL ES 3.0 now supports at least 4096 bones per mesh on all GL ES 3.0 targets.
  • Graphics: OpenGL ES 2.0 and 3.0 maximum simultaneous texture count upgraded from 8 to 16 (where supported by the GPU).
  • Graphics: Updated videoVerticallyMirrored docs.
  • Mecanim: Implemented user notification when humanoid animation has animation (TQS) in between human bones.
  • Mecanim: Added finger bones to c# HumanBodyBones enum.
  • Mecanim: Animator does not spam warning messages in standalone.
  • Mecanim: Humanoid auto-configure now only use rotation information from bind pose. Translations found in bind pose were different from the ones in animation. This was causing undesired retargeting differences.
  • Mecanim: Humanoid setup and retarget console warning have been improved. Less noise and more precise information.
  • Mecanim: Optimized Animator Enable() ( 2x speed on complex controllers ).
  • OpenGL ES: Improved GL ES version selection. There is now a new Target Graphics API option "Auto" that automatically selects the best available GL ES version.
  • OS X: Enabled stack trace output when player crashes.
  • Physics: Added the following methods and properties to DistanceJoint2D: limitState, GetReactionForce() and GetReactionTorque().
  • Physics: Added the following methods and properties to HingeJoint2D: limitState, referenceAngle, jointAngle, jointSpeed, GetReactionForce(), GetReactionTorque() and GetMotorTorque().
  • Physics: Added the following methods and properties to SliderJoint2D: limitState, referenceAngle, jointTranslation, jointSpeed and GetMotorForce().
  • Physics: Added the following methods and properties to WheelJoint2D: jointTranslation, jointSpeed and GetMotorTorque().
  • Physics: Added the following methods to SpringJoint2D: GetReactionForce() and GetReactionTorque().
  • Physics: Added "RigidBody2D.simulated" property that allows control of whether a Rigidbody2D component should be simulated or not.
  • Physics: Added 2D rigid-body MovePosition and MoveRotation methods.
  • Physics: Added ability to ignore collider/collider collisions (Physics2D.IgnoreCollision).
  • Physics: Added missing Physics2D CircleCast, CircleCastAll, CircleCastNonAlloc, BoxCast, BoxCastAll & BoxCastNonAlloc.
  • Physics: Added "bounds" property (read-only) to 2D collider types.
  • Physics: Added "centerOfMass" and "worldCenterOfMass" properties (read-only) to Rigidbody2D.
  • Physics: Added "inertia" property to Rigidbody2D.
  • Physics: Added ForceMode2D type to allow selection of force to be used for "Force" or "Impulse".
  • Physics: Added GetPoint & GetRelativePoint to Rigidbody2D.
  • Physics: Added GetPointVelocity & GetRelativePointVelocity to Rigidbody2D.
  • Physics: Added GetVector & GetRelativeVector to Rigidbody2D.
  • Physics: AddForce, AddRelativeForce, AddForceAtPosition & AddTorque on Rigidbody2D now accept ForceMode2D type to match 3D physics.
  • Physics: Dragging interaction of GameObjects containing dynamic Rigidbody2D components in editor during play-mode is allowed now.
  • Physics: Do not show disabled 2D joint gizmos.
  • Physics: Exposed several Box2D properties that were previously compile-time constants.
  • Physics: PolygonCollider2D gizmo renders only the outline shape.
  • Scripting: Added GetAllCameras(Camera[]) and allCamerasCount API's
  • Scripting: Added UNITY_PRO_LICENSE define.
  • Scripting: Added GetComponentsInParent function.
  • Scripting: Added MeshUtility.SetMeshCompression and MeshUtility.GetMeshCompression to set mesh compression for Meshes generated from scripting.
  • Scripting: Improved resolution of types that inherit from types in different user assemblies.
  • Serialisation (i.e. Instantiation & Level loading) performance of MonoBehaviors is now 2x-5x faster.
  • Serialisation: Print error message when maximum recursion limit is reached.
  • Substance: Alpha channel generation can now be explicitly disabled for ProceduralMaterials in order to use runtime DXT1/ETC compression or to bake DXT1/ETC/RGB24 bitmaps.
  • Substance: Baked ProceduralTextures are now created from full RGBA32 data instead of pre-existing (and potentially already compressed) editor data.
  • Substance: Decreased memory consumption in the editor.
  • Substance: Lower peak memory footprint when generating textures for materials that were queued roughly at the same time.
  • Substance: Material thumbnails are now listed in the static preview in the same 'semantically correct' order they appear in the SubstanceImporterInspector.
  • Substance: Mipmap generation can now be disabled (the default is 'enabled').
  • Substance: Outputs tagged as "Specular" will automatically map to the _SpecTex shader property if present.
  • Substance: Outputs that are used solely as sources for other outputs's alpha channels (typically the specular output) are no longer generated separately and will not appear in the project window anymore unless they're directly assigned to a shader slot or the GenerateAllOutputs option is checked.
  • Substance: ProceduralMaterials being computed when exiting play mode are now discarded, making the transition from play mode to editor mode faster.
  • Substance: ProceduralMaterials loaded from AssetBundles can now be inspected in play mode.
  • Substance: Processing Substances in the Editor is now always multi-threaded when not in play mode.
  • Substance: Runtime PVRTC compression on iOS/Android is now faster and of higher quality.
  • Substance: Switching between graphs or instances in a SubstanceImporterInspector will no longer cause a reimport. The reimport of the modified SBSAR asset is now performed when the entire SubstanceImporterInspector is disabled.
  • Substance: The ProceduralMaterial memory budget will be increased in smaller increments on mobile targets to further lower the peak memory footprint on these platforms.
  • Windows: Unity Editor will fallback to DirectX 11 if DirectX 9 is not available, instead of showing the dialog graphics were not initialised.
  • Webplayer: Java Webplayer Installer is now updated with the latest Java security requirements.
  • Windows Phone: The preview resolution is as close as possible to what the user requested.
  • Windows Phone: Non uniformly scaled meshes use less memory.
  • Windows Phone: Webcam resolution selection is now chosen by the aspect ratio and the total area of the preview.
  • Windows Store Apps / Windows 8.1: Added support for SwapChainPanel, it will be used in XAML project files generated for Windows 8.1, you can still use SwapChainBackroundPanel if you want.
  • Windows Store Apps / Windows 8.1: Changed template code to handle application launch through protocol, basically we added OnActivated event handling in App.xaml.cs and App.xaml.cpp files.
  • Windows Store Apps / Windows Phone: Graphics related memory optimisations. Mesh and texture uploads use less memory.
  • Windows Store Apps: When building, instead of storing absolute Unity paths inside a project, they will be store in UnityCommon.props file instead, this way making it easier to share project between several PC's.
  • Windows Store Apps: *.pdb, *.ilk, *.exp for Unity libraries won't be provided in Release, Master configurations, thus reducing the exported solution size significantly.
  • Windows Store Apps: AppCallbacks::UnitySetInput() made safe for multiple invocations.
  • Windows Store Apps: ComputeBuffer.SetData will work correctly.
  • Windows Store Apps: If running other OS than Windows 8/8.1, reports it as "Unknown Windows version ()" rather than hardcoded "Windows 8"/"Windows 8.1".
  • Windows Store Apps: NativeRenderPlugin example now properly works on Windows Store Apps.
  • Windows Store Apps: Removed splash screen after the first frame is drawn.
  • Windows Store Apps: D3D applications will consume less CPU percentage thus preserving battery.
  • Windows Store Apps: System.deviceModel will return a valid value whenever possible.
  • Windows Store Apps: Unity will output used Windows SDK version in UnityPlayer.log.
  • Windows Store Apps: Unity won't spam harmless D3D warning DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET in Debug builds.
  • Windows Store Apps: Webcam support is more stable; webcams now also support MJPG streams.
  • Windows Store Apps: Windows 8.1 player will now respect CompositionScale of SwapChainPanel.
  • Windows Store Apps: You can now generate C# Assembly-Charp* projects (in BuildSettings window) which will be referenced from generated solution, allowing you to easily debug and change your scripts on the fly, the only thing to keep in mind, if you'll add/remove serialised fields in classes, you'll need to rebuild your project from Editor to compensate for changed serialised data.
  • Windows Store Apps/ Windows 8.1: SystemInfo.deviceUniqueIdentifier will return value from AdvertisingManager (http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.userprofile.advertisingmanager.advertisingid.aspx)
  • Windows Store Apps/Windows Phone: MaterialPropertyBlock property setting now supported on these platforms.
  • Windows Store Apps/Windows Phone: Unity allocates fewer managed objects for its own internal bookkeeping allowing .NET garbage collector to work faster. Overall memory consumption is also reduced.
  • Windows Store Apps/Windows Phone: Added support for animated script variables .
  • Windows Store Apps/WP8: Better handling of managed objects, causes less pressure to Garbage Collection.
  • WWW: All POST requests now automatically include an x-unity-version header with the version of the Unity runtime making the request.
  • Changes:
  • 2D: Atlas packer DefaultPackerPolicy will now pack Sprites as rectangles unless packing tags begin with "[TIGHT]". The new TightPackerPolicy will tightly pack Sprites with a Tight Mesh unless packing tags begin with "[RECT]".
  • 2D: Sprite Packer is no longer a preview feature.
  • Android: Disabled GPU profiling on Adrenos for now, due to unstable drivers.
  • Asset Bundles: Trying to build a bundle from within an AssetPostprocessor will now throw an error.
  • BlackBerry: BuildTarget.BB10, BuildTargetGroup.BB10, and BaseClass.BB10Player have been deprecated. Please use BuildTarget.BlackBerry, BuildTargetGroup.BlackBerry and BaseClass.BlackBerryPlayer
  • Editor: Components with OnSceneGUI calls will now show up in scene view Gizmos popup.
  • Editor: Data consistency checks for objects loaded from disk are now performed on all objects before waking up the first one of them instead of interleaving the two operations.
  • Editor: Newly created projects default to DirectX 11 on Windows now (you can still make DX9 be the default in project settings).
  • Editor: Utility Editor windows no longer have 10 pixels automatically added at the top when using GUILayout.
  • Editor: Removed SpriteRenderer preview.
  • Editor: Show overlay label in Game View with actual used resolution if actual used resolution is smaller than the selected fixed resolution.
  • iOS: Added iOS7 target.
  • iOS: Refactored trampoline; extracted view handling and rendering categories from UnityAppController.
  • Mac: Rewrote Mac web cam support to use AVFoundation framework, so you can publish to the Mac App Store without using deprecated APIs.
  • Mecanim: Introduced Animator Update Mode which replaces Animator.animatePhysics. Adds the possibility to update Mecanim independently of Time.timeScale.
  • Physics: All existing joints are now derived from AnchoredJoint2D component rather than the Joint2D component.
  • Physics: Collision and trigger callbacks now occur on both the GameObject containing the 2D collider as well as the GameObject containing the 2D rigid-body.
  • Physics: Updated Box2D to v2.3.0.
  • Sprite Editor: Now an undockable utility window and can only be opened from the sprite inspector.
  • Sprite Editor: Removed 'Minimum size' from automatic slicing dialog.
  • Substance: A new 'DoNothingAndCache' loading behaviour is now available. Substances are no longer automatically generated when loaded but are still cached to non-volatile storage after the first call to RebuildTextures() / RebuildTexturesImmediately().
  • Substance: ProceduralMaterial.isCachedDataAvailable was added to check if cache data will be used for a cached ProceduralMaterial or if its outputs will have to be rebuilt. Coupled with DoNothingAndCache, this allows for interactive "installer / substance decompressors" scenes to be created.
  • Windows Store Apps / WP8: Unity won't spam warnings for incorrectly unloaded assets, unless explicitly specified.
  • Windows Store Apps: Independent Input Source is disabled again by default due to delays in Windows Update.
  • WWW: deprecated 'WWW(string url, byte[] postData, Hashtable headers)', use 'public WWW(string url, byte[] postData, Dictionary headers)' instead.
  • Fixes:
  • 4.5 brings a lot of fixes all over the place, so here they are split into sections:
  • 2D Fixes:
  • "Custom Pivot" value field made wider to fit 8 digit numbers in Sprite Editor.
  • 2D polygon collider editor lines z position is now forced to zero.
  • Added confirmation window to grid slicing when creating large amounts of sprites in Sprite Editor.
  • Atlas texture will be correctly bundled in an atlas bundle when the bundle is created with kAssetBundleIncludeCompleteAssets flag and has a Texture with atlases Sprites as its main asset.
  • Cancelling packing won't prevent future packing attempts.
  • Correctly disable Sprite wireframe display.
  • Correctly handle initial default TextureImporter FilterMode in the DefaultSpritePackerPolicy in Sprite Packer.
  • Correctly initialise Sprite textureRect if all pixels are transparent.
  • Deselecting sprite in Sprite Packer window now works.
  • Destroying a Sprite's texture will not crash the SpriteRenderer that's using it.
  • Destroying a material array via UI will not break the Sprite inspector.
  • SpriteRenderer will not reset MaterialPropertyBlock.
  • Dropping sprite asset to hierarchy no longer changes texture of a random material.
  • Fixed light culling for scaled sprites.
  • Fixed precision errors in tight mesh generation code. It now correctly works together with PixelSnap shaders.
  • Fixed Sprite Packer issues when packing in editor automation mode.
  • Fixed Sprite Packer border generation to not sometimes write over the pixels of a nearby Sprite.
  • Handled Sprite Packer policy assembly type query failures. Fixes hangs when using 3rd party libraries such as pnunit.
  • PixelsToUnits property, when set to Infinity, will flip back to the default value of 100.
  • Prevented a false error when generating Sprites from a 1-pixel tall/wide texture.
  • Prevented sprites larger than max atlas size from participating in packing.
  • Removed a legacy assert which sometimes caused error messages during Sprite generation.
  • Reopening Unity will reopen the Sprite Packer window correctly.
  • Significantly reduced Sprite packing memory requirements.
  • Sprite editor rectangle values are now clamped properly.
  • Sprite Editor wasn't repainted when single sprite got unselected.
  • Sprite Packer policies with duplicate names will not throw exceptions.
  • Sprite Packer will not corrupt some textures when Unity is running in automation mode.
  • Sprite preview will correctly work in play mode for atlases sprites.
  • SpriteRenderer component will now correctly display an error message when a material with an incompatible shader (fixed function) is assigned.
  • Sprite-Diffuse shader now correctly uses color provided by the SpriteRenderer.
  • Sprites generated from NPOT textures when running with -nographics flag will now work correctly.
  • Sprites generated from NPOT textures will now work correctly on graphics cards where NPOT textures are not supported.
  • SpriteRenderer will now output normals and tangents if the active material require them.
  • Sprites with mipmaps can now be packed. A custom Sprite Packer policy is required to enable atlas texture mipmapping.
  • Stabilized packing to avoid cases where removing one Sprite could grow the final atlas size.
  • Undo added to the 2D Joint gizmos.
  • When determining if non-square textures can produce sprites, check the compressed format for square-requirement. NPOT PVRTC textures are not compressed and therefore are ok for generating sprites.
  • When loading an asset bundle that contains a SpriteRenderer in the editor, the sorting layer for the SpriteRenderer will not be reset to default.
  • Editor Fixes:
  • "Layout" button now displays the currently selected layout name.
  • 2D Transform tool rotation is now disabled when the sprite is small enough in the scene view.
  • Active scenes count properly displayed when more than 100 scenes are added to Build Settings window.
  • Added missing platform strings to OS X build post-processor.
  • Asset importer confirmation dialog text is now different when multiple files are going to be changed.
  • Call to GetWindow() with focus makes sure the window always becomes visible.
  • Cancelling the drag of multiple sprites to scene view or hierarchy no longer generates GameObject.
  • Corrected error message when adding component with mismatched class and file name
  • Creating prefab from GameObjects which contains cloth no longer crashes.
  • Do not show linear color space setting in free version (Pro only feature).
  • Dragging single or multiple sprites to hierarchy works.
  • Fit tool windows on screen when resolution changes.
  • Fix the Script Execution Order Window to only show MonoBehaviours and ScriptableObjects. And fix dragging scripts from project browser so it only allows valid scripts.
  • Fixed a crash when rendering preview images for prefabs with ClothRenderer components.
  • Fixed changes being undone when dragging assets from Windows Explorer onto Unity Editor.
  • Fixed crash when adding trees to terrain with no tree prototype defined.
  • Fixed crash when resizing array to 0 in inspector with multiple objects selected.
  • Fixed crash when script name is 32 characters or longer.
  • Fixed crash when Sprite.Create's 1st argument (Texture) is null.
  • Fixed crash when switching from "Rig" to "Model" tab in model inspector when having unapplied changes.
  • Fixed crash when switching to play mode with scene that hides transform children with HideFlags.DontSave.
  • Fixed crash when trying to import unreadable font.
  • Fixed crash when undoing a prefab revert.
  • Fixed crash when using InitializeOnLoad attribute to execute code that calls back into engine.
  • Fixed GLES emulation when running in -force-opengl mode.
  • Fixed GUILayout errors when multi-selecting audio clips
  • Fixed memory leaking when moving terrains.
  • Fixed multi-editing arrays in custom property drawers.
  • Fixed non-monobehavior classes breaking the script execution order window.
  • Fixed order of backing up/disabling/enabling scripts when reimporting.
  • Fixed Package Import Window was missing folders and had incorrect indentation
  • Fixed popup windows sometimes overlapping with the taskbar on Windows.
  • Fixed script importing error if the script contains a field whose name is ended with "guid".
  • Fixed scripts being recompiled every time a project got loaded.
  • Fixed that popup windows was not closed when using keyboard shortcut to go into playmode. This caused null-reference exceptions.
  • Fixed that popups auto closes on OSX 10.9 (Maverick) on secondary displays.
  • Fixed that the project wizard selection for 2D did not work when creating a new project from an already running Unity instance (OSX issue only).
  • GameObject are no longer moved to the root of the scene hierarchy when using Undo.RegisterFullObjectHierarchyUndo().
  • Handles no longer get stuck when dragged outside of scene view.
  • Hide "Alpha is Transparency" when no alpha channel is generated.
  • Hide GPU-skinning option in Unity free since it's a pro feature.
  • Importing very wide sprites no longer triggers an assert message.
  • Inform user about platforms with no support for Splash Screen in Player Settings window.
  • Made chinese input to not print out duplicate Western characters
  • Made it possible to undo changes made to prefab assets.
  • Make curve editor popup initially show with correct ranges when present.
  • Make PropertyField foldouts (for e.g. arrays) work together with PrefixLabel.
  • No more null ref exceptions while changing tabs in FBXImporter.
  • Obey script execution order when reloading scripts.
  • Object creation now takes priority when naming an undo group.
  • Optimize transform hierarchy from Animator context menu can now be undo’ed.
  • Pivot-to-vertex snapping works again in scene view.
  • Prefab children in the Project Browser are now sorted in transform order, to match Hierarchy sorting.
  • ProjectSettings.asset (force text) can now be upgraded correctly.
  • Remove Components from GameObjects in m_Undos list that were not registered for undo in m_Undos .
  • Reverting to prefab value can now be undone.
  • Sub assets in the Project Browser are now sorted first by type then by name.
  • Texture importer inspector failed to render after reset from context menu.
  • Throw exception when attempting to build a development version of a Linux headless player (unsupported).
  • Undoing destruction of objects in serialized files will now correctly mark the recreated objects as persistent. This fixes dataloss.
  • Unity will throw an error during build type when you have classes with same name in the project, this was causing serialization issues during runtime which was hard to track.
  • Unity won't crash when setting material properties in OnValidate function.
  • Unity won't hang when importing some of the assets on PCs with Intel HD 4000.
  • Unsupported texture types are not shown in sprite editor.
  • When trees are placed at the border of terrain now they will respect brush density setting.
  • Graphics Fixes:
  • Animating floating-point ParticleSystem properties no longer resets time whenever the property value changes.
  • Depth texture requirement removed from EdgeDetectEffectNormals image effect.
  • DirectX 11 fullscreen applications will always launch on main display now; the previous behavior was quite random.
  • Fixed _ProjectionParams.x (negative when target buffer is upside-down) not being set when rendering without a camera.
  • Fixed 3D textures in DirectX 11 where height is not the same as depth.
  • Fixed "Disabled" Depth Test interpreted as "Never" on OpenGL ES 2.0.
  • Fixed ASTC texture importing.
  • Fixed crash when destroying an active RenderTexture.
  • Fixed crash when Mesh user is registered twice.
  • Fixed crash when using Shader Forge.
  • Fixed editor crash when working with mobile targets and using DXT compressed textures.
  • Fixed error messages with image effects at some game view aspect ratios.
  • Fixed GL.Clear in some cases not clearing stencil properly on DX9 and DX11.
  • Fixed Linear color space being wrong in the editor in DirectX 11 mode.
  • Fixed occasional crash when quitting standalone player that uses DirectX 11.
  • Fixed occlusion culling data bake error.
  • Fixed Skybox rendering when using custom camera projection matrices (e.g. when doing stereo rendering like Oculus Rift).
  • Fixed TextureFormat enumeration missing a few compressed texture formats (ETC2, ASTC).
  • Fixed Umbra related false occlusion and light flickering.
  • Fixed Umbra related occlusion culling errors when camera’s near plane intersects occluding geometry.
  • Fixed Umbra related portal index error that prevents occlusion culling working properly.
  • Fixed various issues with skinned meshes on GLES 2.0.
  • OpenGL ES 3.0 (Android and iOS) fixes:
  • Fixed 2D sprite rendering.
  • Fixed crash when using cloth simulation.
  • Fixed first frame being corrupted.
  • Fixed fog rendering.
  • Fixed errors in some GLSL shaders.
  • Fixed GPU memory leak when releasing RenderTextures.
  • Fixed immediate mode rendering when GL.End is called multiple times.
  • Fixed SSAO image effect.
  • Improved reliability and correctness across wide range of supported devices.
  • Recursive rendering of camera from OnWillRender will now trigger error and return cleanly (instead of crashing in the worst case).
  • Shader fixes:
  • .cginc files with UTF8 BOM markers don't confuse shader compilers. Include files at non-ASCII paths work on Windows properly now.
  • Fixed crash if shaders have infinite (cyclic) fallback chains.
  • Fixed editor graphics emulation (e.g. "shader model 2.0") not quite working when DX11 was used.
  • Fixed GLSL translation of some global matrix initializers.
  • Fixed shader errors on some platforms (e.g. DX11) being reported as warnings in the editor. Now all errors are errors, and warnings are warnings like it should be!
  • Fixed shaders that use material-driven fixed function states (i.e. blend mode controlled from material properties) going wrong on graphics emulation level switching.
  • Improved precision of EncodeFloatRGBA function.
  • Shader.SetGlobalTexture no longer throws an exception when passed a null texture.
  • Worked around DX11 shader compiler bug with spot light soft shadows that was affecting WindowsStore/WP8 apps.
  • Shuriken: Editor handles the case where Particle System component is deleted.
  • Umbra occlusion culling now returns error if scene has vertices that make bounds very large and can cause baking to hang.
  • Mecanim Fixes:
  • Fixed crash when Animator are disabled by other Animator during events.
  • Fixed crash when disabling GameObject during an Event.
  • Fixed animation not correctly producing transform changed messages.
  • Fixed AnimationClip.Length always returning 1 for all player.
  • Fixed animator causing issues with Collision contacts.
  • Fixed backward compatibility issue for WebPlayer. Mesh deformation for Game using Mesh.Combine were not working anymore with Animator Component.
  • Fixed bad dependency tracking of PPtr animations in AssetBundles.
  • Fixed character having double translation when interrupting a transition from an empty state.
  • Fixed crash in animation when changing bindings on some platforms.
  • Fixed crash in standalone when using HumanTrait.BoneName.
  • Fixed crash when building level with an AnimationClip for sprites referenced by more than one controller.
  • Fixed crash when playing an animation that ends with an animation event when an object is inactive.
  • Fixed crash when previewing disabled object.
  • Fixed crash when trying to undo layer deletion.
  • Fixed crash when undoing layer creation.
  • Fixed crash when using Animator.GetBoneTransform() on an Animator without an Avatar.
  • Fixed crash when you drag and drop an animation clip on a Game Object.
  • Fixed crash with corrupted controller.
  • Fixed crash with invalid BlendTree parameters.
  • Fixed invalid parameter when adding a BlendTree child to a BlendTree.
  • Fixed Lag causes avatar not to reach MatchPosition.
  • Fixed memory leaks.
  • Fixed NullReference exception when adding transitions in play mode.
  • Fixed NullReference exception when opening Animator Window.
  • Fixed Trigger parameter not reseting correctly for transition with a duration of 0 second.
  • Fixed undo of added BlendTree child.
  • Fixed undo of added Layer.
  • Fixed undo of changes done in the Avatar mapping tool using the body image.
  • Fixed update of transition so that 0 duration transitions are evaluated correctly.
  • Makes events be triggered when passed over in a transition.
  • Wrote docs for Motion - base class for AnimationClip and BlendTree.
  • Fixed scale not being applied in Transition previewer.
  • Physics Fixes:
  • 2D rigid-bodies now update their positions as well as perform interpolation/extrapolation in the correct order based upon their depth in a transform hierarchy.
  • 2D rigid-body rotational inertia no longer scales with collider size but rather with the rigid-body mass.
  • Allow static/kinematic collisions and triggers to occur.
  • Box2D sub-stepping can cause missed Exit callbacks under certain conditions.
  • Can now set the Rigidbody2D rotational inertia.
  • Changing the GameObject layer should cause existing 2D collisions to be re-evaluated.
  • Child 2D rigid-body that is either Sleeping or Kinematic now follows any parent 2D rigid-body.
  • Clamp 2D rigid-body position/rotation to realistic bounds to stop numeric overflow.
  • Collision normal and other information not updated during OnCollisionStay2D callbacks.
  • Collision reports for 2D colliders can result in an "Exit" callback without an "Enter" callback.
  • Collision/Trigger callbacks are maintained correctly during processes that force Box2D to regenerate collider shapes.
  • Disabled Polygon Collider Editor when the component is not enabled.
  • Do not create 2D joint if either the object the joint is on or the connected object is inactive.
  • Don't send 2D physics callbacks if respective rigid-bodies are asleep.
  • Exposed a flag to enable collisions between rigid bodies connected with any type of joints.
  • Fixed 2D collider gizmo not rendering in expected position.
  • Fixed child Collider2D position when rotated under negative scale.
  • Fixed cloth simulation after re-activation.
  • Fixed crash caused by three or more collinear vertices used in a PolygonCollider2D.
  • Fixed crash when removing a 2D rigid-body that is currently reporting collisions or triggers.
  • Fixed crash when sphere casting to a mesh collider with less than 9 triangles on win64 target.
  • Fixed DistanceJoint2D incorrectly controling maximum distance only.
  • Fixed issue where changing the scale of a Collider2D during a collision callback could result in a duplicate callback being made.
  • Fixed issue where compound hierarchies of Collider2D would not correctly rotate.
  • Fixed problem in Box2D where joints can cause infinities in static body state when solving position constraints. This would persist even when exiting play mode due to the static ground-body being used.
  • Increased the range for JointAngleLimits2D so that angle limits can extend beyond a single rotation.
  • Made the default of 2D rigid-body center-of-mass to the rigid-body origin.
  • Physics2D.OverlapCircle() and Physics2D.OverlapArea() now check all edges on EdgeCollider2D.
  • Removing RigidBody2D in play mode incorrectly disables any attached 2D colliders.
  • The Editor reports modifications on "Physics2DSettings.asset".
  • Update HingeJoint2D and SliderJoint2D angle/reference angle when joint is forcibly modified via direct transform change.
  • When changing 2D collider trigger state, existing contacts will now be changed to match that state.
  • Can now add multiple 2D slider joints.
  • Fixed excessive cloth self collision simulation which rendered some games practically unplayable.
  • Windows Phone / Windows Store Apps Fixes:
  • Application.internetReachability will now return proper values.
  • Creating ArrayList from native array will work correctly.
  • Field with AnimationCurve[] no longer crashes app.
  • Fixed a bug where Assembly Preprocessor would crash when it tries to load a PDB file that does not match DLL.
  • Fixed a regression, where class (derived from MonoBehavior) variables were not initialised if there's a private constructor.
  • Fixed animated script variables update when same script attached multiple times.
  • Fixed build failure when using Serializable or NonSerialized attributes in UnityScript.
  • Fixed detailed view of memory profiler.
  • Fixed Input.inputString not working with Unicode characters.
  • Fixed shadows in Editor when it's set to Windows Store Apps/Windows Phone 8 target and graphics emulation is set to Direct3D 11 Feature levels 9.1/9.3.
  • If you don't specify full path for Profiler.logFile, the file will be saved in the temporary folder, also if there's an error while creating a file, appropriate message will be printed in the log.
  • OnAudioFilterRead function will work correctly.
  • Plugins won't be ignored while in Editor if they're compatible.
  • Release/Master players are now compiled with /Oi (Generate Intrinsic Functions) optimisations.
  • Scripts with identical names get executed correctly.
  • SendMessage will correctly work in cases when argument is a native array.
  • Start, Update and similar methods in scripts derived from generic base class are now properly invoked.
  • Texture2D.ReadPixels now works on Windows Phone 8 and other platforms that use BGRA back buffer/render textures.
  • Unity will not call Update on Windows Phone 8/Windows Store Apps if it's static.
  • WP: Fixed a bug where accessing graphics device in OnApplicationPause() handler causes a crash if device screen times out.
  • WP: Fixed a crash which would sometimes occur during scene load if user pauses the game at the appropriate moment.
  • WP: Fixed an error, where some of the serialization functions were not found, during build from Unity.
  • WP: Fixed an issue where .NET would throw a generic constraint violation exception when calling a method that has a generic constraint, overrides base class method, returns IEnumerator and calls a delegate which has the same generic parameter constraint
  • WP: Fixed an issue where screen would get rotated after rendering screen to a texture while in landscape orientation.
  • WP: Fixed an issue where Visual Studio would sometimes refuse to deploy game to the phone.
  • WP: Fixed an issue which caused player to crash on application resume when unsupported shaders were present in the scene.
  • WP: Fixed reflections not working on standard pro asset water when application is in landscape orientation.
  • WP: Fixed spotlight culling when application is in landscape orientation.
  • WP: Fixed SystemInfo.operatingSystem and SystemInfo.processorType to report correct operating system on all players and correct CPU name on ARM.
  • WP: Generic instance methods now don't throw InvalidOperationException when defined in generic instance types.
  • WP: Graphics capabilities related to depth sampling are now correctly detected on Adreno 3xx GPUs (note: still doesn't work on Adreno 2xx due to driver issues).
  • WP: Make LocationService status update more reliable and accurate.
  • WP: Object.SendMessage() will now not throw missing method exception when it tries to send message to private inherited method.
  • WP: Project will now build correctly when project directory contains multiple .winmd files with the same filename.
  • WP: Resolution will now be correctly detected on phones than have larger screen than 768x1280.
  • WP: Screen.dpi now returns physical device DPI, rather than 0.
  • WP: Splashscreen is now positioned correctly on devices with aspect ratio other than 15:9.
  • WP: Usage of System.Reflection.BindingFlags and System.TypeCode are now not redirected incorrectly to WinRTLegacy.
  • WP: Using System.ApplicationException now doesn't throw missing method exception.
  • WP: Using System.Security.Cryptography.ICryptoTransform now doesn't throw missing method exception.
  • WSA: Application won't crash, when snapping is performed during application load.
  • WSA: Correctly serialize AnimationCurve if it's a null object.
  • WSA: Fix serialization of serializable types without public default constructors.
  • WSA: Fixed a rare WACK failure where 'Crashes and hangs' test woudn't pass.
  • WSA: Fixed an issue, where application would sometimes crash when calling RaycastHit.lightmapCoord.
  • WSA: Fixed an issue, where you couldn't enable Independent Input source, even if you enable that option in Player Settings
  • WSA: Fixed animated script variables when using inheritance or SerializeField attribute.
  • WSA: Fixed broken webcam image due to incorrect stride in YUY2 decoding routine.
  • WSA: Fixed buttons on virtual joystick 0.
  • WSA: Fixed crash caused by InvalidCastException in Boo.Lang.dll.
  • WSA: Fixed ctrl key stuck when alt is held down.
  • WSA: Fixed Cursor.SetCursor() does not hide native system cursor.
  • WSA: Fixed exception in graphics code.
  • WSA: Fixed forcing orientation on startup.
  • WSA: Fixed hang when resuming app with Independent Input Source enabled.
  • WSA: Fixed incorrect windows size created on Windows 8.1.
  • WSA: Fixed input events and Input.inputString broken on touch devices.
  • WSA: Fixed Input.multiTouchEnabled.
  • WSA: Fixed mouse events when using touch screen at the same time.
  • WSA: Fixed mouse position when resolution is not fullscreen.
  • WSA: Fixed post build event in generated Visual Studio project, if the project name contains spaces.
  • WSA: Fixed Screen.fullScreen property.
  • WSA: Fixed selecting this platform in build settings clears Development Build setting.
  • WSA: Fixed soft cursor going outside of screen.
  • WSA: Fixed UnityScript.lang.dll preprocessing stage - serializing UnityScript.Array will not crash anymore.
  • WSA: Fixed WWW.progress returns on 1 and 0.
  • WSA: Handle exception when receiving data from
  • WSA: Handle forbidden characters in product name.
  • WSA: Ignore linear color space setting, not supported on this platform.
  • WSA: Implemented better error message if application is already running when Build & Run.
  • WSA: Implemented better error message when doing Build & Run to network location.
  • WSA: Improve mouse position accuracy in scripts.
  • WSA: Instead of hardcoded path query env variable "ProgramFiles(x86)" to get path to Program Files.
  • WSA: Make 'Development Build' checkbox available, so that profiler usage is consistent with other platforms.
  • WSA: Make autorotation work for multiple specific orientations.
  • WSA: Plugins no longer fail project builds in the Editor.
  • WSA: Select Release or Master configuration based on 'Development Build' setting when Build & Run.
  • WSA: Serialization Weaver will now not crash when there are fields in C# scripts which Type is defined in WinRT API.
  • WSA: Set location desired accuracy as given by user on Windows 8.1.
  • WSA: Show touch screen keyboard for GUI text fields.
  • WSA: SystemInfo.devicetUniqueIdentifier will always return a valid string even if Advertising ID is disabled on Windows 8.1, please refer to documentation for more information.
  • WSA: Touches will not generate mouse clicks, when simulateMouseWithTouches=false.
  • WSA: Unity Editor will now correctly detect unavailable APIs when building Windows Store App game.
  • WSA: Unity will output a more user friendly message when .NET 4.5 or .NET 4.5.1 are not available.
  • WSA: Unity will throw an error if you're passing incorrect URI to Launcher.
  • WSA: Unity won't spam 'No such host is known' in certain cases when connecting to profiler.
  • WSA: Unity won't specify Content-Type header when using WWW, if Content-Type header is provided by user.
  • WSA: UnityScript.Lang.Array will not be serialized, thus will not produce a crash.
  • WSA: UnitySetInput won't crash when Independent Input Source is enabled.
  • WSA: When building player, Unity will mark all files as non read only, so overwriting shouldn't be a problem. This should solve issue for Perforce user, where some of the files were being marked as read only.
  • WSA: When generating Assembly-CSharp projects, they will reference WinRTLegacy.dll now.
  • WSA: When using Debug configuration, and D3D11 debug layers are not available - an informational message will be printed instead of error.
  • WSA: WWW will correctly send POST data.
  • WSA: When compiling scripts targeting Windows 8.1, all .NET 4.5.1 for Windows Store Apps references will get added.
  • Other Fixes:
  • AI: Fixed a crash when trying to draw uninitialized path node debug info.
  • AI: Fixed erroneous rendering of agent debug info when navmesh uses height mesh, or when navmesh window is not visible.
  • AI: Fixed NavMeshAgent.Move sometimes undershooting terrain.
  • AI: Fixed OffMeshLinks trying to remap every frame when auto-updating was disabled.
  • AI: Fixed problem where agents would not use height-mesh when stopping at a carved boundary.
  • AI: Fixed problem where any change in rotation or scale would trigger re-carving regardless of specified move-threshold.
  • Animation: Animation Event popup no longer freezes for events of deleted scripts.
  • Animation: Fixed a crash when adding, at runtime, pre-4.3 asset bundles containing animations.
  • Animation: Optimize option is disabled from Animator context menu when it's missing an avatar.
  • Asset Bundles: Fixed script compatibility errors when loading asset bundles built in from a different project.
  • Asset Import: Modified directories no longer force their entire contents to be re-imported. Also fixes the issue of the cache server being spammed with requests that have no hashes.
  • Assets Management: Fix null callback call in coroutine invocation.
  • Audio: Fixed "Bypass Effects" on AudioSource which caused AudioSources to be muted when initialized with the flag set.
  • Audio: Fixed "m_PausedSources.empty()" error when resuming game.
  • BlackBerry: Added "Run in Background" checkbox to player settings user interface.
  • BlackBerry: Microphone is now supported.
  • BlackBerry: Password fields will no longer lose text if the user deselects the field and then reselects it.
  • BlackBerry: Screen.sleepTimeout is now supported.
  • BlackBerry: Spaces are now supported in bar file name.
  • BlackBerry: The following typefaces are now supported: Chinese simplified, Japanese, Thai, Arabic, Indic, Hindi.
  • Build Pipeline: Icons are now applied before post-processing scripts are called.
  • Debugger: Don't hang when debugger evaluation triggers an exception.
  • Documentation: "Switch to component" button in Scripting Reference.
  • Documentation: Correctly expanding left side tree in Scripting Reference.
  • Documentation: Fixed many customer-reported bugs.
  • Documentation: Fixed bug which caused UnityEditor to be excluded from Scripting Reference.
  • Documentation: Improved display of generic classes and functions.
  • Documentation: Re-introduced API History in scripting reference docs.
  • Documentation: Showing name of current class/member in page title.
  • Documentation: Switching between C# and JS for sample code in Scripting API on IE11 has been fixed.
  • Events: Fixed OnMouseExit not being called properly.
  • IMGUI: Don't send OnMouseDown event for last used object when clicking IMGUI elements.
  • IMGUI: Fixed bug in GUI.ScrollTowards / GUI.ScrollTo that caused it to think it needed scrolling when it didn't. This also fixes a bug in the Highlighter API where a highlight would fail without warning for certain ScrollViews.
  • Input: Fixed touch tracing stuck to last game object.
  • Installers: DisplayVersion not set correctly by Windows installers.
  • Licence system: Re-enabled license logging in editor.log.
  • License system: Removed support for old PACE license files.
  • Profiler: Fixed "autoconnect profiler" not working.
  • Scripting: Disallow invalid scripts in execution order UI.
  • Scripting: Fixed crash when disabling from constructor.
  • Scripting: Fixed crash when inspecting SerializedProperty.displayName.
  • Scripting: Fixed crash when passing null to Undo.RecordObject.
  • Scripting: Fixed crash when project contains mixed-mode assemblies.
  • Scripting: Fixed crash when unloading a domain with multiple threads.
  • Scripting: Fixed namespace detection for MonoBehaviors containing methods with default parameters.
  • Scripting: Fixed player build when unqualified class names collide.
  • Scripting: Fixed Resources.FindObjectsOfTypeAll sometimes returning objects of incorrect types.
  • Scripting: Only add the component if the required components are not conflicting with the existing ones.
  • Scripting: Undo/Redo of FullHierarchyUndo works now.
  • Serialization: Fixed crash on type load error.
  • Substance: Cache files for GenerateAndCache / DoNothingAndCache are no longer backuped to iCloud and should no longer cause AppStore rejection.
  • Substance: Color specular maps are now correctly generated, and the proper specular alpha channel is now used when the specular map is used as the alpha source for another ProceduralTexture. This might change the way some metallic materials are rendered.
  • Substance: Fixed a rare bug of DXT1 normal maps being used on Windows instead of DXT5.
  • Substance: Fixed a serialization bug which would cause webplayers to crash with newly built content.
  • Substance: Fixed crash when importing a Substance with usage-less outputs.
  • Substance: Fixed error message being displayed when serializing an uninitialized boolean.
  • Substance: Fixed some rare editor crashes.
  • Substance: If no input was modified, RebuildTextures() no longer causes ProceduralTextures that were read from cache to be re-computed from scratch.
  • Substance: If present, the component names of vector inputs are now properly displayed in the inspector instead of the default x, y, z, w.
  • Substance: Mipmap selector in the Texture preview now works on ProceduralTextures.
  • Substance: Non-default assignments of Substance outputs to shader properties are now correctly serialized and should no longer be reset when reimporting Substance materials.
  • Substance: Normal maps will no longer invert or bake incorrectly when being reimported after switching between desktop/web and mobile build targets.
  • Substance: ProceduralMaterial.ClearCache() now releases more memory than before when using image inputs.
  • Substance: ProceduralMaterial.ClearCache() now works correctly when queuing ClearCache() requests for multiple materials.
  • Substance: ProceduralMaterials are now always imported after shaders and should no longer lose their shader assignment.
  • Substance: Undo/Redo operations now behave as expected in the ProceduralMaterial and SubstanceImporter inspectors.
  • Substances: Rebuilt substance textures don't obey sRGB encoding.
  • Terrain: Accessing to a destroyed terrain will not crash Unity any more.
  • Terrain: Established minimum size for all terrain wizards.
  • Terrain: Fixed crash in some cases where trees are manipulated if an invalid prototype is present.
  • Terrain: Fixed crashes on certain platforms
  • Terrain: Fixed terrain properties not being saved if they are edited in inspector debug mode.
  • Terrain: Fixed trees bending to wrong wind direction if trees are rotated.
  • Terrain: Mark TerrainData dirty after PhysicMaterial set for Heightmap.
  • Terrain: Object creation can now be undone.
  • Terrain: Removed unwanted message saying "A tree couldn't be loaded because the prefab is missing" when importing a project.
  • Version Control: Delete folders when the .meta file is deleted as part of a sync.
  • Version Control: Encrypt version control credentials before saving to file.
  • Version Control: Fix errors from too long vcs messages.
  • Version Control: Fix missing unlock command in pending window context meny for assets.
  • Version Control: Fix not being able to get incoming file if you had previously added the same file at the same time as remote and just before syncing deleted the asset.
  • Version Control: Fix script execution order inspector grayed out and meta files not modified with order info when applying.
  • Webplayer: OSX installs should no longer encounter update problems when installed via user accounts with unusual permissions.
  • Webplayer: OSX versions prior to 10.9 can again run Unity games built with Unity 2.x.
  • Webplayer: Several security holes have been closed.
  • Webplayer: Webplayer now requests and requires crossdomain.xml authorization for HTTP redirects to URLs on different servers/ports.
  • WebPlugin: Fixed UnityObject JS param options not working with IE.
  • WebPlugin: Updater does not need to self elevate if the plugin is installed in LocalLow.
  • WIndows Standalone: Disable window size adjustment by Windows on window move.
  • WWW: Editor and standalone players now correctly set the Accept-Encoding header to 'identity' when transmitting HTTP requests.
  • WWW: Fixed “bad file length” errors when loading scene bundle in editor or web player.
  • WWW: Fixed CRC tests for downloads of uncompressed AssetBundles to the Cache.
  • WWW: Fixed the race condition when the task was destroyed before the outstanding continuations were properly completed.
  • WWW: Several fixes to prevent XSS and header-forgery attacks.
  • Upgrade guide
  • Rendering: The internal value of TextureFormat.BGRA32 enum has changed. Any code using that enum in a .NET assembly must be rebuilt.
  • NaCl: The Google Native Client build target has been removed and is no longer supported. You need to use Unity 4.2 if you wish to target Google Native client.
  • Webplayer: Use of the Chain of Trust system now requires a Unity-supplied authorization token. If you are using this system, please contact support.
  • Editor: To have the New Hierarchy Window alphabetically sorted please check out docs. Once a Editor script is created and derived from BaseHierarchySort a button will appear in the hierarchy window where you can select the sorting method.
  • Known issues:
  • DX11: Issues when Alt-Tabbing away from fullscreen game. Something has changed in DXGI on Windows recently that broke it; we’re working on a fix.
  • Windows Store Apps / Windows Phone 8: Matrix4x4 is incorrectly serialized.

New in Unity 4.5.2 (Aug 11, 2014)

  • Fixes:
  • 2D : SpriteRenderers with a negative scale can now batch together with SpriteRenderers with a positive scale.
  • 2D : Sprite references will not break if sprites are renamed or deleted using the Sprite Editor.
  • Android : Fixed the build failure on latest Android SDK (v23)
  • Android : Switched to UTF encoding for compiling java resource files
  • Asset Management : Assets referenced by GUIStyle are no longer incorrectly collected by UnloadUnusedAssets
  • AI : NavMesh carving obstacles are spatially sorted for robustness.
  • Asset Import : Autodesk Maya 2015 not supported, MEL scripts need to be updated
  • Audio : Fixed regression with AudioClips that are flagged as streaming
  • Core : Added AssetBundle.CreateFromMemoryImmediate, to create AssetBundles from a byte array synchronously.
  • Core : Asset Bundle Export performance increase
  • Documentation : Updated documentation based on user feedback and minor bugs found
  • Documentation : Add a section on script serialisation and serialisation in general.
  • Documentation : Array doesn't display methods twice anymore
  • Documentation : Fixed documentation layout on mobile browsers (as well as small doc improvements)
  • Editor : Fixed issue with prefabs not maintaining new position if moved in hierarchy.
  • Editor : Added preference setting to enable alphabetical hierarchy sorting.
  • Editor : Fixed performance issues with large & flat scene hierarchies (new hierarchy window in 4.5 was slower on them).
  • Editor : Fixed issue with object Transform being set to the origin when Prefab was dropped into hierarchy window.
  • Editor : Killed annoying cmd windows that was popping up during android deployment
  • Editor : Fixed Asset Store window showing up blank in DirectX 11 mode on some laptop graphics cards
  • Editor : Don't show any blinking cmd windows while launching the dab server
  • Editor : Fixed erroneous "Mismatched serialisation in the builtin class 'Mesh'" errors when loading meshes imported with Unity 3.5.0.
  • Editor : Fixed security issues when trying to set Android SDK location under non-admin account
  • Editor : Fixed console not having a scroll bar for error detail
  • Graphics : Fixed light matrix (_LightMatrix0) not always being set to shaders in deferred lighting.
  • Graphics : Fixed Camera's Depth & DepthNormals textures sometimes using the wrong filtering mode.
  • Graphia's : Fixed light Halo not initially rendering, unless there is another Halo component in the scene.
  • Graphics : Particle Sub Emitter not playing after Pause()
  • Image Effects : Fixed CameraMotionBlurDX11 shader having a syntax error. Whoops!
  • Linux : Fixed regression in mouse look behaviour.
  • Linux : Deploy more configuration metadata with standalone players
  • Mecanim : Fixed errors/crash when using Animator:GetCurrentAnimationClipState on layers
  • Mecanim : Fixed transitioning into empty state on a synced layer.
  • Mecanim: Fixed transition to self speed during AnyState transition.
  • Mecanim : Improved performance of activating the Animator.
  • Mecanim : Improved memory usage per instance.
  • Physics 2D : Display a warning against a 2D collider when it is unable to create a Box2D collision shape due to it not meeting Box2D constraints.
  • Physics 2D : Only update 2D rigid-body position and/or rotation as transform position/rotation changes respectively.
  • Physics 2D : Stop a crash when removing 2D rigid-body during a collision callback.
  • Physics 2D : Add missing "distance" property to RaycastHit2D.
  • Physics 2D : Ensure that reference angle is maintained for both HingeJoint2D and SliderJoint2D when a component change occurs.
  • Physics 2D : Fix occasional crash when unloading scenes with lots of 2D static colliders.
  • Physics 2D : Stop 2D colliders from being generated twice upon start-up.
  • Physics 2D : Fix how rotational inertia and centre-of-mass is calculated.
  • Rendering-Other : Clear back-buffer after resolution change on Windows.
  • Rendering-Other : Fixed GLES3 shader compiling failure on non-const global initialisation. Note that this has been fixed only for Android in this patch.
  • Scripting : Fixed Socket.ExclusiveAddressUse using UDP to work on Linux
  • Scripting : Fixed support for serialising array of generic types
  • Scripting : Fixed step-out in debugger behaving as continue in some scenarios.
  • Scripting : Reduce spam from serialisation depth warning to a single warning.
  • Scripting : Fixed double-clicking a C# script will open MonoDevelop instead of Visual Studio.
  • Serialization : Fixed GraphicsSettings reset on project open if using text serialisation mode.
  • Shaders : Fixed preprocessor regressions in HLSL-to-GLSL translation (token pasting, macros with line continuations, other complex macros).
  • Shaders : Fixed surface shader regression with multiple spaces between "pragma" and "surface".
  • Shaders: Fixed GLES3 shader compiling failure on non-const global initialisation.
  • Substance : Fix rare semaphore-related error message.
  • Substance : Fix rare hangs/crashes when building user projects.
  • Substance : Decrease memory footprint after initial scene load
  • Substance : Fixed potential crash when baking ProceduralTextures to compressed formats
  • Webplugin : Fixed a crash where decompression threads were still working, even though the plugin was being closed.
  • Windows Phone 8/ Windows Store Apps : Fixed small memory leak in animation system.
  • Windows Phone 8/ Windows Store Apps : Fixed animating camera and 2D sprite properties.
  • Windows Phone 8/ Windows Store Apps : Unity will now properly post-process .winmd files.
  • Windows Phone 8/ Windows Store Apps : Unity will properly fix InternalsVisibleToAttribute on post-processing.
  • Windows Phone 8/ Windows Store Apps : Fixed MonoBehaviour serialisation when SerializableAttribute is not specified in base classes.
  • Windows Phone 8/ Windows Store Apps : Unity will now correctly recognise System.Nullable Windows.Foundation.IReference type alias when checking for unavailable APIs
  • Windows Phone 8/ Windows Store Apps : Shader depth bias (Offset) will now correctly work on DX11 feature level 9.x.
  • Windows Store Apps : Unity C# projects can be rebuilt multiple times without file copying errors.
  • Windows Store Apps : Fixed NullReferenceException when building with SDK 8.0
  • Known Issues:
  • Android: Continue to look for JDK if JAVA_HOME points to too old JDK
  • Graphics: Shader error when building and playing Bootcamp project on Windows XP.
  • Scripting: Double-clicking a C# script will open MonoDevelop instead of Visual Studio.
  • If Visual Studio is already open with another project, it will still fail. However, it will work when Visual Studio is closed.

New in Unity 4.5.1 (Jun 24, 2014)

  • Improvements:
  • iOS: add support for script debugging over USB
  • Fixes:
  • 2D: Very thin down-scaled textures will now produce sprites correctly.
  • 2D: Fixed auto-simplification of sprite meshes. Considerably less vertices/triangles will be generated.
  • Editor: Fixed ETC2/ASTC texture display for lower mip levels when the editor is run in DX11 mode
  • Graphics: Fixed GUIText not being shown if it only consists of Unicode characters
  • iOS: Fixed case of resolution/orientation setting when Unity player takes only part of the screen
  • iOS: Fixed Unity Remote touch event queuing under stress conditions
  • iOS: Fixed 2D rendering when sprite does not have tangents, but has normals
  • iOS: fixed autorotation issues on iOS 8
  • iOS: fixed Xcode project build under Xcode6 preview
  • iOS: fixed splashscreen misrecognition for iOS Free license users on iPad-only apps
  • iOS: fixed corner case of RenderTexture creation
  • iOS: fixed lighting being broken while starting in landscape orientation
  • Linux/OSX: Fix linear lighting when antialiasing is enabled in upscaled fullscreen mode.
  • Linux: Fix initial cursor visibility setting when antialiasing is enabled.
  • Linux: Fix asset bundle caching.
  • MonoDevelop: Fix to correctly close MonoDevelop when not in focus on OS X. MonoDevelop will no longer prevent logging out.
  • OSX: Fix stack trace generation on crash.
  • OSX: Fixed PS3/PS4 bluetooth pads crashing editor when run.
  • Windows Phone/Windows Store Apps: Unity now correctly marshals Collision2D.relativeVelocity to C# code
  • Windows Phone: Fixed clearing splashscreen if camera in first scene has no clear flag
  • Windows Phone: Input.gyro.gravity now correctly returns data from orientation sensor
  • Windows Phone: Fixed an issue which caused compressed meshes to blink in certain situations
  • Windows Phone/Windows Store Apps: Unity will now correctly build player if plugins use .NET 4.5 APIs that are not available in .NET 3.5
  • Windows Phone: Input.GetJoystickNames now returns an empty string rather than preventing player build
  • Windows Phone/Windows Store Apps: Fixed an issue which caused player crash when Collider2D NonAlloc API variants were used
  • Known Issues:
  • Audio: [Angry Bots] Sound of the rain disappears when it shouldn't
  • iOS: 4.5.1 needs Vuforia plug-in to be upgraded to very latest version
  • iOS: You won’t be able to enable MSAA/stencil for backbuffer if you use Xcode 6 beta for building final application
  • Physics2D: Hinge and Wheel 2D joints start scene as if they were asleep

New in Unity 4.5.0 (May 27, 2014)

  • Features:
  • Graphics features:
  • Shader importing has been massively improved: -Shaders are imported much faster, especially complex surface shaders. Instead of compiling all shader variants for all possible platforms at import time, now the needed shader variants for needed platforms are compiled on-demand. Shader compilation results are cached under Library folder, so identical compilations happen much faster.
  • -Error reporting was improved. Errors are reported on correct lines (imagine that!), and errors in .cginc files report the filename.
  • -Surface shader debugging was improved. No more "#pragma debug" nonsense; just click "Show generated code" in the inspector.
  • Added Sparse Texture support (also known as "mega textures" or "tiled textures"). This is a low-level API feature, see SparseTexture class. Implemented on DirectX 11.2 (via tiled resources) and desktop OpenGL (via ARB_sparse_texture).
  • Added stereoscopic rendering on DX 11.1 (requires Windows 8.1 and compatible hardware).
  • Introduced support for OpenGL ES 3.0 on iOS devices (starting with A7 devices).
  • Graphics: Support for 3D textures in OpenGL ES 3.0.
  • Module Manager:
  • Introduced Module Manager with updatable platform support. iOS, Android, Windows Phone 8, Blackberry Unity add ons can be updated without downloading full editor installer. Accessed through Modules menu, next to Preferences menu.
  • Editor features:
  • New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name.
  • Introduced new editor API AssetDatabase.FindAssets (string filter, string[] folders). Search the Asset Database for assets by filename, type and asset label. See documentation for more information.
  • Added Selection.assetGUIDs for getting the current selected assets in the Project Browser. It also returns the folder selection in the first column in the Project Browser (in Two Column mode) which is not part of the main selection.
  • 2D Physics features:
  • Added 2D Joint Gizmos.
  • Added new 2D physics component: WheelJoint2D.
  • Unity Remote upgrade:
  • Unity Remote 4 is our play testing solution for iOS and Android. As of Unity 4.5, there’ll be no more Wifi latency when playtesting your games on iOS devices. Plus, we’ve added support for the full range of iOS device inputs including accelerometers, gyroscopes and camera images. Unity Remote 4 is available free of charge from Google Play and the App Store.
  • Mecanim features:
  • Added CanTransitionToSelf option on AnyState Transitions.
  • Added new scripting function Animator.Rebind(). You can use this function to manually rebind the animator data set to unity when you change something in your GameObject hierarchy.
  • For humanoid rigs, in the importer, you can specify a transform node that will be used as root motion for an animation clip. The transform node will replace the automatically extracted root motion computed by Mecanim. (Pro Only).
  • Windows Store apps features:
  • Added Compass API to check for compass accuracy.
  • AppCallbacks methods InvokeOnUIThread and InvokeOnAppThread will detect deadlock and throw exception. Added TryInvokeOnUIThread and TryInvokeOnAppThread, which return true or false instead.
  • Support for programmatically opening touch screen keyboard.
  • In Player Preferences added support for scaled resources: splash screen, medium and wide tile, store and small logos.
  • In Player Preferences added support for Windows 8.1 scaled resources and related settings.
  • New APIs for changing system cursor - AppCallbacks::SetCursor, AppCallbacks::SetCustomCursor, WSA.Cursor.SetCustomCursor.
  • Added support for changing screen resolution on Windows 8.1.
  • Other features:
  • Scripting: Introduced DisallowMultipleComponentAttribute for disallowing multiple components of the same type being added to a single GameObject.
  • Scripting: Add UnityEngine.ISerializationCallbackReceiver interface, to get a callback right before serialisation and right after deserialization.
  • Scripting: Structs with System.Serializable attribute can now be serialized. Also, fields of AnimationCurve[] and double[] now get serialised.
  • WebPlugin: Added Enhanced Protected Mode support for Internet Explorer. Supports IE 64 bit.
  • Improvements:
  • 2D: Default 2D shaders now emulate premultiplied alpha. This fixes rendering in certain cases such as when rendering into a transparent render texture.
  • 2D: Padding and offset values added for grid slicing in Sprite Editor.
  • 2D: Sprite textures will not default to 16-bit on iOS anymore when editor is in 2D mode.
  • 2D: Sprite Editor works for single mode sprites.
  • 2D: Sprites now have border property (specified in pixels) that can be changed on sprite import.
  • Scripting: Rect struct now has the properties min, max, and size. This makes it easier to reuse the same code for the X and Y axis.
  • Android: Added KitKat to the list of target devices.
  • Assets management: 'optimizeGameObjects' & 'extraExposedTransformPaths' are now accessible from asset post processor.
  • Profiling: Audio profiling is improved with more relevant data and more accurate memory stats.
  • BlackBerry: bar-descriptor.xml file no longer uses deprecated xml tags.
  • BlackBerry: Keyboard types are now supported.
  • BlackBerry: Introduced GLES 3.0 support on the z30 devices.
  • Scripting: Added LayerMask.GetMask method to return a mask given multiple layer names.
  • Coroutines: StopCoroutine can now take an enumerator argument.
  • Documentation: Added docs on how to debug DirectX11 shaders with Visual Studio, look for 'SL-Debugging DirectX 11 Shaders with Visual Studio'.
  • Documentation: API history updated.
  • Documentation: Introduced new look and feel.
  • Documentation: Revived API history
  • Editor API: Expose handles preference colors in the Handles class (as read-only).
  • Editor, Standalone: WWW object can now retrieve data from servers that serve compressed content (gzip or zlib).
  • Editor: Added 'Sprite' to the type filter popup in the Project Browser.
  • Editor: Created CustomPreview attribute and ObjectPreview class. It is now possible to add extra custom preview to any inspected object.
  • Editor: Created SelectionBase attribute. When applied to a script, GameObjects with that script on will work the same as prefab roots for Scene View picking.
  • Editor: Implemented editing of Asset Labels for multiple assets at once.
  • Editor: Exposed EditorGUI.MultiFloatField and EditorGUI.MultiPropertyField.
  • Editor: Expose EditorGUIUtility.standardVerticalSpacing to make it possible for people to create standard spacing between controls (for example in PropertyDrawers) without having to hardcode the amount.
  • Editor: Improved inspector customisation with [Tooltip] and [ContextMenuItem] script attributes.
  • Editor: Overall improvement of Sprite Editor. Better handling of sprite border, holding CTRL will hide the sprite boundaries so the hidden borders can be seen, and better mouse cursor feedback.
  • Editor: Package Import Window was redesigned and now shows import items as a proper tree view.
  • Editor: Preset libraries that have default presets now have a 'Add Factory Presets To Current Library' option in the context menu.
  • Editor: PropertyDrawers are now supplemented with DecoratorDrawers, which can be used for decorative elements in the Inspector such as spacing, headers, or notes.
  • Editor: Added AnimatedValues - Simple way to have tweened UI elements in EditorGUI.
  • Editor: Implemented display of fully qualified script name in execution order inspector.
  • Graphics: Added Texture2D.EncodeToJPG.
  • Graphics: GPU Skinning on OpenGL ES 3.0 now supports at least 4096 bones per mesh on all GL ES 3.0 targets.
  • Graphics: OpenGL ES 2.0 and 3.0 maximum simultaneous texture count upgraded from 8 to 16 (where supported by the GPU).
  • Graphics: Updated videoVerticallyMirrored docs.
  • iOS: Added ability to use profiler through USB.
  • iOS: Added iOS 7.1 target selector.
  • iOS: Added iPad Air and iPad Mini Retina entries to the iPhoneGeneration enum.
  • iOS: Added missing system languages.
  • iOS: Added reporting of environment variables when launching of mono process fails.
  • iOS: Added support for render events (GL.IssuePluginEvent). Please note that you need to manually register them, as iOS do not support dynamic libraries. Check trampoline for UnityRegisterRenderingPlugin function.
  • iOS: Added Xcode 5.x splashscreen compatibility.
  • iOS: Bumped minimum version of Xcode to 5.0.
  • iOS: Did minor trampoline refactoring.
  • iOS: Rebuilt FMOD, PhysX and PLCrashReporter with -mno-thumb.
  • iOS: Implemented small CrashReporter improvements: logging to console, disabled dSYM generation for debug builds.
  • iOS: WWW implementation exposed in trampoline.
  • Linux: Query webcam for dimensions when user doesn't specify them.
  • Linux: Worked around drivers grossly underreporting video memory.
  • Mecanim: Implemented user notification when humanoid animation has animation (TQS) in between human bones.
  • Mecanim: Added finger bones to c# HumanBodyBones enum.
  • Mecanim: Animator does not spam warning messages in standalone.
  • Mecanim: Humanoid auto-configure now only use rotation information from bind pose. Translations found in bind pose were different from the ones in animation. This was causing undesired retargeting differences.
  • Mecanim: Humanoid setup and retarget console warning have been improved. Less noise and more precise information.
  • Mecanim: Optimized Animator Enable() ( 2x speed on complex controllers ).
  • OpenGL ES: Improved GL ES version selection. There is now a new Target Graphics API option "Auto" that automatically selects the best available GL ES version.
  • OS X: Enabled stack trace output when player crashes.
  • Physics: Added the following methods and properties to DistanceJoint2D: limitState, GetReactionForce() and GetReactionTorque().
  • Physics: Added the following methods and properties to HingeJoint2D: limitState, referenceAngle, jointAngle, jointSpeed, GetReactionForce(), GetReactionTorque() and GetMotorTorque().
  • Physics: Added the following methods and properties to SliderJoint2D: limitState, referenceAngle, jointTranslation, jointSpeed and GetMotorForce().
  • Physics: Added the following methods and properties to WheelJoint2D: jointTranslation, jointSpeed and GetMotorTorque().
  • Physics: Added the following methods to SpringJoint2D: GetReactionForce() and GetReactionTorque().
  • Physics: Added "RigidBody2D.simulated" property that allows control of whether a Rigidbody2D component should be simulated or not.
  • Physics: Added 2D rigid-body MovePosition and MoveRotation methods.
  • Physics: Added ability to ignore collider/collider collisions (Physics2D.IgnoreCollision).
  • Physics: Added missing Physics2D CircleCast, CircleCastAll, CircleCastNonAlloc, BoxCast, BoxCastAll & BoxCastNonAlloc.
  • Physics: Added "bounds" property (read-only) to 2D collider types.
  • Physics: Added "centerOfMass" and "worldCenterOfMass" properties (read-only) to Rigidbody2D.
  • Physics: Added "inertia" property to Rigidbody2D.
  • Physics: Added ForceMode2D type to allow selection of force to be used for "Force" or "Impulse".
  • Physics: Added GetPoint & GetRelativePoint to Rigidbody2D.
  • Physics: Added GetPointVelocity & GetRelativePointVelocity to Rigidbody2D.
  • Physics: Added GetVector & GetRelativeVector to Rigidbody2D.
  • Physics: AddForce, AddRelativeForce, AddForceAtPosition & AddTorque on Rigidbody2D now accept ForceMode2D type to match 3D physics.
  • Physics: Dragging interaction of GameObjects containing dynamic Rigidbody2D components in editor during play-mode is allowed now.
  • Physics: Do not show disabled 2D joint gizmos.
  • Physics: Exposed several Box2D properties that were previously compile-time constants.
  • Physics: PolygonCollider2D gizmo renders only the outline shape.
  • Scripting: Added GetAllCameras(Camera[]) and allCamerasCount API's
  • Scripting: Added UNITY_PRO_LICENSE define.
  • Scripting: Added GetComponentsInParent function.
  • Scripting: Added MeshUtility.SetMeshCompression and MeshUtility.GetMeshCompression to set mesh compression for Meshes generated from scripting.
  • Scripting: Improved resolution of types that inherit from types in different user assemblies.
  • Serialisation (i.e. Instantiation & Level loading) performance of MonoBehaviors is now 2x-5x faster.
  • Serialisation: Print error message when maximum recursion limit is reached.
  • Substance: Alpha channel generation can now be explicitly disabled for ProceduralMaterials in order to use runtime DXT1/ETC compression or to bake DXT1/ETC/RGB24 bitmaps.
  • Substance: Baked ProceduralTextures are now created from full RGBA32 data instead of pre-existing (and potentially already compressed) editor data.
  • Substance: Decreased memory consumption in the editor.
  • Substance: Lower peak memory footprint when generating textures for materials that were queued roughly at the same time.
  • Substance: Material thumbnails are now listed in the static preview in the same 'semantically correct' order they appear in the SubstanceImporterInspector.
  • Substance: Mipmap generation can now be disabled (the default is 'enabled').
  • Substance: Outputs tagged as "Specular" will automatically map to the _SpecTex shader property if present.
  • Substance: Outputs that are used solely as sources for other outputs's alpha channels (typically the specular output) are no longer generated separately and will not appear in the project window anymore unless they're directly assigned to a shader slot or the GenerateAllOutputs option is checked.
  • Substance: ProceduralMaterials being computed when exiting play mode are now discarded, making the transition from play mode to editor mode faster.
  • Substance: ProceduralMaterials loaded from AssetBundles can now be inspected in play mode.
  • Substance: Processing Substances in the Editor is now always multi-threaded when not in play mode.
  • Substance: Runtime PVRTC compression on iOS/Android is now faster and of higher quality.
  • Substance: Switching between graphs or instances in a SubstanceImporterInspector will no longer cause a reimport. The reimport of the modified SBSAR asset is now performed when the entire SubstanceImporterInspector is disabled.
  • Substance: The ProceduralMaterial memory budget will be increased in smaller increments on mobile targets to further lower the peak memory footprint on these platforms.
  • Windows: Unity Editor will fallback to DirectX 11 if DirectX 9 is not available, instead of showing the dialog graphics were not initialised.
  • Webplayer: Java Webplayer Installer is now updated with the latest Java security requirements.
  • Windows Phone: The preview resolution is as close as possible to what the user requested.
  • Windows Phone: Non uniformly scaled meshes use less memory.
  • Windows Phone: Webcam resolution selection is now chosen by the aspect ratio and the total area of the preview.
  • Windows Store Apps / Windows 8.1: Added support for SwapChainPanel, it will be used in XAML project files generated for Windows 8.1, you can still use SwapChainBackroundPanel if you want.
  • Windows Store Apps / Windows 8.1: Changed template code to handle application launch through protocol, basically we added OnActivated event handling in App.xaml.cs and App.xaml.cpp files.
  • Windows Store Apps / Windows Phone: Graphics related memory optimisations. Mesh and texture uploads use less memory.
  • Windows Store Apps: When building, instead of storing absolute Unity paths inside a project, they will be store in UnityCommon.props file instead, this way making it easier to share project between several PC's.
  • Windows Store Apps: *.pdb, *.ilk, *.exp for Unity libraries won't be provided in Release, Master configurations, thus reducing the exported solution size significantly.
  • Windows Store Apps: AppCallbacks::UnitySetInput() made safe for multiple invocations.
  • Windows Store Apps: ComputeBuffer.SetData will work correctly.
  • Windows Store Apps: If running other OS than Windows 8/8.1, reports it as "Unknown Windows version ()" rather than hardcoded "Windows 8"/"Windows 8.1".
  • Windows Store Apps: NativeRenderPlugin example now properly works on Windows Store Apps.
  • Windows Store Apps: Removed splash screen after the first frame is drawn.
  • Windows Store Apps: D3D applications will consume less CPU percentage thus preserving battery.
  • Windows Store Apps: System.deviceModel will return a valid value whenever possible.
  • Windows Store Apps: Unity will output used Windows SDK version in UnityPlayer.log.
  • Windows Store Apps: Unity won't spam harmless D3D warning DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET in Debug builds.
  • Windows Store Apps: Webcam support is more stable; webcams now also support MJPG streams.
  • Windows Store Apps: Windows 8.1 player will now respect CompositionScale of SwapChainPanel.
  • Windows Store Apps: You can now generate C# Assembly-Charp* projects (in BuildSettings window) which will be referenced from generated solution, allowing you to easily debug and change your scripts on the fly, the only thing to keep in mind, if you'll add/remove serialised fields in classes, you'll need to rebuild your project from Editor to compensate for changed serialised data.
  • Windows Store Apps/ Windows 8.1: SystemInfo.deviceUniqueIdentifier will return value from AdvertisingManager
  • Windows Store Apps/Windows Phone: MaterialPropertyBlock property setting now supported on these platforms.
  • Windows Store Apps/Windows Phone: Unity allocates fewer managed objects for its own internal bookkeeping allowing .NET garbage collector to work faster. Overall memory consumption is also reduced.
  • Windows Store Apps/Windows Phone: Added support for animated script variables .
  • Windows Store Apps/WP8: Better handling of managed objects, causes less pressure to Garbage Collection.
  • WWW: All POST requests now automatically include an x-unity-version header with the version of the Unity runtime making the request.
  • Changes:
  • 2D: Atlas packer DefaultPackerPolicy will now pack Sprites as rectangles unless packing tags begin with "[TIGHT]". The new TightPackerPolicy will tightly pack Sprites with a Tight Mesh unless packing tags begin with "[RECT]".
  • 2D: Sprite Packer is no longer a preview feature.
  • Android: Disabled GPU profiling on Adrenos for now, due to unstable drivers.
  • Asset Bundles: Trying to build a bundle from within an AssetPostprocessor will now throw an error.
  • BlackBerry: BuildTarget.BB10, BuildTargetGroup.BB10, and BaseClass.BB10Player have been deprecated. Please use BuildTarget.BlackBerry, BuildTargetGroup.BlackBerry and BaseClass.BlackBerryPlayer
  • Editor: Components with OnSceneGUI calls will now show up in scene view Gizmos popup.
  • Editor: Data consistency checks for objects loaded from disk are now performed on all objects before waking up the first one of them instead of interleaving the two operations.
  • Editor: Newly created projects default to DirectX 11 on Windows now (you can still make DX9 be the default in project settings).
  • Editor: Utility Editor windows no longer have 10 pixels automatically added at the top when using GUILayout.
  • Editor: Removed SpriteRenderer preview.
  • Editor: Show overlay label in Game View with actual used resolution if actual used resolution is smaller than the selected fixed resolution.
  • iOS: Added iOS7 target.
  • iOS: Refactored trampoline; extracted view handling and rendering categories from UnityAppController.
  • Mac: Rewrote Mac web cam support to use AVFoundation framework, so you can publish to the Mac App Store without using deprecated APIs.
  • Mecanim: Introduced Animator Update Mode which replaces Animator.animatePhysics. Adds the possibility to update Mecanim independently of Time.timeScale.
  • Physics: All existing joints are now derived from AnchoredJoint2D component rather than the Joint2D component.
  • Physics: Collision and trigger callbacks now occur on both the GameObject containing the 2D collider as well as the GameObject containing the 2D rigid-body.
  • Physics: Updated Box2D to v2.3.0.
  • Sprite Editor: Now an undockable utility window and can only be opened from the sprite inspector.
  • Sprite Editor: Removed 'Minimum size' from automatic slicing dialog.
  • Substance: A new 'DoNothingAndCache' loading behaviour is now available. Substances are no longer automatically generated when loaded but are still cached to non-volatile storage after the first call to RebuildTextures() / RebuildTexturesImmediately().
  • Substance: ProceduralMaterial.isCachedDataAvailable was added to check if cache data will be used for a cached ProceduralMaterial or if its outputs will have to be rebuilt. Coupled with DoNothingAndCache, this allows for interactive "installer / substance decompressors" scenes to be created.
  • Windows Store Apps / WP8: Unity won't spam warnings for incorrectly unloaded assets, unless explicitly specified.
  • Windows Store Apps: Independent Input Source is disabled again by default due to delays in Windows Update.
  • WWW: deprecated 'WWW(string url, byte[] postData, Hashtable headers)', use 'public WWW(string url, byte[] postData, Dictionary headers)' instead.
  • Fixes:
  • 4.5 brings a lot of fixes all over the place, so here they are split into sections:
  • 2D Fixes:
  • "Custom Pivot" value field made wider to fit 8 digit numbers in Sprite Editor.
  • 2D polygon collider editor lines z position is now forced to zero.
  • Added confirmation window to grid slicing when creating large amounts of sprites in Sprite Editor.
  • Atlas texture will be correctly bundled in an atlas bundle when the bundle is created with kAssetBundleIncludeCompleteAssets flag and has a Texture with atlases Sprites as its main asset.
  • Cancelling packing won't prevent future packing attempts.
  • Correctly disable Sprite wireframe display.
  • Correctly handle initial default TextureImporter FilterMode in the DefaultSpritePackerPolicy in Sprite Packer.
  • Correctly initialise Sprite textureRect if all pixels are transparent.
  • Deselecting sprite in Sprite Packer window now works.
  • Destroying a Sprite's texture will not crash the SpriteRenderer that's using it.
  • Destroying a material array via UI will not break the Sprite inspector.
  • SpriteRenderer will not reset MaterialPropertyBlock.
  • Dropping sprite asset to hierarchy no longer changes texture of a random material.
  • Fixed light culling for scaled sprites.
  • Fixed precision errors in tight mesh generation code. It now correctly works together with PixelSnap shaders.
  • Fixed Sprite Packer issues when packing in editor automation mode.
  • Fixed Sprite Packer border generation to not sometimes write over the pixels of a nearby Sprite.
  • Handled Sprite Packer policy assembly type query failures. Fixes hangs when using 3rd party libraries such as pnunit.
  • PixelsToUnits property, when set to Infinity, will flip back to the default value of 100.
  • Prevented a false error when generating Sprites from a 1-pixel tall/wide texture.
  • Prevented sprites larger than max atlas size from participating in packing.
  • Removed a legacy assert which sometimes caused error messages during Sprite generation.
  • Reopening Unity will reopen the Sprite Packer window correctly.
  • Significantly reduced Sprite packing memory requirements.
  • Sprite editor rectangle values are now clamped properly.
  • Sprite Editor wasn't repainted when single sprite got unselected.
  • Sprite Packer policies with duplicate names will not throw exceptions.
  • Sprite Packer will not corrupt some textures when Unity is running in automation mode.
  • Sprite preview will correctly work in play mode for atlases sprites.
  • SpriteRenderer component will now correctly display an error message when a material with an incompatible shader (fixed function) is assigned.
  • Sprite-Diffuse shader now correctly uses color provided by the SpriteRenderer.
  • Sprites generated from NPOT textures when running with -nographics flag will now work correctly.
  • Sprites generated from NPOT textures will now work correctly on graphics cards where NPOT textures are not supported.
  • SpriteRenderer will now output normals and tangents if the active material require them.
  • Sprites with mipmaps can now be packed. A custom Sprite Packer policy is required to enable atlas texture mipmapping.
  • Stabilized packing to avoid cases where removing one Sprite could grow the final atlas size.
  • Undo added to the 2D Joint gizmos.
  • When determining if non-square textures can produce sprites, check the compressed format for square-requirement. NPOT PVRTC textures are not compressed and therefore are ok for generating sprites.
  • When loading an asset bundle that contains a SpriteRenderer in the editor, the sorting layer for the SpriteRenderer will not be reset to default.
  • Android Fixes:
  • Fix for JVM picking up enviers when trying to build an android apk.
  • Fix for Samsung Game Pad axis mapping.
  • Fixed "Google Android Project" export.
  • Fixed AccelerationEvent.deltaTime.
  • Fixed an issue where some devices would freeze if unity was paused.
  • Fixed an issue where some joysticks/controllers weren't given a proper name.
  • Fixed crash on ART when calling methods with no arguments.
  • Fixed crash on ART when processing input.
  • Fixed crash on cancelling a video on Kindle Fire.
  • Fixed crash on TerrainData creation.
  • Fixed crash when using Font.RequestCharactersInTexture().
  • Fixed floating point errors on Tegra2.
  • Fixed input deadlock in OUYA console.
  • Fixed keyboardType handling.
  • Fixed Native Render plugins.
  • Fixed potential crash on soft-ime close.
  • Fixed setting audio sample rate on Android
  • Fixed some issues with graphics corruption when switching quality setting.
  • Fixed texCubeGrad and texCubeLod issues.
  • Fixed the error when wrong extension function could be used on GLES 2.
  • If a joystick is disconnected it will now show up as an empty string in the GetJoystickNames() array.
  • Logging a warning if merged manifest doesn't contain MAIN activity
  • Preload thread no longer consumes battery while application is in a paused state.
  • Re-added missing init() function.
  • Fixed crash on Android 4.4.2 when running on certain Adreno GPUs.
  • Editor Fixes:
  • "Layout" button now displays the currently selected layout name.
  • 2D Transform tool rotation is now disabled when the sprite is small enough in the scene view.
  • Active scenes count properly displayed when more than 100 scenes are added to Build Settings window.
  • Added missing platform strings to OS X build post-processor.
  • Asset importer confirmation dialog text is now different when multiple files are going to be changed.
  • Call to GetWindow() with focus makes sure the window always becomes visible.
  • Cancelling the drag of multiple sprites to scene view or hierarchy no longer generates GameObject.
  • Corrected error message when adding component with mismatched class and file name
  • Creating prefab from GameObjects which contains cloth no longer crashes.
  • Do not show linear color space setting in free version (Pro only feature).
  • Dragging single or multiple sprites to hierarchy works.
  • Fit tool windows on screen when resolution changes.
  • Fix the Script Execution Order Window to only show MonoBehaviours and ScriptableObjects. And fix dragging scripts from project browser so it only allows valid scripts.
  • Fixed a crash when rendering preview images for prefabs with ClothRenderer components.
  • Fixed changes being undone when dragging assets from Windows Explorer onto Unity Editor.
  • Fixed crash when adding trees to terrain with no tree prototype defined.
  • Fixed crash when resizing array to 0 in inspector with multiple objects selected.
  • Fixed crash when script name is 32 characters or longer.
  • Fixed crash when Sprite.Create's 1st argument (Texture) is null.
  • Fixed crash when switching from "Rig" to "Model" tab in model inspector when having unapplied changes.
  • Fixed crash when switching to play mode with scene that hides transform children with HideFlags.DontSave.
  • Fixed crash when trying to import unreadable font.
  • Fixed crash when undoing a prefab revert.
  • Fixed crash when using InitializeOnLoad attribute to execute code that calls back into engine.
  • Fixed GLES emulation when running in -force-opengl mode.
  • Fixed GUILayout errors when multi-selecting audio clips
  • Fixed memory leaking when moving terrains.
  • Fixed multi-editing arrays in custom property drawers.
  • Fixed non-monobehavior classes breaking the script execution order window.
  • Fixed order of backing up/disabling/enabling scripts when reimporting.
  • Fixed Package Import Window was missing folders and had incorrect indentation
  • Fixed popup windows sometimes overlapping with the taskbar on Windows.
  • Fixed script importing error if the script contains a field whose name is ended with "guid".
  • Fixed scripts being recompiled every time a project got loaded.
  • Fixed that popup windows was not closed when using keyboard shortcut to go into playmode. This caused null-reference exceptions.
  • Fixed that popups auto closes on OSX 10.9 (Maverick) on secondary displays.
  • Fixed that the project wizard selection for 2D did not work when creating a new project from an already running Unity instance (OSX issue only).
  • GameObject are no longer moved to the root of the scene hierarchy when using Undo.RegisterFullObjectHierarchyUndo().
  • Handles no longer get stuck when dragged outside of scene view.
  • Hide "Alpha is Transparency" when no alpha channel is generated.
  • Hide GPU-skinning option in Unity free since it's a pro feature.
  • Importing very wide sprites no longer triggers an assert message.
  • Inform user about platforms with no support for Splash Screen in Player Settings window.
  • Made chinese input to not print out duplicate Western characters
  • Made it possible to undo changes made to prefab assets.
  • Make curve editor popup initially show with correct ranges when present.
  • Make PropertyField foldouts (for e.g. arrays) work together with PrefixLabel.
  • No more null ref exceptions while changing tabs in FBXImporter.
  • Obey script execution order when reloading scripts.
  • Object creation now takes priority when naming an undo group.
  • Optimize transform hierarchy from Animator context menu can now be undo’ed.
  • Pivot-to-vertex snapping works again in scene view.
  • Prefab children in the Project Browser are now sorted in transform order, to match Hierarchy sorting.
  • ProjectSettings.asset (force text) can now be upgraded correctly.
  • Remove Components from GameObjects in m_Undos list that were not registered for undo in m_Undos .
  • Reverting to prefab value can now be undone.
  • Sub assets in the Project Browser are now sorted first by type then by name.
  • Texture importer inspector failed to render after reset from context menu.
  • Throw exception when attempting to build a development version of a Linux headless player (unsupported).
  • Undoing destruction of objects in serialized files will now correctly mark the recreated objects as persistent. This fixes dataloss.
  • Unity will throw an error during build type when you have classes with same name in the project, this was causing serialization issues during runtime which was hard to track.
  • Unity won't crash when setting material properties in OnValidate function.
  • Unity won't hang when importing some of the assets on PCs with Intel HD 4000.
  • Unsupported texture types are not shown in sprite editor.
  • When trees are placed at the border of terrain now they will respect brush density setting.
  • Graphics Fixes:
  • Animating floating-point ParticleSystem properties no longer resets time whenever the property value changes.
  • Depth texture requirement removed from EdgeDetectEffectNormals image effect.
  • DirectX 11 fullscreen applications will always launch on main display now; the previous behavior was quite random.
  • Fixed _ProjectionParams.x (negative when target buffer is upside-down) not being set when rendering without a camera.
  • Fixed 3D textures in DirectX 11 where height is not the same as depth.
  • Fixed "Disabled" Depth Test interpreted as "Never" on OpenGL ES 2.0.
  • Fixed ASTC texture importing.
  • Fixed crash when destroying an active RenderTexture.
  • Fixed crash when Mesh user is registered twice.
  • Fixed crash when using Shader Forge.
  • Fixed editor crash when working with mobile targets and using DXT compressed textures.
  • Fixed error messages with image effects at some game view aspect ratios.
  • Fixed GL.Clear in some cases not clearing stencil properly on DX9 and DX11.
  • Fixed Linear color space being wrong in the editor in DirectX 11 mode.
  • Fixed occasional crash when quitting standalone player that uses DirectX 11.
  • Fixed occlusion culling data bake error.
  • Fixed Skybox rendering when using custom camera projection matrices (e.g. when doing stereo rendering like Oculus Rift).
  • Fixed TextureFormat enumeration missing a few compressed texture formats (ETC2, ASTC).
  • Fixed Umbra related false occlusion and light flickering.
  • Fixed Umbra related occlusion culling errors when camera’s near plane intersects occluding geometry.
  • Fixed Umbra related portal index error that prevents occlusion culling working properly.
  • Fixed various issues with skinned meshes on GLES 2.0.
  • OpenGL ES 3.0 (Android and iOS) fixes:
  • Fixed 2D sprite rendering.
  • Fixed crash when using cloth simulation.
  • Fixed first frame being corrupted.
  • Fixed fog rendering.
  • Fixed errors in some GLSL shaders.
  • Fixed GPU memory leak when releasing RenderTextures.
  • Fixed immediate mode rendering when GL.End is called multiple times.
  • Fixed SSAO image effect.
  • Improved reliability and correctness across wide range of supported devices.
  • Recursive rendering of camera from OnWillRender will now trigger error and return cleanly (instead of crashing in the worst case).
  • Shader fixes: -.cginc files with UTF8 BOM markers don't confuse shader compilers. Include files at non-ASCII paths work on Windows properly now.
  • Fixed crash if shaders have infinite (cyclic) fallback chains.
  • Fixed editor graphics emulation (e.g. "shader model 2.0") not quite working when DX11 was used.
  • Fixed GLSL translation of some global matrix initializers.
  • Fixed shader errors on some platforms (e.g. DX11) being reported as warnings in the editor. Now all errors are errors, and warnings are warnings like it should be!
  • Fixed shaders that use material-driven fixed function states (i.e. blend mode controlled from material properties) going wrong on graphics emulation level switching.
  • Improved precision of EncodeFloatRGBA function.
  • Shader.SetGlobalTexture no longer throws an exception when passed a null texture.
  • Worked around DX11 shader compiler bug with spot light soft shadows that was affecting WindowsStore/WP8 apps.
  • Shuriken: Editor handles the case where Particle System component is deleted.
  • Umbra occlusion culling now returns error if scene has vertices that make bounds very large and can cause baking to hang.
  • iOS Fixes:
  • Added workaround for iOS 7.1 slow/hanging scene loading on iPhone 4.
  • Fixed case when empty app was using 100% of CPU.
  • Fixed case when iOS application can not be built when the "Google Android Project" check-box is enabled.
  • Fixed handling of on screen keyboard input field.
  • Fixed iOS submission (missing icons) issue.
  • Fixed issues in RenderTexture (FBO) management.
  • Fixed mono AOT issue when calls are made via interface.
  • Fixed mscorlib support.
  • Fixed OpenGL ES context creation to adhere to Apple guidelines (should fix crashes on startup on context creation).
  • Fixed rendering issue (black screen) when non-native resolution was used.
  • Fixed Screen.orientation returning wrong values after you enabled previously disabled orientation that device currently has.
  • Fixed second stage iOS splashscreen issue.
  • Fixed Simulator build.
  • Fixed touch updating logic for Unity Remote.
  • Fixed unknown device type detection.
  • Fixed use of Advertising Identifier.
  • Fixed webcam on iOS 6.0 and later.
  • Fixed Windows crosscompiler crash with --debug.
  • Fixed WWW leak.
  • Fixed WWW.audio and WWW.assetBundle loading.
  • Updated XCode plugin to work with XCode 5.1 (build and run should work).
  • Warn user before deleting build target folder contents.
  • WWW will not accept self signed certificates by default anymore.
  • Mecanim Fixes:
  • Fixed crash when Animator are disabled by other Animator during events.
  • Fixed crash when disabling GameObject during an Event.
  • Fixed animation not correctly producing transform changed messages.
  • Fixed AnimationClip.Length always returning 1 for all player.
  • Fixed animator causing issues with Collision contacts.
  • Fixed backward compatibility issue for WebPlayer. Mesh deformation for Game using Mesh.Combine were not working anymore with Animator Component.
  • Fixed bad dependency tracking of PPtr animations in AssetBundles.
  • Fixed character having double translation when interrupting a transition from an empty state.
  • Fixed crash in animation when changing bindings on some platforms.
  • Fixed crash in standalone when using HumanTrait.BoneName.
  • Fixed crash when building level with an AnimationClip for sprites referenced by more than one controller.
  • Fixed crash when playing an animation that ends with an animation event when an object is inactive.
  • Fixed crash when previewing disabled object.
  • Fixed crash when trying to undo layer deletion.
  • Fixed crash when undoing layer creation.
  • Fixed crash when using Animator.GetBoneTransform() on an Animator without an Avatar.
  • Fixed crash when you drag and drop an animation clip on a Game Object.
  • Fixed crash with corrupted controller.
  • Fixed crash with invalid BlendTree parameters.
  • Fixed invalid parameter when adding a BlendTree child to a BlendTree.
  • Fixed Lag causes avatar not to reach MatchPosition.
  • Fixed memory leaks.
  • Fixed NullReference exception when adding transitions in play mode.
  • Fixed NullReference exception when opening Animator Window.
  • Fixed Trigger parameter not reseting correctly for transition with a duration of 0 second.
  • Fixed undo of added BlendTree child.
  • Fixed undo of added Layer.
  • Fixed undo of changes done in the Avatar mapping tool using the body image.
  • Fixed update of transition so that 0 duration transitions are evaluated correctly.
  • Makes events be triggered when passed over in a transition.
  • Wrote docs for Motion - base class for AnimationClip and BlendTree.
  • Fixed scale not being applied in Transition previewer.
  • Physics Fixes:
  • 2D rigid-bodies now update their positions as well as perform interpolation/extrapolation in the correct order based upon their depth in a transform hierarchy.
  • 2D rigid-body rotational inertia no longer scales with collider size but rather with the rigid-body mass.
  • Allow static/kinematic collisions and triggers to occur.
  • Box2D sub-stepping can cause missed Exit callbacks under certain conditions.
  • Can now set the Rigidbody2D rotational inertia.
  • Changing the GameObject layer should cause existing 2D collisions to be re-evaluated.
  • Child 2D rigid-body that is either Sleeping or Kinematic now follows any parent 2D rigid-body.
  • Clamp 2D rigid-body position/rotation to realistic bounds to stop numeric overflow.
  • Collision normal and other information not updated during OnCollisionStay2D callbacks.
  • Collision reports for 2D colliders can result in an "Exit" callback without an "Enter" callback.
  • Collision/Trigger callbacks are maintained correctly during processes that force Box2D to regenerate collider shapes.
  • Disabled Polygon Collider Editor when the component is not enabled.
  • Do not create 2D joint if either the object the joint is on or the connected object is inactive.
  • Don't send 2D physics callbacks if respective rigid-bodies are asleep.
  • Exposed a flag to enable collisions between rigid bodies connected with any type of joints.
  • Fixed 2D collider gizmo not rendering in expected position.
  • Fixed child Collider2D position when rotated under negative scale.
  • Fixed cloth simulation after re-activation.
  • Fixed crash caused by three or more collinear vertices used in a PolygonCollider2D.
  • Fixed crash when removing a 2D rigid-body that is currently reporting collisions or triggers.
  • Fixed crash when sphere casting to a mesh collider with less than 9 triangles on win64 target.
  • Fixed DistanceJoint2D incorrectly controling maximum distance only.
  • Fixed issue where changing the scale of a Collider2D during a collision callback could result in a duplicate callback being made.
  • Fixed issue where compound hierarchies of Collider2D would not correctly rotate.
  • Fixed problem in Box2D where joints can cause infinities in static body state when solving position constraints. This would persist even when exiting play mode due to the static ground-body being used.
  • Increased the range for JointAngleLimits2D so that angle limits can extend beyond a single rotation.
  • Made the default of 2D rigid-body center-of-mass to the rigid-body origin.
  • Physics2D.OverlapCircle() and Physics2D.OverlapArea() now check all edges on EdgeCollider2D.
  • Removing RigidBody2D in play mode incorrectly disables any attached 2D colliders.
  • The Editor reports modifications on "Physics2DSettings.asset".
  • Update HingeJoint2D and SliderJoint2D angle/reference angle when joint is forcibly modified via direct transform change.
  • When changing 2D collider trigger state, existing contacts will now be changed to match that state.
  • Can now add multiple 2D slider joints.
  • Fixed excessive cloth self collision simulation which rendered some games practically unplayable.
  • Windows Phone / Windows Store Apps Fixes:
  • Application.internetReachability will now return proper values.
  • Creating ArrayList from native array will work correctly.
  • Field with AnimationCurve[] no longer crashes app.
  • Fixed a bug where Assembly Preprocessor would crash when it tries to load a PDB file that does not match DLL.
  • Fixed a regression, where class (derived from MonoBehavior) variables were not initialised if there's a private constructor.
  • Fixed animated script variables update when same script attached multiple times.
  • Fixed build failure when using Serializable or NonSerialized attributes in UnityScript.
  • Fixed detailed view of memory profiler.
  • Fixed Input.inputString not working with Unicode characters.
  • Fixed shadows in Editor when it's set to Windows Store Apps/Windows Phone 8 target and graphics emulation is set to Direct3D 11 Feature levels 9.1/9.3.
  • If you don't specify full path for Profiler.logFile, the file will be saved in the temporary folder, also if there's an error while creating a file, appropriate message will be printed in the log.
  • OnAudioFilterRead function will work correctly.
  • Plugins won't be ignored while in Editor if they're compatible.
  • Release/Master players are now compiled with /Oi (Generate Intrinsic Functions) optimisations.
  • Scripts with identical names get executed correctly.
  • SendMessage will correctly work in cases when argument is a native array.
  • Start, Update and similar methods in scripts derived from generic base class are now properly invoked.
  • Texture2D.ReadPixels now works on Windows Phone 8 and other platforms that use BGRA back buffer/render textures.
  • Unity will not call Update on Windows Phone 8/Windows Store Apps if it's static.
  • WP: Fixed a bug where accessing graphics device in OnApplicationPause() handler causes a crash if device screen times out.
  • WP: Fixed a crash which would sometimes occur during scene load if user pauses the game at the appropriate moment.
  • WP: Fixed an error, where some of the serialization functions were not found, during build from Unity.
  • WP: Fixed an issue where .NET would throw a generic constraint violation exception when calling a method that has a generic constraint, overrides base class method, returns IEnumerator and calls a delegate which has the same generic parameter constraint
  • WP: Fixed an issue where screen would get rotated after rendering screen to a texture while in landscape orientation.
  • WP: Fixed an issue where Visual Studio would sometimes refuse to deploy game to the phone.
  • WP: Fixed an issue which caused player to crash on application resume when unsupported shaders were present in the scene.
  • WP: Fixed reflections not working on standard pro asset water when application is in landscape orientation.
  • WP: Fixed spotlight culling when application is in landscape orientation.
  • WP: Fixed SystemInfo.operatingSystem and SystemInfo.processorType to report correct operating system on all players and correct CPU name on ARM.
  • WP: Generic instance methods now don't throw InvalidOperationException when defined in generic instance types.
  • WP: Graphics capabilities related to depth sampling are now correctly detected on Adreno 3xx GPUs (note: still doesn't work on Adreno 2xx due to driver issues).
  • WP: Make LocationService status update more reliable and accurate.
  • WP: Object.SendMessage() will now not throw missing method exception when it tries to send message to private inherited method.
  • WP: Project will now build correctly when project directory contains multiple .winmd files with the same filename.
  • WP: Resolution will now be correctly detected on phones than have larger screen than 768x1280.
  • WP: Screen.dpi now returns physical device DPI, rather than 0.
  • WP: Splashscreen is now positioned correctly on devices with aspect ratio other than 15:9.
  • WP: Usage of System.Reflection.BindingFlags and System.TypeCode are now not redirected incorrectly to WinRTLegacy.
  • WP: Using System.ApplicationException now doesn't throw missing method exception.
  • WP: Using System.Security.Cryptography.ICryptoTransform now doesn't throw missing method exception.
  • WSA: Application won't crash, when snapping is performed during application load.
  • WSA: Correctly serialize AnimationCurve if it's a null object.
  • WSA: Fix serialization of serializable types without public default constructors.
  • WSA: Fixed a rare WACK failure where 'Crashes and hangs' test woudn't pass.
  • WSA: Fixed an issue, where application would sometimes crash when calling RaycastHit.lightmapCoord.
  • WSA: Fixed an issue, where you couldn't enable Independent Input source, even if you enable that option in Player Settings
  • WSA: Fixed animated script variables when using inheritance or SerializeField attribute.
  • WSA: Fixed broken webcam image due to incorrect stride in YUY2 decoding routine.
  • WSA: Fixed buttons on virtual joystick 0.
  • WSA: Fixed crash caused by InvalidCastException in Boo.Lang.dll.
  • WSA: Fixed ctrl key stuck when alt is held down.
  • WSA: Fixed Cursor.SetCursor() does not hide native system cursor.
  • WSA: Fixed exception in graphics code.
  • WSA: Fixed forcing orientation on startup.
  • WSA: Fixed hang when resuming app with Independent Input Source enabled.
  • WSA: Fixed incorrect windows size created on Windows 8.1.
  • WSA: Fixed input events and Input.inputString broken on touch devices.
  • WSA: Fixed Input.multiTouchEnabled.
  • WSA: Fixed mouse events when using touch screen at the same time.
  • WSA: Fixed mouse position when resolution is not fullscreen.
  • WSA: Fixed post build event in generated Visual Studio project, if the project name contains spaces.
  • WSA: Fixed Screen.fullScreen property.
  • WSA: Fixed selecting this platform in build settings clears Development Build setting.
  • WSA: Fixed soft cursor going outside of screen.
  • WSA: Fixed UnityScript.lang.dll preprocessing stage - serializing UnityScript.Array will not crash anymore.
  • WSA: Fixed WWW.progress returns on 1 and 0.
  • WSA: Handle exception when receiving data from
  • WSA: Handle forbidden characters in product name.
  • WSA: Ignore linear color space setting, not supported on this platform.
  • WSA: Implemented better error message if application is already running when Build & Run.
  • WSA: Implemented better error message when doing Build & Run to network location.
  • WSA: Improve mouse position accuracy in scripts.
  • WSA: Instead of hardcoded path query env variable "ProgramFiles(x86)" to get path to Program Files.
  • WSA: Make 'Development Build' checkbox available, so that profiler usage is consistent with other platforms.
  • WSA: Make autorotation work for multiple specific orientations.
  • WSA: Plugins no longer fail project builds in the Editor.
  • WSA: Select Release or Master configuration based on 'Development Build' setting when Build & Run.
  • WSA: Serialization Weaver will now not crash when there are fields in C# scripts which Type is defined in WinRT API.
  • WSA: Set location desired accuracy as given by user on Windows 8.1.
  • WSA: Show touch screen keyboard for GUI text fields.
  • WSA: SystemInfo.devicetUniqueIdentifier will always return a valid string even if Advertising ID is disabled on Windows 8.1, please refer to documentation for more information.
  • WSA: Touches will not generate mouse clicks, when simulateMouseWithTouches=false.
  • WSA: Unity Editor will now correctly detect unavailable APIs when building Windows Store App game.
  • WSA: Unity will output a more user friendly message when .NET 4.5 or .NET 4.5.1 are not available.
  • WSA: Unity will throw an error if you're passing incorrect URI to Launcher.
  • WSA: Unity won't spam 'No such host is known' in certain cases when connecting to profiler.
  • WSA: Unity won't specify Content-Type header when using WWW, if Content-Type header is provided by user.
  • WSA: UnityScript.Lang.Array will not be serialized, thus will not produce a crash.
  • WSA: UnitySetInput won't crash when Independent Input Source is enabled.
  • WSA: When building player, Unity will mark all files as non read only, so overwriting shouldn't be a problem. This should solve issue for Perforce user, where some of the files were being marked as read only.
  • WSA: When generating Assembly-CSharp projects, they will reference WinRTLegacy.dll now.
  • WSA: When using Debug configuration, and D3D11 debug layers are not available - an informational message will be printed instead of error.
  • WSA: WWW will correctly send POST data.
  • WSA: When compiling scripts targeting Windows 8.1, all .NET 4.5.1 for Windows Store Apps references will get added.
  • Other Fixes:
  • AI: Fixed a crash when trying to draw uninitialized path node debug info.
  • AI: Fixed erroneous rendering of agent debug info when navmesh uses height mesh, or when navmesh window is not visible.
  • AI: Fixed NavMeshAgent.Move sometimes undershooting terrain.
  • AI: Fixed OffMeshLinks trying to remap every frame when auto-updating was disabled.
  • AI: Fixed problem where agents would not use height-mesh when stopping at a carved boundary.
  • AI: Fixed problem where any change in rotation or scale would trigger re-carving regardless of specified move-threshold.
  • Animation: Animation Event popup no longer freezes for events of deleted scripts.
  • Animation: Fixed a crash when adding, at runtime, pre-4.3 asset bundles containing animations.
  • Animation: Optimize option is disabled from Animator context menu when it's missing an avatar.
  • Asset Bundles: Fixed script compatibility errors when loading asset bundles built in from a different project.
  • Asset Import: Modified directories no longer force their entire contents to be re-imported. Also fixes the issue of the cache server being spammed with requests that have no hashes.
  • Assets Management: Fix null callback call in coroutine invocation.
  • Audio: Fixed "Bypass Effects" on AudioSource which caused AudioSources to be muted when initialized with the flag set.
  • Audio: Fixed "m_PausedSources.empty()" error when resuming game.
  • BlackBerry: Added "Run in Background" checkbox to player settings user interface.
  • BlackBerry: Microphone is now supported.
  • BlackBerry: Password fields will no longer lose text if the user deselects the field and then reselects it.
  • BlackBerry: Screen.sleepTimeout is now supported.
  • BlackBerry: Spaces are now supported in bar file name.
  • BlackBerry: The following typefaces are now supported: Chinese simplified, Japanese, Thai, Arabic, Indic, Hindi.
  • Build Pipeline: Icons are now applied before post-processing scripts are called.
  • Debugger: Don't hang when debugger evaluation triggers an exception.
  • Documentation: "Switch to component" button in Scripting Reference.
  • Documentation: Correctly expanding left side tree in Scripting Reference.
  • Documentation: Fixed many customer-reported bugs.
  • Documentation: Fixed bug which caused UnityEditor to be excluded from Scripting Reference.
  • Documentation: Improved display of generic classes and functions.
  • Documentation: Re-introduced API History in scripting reference docs.
  • Documentation: Showing name of current class/member in page title.
  • Documentation: Switching between C# and JS for sample code in Scripting API on IE11 has been fixed.
  • Events: Fixed OnMouseExit not being called properly.
  • IMGUI: Don't send OnMouseDown event for last used object when clicking IMGUI elements.
  • IMGUI: Fixed bug in GUI.ScrollTowards / GUI.ScrollTo that caused it to think it needed scrolling when it didn't. This also fixes a bug in the Highlighter API where a highlight would fail without warning for certain ScrollViews.
  • Input: Fixed touch tracing stuck to last game object.
  • Installers: DisplayVersion not set correctly by Windows installers.
  • Licence system: Re-enabled license logging in editor.log.
  • License system: Removed support for old PACE license files.
  • Linux: Fixed "jump" when initially locking mouse cursor.
  • Linux: Fixed DllImport of system libraries.
  • Linux: Fixed eventual runaway CPU usage on headless players.
  • Linux: Fixed non-ASCII text input.
  • Linux: Fixed OnApplicationFocus.
  • Linux: Fixed Ping implementation.
  • Linux: Fixed switching to fullscreen mode for window managers that do this in two steps.
  • Linux: Fixed translucent hardware cursors.
  • Linux: Report screen size as 640x480 in headless player (avoids crashes when user projects divide by screen size).
  • Linux/Windows: Don't unload asset bundles when their assets may need to be reloaded.
  • Mac OS X Standalone: Fix asserts when going in or out of fullscreen mode.
  • Mac OS X Standalone: Fix GetAllNetworkInterfaces.
  • Mac OS X Standalone: Fixed KeyUp events being registered for Command-Key combinations.
  • Mac OS X Standalone: Fixed mouse coordinates when requesting a window larger than the screen.
  • Mac OS X Standalone: Fixed position of IME candidate window in fullscreen mode.
  • Mac OS X Standalone: Joysticks now work in 64 bit builds.
  • Mac OS X Standalone: Screen Selector dialog can now show more than six quality settings.
  • Profiler: Fixed "autoconnect profiler" not working.
  • Scripting: Disallow invalid scripts in execution order UI.
  • Scripting: Fixed crash when disabling from constructor.
  • Scripting: Fixed crash when inspecting SerializedProperty.displayName.
  • Scripting: Fixed crash when passing null to Undo.RecordObject.
  • Scripting: Fixed crash when project contains mixed-mode assemblies.
  • Scripting: Fixed crash when unloading a domain with multiple threads.
  • Scripting: Fixed namespace detection for MonoBehaviors containing methods with default parameters.
  • Scripting: Fixed player build when unqualified class names collide.
  • Scripting: Fixed Resources.FindObjectsOfTypeAll sometimes returning objects of incorrect types.
  • Scripting: Only add the component if the required components are not conflicting with the existing ones.
  • Scripting: Undo/Redo of FullHierarchyUndo works now.
  • Serialization: Fixed crash on type load error.
  • Substance: Cache files for GenerateAndCache / DoNothingAndCache are no longer backuped to iCloud and should no longer cause AppStore rejection.
  • Substance: Color specular maps are now correctly generated, and the proper specular alpha channel is now used when the specular map is used as the alpha source for another ProceduralTexture. This might change the way some metallic materials are rendered.
  • Substance: Fixed a rare bug of DXT1 normal maps being used on Windows instead of DXT5.
  • Substance: Fixed a serialization bug which would cause webplayers to crash with newly built content.
  • Substance: Fixed crash when importing a Substance with usage-less outputs.
  • Substance: Fixed error message being displayed when serializing an uninitialized boolean.
  • Substance: Fixed some rare editor crashes.
  • Substance: If no input was modified, RebuildTextures() no longer causes ProceduralTextures that were read from cache to be re-computed from scratch.
  • Substance: If present, the component names of vector inputs are now properly displayed in the inspector instead of the default x, y, z, w.
  • Substance: Mipmap selector in the Texture preview now works on ProceduralTextures.
  • Substance: Non-default assignments of Substance outputs to shader properties are now correctly serialized and should no longer be reset when reimporting Substance materials.
  • Substance: Normal maps will no longer invert or bake incorrectly when being reimported after switching between desktop/web and mobile build targets.
  • Substance: ProceduralMaterial.ClearCache() now releases more memory than before when using image inputs.
  • Substance: ProceduralMaterial.ClearCache() now works correctly when queuing ClearCache() requests for multiple materials.
  • Substance: ProceduralMaterials are now always imported after shaders and should no longer lose their shader assignment.
  • Substance: Undo/Redo operations now behave as expected in the ProceduralMaterial and SubstanceImporter inspectors.
  • Substances: Rebuilt substance textures don't obey sRGB encoding.
  • Terrain: Accessing to a destroyed terrain will not crash Unity any more.
  • Terrain: Established minimum size for all terrain wizards.
  • Terrain: Fixed crash in some cases where trees are manipulated if an invalid prototype is present.
  • Terrain: Fixed crashes on certain platforms
  • Terrain: Fixed terrain properties not being saved if they are edited in inspector debug mode.
  • Terrain: Fixed trees bending to wrong wind direction if trees are rotated.
  • Terrain: Mark TerrainData dirty after PhysicMaterial set for Heightmap.
  • Terrain: Object creation can now be undone.
  • Terrain: Removed unwanted message saying "A tree couldn't be loaded because the prefab is missing" when importing a project.
  • Version Control: Delete folders when the .meta file is deleted as part of a sync.
  • Version Control: Encrypt version control credentials before saving to file.
  • Version Control: Fix errors from too long vcs messages.
  • Version Control: Fix missing unlock command in pending window context meny for assets.
  • Version Control: Fix not being able to get incoming file if you had previously added the same file at the same time as remote and just before syncing deleted the asset.
  • Version Control: Fix script execution order inspector grayed out and meta files not modified with order info when applying.
  • Webplayer: OSX installs should no longer encounter update problems when installed via user accounts with unusual permissions.
  • Webplayer: OSX versions prior to 10.9 can again run Unity games built with Unity 2.x.
  • Webplayer: Several security holes have been closed.
  • Webplayer: Webplayer now requests and requires crossdomain.xml authorization for HTTP redirects to URLs on different servers/ports.
  • WebPlugin: Fixed UnityObject JS param options not working with IE.
  • WebPlugin: Updater does not need to self elevate if the plugin is installed in LocalLow.
  • WIndows Standalone: Disable window size adjustment by Windows on window move.
  • WWW: Editor and standalone players now correctly set the Accept-Encoding header to 'identity' when transmitting HTTP requests.
  • WWW: Fixed “bad file length” errors when loading scene bundle in editor or web player.
  • WWW: Fixed CRC tests for downloads of uncompressed AssetBundles to the Cache.
  • WWW: Fixed the race condition when the task was destroyed before the outstanding continuations were properly completed.
  • WWW: Several fixes to prevent XSS and header-forgery attacks.
  • Upgrade guide:
  • iOS: Bumped minimum version of Xcode to 5.0.
  • Rendering: The internal value of TextureFormat.BGRA32 enum has changed. Any code using that enum in a .NET assembly must be rebuilt.
  • Mac OS X: Standalone and Webplayer games require OS X 10.6 or later now (i.e. dropped support for 10.5).
  • NaCl: The Google Native Client build target has been removed and is no longer supported. You need to use Unity 4.2 if you wish to target Google Native client.
  • Webplayer: Games built in Unity 2.x will no longer run in the Unity Web Player on Mac OSX 10.9 Mavericks.
  • Webplayer: Use of the Chain of Trust system now requires a Unity-supplied authorization token. If you are using this system, please contact support.

New in Unity 4.3.3 (Jan 31, 2014)

  • Improvement:
  • Editor: Improved OS X Mavericks performance in the editor. Works around freezes and sluggish performance on some Mac configurations due to OpenGL driver issues
  • Fixes:
  • iOS: Fixed case when big WWW downloads were silently failing

New in Unity 4.3.3 (Jan 31, 2014)

  • Improvement:
  • Editor: Improved OS X Mavericks performance in the editor. Works around freezes and sluggish performance on some Mac configurations due to OpenGL driver issues
  • Fixes:
  • iOS: Fixed case when big WWW downloads were silently failing

New in Unity 4.3.3 (Jan 20, 2014)

  • Feature:
  • Windows Store Apps/Windows Phone: added implementation for some .NET classes, missing on these platforms, including XmlDocument, XmlTextReader, XmlTextWriter and some collection classes (detailed list in documentation section "Missing .NET Types" for either of two platforms)
  • Windows Store Apps: Add UnityEngine.WSA.Launcher class, it can be used for opening external files or uri.
  • Change:
  • iOS: WWW class implementation extracted to trampoline. Now it allows tweaking of self-signed certificate acceptance.
  • Web Player: Add 360 game box support in the web plugin.
  • Windows Store Apps/Windows 8.1: Independent Input Source and Low Latency Frame API are now disabled by default, you can enable them via Player Settings.
  • Improvement:
  • Windows Store Apps/Windows 8.1: SwapChainPanel is now supported, you can set via appCallbacks.SetSwapChainPanel
  • Windows Store Apps/WP8: When unloading unused assets, Unity will output asset names, which are still being used, but are not strongly referenced. That should help identifying problems, where some prefabs are being unloaded.
  • Windows Store Apps: Add "Unprocessed plugins" option in PlayerSettings, so you can specify plugin names, which shouldn't be processed, simply specify plugin file name, for ex., MyPlugin.dll. This should help workaround problems where Unity fails to preprocess an assembly, but actually doesn't need to do it.
  • Windows Store Apps: Added additional defines for scripts: UNITY_METRO_8_0 - when building against Windows SDK 8.0, UNITY_METRO_8_1 - when building against Windows SDK 8.1
  • Windows Store Apps: If you have different plugins for Windows 8 and Windows 8.1, you can place them accordingly to Assets\Plugins\Metro\Win80, Assets\Plugins\Metro\Win81, Unity will pick appropriate directory depending on the selected SDK.
  • WP8: Emulate DX11 level 9.3 graphics in editor to have features similar to actual device
  • Fixes:
  • 2D: Correctly initialise Sprite textureRect if all pixels are transparent.
  • 2D: Fixed broken sprite mesh generation in certain cases.
  • 2D: Fixed SpriteRenderer inspector memory leak.
  • Allowing user to re-activate Unity when upgrading from Windows 8 to Windows 8.1
  • Android: added fallback to 24/32bit display buffer when 16bit display buffer is selected but not supported by the device.
  • Android: fixed a crash due to threads still being attached to dvm when exited.
  • Android: Fixed an issue where loading native libraries from custom threads would fail
  • Android: fixed an issue where the application would suddenly quit on some Snapdragon devices.
  • Android: fixed an issue where touches where sometimes offset by the height of the status bar.
  • Android: fixed Application.systemLanguage.
  • Android: fixed issues when the input was processed in cases it shouldn't
  • Android: fixed mali crash
  • Android: fixed orientation attribute for proxy and java activities.
  • Android: fixed splash screen fit/fill.
  • Android: fixed the bug when cache cleaning didn't work properly
  • Android: fixed the bug when creating an output directory with the name of target .apk lead to build failure
  • Android: force remove any selection before closing the onscreen keyboard.
  • Android: proxy activity will now activate the native activity.
  • Animation Window: Scene selection sync with animation window no longer jumps around when clip changes
  • Editor: Editor.log should no longer be locked by adb.exe on windows.
  • Editor: Fix 'Keys' pane in Preferences showing light background in dark skin
  • Editor: Fixed importing prefab with Cloth
  • Editor: Generating Previews for Main Asset on the Asset Store Tools is working again for non PRO licenses
  • Editor: Quitting the editor should no longer be blocked by adb.exe on windows.
  • Graphics: Fixed crash when calling LineRenderer.Render() outside of a camera render.
  • Graphics: Fixed crash when using a GrabPass shader with Graphics.DrawTexture().
  • Graphics: Fixed textures in MaterialPropertyBlock sampling the wrong mipmap on some platforms.
  • Input: Bumped the number of available joystick axis to twenty.
  • iOS: Fixed crash when cancelling WWW download
  • iOS: Fixed crash while dictating for IMGUI input field
  • iOS: Fixed iPad Air & iPad Mini Retina detection
  • iOS: Fixed unknown device type detection
  • Mac OS X Standalone: Fix accidental inclusion of unneeded files, resulting in wasted disk space for each player build.
  • Mecanim: Animator State progress bar were broken
  • Mecanim: Fix backward compatibility issue with animation imported in 4.2 and then imported in 4.3, we did change the default behaviour between those two version on how transform animation are imported
  • Mecanim: Fixed problem with Additive Layers. Only Lopped clip were working correctly
  • Mecanim: Fixed problem with Additive Layers. Weird interpolation when total blend weight was smaller then 100%
  • Mecanim: Fixed problem with editing Additional Curves when Preview window is closed
  • Mecanim: Fixed Crash when importing a project with sync layer in Unity Basic
  • Mecanim: Fixes BlendTree being reset when viewing their Graph in LiveLink.
  • Mecanim: Fixes humanoid layers that has empty states.
  • Mecanim: Various fix to API documentation: Play, Crossfade, SetTrigger and AnimatorControllerOverride
  • Meshes: Fixed crash with blend shapes that are morphing vertices not used in the mesh's geometry.
  • mobile: Fixed fog patching, to make sure we play good with preprocessor
  • NavMesh: fixed an issue where a disabled OffMeshLink would not re-enable on "Activated" check-box in editor
  • NavMesh: fixed an issue where stopped NavMeshAgent would start moving on carved NavMesh
  • NavMesh: fixed regression for crash when changing updatePosition on a NavMeshAgent not attached to a NavMesh.
  • NavMesh: fixed regression where NavMeshAgents with slow speeds would sometimes get stuck when moving around corners
  • Physics: Rigidbody2D rotation updates sometimes causing invalid local local rotations when placed in a deep hierarchy.
  • Physics: Unity crashes when rotating a complex PolygonCollider2D component.
  • Shaders: Fixed building shaders from Editor with -nographics option in batch mode.
  • Shaders: Fixed GLSL shaders messing up Mac Editor windows for one frame once in a blue moon.
  • Shaders: Fixed material.SetFloat, SetColor etc. performance issue in Editor (it was getting slower as more unique shader property names appeared).
  • Shuriken: Fixed some particle systems incorrectly pre warming when being reactivated.
  • Substances: Fixed Substance cache files being included in iCloud backups; could cause apps to be rejected on the App Store.
  • UnityObject: Fixing Internet Explorer detection, when plugin missing.
  • Windows Editor: Fixed a rare crash on toggling Direct3D 11 mode.
  • Windows Phone: UnityScript support fixes
  • Windows Player: Fixed memory use regression for static batches and non-read/writable meshes in 4.3.
  • Windows Store Apps/WP8 : AnimcationClip.SetCurve will work correctly now.
  • Windows Store Apps/WP8: Fall back to Clamp texture wrap setting for non-power of two size textures
  • Windows Store Apps/WP8: fixed ReferenceReWriter crash when project is being built, an unavailable API is used somewhere in user scripts/plugins and a method with a same name but no parameters is available.
  • Windows Store Apps/WP8: When compiling C#, JS or Boo files, Unity will not reference assemblies from other platform folders, for ex., assemblies from Assets\Plugins\iOS will not be used. This should fix the issue where Unity creates assemblies with references to other platforms.
  • Windows Store Apps: Blind fix for a rare crash when profiler tries to connect and there's an error in the Network.
  • Windows Store Apps: Check for DX debug support, fixes crash on Windows 8.1 using 8.0 debug player
  • Windows Store Apps: Debug, Release configuration won't crash when trying to connect to profiler, when no network adapters are available or some other fatal network error.
  • Windows Store Apps: Fix fixed function shaders not working under level 9.1 emulation in editor
  • Windows Store Apps: Fix mouse delta when cursor is hidden (was incorrect on some devices)
  • Windows Store Apps: Fix serialisation bug when you have fields wrapped with UNITY_EDITOR define.
  • Windows Store Apps: Fix several crashes in live tiles API
  • Windows Store Apps: Fixed a rare hang, when resizing window and calling InvokeOnAppThread with sync.
  • Windows Store Apps: Mouse and touch positions should be reported correctly on devices like Surface Pro (Windows 8.0 & Windows 8.1), with and without Independent Input Source enabled.
  • Windows Store Apps: When changing window size, rendering won't get corrupted.
  • WP8: Fixed player crash when ID_CAP_IDENTITY_DEVICE capability is disabled from application manifest.
  • WP8: Rotate skybox and non-pixel correct GUIText to screen orientation
  • Known issues
  • BlendShapes : Blend shapes animation from FbxSdk later than 2011 will not be imported.

New in Unity 4.3.2 (Dec 19, 2013)

  • Fixes:
  • Disable WebCam support in MacStandalone as it was using newly-deprecated APIs, which made publishing to the Mac App Store impossible. Web Cam support in mac standalone will come back in a future release.

New in Unity 4.3.0 (Nov 18, 2013)

  • 2D:
  • Added a new asset type: Sprite
  • Sprite is defined by a Texture2D, rectangle and a pivot point.
  • Sprite has an internal mesh generated based on pixel alpha values, PRO only feature.
  • Sprite supports vertex snapping (V)
  • Added Sprite under the "GameObject/Create Other/" menu.
  • Sprite Mode added to TextureImporter
  • Single Sprite option will generate one Sprite using the entire texture.
  • Pixels to Units defines the mesh size of the Sprite to 1 / value.
  • Pivot property defines sprites center point.
  • Manual option allows custom Sprite definitions.
  • Sprite Editor button opens new window for editing sprites: Add / Delete sprites manually; Automatic and Grid based slicing; Change sprite names.
  • Extrude Edges property added to Advanced mode. It can be used to extrude the internal sprite mesh edges if needed for custom texture-space effects.
  • Mesh Type property added to Advanced mode. It can be used to change the type of mesh generated: Full Rect or Tight (PRO only feature).
  • Added a new renderer component: SpriteRenderer
  • Renders one Sprite.
  • Does not requires a material to have _MainTex texture set.
  • Uses Material Property Blocks to patch _MainTex with the correct (original or atlased) texture for the active Sprite.
  • Supports dynamic batching with non-uniform scaling.
  • Color property sets the vertex color.
  • If no material is specified, Sprites/Default material (alpha-blended) is used.
  • Added 2D mode button to scene view
  • Scene view axis widget is hidden on 2D mode
  • Scene view locks to the XY plane.
  • Move tool changes to a dedicated 2D tool with familiar functionality.
  • Move tool have special Keyboard modifiers
  • Picking is now alpha-based.
  • Dragging a sprite to the scene will create a new GameObject with a SpriteRenderer.
  • Dragging multiple sprites to scene will create a new GameObject with a SpriteRenderer and sprite animation.
  • Sprite Packing (Atlasing), PRO only feature
  • Atlas is defined by changing the PackingTag property in texture importer.
  • Packing is based on the generated mesh.
  • Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match.
  • Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases.
  • Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy (UnityEditor.Sprites.IPackerPolicy).
  • Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles.
  • Integrated Box2D physics engine and a set of 2D physics components
  • Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping, and fixed-angle constraint.
  • Circle collider (CircleCollider2D) supporting a centroid and radius.
  • Box collider (BoxCollider2D) supporting a centroid and a size.
  • Polygon collider (PolygonCollider2D) supporting an arbitrary set of polygons. It can be initialized to the shape of a sprite by dragging the sprite onto the component.
  • Distance joint (DistanceJoint2D) supporting a hard maximum distance between rigid-bodies.
  • Hinge joint (HingeJoint2D) supporting linear and angular limits and motor drive.
  • Slider joint (SliderJoint2D) supporting an axis constraint, linear limits and motor drive.
  • Spring joint (SpringJoint2D) supporting a soft (spring) distance between rigid-bodies.
  • Added a new physics material PhysicsMaterial2D to share friction and bounciness including default material support.
  • Added a 2D physics manager to contain scene settings such as gravity etc.
  • Added spatial queries in Physics2D scripting class for line and ray-casting and geometry overlap checks.
  • Added both trigger and collision callbacks for 2D colliders including collision points and normal.
  • Added 2D physics profiling information to the profiler.
  • Editor: Hold down shift to quickly modify 2D colliders.
  • Animation Features:
  • New Animation Window has arrived
  • Heavily influenced by the standard "dope sheets".
  • Only animated properties are shown in the property view (left side of the window).
  • Sprite animation is possible by animating the SpriteRendrerer component.
  • Sprites are shown in the dopesheet when SpriteRenderer is unfolded from the left side property view.
  • 'Add Curve' menu added. Shows all properties that can be animated on selected GameObject.
  • Animation Window now supports Mecanim. Animations can be added to the animator controller from the Animation window. Animations can be modified in the AnimationWindow too.
  • Added 'Curves' button to menu bar. Changes between dopesheet and curve editor. 'C' key assigned for keyboard shortcut
  • Added 'Samples' field to menu bar. Changes clip sample value per second.
  • Added toggle field for animating boolean properties. Created boolean curves use 'Constant' as default key tangent.
  • 'F' will focus on whole clip, or shown curves, if nothing is selected
  • Mecanim improvements
  • Add a new option "Optimize Game Objects" in ModelImporter inspector. In short, this makes character rigs much faster.
  • When turned on, the game object transform hierarchy of the imported character will be removed and is instead stored in the Avatar and Animator component.
  • The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton, so that we can get rid of all the Transforms which used to be there, representing all the bones.
  • This option will improve the performance of the animated characters. It is recommended to turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded.
  • When "Optimize Game Objects" is turned on, the user can specify a list of "Extra Transforms to Expose" in ModelImporter inspector. For example, if you want to attach a sword to the right hand, this acts as a mount point. The exposed transform is flattened in the game object hierarchy, even though it might be somewhere deep in skeleton hierarchy.
  • Mecanim supports animating any property including blend shapes properties, camera properties, script float properties, lights and most other float properties on components.
  • Support for events! Events are created in the animation window for writable Animation Clips attach to an Animator. Can also add AnimationEvents directly in the animation importer.
  • Various performance optimizations, especially in regards to generic mode.
  • Added Animator.GotoState scripting function. This function allow you at runtime to transition to any state in your controller.
  • Added AnimationSet, an AnimationSet allow you to override any clip from a controller with another one.
  • Loop time vs Loop pose, When an animation clip is already looping, no need to activate Loop Pose, Loop Time will make clip looping without modifying the pose.
  • Trigger parameter, a trigger is a boolean parameter that is reset by the controller when consumed by a transition.
  • AnimatorStateRuntime that allows to modify, at runtime, the speed/ikOnFeet/mirror of a State.
  • Editor Features:
  • Editor Controls Overhaul
  • LookLikeControls and LookLikeInspector have been replaced with a single unified look.
  • New look has consistent styles, indentation and layout.
  • Keyboard navigation now works for all components and is improved for sliders and object fields.
  • The Inspector has a new Wide Mode that places controls in a more neatly aligned and vertically compact way.
  • Easier to write Editor GUI with consistent alignment.
  • Relevant new API:
  • EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth replaces the parameters in the now obsolete EditorGUIUtility.LookLikeControls function.
  • EditorGUI.PrefixLabel has a new overload that doesn't need an id parameter.
  • EditorGUILayout.GetControlRect is the best way to get a Rect for a standard sized Editor control.
  • Other Editor Features
  • Unity now ships with a brand new MonoDevelop 4.0.1!
  • Ability to build iOS target in Windows! It's still necessary to compile resulting Xcode project on a Mac.
  • Added global SortingLayers (see Tags & Layers window). Every Renderer can specify a layer and an in-layer order value for explicit ordering using. SpriteRenderer inspector exposes the two properties.
  • Layer locking for scene view. The layers dropdown in editor toolbar controls visibility or locking of layers (and locking of the new Sorting Layers). Locked layers are visible, but aren't pickable in the scene view.
  • Undo has been optimized for large scenes. Full scene undo support has been removed, all undo operations save only the necessary objects. SnapshotUndo support has been deprecated, instead Undo.RecordObject is to be used for all property modifications. Undo API has been revamped to make it clearer what functions should be used now.
  • Added a "Default behavior" property to Editor Properties to control default texture import behavior and default scene view mode.
  • Added an option to the new project wizard to select default editor behavior (2D/3D).
  • BuildPipeline methods now have parameters to output CRC checksums of generated AssetBundles.
  • New Highlighter editor API for highlighting elements in the editor. Useful for in-editor tutorials and similar.
  • Asset Pipeline: Only new assets or assets where the actual content has change will get imported. Changing the time stamp of an asset will no longer cause a reimport.
  • Asset Pipeline: .meta files are now always turned on. From Project Settings -> Editor you can choose to hide them if you are not using version control.
  • Added ability to specify external script editor's args, including file and line info. (Windows editor only).
  • Graphics Features:
  • Blendshapes
  • Unity now supports blendshapes (also known as "morph targets").
  • You can drive the blendshapes using name based binding from Mecanim or legacy animation system.
  • Blendshape curves are imported from FBX files, but you can also record them in the animation window.
  • Culling in Unity has been rewritten
  • Now it's much faster across the board. Umbra occlusion culling is used to cull away point lights that don't contribute to the final image; and to drastically reduce number of shadow casters from directional lights.
  • Umbra: Incremental baking of occlusion culling data.
  • Umbra: Portal culling occluder rasterization has been greatly optimized.
  • Umbra: PVS culling has been removed. Occluder rasterization is always used because PVS often gave to inaccurate results and bake times were huge.
  • Umbra: Directional shadow caster occlusion culling drastically reduces the amount of directional shadow casting objects to be rendered.
  • Umbra: Point light occlusion culling and connectivity tests are used to remove local lights that do not contribute to the final image.
  • Vertex point lights that are outside of the frustum are faded out with the range of the light.
  • General culling performance optimizations, by optimizing data layout, code optimizations etc.
  • Other graphics features
  • Deferred: A number of light rendering optimizations for deferred rendering, making the light pass faster. Side effect is that only up to 4 bits of the stencil buffer are left available, instead of up to 5.
  • Render Texture improvements:
  • Added Camera.SetTargetBuffers for multiple render target (MRT) support.
  • Ability to render into a specified mip level of a RenderTexture. Create a mipmapped RT, turn off automatic mip generation with RenderTexture. generateMips=false; and use new Graphics.SetRenderTarget overloads to specify mip level to render into.
  • Ability to render into a speficied cubemap RenderTexture face; new overload in Graphics.SetRenderTarget. Added SystemInfo.supportsRenderToCubemap.
  • Graphics: Added Mesh.UploadMeshData, to trigger VBO creation and possibly system-side copy unload.
  • MaterialPropertyBlock got improved:
  • Added Renderer.GetPropertyBlock, and MaterialPropertyBlock GetVector,GetFloat etc. functions.
  • MaterialPropertyBlocks can have texture properties now.
  • Objects with custom material property blocks (renderer.SetPropertyBlock) can be batched now, if their properties are the same.
  • Terrain: Optimized terrain rendering and reduced memory usage.
  • Android: Enabled multi-threaded rendering on OpenGL ES 2.0 and 3.0. This takes advantage of asynchronous multiprocessing architectures like Qualcomm Snapdragon CPUs and enables more efficient rendering of both OpenGLES 2.0 and 3.0, both currently supported on Adreno GPUs.
  • Android: ASTC (Adaptive Scalable Texture Compression) format support.
  • Improved system memory usage of statically batched geometry.
  • It is now possible to set the fade time on flares. This changes how fast a flare will fade in or out when appearing or disappearing from the screen.
  • Added Texture2D.LoadRawTextureData for loading already-made (e.g. DXT/PVRTC compressed) raw data.
  • Allow for overriding Hidden/Internal-Flare, Hidden/Internal-Halo and Hidden/Internal-CombineDepthNormals shaders.
  • Added Max Particles script binding to Shuriken particle systems.
  • Dynamic batching support for point, line, and quad mesh topologies.
  • Added support for some DirectX 11.1 features (low precision shader variables, UAVs in all shader stages, logical blending operations etc.); note this works on DX11.1 runtime only (Windows 8 and up).
  • Exposed Light.cookieSize to scripts.
  • Shader related features
  • Material.renderQueue is serialized now. You can change it from custom inspector or script, and it will be saved.
  • Most of fixed function states (like blend, cull, depth test, stencil modes; polygon offsets etc.) can be driven by material parameters now. For example "Blend [MySrcBlend] [_MyDstBlend]", with _MySrcBlend and _MyDstBlend being float variables. See enums in UnityEngine.Rendering for the mode values. _Note: in this alpha, global shader properties can't drive be used for this.
  • MaterialPropertyDrawers, just like property drawers, but for shaders and material inspectors! e.g. you can do [MaterialToggle(FANCY_ON)] before a float shader property, and this will display it as a checkbox; and will enable FANCY_ON keyword when checked.
  • Added "by property ID" functions to set/get material properties; use Shader.PropertyToID to compute ID just once. No need to pass strings all the time.
  • By enabling SceneFX in the scene view materials in the viewport will update as they would at runtime (taking time into account).
  • Material inspectors now take time into account. Your materials will update in realtime in the inspector window.
  • Somewhat more sane error reporting - now gives hints in error messages about #pragma target 3.0 or #pragma glsl, and reports way less almost identical errors when you make typos.
  • Vertex lit shaders can access all 8 vertex light lights instead of only first 4 in custom shader programs. Also, spot light information (spot direction & spot attenuation) can be accessed.
  • Added Material.EnableKeyword and DisableKeyword.
  • Added Material.SetInt/GetInt, and Shader.SetGlobalInt. In ShaderLab Properties block, "Int" can be a property type similar to "Float". Note that all these are just aliases for floats.
  • Added ShaderUtil.CreateShaderAsset this takes a text shader and returns a compiled shader.
  • Features:
  • D3D11: Implemented Texture2D.CreateExternalTexture and Texture2D.UpdateExternalTexture
  • DX11.1 Logical operations in blending (DX11.1 only)
  • Editor: Added EditorGUI.FocusTextInControl and EditorGUIUtility.editingTextField.
  • Implemented Screen.lockCursor API in Windows Store Apps
  • Windows Phone: MovieTexture support.
  • Windows Phone: WebCamTexture/Microphone support.
  • Windows Store Apps: added API to get application activation arguments sent by secondary tile, toast notification now can send activation arguments.
  • Windows Store Apps: implemented API to update tiles and show notifications
  • Windows Store Apps: support for UnityScript / Boo
  • Changes:
  • AI / NavMesh: Support for adding more than one OffMeshLink component to a game object.
  • Android: 32bit display buffer without alpha is now the default to avoid compositor bugs on android.
  • Editor: Make Generate Mip Maps setting in Texture Importer not be bold, for consistency, and make it hide child settings rather than just disabling the GUI, for simplicity.
  • Editor: Respect original shader culling mode in scene view picking.
  • Editor: Changed the resize cursors and added a splitter resize cursor on mac.
  • Editor: Shortcut for Maximize View has changed from Space to Shift+Space. It can now also be configured in the Editor Preferences.
  • Editor: Current layout is now stored per project. New projects will use the last layout as an initial layout state.
  • Editor: MaterialEditor API refactored. Added class MaterialProperty that holds the info & values of the material property, and handles multi-selection & undo (similar to SerializedProperty). MaterialEditor functions now operate on MaterialPropertyValues; and there's a MaterialHelper class to get to them.
  • Editor: Project Browser now sorts folders first on Windows
  • Editor: show warning in inspector when we have npot texture playing with compression in a non-good way
  • Editor: Windows Background color option was removed from Preferences window
  • GameObject.Find doesn't allocate internal memory
  • iOS: Made iOS 4.3 as default target, updated warning for older targets
  • iOS: Added possibility to choose how touches originated from non-unity views are processed. Added possibility to get "raw" touch position (iOS coords).
  • iOS: Added support for rect banners (ios6 feature).
  • iOS: Added support for vendor/advertisement id (iOS6). Changed SystemInfo.deviceUniqueIdentifier logic: on ios7 it will use ad id (if tracking is enabled) and fallback to vendor id otherwise. On pre-ios7 the behavior stays the same (hash of MAC address).
  • iOS: exposed getter for possibly mirrored web cam texture
  • iOS: iAd implementation extracted to trampoline (WARNING: script interface changed). Added c# event to be triggered after user saw advertisement.
  • iOS: Trampoline now expects SDK 5.0 or higher
  • Mac Standalone Player: When in FullscreenWindow fullscreen mode without showing menu bar and dock, disable Application switching, as it would not correctly keep the Dock hidden.
  • Mecanim: Moved Optimized transform hierarchy button from inspector to the context menu
  • Mecanim: AnimationSet renamed AnimatorOverrideController and derives from RuntimeAnimatorController.
  • Mecanim: Removed AnimationSet property from the Animator Component. AnimatorOverrideController derives from RuntimeAnimator it can be asigned directly to the Controller property of the Animator.
  • Mecanim: Root motion can now be affected by Animation Clip from any controller's layer. Before only the first layer could affect the root motion.
  • Mecanim: Renamed AnimatorStateRuntimeModificator to AnimatorStateRuntime
  • Mecanim: AnimationSet refactoring. Removed AnimationSet.ReplaceClip and added a few function for setup.
  • Mecanim: A MatchTarget is now interrupted by a transition. Project created with older version will still have the same behavior than before.
  • Mecanim: Remove Keep Additional Bones for Humanoid Rig at import. Use Skeleton mask instead.
  • NavMesh: calling CompleteOffMeshLink now positions the agent at the OffMeshLink endpoint.
  • NavMesh: enabling carving for an obstacle disables avoidance for that obstacle
  • Physics: Now allowing multiple collider components of the same type on one GameObject
  • Physics: Renamed and documented layer mask constants, Physics.AllLayers, Physics.DefaultRaycastLayers, Physics.IgnoreRaycastLayer
  • Profiler: Some samples are now tagged as warnings in the CPU profiler (i.e. moving of a static collider). The warnings are shown as a count in the 'warnings' column
  • The default GUI font embedded for consoles and other platforms with no access to system fonts has been changed to "Liberation Sans"
  • Version Control: Only kill plugin on initial negotiation errors and not all errors sent from plugin
  • Version Control:Change base path to be projectPath instead assetPath.
  • WebPlayer: Installer now reports anonymous usage statistics to help improve install experience
  • Windows Phone 8/+ Windows Store Apps: Transferred Trial API from UnityEngine.Application to UnityEngine.Windows.LicenseInformation class.
  • Deprecated and removed features:
  • Android: Dropped support for Froyo(2.2) and Eclair(2.1).
  • Graphics: Removed support for OpenGL ES 1.x on mobile; ES2.0 will be used by default now. Set rendering path to VertexLit in player settings to best approximate the old behavior.
  • Graphics: Removed support for pre-DX9 GPUs on PC. That is, GPUs made before 2003 (NVIDIA), 2002 (AMD) and 2004 (Intel) will not be supported now.
  • Editor: Removed Unitron (Mac) and UniSciTE (Windows) script editors. The MonoDevelop we ship now is quite good already!
  • Culling: Support for Animation bounding volume culling has been removed. Unity will fall back to renderer based culling instead.
  • Improvements:
  • AI / NavMesh: Performance! Crowd update is multithreaded when there are more than 50 active navmesh agents - if supported by device.
  • AI / NavMesh: Obstacle carving support. NavMeshObstacle supports carving via the "Carve" flag on the component.
  • AI / NavMesh: OffMeshLink Component is dynamic. OffMeshLink component creation/modification/destruction has effect at runtime and in the editor. No baking of navmesh is required.
  • AI / NavMesh: 'CalculateTriangulation' calculates and returns a simple triangulation of the current navigation mesh. Returned is a struct containing the vertices, triangle indices and navmesh layers.
  • AI / NavMesh: OffMeshLink Component API additions: navMeshLayer, biDirectional, startTransform, endTransform, autoUpdatePositions, UpdatePosition.
  • Android: Always use non-linear z if available for 16 bit depth buffers
  • Android: Joystick input should now be more concise across different gamepads and devices.
  • Android: Support for secondary and tertiary mouse button (requires ICS).
  • Android: GL context recreation will only take place when strictly needed.
  • Android: Better EGL context selection. Now much more likely to pick a configuration with proper anti aliasing, stencil, depth etc.
  • Android: Native EGL/OpenGLES (no longer initialized through Java).
  • Animation Window: New clips are saved into project browser active folder instead of project root by default.
  • Animation Window: Recording goes through the new Undo system. Only changes that are Undoable are recorded.
  • Animation Window: Hotkey 'k' for add keyframe button.
  • Animation Window: Properties that are being animated show up in yellow.
  • BlackBerry: Added checkbox to allow users to indicate Gamepad support for their games
  • BlackBerry: It is now possible to specify build ID.
  • BlackBerry: Gamepad trigger buttons are now supported.
  • Documentation: undocumented APIs will now show up as empty stubs
  • Documentation: more Scripting docs for 2D APIs
  • DX11: Use new fixed function shader generator on Windows 8.1
  • Editor: Improve workflow when layout with custom windows failed to load due to compile errors.
  • Editor: Modified occlusion culling default baking parameters (smallest occluder value 1.0 -> 5.0)
  • Editor: No longer downloads an ivy.xml file every time you push play.
  • Editor: Removed dysfunctional Xcode 4 setting
  • Editor: Updated Unity Logo and icons
  • Editor: Better performance when entering and exiting playmode
  • Editor: Improved search in Project Browser and Hierarchy: We now support searching for types in namespaces and base types can be used to find derived types.
  • Editor: Improve error handling of renaming/creating assets when inputing invalid file name chars
  • Editor: SHIFT+F or double-F locks the scene view camera to the selected GameObject.
  • Editor: "alpha is transparency" textures are displayed with a checker background in material inspector; and nicer display in project browser.
  • Editor: Optimize Inspector GUI by avoiding much of the string handling associated with PropertyDrawers.
  • Editor: Order and group menu items in Assets/Create menu so related items are together.
  • Editor: PropertyDrawers now have a fieldInfo property that can be used to obtain reflection data about the member that the property represents.
  • Editor: PropertyDrawers can now call EditorGUI.PropertyField to get the default implementation instead of getting infinite recursion.
  • Editor: New virtual method UseDefaultMargins on Editors as well as two styles in EditorStyles that can be used to customize margin use manually in custom Editors.
  • Editor: Add ability to cancel update static flags in children dialogs.
  • Editor: Made TextAsset also recognize .json, .csv, .yaml extensions.
  • Editor: Add Component menu now handles multiple search words and lists items that match all of them, so for example "ca co" lists Capsule Collider.
  • Editor: If a shader has a PreviewType=Plane tag, the material inspector will display a plane instead of 3D meshes in the preview.
  • Editor: Improve GenericMenu showing speed on Windows.
  • Editor: New commandline switch "-buildTarget " that allows to select the active build target before a project is loaded.
  • Editor: ETC2 texture formats now selectable from Texture Importer inspector.
  • Editor: Respect HideInHierarchy flag & locked layers in drag-rectangle-box picking code as well.
  • iOS: added Ad Loaded callbacks
  • iOS: Added iPhone5S/C to the iPhoneGeneration enum
  • iOS: Fixed crash if user had selected OpenGL ES 3.0 as graphics API target (GL ES 3.0 is currently Android-only)
  • iOS: Fixed some warning in Xcode project
  • iOS: Added possibility to back rendering surface with CVTextureCache-ed texture.
  • iOS: Added AppDelegateListener with notifications about Local/Remote Notifications.
  • iOS: Added joystick support skeleton.
  • iOS: Improved native code integration with Unity Trampoline, look for RenderPluginDelegate and LifeCycleDelegate.
  • iOS: Make it possible to disable rendering to external display (to revert to simple mirroring). Added c# event for Display list changes.
  • Linux: Reduce development player size
  • Linux: Added screen selector / input configurator.
  • Linux: Implemented -popupwindow command line argument.
  • Linux: Add proxy support for WWW class via HTTP_PROXY/HTTPS_PROXY environment variables.
  • Linux: Reduce size of development players.
  • Math: Added "IsNormalized()" method to Vector2.
  • Mecanim: [Optimize game objects] Add support for dynamically attaching a SkinnedMeshRenderer to an existing character (like wearing glove). As long as the SkinnedMeshRenderer and the character have the same rig, they don't need to come from the same FBX file.
  • Mecanim: [Optimize game objects] Add support for exposing a Transform without reimport. Just create a new game object as a child of the root game object, and rename it to be exactly the same as the bone you want to expose.
  • Mecanim: [Optimize game objects] Optimize and de-optimize game objects at runtime with: void OptimizeTransformHierarchy(GameObject go) and DeoptimizeTransformHierarchy(GameObject go)
  • Mecanim: [Optimize game objects] Work better with prefab now. De-optimizing the imported model will not break the existing prefabs.
  • Mecanim: Added a popup menu in animation clip model importer to select/deselect all nodes in the mask inspector.
  • Mecanim: AnimationController is created without file dialog when 1st animation is added to GO.
  • Mecanim: Curve editing in Animation window should be faster for controller with many clip
  • Mecanim: When draging a clip on a GO that already has an AnimationController, simply add the clip instead of creating a new controller.
  • Mecanim: Reduced memory footprint for Animator component.
  • Mecanim: Animation clip importer automaticly detect the rig type (generic or humanoid) and setup the mask accordingly.
  • Mecanim: Rewrote iOS SIMD math library backend.
  • Mecanim: Added new animation compression mode 'optimal' for generic and humanoid rig.
  • Mecanim: When dragging a non-legacy clip on a GameObject, create an Animator + controller
  • Mecanim: Refactored AvatarMask use during import. Can now specify an asset on disk.
  • Mecanim: Added warning when humanoid transforms have Translation/Scale animation.
  • Mecanim: Removed warning message when previewing some objects that have component dependency.
  • Mobile: Improved GLES context recreation
  • Mobile: Mobiles now have separate rendering path setting
  • NavMesh: To ensure correct navmesh being baked, step height is clamped to be always less than agent height, and a warning is issued to user.
  • Physics: Can now set up material for TerrainData.
  • Physics: Joints can now have separate anchor points configured for both connected rigidbodies.
  • Physics: CharacterController will now report an error when trying to configure it as a trigger.
  • Profiler: Players now include the entire frame when profiling
  • Profiler: Correct unwinding of samples if an exception is thrown
  • Profiler: Now profiles OnGUI events when profiling editor.
  • Reduced memory consumption when importing 8k*8k textures
  • Scripting: WWW object now has a bytesDownloaded attribute, to monitor a download's activity if the remote host does not send a content-length header
  • Scripting: Add generic overloads for Resources class.
  • Terrain: Show a warning when unsupported shader is being used on terrain
  • Version Control: Create missing folder that have their .meta file present
  • Version Control: Reduced calls to VCS backend for getting status
  • Version Control: Show progress send from plugin in GUI
  • Version Control: Made a change lists optional trait for plugins
  • Version Control: Make "get latest" on asset subset or only changeset a plugin trait.
  • Version Control: Allow plugins to force handling of conflicts themselves
  • Version Control: Add support for PlasticSCM mergetool in unity preferences
  • Version Control: Support for plugin custom commands.
  • Version Control: Support for plugin provided icon overlays.
  • Version Control: Improve initial add of ProjectSettings folder to include future settings as well
  • Version Control: Show overlay legends in the settings inspector
  • Version Control: Handle files deleted externally to be reverted/deleted in vcs automatically
  • Version Control: Handle files renamed/moved outside unity and to be moved in version control as well
  • Windows Phone: Added default unity splash screens of all available orientations (landscape left, landscape right, portrait upside down in addition to portait).
  • Windows Phone: Added support for pixel perfect splashscreens.
  • Windows Phone: Debug.Log in user scripts will now output to Visual Studio output window as well if the project is built in debug and release configurations.
  • Windows Phone: If Windows Phone SDK cannot be found, its expected path is reported.
  • Windows Phone: Message box appears on the phone when using capability that was not enabled in application manifest file.
  • Windows Phone: Use latest UnityScript / Boo
  • Windows Phone: Implemented backround media player status API for Windows Phone at UnityEngine.WindowsPhone.Media.
  • Windows Phone: Show platform name in editor title.
  • Windows Phone/+ Windows Store Apps: Exposed application trial API.
  • Windows Phone: Added Emulator support.
  • Windows Store Apps: background color override support in extended splash screen on Windows 8.1
  • Windows Store Apps: Support rendering in non-native resolutions on Metro 8.1
  • Windows Store Apps - Windows 8.1: Input callbacks will now be processed on application thread instead of UI thread, thus reducing input lag.
  • Windows Store Apps - Windows 8.1: Will use Direct3D low-latency presentation API http://msdn.microsoft.com/en-us/library/windows/apps/bg182880.aspx#five, this should improve input latency.
  • Windows Store Apps & + Windows Phone: Windows 8 requirement to build for Windows Phone/Windows Store Apps is always listed in build settings if it isn't met.
  • Windows Store Apps: Added Master configuration to the exported solution, so now there will be three - Debug, Release, Master like on Windows Phone 8. Master configuration should be used when releasing the game. Release configuration is the same as Master, but has Profiler enabled, that's the only difference.
  • Windows Store Apps: Animator.GetCurrentAnimationClipState, Animator.GetNextAnimationClipState should work now.
  • Windows Store Apps: Added UnityEngine.WSA.Application.windowsActivated event, which can be used for capturing events when snapping begins and ends.
  • Windows Store Apps: Implemented Screen.sleepTimeout
  • Windows Store Apps: Fixed some of the issues with external plugins, for ex., Facebook.dll, EasyRoads3D.dll
  • Windows Store Apps: Windows 8.1 support.
  • Windows Store Apps: Cloth is supported now.
  • Windows Store Apps: Editor will check if plugins used by Editor and Windows Store Apps are compatible, for ex., it will check if assembly version matches.
  • Windows Store Apps: Editor will perform a check if user is running under Windows 8 or higher, if not Build buttons will be disabled.
  • Windows Store Apps: Unity splash screen will be shown if user doesn't have a Pro license.
  • Windows Store Apps: Added UnityEngine.WSA.Application.windowSizeChanged event, which will be invoked when user resizes the window, for ex., when performing snaping.
  • Windows Store Apps: Implemented LocationService and Compass.
  • Windows Store Apps: Compilation Overrides will only affect C# files not located in "Standard Assets", "Pro Standard Assets" or "Plugins" folders.
  • Windows Store Apps: Managed-To-Native functions now use Platform Invoke to perform interop, performance should be better now.
  • Windows Store Apps: New APIs. UnityEngine.Windows.File, UnityEngine.Windows.Directory for accessing directories and files. UnityEngine.WSA.Application for invoking calls on different threads.
  • Windows Store Apps: Resources.UnloadUnusedAssets should work correctly now.
  • Windows Store Apps: When generating C+/C# solution, Mixed Mode debugging will be enabled by default.
  • Windows Store Apps: Make sure gui password field is drawing mask char, even though os keyboard returns clear text.
  • Fixes:
  • AI / NavMesh: NavMesh.Raycast: Gives correct navmesh height (Y component) for hit position.
  • AI / NavMesh: Fix issue where disabling one navmesh obstacle would sometimes affect another obstacle.
  • AI / NavMesh: Fix NavMeshAgent occasionally getting NaN positions in cases where many agents are spawned/destroyed and avoidance is disabled/enabled.
  • AI / NavMesh: Fix NavMesh.CalculatePath returning path with wrong path endpoint when path is partial.
  • Android: Fixed a problem where "Unable to find suitable jdk installation" was presented even with a valid jdk in path
  • Android: Disabled glTexSubImage2D for adreno devices - fixes some of the dynamic font issues
  • Android: Fixed default orientation for 3rd gen kindle devices
  • Android: Fixed stripping issue which caused AndroidJavaRunnable to fail
  • Android: Fixed ToString error when unboxing java string for AndroidJavaProxy.
  • Android: Workaround for an issue with the android compositor on external displays.
  • Animation: Fixed leak in animator component
  • Animation: Will handle Enable binding correctly.
  • Animation Window: Update() isn't offered as an option in the add event popup anymore.
  • Animation Window: Add Curve dialog no longer pops up again after cancelling it
  • Animation Window: Adding new clips into read-only objects no longer allowed
  • Animation Window: Animation Event tooltip wasn't showed on mouse hover.
  • Animation Window: Animation Event window wasn't updated when selection was changed
  • Animation Window: Changing IsActive property keyframe via animation window is updated into scene view immediately
  • Animation Window: Curves-toggle is persistent if you close/reopen animation window
  • Animation Window: Dopesheet clamp framerate between 0-10 000 to avoid data loss for big number
  • Animation Window: Dopesheet is now able to show more than 50 sprite previews at the same time
  • Animation Window: Fixed Scale transform is marked yellow in the Inspector although it not animated
  • Animation Window: In record mode you should be able to animate an Animator Generic rig.
  • Animation Window: No error messages after removing the animated object
  • Animation Window: While moving selected keyframes, sometimes other keyframes would move also
  • Audio: Fix AudioListener.volume for AudioSource.PlayOneShot
  • Audio: Fix AudioImporterInspector: Compression slider shows wrong max
  • Audio: Fix Custom audio filter for AudioListener does not affect sounds played by PlayOneShot
  • Audio: Fixed StackOverflow in OSX Editor during AudioClip.Create
  • BlackBerry: Fixed issue where gravity was being reported in meters per second instead of G forces. Also landscape x and y for gravity was swapped.
  • BlackBerry: WebCamTexture.videoVerticallyMirrored is now set correctly.
  • BlackBerry: Fixed issue where tiling would occur when webcam framerate was set outside acceptable range.
  • BlackBerry: MailTo URI's now work as expected.
  • BlackBerry: Remapped gamepad buttons to match up to Xbox 360 controller.
  • Bug Reporter: Fix crash when submitting documentation bugs from OS X.
  • BuildPipeline: Custom cursor specified in PlayerSettings is now built and shown correctly.
  • Cursors: Fix regression with cursor not showing in OS X standalone build.
  • Documentation: Fixed documentation of EditorUtility.CollectDeepHierarchy.
  • Documentation: Readded the message "Inherits from" for classes that have a parent.
  • Documentation: Return types, parameter types and types in examples work as links.
  • DX11: Fix 100% cpu use on Win81, reduce it somewhat on older windows.
  • DX11: Handle "-adapter X" command line argument.
  • Editor: Fixed "set default parameters" button in occlusion-bake tab
  • Editor: Fixed crash while baking occlusion culling data
  • Editor: Workaround windows 8.1 + webkit regression causing crash on mouse wheel messages.
  • Editor: Fix external editor not opening files when double clicking errors in console and external editor arguments have been specified.
  • Editor: Fixed crash when Transform was referenced multiple times by parent Transform (only happens in corrupt scenes; editor will automatically remove extraneous references now).
  • Editor: Fixed ScriptableObject editor script reference field being incorrectly drawn with PropertyDrawer.
  • Editor: Fixed that EditorGUI.LabelField got key focus when tabbing (its now skipped when tabbing)
  • Editor: Fixed that mouse cursor over gradient alpha input field was showing as drag area instead of text area
  • Editor: Fixed that tabbing through controls jumps back to "active" checkbox for the game object instead of moving to the next gui control
  • Editor: Fixed that the static toggle in inspector does not update correctly when toggled, if the current value is "mixed"
  • Editor: Disabled GPU Profiler on Macs + NVIDIA GeForce 650M, turns out the drivers return garbage data.
  • Editor: Do not disable the lighting flag in the scene view after completing a build
  • Editor: Don't leak references to assemblies that are dynamically loaded from game code.
  • Editor: Fix input sometimes being sent to windows that have already been destroyed causing PPtr dereference asserts.
  • Editor: Fix static preview generation to have the right background color in linear mode
  • Editor: Fixed import of Reflection textures sometimes freezing the Editor when Fixup Edge Seams is checked.
  • Editor: Fixed unclear and flickering DX11 tool tip message in Player Settings on Mac.
  • Editor: It's now possible to undo changing batching settings in the PlayerSettings
  • Editor: Mark BeginGUI(Rect) as obsolete, as it leads to bad internal GUI state
  • Editor: Fix Object Picker causing nullrefs when shown outside of OnGUI.
  • Editor: Opening PopUp menus with the keyboard on windows will no longer beep.
  • Editor: Closing a editor tab shouldn't change the selected tab.
  • Editor: Fix that Preferences key shortcuts using toggle with CTRL didn't work on Windows.
  • Editor: Fixed searching for Terrain in the Hierarchy or Project window (use t:terrain)
  • Editor: Fixed searching for GUISkin in Project Browser (use t:guiskin)
  • Editor: Fixed that GUISkin was not showing in Object Picker for GUISkin object fields
  • Editor: Fixed: Occlusion Culling scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: NavMesh scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: Error spam in Console when modifying a box collider using collider handles
  • Editor: Only set keyboard focus upon clicking a PrefixLabel if the control supports keyboard focus.
  • Editor: Fixed two biggest progress bar leaks on OS X
  • Editor: Vertex snapping (V) now works for sprites.
  • Editor: Fix script execution order on reload
  • Editor: Fix occasional crash when importing assets.
  • Editor: AssetPostprocessors without a default constructor no longer crashes the editor.
  • Editor: Fix ScriptableObject having wrong icon in ObjectField.
  • Editor: PropertyDrawer attributes on members that are arrays are now applied to each element in the array rather than the array as a whole. This was always the intention since there is no other way to apply attributes to array elements, but it didn't work correctly before. Apologies for the inconvenience to anyone who relied on the unintended behavior for custom drawing of arrays.
  • Editor: Fix context menu for ScriptableObject having nonsensical entries (mostly Component-related). Also, "Edit Script" is now only shown if a script is available for editing (not the case for e.g. GUISkin or Terrain).
  • Editor: Fix light skin inspector sometimes using game skin for drawing controls.
  • Editor: GameObjects that end up with multiple transform components will now have extraneous transforms removed automatically; prevents crashes.
  • Editor: Fixed a crash when calling AssetDatabase.CreateAsset on a GameObject.
  • Editor: Fixed errors and crashes when having non-ASCII characters somewhere in the paths for font assets.
  • Editor: Fixed crash when inspecting a disabled terrain; or deleting a material assigned to Terrain.
  • Editor: Fix Scene View Gizmo hover effect that has been broken for several releases.
  • Editor: Fix that clicking cancel on the build progress bar causes loss of scene and any unsaved work.
  • Editor: Fix that Windows progress bar displays incorrect progress when used from user scripts.
  • Editor: Ensure error sound is not playing on OSX when using keyboard shortcuts for particle effect.
  • Editor: Fix wrong context menu in the results of Asset Store searching in Project view.
  • Editor: Curve preset library now retains wrap settings.
  • Editor: Object picker prematurely populates Animation component.
  • Editor: Fixed undo not working with color picker.
  • Editor: When calling EditorGUI.PropertyField with includeChildren set to true, the children did not have correct spacing.
  • Editor: Labels and buttons no longer draw on top of each other in the preview of an animation clip from the asset store with a narrow inspector or preview window.
  • Editor: TextEditor now scrolls to show the composition string when using IME. Furthermore, scrolling offset is now respected when IME pane is positioned so it doesn't end up in weird positions if the text field has scrolled.
  • Editor: Fix scroll speed in Particle Effect window; and fixed broken UI layout in particle system scene view overlay.
  • Editor: Fix so shortcuts can be used to give the Project Browser window focus (Ctrl/Cmd + 5) and then start a search (Ctrl/Cmd + F).
  • Editor: Fix main editor window covering an auto-hidden taskbar when maximized on Windows.
  • Editor: Fix double dropshadowing issues for windows on Windows (fixes odd dropshadowing on adjacent monitors when the editor was maximized).
  • Editor: Fixed files showing multiple times when deleting multiple folders in Project Browser.
  • Editor: Fix assets could incorrectly be created in the Assets folder in two column mode.
  • Editor: Textures with Alpha Is Transparency Selected, will have their thumbnail correctly generated with a transparent background.
  • Editor: Prevent setting terrain resolution higher than 2049 via the inspector (can still be done from scripting API, to avoid breaking existing code).
  • Editor: 3D textures were not displayed properly in material inspector.
  • Editor: Catch errors when trying to rename classes in the project view.
  • Editor: Disable Compression option in Audio Importer for Native WAV files as they can't be compressed.
  • Editor: Fixed Camera Volumes legend in Occlusion Culling in-scene window.
  • Editor: Fixed changing the script type in the MonoBehaviour component when using multi-object selection.
  • Editor: Fixed IntPopup fields not opening on space.
  • Editor: Fixed tooltips for GUI.SelectionGrid; and log a warning if user tries to create invalid SelectionGrid.
  • Editor: Only focus dropdown window if doesn't have focus already.
  • Editor: On Windows EditorGUIUtility.AddCursorRect does not wait for a mouse movement to update the cursor anymore.
  • Editor: Fixed the hard crash happened when updating one package to a new version.
  • Editor: Fix the inappropriate cache server warnings
  • Editor: Fix the bug that crash unloading AssetBundle when exiting Play mode
  • Editor: Fix the crash when deleting ScriptableObject
  • Fix: ASTC textures were imported with Y-axis flipped
  • Fix crash when passing prefab instance to PrefabUtility.ReplacePrefab
  • Fix the Editor crash on getting component by type if type was null
  • Fix occlusion culling when camera is outside generated view volumes
  • Fix occlusion culling license issue
  • Fixed profiling of shadow caster culling, cases where there are no shadow casting lights.
  • Fix error messages in Windows Store Apps and WP8 when checking for location capability
  • Fix errors when snapping on Windows Store Apps
  • Fix: GPU skinning on DX11 was limited to 128 bones per mesh, limit upped to 1024.
  • Fix F10 and Shift keys in Windows Store Apps
  • Fix crash in WSA/WP8 when using Compass
  • Fix internal exception and performance issue in WSA/WP8 using Compass on device without it
  • Fix serious performance drop in WSA/WP8 using Compass on some devices
  • Fix Editor hanging when entering play mode or quitting the application
  • Flash: Fix leaking AssetBundle APIs.
  • Flash: Fix Flash UnityContentLoader unloading. ("TypeError: Error #1034: Type Coercion failed: cannot convert System::ClassType...")
  • Flash: Fix Flash Monobehaviour Serialization issues
  • Flash: Support up to Flash 11.8, this allows 11.5 and upwards non-content debugger players to display a stack trace.
  • Flash: Fixed dynamic batching sometimes failing.
  • Font rendering: Fix alignment of text with embedded images.
  • Font rendering: Allow embedded images to render in non-square aspect ratios.
  • Graphics: Fixed a crash when accessing Camera.current in the Editor in Start().
  • Graphics: Fixed a crash when switching to DX11 mode and the scene has terrain in it.
  • Graphics: Fixed a deadlock in the mutithreaded renderer when entering the Lion-style fullscreen on Mac.
  • Graphics: Fixed a null reference exception in combining for static batching when there was no first material in Renderer's material array.
  • Graphics: Fixed asserts caused by broken render texture stats when using graphics emulation.
  • Graphics: Fixed changes to QualitySettings.vSyncCount after Screen.SetResolution() causing fullscreen setting to be ignored.
  • Graphics: Fixed GPU skinning (both DX11 and OpenGL ES 3.0) when the mesh is using a low number of bones
  • Graphics: Fixed QualitySettings.anisotropicFiltering changing values inconsistently when set from scripts.
  • Graphics: Fixed Texture.GetNativeTextureID() not being thread-safe with multi-threaded rendering.
  • Graphics: Fixed webplayer plugin crash
  • Graphics: Fixed wrong vertex count being reported in Stats window when static batching is used and editor is in Direct3D 9 mode.
  • Graphics: Fixed broken shadows with forward rendering to antialiased RenderTexture.
  • Graphics: Fixed crash when calling Texture2D.ReadPixels() with a negative offset.
  • Graphics: Fixed crash when using Graphics.Blit under some circumstances.
  • Graphics: Fixed Graphics.Blit crash issue.
  • Graphics: Fixed shaders using 2 UV sets not working in Player if mesh only has one set, and was imported without Read/Write Enabled.
  • Graphics: Fixed bounds of meshes generated by TextMesh component.
  • Graphics: RenderTextures are no longer unnecessarily cleared when loading a new level.
  • Graphics: OpenGL ES 2.0 now supports mipmapped render textures.
  • Graphics: Fixed cubemap + mipmap render textures on OpenGL.
  • Graphics: Fixed a rare case of light probe sampling taking too much time.
  • Graphics: Fix crash on scene load when baked occlusion data is present
  • IMGUI: MousePosition should work properly inside a GUI.window when GUI.matrix is not identity.
  • Input: Input state now being reset consistently cross-platform when player focus is lost.
  • iOS: Fixed iOS builing on Windows
  • iOS: Fixed various scrolling related crashes on iOS 7
  • iOS: Fixed Xcode 5 build & run for simulator target
  • iOS: Fixed gyro reporting
  • iOS: Fixed iOS project building from script on Windows.
  • iOS: Fixed iOS7 simulator support.
  • iOS: Fixed managed code stripping when building project on Windows.
  • iOS: Fixed WebCamTexture support for iOS7
  • iOS: Fixed iOS7 icon size support
  • iOS: Xcode 5 Build&Run support fixed
  • iOS: Fixed MeshCollider stripping issue.
  • iOS: Improved error propagation in WWW class.
  • iOS: Fixed Norwegian language detection.
  • iOS: Make sure all NSString backing device settings are retained.
  • iOS: Fixed OnCollision broken by stripping, when you don't use Collision class explicitly.
  • iOS: Fixed trampoline's precompiled header not working with .c/.m files.
  • Linux: Fix player crash when a user manually specifies an invalid resolution.
  • Linux: Fix custom cursor handling when hiding/showing cursor.
  • Mac OS X 64 bit Standalone: fix WebCam support
  • Mac OS X Standalone: Changed compile settings to disable running on 10.4 (which we did not support anyways), as this is now a requirement for publishing to Steam.
  • Mac OS X Standalone: Fix cursor locking when setting Screen.lockCursor in first Awake call
  • Mac OS X Standalone: Fixed Mouse coordinates on secondary screens
  • Mac OS X: Fixed support for cursors with NPOT cursor textures
  • Mac OS X: Make Icon and Splash screen work for 64 bit standalone builds.
  • Mac OS X: Fixed non-ASCII characters in Input.inputString
  • Mac OS X: Fixed issues with windows handling for GameCenter in standalone builds.
  • Mac OS X: Fix Input.inputString to correctly contain whitespace characters in the web player.
  • Mecanim: Model importer meta file shouldn't get dirty anymore when importing a file with a Humanoid rig.
  • Mecanim: Fix crash when previewing transition between empty states
  • Mecanim: Fix object hierarchy not being animated correctly in some cases
  • Mecanim: Fix remove State/StateMachine code that caused bad object access
  • Mecanim: Fixed crash when trying to configure an Avatar with a mesh not yet skinned.
  • Mecanim: Fixed cannot configure a human avatar when optimize is ON.
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform on Avatar with Optimize Game object On.
  • Mecanim: Fixed crashes when editing humanoid animation applied to a primitive object.
  • Mecanim: Fixed drag'n drop of State/StateMachine.
  • Mecanim: Fixed Optimize GameObject in import settings breaks preview window of Skinned Mesh,
  • Mecanim: Fixed preview of a transition on a layer with a mask, previewer was not using the mask to playback the transition.
  • Mecanim: Fixed root motion masking for all layer.
  • Mecanim: Fixed the crash which happened when we reimport the FBX file in play mode.
  • Mecanim: Fixed transitions bool parameter being overriden when creating the 1st Trigger parameter.
  • Mecanim: Hide "Optimize Game Objects" if Avatar Definition is "Copy From Other Avatar".
  • Mecanim: Proper clamping of start/stop times when importing an Animation clip.
  • Mecanim: Update Controller's clip duration when an AnimationClip is substituted by AnimationOverrideController.
  • Mecanim: Fixes animation set crash when clips are duplicated in controller.
  • Mecanim: Avatar created proceduraly should not expose Configure Avatar button.
  • Mecanim: User should get an error in the console when they try to create an avatar with duplicate transform in the human mapping.
  • Mecanim: Fix various crash with Optimize game object and configure Avatar.
  • Mecanim: Fix crash when user configure an existing avatar and try to edit the muscle limit,
  • Mecanim: Fix crash when user delete and animator component.
  • Mecanim: Fix crash when user set the root node on a generic rig to the top most object in hierarchy.
  • Mecanim: Animation Average Velocity was not computed correctly.
  • Mecanim: Preview of animation breaks on avatars with different hips orientation.
  • Mecanim: Switching from Generic to Humanoid rig when using source Avatar was breaking animation import.
  • Mecanim: Support scale of game object at runtime for Animator. Root Motion, IK, Optimize Hierachy.
  • Mecanim: Unroll muscle fix.
  • Mecanim: Sync editor curve for pre-4.3 duplicated muscle clip and backward compatibility problem with duplicated clips.
  • Mecanim: Change default behavior for human clip, do not import position, rotation and scale curve for all human transform.
  • Mecanim: StateMachine GraphGUI did not support properly to have its data modified externally.
  • Mecanim: Fixes webplayer compatibility for Mecanim bindings.
  • Mecanim: ModelImporter multi-edition of root node and expose transform should be disabled when transform from multiple file doesn't match.
  • Mecanim: Better validation of avatar creation.
  • Mecanim: Re-added AnimationUtility.GetAnimationClips(Animation animation) in the API as deprecated.
  • Mecanim: Fixed crash when applying change in Avatar Tools with an invalid avatar.
  • Mecanim: Fixed StopTime not being set properly when resampling a transition in the previewer.
  • Mecanim: Fixed scale curved that where not evaluated properly.
  • Mecanim: Fixed continuity issue on transitions with duration of zero.
  • Mecanim: Fixed broken additive layer evaluation.
  • Mecanim: Fixed broken bindings when source hierarchy differs from destination.
  • Mecanim: Prevent opening muscle previewer in Avatar Setup with incomplete Avatar.
  • Mecanim: Fixed Crash when clicking on Clear mapping button in Avatar tools.
  • Mecanim: Fix the default pose (when a character is not animated) when humanoid mode or a root bone is used. This makes it consistent with the default pose in the authoring tool (eg. Maya).
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform with an Uninitialized Animator.
  • Mecanim: Recorder cannot longer play unrecorded frame.
  • Mecanim: Restrict use of negative animator speed while recording.
  • Mecanim: Fix Ctrl-click selection for states and transition.
  • Mecanim: Fix negative scale blending while in a transition.
  • Mecanim: Fix Additional curves tangent, Non default tangent was not supported correctly.
  • Mecanim: Fix in Muscle Unroll Algorithm.
  • Mecanim: Fix loading of .anim files generated in 4.0/4.1/4.2
  • Mecanim: Fix memory spill when using Layers
  • Memory Profiler shows Static Managed References as a reason for why an asset is loaded
  • Memory: Fixed leak when instantiating materials from code
  • Mobile: Do not include fonts into mobile build when rendering mode is OS and including the font is not specified.
  • Mobile: Fixed point topology rendering.
  • Mobiles: 24-bit Depth Buffer is now enabled by default
  • MonoDevelop: Disable broken fullscreen mode on OSX.
  • MonoDevelop: Fix exception when creating a new UnityScript or Boo class from MD.
  • MonoDevelop: Fix tab selector freeze when resizing the code editor UI.
  • MonoDevelop: Fix exception when jumping to declaration of a symbol in an external assembly.
  • MonoDevelop: Fix intermittent, unhandled exception when opening the Unity API reference.
  • MonoDevelop: Remove unsupported entries from menus.
  • MonoDevelop: Fix cursor warp.
  • MonoDevelop: Don't flush folding and undo data on document save.
  • MonoDevelop: Show debugging toolbar when attaching.
  • MonoDevelop: Make play button attach instead of launching new Unity instance.
  • MonoDevelop: Fix Boo compilation failure every first compile (Windows).
  • MonoDevelop: Fix Unityscript compilation (Windows).
  • NavMesh: Changed NavMeshAgent.hasPath to return consistent values on off-meshlinks and while walking.
  • NavMesh: Fixed issue where NavMeshAgents was restoring the velocity before entering offmeshlink when leaving it
  • NavMesh: Fix regression causing agents moving on terrain to have wrong height (y-position) when "Height Mesh" bake option is enabled
  • OSX Player: Fixed crash when loading a release build
  • OpenGL ES 3.0: Fixed shadow rendering in Deferred rendering mode.
  • OpenGL ES 3.0: Various fixes and stability improvements.
  • Physics: Fix OnTriggerEnter being called repeatedly for CharacterControllers when setting transform.parent
  • Physics: Fix potential crash when deleting colliders while Time.timeScale is zero
  • Physics: Fix Terrain.GetInterpolatedNormal to return correct normals
  • Physics: Fixed a bug where Continuous Collision detection would not work correctly when changing the scale of colliders.
  • Physics: It is now possible to have multiple SpringJoint components on a single GameObject, like with all other Joints.
  • Physics: Rigidbodies will now wake up when changing constraints, so that a Rigidbody which is being held in position by a constraint will start moving.
  • Physics: All combine modes are now correctly applied to friction and bounciness properties of physics materials. Before that, the interpretation of Multiply and Minimum modes was switched.
  • Physics: Fix crash when using MeshCollider with a mesh which only contains degenerate faces.
  • Physics: Fixed a bug where MeshColliders would enable themselves when changing the transform when they were disabled.
  • Physics: Fixed a crash related to sending collision notifications.
  • Physics: Fix the MovePosition feature of a kinematic compound rigidbody.
  • Physics: fix crash when reloading scene with invalid physics materialPrefabs: Fixed cases where prefab merging injected additional transform components into prefab instances.
  • Physics: Fix 2D colliders spamming console log with "m_InstanceId==0"
  • Prefabs: Fix awake order for prefabs which have other prefabs as children
  • Profiler: Camera render to Texture is now added to the profiler.
  • Rendering: Fixed accessing Cloth.vertices when there is no vertices assigned yet.
  • Scripting: Fixed a crash when trying to serialize abstract classes in MonoBehaviours.
  • Scripting: Fix memory leak occurring during Play/Stop and script compilation.
  • Scripting: CodeDomProvider can be used in Editor
  • Scripting: Fixed InvalidProgramException for binding delegate to instance method with null target.
  • Scripting: Fixed crash when calling ScriptableObject.CreateInstance with abstract type.
  • Scripting: More informative error message about use of enums with unsupported underlying type.
  • Scripting: Infinite Loop on RequireComponent.
  • Scripting: Fix crash when instantiating a scriptable object with a mismatched file name.
  • Scripting: Allow StopCoroutine from within a coroutine.
  • Scripting: Avoid spurious allocations when using terrains with shadows.
  • Scripting: Eliminate misplaced Editor.SetDirty warning in players.
  • Scripting: Fix crash when subclassing Component.
  • Shaders: hlsl-to-glsl translator now accepts "static" and "const" qualifiers on function return values.
  • Shaders: hlsl-to-glsl translator was producing variable names with double-underscore in some cases (which is not accepted by some drivers).
  • Shaders: Shader compiler now consistently accepts project-root relative #include paths.
  • Shaders: Fixed #pragma multi_compile shader variants not working with surface shaders in some cases.
  • Shaders: Fixed shader compiler crashing with out of memory on complex shaders (with lots of multi_compile variants).
  • Shaders: Fixed some Material properties getting into a non-save-able state sometimes (they would seem to be editable, but a Unity restart would revert the values back).
  • Shaders: Fixed texCUBEgrad & tex3Dgrad, was not working on some platforms.
  • Shaders: Integer and boolean parameters in shaders (e.g. int, int4, bool) now work as expected on all platforms.
  • Shadows: Fixed performance regression in shadow rendering (introduced in 4.1).
  • Shuriken: Clamp both start lifetime and length in seconds to avoid precision issues.
  • Shuriken: Fixed crash when destroying Mesh used by ParticleSystemRenderer.
  • Substance: Added missing documentation for SubstanceImporter::Get/SetPlatformTextureSettings() and ProceduralTexture::GetPixels32().
  • Substance: Fixed a severe perf regression in scenes with more than 20 ProceduralMaterial instances.
  • Substance: ProceduralTexture::GetPixels32() now works with a simpler call sequence (see documentation).
  • Substance: It is no longer possible to rename the wrong ProceduralMaterial when switching ProceduralMaterial while editing the ProceduralMaterial name field.
  • Substance: Texture thumbnails are now properly spaced when the "Generate all outputs" checkbox is enabled.
  • Substance: The "Generated textures" foldout is no longer displayed when trying to multi-edit ProceduralMaterials.
  • Substance: Renaming a ProceduralMaterial to a recently renamed ProceduralMaterial's previous name will now display the correct preview textures.
  • Substance: Fix a potential Editor crash when trying to perform drag and drop in the SubstanceImporterInspector.
  • Terrain: Fixed popping tree shadow
  • Terrain: Tree colors in linear rendering mode are now rendered correctly.
  • Terrain: Fix crash when using Terrain.activeTerrain in a scene that has no terrain.
  • Terrain: Fixed incorrect color space setting on detail (grass) objects.
  • Text Markup: Fixed parsing of numeric parameters which sometimes read numbers incorrectly.
  • Umbra culling is no longer used for previews. Fixes a crash when selecting cubemaps.
  • Undo operation for asset import settings changes are no longer recorded
  • Undo operation for asset import settings changes are no longer recorded
  • Undo: Fixed undo recording of script changes on MonoBehaviour
  • UnityObject: Correctly identifies IE 11 as a supported browser.
  • Version Control: Fix Submit Window sometimes throwing exceptions on creation.
  • Version Control: Do not show checkout dialog for all reimported models
  • Version Control: Handle moving folder external to Unity
  • Version Control: Only checkout selected assets when user has enabled notify on save in preferences
  • Version Control: Increased timeout for getlatest and submit to better handle slow connections
  • Version Control: Refresh pending window on submit error
  • Version Control: Require ack from vcs plugins on shutdown to prevent deadlock
  • Version Control: Fix context menu for "open containing folder".
  • Version Control: Show correct error message on all submit errors.
  • Version Control: Support perforce workspaces and passwords with spaces.
  • Version Control: Support for perforce streams.
  • Version Control: Disable save option when VCS plugin does not support changelists.
  • WebPlayer: Fixed several XSS bugs
  • WebPlayer: Fixed web player legacy occlusion culling
  • WebPlayer: Web Players can now start on Windows XP systems with Terminal Services disabled, but will not be able to enter full-screen on those systems.
  • WebPlayer: Fixed lock-up issues that occurred when entering fullscreen on OS X.
  • WebPlayer Installer: EULA links have been removed and standard click-through EULAs introduced. The EULA itself has not changed.
  • Windows 64-bit Standalone: Removed dependency on MS CRT redistributable
  • Windows Phone/+ Windows Store Apps: Fixed unity player crashing if fields in user scripts were emitted with #if UNITY_EDITOR precessor flag.
  • Windows Phone/+ Windows Store Apps: Reference ReWriter will now correctly find replacement method with param arguments if original is not available in the target framework.
  • Windows Phone: Dependencies to WinRTLegacy.dll are now correctly rewrriten.
  • Windows Phone: fix LocationService status
  • Windows Phone: Fixed unity player crashing if back button was pressed while the engine was still reinitializing from application pause.
  • Windows Phone: Reference ReWriter now correctly recognizes System.Uri Windows.Foundation.Uri type alias.
  • Windows Phone: Reference ReWriter now correctly recognizes WinRT aliases when they are a template argument of non-alias class.
  • Windows Phone: UnityScript compiler targets incorrect UnityScript.Lang.dll when building project for WP8
  • Windows Phone: Closing app should no longer crash it.
  • Windows Phone: Fix render texture camera orientation when app is started in landscape.
  • Windows Phone: Fixed a bug where using certain WinRT types would prevent the user from building a project.
  • Windows Phone: Fixed a build system crash if plugin contained a class that inherits from Windows Phone XAML classes.
  • Windows Phone: Fixed a crash caused by disabled sensors capability in project manifest.
  • Windows Phone: Fixed a crash when trying to access temporary and roaming directories.
  • Windows Phone: Fixed a crash when trying to use gyroscope on devices that don't have gyroscope.
  • Windows Phone: Make ScreenOverlay post effect rotate correctly with device orientation.
  • Windows Phone: handle exceptions when sensors are not found
  • Windows Phone: Fixed initialization of LocationService
  • Windows Phone: GameObject.SendMessage invokes correct overloaded method.
  • Windows Phone: WWW class correctly decodes escaped URL strings.
  • Windows Phone: Screenshots are correctly captured in landscape orientation.
  • Windows Phone: App no longer crashes if graphics device is accessed from OnApplicationPause method.
  • Windows Store Apps: fixed GUI events via touches when cursor is locked
  • Windows Store Apps: fixed LocationService DesiredAccuracy usage on Wind

New in Unity 4.2.1 (Sep 3, 2013)

  • Fixes:
  • Android: Fixed an issue where a KeyNotFoundException was thrown when trying to deploy to the android emulator.
  • Android: Renamed exported .jar file from untiy-classes.jar to unity-classes.jar
  • Android: .meta files are now dropped before compilation of android libraries.
  • Android: Fixed for "Unable to find suitable jdk installation" on windows.
  • BlackBerry: Fixed issue where windows xp BlackBerry registration file path was not supported.
  • Fixed issue where windows xp BlackBerry registration file path was not supported.
  • Bugreporter: Fixed crash when submitting documentation bugs from OS X.
  • Documentation: Fixed that some editor classes were not showing up in the table of contents (Editor, EditorWindow).
  • Documentation: Monobehaviour page no longer has a dead link.
  • Documentation: "Inherited from ..." is showing for classes that inherit from other Unity classes.
  • Editor: Fixed editor crashing on older (SM2.0) GPUs.
  • Editor: Fixed that clicking cancel on the build progress bar would loose any unsaved work and would fail to load original scene.
  • Editor: Fixed memory leak occurring during Play/Stop and script compilation.
  • Editor: Fixed nested property drawers finding the wrong property drawer to use for rendering.
  • Editor: Asset store doesn't hang after downloading and importing assets.
  • Graphics: Fixed incorrect rendering order on meshes with multiple materials, introduced in Unity 4.2.
  • Graphics: Fixed multiple texture coordinate handling in immediate mode on OpenGL ES 3.0.
  • iOS: Fixed Input.compensateSensors not working with autorotation.
  • iOS: Fixed SystemInfo.deviceUniqueIdentifier returning udid on pre-iOS 7 devices that is different from the one returned in Unity 4.1.
  • iOS: Fixed status bar appearance on iOS 7.
  • iOS: Enforced proper screen mode and overscan compensation for AirPlay Displays.
  • iOS: Fixed PLCrashReporter name clash with Crittercism plugin.
  • iOS: Fixed crash when using SystemInfo.deviceUniqueIdentifier repeatedely.
  • Mecanim: Fixed culling crash bug happening in visibility callback.
  • Memory Profiler: Fixed freed textures in OpenGL showing up as a memory leak.
  • Mobile: Fixed Camera rendering to RenderTexture outside of normal rendering loop.
  • Mobile: Fixed possible OpenGL ES objects leaks when using several RenderTextures and destroying them.
  • Particles: Fixed editor crash when exiting playmode with particle system inspector showing.
  • Physics: Fixed incorrect collider/trigger exit messages being sent when paused.
  • Windows Store Apps: Fixed the leaked exceptions from sensors (typically happens when the system reports that a gyroscope exists but fails to set the properties) that break the rendering loop.
  • Windows Phone: Implemented Application.OpenURL.
  • Windows Phone: Fixed editor lock up when profiling and deploying new build at the same time.
  • Windows Phone: Fixed reloading of assets from bundles on fast resume.
  • Windows Phone and Windows Store Apps:
  • Fixed WWW class constructor - now it never throws exceptions.
  • Fixed crash on accessing WheelHit.collider after calling WheelCollider.GetGroundHit().
  • Arrays with dimension bigger than one won't be serialized. For ex., byte [,]
  • Unity splash screen will be shown if you have a basic license, this is not a splash screen shown by OS, it's the one shown by Unity engine.
  • Windows Store Apps: PlayerPrefs will correctly store huge strings.
  • OpenGL ES 3.0: Made various fixes and stability improvements.
  • OS X Web Player: Fixed crash when starting up the web player when an IME input mode is enabled.

New in Unity 4.2.0 (Jul 22, 2013)

  • Support for Windows Phone 8 and BlackBerry 10
  • Graphics:
  • OpenGL ES 3.0 support for Android:
  • ES3 has nicer shadow filtering, ETC2 texture compression, GPU skinning via transform feedback, HDR rendering, multiple render targets, derivative instructions in shaders etc.
  • Requires an ES3-compatible GPU, for example Qualcomm Adreno 3xx or ARM Mali T6xx.
  • Note that the official Android version does not support ES3 yet. So to test it you should install ES3 drivers directly from the GPU makers (e.g. Qualcomm).
  • GPU Skinning (requires Unity Pro)
  • Completely automatic, no custom shaders needed.
  • Works on DirectX 11 (via stream-out), OpenGL ES 3.0 (via transform feedback) and Xbox 360 (via memexport). Other platforms will continue to use CPU skinning.
  • Optimized and updated Image Effects
  • Stencil buffer access (requires Unity Pro). Shaders can define stencil buffer operations, for optimizations or special effects.
  • Static & dynamic batching for shadow casters & shadow collector pass. Note: many shadow casters can be batched even if they use different materials! They will be batched as long as the actual shadow caster shader & material properties affecting them are the same.
  • Shuriken Collision Event Callback Scripting Interface: Efficient callbacks on GameObjects and Particle Systems are issued when Shuriken particle collisions occur. Per particle callback data includes collision positions, incident velocities, surface normals and Collider references. Use this feature to can cause damage to GameObjects and apply forces to rigidbodies.
  • Editor:
  • Integrated version control support for Perforce.
  • Perform common Perforce operations right inside the Unity editor (requires a Team License).
  • We’ve made the integrated version control system extensible; support for more VCS will be coming later. Or you can write your own VCS plugin, see our plugin page on github.
  • Platform switching, player building and asset importing can now be cancelled! How cool is that?
  • Custom Game View resolutions and aspect ratios: Custom settings are saved per project for easy sharing through version control (ProjectSettings/GameViewSizes.asset).
  • Preset Libraries: Create new libraries either as personal libraries (saved in preferences) or shared libraries (saved in the project folder). You can now save the following types as presets:
  • Curves in the Curve Editor and Particle System Curve Editor.
  • Gradients in the Gradient Editor.
  • Colors in the Color Picker.
  • Memory Profiler: Now shows objects’ references to other loaded objects. This can help pinpoint why a given object is in memory.
  • Shader Importer: now with default textures specified. When you initially set a shader on a material or reset a material the textures will be set to these default textures.
  • Texture Importer: The new Alpha is Transparency setting performs color dilation to fix edge artifacts on semi-transparent textures. It is enabled by default for GUI textures.
  • Editor extensions can now get a callback when Unity is about to open an asset. Use this callback to open an asset inside Unity before it’s opened in an external tool. Decorate a static method with the attribute UnityEditor.Callbacks.OnOpenAsset.
  • Mobile:
  • Deferred Lighting is now enabled on Android and iOS.
  • Android: Added support for Android Library Projects (no compilation support, so the libraries have to be pre-compiled).
  • Android: AndroidJavaProxy – Support for implementing Java interfaces in C#.
  • Android: The editor can now update the Android SDK if it does not match the required dependencies.
  • iOS: Added CrashReporter API for crash detection and extraction (requires Unity Pro).
  • iOS: Set up iOS Player Settings and texture import overrides and build iOS AssetBundles from the Windows Editor. Building an actual iOS player still requires Mac OS X & Xcode.
  • Editor: When in mobile graphics emulation mode, the editor will show a warning when RenderTexture usage is not optimal for tile-based or multi-GPU systems.
  • Audio:
  • Added Bypass Listener and Bypass Reverb Zones. Use these features to turn off listener effects independently from the effects on the audio source. Thus, Bypass Effects only turns off the effects on the AudioSource, and the 3 flags can be combined freely.
  • Added Disable Audio property in Audio project settings to deactivate the audio system in standalone builds. Note that this also affects the audio of MovieTextures. In the editor the audio system is still on and will support previewing audio clips, but AudioSource.Play calls and playOnAwake will not be handled in order to simulate behavior of the standalone build.
  • Added Prepare iOS For Recording in Player Settings (iOS > Other Settings in the inspector). Turning it on will avoid the stalls that otherwise happen when starting or stopping the Microphone object.
  • Linux, Mac and Mecanim
  • Linux: Added basic webcam support for video4linux2-supported devices.
  • Linux: Implement headless player; this will not require Xlib (requires Unity Pro).
  • Mac OS X: 64 bit standalone player support (x86_64 and Universal).
  • Mecanim: Avatar Creation API for avatar creation from scripts at runtime or in the editor.
  • Mecanim: Synchronized Layers option to override state durations.
  • Mecanim: You can now set the default layer weight in the editor for your animator controller layer.

New in Unity 4.1.5 (Jun 8, 2013)

  • Fixes
  • Fix MonoDevelop on Windows.
  • Known issues
  • MonoDevelop may not open scripts automatically when launched as the default editor on Windows 8.

New in Unity 4.1.4 (Jun 7, 2013)

  • Fixes:
  • Android: Support for SDK r22
  • Debugger: Fix crash.
  • Substance: Fixed a crash related to a race condition on resource deallocation

New in Unity 4.1.3 (May 24, 2013)

  • Android: Fixed rendering issues on Nexus4 + Android os 4.2.2 when "Use 32bits Display Buffer" is checked, due to Compositor using Default FBO alpha.
  • Editor: Better Profiler freeze on OS X + NVIDIA fix; now does not disable GPU Profiler on GeForce 6xx since it works fine there.
  • Editor: Fix Profiler window freeze on some Mac OS X 10.8.3 with NVIDIA GPUs (disabled GPU profiler completely on these systems due to driver bugs).
  • Editor: Fixed forcing texture to be POT if pvrtc compression is selected.
  • Editor: Fixed oversight in fix to crash when loading fonts from asset bundles in editor.
  • Fixed crash when unloading unused assets.
  • iOS: Fixed substance subsystem crash during asset bundle loading when stripping is enabled.
  • iOS: Fixed performance regression with static batching.
  • Mecanim: Blend Tree's mirror and offset parameter were not saved correctly for standalone build.
  • Mecanim: Fix recorder memory leak.
  • Mecanim: Fix crash in Mecanim when using interruptible transition.
  • Mobile: Fixed skinning performance regression.
  • Scripting: Avoid crash if behaviors are destroyed on disable.

New in Unity 4.1.2 (Mar 26, 2013)

  • Features:
  • Web Player: Secret information can now be injected into a running web player via Javascript, with access to that information controlled by cryptographic signatures. Security.GetChainOfTrustValue can be used to retrieve this secret information, provided that the Security object is called from an assembly whose cryptographic signature is valid and matches the signature passed in when the secret is injected. For further information, see the Manual.
  • Improvements:
  • Android: Stylus support .
  • UI: Windows can now be displayed modally using the GUI.ModalWindow call. Modal windows appear on top of all other Unity GUI elements and prevent interaction with all Unity GUI elements not within the modal window while open. Only one modal window can be open during a frame.
  • Fixes:
  • Android: Fixed touch and stylus input on devices having a single surface emitting both at the same time.
  • Android: Fixed performance regression with static batching.
  • Android: Added a workaround for android issue 41755 - ANR when using apple magic mouse.
  • Android: Fixed an issue where "Stream from disc" audio was really slow when used with the "Split Application Binary" option.
  • Android: Fixed an issue where "Stream from disc" audio was broken when used with the "Split Application Binary" option.
  • DX11: Fixed GPU profiler not working (regression in 4.1).
  • Fix Crash in libmono.so due to GC_abort.
  • Fix ArgumentException: Invalid platform target" when trying to switch platform.
  • Graphics: Fixed Graphics.activeColorBuffer, activeDepthBuffer etc. crash when there's no active render target (regression in 4.1).
  • GUI: Modal GUI windows are now always on top of all other Unity GUIs, regardless of GUI.depth value.
  • GUI: When right-clicking on a window, context-menu events are once again being fired properly.
  • Native Client: Fixed "Development Player" label showing on non-development players.
  • Shuriken: Fixed an issue where particle rotations were broken.
  • Social API: Fixed problem loading leaderboard scores in Mac OS X 10.8 GameCenter.
  • UnityEngine.dll and UnityEditor.dll are no longer signed/strong-named. Compiled assemblies can once again reference the UnityEditor and UnityEngine namespaces.
  • Web Player: Chain of Trust system now requires signed assemblies to be loaded with new Security.LoadAndVerifyAssembly method in order to be eligible to call Security.GetChainOfTrustValue. Values stored in the Chain of Trust are still only accessible to assemblies signed with the specified public key.
  • Webplayer: Fixes a bug where using the WWW class in the web player would cause 50ms hiccups for each instance.
  • Webplayer: Application.ExternalEval and Application.ExternalCall will now properly escape Javascript strings with embedded escape sequences.

New in Unity 4.1.0 (Mar 14, 2013)

  • Features:
  • Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory. Memory usage of a player can also be viewed by connecting to the player from the editor.
  • Simple vs. Complex view type dropdown button in the memory area.
  • Substance: Procedural textures are now supported at runtime on iOS and Android (ARM v7a only with NEON extension only).
  • Mecanim: 2D Blend Nodes for Blend Trees. 2D Blend Nodes are like regular blend nodes except you can blend based on two float parameters instead of one. Supported 2D blend types are Simple Directional, Freeform Directional, and Freeform Cartesian.
  • Graphics: Custom Material Editors! A shader can have CustomEditor keyword which points to an editor class that derives from MaterialEditor. This is useful for setting per material shader keywords from the UI.
  • Graphics: Per-material shader keywords. You can now set shader keyworkds on a per material basis. This allows for less work maintaining shaders and turning on and off parts of a shader with keywords.
  • iOS: full multi-screen support (AirPlay). Look for added Display class for an array of connected displays (only iOS is properly implemented now - all other platforms will have only one display in there).
  • Mac OS X Standalone: added GameCenter support.
  • Graphics: Rendering with shader replacement now supports lighting. If you render a camera with a replacement shader, the camera will pick the shader that corresponds to the current camera rendering path (forward / deferred / vertex lit).
  • Graphics: Camera.SetTargetBuffers added, allowing you to set buffers to draw to from RenderTexture or from screen; or to share depth buffer between different cameras.
  • Added Transform.hasChanged flag that can be used to check if the transform's position/rotation/scale has been altered since the last time hasChanged was set to 'false'.
  • Audio: Added scripting API support for sample-precision stitching of audio clips and synchronized DSP effects (AudioSettings.dspTime, AudioSource.PlayScheduled, AudioSource.SetScheduledStartTime, AudioSource.SetScheduledEndTime)
  • Editor: Console can now be filtered by Errors, Warnings, and Logs.
  • Shadows: Hardware shadow map filtering on capable mobile platforms (EXT_shadow_samplers; most recent iOS devices, very few Android devices yet). Makes shadow edges look a bit nicer, at some performance cost (used only when Light has shadows set to "Soft").
  • Mecanim: API for recording.
  • Mecanim: Can now change AnimatorController at runtime.
  • Improvements:
  • Android: Added caching of shader binaries for faster load time, if available in the GLES driver (GL_OES_get_program_binary extension).
  • Android: Propagation of native crashes (callstack etc.) to the Google Play Error Reporter. This include native plugins and script callstacks.
  • Android: Added multiple render target support on NVIDIA (GL_NV_draw_buffers and GL_NV_fbo_color_attachments).
  • Audio: Added AudioSource.ignoreListenerPause to enable playback of sounds in menus and editor extensions while AudioListener.pause=true
  • Audio: It is now possible to query play position and Microphone read position from a different thread than the main thread. This can be used to lower the latency of processing microphone input, by adaptively regulating playback speed.
  • Editor: Scene view can be set to render with shader replacement, SceneView.SetSceneViewShaderReplace.
  • Editor: CustomEditors can now optionally apply for subclasses of the class they're editing. Use [CustomEditor(typeof(MyClass), true)] to also make a custom editor work for MyClass' children
  • Editor: Confirmation for losing prefab connection now only comes up once when dragging multiple child objects out of a prefab.
  • Editor: Display Unity version in Project Wizard dialog title.
  • Editor: Files with the FNT extension will now be imported as TextAssets (before they were of unknown type).
  • Editor: It's now possible to move MonoBehaviours from one game object to another via drag & drop.
  • Graphics: Added depth parameter to GL.Clear, for cases when you want to clear depth buffer to non-1.0 value.
  • Graphics: Added SystemInfo.maxTextureSize.
  • Graphics: ARGBHalf, RGHalf, RHalf, R8 render texture formats supported on modern OpenGL & OpenGL ES 2.0 devices.
  • Graphics: Improved handling of non-power-of-two texture sizes.
  • On most platforms, a NPOT-sized texture without mipmaps and with Clamp wrapping mode will be actually represented as NPOT size texture on the GPU. This lowers memory usage and greatly improves loading times for NPOT texture sizes.
  • NPOT-sized uncompressed textures with mipmaps are faster as well, if the GPU supports arbitrary texture sizes (most modern PC GPUs do).
  • Added SystemInfo.npotSupport.
  • Input: You can now control which layers get OnMouse* events via Camera.eventMask. Setting it to zero turns off the mouse events, improving performance.
  • Installers: New icons and other artwork for OS X installers.
  • iOS: "iPhoneBundleIdentifier not set up" demoted to warning.
  • iOS: Device physical architecture is reported more accurately, though in lowercase (like 'armv7s').
  • iOS: Info.plist now will be appended instead of overwriting it.
  • iOS: Minor PhysX performance improvements.
  • iOS: Total amount of physical memory is reported more accurately.
  • Linux: Associate project icon with player window.
  • Linux: Implement nographics batch mode.
  • Linux: Statically link libstdc++ for greater compatibility with older installations.
  • Mecanim: AssetBundles work with Mecanim.
  • Mecanim: Ability to drag States and StateMachines into sub StateMachines.
  • Mecanim: Mirror and Cycle offset available on States and BlendTree leafs (no need to duplicate animation for mirroring anymore).
  • Mecanim: Allow multi-editing of Animator components.
  • Mecanim: Context menu to delete States and StateMachines.
  • Mecanim: Copy Paste of State/StateMachine also copies missing parameters.
  • Mecanim: Transitions are only reorderable in the context of a State.
  • Profiler: It is now possible to connect to a player by manually typing the IP of the device where the player is running - in case of multiple players on the same IP, it will connect to the player listening on the lowest port (which is randomly assigned).
  • Resources.UnloadUnusedAssets() has been rewritten. It is around 4x faster than in Unity 4.0 and works much better in a game that streams levels in and out. The unloading is now using precise garbage collection (previously it was based on Mono's built-in GC, which is conservative). Fixes strange corner cases with the old system, where in the worst case it could reload prefabs from disk during unloading.
  • Shaders: Added SubShader tag "ForceNoShadowCasting". When this tag is present, no shadows will be cast from this object, even if shader has a shadow caster pass somewhere.
  • Shaders: Sampler precision support for mobile, you can use sampler2D_half, sampler2D_float, samplerCUBE_half, samplerCUBE_float types which will translate into mediump & highp samplers for GLES2.0.
  • Shaders: Shaders will now use the shadow caster pass of the selected subshader if a shadow pass exists. If no shadow pass exists it will fallback to the default shadow pass.
  • Substance: decrease the memory overhead of Substance instances created at runtime.
  • Substance: If present, the more user friendly input "labels" are displayed in the Inspector instead of the input "names".
  • Substance: Input groups and HSL adjustments are now presented as foldouts in the Inspector.
  • Substance: Less code is embedded in the various Unity players.
  • Substance: lower memory consumption when dealing with multi-graph Substances.
  • Substance: New "Use caching" load behavior for Substances (textures are written to disk/flash after being generated and are reloaded from there at subsequent app/game launches).
  • Substance: On mobile platforms "Compressed" Substance textures are now compressed at runtime to DXT or PVRTC if supported by the GPU.
  • Substance: Procedural textures can now be read in the runtime API (ProceduralTexture.GetPixels32). Substances must be set to RAW and have the isReadable property set for GetPixels32 to work.
  • Substance: Updated Substance engines for all platforms (faster rendering, better threading, lower memory consumption).
  • Substance: XML presets can now be read from / applied to substances in the runtime API.
  • Changes:
  • Audio: AudioSource.Play(offset) is now considered deprecated. It will still work as before, but will output a warning. Instead, users are encouraged to use AudioSource.PlayDelayed(delay) which takes a delay parameter in seconds instead of a sample count in the arbitrarily chosen 44100 reference rate that was used previously.
  • DestroyImmediate is no longer allowed to be called from within animation events.
  • Editor: Removed buttons in Console window for Open Editor Log and Open Player Log (on OS X) and put them into the custom menu for the Console instead (accessed through the upper right corner of the window).
  • iOS: Changed how VRAM amount is estimated and reported, now it is 1/4 of total physical memory.
  • iOS: Keyboard handling extracted to trampoline.
  • Mecanim: Avatar body and skeleton mask has been merged into AvatarMask to simplify the workflow. Any created object of type AvatarBodyMask or AvatarSkeletonMask should be converted to AvatarMask. Any AvatarSkeletonMask set into a layer mask would be lost, you need to manually re assign the mask.
  • Mecanim: CycleOffset is set automatically to 0.5 for clips that are being mirrored in States/BlendTrees.
  • Mecanim: In model importer animation tab for humanoid clip, the option Keep Additionnal bone has been removed since you can now choose wanted transform in the Avatar mask.
  • Static batching no longer supports generating triangle strips.
  • UnityEngine.dll and mscorlib.dll are no longer accepted as assets.
  • Fixes:
  • Android/iOS: Updated PrefetchSocketPolicy() to return true instead of throwing an exception.
  • Android: Added local ref cleanup code to AndroidJNI to support more user based local refs per frame.
  • Android: Added manifest flags to avoid multiple instances of the same application.
  • Android: Added the ability to pass null arguments through the JNI bridge.
  • Android: Added workaround for "Could not reserve enough space for object heap" error.
  • Android: Added workaround for Tegra shader compiler bug when texture samplers are not reported.
  • Android: Fixed "Unity Remote" accelerometer input.
  • Android: Fixed a crash when returning to main Activity after downloading an OBB, when using development player.
  • Android: Fixed an issue where async updates of the TouchScreenKeyboard.text property would void any input from the keyboard.
  • Android: Fixed an issue where huge switch case statements could crash/yield the wrong result.
  • Android: Fixed an issue where the application would consume a significant amount of cpu even though the application was paused.
  • Android: Fixed an issue where the wrong activity might get launched by the editor.
  • Android: Fixed an issue where webcam textures would take over the entire screen on JB devices.
  • Android: Fixed an issue with missing features/permissions in the AndroidManifest.
  • Android: Fixed cpu detection, some devices reported more cores than was actually present.
  • Android: Fixed error message when current build is aborted by the user.
  • Android: Fixed issue on Adreno with skinning on gles11.
  • Android: Fixed loading data on devices where /data/app is symlink'd.
  • Android: Fixed problem with status bar being hidden even though 'Status Bar Hidden' was unchecked.
  • Android: Fixed Touch.fingerId discrepancy before and after an application has been paused/resumed.
  • Android: Fullscreen video now respects lights-out mode.
  • Android: Made sure correct screen resolution is set before Awake is called on scripts.
  • Android: Touches outside TouchScreenKeyboard no longer result in a cancelation event.
  • Android: TouchScreenKeyboard.text is now set to initial value on cancel.
  • Audio: Fixed deadlock in IT playback code.
  • Audio: Replacing the AudioClip on an AudioSource no longer affects playback speed if the clips have different sampling rates.
  • Audio: Sounds started by PlayOneShot are no longer stopped by Play.
  • Documentation: Fixed documentation of MonoBehavior stating Awake() is not called for disabled behaviours.
  • DX11: Fixed render-to-cubemap (including point light shadows) on DX10.0 level GPUs.
  • Editor: Project Browser.
  • Fixed so valid drag and drops in second column removes the drag label (OSX issue only).
  • Center preview when framing. This also makes it a better experience when changing preview size, since the selected item does not jump vertically.
  • Editor: Asset name are no longer allowed to be empty.
  • Editor: Ensure selection is framed in Object Picker when showing.
  • Editor: Fix a regression when GUI could be rendered in the wrong spot in deferred mode.
  • Editor: Fix file names for web players, if they project name contains a period ('.') character.
  • Editor: Fix that Object Picker showed script assets for MonoBehavior references.
  • Editor: Fixed all known issues with the results of "Generate Lightmap UVs" being different on Windows vs. Mac.
  • Editor: Fixed crash when loading fonts from asset bundles in editor.
  • Editor: Fixed scene view "Rendering Paths" visualization mode (got broken in 4.0).
  • Editor: Fixed text mode serialization of ProjectSettings
  • Editor: Fixed using asset folders with only 16-bit Unicode characters in their file names on Mac OS X.
  • Editor: Hitting Enter on an empty "open project" window will no longer crash the editor.
  • Editor: Immediate mode GUI windows closed during the Layout event will no longer crash the editor on Windows.
  • Editor: Import package window will now open to the last directory instead of the projects root.
  • Editor: Scripts will now receive an Update after they get recompiled and re-enabled.
  • Editor: Scripts will now receive Update events as the Game window is being resized.
  • Editor: The build player window will now default back to the active build target.
  • Fix crash when using an invalid Mesh on a SkinnedMeshRenderer
  • Fix mesh compression of skinned mesh bone weights.
  • Fixed "Out of memory" error when importing empty movie file.
  • Fixed bug in the Cache Server where it runs out of memory when uploading a lot of files to it and the disk speed is very slow.
  • Fixed crash during asset creation for scenes that do UnloadUnusedAssets() from within editor scripts.
  • Fixed crash when calling Mesh.GetTriangleStrip() on an empty submesh.
  • Fixed division-by-zero in keyframe reduction for empty clips.
  • Fixed division-by-zero in Quaternion.RotateTowards() when angle between quaternions is zero.
  • Fixed outputs from previous asset import not being cleared upon failed import.
  • Fixed TextureImporter Inspector to save settings correctly when disabling the platform overrides.
  • Graphics: Fix issue when calling Camera.Render () from an image effect. Validation now takes place to ensure that the camera you are calling Render on is not the currently rendering camera.
  • Graphics: Fixed error messages with a skewed camera matrix (also coming to 4.0.1 soon).
  • Graphics: Fixed multiple point light shadows not quite working in forward rendering.
  • Graphics: Fixed rare crash with richly formatted text rendering.
  • Graphics: Fixed shadow casting of Line & Trail Renderers.
  • Graphics: Respect Hard Shadows Only quality setting in Deferred rendering.
  • iOS: Fix WWW class to handle all 2xx HTTP status codes as successful.
  • iOS: Fixed an issue with native plugin inclusion when file name contains '~' symbol.
  • iOS: Fixed Camera.SetTargetBuffers issue on dx (it was considered to be rendering on screen always).
  • iOS: Fixed log output to device console when Xcode is not attached and device is running iOS 6.0 or later.
  • iOS: Fixed rare crash when acceleration events were delivered simultaneously from concurrent threads.
  • iOS: Fixed view stretching after device unlocking.
  • iOS: Main display rendering resolution can be changed correctly through both new and old API (fix for known issue).
  • License: Fixed issue with license expired errors on trials which were not yet expired.
  • Mac OS X Standalone: Fixed fullscreen mode bugs on OS X 10.6
  • Mecanim: Fix root motion when you have a CharacterController disabled, now the Animator should correctly apply the root motion to your GO when the CharacterController is disabled.
  • Mecanim: Fixed @ conventions for Humanoid animations.
  • Mecanim: Fixed character orientation not being correct on some assets.
  • Mecanim: Fixed crash when BlendTree child node as a 0 speed.
  • Mecanim: Fixed crash when deleting certain Sub StateMachine.
  • Mecanim: Fixed crash when editing a playing animation in DCC while game is playing.
  • Mecanim: Fixed deletion of multiple Transitions.
  • Mecanim: Fixed DeltaPosition/Rotation with generic animation.
  • Mecanim: Fixed Generic animation loosing root motion on additionnal masked layer.
  • Mecanim: Fixed mouth of character opening during Mirror.
  • Mecanim: Fixed revert button not working in Avatar setup tool.
  • Mecanim: Fixed spinning wrist on some retargeted animation.
  • Mecanim: Fixed State timing being wrong when editing Animation Start/Stop time.
  • Mecanim: Fixed undo of Parameter deletion.
  • Mecanim: Fixed warning when using ApplyRootMotion with Kinematic RigidBodies.
  • Mecanim: Generic Avatars do not show Configure button.
  • NavMesh: Fixed issue where agents isPathStale flag was not set correctly when changing walkableMask or navmesh layer cost.
  • NavMesh: Fixed issue where OffMeshLinks would sometimes wrongly generate two-way instead of one-way links.
  • NavMesh: Fixed issue where setting an invalid path on agent would return true.
  • Physics: Fix CharacterController.bounds.
  • Shaders: Fixed various issues in HLSL->GLSL shader translator; most notably nested loops now work properly.
  • Shuriken: Fixed a memory leak (also coming to 4.0.1 soon).
  • Shuriken: Fixed angular velocity setting range being clamped to 0..1.
  • Shuriken: Fixed crash on a particle system without a particle renderer.
  • Shuriken: Fixed wrong Shape in presence of parenting with scale (also coming to 4.0.1 soon).
  • Substance: Baking substances textures on X360 is fixed.
  • Substance: Fixed "Export Bitmaps".
  • Substance: isLoadTimeGenerated can be set again.
  • Substance: When baking compressed textures for iOS, only square PVRTC textures are baked.
  • Substance: when updating projects from older versions, substances should now have all their parameters displayed in the inspector.
  • Terrain: Fixed too dark unlit side in tree creator billboard shaders.
  • Time.deltaTime is now correctly set to 0 when starting up with Time.timeScale=0.
  • Web Player: Fix using WWW class in use cases where yield is never called on the WWW instance.
  • Web Player: Web player channels can now be used to downgrade a channel if a newer version then intended had been downloaded
  • Webplayer: Maximum bound socket count is now 50, addresses security issue.
  • Windows: Fix crash when hitting "Quit" in standalone player configuration dialog.
  • Windows: Fixed rare crash of standalone players when exiting back to desktop.
  • Xbox360: Fixed crash when calling Application.Quit in scenes containing XMA encoded AudioClips.

New in Unity 4.0.1 (Jan 11, 2013)

  • Changes:
  • Android: Added a warning in the editor whenever a build is made with an outdated certificate.
  • Android: Added android as a valid build target for custom PostprocessBuildPlayer script.
  • Android: Added JB MR1 to the list of API levels.
  • EULA: Changed Embedded Software and Streaming and Cloud Gaming restrictions
  • Fixes:
  • Android: Improved build times for projects with lots of resources.
  • Android: Fixed Resources.Load() of prefabs consuming too much memory.
  • Android: Prevent NullPointerExceptions when using LVL on a device that is not signed in to Google Play.
  • Android: Detect manifest permissions for Application.genuine / .genuineCheckAvailable.
  • Android: Stereo sound enforced to avoid garbled audio when Mono is selected as speaker mode.
  • Android: TouchScreenKeyboard.text is now set to initial value on cancel.
  • Android: Touches outside TouchScreenKeyboard no longer result in a cancelation event.
  • Android: Fixed an issue where async updates of the TouchScreenKeyboard.text property would void any input from the keyboard.
  • Android: Fixed an issue with missing features/permissions in the AndroidManifest.
  • Android: Added workaround for Tegra shader compiler bug when texture samplers are not reported.
  • Android: Fixed issue on Adreno with skinning on gles11.
  • Android: Made sure correct screen resolution is set before Awake is called on scripts.
  • Android: Fixed error message when current build is aborted by the user.
  • Android: Fixed an issue where dictionary pop-ups would close the TouchScreenKeyboard.
  • Android: Application pause now cancels the TouchScreenKeyboard.
  • Android: Fixed Build&Run with Split Application Binary enabled, when running on a device with JB MR1 (OS 4.2) or later.
  • Android: Fixed a problem with non-ascii characters and keyboard input.
  • Documentation: Fixed iOS specific API docs, now they are back.
  • Editor: Fixed leak in the editor when loading a scene
  • Editor: Fixed rare crash when updating from 3.5 project
  • Editor: Fixed missing references to animation when updating from 3.5 project
  • Graphics: Fixed !IsNormalized error message when rendering a Camera with a skewed transform.
  • Graphics: Fixed reporting of TextureFormat.RGBA4444.
  • iOS: fix WWW class crash when loading files via file:// on iOS 4.x devices
  • iOS: Fixed reporting of GPS location data.
  • iOS: Better performance when setting RenderTexture that has different size from the current one.
  • iOS: Fixed gyro accuracy issue.
  • Lightmapping: Fixed lightmapping in some cases being much slower than 3.5.x.
  • Mac OS X and Linux Standalone: Fix free version splash screen rendering correctly in full screen mode.
  • Mac OS X Standalone: Fix window resolution not correctly restoring after going in and out of full screen mode.
  • Mac OS X Web Player: Fix Input.inputString when a text field is focused (this caused problems with NGUI).
  • Mecanim: Fixed a crash when you preview an animation on an avatar and the file containing this avatar is updated in an External tools.
  • Mecanim: Fix problem with deltaPosition and deltaRotation not being updated for Generic Rigs.
  • Mecanim: Fix crash when previewing transitions with a BlendTree that as a 0 speed child.
  • Mecanim: Fix getting NaN root transform in MatchTarget on IOS devices.
  • Shuriken: Fixed emitter shape being wrong shape when parented to another game object with scale.
  • Substance: fixed bitmap export.
  • Web Player: Fixed crash with 3.x content containing font data with invalid TrueType font names.
  • Web Player: Fixed fullscreen mode initialization in IE10 on Windows 8. Web Player now tries to detect whether it is running in a sandbox.
  • Windows Web Player: Fix the Web Player ticking code, so that it works smoother, fixing a performance regression from 3.5.5.
  • Fixed mesh assets created with 3.5.0 crashing newer versions of Unity when mixing compressed and non-compressed meshes.
  • Fixed a crash in which garbage collection of assets could cause broken references to those assets in script code.

New in Unity 4.0.0 (Nov 14, 2012)

  • Highlights:
  • Mecanim, the new animation system to animate any character or object
  • Real-time shadows for all platforms
  • DirectX 11 rendering
  • Shuriken particle system updated with world collision functionality
  • Adobe Flash and Linux as two new platforms
  • Cross-platform dynamic fonts
  • Other Features:
  • Added a new development console to show error messages on screen in development player builds.
  • Android: Added Eclipse project generation.
  • Android: Support for APK Expansion Files (OBBs) - effectively enabling applications larger than 50Mb in the Google Play Store.
  • iOS: Screen.SetResolution now works on iOS too.
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities.
  • Debugger: Web players can now be attached to and debugged just like standalones.
  • Editor: Add components and scripts to Game Objects easier and faster through the new Add Component drop-down directly inside the Inspector.
  • Editor: Create your own Inspector GUI for custom classes or attributes and see it used across all scripts that use those classes or attributes.
  • Fonts: Custom fonts can now use arbitrary character rectangles instead of a fixed grid.
  • Fonts: Font character placement properties are now accessible from scripting.
  • Fonts: Imported fonts can now be converted to editable custom fonts from the gear menu.
  • Gradient (known from the Shuriken editor) is now exposed to scripts: Gradient, GradientColorKey, GradientAlphaKey.
  • Navigation: NavMeshAgent supports prioritized levels of avoidance.
  • Navigation: NavMeshObstacle component added.
  • New Cursor API was introduced
  • License: New activation system was developed
  • New Web Player Update mechanism, which allows multiple runtime versions to be installed at the same time
  • Flash: Assembly validation for Flash supported/unsupported API's. If .NET feature or API is not available the validator will notify the user in the log, before compiling.
  • Plugins: Added Texture.GetNativeTexturePtr() that you can use in native code plugins. Can now directly access textures on non-OpenGL platforms as well! Example plugin in Low-level Native Plugin Interface documentation page shows how to.
  • Optimizations:
  • Editor: Optimize Console window memory usage with high log entry counts.
  • Editor: Optimized Hierarchy View for very large number of root objects.
  • Editor: Optimized DXT compression of textures; better uses all CPU cores now.
  • Editor: Detecting if assets need to be reimported when switching platforms is much much faster.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Flash: Made performance improvements when calling functions taking or returning an array of structs.
  • Flash: Made dramatic memory usage reduction.
  • Flash: Optimizations were done by recycling actionscript objects for value types such as Vector3, and by being smarter about when to not have to copy them.
  • Mac OS X: Dynamic geometry optimization via ARB_map_buffer_range & APPLE_flush_buffer_range.
  • Meshes: Mesh.MarkDynamic; use this for meshes which you modify from scripts a lot.
  • Mobile: added RenderTexture.DiscardContents - discards previous RT contents via EXT_discard_framebuffer or explicit clear.
  • Particles: Optimized legacy particle systems via prefetching.
  • Physics: Physics simulation is now using SSE2 on windows for better performance and to make simulation consistent with Mac OS X.
  • Rendering: Point & spot lights in forward rendering use scissor rectangle optimization.
  • Rendering: Unity skips rendering lights that have intensity smaller than 0.01.
  • Rendering: Optimized Color32 multiplications (particles, lightmapping, …).
  • Skinned Meshes: Optimized performance & memory usage by keeping static data (UVs & colors) in a separate vertex stream.
  • Static batching: Compress vertex data to half-precision floats on platforms that support them; and save memory by unloading batched geometry after it's sent to the graphics card.
  • Static batching: Optimized static batching code.
  • Threading: Optimized multithreaded job scheduler (used for skinning, Mecanim, Shuriken, shader compilation, texture compression). It “multithreads more efficiently” now.
  • Fixes:
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
  • Android: Cases with extremely slow loading times, when re-reading scene assets, has been fixed.
  • Android: The automatic binary splitting (for APK Expansion (.obb) support) was incorrectly omitting some files when using the Windows editor.
  • Android: Korean fonts were not rendered correctly on some Android devices.
  • Android: PlayerPrefs values queried with the wrong type would cause Java exceptions and application termination.
  • Android: Added additional registry entries to search when looking for the JDK installation on Windows.
  • Android: Requested RGBX32 instead of transparent when 32bit display buffer is selected.
  • Android: Workaround for mali and ics resulting in crash with shader that sample texture in vertex program.
  • Android: Crash when pausing/resuming on OS 4.1 / Jellybean has been fixed.
  • Android: If system environment variable JAVA_TOOLS_OPTIONS was set it could prevent the .apk to be signed.
  • Android: Webcam Texture now works on LG Optimus 3D (with OS 2.2 / Froyo).
  • Android: Portrait upside down orientation caused errors when building the .apk.
  • Android: EGL context recreation is fully supported (when pausing/resuming, or changing DisplayBuffer bit-depth, or anti-aliasing).
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license.
  • Android: Added workaround for ARM Mali-400 GL ES 1.1 drivers sometimes referencing disabled vertex attrs (caused a crash).
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed.
  • Android: Application.streamingAssetsPath was incorrectly adding a slash before the jar delimiter (/!).
  • Android: Fixed failing to build signed APKs on Windows.
  • Android: Webcam resolution and frame rate selection is now more accurate.
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices.
  • Android: Webcam now works on Motorola and OMAP devices.
  • Android: Microphone resources are now properly released when pausing the application.
  • Android: Audio should now play without any clicking noise on Kindle and Nook, although latency is still pretty bad.
  • Android: It should now be possible to play and record audio at the same time.
  • Android: Gyro.attitude did not compensate for screen orientation, nor device natural orientation (phone/tablet) - this has been fixed.
  • Android: Restarting an application right after calling Application.Quit() could cause a race condition between quitting the old and starting the new process.
  • Android: Input.multiTouchEnabled was returning false before the screen received an initial touch.
  • Android: Changed some tags in the AndroidManifest to have required="false".
  • Android: Fixed a problem where non-development ('release') builds would fail to load on devices with kernel 3.4 and later.
  • Android: Autorotation with only either portrait or landscape modes is now enforced by the manifest as well.
  • Android: Back button will quit the application while the first level has not yet been loaded.
  • Android: Renamed GameView resolutions to HVGA, WVGA, ..., and added WXGA (1280x800).
  • Android: Runtime class Ping now works.
  • Android: Added PowerVR performance stats to the internal profiler.
  • Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations).
  • Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent.
  • Android: Kindle Fire incorrectly reported having a camera.
  • Android: Fixed startup rotation when device is held in landscapeRight.
  • Android: Fixed an issue where the device might go to sleep before any script code was invoked.
  • Android: Added a wake lock to fullscreen video to make sure the device doesn't go to sleep during video playback.
  • Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD.
  • Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed.
  • Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class.
  • Android: SystemInfo.deviceUniqueIdentifier is anonymized by calculating the MD5 sum of IMEI/MEID, ANDROID_ID or WiFi MAC - whichever is available.
  • Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest.
  • Android: Switched to Bouncycastle for keystore certificate creation.
  • Android: On pre-Gingerbread devices 16bit DisplayBuffer is no longer enforced (and fallback from 32bits to 16bits buffer is handled gracefully). Worked around compositor issue with DisplayBuffer alpha on pre-Honeycomb devices.
  • Android: Made sure Ping cannot hang (times out after 5s).
  • Android: Added JB (4.1) to the list of SDK APIs.
  • Android: Fixed crash on Kindle when quitting without ever pausing.
  • Android: Changing system time/date while application was running would cause an ANR.
  • Android: Fixed camera initialization on platforms without FPS range support.
  • Animation: Exposed ModelImporter.generateAnimations as a bool, to allow control of over imported animation from an asset file.
  • Animation: Fixed a bug where animation wouldn't play if it's out of frustum and cullingType is switched to AlwaysAnimate in runtime.
  • Audio: Fixed problems playing back audio files whose paths contain special characters.
  • Audio: Fixed problems displaying audio files whose paths contain special characters in the inspector.
  • Audio: Fixed reverb filter diffuse slider inconsistency.
  • Audio: Fixed looping issue on tracked music files.
  • Audio: Fixed length determination for tracked music files.
  • Audio: Fixed m_IgnoreListenerVolume property (was not working in the expected way).
  • Audio: Fixed the length property of an AudioClip to be more accurate in the case of MP3s.
  • Audio/video: Gracefully handle importing corrupt OGG container assets.
  • Audio: Fixed crashes when using audio clips with read callbacks.
  • Audio: Various fixes related to handling of special characters.
  • Audio: Fixed incorrect display of waveform preview.
  • Audio: Fixed rare deadlocks.
  • Audio: Hardened AudioClip SetData and GetData to when the array argument is longer than the clip itself.
  • Asset Import: Default assets generated for failed imports are now persisted correctly.
  • AssetStore: Fixed out of memory crash when downloading large packages.
  • Bugreporter: Fixed the issue that log files would not be shown in bug reporter window, even though they existed.
  • Cache Server: Fixed connection problem when downloading assets.
  • Cache Server: Fixed other connection issues.
  • Debugger: Fixed hangs/deadlocks when debugging multithreaded script code.
  • Debugger: Fixed crash on debug-time evaluation of generic methods.
  • Documentation: Fixed script reference History page to reflect reality again.
  • Editor: Fixed crash when calling Close in the OnFocus callback.
  • Editor: Fixed object selector not working for ObjectFields in GUI.Window.
  • Editor: Fixed some vertically misaligned buttons in the dark skin.
  • Editor: Fixed EditorExtensionImpl showing up in the Project view in some projects imported from 3.4.
  • Editor: Will now use project name instead of the build file name as the title for published web players.
  • Editor: Scenes in Build Settings no longer get reordered alphabetically.
  • Editor: Undo now working if movement is cancelled by right click.
  • Editor: Fixed error message when resizing arrays.
  • Editor: Fixed crash when changing asset serialization to text mode.
  • Editor: Fixed hang when play mode is exited while a download is in progress.
  • Editor: Fixed crash when selecting multiple ScriptableObjects of different types.
  • Editor: Scene view uses the same rendering path as main camera. Much less confusion!
  • Editor: Soft particles usage hint in Quality Settings UI.
  • Editor: Screen.width and Screen.height much more consistently report actual game view size when used outside of editor window GUI code.
  • Editor: Made default values for sphere & capsule colliders use 0,0,0 for the center (it previously was not precisely zero due to floating point inaccuracies).
  • Editor: Made the TextMesh inspector automatically change the material of the MeshRenderer when the font is changed.
  • Editor: Properly reset MovieTextures when entering play mode.
  • Editor: Fixed crash if importing an AudioClip fails during project re-import.
  • Editor: Fixed null ref when using "Open" button in the inspector for model files in some cases.
  • Editor: Fixed errors about not being allowed to access targets array.
  • Editor: Fixed profiler using deep profiling when exceptions occur.
  • Editor: Fixed DnD references being empty during DragExited after a DragPerform.
  • Editor: Update visible rect when horizontal scrollbar is needed because vertical scrollbar is used.
  • Editor: Clamping of the scroll position to account for the visible rect of the scrollview.
  • Editor: Fixed scrollview returning scroll position out of view rect size when using scrollwheel.
  • Editor: Correctly handle when null string is passed to a TextField.
  • Editor: Don't show Display Resolution Dialog when using CTRL-B from the editor and it's turned off.
  • Editor: Fixed EditorWindow.ShowPopup with initial position of 0, 0 not rendering correctly.
  • Editor: Fixed missing bold font in some inspectors (e.g. FBXImporter).
  • Editor: GizmoType.NotSelected attribute for DrawGizmo works correctly.
  • Editor: Component menu now handles custom namespaces.
  • Editor: Light probes are selectable in search mode.
  • Editor: Excess flood of Animation clips is not confusing the model importer inspector.
  • Editor: EnumMaskField returns consistent value when every item is selected.
  • Editor: Textfield word wrapping fixes.
  • Editor: Display names of colliding enumeration values in inspector
  • Editor: Fixed problem with the Asset Store window on retina display Macbook Pros.
  • Editor: Fixed hang while closing if plugins had created their own native threads.
  • Editor: Fixed odd drawing behavior when attempting to resize welcome screen.
  • Editor: GUI.color is reset properly for every CustomEditor
  • Editor: Fixed profiler causing an Out of Memory error in the console.
  • Editor: Improved error reporting when exporting a Unity package.
  • Editor: Fixed a bug where ARGB16 textures loaded from AssetBundles built for iOS/Android would load incorrectly.
  • Editor: Editor doesn't hang anymore if exiting while in play mode.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Editor: Fixed null reference exception when a MonoBehaviour is missing in the inspector. Instead we display helpful warnings embedded in the inspector.
  • Editor: Fixed issue in fbx importer where prefab instance modifications would in some corner cases get applied to a different object on a different machine
  • Editor: Fixed bug where calling LoadLevel in OnDestroy when exiting playmode could lead to a crash.
  • Editor: Fixed bug where the import settings were not updated when a .meta file is changed.
  • Editor: Fixed various leaks in the asset import pipeline when importing large project folders.
  • Editor: Fixed prefab override recording issue where modifications would not get applied to array elements if the prefab array is empty and the size value was overridden after the property was overridden.
  • Editor: Fixed warning when changing import settings on a lot of fbx files.
  • Editor: Fixed crashbug when clicking on Apply prefab button in the game object inspector when the prefab would add / remove components on awake in edit mode.
  • Editor: Fixed drag and drop behaviour when dragging child prefab objects.
  • Editor: Improvements to Light Probe editing: don't change selection when duplicating them; render editable ones on top of baked ones.
  • Editor: Wireframe and Textured Wireframe scene view modes take actual vertex & tessellation shaders into account now.
  • Editor: Fixed import of .EXR files with alpha channel.
  • Editor: Invoked OnFocus/OnLostFocus when switching tabs within the same DockArea.
  • Editor: Disallowed hiding cursor when GameView is out of focus.
  • Editor: Fixed crash caused by scene view overlays.
  • Editor: Fixed box collider handles not matching box collider gizmos.
  • Editor: Text fields support OS standard behavior of Command + Backspace deleting everything from the start of the current line to the cursor position.
  • Editor: Cleaned up LOD group inspector (button alignment, text clipping).
  • Editor: Make Unity 1.x GUI components never be shown in the Scene View.
  • Editor: Changed order of calculations during model import to improve normal calculation.
  • Editor: EditorUtility.CopySerialized now works correctly for components.
  • Editor: Fixed a bug where generated OS X icons would occasionally get corrupted.
  • Editor: Fixed a bug where the editor would fail to open projects if the root Assets folder has a .meta file.
  • Editor: Fixed delay when bringing up shader selection menu for the first time (4.0: fixed delay when bringing it up each time).
  • Editor: Fixed potential crash when editing multiple objects and resizing arrays.
  • Editor: Fixed Rendering Paths scene view mode to take camera's render path into account, not only what the shaders are capable of.
  • Editor: Fixed WebPlayer building code; now it does not try to recreate the outermost directory (a user might not have sufficient filesystem access rights anyway).
  • Editor: Allow for cmd+c and ctrl+c to be used on a SelectableLabel.
  • Editor: Do not show cut/paste context menu action for SelectableLabel
  • Editor: Popup windows no longer flicker for a frame on OSX.
  • Editor: Audio preview in Scene View now works correctly without any Audio Listeners in the scene.
  • Editor: Fix some importer inspectors constantly repainting.
  • Editor: Fix key navigation to assets store groups while showing local assets.
  • Editor: Fixed windows standalone icons alpha issues.
  • Flash: Replace no longer ignores parens.
  • Flash: Several code conversion issues resolved.
  • Flash: NavmeshPath can now be instantiated correctly.
  • Flash: Fixed translation of some shaders (e.g. Refractive Glass was causing errors).
  • Flash: Made AsyncOperation work.
  • Flash: Fixed division by long and ulong.
  • Flash: Fixed bug where assigning a struct to an object or interface would introduce two pointers to the same struct instead of two copies.
  • Flash: Fixed several cornercase bugs in support for generics.
  • Flash: Properly initialize fields of type DateTime in structs instantiated with default constructor.
  • Flash: Fixed memory corruption crash if WWW response .Length didn't match actual length of payload.
  • Flash: Support ++ and -- on arguments that are passed byref, whose result is assigned to an array.
  • Flash: Fixed mouse visibility bug.
  • Flash : Fixed equality comparison for ValueTypes.
  • Flash : Fixed hashtable comparison.
  • Flash : Fixed enum comparison
  • Flash : Fixed enum to enum cast.
  • Flash : Fixed keyboard input handling and TextArea input (control, delete, space, arrow keys).
  • Flash : Generic collections now work with interfaces.
  • Flash : Fixed crash when www.audioclip was used in a coroutine.
  • Flash : SweepTestAll now works.
  • Flash : UnityEngine.Flash.FlashPlayer allows retrieval of target player and swf version.
  • Flash: Fixed rare condition in which we ran out of stack space, resulting in an out of range error.
  • Flash: Fixed issues with anonymous delegates.
  • Flash: Implemented delegate comparison.
  • Flash: Implemented Double.TryParse.
  • Flash: Input.inputString now works.
  • Flash: No more compiler crashes on incorrect SWF dimensions.
  • Flash: Key repeat works.
  • Flash: Fixed NewInstance for Enum value types
  • Flash: Fixed getter/setter generation for System.Array.
  • Flash: Don't show Development Build watermark in non-dev builds.
  • Flash: Fixed issues with anonymous delegates.
  • Flash : Fix string marshalling. Now consistently UTF8.
  • Flash : Fix dynamic font textures generated larger then Flash max texture size (2048*2048).
  • Flash : Fix dynamic font generation trashing memory.
  • Flash : Fix invalid agal generated for cube map samplers.
  • Flash : Fix backbuffer being cleared because of rtt.
  • Flash : Fix type inference for float division.
  • Flash : Fix issue with loitering objects in finalizermaps.
  • Flash : Fix issue with converted GetHashCode code being invalid when generated from a MS compiler.
  • Flash : Implemented Char.ConvertFromUtf32
  • Flash : Improved support for System.Convert
  • Flash : Adding support for TryParse for additional data types.
  • Font rendering: Fixed position of text cursor when a custom font size is used for the TextField.
  • Font rendering: Fixed kerning.
  • Graphics: Fixed crashes that sometimes occurred on OpenGL with mismatched GL.Begin/GL.End pairs.
  • Graphics: Fixed TrailRenderer culling issue.
  • Graphics: Don't break batching based on shadow distance when there aren't any shadow casting lights.
  • Graphics: Properly take line width into account when adding points to LineRenderer.
  • Graphics: SubShader tags (render queue etc.) take shader LOD into account properly now.
  • Graphics: Free up temporary memory used by non-uniformly scaled mesh when deactivating a mesh renderer.
  • Graphics: Static batching performs better when there are multiple lightmaps in the scene (before it could run into cases where it wasn't batching much).
  • Graphics: Fixed memory leak in Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed a rare "invalid angle: inf" error message with terrain and shadows.
  • Graphics: Fixed Camera pixelWidth/pixelHeight/aspect queries done from Editor code being really confusing. Before, it was using the size of last drawn editor view for the calculations. Now, for regular cameras, Game View size is used.
  • Graphics: Fixed crash in Shuriken mesh particles, when source mesh has no normals or tangents.
  • Graphics: Fixed errors with statically batched meshes that are later modified by a script.
  • Graphics: Fixed issue with Deferred rendering and wireframe Scene View mode.
  • Graphics: Fixed various issues with shaders in asset bundles. E.g. you can actually put terrain with trees into an asset bundle, and the billboard shaders will work, without having to jump through various hoops.
  • Graphics: Properly include all shaders into game data files when editor is in "-nographics" mode.
  • Graphics: Batched Shuriken draw calls were not accounted for in the game view stats window.
  • Graphics: Don't load Occlusion Culling data in non-Pro editor licenses.
  • Graphics: Fixed console error messages when a terrain tree prefab is missing.
  • Graphics: Smoother framerate on Windows when using vsync.
  • Graphics: Fixed Screen.resolutions reporting zero for refresh rate in some cases.
  • Graphics: Fixed crash when using additive scene loading with missing lightmaps.
  • Graphics: Fixed small memory leak when loading shaders with syntax errors; made shader loading a bit faster as a byproduct
  • Graphics: Fixed error messages in some situations when calling camera.Render from editor scripts.
  • Graphics: Fixed surface shader finalcolor modifier sometimes producing wrong results.
  • Graphics: Limit maximum texture size to 4096 on Retina MacBookPros due to OS X driver bugs.
  • Graphics: Removed limitation that Windows Standalone game window can't reach whole desktop screen size.
  • Graphics: On Linux, fixed lower resolution blit texture getting broken due to quality settings change.
  • Graphics: Improved deferred lighting depth buffer sharing workaround for some OpenGL systems. Mostly, much faster now on some Linux GPUs/drivers.
  • Graphics: Fixed different mesh compression setting to actually make a difference (previously it would always use "Low" compression, regardless of setting).
  • Graphics: Fixed some issues with Fog on Direct3D 9; in rare cases with some complex shaders it was not working properly.
  • Graphics: Fixed HDR rendering being off in the very first frame.
  • Graphics: Fixed Camera.hdr returning wrong value when called before render.
  • Graphics: Fixed occasional errors being reported when rendering objects with zero scale.
  • IMGUI: Fix BeginHorizontal not displaying content/tooltip when using GUIStyle.none.
  • Image Effects: Fixed Flash-related warning messages when importing Image Effects package.
  • Image Effects: Fixed Global Fog on Windows when MSAA is used.
  • Input: Fixed OnMouseDown and related callbacks being wrongly sent to cameras that render into RenderTextures.
  • Input: Gamepad buttons are now correctly initialized again.
  • iOS: Fixed Xcode crash when native plugin uses "+" in the name.
  • iOS: Fixed iPad splash handling when starting in portrait.
  • iOS: Made various orientation fixes.
  • iOS: Corrected texture atlas padding.
  • iOS: Fixed skinning corrupting UVs.
  • iOS: Fixed crash on suspending app while playing video.
  • iOS: Fixed recognition of more recent iPhone4/4S models.
  • iOS: Fixed various crashes when Script Call Optimization set to "fast but no exceptions".
  • iOS: Fixed text-area behavior when on-screen keyboard is hidden.
  • iOS: Fixed Screen.orientation on the first frame on iOS6.
  • iOS: Fixed interoperability of DisplayLink mode and iOS native UI.
  • iOS: Fixed iOS splash screen image not being released after game starts.
  • iOS: Fixed www.uploadProgress support.
  • iOS: Fixed loading indicator position.
  • iOS: Small GPU profiling (in the internal iPhone profiler) improvement.
  • iOS: Fixed basic license splash screen issue with Xcode 4.5.
  • iOS: Fixed support for native methods inside of inner classes.
  • iOS: More fixes to initial orientation handling.
  • iOS: Unity Remote support updated to work better with input compensation for screen orientation.
  • iOS: Fixed Screen.dpi for iPad Mini.
  • Javascript: Fixed error checking for array indices.
  • Javascript: Fixed regression on 'not in' operator. Operator has been brought back.
  • Javascript: Introduced 'for each' syntax for better compatibility with other javascript dialects.
  • Lightmapping: Fixed "Generate Lightmap UVs" difference between Windows & Mac!
  • Lightmapping: Fixed handling degenerate triangles in UV space, Beast no longer spits out "TexBakeSampleGenerator: Non-invertible matrix".
  • Lightmapping: Skipping tree instances that reference a prototype without a mesh.
  • Lightmapping: Improved error messages when failing to bake Light Probes; when meshes have UVs outside 0..1 range, when meshes have missing UVs.
  • Lightmapping: Take texture tiling into account for materials with cutout shaders.
  • Lightmapping: Fixed issues with some emissive materials.
  • Lightmapping: Fix harmless error when lightmap baking an unsaved scene on Mac.
  • LOD: Fix double GUI repaint error when caused by reparent renderers dialog.
  • Mobile: Better RenderTexture.DiscardContents implementation.
  • Mobile: Fixed wrong lighting when dynamically batching uniformly scaled meshes.
  • Mac OS X Editor: Fixed window focus issues when using a multiple screen setup in OS X 10.8 Mountain Lion.
  • Mac OS X: Event.clickCount behavior for double-clicks now matches windows (clickCount is always 1 for MouseUp events).
  • Mac OS X: Don't freeze Unity content when the System clock is changed while running.
  • Mac OS X: PlayerPrefs keys will now work if they contain an '@' character.
  • Mac OS X: Fix Webcam textures with non-native resolutions correctly picking up the desired texture size.
  • Mac OS X: Fixed some graphics issues on dual-GPU Mac models, e.g. editor windows occasionally becoming all white.
  • Mac OS X: Fixed Crash on quit if profiling had been enabled.
  • Mac OS X Standalone: Fixed problems when writing OS X icon format, leading to broken icon graphics in some cases.
  • Mac OS X Standalone: Used OS X Lion style fullscreen mode, to allow other windows to show up in front of fullscreen apps, and to allow switching in and out of fullscreen mode by clicking onto the fullscreen button in the window title bar (optional).
  • Mac OS X Standalone: Fix hiding of window when GameCenter is activated.
  • Mac OS X Standalone: Changed event processing to allow other windows to receive keyboard events, to allow better integration with OS services such as GameCenter using plugins.
  • Mac OS X Web Player: Made IME support work in all Mac browsers.
  • Mac OS X Web Player: Fixed focus handling when the browser is switched to the background or the user switches to another window/tab.
  • Mac OS X Web Player: Fixed memory leak.
  • Mac OS X WebPlayer: Fixed OnApplicationPause being called when window goes to the background.
  • Math: Fixed Plane.SameSide equation side error.
  • Misc: Improve Time.smoothDeltaTime so it's not affected by pausing/unpausing.
  • Native Client: Fixed download of JPG files as textures.
  • Native Client:: Fixed problem where preferences might get lost when the player is closed while writing preferences to disk.
  • Native Client: Fixed deadlock when loading mono DLLs.
  • Native Client: Fixed Build & Run with Chrome 23.
  • NavMeshAgent : Fix crash querying nextOffMeshLinkData when having no navmesh in scene.
  • NavMeshAgent: Fixed bug where Resume breaks updateRotation setting.
  • NavMeshAgent: Path request processing queue order fixed.
  • Physics: Fixed problem where CCD would incorrectly detect collisions if the center or scale of a collider was changed.
  • Networking: Fixed case where a MasterServerEvent.HostListReceived was triggered for each host in a host list.
  • Networking: Fixed problem with connecting to password protected servers with NAT punchthrough.
  • Player: Fixed race condition in WWW class that could cause a crash when aborting download.
  • Physics: Fixed MeshCollider not working if it had been scaled to be zero sized, and then scaled up again.
  • Physics: Fixed a bug where Raycasts against CapsuleColliders with a zero-length middle section would not always return correct results.
  • Physics: Fixed a bug where destroyed colliders would not be properly deallocated if Time.timeScale was zero.
  • Physics: Fixed colliders being properly inactive when they are on inactive child game objects of the rigidbody.
  • Physics: Fixed collision between two triggers to send OnTriggerEnter events to both triggers and both rigidbodies for consistent results.
  • Physics: Fixed memory leak when Time.timeScale is zero.
  • Physics: Fix problem with activation order when recursively activating hierarchies, causing rag dolls not to function properly in some cases.
  • Physics: Fixed a bug where rigidbody interpolation would have an effect on physics simulation results.
  • Physics cloth: Fixed tangents to match initial rotation of object.
  • Prefabs: Duplicating game objects with references to abstract classes behaves more reliable.
  • Profiler: Fixed hang on editor or player when connection could not keep up with the data.
  • Profiler: Made the profiler skip frames instead of freezing up if editor lacks behind player.
  • Profiler: GC memory was not propagated correctly up the call hierarchy.
  • ProfilerConnection: Fixed inifinite loop freeze if profiler sendbuffer is full on the player.
  • Scene View: Fix scene editor camera becoming locked out from user control.
  • Scripting: Added overloads to EditorGUI.IntSlider so it can take SerializedProperties.
  • Scripting: Fixed crash when calling material.GetFloat(null).
  • Scripting: Fixed crash when a component destroys itself while AddComponent is trying to create it.
  • Scripting: Fixed crash calling Resources.Load before resources have been imported.
  • Scripting: Fixed bug where AssetBundle.LoadFromFile would get unloaded by UnloadUnusedAssets.
  • Scripting: GameObject.Find will now correctly find children of objects of the same name as other objects which don't have children of that name.
  • Scripting: Fixed crash when a gameObject is being destroyed while calling SendMessage on it.
  • Scripting: Fixed script serialization bug where properties could not be #if-ed out for the player.
  • Serialization: For non-webplayer-targets, scenes (implicitly) referencing assets placed under the Resources folder will now always have the assets placed together with the scene (and not in the resources.assets).
  • Shaders: Fog shader variables (unity_FogColor etc.) are set to produce no fog when it's off.
  • Shaders: round() and trunc() HLSL functions are now supported when compiling shaders for mobile.
  • Shaders: Updated HLSL-to-GLSL shader compilers; fixes some complex mobile shaders (e.g. Tree Creator ones, or Edge Detection image effect on some mobile GPUs).
  • Shaders: Fixed compile errors in some cases where custom directional lightmap lighting function is used.
  • Shadows: Fixed shadow caster culling when light direction is exactly parallel to one of camera's frustum planes.
  • Shuriken: Fixed particle system randomness. There should be a lot less visible correlation between parameters when using random between curves and values.
  • Shuriken: Can't remove disabled UI modules, gizmo scaling issue, simulation preview issues when scrubbing.
  • Shuriken: Fixed sub-emitter memory leaks, occasional crash.
  • Shuriken: Gracefully handle when mesh is invalid, instead of leaving the emitter in a bad state.
  • Shuriken: Fixed crash if using mesh particles without UVs.
  • Standard Assets: Projector uses smaller, but uncompressed textures; to avoid artifacts when looking from a distance.
  • Substances now handles iOS non-square unsupported PVRTC.
  • Substance: Fixed baking issues on unsupported platforms (Android, iOS, Flash).
  • Substance: Lower memory consumption in the Editor when importing projects and switching color space.
  • Substance: Fixed runtime re-generation of substances with bitmap inputs.
  • Substance: "Generate all outputs" now displays all generated textures in the Inspector.
  • Substance: Fixed cloning substances in the Inspector.
  • Substance: Fixed bitmap export.
  • Substance: Fixed several erroneous error messages appearing in the log.
  • Terrain: Fixed error messages when painting terrain grass with negative sizes, and when adding some tree models.
  • Terrain: Terrain renderer no longer causes invalid memory accesses during rendering traversal.
  • Time: Fixed timescale usage when single stepping.
  • UV generation is now more deterministic between platforms since it is performed prior to scaling of vertices.
  • UnityObject: The default templates works nicely over https now.
  • UnityObject: Running a offline build locally will not break the default templates.
  • WebCamTextures: Fixed error message when querying list of available devices while WebCams are in use.
  • Web Player: Application.dataPath will now work correctly if the player URLs has slash characters in the url parameters.
  • WebPlayer: Fixed the plugin ticking routine. It is simpler and less error prone.
  • WebPlayer: Updated the builtin resources; now there is a distinction between "Made with Unity 4 Beta" and "Unity 4 Beta" plugin.
  • WebPlayer: Fixed a variety of crashes when plugin was running on IE9.
  • Webplayer: Crash logs now contain stacktrace.
  • Webplayer: Fixed memory overwrite on startup when running in-process on Firefox.
  • WWW Class: Fixed parsing text encoding if the encoding http header contains more parameters.
  • Windows: Improved StackOverflowException handling in scripts.
  • Windows: Fixed issues with 64-bit player not launching when non-latin characters in path.
  • Windows Editor: Messages with "Failed: The operation has completed successfully" should not be presented anymore when operations on files fail.
  • Windows Editor: Fixed extracting .unitypackage files containing extended Unix file attributes.
  • Windows Editor: Asset Store window now works correctly in OpenGL mode.
  • Changes:
  • Android: New Unity3d splash screen.
  • Android: The video player activity has been removed. Fullscreen video is still supported but not as a separate activity.
  • Android: "Google Play OBB Downloader" is now available in the asset store. The plugin can be used on devices that does not support automatic downloading of APK Expansion Files".
  • Android: "Google Play Application License Verification" is now available on the asset store and thus no longer embedded in the standard distribution.
  • Android: Removed XY axis mismatch for Android input. Now out of the box it should match iOS input. Requires code refactoring!
  • Editor: Requires a DX9-capable GPU now (pretty much anything since 2004).
  • Editor: PreferenceItem attribute now works on private static methods.
  • Editor: Added new default window layout.
  • Editor: When in OpenGL ES 1.1 graphics emulation, maximum texture size increased from 1024 to 2048 now.
  • Editor: Temporary meshes created by GUI texts are excluded from vertex buffer count/size statistics in game view.
  • Editor: If necessary, build dialog now automatically performs a "Switch Platform" when pressing "Build" or "Build & Run" (fixes class layout build errors some have encountered).
  • Editor: Positive values are enforced in Terrain Detail Wizard.
  • Editor: Prevent multiple editors from opening the same project on OSX.
  • Flash: Removed support for Flash Player 11.0 and Flash Player 11.1; players both had serious bugs in memory opcodes. Unity now defaults to Flash 11.2 as target player.
  • Flash: Disabled GrabPass shaders; they now behave like in Unity non-Pro instead of rendering
  • nothing. Flash can't support GrabPass due to Stage3D limitations.
  • GameObjects: Active state is now recursive. If a GameObject is inactive, all children will inherit that state.
  • GameObject.active is now deprecated to make users aware of the new behavior. GameObject.SetActive() or GameObject.activeInHieararchy should be used instead.
  • Graphics: Low-level rendering API (Graphics and GL classes) do not require Pro license anymore.
  • Graphics: Marked Get/SetTriangleStrip on Mesh as obsolete
  • Input: Removed support for assigning an input axis of window movement (only ever worked on Mac).
  • iOS: removed Unity-iPhone-simulator build target from Xcode trampoline. Now simulator specific changes are backed directly into Unity-iPhone build target. It still requires to rebuild Xcode project after switching between device and simulator SDK.
  • iOS: PVRTC compressor updated.
  • iOS: added iOS 6.0 OS target.
  • iOS: SystemInfo.deviceModel now returns full device name, including revision number.
  • iOS: Exposed AOT.MonoPInvokeCallbackAttribute custom attribute. Passing managed delegates to native functions is now possible, though limited to static methods only.
  • iOS: PVRTC compressor upgraded to imgtec 3.0@2144429.
  • iOS: Gyro and other sensors implementation moved to the trampoline. Provides more possibilities for customizations.
  • iOS: Now iOS sensors follow screen orientation. No more complicated code for axis remapping! This can be switched off via Input.compensateSensors. Requires code refactoring!
  • iOS: Removed unneeded one frame of latency (presentRenderBufer moved to the end of Repaint).
  • iOS: Added iPad Mini and iPad 4gen to iPhoneGeneration.
  • Prefabs can now have an active state which is copied to instances on instantiation.
  • Mobile: ARMv6 is not supported anymore.
  • Model Importing: Model importer no longer triangle strips but does vertex cache optimization if mesh GPU optimization is turned on. GPU optimization is turned on by default.
  • Model Importing: When using the new animation import mode, Unity will no longer attempt to move the SkinnedMeshRenderer to the root bone.
  • Native Client: NaCl is now it's own BuildTarget instead of a checkbox in the WebPlayer build target.
  • NavMeshAgent: Avoidance priority made consistent with e.g. audio priority: Most important = 0. Least important = 99. Default = 50. Loading older scenes will reset agent avoidance priority to new default value (50).
  • Scripting: Removed SceneView.RenderMode from Editor API(was not documented, but public). Use the documented DrawCameraMode instead.
  • Scripting: Development player emits warnings when accessing the script API from the wrong thread (or using explicit object initializers).
  • Scripting: OnEnable no longer changes the execution order of Awake. Execution order for scripts is now much more consistent. The call to OnEnable always comes immediately after Awake.
  • Substance: Added "Bake and keep" and "Bake and discard" load behaviours, to allow the baking of bitmaps on supported platforms.
  • UnityObject: Deprecated, and will no longer be used when building a WebPlayer.
  • UnityOject2: New install script when building the WebPlayer, replaces UnityObject giving more flexibility to developers.

New in Unity 4.0.0f3 (Nov 6, 2012)

  • Improvements:
  • Image Effects: Vignetting effect got a nicer inspector.
  • Image Effects: Moved chromatic aberration from Bloom to Vignetting image effect.
  • Image Effects: Edge Detection (Geometry) effect got ability to interact nicely with other depth-based effects (DOF, Motion Blur etc.) with new "Sobel Depth Thin" mode.
  • Android: Added support for Input.compenstateSensors.
  • Android: Added support ldpi/xhdpi icon images.
  • Android: Added support for non-US characters for key store keys and passwords.
  • Mac OS X Standalone and Editor: WWW class will now correctly use the proxy selected in System Preferences.
  • Fixed rare issue where loading a level asynchronously could be interrupted by other loading operations.
  • Instantiate now respects script execution order
  • Execution order of components and scripts is now always the same between Player and Editor
  • Profiler can now profile the editor.
  • Android uses compressed vertex streams (where available).
  • NavMesh: Improved crowd avoidance. Now prioritize neighbours by the predicted time of impact instead of distance.
  • Substance: Fast-forward reimport of a substance when leaving the substance Inspector.
  • Substance: Faster tweaking / import in the Editor (multi-threaded now activated by default only in the Editor).
  • Editor: Light picker icons (gizmo icons) now reflect the color (hue and saturation) and type (point/spot/directional/directional, main/area) of light.
  • LOD: Add an API that allows for the construction / configuration of LODs at runtime. You can now add a LODGroup and configure it without using the UI.
  • Changes:
  • NavMeshAgent: Avoidance priority made consistent with e.g. audio priority: Most important = 0. Least important = 99. Default = 50. Loading older scenes will reset agent avoidance priority to new default value (50).
  • Editor: If necessary, build dialog now automatically performs a "Switch Platform" when pressing "Build" or "Build & Run" (fixes class layout build errors some have encountered).
  • Marked Get/SetTriangleStrip on Mesh as obsolete
  • Scripting: Development player emits warnings when accessing the script API from the wrong thread (or using explicit object initializers).
  • Model Importing: Optimizing mesh for GPU is now turned on by default.
  • Model Importing: Model importer no longer triangle strips but does vertex cache optimization if mesh GPU optimization is turned on.
  • Android: New Unity3d splash screen.
  • Removed support for assigning an input axis of window movement.
  • OnEnable no longer changes the execution order of Awake. Execution order for scripts is now much more consistent. The call to OnEnable always comes immediately after Awake.
  • Editor: Positive values are enforced in Terrain Detail Wizard
  • Editor: Prevent multiple editors from opening the same project on OSX
  • When using the new animation import mode, Unity will no longer attempt to move the SkinnedMeshRenderer to the root bone.
  • Substance: Added "Bake and keep" and "Bake and discard" load behaviours, to allow the baking of bitmaps on supported platforms.
  • Fixes:
  • Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations).
  • Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent.
  • Android: Kindle Fire incorrectly reported having a camera.
  • Android: Fixed startup rotation when device is held in landscapeRight.
  • Android: Fixed an issue where the device might go to sleep before any script code was invoked.
  • Android: Added a wake lock to fullscreen video to make sure the device doesn't go to sleep during video playback.
  • Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD.
  • Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed.
  • Asset Import: Default assets generated for failed imports are now persisted correctly.
  • Input: Gamepad buttons are now correctly initialized again.
  • Terrain: Terrain renderer no longer causes invalid memory accesses during rendering traversal.
  • Fixed bounds calculation on skinned meshes using mecanim rigs.
  • Substances handle iOS non-square unsupported PVRTC
  • iOS: Unity Remote support updated to work better with input compensation for screen orientation.
  • Shaders: Fixed compile errors in some cases where custom directional lightmap lighting function is used.
  • UnityObject: The default templates works nicely over https now.
  • UnityObject: Running a offline build locally will not break the default templates.
  • Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class.
  • Graphics: Fixed different mesh compression setting to actually make a difference (previously it would always use "Low" compression, regardless of setting).
  • Graphics: Fixed some issues with Fog on Direct3D 9; in rare cases with some complex shaders it was not working properly.
  • Graphics: Fixed HDR rendering being off in the very first frame.
  • Shuriken: Fixed crash if using mesh particles without UVs (also coming into 3.5.7).
  • Player: Fixed race condition in WWW class that could cause a crash when aborting download.
  • Editor: Fixed potential crash when editing multiple objects and resizing arrays.
  • Editor: Fixed Rendering Paths scene view mode to take camera's render path into account, not only what the shaders are capable of.
  • Native Client: Fixed Build & Run with Chrome 23.
  • Editor: Fixed WebPlayer building code; now it does not try to recreate the outermost directory (a user might not have sufficient filesystem access rights anyway).
  • Android: SystemInfo.deviceUniqueIdentifier is anonymized by calculating the MD5 sum of IMEI/MEID, ANDROID_ID or WiFi MAC - whichever is available.
  • Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest.
  • Android: Disabled shadows on pre Honeycomb devices.
  • Android: Switched to Bouncycastle for keystore certificate creation.
  • Editor: Allow for cmd+c and ctrl+c to be used on a SelectableLabel.
  • Editor: Do not show cut/paste context menu action for SelectableLabel
  • Fix problem with activation order when recursively activating hierarchies, causing rag dolls not to function properly in some cases.
  • Mac OS X Standalone: Fixed problems when writing OS X icon format, leading to broken icon graphics in some cases.
  • Mac OS X: Fix Webcam textures with non-native resolutions correctly picking up the desired texture size.
  • Mac OS X: Fixed some graphics issues on dual-GPU Mac models, e.g. editor windows occasionally becoming all white.
  • Mac OS X: Fixed Crash on quit if profiling had been enabled
  • Windows Editor: Fix extracting .unitypackage files containing extended Unix file attributes.
  • Editor: Popup windows no longer flicker for a frame on OSX.
  • Editor: Audio preview in Scene View now works correctly without any Audio Listeners in the scene.
  • Editor: Fix some importer inspectors constantly repainting.
  • Editor: Fix key navigation to assets store groups while showing local assets
  • Lightmapping: Fix harmless error when lightmap baking an unsaved scene on Mac.
  • LOD: Fix double GUI repaint error when caused by reparent renderers dialog.
  • Android: Fixed the GPU profiler (for Tegra) sometimes returning bad timing info. Also fixed some possible hangups.
  • Android: On pre-Gingerbread devices 16bit DisplayBuffer is no longer enforced (and fallback from 32bits to 16bits buffer is handled gracefully). Worked around compositor issue with DisplayBuffer alpha on pre-Honeycomb devices.
  • Android: Made sure Ping cannot hang (times out after 5s).
  • Android: Added JB (4.1) to the list of SDK APIs.
  • Android: Fixed crash on Kindle when quitting without ever pausing.
  • Android: Changing system time/date while application was running would cause an ANR.
  • Android: Fixed camera initialization on platforms without FPS range support.
  • Editor: Fixed windows standalone icons alpha issues.
  • AssetStore: Fixed out of memory crash when downloading large packages
  • Webplayer: Fixed memory overwrite on startup when running in-process on firefox
  • Bugreporter: Fixed the issue that log files would not be shown in bug reporter window, even though they existed.
  • Webplayer: Crash logs now contain stacktrace
  • Prefabs: Duplicating game objects with references to abstract classes behaves more reliable
  • Substance: Fixed baking issues on unsupported platforms (Android, iOS, Flash).
  • Substance: Lower memory consumption in the Editor when importing projects and switching color space.
  • Substance: Fixed runtime re-generation of substances with bitmap inputs.
  • Substance: "Generate all outputs" now displays all generated textures in the Inspector.
  • Substance: Fixed cloning substances in the Inspector.
  • Substance: Fixed bitmap export.
  • Substance: Fixed several erroneous error messages appearing in the log.
  • Graphics: Fixed Camera.hdr returning wrong value when called before render.
  • Graphics: Fixed occasional errors being reported when rendering objects with zero scale.
  • Flash : Fix string marshalling. Now consistently UTF8.
  • Flash : Fix dynamic font textures generated larger then Flash max texture size (2048*2048).
  • Flash : Fix dynamic font generation trashing memory.
  • Flash : Fix invalid agal generated for cube map samplers.
  • Flash : Fix backbuffer being cleared because of rtt.
  • Flash : Fix type inference for float division.
  • Flash : Fix issue with loitering objects in finalizermaps.
  • Flash : Fix issue with converted GetHashCode code being invalid when generated from a MS compiler.
  • Flash : Implemented Char.ConvertFromUtf32
  • Flash : Improved support for System.Convert
  • Flash : Adding support for TryParse for additional data types.
  • License: Fixed issue where a failed license update check would block an editor launch.

New in Unity 3.5.6 (Sep 28, 2012)

  • Fixes:
  • Audio: Fixed AudioClip SetData and GetData to handle when the array passed in is longer than the clip itself.
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license.
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
  • Android: Fixed EGL context recreation when post-effects are used.
  • Android: Fixed reverse portrait mode.
  • Android: Webcam resolution and frame rate selection is now more accurate.
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices.
  • Android: Webcam now works on Motorola and OMAP devices.
  • Android: Microphone resources are now properly released when pausing the application.
  • Android: Audio should now play without any clicking noise on Kindle and Nook, although latency is still pretty bad.
  • Android: It should now be possible to play and record audio at the same time.
  • Android: Fixed issue where files with 'meta' in their name was not package in the apk.
  • Android: Gyro.attitude did not compensate for screen orientation, nor device natural orientation (phone/tablet) - this has been fixed.
  • Android: Restarting an application right after calling Application.Quit() could cause a race condition between quitting the old and starting the new process.
  • Android: Input.multiTouchEnabled was returning false before the screen received an initial touch.
  • Android: Changed some tags in the AndroidManifest to have required="false".
  • Android: Fixed a problem where non-development ('release') builds would fail to load on devices with kernel 3.4 and later.
  • Android: Autorotation with only either portrait or landscape modes is now enforced by the manifest as well.
  • Android: Fixed a fullscreen video issue where the video wouldn't display due to orientation being changed.
  • Android: Fixed an issue where the fullscreen video in some cases would start to play even though it was not yet visible.
  • Android: Fullscreen video no longer plays while the lock-screen is in effect.
  • Android: Back button will quit the application while the first level has not yet been loaded.
  • Android: Added Nexus7 (1280x800) to GameView settings.
  • Android: Runtime class Ping now works.
  • Android: Made sure OnScreenKeyboard can be opened again after being closed due to lost focus.
  • Android: Changing system time/date while application was running would cause an ANR.
  • Android: Fixed camera initialization on platforms without fps range support
  • Serialization: For non-webplayer-targets, scenes (implicitly) referencing assets placed under the Resources folder will now always have the assets placed together with the scene (and not in the resources.assets).
  • Editor: Updated PVR Texture Tool to 3.0@2144429
  • Graphics: Fixed batching issue with multiple lightmaps in the scene (now we sort by lightmap as well).
  • Graphics: Fixed error "Adding renderer during rendering is not allowed" when using Trail Renderer with reflective water.
  • Mobile: Texture.ReadPixels is no longer delayed, but prints error instead if called at the wrong time
  • iOS: Fixed ios6 compatibility.
  • iOS: Fixed various orientation issues.
  • iOS: Fixed basic license splashscreen compatibility with Xcode 4.5.
  • iOS: Added support for iPhone 5 tall splash screen.
  • iOS: Added support for rendering @ full res on iPhone 5.
  • iOS: Added iOS 6.0 target selection in PlayerSettings.
  • iOS: extracted video view controller to trampoline, provided ios6 specific interface to allow orientation control on ios6 and proper handling of orientation requests coming from video controller.
  • iOS: added supportedInterfaceOrientationsForWindow workaround for game center and friends, make it support all orientations.
  • iOS: fixed splash orientation issues on ios6 phone-like devices.
  • iOS: Unity Remote fixed to support iPhone 5 res.
  • Native Client: Fixed race condition when loading mono assemblies.
  • Terrain: Fixed crash when setting heightmapMaximumLOD to out-of-range values.
  • Webplayer: Fixed crash when running in-process in Firefox 15.
  • Windows: Fixed issue where batchmode players and webplayers could be limited only to run on cpu0
  • Improvements:
  • Android: Added Ice Cream Sandwich MR1 (4.0.3) and JB (4.1) to the list of SDK APIs.
  • Editor bugreporter: Uses upgraded backend
  • iOS: 16:9 / 9:16 aspect ratios added to Game View.
  • Mac OS X Editor: Installer is now signed, so it will install on OS X 10.8 Mountain Lion in the default security settings.

New in Unity 4.0 Beta 7 (Aug 23, 2012)

  • New Humanoid Animation System:
  • Once imported as muscle clips, animations can be used with all humanoid characters with no additional conversions needed
  • Use the same animations on different proportion characters with no overhead or need for storing multiple versions of the clip
  • Map the bones of your model to human muscles with a single click, or fine tune the setup for full control
  • Slice up your authored or motion-captured animations directly inside Unity with the industry's best tool for the job
  • Preview the animation as your drag the ranges of a clip
  • Indicators for pose looping quality and motion looping quality lets you easily pick the range with optimal looping
  • Differences between start and end pose is smoothed out by the importer to ensure perfect looping
  • Support for non-humanoid characters will be added in next pre-order beta build
  • DirectX 11 Rendering:
  • On Windows Vista and later, and with DX10 or better level GPU, you can use DirectX 11 now
  • Player Settings has "Use DX11" option; when it it set the player will try using DX11
  • Editor can be switched to DX11 in Preferences. This is confusing; we'll fix it in a later build:
  • New features:
  • Geometry shaders (require DX10 GPU) and hull/domain shaders (require DX11 GPU). #pragma geometry, hull, domain in shader files
  • Compute shaders (*.compute files, ComputeShader in scripts)
  • ComputeBuffer scripting API ("structured buffers" in DX11 lingo). Can use them in compute shaders and regular shader model 5.0 shaders (Material.SetBuffer, Shader.SetGlobalBuffer)
  • "random write" RenderTextures ("UAVs" in DX11 lingo). Graphics.SetRandomWriteTarget, RenderTexture.enableRandomWrite
  • Graphics.DrawProcedural & DrawProceduralIndirect
  • DX11-specific RenderTexture formats: RenderTextureFormat.R8, ARGBInt, RGInt, RInt
  • 3D RenderTextures (RenderTexture.isVolume, volumeDepth). Fill them as "random write" textures from a compute or pixel shader
  • In shaders, can optionally use CBUFFER_START(name) .. CBUFFER_END macros to markup separate constant buffers
  • Linux Publishing:
  • Export a standalone player for 32-bit (x86) or 64-bit (amd64) Linux
  • Select "Linux 32-bit" or "Linux 64-bit" from the Target Platform list in the Build Settings
  • When building a player for Linux on Windows, you will first need to make the binary executable before being able to run it on Linux. Do this by running 'chmod +x' on the executable or right clicking and selecting "Allow to run as application"
  • Supported Platforms
  • Standalone players will run on most modern Linux systems with vendor-supplied graphics drivers
  • Official support will be provided for 32 or 64-bit Ubuntu Linux, version 10.10 (Maverick Meerkat) or newer, with graphics cards using vendor-supplied drivers
  • Graphics Features:
  • Terrain: Normal map & custom shader support for Terrain. Added built-in shader Nature/Terrain/Bumped Specular; added "normal map" texture slot to terrain splat maps; added Material field under terrain settings
  • 3D (volume) textures support. Currently no way to import them, but you can create them from script (Texture3D) and use them in shaders (sampler3D and tex3D). Also SystemInfo.supports3DTextures
  • Shadows on mobile devices! Only directional lights, no shadow cascades, no soft shadows
  • Requires GL_OES_depth_texture extension. Most notably, Tegra-based devices do not support it
  • 3D (volume) textures support. Currently no way to import them, but you can create them from script (Texture3D) and use them in shaders (sampler3D and tex3D). Also SystemInfo.supports3DTextures
  • Fonts:
  • Dynamic font rendering on all platforms (including mobiles) with identical results (via FreeType)
  • Simple html-style text markup support to have multiple font sizes, styles and colors in a string in UnityGUI, GUIText & TextMesh
  • Cubemaps:
  • New Generate Cubemap texture import option that creates a cubemap from vertical/horizontal cross or row/column of images
  • Seamless cubemap option that makes sure edges of faces match up
  • Cubemap assets reference their original textures in the editor instead of copying their pixels at assign time
  • Scripting API: Cubemap.SmoothEdges
  • Lightmapping: "Bake selected" no longer destroys lightmaps on objects that aren't selected. Instead it updates lightmaps on selected objects, as expected
  • Lightmapping: Normalmaps are taken into account when lightmapping, which allows to add detail to lightmaps and makes the transition between near and far distance in Dual Lightmaps mode less visible
  • Render Textures: added RenderTextureFormat.ARGBFloat, RGFloat, RGHalf, RFloat, RHalf formats
  • Meshes can have a non-triangle topology now. You can create meshes that are lines, points or quads from scripts. See MeshTopology enum, Mesh.GetIndices, SetIndices, GetTopology
  • Added SkinnedMeshRenderer.BakeMesh to "bake" skinned mesh result into a regular mesh:
  • Shuriken particle system:
  • Automatic simulation culling support. Particle systems will only update when visible. When it is not possible to support this automatically, Shuriken shows why directly inside the UI
  • External forces support - use Wind Zones with particles
  • Bent normals support for sprites
  • Support for sorting and rendering with immediate children (solving sorting issues for combined systems):
  • Shaders:
  • Added built-in matrix variables, UNITY_MATRIX_V (view matrix), UNITY_MATRIX_VP (view*projection)
  • Added float4 unity_DeltaTime, contains (dt, 1/dt, smoothdt, 1/smoothdt):
  • Shader helper macros added:
  • UNITY_DECLARE_SHADOWMAP(tex), UNITY_SAMPLE_SHADOW(tex,uv), UNITY_SAMPLE_SHADOW_PROJ(tex,uv)
  • UNITY_NEAR_CLIP_VALUE, defined to 0.0 on D3D-like, -1.0 on GL-like platforms
  • UNITY_COMPILER_HLSL (d3d11, 360), UNITY_COMPILER_HLSL2GLSL (gles), UNITY_COMPILER_CG if you need to determine which shader compiler is used on a platform
  • UNITY_INITIALIZE_OUTPUT(type,name) to help with DX11 shader compiler requiring full initialization of "out" parameters
  • OpenGL ES 2.0: Supports depth textures on Android
  • Scripting API: added Texture.SetGlobalAnisotropicFilteringLimits
  • New Project Browser (replaces the Project Window):
  • View assets by preview icons
  • Seperate tree for folders for better overview of folder structure
  • Search for assets using droplists for type and asset labels
  • Save searches to favorites list for easy access to most used searches
  • Drag folders to favorites list for easy access to most used folders
  • Enable searching the Asset Store and previewing assets
  • You can switch Project Browser to old-style one column layout in the context menu of the window (upper right corner)
  • Rewrite of the GUI system:
  • The existing GUI system (OnGUI) had its core rewritten, optimized and cleaned up. It uses less memory and induces less garbage collection cycles. Un-scientific performance increases measured at:
  • iOS, with GUILayout ~2.5x faster
  • Mac, with GUILayout ~3x faster
  • iOS, no GUILayout ~10x faster
  • Mac, no GUILayout ~20x faster
  • Uses less memory and induces less garbage collection cycles
  • Note: this is not the “New GUI” that is coming to a later Unity 4.x release. It’s existing GUI, made much faster
  • Other Features:
  • Added a new development console to show error messages on screen in development builds
  • Android: Added Eclipse project generation
  • Android: Support for APK Expansion Files (OBBs) - effectively enabling applications larger than 50Mb in the Google Play Store
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities
  • Debugger: Webplayers can now be attached to and debugged just like standalones
  • Editor: Add components and scripts to Game Objects easier and faster through the new Add Component drop-down directly inside the Inspector
  • Editor: Create your own Inspector GUI for custom classes or attributes and see it used across all scripts that use those classes or attributes
  • Fonts: Custom fonts can now use arbitrary character rectangles instead of a fixed grid
  • Fonts: Font character placement properties are now accessible from scripting
  • Fonts: Imported fonts can now be converted to editable custom fonts from the gear menu
  • Gradient (known from the Shuriken editor) is now exposed to scripts: Gradient, GradientColorKey, GradientAlphaKey
  • Navigation: NavMeshAgent supports prioritized levels of avoidance
  • Navigation: NavMeshObstacle component added
  • Upgrade guide:
  • We have changed how the active state of GameObjects is handled. GameObjects active state will now affect child GameObjects, so setting a GameObject to inactive will now turn the entire sub-hierarchy inactive. This may change the behavior of your projects. GameObject.active and GameObject.SetActiveRecursively() have been deprecated. Instead, you should now use the GameObject.activeSelf and GameObject.activeInHierarchy getters and the GameObject.SetActive() method
  • Editor: We have reset the preferences from 3.x to 4.x. This affects your saved window layouts, the project wizard list, saved filters etc
  • Editor: While an asset is being imported it will not be persistent. E.g. if you postprocess a texture and query its asset path, it will return an empty string. Assets outside of the asset postprocessor can, of course, be accessed at any point
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities. Some custom editor scripts might need to be updated to comply with these changes. Rendering resolution might be also changed from game scripts using Screen.SetResolution API
  • iOS: Device SDK Player Settings was simplified and now contains only two entries “Device SDK” and “Simulator SDK”. Corresponding editor API entries were also changed and some custom editor scripts might need to be changed:
  • iOS: Unity 4.0 discontinues support for ARMv6 devices (iPhone 1st gen, iPhone 3G, iPod Touch 1st/2nd gen). This affects existing project development in several ways:
  • Target Platform Player Setting was removed from Unity Editor. Now all Unity iOS applications are ARMv7-only. Corresponding PlayerSetting.iOS Editor API entries also were removed. You might need to fix some of your editor scripts for that
  • Graphics API level (Open GL ES 1.1 or 2.x) selection was moved to separate Graphics Level Player Setting. This setting is synced with the Android platform
  • Applications that were already released to the App Store as supporting ARMv6+ARMv7 or ARMv6-only now can be updated only if Target iOS Version Player Setting is set to “4.3” or higher
  • Mobile: Unity 4.0 brings hard shadow support to mobiles. Shadows for mobiles are enabled at the default Quality Setting. And if the project is shared with desktop platforms then shadows might just appear on mobiles too when project gets imported into Unity 4.0. Some manual tweaking of lighting/shadow setup might be required for optimal performance on mobiles:
  • Mobile: We changed the way Texture2D.ReadPixels works. Now, if you do call it during Update (or, generally, not during rendering frame) to grab the copy of the screen, the call will be deferred to the end of the current frame. Due to this, logic behind Apply was changed too. What you need to do if you use ReadPixels to read pixels from the screen:
  • if you just grab screen copy and call Apply, both calls will be deferred to the end of the frame
  • if you grab screen copy, and do something with it, and call Apply after that: you need to defer all this to the next frame. The easiest way is to use coroutines with yield in between ReadPixels and your operations plus Apply
  • On the other hand, you can always do ReadPixels in Camera's OnPostRender, or when you have active RenderTexture
  • Runtime: GameObjects marked DontDestroyOnLoad are no longer temporarily deactivate when loading a level. They will also not receive an OnDisable / OnEnable call when loading a level
  • Profiler Improvements:
  • Android: Profiler blocks marked up in rendering commands via EXT_debug_marker (for tools like PerfHud)
  • GPU profiling support for Tegra-based Android devices
  • GPU profiler detailed objects view sorts in decreasing GPU time
  • Optimized memory usage and UI performance for complex profiles
  • Scripting API: Profiler.GetMonoHeapSize, GetMonoUsedSize
  • Made profiler player connection run threaded to improve throughput and reduce lack of profile data
  • Asset Pipeline Improvements:
  • Added userData string property to AssetImporter, use this to pass per asset data to asset post processor
  • Manual asset reimport (via context menu) always reimports, even if cache server already has the result
  • Optimized filesystem performance of asset imports. Library/cache and Library/previews folders are gone; all imported results are in Library/metadata
  • Keep Quads added to mesh importer, most interesting with DX11 tessellation shaders
  • Other Improvements:
  • Android: Exposed control over SYSTEM_UI_FLAG_LOW_PROFILE ("lights-out" mode) through Screen.fullScreen
  • Animation : Can now preview non-Mecanim animation in previewer
  • Cache Server: Now includes a 32-bit linux build
  • Cache Server: Modifying the import settings and clicking on Apply will now also use the cache server if it is available
  • Cache Server: Made sure the Editor does not connect to cache server when it's not needed
  • Editor: In the Build Settings Window it is now possible to change enabled state for all the selected scenes in one click (Use Ctrl + A for selecting all scenes)
  • Editor: Component context menu (gear icon) got Move Up/Down, Copy & Paste entries
  • Editor: Light Probes scene view rendering mode gone; probe visualization in lightmapping window overlay
  • Editor: Dragging a .unityPackage file into project view imports it now
  • Editor: The Scene Gizmo axis cones no longer sets the camera to be orthographic. The center cube now toggles orthographic. The label below the gizmo now toggles between perspective and ortho as well. Shift-clicking or middle-mouse clicking the center cube will set the "nice" perspective view and shift-clicking or middle-mouse clicking the cones will enforce ortho
  • Editor: Simplified mobile graphics emulation; only have OpenGL ES 1.1 & 2.0 now
  • Editor: Lightmaps now get "best" compression quality for mobiles when available
  • Editor: Added menu item in Component menu for Add Component drop-down
  • Editor: Don't show animation import settings if no animation data is available
  • Editor: Cleaned up indentation logic so LooksLikeInspector & LooksLikeControls are more similar
  • Editor: Ignore symlinks in Windows so it behaves like OS X build
  • Editor: Inspector Window recovers gracefully when a CustomEditor throws an exception or has missing layout group endings
  • Flash: Scripting overall; Better generics support
  • Flash: Added FlashPlayer 11.3 support. Mouse middleclick and right click is supported on this subtarget
  • Flash: Added support for Enum.GetValues() & Enum.GetNames()
  • Flash: Added support subset of field reflection
  • Flash: Full support for animation events, including runtime scripting api
  • Flash : Reduce black screen initialization time
  • Flash : Reduced memory footprint, performance increase
  • Flash : Added support for compilation to Flash Player 11.4 beta 2
  • Font rendering: Add Font.RequestCharactersInTexture, Font.GetCharacterInfo and Font.textureRebuildCallback to allow full control over dynamic fonts from scripting
  • Graphics: Exposed GUITexture.border to scripts
  • Graphics: Added "Read/Write Enabled" checkbox to Model Import Settings. Disabling this will reduce memory footprint of meshes
  • Graphics: Dynamic Batching with tangent vectors works on Windows & Mac now (was disabled before due to various driver issues)
  • Graphics: Surface shaders can use aritrary vertex input data type (instead of appdata_full); now the type of a vertex modifier parameter is used
  • Graphics: Shader properties can have [HideInInspector] in front of them, which makes them hidden in inspector (useful for properties that are set from code)
  • iOS: Screen.SetResolution now works on iOS too
  • iOS: iOS view handling extracted to separate files in trampoline, issues with splash are fixed, better non-animated orientation
  • iOS: Tweaked resolution selector in player settings: added automatic options
  • iOS: Added request for re-orientation on iOS5 and newer when allowed auto-rotation orientations were changed
  • iOS Remote: Improved latency of touch events sent to editor
  • Mac OS X: Make installers and Editor application signed so they can be run with the default security settings in OS X 10.8 Mountain Lion
  • Mac OS X Standalone: Added support for 256x256, 512x512 and 1024x1024 icons
  • Mobile: PowerVR texture compression tool updated to 2.10.87.4981
  • Mobile: Introduced RGBA16 texture format
  • Mobile: Added TouchScreenKeyboard.wasCanceled. On iOS, a “Cancel” button was added, on Android, the “back” button will be used for that
  • Mobile: TouchScreenKeyboard.text now can be used to set text to show in edit field
  • Mobile: ActivityIndicator can now be started/stopped from script
  • Mobile: SystemInfo.supportsVibration now queries device for actual support
  • Mobile: OpenGL ES version selector is now shared between Android/iOS
  • Mobile: Some optimizations regarding dynamic geometry
  • Mobile: Increased max texture size for OpenGL ES 2.0 to 4096 and added handling of GPU imposed restrictions on texture size at runtime
  • Mobile: Enabled OnMouse event processing for scripts that use it
  • MonoDevelop: Updated Gtk+ for improved behavior and responsiveness (OSX)
  • NavMesh: OffMeshLink has GUI for selection of NavMeshLayer
  • Runtime: GameObjects marked DontDestroyOnLoad are no longer temporarily deactivate when loading a level. This way they also will not receive a OnDisable / OnEnable call when loading a level
  • Scene View: Show small icon next to Scene Gizmo label showing whether Scene View is in perspetive or isometric mode
  • Scene View: When in axis-aligned view such as "Right", always show that in label and not "Iso" or "Persp"
  • Scene View - Mac: Make Scene View swipe gestures math the SceneView Gizmos
  • Scripting: Users can now add their own per-platform custom defines in the player settings
  • Scripting: MonoBehaviours can now be inside namespaces
  • Scripting: SkinnedMeshRenderer.rootBone is now exposed to scripting
  • Shaders: Vertex shader inputs don't have to come from a struct with predefined names anymore. Just use proper semantics and you're good now
  • Shuriken: Cone emitters: Support for emit from shell, emit from volume and controlling random direction
  • Shuriken: Support for up to 4 meshes in particle system renderer. Selection of mesh happens randomly
  • Shuriken: Support for up to 2 sub emitters per type (previously 1)
  • Shuriken: Dynamic batching support for particle sprites
  • Shuriken: Particle updates are now multithreaded together with LateUpdate script calls. This should in most cases result in better performance
  • Shuriken: It is now possible to specify a particle radius in the collision module which can be used for avoiding clipping artifacts
  • Shuriken: Simulate() calls are much faster for most systems
  • Shuriken: Exposed .randomSeed to script
  • Shuriken: Exposed .particleSystem to GameObject scripting
  • Shuriken: Improved API for Emit(count) and added 2 more Emit() functions
  • Shuriken: Optimizations across the board for performance and less memory usage
  • Social API: Added a GameCenterPlatform function for showing a specific Leaderboard UI based on ID + TimeScope
  • Web Player: Make HTTP error handling more robust in Internet Explorer
  • Optimization:
  • Editor: Optimize Console window memory usage with high log entry counts
  • Editor: Optimized Hierarchy View for very large number of root objects
  • Editor: Optimized DXT compression of textures; better uses all CPU cores now
  • Editor: Detecting if assets need to be reimported when switching platforms is much much faster
  • Editor: Made entering playmode faster by reducing the number of domain reloads
  • Flash: Made performance improvements when calling functions taking or returning an array of structs
  • Flash: Made dramatic memory usage reduction
  • Flash: Optimizations were done by recycling actionscript objects for value types such as Vector3, and by being smarter about when to not have to copy them
  • Mac OS X: Dynamic geometry optimization via ARB_map_buffer_range & APPLE_flush_buffer_range
  • Meshes: Mesh.MarkDynamic; use this for meshes which you modify from scripts a lot
  • Mobile: added RenderTexture.DiscardContents - discards previous RT contents via EXT_discard_framebuffer or explicit clear
  • Particles: Optimized legacy particle systems via prefetching
  • Physics: Physics simulation is now using SSE2 on windows for better performance and to make simulation consistent with Mac OS X
  • Rendering: Point & spot lights in forward rendering use scissor rectangle optimization
  • Rendering: Unity skips rendering lights that have intensity smaller than 0.01
  • Rendering: Optimized Color32 multiplications (particles, lightmapping, …)
  • Skinned Meshes: Optimized performance & memory usage by keeping static data (UVs & colors) in a separate vertex stream
  • Static batching: Compress vertex data to half-precision floats on platforms that support them; and save memory by unloading batched geometry after it's sent to the graphics card
  • Static batching: Optimized static batching code
  • Threading: Optimized multithreaded job scheduler (used for skinning, Mecanim, Shuriken, shader compilation, texture compression). It “multithreads more efficiently” now
  • Fixes:
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*)
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library"
  • Android: Cases with extremely slow loading times, when re-reading scene assets, has been fixed
  • Android: The automatic binary splitting (for APK Expansion (.obb) support) was incorrectly omitting some files when using the Windows editor
  • Android: Korean fonts were not rendered correctly on some Android devices
  • Android: PlayerPrefs values queried with the wrong type would cause Java exceptions and application termination
  • Android: Added additional registry entries to search when looking for the JDK installation on Windows
  • Android: Requested RGBX32 instead of transparent when 32bit display buffer is selected
  • Android: Workaround for mali and ics resulting in crash with shader that sample texture in vertex program
  • Android: Crash when pausing/resuming on OS 4.1 / Jellybean has been fixed
  • Android: If system environment variable JAVA_TOOLS_OPTIONS was set it could prevent the .apk to be signed
  • Android: Webcam Texture now works on LG Optimus 3D (with OS 2.2 / Froyo)
  • Android: Portrait upside down orientation caused errors when building the .apk
  • Android: EGL context recreation is fully supported (when pausing/resuming, or changing DisplayBuffer bit-depth, or anti-aliasing)
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license
  • Android: Added workaround for ARM Mali-400 GL ES 1.1 drivers sometimes referencing disabled vertex attrs (caused a crash)
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed
  • Android: Application.streamingAssetsPath was incorrectly adding a slash before the jar delimiter (/!)
  • Android: Fixed failing to build signed APKs on Windows
  • Android: Webcam resolution and frame rate selection is now more accurate
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices
  • Android: Webcam now works on Motorola and OMAP devices
  • Animation: Exposed ModelImporter.generateAnimations as a bool, to allow control of over imported animation from an asset file
  • Animation: Fixed a bug where animation wouldn't play if it's out of frustum and cullingType is switched to AlwaysAnimate in runtime
  • Audio: Fixed problems playing back audio files whose paths contain special characters
  • Audio: Fixed problems displaying audio files whose paths contain special characters in the inspector
  • Audio: Fixed reverb filter diffuse slider inconsistency
  • Audio: Fixed looping issue on tracked music files
  • Audio: Fixed length determination for tracked music files
  • Audio: Fixed m_IgnoreListenerVolume property (was not working in the expected way)
  • Audio: Fixed the length property of an AudioClip to be more accurate in the case of MP3s
  • Cache Server: Fixed connection problem when downloading assets
  • Cache Server: Fixed other connection issues
  • Debugger: Fixed hangs/deadlocks when debugging multithreaded script code
  • Debugger: Fixed crash on debug-time evaluation of generic methods
  • Development build: Stacktraces now include File names and line numbers again
  • Editor: Fixed crash when calling Close in the OnFocus callback
  • Editor: Fixed object selector not working for ObjectFields in GUI.Window
  • Editor: Fixed some vertically misaligned buttons in the dark skin
  • Editor: Fixed EditorExtensionImpl showing up in the Project view in some projects imported from 3.4
  • Editor: Will now use project name instead of the build file name as the title for published web players
  • Editor: Scenes in Build Settings no longer get reordered alphabetically
  • Editor: Undo now working if movement is cancelled by right click
  • Editor: Fixed error message when resizing arrays
  • Editor: Fixed crash when changing asset serialization to text mode
  • Editor: Fixed hang when play mode is exited while a download is in progress
  • Editor: Fixed crash when selecting multiple ScriptableObjects of different types
  • Editor: Fixed component context menu copy/paste with Transform components
  • Editor: Component context menu move up/down & copy/paste handles multi-selection
  • Editor: Scene view uses the same rendering path as main camera. Much less confusion
  • Editor: Soft particles usage hint in Quality Settings UI
  • Editor: Screen.width and Screen.height much more consistently report actual game view size when used outside of editor window GUI code
  • Editor: Made default values for sphere & capsule colliders use 0,0,0 for the center (it previously was not precisely zero due to floating point inaccuracies)
  • Editor: Made the TextMesh inspector automatically change the material of the MeshRenderer when the font is changed
  • Editor: Properly reset MovieTextures when entering play mode
  • Editor: Fixed crash if importing an AudioClip fails during project re-import
  • Editor: Fixed null ref when using "Open" button in the inspector for model files in some cases
  • Editor: Fixed errors about not being allowed to access targets array
  • Editor: New preferences folder (now uses 4.x instead of 3.x)
  • Editor: Fixed profiler using deep profiling when exceptions occur
  • Editor: Fixed DnD references being empty during DragExited after a DragPerform
  • Editor: Update visible rect when horizontal scrollbar is needed because vertical scrollbar is used
  • Editor: Clamping of the scroll position to account for the visible rect of the scrollview
  • Editor: Fix scrollview returning scroll position out of view rect size when using scrollwheel
  • Editor: Correctly handle when null string is passed to a TextField
  • Editor: Don't show Display Resolution Dialog when using CTRL-B from the editor and it's turned off
  • Editor: Fixed EditorWindow.ShowPopup with initial position of 0, 0 not rendering correctly
  • Editor: Fixed missing bold font in some inspectors (e.g. FBXImporter)
  • Editor: GizmoType.NotSelected attribute for DrawGizmo works correctly
  • Editor: Component menu now handles custom namespaces
  • Editor: Light probes are selectable in search mode
  • Editor: Excess flood of Animation clips is not confusing the model importer inspector
  • Editor: EnumMaskField returns consistent value when every item is selected
  • Editor: Textfield word wrapping fixes
  • Editor: Display names of colliding enumeration values in inspector
  • Editor: Fixed problem with the Asset Store window on retina display Macbook Pros
  • Editor: Fixed hang while closing if plugins had created their own native threads
  • Editor: Fixed odd drawing behavior when attempting to resize welcome screen
  • Editor: GUI.color is reset properly for every CustomEditor
  • Editor: Fixed keyboard Input handling in Asset Store window on OS X 10.8 (also in 3.5.5)
  • Editor: Fixed profiler causing an Out of Memory error in the console
  • Editor: Improved error reporting when exporting a Unity package
  • Editor: Fixed a bug where ARGB16 textures loaded from AssetBundles built for iOS/Android would load incorrectly
  • Editor: Editor doesn't hang anymore if exiting while in play mode
  • Editor: Made entering playmode faster by reducing the number of domain reloads
  • Editor: Fixed null reference exception when a MonoBehaviour is missing in the inspector. Instead we display helpful warnings embedded in the inspector
  • Editor: Fixed issue in fbx importer where prefab instance modifications would in some corner cases get applied to a different object on a different machine
  • Editor: Fixed bug where calling LoadLevel in OnDestroy when exiting playmode could lead to a crash
  • Editor: Fixed bug where the import settings were not updated when a .meta file is changed
  • Editor: Fixed various leaks in the asset import pipeline when importing large project folders
  • Editor: Fixed prefab override recording issue where modifications would not get applied to array elements if the prefab array is empty and the size value was overridden after the property was overridden
  • Editor: Fixed warning when changing import settings on a lot of fbx files
  • Editor: Fixed crashbug when clicking on Apply prefab button in the game object inspector when the prefab would add / remove components on awake in edit mode
  • Editor: Fixed drag and drop behaviour when dragging child prefab objects
  • Editor: Improvements to Light Probe editing: don't change selection when duplicating them; render editable ones on top of baked ones
  • Editor: Wireframe and Textured Wireframe scene view modes take actual vertex & tessellation shaders into account now
  • Editor: Fixed import of .EXR files with alpha channel
  • Editor: Invoked OnFocus/OnLostFocus when switching tabs within the same DockArea
  • Editor: Disallowed hiding cursor when GameView is out of focus
  • Editor: Fixed crash caused by scene view overlays
  • Editor: Fixed box collider handles not matching box collider gizmos
  • Editor: Text fields support OS standard behavior of Command + Backspace deleting everything from the start of the current line to the cursor position
  • Editor: Cleaned up LOD group inspector (button alignment, text clipping)
  • Editor: Make Unity 1.x GUI components never be shown in the Scene View
  • Flash: Replace no longer ignores parens
  • Flash: Several code conversion issues resolved
  • Flash: NavmeshPath can now be instantiated correctly
  • Flash: Fixed translation of some shaders (e.g. Refractive Glass was causing errors)
  • Flash: Made AsyncOperation work
  • Flash: Fixed division by long and ulong
  • Flash: Fixed bug where assigning a struct to an object or interface would introduce two pointers to the same struct instead of two copies
  • Flash: Fixed several cornercase bugs in support for generics
  • Flash: Properly initialize fields of type DateTime in structs instantiated with default constructor
  • Flash: Fixed memory corruption crash if WWW response .Length didn't match actual length of payload
  • Flash: Support ++ and -- on arguments that are passed byref, whose result is assigned to an array
  • Flash: Fixed mouse visibility bug
  • Flash : Fixed equality comparison for ValueTypes
  • Flash : Fixed hashtable comparison
  • Flash : Fixed enum comparison
  • Flash : Fixed enum to enum cast
  • Flash : Fixed keyboard input handling and TextArea input (control, delete, space, arrow keys)
  • Flash : Generic collections now work with interfaces
  • Flash : Fixed crash when www.audioclip was used in a coroutine
  • Flash : SweepTestAll now works
  • Flash : UnityEngine.Flash.FlashPlayer allows retrieval of target player and swf version
  • Font rendering: Fixed position of text cursor when a custom font size is used for the TextField
  • Font rendering: Fixed kerning
  • Graphics: Fixed crashes that sometimes occurred on OpenGL with mismatched GL.Begin/GL.End pairs
  • Graphics: Fixed TrailRenderer culling issue
  • Graphics: Don't break batching based on shadow distance when there aren't any shadow casting lights
  • Graphics: Properly take line width into account when adding points to LineRenderer
  • Graphics: SubShader tags (render queue etc.) take shader LOD into account properly now
  • Graphics: Free up temporary memory used by non-uniformly scaled mesh when deactivating a mesh renderer
  • Graphics: Static batching performs better when there are multiple lightmaps in the scene (before it could run into cases where it wasn't batching much)
  • Graphics: Fixed memory leak in Material.CopyPropertiesFromMaterial
  • Graphics: Fixed a rare "invalid angle: inf" error message with terrain and shadows
  • Graphics: Fixed Camera pixelWidth/pixelHeight/aspect queries done from Editor code being really confusing. Before, it was using the size of last drawn editor view for the calculations. Now, for regular cameras, Game View size is used
  • Graphics: Fixed crash in Shuriken mesh particles, when source mesh has no normals or tangents
  • Graphics: Fixed errors with statically batched meshes that are later modified by a script
  • Graphics: Fixed issue with Deferred rendering and wireframe Scene View mode
  • Graphics: Fixed various issues with shaders in asset bundles. E.g. you can actually put terrain with trees into an asset bundle, and the billboard shaders will work, without having to jump through various hoops
  • Graphics: Properly include all shaders into game data files when editor is in "-nographics" mode
  • Graphics: Batched Shuriken draw calls were not accounted for in the game view stats window
  • Graphics: Don't load Occlusion Culling data in non-Pro editor licenses
  • Graphics: Fixed console error messages when a terrain tree prefab is missing
  • Graphics: Smoother framerate on Windows when using vsync
  • Graphics: Fixed Screen.resolutions reporting zero for refresh rate in some cases
  • Graphics: Fixed crash when using additive scene loading with missing lightmaps
  • Graphics: Fixed small memory leak when loading shaders with syntax errors; made shader loading a bit faster as a byproduct ;)
  • Graphics: Fixed error messages in some situations when calling camera.Render from editor scripts
  • Graphics: Fixed surface shader finalcolor modifier sometimes producing wrong results
  • GUI: Fix BeginHorizontal not displaying content/tooltip when using GUIStyle.none
  • Image Effects: Fixed Flash-related warning messages when importing Image Effects package
  • Input: Fixed OnMouseDown and related callbacks being wrongly sent to cameras that render into RenderTextures
  • iOS: Fixed Xcode crash when native plugin uses "+" in the name
  • iOS: Fixed iPad splash handling when starting in portrait
  • iOS: Made various orientation fixes
  • iOS: Corrected texture atlas padding
  • iOS: Fixed skinning corrupting UVs
  • iOS: Fixed crash on suspending app while playing video
  • iOS: Fixed recognition of more recent iPhone4/4S models
  • iOS: Fixed various crashes when Script Call Optimization set to "fast but no exceptions"
  • iOS: Fixed text-area behavior when on-screen keyboard is hidden
  • iOS: Fixed Screen.orientation on the first frame on iOS6
  • iOS: Fixed interoperability of DisplayLink mode and iOS native UI
  • Javascript: Fixed error checking for array indices
  • Javascript: Fixed regression on 'not in' operator. Operator has been brought back
  • Javascript: Introduced 'for each' syntax for better compatibility with other javascript dialects
  • Lightmapping: Fixed handling degenerate triangles in UV space, Beast no longer spits out "TexBakeSampleGenerator: Non-invertible matrix"
  • Lightmapping: Skipping tree instances that reference a prototype without a mesh
  • Lightmapping: Improved error messages when failing to bake Light Probes; when meshes have UVs outside 0..1 range, when meshes have missing UVs
  • Lihgtmapping: Take texture tiling into account for materials with cutout shaders
  • Lightmapping: Fixed issues with some emissive materials
  • Lightmapping: Fixed "Generate Lightmap UVs" difference between Windows/MacOS
  • Mobile: Better RenderTexture.DiscardContents implementation
  • Mobile: Fixed wrong lighting when dynamically batching uniformly scaled meshes
  • Mac OS X Editor: Fixed window focus issues when using a multiple screen setup in OS X 10.8 Mountain Lion
  • Mac OS X: Event.clickCount behavior for double-clicks now matches windows (clickCount is always 1 for MouseUp events)
  • Mac OS X: Don't freeze Unity content when the System clock is changed while running
  • Mac OS X: PlayerPrefs keys will now work if they contain an '@' character
  • Mac OS X Standalone: Used OS X Lion style fullscreen mode, to allow other windows to show up in front of fullscreen apps, and to allow switching in and out of fullscreen mode by clicking onto the fullscreen button in the window title bar (optional)
  • Mac OS X Standalone: Fix hiding of window when GameCenter is activated
  • Mac OS X Standalone: Changed event processing to allow other windows to receive keyboard events, to allow better integration with OS services such as GameCenter using plugins
  • Mac OS X Web Player: Made IME support work in all Mac browsers
  • Mac OS X Web Player: Fixed focus handling when the browser is switched to the background or the user switches to another window/tab
  • Mac OS X Web Player: Fixed memory leak
  • Mac OS X WebPlayer: Fixed OnApplicationPause being called when window goes to the background
  • Math: Fixed Plane.SameSide equation side error
  • Misc: Improve Time.smoothDeltaTime so it's not affected by pausing/unpausing
  • Native Client: Fixed download of JPG files as textures
  • Native Client:: Fixed problem where preferences might get lost when the player is closed while writing preferences to disk
  • NavMeshAgent : Fix crash querying nextOffMeshLinkData when having no navmesh in scene
  • NavMeshAgent: Fixed bug where Resume breaks updateRotation setting
  • NavMeshAgent: Path request processing queue order fixed
  • Physics: Fixed problem where CCD would incorrectly detect collisions if the center or scale of a collider was changed
  • Networking: Fixed case where a MasterServerEvent.HostListReceived was triggered for each host in a host list
  • Networking: Fixed problem with connecting to password protected servers with NAT punchthrough
  • Physics: Fixed MeshCollider not working if it had been scaled to be zero sized, and then scaled up again
  • Physics: Fixed a bug where Raycasts against CapsuleColliders with a zero-length middle section would not always return correct results
  • Physics: Fixed a bug where destroyed colliders would not be properly deallocated if Time.timeScale was zero
  • Physics: Fixed colliders being properly inactive when they are on inactive child game objects of the rigidbody
  • Physics: Fixed collision between two triggers to send OnTriggerEnter events to both triggers and both rigidbodies for consistent results
  • Physics: Fixed memory leak when Time.timeScale is zero
  • Physics cloth: Fixed tangents to match initial rotation of object
  • Profiler: Fixed hang on editor or player when connection could not keep up with the data
  • Profiler: GC memory was not propagated correctly up the call hierarchy
  • ProfilerConnection: Fixed inifinite loop freeze if profiler sendbuffer is full on the player
  • Scene View: Fix scene editor camera becoming locked out from user control
  • Scripting: Added overloads to EditorGUI.IntSlider so it can take SerializedProperties
  • Scripting: Fixed crash when calling material.GetFloat(null)
  • Scripting: Fixed crash when a component destroys itself while AddComponent is trying to create it
  • Scripting: Fixed crash calling Resources.Load before resources have been imported
  • Scripting: Fixed bug where AssetBundle.LoadFromFile would get unloaded by UnloadUnusedAssets
  • Scripting: GameObject.Find will now correctly find children of objects of the same name as other objects which don't have children of that name
  • Scripting: Fixed crash when a gameObject is being destroyed while calling SendMessage on it
  • Scripting: Fixed script serialization bug where properties could not be #if-ed out for the player
  • Shaders: Fog shader variables (unity_FogColor etc.) are set to produce no fog when it's off
  • Shaders: round() and trunc() HLSL functions are now supported when compiling shaders for mobile
  • Shadows: Fixed shadow caster culling when light direction is exactly parallel to one of camera's frustum planes
  • Shuriken: Fixed particle system randomness. There should be a lot less visible correlation between parameters when using random between curves and values
  • Shuriken: Can't remove disabled UI modules, gizmo scaling issue, simulation preview issues when scrubbing
  • Shuriken: Fixed sub-emitter memory leaks, occasional crash
  • Shuriken: Gracefully handle when mesh is invalid, instead of leaving the emitter in a bad state
  • Standard Assets: Projector uses smaller, but uncompressed textures; to avoid artifacts when looking from a distance
  • Time: Fixed timescale usage when single stepping
  • WebCamTextures: Fixed error message when querying list of available devices while WebCams are in use
  • Web Player: Application.dataPath will now work correctly if the player URLs has slash characters in the url parameters
  • WebPlayer: Fixed the plugin ticking routine. It is simpler and less error prone
  • WebPlayer: Updated the builtin resources; now there is a distinction between "Made with Unity 4 Beta" and "Unity 4 Beta" plugin
  • WebPlayer: Fixed a variety of crashes when plugin was running on IE9
  • WWW Class: Fixed parsing text encoding if the encoding http header contains more parameters
  • Windows: Improved StackOverflowException handling in scripts
  • Windows: Fixed issues with 64-bit player not launching when non-latin characters in path
  • Windows Editor: Messages with "Failed: The operation has completed successfully" should not be presented anymore when operations on files fail
  • Changes:
  • Android: The video player activity has been removed. Fullscreen video is still supported but not as a separate activity
  • Android: "Google Play OBB Downloader" is now available in the asset store. The plugin can be used on devices that does not support automatic downloading of APK Expansion Files"
  • Android: "Google Play Application License Verification" is now available on the asset store and thus no longer embedded in the standard distribution
  • Editor: Requires a DX9-capable GPU now (pretty much anything since 2004)
  • Editor: PreferenceItem attribute now works on private static methods
  • Editor: Added new default window layout
  • Editor: When in OpenGL ES 1.1 graphics emulation, maximum texture size increased from 1024 to 2048 now
  • Flash: Disabled GrabPass shaders; they now behave like in Unity non-Pro instead of rendering nothing. Flash can't support GrabPass due to Stage3D limitations
  • GameObjects: Active state is now recursive. If a GameObject is inactive, all children will inherit that state
  • GameObject.active is now deprecated to make users aware of the new behavior. GameObject.SetActive() or GameObject.activeInHieararchy should be used instead
  • Graphics: Low-level rendering API (Graphics and GL classes) do not require Pro license anymore
  • iOS: removed Unity-iPhone-simulator build target from Xcode trampoline. Now simulator specific changes are backed directly into Unity-iPhone build target. It still requires to rebuild Xcode project after switching between device and simulator SDK
  • iOS: PVRTC compressor updated
  • iOS: added iOS 6.0 OS target
  • iOS: SystemInfo.deviceModel now returns full device name, including revision number
  • iOS: Exposed AOT.MonoPInvokeCallbackAttribute custom attribute. Passing managed delegates to native functions is now possible, though limited to static methods only
  • Prefabs can now have an active state which is copied to instances on instantiation
  • Mobile: ARMv6 is not supported anymore
  • Native Client: NaCl is now it's own BuildTarget instead of a checkbox in the WebPlayer build target
  • Scripting: Removed SceneView.RenderMode from Editor API(was not documented, but public). Use the documented DrawCameraMode instead

New in Unity 3.5.5 (Aug 9, 2012)

  • Fixes:
  • Android: Fixed black screen on Kindle when accessing Quick Settings.
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed.
  • Android: Fixed gl context-recreation. Now you can change AA or DisplayBuffer bitness at runtime even if post-effects are used.
  • Editor: Windows now draw correctly when fullscreen on OSX 10.8 Mountain Lion
  • Editor: Fixed dependency on X11 of pvr texture tool.
  • Editor: Allow importing assets with leading spaces on Windows.
  • Graphics: Fixed surface shaders regression in 3.5.3 that assumed custom surface output structure always has "Specular" member that is a scalar
  • Graphics: Fixed VRAM amount detection on some Intel SandyBridge / IvyBridge GPUs.
  • Graphics: Fixed rendering cameras in editor batch mode
  • Graphics: Fixed crash in particle system when source mesh has no normal or tangents
  • Graphics: Allow editor to build shaders in -nographics batch mode
  • iOS: Fixed Texture2D.ReadPixels on iOS6.
  • iOS: Fixed crash with suspending while video is playing.
  • iOS: Fixed more splash issues.
  • iOS: SystemInfo.deviceUniqueIdentifier no longer uses deprecated UIDevice.uniqueIdentifier.
  • iOS: Updated iPad2 detection to handle newly released one.
  • Mac Web Player: Fix focus handling when browser window loses focus.
  • Mobile: fixed broken lighting when dynamically batching uniformly scaled meshes.
  • MonoDevelop: Fixed cursor display on Mac Retina displays.
  • Navmesh: Fix for regression in 3.5.3 - where long paths some times be discarded when stoppingDistance > 0.
  • Script: Fixed crash when calling material.GetFloat(null).
  • Substance: Substances with bitmap inputs were not regenerating correctly.
  • Substance: Fix garbage collecting.
  • Substance: Cache fixes.
  • Features:
  • Added Mesh.colors32 for faster and less memory consuming way of setting colors for procedural meshes.

New in Unity 3.5.4 (Jul 21, 2012)

  • Major New Features:
  • Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
  • New Particle System - "Shuriken".
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
  • Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
  • Built-in curve editor for easy curve editing.
  • Pathfinding and avoidance sub-system added.
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • OffmeshLink: used to create arbitrary connections between NavMesh polygons.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
  • Asset Cache server.
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Built-in HDR support and adaptive tonemapping.
  • The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on PC / Mac / Xbox 360; and not in the web player yet.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps.
  • Generic external version control (.meta files) is now available in the free version.
  • Google Native Client is now supported
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
  • OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
  • Terrains work well with occlusion culling now.
  • The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
  • Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
  • Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
  • GPU Profiler: added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features:
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
  • UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class now supports cameras.
  • High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the “Area Light” light type (baked only).
  • Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
  • Quality settings overhaul:
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings.
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features:
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class created with custom VCS systems in mind.
  • Adds IsOpenForEdit check on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
  • Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
  • Improved preferences window that users can extend by using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
  • Made it possible to find objects in scene that reference the selected asset.
  • Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • New Prefab system allows adding / removing components from instances without breaking the prefab connection.
  • Backwards compatibility with old prefabs is maintained.
  • Made sure prefabs do not show up as “missing” in play mode.
  • Audio Features:
  • Enabled audio buffer read and write access via AudioClip::Get/SetData
  • Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Enabled microphone support on all platforms.
  • Made mixer settings accessible from script (buffer sizes and sample rate).
  • iOS Features:
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
  • Added iAd support.
  • Added push notification support.
  • Added Compass and Gyroscope support.
  • Added Camera support.
  • Added Microphone support.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features:
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader back-end.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Added support for Gyroscope / Compass input.
  • Added Camera support
  • Added Microphone support.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features:
  • Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
  • Improvements:
  • Android:
  • Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Introduced automatic unlocking of the device when running development builds.
  • Introduced passing touch and key events directly to native code when using NativeActivity.
  • Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Stored the keystore file relative to the project path.
  • Audio:
  • Changing mixer's sample rate and buffer sizes from script now possible.
  • Cross domain security check for AudioClip::GetData() in webplayers.
  • Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Microphone frequency capabilities now accessible from script and can be used in Record().
  • Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
  • Documentation:
  • Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
  • Fixed formatting issues for code snippets on IE
  • Fixed up many code examples.
  • Editor:
  • Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
  • A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Added "All" and "None" items for active Layer selection menu.
  • API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • API: Exposed GetIconSize and SetIconSize.
  • API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
  • Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • EnumPopup element strings are now "nicified".
  • Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Improve feedback to the UI about which color space is active.
  • Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Made intValue property in SerializedProperty API work for LayerMask type.
  • Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
  • Miscellaneous LOD group editor improvements.
  • Made rectangle selection of meshes more precise.
  • Introduced the property EditorGUIUtility.isProSkin.
  • Objects can now be tagged separately as occluders and occludees.
  • Optimized performance of changing parenting in the hierarchy window.
  • Polished Import/Export package dialogs a bit.
  • Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Transform gizmo now has planar sliders.
  • Undo / Redo now works as expected when enabling and disabling components.
  • Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Upgraded FBX SDK to 2012.2.
  • When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • You can now set a default font color via the font importer.
  • Graphics:
  • Extended the maximum number of shader keywords from 32 to 64.
  • For each shader compilation error show the keywords that were used.
  • MaterialPropertyBlock can now have an unlimited number of properties.
  • OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
  • Lightmapping:
  • Exposed the padding property that controls texel spacing between bake instances.
  • Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • Made fetching lightmaps use much less temporary memory.
  • iOS:
  • Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
  • Caching now set no-backup flag by default on newly added objects.
  • Scripting:
  • JavaScript: Creating a new script automatically adds “#pragma strict” by default.
  • JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • JavaScript: @script attribute declarations can now appear before 'import'.
  • JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • Boo: Pattern matching for lists.
  • Boo: Selective import support.
  • Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Miscellaneous:
  • Asset Import: Texture importing now uses a lot less temporary memory.
  • Asset Server: Projects can now be copied in the admin view.
  • Mac OS X Standalone: Added a "close" button to the player window.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees.
  • Substance import issues with input textures were fixed.
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes:
  • Android:
  • Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Calling Network.TestConnection() caused the application to crash.
  • Calling Time. from OnApplicationPause() could cause application to hang.
  • Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Fixed video playback when using a local (file://) source.
  • Graphical artifacts in decompressed ETC1 textures have been corrected.
  • In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • JNI marshaling null-strings from Java would cause the VM to abort.
  • The basic/pro license was not honored correctly in some places.
  • The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Fixed annoying but harmless error about missing directory when building.
  • Android Remote: fixed occasional stale touches.
  • Android Remote: fixed flickering and improved stability on tablets.
  • Audio:
  • 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Don't show BPS for MPEG files.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Fixed custom rolloff curves.
  • Fixed 32 bit filtering.
  • libVorbis updated to the latest version.
  • Lowpass filter inspector fixed.
  • Reset on filters and reverb zones now works.
  • Size in inspector now correct for all platforms and audio types.
  • Support for compression of 32bit input files.
  • Debugger:
  • Fixed abort with reentrant evaluation.
  • Fixed crash with nullable evaluation.
  • Fixed debugger crash when debugging in the editor.
  • Editor:
  • After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • ESC to cancel searching is more robust.
  • Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
  • Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Fixed Esc not clearing search field on Mac in Object Picker.
  • Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Fixed many Handle controls not respecting Handles.matrix.
  • Fixed mouse cursor sometimes flickering garbage on Windows.
  • Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Fixed null reference exception when dragging sub-asset to the root of Project View.
  • Fixed Object Picker not focusing search field when being opened.
  • Fixed opening editor preferences when no inspector is open.
  • Fixed precision loss when viewing or editing large integers in the GUI.
  • Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Fixed a bug where lists of enums were not editable in the inspector.
  • Fixed Animation View leaking materials when saving, while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Fixed crash when resizing arrays in the inspector.
  • Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Fixed material import from COLLADA files.
  • Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Fixed null ref when exporting a package.
  • Fixed out of memory crash when importing huge cube maps.
  • Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
  • Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Fixed some situations where the scene view mode could get stuck.
  • Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
  • Fixed crash when closing Editor Window in OnFocus.
  • Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
  • Focusing on a particle system will now respect the bounds of the system properly.
  • GetMiniThumbnail returns proper icons for DefaultAssets.
  • Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Improved interaction with Visual Studio 2010.
  • Installer on Windows now has a large icon.
  • Made 3DS file loader more robust - Unity handles invalid files better now.
  • Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
  • Multiple project windows don't share search string.
  • Got rid of white 1-px outlines on OSX Lion.
  • On OSX don't allow saving files with special characters in save file dialogs.
  • On OSX don't make "error" sounds when navigating object browser using keyboard.
  • On Windows, don't open new explorer window every time the player is build.
  • Resolve intermittent hangs.
  • Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Setting TextureImporter.textureType now sets all the required properties.
  • Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Windows Editor menus support Unicode characters.
  • You can now slide values with sliders by dragging the label (same as float fields).
  • (Windows) Build Settings will not open after Cancel.
  • (Windows) Asset progress bar & build progress steals focus from other applications on windows.
  • Will now give a proper error when trying to import a movie with unsupported codecs.
  • Checked for scene camera rotation of NaN and fixed it.
  • Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Fixed issue where editor would hang if left in background.
  • Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Deleting the root game object in OnPostProcessModel will no longer crash Unity.
  • Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
  • Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • (Windows) Fixed common random crash.
  • Fixed crash when calling SetActiveRecursively within Awake.
  • Fixed intermittent "Moving file failed" error when building player.
  • Fixed error when attempting to edit deleted terrain.
  • Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Setting color preferences now has an instant effect on the editor.
  • Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
  • Graphics:
  • Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
  • Compute correct tangents for non-uniformly scaled static meshes.
  • Enforce linear lighting status on hardware that does not support it.
  • Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
  • Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Fixed shadow caster culling for asymmetric view frustums.
  • Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Flares without a texture assigned don't crash the editor anymore.
  • Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Fixed error message when setting null texture on a GUITexture.
  • Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • iOS:
  • Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • Fixed Remote Profiler support.
  • Fixed simulator build when project has native plugins.
  • Fixed small memory leak.
  • Fixed some scary warnings in Xcode debugger console.
  • Fixed splashscreen pre-rotation when autorotation is enabled.
  • Fixed WebCamTexture.GetPixels.
  • icon-iPad.png renamed to icon-72.png.
  • SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
  • SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
  • Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • Javascript:
  • Fixed bug that would cause a for loop not to reuse an already declared variable.
  • Fixed multidimensional array of struct operations.
  • Script attributes can now appear before 'import' statements.
  • Windows:
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Physics:
  • Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Fixed CCD not working in first level of a game.
  • Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Fixed a crash when creating a Terrain with too many Tree colliders.
  • Miscellaneous:
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Asset Import: Fixed crash when selecting asset with name including ".."
  • Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fixed unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Ensure selected script gains focus.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
  • Profiler: GPU profiler now shows better info on image effects.
  • Profiler: More reliable player connection discovery.
  • Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
  • Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
  • We no longer get send multiple mousedown / mouse up while hovering over an object.
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fixed memory leak on windows when unloading.
  • WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
  • Changes:
  • Added KeyCode enum values for Joystick 4.
  • Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
  • Android:
  • Attached names to the native threads for easier debugging.
  • Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
  • Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
  • Development builds now have extended logging also from the Java side.
  • Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Keep the LVL code from outputting errors if it's not used anyway.
  • Restructured parts of the Java code found in classes.jar.
  • The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • The splash image is now decoded as 32bit texture (rather than 16bit).
  • The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Editor:
  • Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Asset Path names starting with a space character are now no longer allowed.
  • Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
  • The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
  • Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS:
  • Added 5.0 SDK selection in PlayerSettings.
  • Added iPhone4S generation for iPhone.generation.
  • Added warning when compressed texture is used as icon or splash screen.
  • Changing target devices does not require to overwrite Xcode project anymore.
  • Screen.dpi implemented.
  • Miscellaneous:
  • Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
  • Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
  • Removed support for OS X Dashboard builds.
  • Removed support for OS X PowerPC builds.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.

New in Unity 3.5.3 (Jun 30, 2012)

  • IMPROVEMENTS:
  • Audio: Fixed audio distortion when using gapless MP3 encoding.
  • Cache Server: Fixed connection issues.
  • Development players will now show file names and line numbers in stack traces again.
  • Graphics: Added Optimize Mesh Data option to Player Settings. Turning it on will remove unused mesh components (e.g. will remove all tangent vectors if none of your shaders use normal mapping). Use this both for game size and runtime performance.
  • Graphics: Added Camera.transparencySortMode to control how transparent objects are sorted. If you use a perspective camera for a 2D game, you can have proper object sorting now!
  • Graphics: Mesh.Clear now will keep the existing vertex layout; this is more efficient if you are recreating meshes at runtime. If you want to completely clear the mesh, including vertex format layout, use mesh.Clear(false).
  • iOS: now automatic inclusion of native plugins will also respect "Symlink Unity libraries" flag. Turn this flag off when making archive builds.
  • Native Client: Fixed crashes in script code in 64-bit NaCl (64-bit Windows or Linux).
  • Profiler: Reduced memory footprint of profiler when viewing large frames (deep profile)
  • Web Player: Make browser more responsive to user input on Windows.
  • KNOWN ISSUES:
  • Android: Auto-rotation doesn't work on Kindle when 32bit Display Buffer is selected. Please force orientation in PlayerSettings.
  • FIXES:
  • Unity for Native Client has been updated to a new version of the NaCl SDK, which fixes some problems. Shipping NaCl games need to be rebuilt with Unity 3.5.3, as they will no longer work in future versions of Google Chrome otherwise!
  • Android: JDK 7 installations are now automatically detected on windows.
  • Android: Reading player preferences using the wrong value type now return the default value.
  • Android: Fixed a rare race-condition when quitting the application.
  • Android: Added support for gdbserver being packaged inside the application.
  • Android: Use of spaces in keystore alias/password is now allowed.
  • Android: Added better failure message when the wrong key password is provided.
  • Android: Force SHA1 digest algorithm when signing the application, to make sure it's accepted by Google Play Store.
  • Android: Force RSA key algorithm when creating keys, as suggested by Google.
  • Android: Workaround for the bug with Kindle's compositor where it incorrectly uses the alpha values from the Display Buffer.
  • Android: Added warning for shaders which compilation might cause crash on sgs2 updated to ics.
  • Android: Fixed returning from pause on Eclair devices
  • Android: fixed perf regression with batching/dynamic geometry on PowerVR GPUs.
  • Cache Server: Fixed problem where native assets (prefabs, materials, etc) would not refresh in the Editor when updated on disk and cache server is active.
  • Editor: Rotation doesn't create leftover animation curves anymore
  • Editor: Fixed "Deprecated EditorExtensionImpl" assets show up in projects converted from Unity 3.4
  • Editor: Fixed crash when selecting multiple ScriptableAssets of different types.
  • Editor: Fixed up serialized property error that causes a null ref when an array is the last element being drawn.
  • Editor: Fixed up asset labels so that they get saved to meta data and displayed in the inspector properly.
  • Editor: Correctly clear drag and drop buffer so that old data does not stay around causing issues.
  • Editor: Fixed wrong gizmo rendering on Windows with extremely high quad counts (e.g. drawing 10000 shaded cube gizmos).
  • Editor: Fixed crash on Windows when you have assets with names like "Tree A" and "TreeA" in the same folder ("revenge of MS-DOS short names!").
  • Graphics: Fixed static batching when there are source meshes without UV channels.
  • Graphics: Fixed CombineMeshes() outputting wrong vertex count. This fixes a bug with combined meshes not drawing on some graphics cards.
  • Graphics: Properly validate array size when setting Mesh.vertices from script.
  • Input: Correctly detect controller after it has been reconnected on Windows.
  • Input: Ignore obsolete DirectInput registry settings.
  • iOS: Fixed automatic .a plugin inclusion into Xcode project.
  • iOS: Fixed all the issues with splash orientation.
  • iOS: fixed issue with native UI on top of unity view with non-animated rotation.
  • iOS: Fixed linking with xcode4.5 dev preview
  • Mobile: Added additional logging when initializing the profiler (over Wi-Fi or USB), to aid debugging when device is not seen by the editor.
  • Mobile: Fixed fixed function shader generation in case of more then one TexGen CubeReflect samplers.
  • NavMesh: Optimize navmesh bake memory-usage. Instead of crashing, returns error when out of memory.
  • NavMesh: Setting agent destination does not break stopping distance behavior.
  • NavMesh: Agent respects explicitly set rotation of transform when updateRotation is set.
  • Networking: Fixed problem with connecting to a password protected server using a GUID.
  • Shaders: Fixed surface shader decal:blend mode when normal mapping or specular was used.
  • Shaders: Various fixes to mobile shader translator (HLSL -> GLSL compiler).
  • Shaders: Fixed incorrect fog on some shader model 3.0 shaders on Windows.

New in Unity 3.5.2 (May 16, 2012)

  • Improvements:
  • iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
  • iOS: Splash now uses "retina" images if running on "retina" device
  • Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
  • Flash: It's now possible to invoke constructors that declare byref parameters.
  • Flash: Slightly faster Stage3D path and faster path implemented for 11.1 and 11.2 specific deploys.
  • Flash: Point filtering now works.
  • Flash: System.Bitconverter now works.
  • Flash: Dictionary.ContainsValue now works.
  • Flash: Smaller memory footprint in some cases
  • Flash: Speedup in SWFPostProcessing
  • Flash: performance optimizations on generated bytecode.
  • Flash: Byte[] now has a Flash native bytearray as a backing store (.elements).
  • Flash: Shallow implementation of System.Text.Encoding for ascii and utf
  • Flash: Implementations of System.Random, System.IO.MemoryStream, DateTime.Today
  • Flash: System.Exception.StackTrace property.
  • Flash: more conversion errors include related source location now.
  • Changes:
  • Added Resources.UnloadAsset(Object asset) function. This is useful for unloading large individual assets if you know they are no longer used and you don't want to call Resources.UnloadUnusedAssets().
  • Editor: Introduced [Callbacks.PostProcessBuild] script attribute. It will execute the attributed method after the player has been built.
  • Editor: Introduced [Callbacks.PostProcessScene] script attribute. It will execute the attributed method when the current scene has been processed.
  • Flash: Has build targets for different FlashPlayer version 11.0, 11.1 and 11.2. No Flash Player version specific implementations exposed yet, but setting 11.2 means using a faster code path; better performance.
  • Flash: www.GetAudioClip() now works, only for non streaming mp3's.
  • Flash: WWW support
  • Flash: WWWForm Support
  • Flash: Assetbundle support
  • Fixes:
  • Android: Possible fix for random crashes in OpenGL ES driver on Galaxy Nexus ICS.
  • Android: Touch problems related to ICS upgrades on some devices have been fixed.
  • Android: Caching.CleanCache() was always returning false (without cleaning the cache).
  • Android: Fixed Webcam texture initialization problem on ICS device.
  • Editor: Catch more corner cases when detecting Visual Studio installations.
  • Editor: Fixed out-of-memory crash when showing AudioClip's inspector while in play mode.
  • Editor: PvrTexTool updated to version 2.10.87.498.
  • Editor: Fixed crash when using SendMessage, a non-null argument is passed to a parameterless receiver.
  • Editor: Fixed used textures stats to display in statistics view
  • Fixed memory leak when the profiler is attached.
  • Fixed WebPlayer crash when downloading an AssetBundle.
  • Fixed a bug in mouse delta handling for non HID enabled mice.
  • Fixed an out of memory crash on audio preview.
  • Fixed race condition while hashing assets for the cache server.
  • Fixed crash in Resources.Load if the resource being loaded referenced a non existing asset.
  • Fixed out of memory crash when building a player with a lot of assets cross references between scenes.
  • Fixed bug where SkinnedMeshRenderers marked as Occluders would result in bad occlusion. SkinnedMeshes can only be marked as Occludees now and the bounding volume of the skinned mesh is used during PVS Calculation.
  • Fixed crash when reloading scripts after launching Unity with a compile error.
  • Flash: Fixed integer division semantics.
  • Flash: Fixed memory leak in native methods returning structs.
  • Flash: Fixed crash on constructors passing fields as byref arguments.
  • Flash: Fixed RuntimeServices_ToBool_Object being invoked, but not implemented.
  • Flash: Fixed endianness error on byte[].
  • Flash: Fixed crashes on monobehaviour deserialization on asset bundles.
  • Flash: Fixed particle system not being scriptable again.
  • Flash: Fixed www.error being set to seemingly random strings, even if there was no eror.
  • Flash: Fixed crashing on fatal errors on errors thrown in coroutines.
  • Flash: Fixed fatal errors on www.texture access.
  • Flash: Fixed flash preloader bar on black background.
  • Flash: Fixed bug where array.CopyTo() fails if the destinationsize is larger than sourcesize.
  • Flash: Fixed fields of type List crashing on Instantiate().
  • Flash: Fixed serialization of List.
  • Flash: Fixed multiple issues with SwfPostprocessor resulting in issues with swf not getting verified or causing stack under - or overflows.
  • Flash: Many small actionscript conversion issues fixed.
  • Flash: GuiTexture is rendering correctly again.
  • Flash: Particles are rendering correctly again.
  • Flash: Texture2D setPixels with larger textures doesn't crash anymore.
  • Flash: UnityContent .setSize(width,height), working correctly.
  • Flash: useGuiLayout works.
  • Flash: No more crashes on gui.window.
  • Flash: No more crashes on physics/charactercontroller collisions.
  • Flash: Physics, fixed issues with objects shooting into space or being sticky.
  • Flash: Array of Structs aren't being (incorrectly) serialized anymore.
  • Flash: ParticleSystem now script accessible.
  • Flash: Serialization of non-public monobehaviour now works.
  • Flash: Issues with coroutines throwing FlashPlayer verify and stack size errors fixed.
  • Flash: EncodeToPNG now works.
  • Flash: Support for c# packing of array data in types.
  • Flash: Correct handling of numeric casts of infix expressions (ex: (int)(f * g)).
  • Flash: Fix serialization of List
  • Flash: Fix SwfPostprocessor; cases where player was throwing fatal error indicating that files are not available / verifier error on constants.
  • Flash: Fix SwfPostprocessor; fix max stack size calculation
  • Flash: Fix WWW.GetAudioClip() usage in StartCoroutine crash.
  • Graphics: Fixed vertex colors being swapped in CombineMeshes
  • Graphics: Fixed projector errors with zero near plane
  • iOS: Fixed dynamic geometry performance regression in 3.5/3.5.1.
  • iOS: Fixed splash rotation, causing it to skew.
  • iOS: setting Application.targetFrameRate

New in Unity 3.5.0 / 3.4.2 (Feb 15, 2012)

  • Major New Features
  • New Particle System - "Shuriken".
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
  • Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
  • Built-in curve editor for easy curve editing.
  • Pathfinding and avoidance sub-system added.
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • OffmeshLink: used to create arbitrary connections between NavMesh polygons.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
  • Asset Cache server.
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Built-in HDR support and adaptive tonemapping.
  • The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on PC / Mac / Xbox 360; and not in the web player yet.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps.
  • Generic external version control (.meta files) is now available in the free version.
  • Google Native Client is now supported
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
  • OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
  • Terrains work well with occlusion culling now.
  • The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
  • Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
  • Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
  • GPU Profiler: added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
  • UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class now supports cameras.
  • High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the “Area Light” light type (baked only).
  • Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
  • Quality settings overhaul:
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings.
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class created with custom VCS systems in mind.
  • Adds IsOpenForEdit check on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
  • Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
  • Improved preferences window that users can extend by using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
  • Made it possible to find objects in scene that reference the selected asset.
  • Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • New Prefab system allows adding / removing components from instances without breaking the prefab connection.
  • Backwards compatibility with old prefabs is maintained.
  • Made sure prefabs do not show up as “missing” in play mode.
  • Audio Features
  • Enabled audio buffer read and write access via AudioClip::Get/SetData
  • Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Enabled microphone support on all platforms.
  • Made mixer settings accessible from script (buffer sizes and sample rate).
  • iOS Features
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
  • Added iAd support.
  • Added push notification support.
  • Added Compass and Gyroscope support.
  • Added Camera support.
  • Added Microphone support.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader back-end.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Added support for Gyroscope / Compass input.
  • Added Camera support
  • Added Microphone support.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features
  • Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
  • Improvments
  • Android
  • Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Introduced automatic unlocking of the device when running development builds.
  • Introduced passing touch and key events directly to native code when using NativeActivity.
  • Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Stored the keystore file relative to the project path.
  • Audio
  • Changing mixer's sample rate and buffer sizes from script now possible.
  • Cross domain security check for AudioClip::GetData() in webplayers.
  • Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Microphone frequency capabilities now accessible from script and can be used in Record().
  • Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
  • Documentation
  • Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
  • Fixed formatting issues for code snippets on IE
  • Fixed up many code examples.
  • Editor
  • Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
  • A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Added "All" and "None" items for active Layer selection menu.
  • API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • API: Exposed GetIconSize and SetIconSize.
  • API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
  • Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • EnumPopup element strings are now "nicified".
  • Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Improve feedback to the UI about which color space is active.
  • Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Made intValue property in SerializedProperty API work for LayerMask type.
  • Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
  • Miscellaneous LOD group editor improvements.
  • Made rectangle selection of meshes more precise.
  • Introduced the property EditorGUIUtility.isProSkin.
  • Objects can now be tagged separately as occluders and occludees.
  • Optimized performance of changing parenting in the hierarchy window.
  • Polished Import/Export package dialogs a bit.
  • Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Transform gizmo now has planar sliders.
  • Undo / Redo now works as expected when enabling and disabling components.
  • Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Upgraded FBX SDK to 2012.2.
  • When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • You can now set a default font color via the font importer.
  • Graphics
  • Extended the maximum number of shader keywords from 32 to 64.
  • For each shader compilation error show the keywords that were used.
  • MaterialPropertyBlock can now have an unlimited number of properties.
  • OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
  • Lightmapping
  • Exposed the padding property that controls texel spacing between bake instances.
  • Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • Made fetching lightmaps use much less temporary memory.
  • iOS
  • Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
  • Caching now set no-backup flag by default on newly added objects.
  • Scripting
  • JavaScript: Creating a new script automatically adds “#pragma strict” by default.
  • JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • JavaScript: @script attribute declarations can now appear before 'import'.
  • JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • Boo: Pattern matching for lists.
  • Boo: Selective import support.
  • Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Miscellaneous
  • Asset Import: Texture importing now uses a lot less temporary memory.
  • Asset Server: Projects can now be copied in the admin view.
  • Mac OS X Standalone: Added a "close" button to the player window.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees.
  • Substance import issues with input textures were fixed.
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes
  • Android
  • Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Calling Network.TestConnection() caused the application to crash.
  • Calling Time. from OnApplicationPause() could cause application to hang.
  • Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Fixed video playback when using a local (file://) source.
  • Graphical artifacts in decompressed ETC1 textures have been corrected.
  • In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • JNI marshaling null-strings from Java would cause the VM to abort.
  • The basic/pro license was not honored correctly in some places.
  • The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Fixed annoying but harmless error about missing directory when building.
  • Android Remote: fixed occasional stale touches.
  • Android Remote: fixed flickering and improved stability on tablets.
  • Audio
  • 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Don't show BPS for MPEG files.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Fixed custom rolloff curves.
  • Fixed 32 bit filtering.
  • libVorbis updated to the latest version.
  • Lowpass filter inspector fixed.
  • Reset on filters and reverb zones now works.
  • Size in inspector now correct for all platforms and audio types.
  • Support for compression of 32bit input files.
  • Debugger
  • Fixed abort with reentrant evaluation.
  • Fixed crash with nullable evaluation.
  • Fixed debugger crash when debugging in the editor.
  • Editor
  • After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • ESC to cancel searching is more robust.
  • Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
  • Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Fixed Esc not clearing search field on Mac in Object Picker.
  • Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Fixed many Handle controls not respecting Handles.matrix.
  • Fixed mouse cursor sometimes flickering garbage on Windows.
  • Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Fixed null reference exception when dragging sub-asset to the root of Project View.
  • Fixed Object Picker not focusing search field when being opened.
  • Fixed opening editor preferences when no inspector is open.
  • Fixed precision loss when viewing or editing large integers in the GUI.
  • Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Fixed a bug where lists of enums were not editable in the inspector.
  • Fixed Animation View leaking materials when saving, while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Fixed crash when resizing arrays in the inspector.
  • Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Fixed material import from COLLADA files.
  • Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Fixed null ref when exporting a package.
  • Fixed out of memory crash when importing huge cube maps.
  • Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
  • Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Fixed some situations where the scene view mode could get stuck.
  • Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
  • Fixed crash when closing Editor Window in OnFocus.
  • Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
  • Focusing on a particle system will now respect the bounds of the system properly.
  • GetMiniThumbnail returns proper icons for DefaultAssets.
  • Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Improved interaction with Visual Studio 2010.
  • Installer on Windows now has a large icon.
  • Made 3DS file loader more robust - Unity handles invalid files better now.
  • Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
  • Multiple project windows don't share search string.
  • Got rid of white 1-px outlines on OSX Lion.
  • On OSX don't allow saving files with special characters in save file dialogs.
  • On OSX don't make "error" sounds when navigating object browser using keyboard.
  • On Windows, don't open new explorer window every time the player is build.
  • Resolve intermittent hangs.
  • Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Setting TextureImporter.textureType now sets all the required properties.
  • Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Windows Editor menus support Unicode characters.
  • You can now slide values with sliders by dragging the label (same as float fields).
  • (Windows) Build Settings will not open after Cancel.
  • (Windows) Asset progress bar & build progress steals focus from other applications on windows.
  • Will now give a proper error when trying to import a movie with unsupported codecs.
  • Checked for scene camera rotation of NaN and fixed it.
  • Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Fixed issue where editor would hang if left in background.
  • Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Deleting the root game object in OnPostProcessModel will no longer crash Unity.
  • Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
  • Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • (Windows) Fixed common random crash.
  • Fixed crash when calling SetActiveRecursively within Awake.
  • Fixed intermittent "Moving file failed" error when building player.
  • Fixed error when attempting to edit deleted terrain.
  • Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Setting color preferences now has an instant effect on the editor.
  • Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
  • Graphics
  • Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
  • Compute correct tangents for non-uniformly scaled static meshes.
  • Enforce linear lighting status on hardware that does not support it.
  • Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
  • Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Fixed shadow caster culling for asymmetric view frustums.
  • Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Flares without a texture assigned don't crash the editor anymore.
  • Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Fixed error message when setting null texture on a GUITexture.
  • Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • iOS
  • Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • Fixed Remote Profiler support.
  • Fixed simulator build when project has native plugins.
  • Fixed small memory leak.
  • Fixed some scary warnings in Xcode debugger console.
  • Fixed splashscreen pre-rotation when autorotation is enabled.
  • Fixed WebCamTexture.GetPixels.
  • icon-iPad.png renamed to icon-72.png.
  • SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
  • SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
  • Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • Javascript
  • Fixed bug that would cause a for loop not to reuse an already declared variable.
  • Fixed multidimensional array of struct operations.
  • Script attributes can now appear before 'import' statements.
  • Mac OS X
  • Mac OS X Editor: Properly recognize user setting to launch Editor in a specific Space/Desktop.
  • Mac OS X Standalone: Fixed mouse down events being reported for clicks on window title bar.
  • Mac OS X Standalone: Will not show window restore dialog and crash in OS X Lion.
  • Mac OS X Standalone: Don't quit, if cancel button was pressed during Quit dialog in windowed mode.
  • Mac OS X Web Player: Fixed a crash in Firefox 6 when loading Unity content in a background tab.
  • Mac OS X Web Player: Fixed a crash in Firefox 7 when resizing Unity content.
  • Mac OS X Web Player: Fixed scroll wheel events in full-screen mode in CoreAnimation plugin.
  • Mac OS X Web Player: IME input is now recognized in the OS X WebPlayer.
  • Mac OS X Web Player: Input.inputString will correctly contain backspace and delete characters.
  • Mac OS X Web Player: Make mouse input handling more robust. Fixes Magic Trackpad support in Safari 5.1.
  • Mac OS X: Fixed input from some gamepad hat switches.
  • Mac OS X: Fixed distinguishing between left and right modifier keys in the Input class.
  • Mac OS X: SystemInfo now returns actual device information.
  • Mac Web Player: Fixed different rendering issues when using image effects.
  • Windows
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Physics
  • Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Fixed CCD not working in first level of a game.
  • Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Fixed a crash when creating a Terrain with too many Tree colliders.
  • Miscellaneous
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Asset Import: Fixed crash when selecting asset with name including ".."
  • Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fixed unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Ensure selected script gains focus.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
  • Profiler: GPU profiler now shows better info on image effects.
  • Profiler: More reliable player connection discovery.
  • Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
  • Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
  • We no longer get send multiple mousedown / mouse up while hovering over an object.
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fixed memory leak on windows when unloading.
  • WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
  • Changes
  • Added KeyCode enum values for Joystick 4.
  • Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
  • Android
  • Attached names to the native threads for easier debugging.
  • Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
  • Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
  • Development builds now have extended logging also from the Java side.
  • Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Keep the LVL code from outputting errors if it's not used anyway.
  • Restructured parts of the Java code found in classes.jar.
  • The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • The splash image is now decoded as 32bit texture (rather than 16bit).
  • The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Editor
  • Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Asset Path names starting with a space character are now no longer allowed.
  • Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
  • The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
  • Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS
  • Added 5.0 SDK selection in PlayerSettings.
  • Added iPhone4S generation for iPhone.generation.
  • Added warning when compressed texture is used as icon or splash screen.
  • Changing target devices does not require to overwrite Xcode project anymore.
  • Screen.dpi implemented.
  • Miscellaneous
  • Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
  • Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
  • Removed support for OS X Dashboard builds.
  • Removed support for OS X PowerPC builds.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.

New in Unity 3.5.0 (Feb 15, 2012)

  • Major New Features:
  • Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
  • New Particle System - "Shuriken".
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
  • Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
  • Built-in curve editor for easy curve editing.
  • Pathfinding and avoidance sub-system added.
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • OffmeshLink: used to create arbitrary connections between NavMesh polygons.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
  • Asset Cache server.
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Built-in HDR support and adaptive tonemapping.
  • The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on PC / Mac / Xbox 360; and not in the web player yet.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps.
  • Generic external version control (.meta files) is now available in the free version.
  • Google Native Client is now supported
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
  • OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
  • Terrains work well with occlusion culling now.
  • The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
  • Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
  • Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
  • GPU Profiler: added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features:
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
  • UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class now supports cameras.
  • High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the “Area Light” light type (baked only).
  • Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
  • Quality settings overhaul:
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings.
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features:
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class created with custom VCS systems in mind.
  • Adds IsOpenForEdit check on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
  • Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
  • Improved preferences window that users can extend by using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
  • Made it possible to find objects in scene that reference the selected asset.
  • Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • New Prefab system allows adding / removing components from instances without breaking the prefab connection.
  • Backwards compatibility with old prefabs is maintained.
  • Made sure prefabs do not show up as “missing” in play mode.
  • Audio Features:
  • Enabled audio buffer read and write access via AudioClip::Get/SetData
  • Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Enabled microphone support on all platforms.
  • Made mixer settings accessible from script (buffer sizes and sample rate).
  • iOS Features:
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
  • Added iAd support.
  • Added push notification support.
  • Added Compass and Gyroscope support.
  • Added Camera support.
  • Added Microphone support.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features:
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader back-end.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Added support for Gyroscope / Compass input.
  • Added Camera support
  • Added Microphone support.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features:
  • Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
  • Improvements:
  • Android:
  • Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Introduced automatic unlocking of the device when running development builds.
  • Introduced passing touch and key events directly to native code when using NativeActivity.
  • Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Stored the keystore file relative to the project path.
  • Audio:
  • Changing mixer's sample rate and buffer sizes from script now possible.
  • Cross domain security check for AudioClip::GetData() in webplayers.
  • Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Microphone frequency capabilities now accessible from script and can be used in Record().
  • Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
  • Documentation:
  • Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
  • Fixed formatting issues for code snippets on IE
  • Fixed up many code examples.
  • Editor:
  • Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
  • A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Added "All" and "None" items for active Layer selection menu.
  • API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • API: Exposed GetIconSize and SetIconSize.
  • API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
  • Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • EnumPopup element strings are now "nicified".
  • Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Improve feedback to the UI about which color space is active.
  • Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Made intValue property in SerializedProperty API work for LayerMask type.
  • Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
  • Miscellaneous LOD group editor improvements.
  • Made rectangle selection of meshes more precise.
  • Introduced the property EditorGUIUtility.isProSkin.
  • Objects can now be tagged separately as occluders and occludees.
  • Optimized performance of changing parenting in the hierarchy window.
  • Polished Import/Export package dialogs a bit.
  • Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Transform gizmo now has planar sliders.
  • Undo / Redo now works as expected when enabling and disabling components.
  • Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Upgraded FBX SDK to 2012.2.
  • When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • You can now set a default font color via the font importer.
  • Graphics:
  • Extended the maximum number of shader keywords from 32 to 64.
  • For each shader compilation error show the keywords that were used.
  • MaterialPropertyBlock can now have an unlimited number of properties.
  • OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
  • Lightmapping:
  • Exposed the padding property that controls texel spacing between bake instances.
  • Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • Made fetching lightmaps use much less temporary memory.
  • iOS:
  • Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
  • Caching now set no-backup flag by default on newly added objects.
  • Scripting:
  • JavaScript: Creating a new script automatically adds “#pragma strict” by default.
  • JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • JavaScript: @script attribute declarations can now appear before 'import'.
  • JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • Boo: Pattern matching for lists.
  • Boo: Selective import support.
  • Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Miscellaneous:
  • Asset Import: Texture importing now uses a lot less temporary memory.
  • Asset Server: Projects can now be copied in the admin view.
  • Mac OS X Standalone: Added a "close" button to the player window.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees.
  • Substance import issues with input textures were fixed.
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes:
  • Android:
  • Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Calling Network.TestConnection() caused the application to crash.
  • Calling Time. from OnApplicationPause() could cause application to hang.
  • Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Fixed video playback when using a local (file://) source.
  • Graphical artifacts in decompressed ETC1 textures have been corrected.
  • In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • JNI marshaling null-strings from Java would cause the VM to abort.
  • The basic/pro license was not honored correctly in some places.
  • The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Fixed annoying but harmless error about missing directory when building.
  • Android Remote: fixed occasional stale touches.
  • Android Remote: fixed flickering and improved stability on tablets.
  • Audio:
  • 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Don't show BPS for MPEG files.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Fixed custom rolloff curves.
  • Fixed 32 bit filtering.
  • libVorbis updated to the latest version.
  • Lowpass filter inspector fixed.
  • Reset on filters and reverb zones now works.
  • Size in inspector now correct for all platforms and audio types.
  • Support for compression of 32bit input files.
  • Debugger:
  • Fixed abort with reentrant evaluation.
  • Fixed crash with nullable evaluation.
  • Fixed debugger crash when debugging in the editor.
  • Editor:
  • After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • ESC to cancel searching is more robust.
  • Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
  • Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Fixed Esc not clearing search field on Mac in Object Picker.
  • Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Fixed many Handle controls not respecting Handles.matrix.
  • Fixed mouse cursor sometimes flickering garbage on Windows.
  • Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Fixed null reference exception when dragging sub-asset to the root of Project View.
  • Fixed Object Picker not focusing search field when being opened.
  • Fixed opening editor preferences when no inspector is open.
  • Fixed precision loss when viewing or editing large integers in the GUI.
  • Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Fixed a bug where lists of enums were not editable in the inspector.
  • Fixed Animation View leaking materials when saving, while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Fixed crash when resizing arrays in the inspector.
  • Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Fixed material import from COLLADA files.
  • Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Fixed null ref when exporting a package.
  • Fixed out of memory crash when importing huge cube maps.
  • Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
  • Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Fixed some situations where the scene view mode could get stuck.
  • Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
  • Fixed crash when closing Editor Window in OnFocus.
  • Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
  • Focusing on a particle system will now respect the bounds of the system properly.
  • GetMiniThumbnail returns proper icons for DefaultAssets.
  • Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Improved interaction with Visual Studio 2010.
  • Installer on Windows now has a large icon.
  • Made 3DS file loader more robust - Unity handles invalid files better now.
  • Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
  • Multiple project windows don't share search string.
  • Got rid of white 1-px outlines on OSX Lion.
  • On OSX don't allow saving files with special characters in save file dialogs.
  • On OSX don't make "error" sounds when navigating object browser using keyboard.
  • On Windows, don't open new explorer window every time the player is build.
  • Resolve intermittent hangs.
  • Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Setting TextureImporter.textureType now sets all the required properties.
  • Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Windows Editor menus support Unicode characters.
  • You can now slide values with sliders by dragging the label (same as float fields).
  • (Windows) Build Settings will not open after Cancel.
  • (Windows) Asset progress bar & build progress steals focus from other applications on windows.
  • Will now give a proper error when trying to import a movie with unsupported codecs.
  • Checked for scene camera rotation of NaN and fixed it.
  • Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Fixed issue where editor would hang if left in background.
  • Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Deleting the root game object in OnPostProcessModel will no longer crash Unity.
  • Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
  • Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • (Windows) Fixed common random crash.
  • Fixed crash when calling SetActiveRecursively within Awake.
  • Fixed intermittent "Moving file failed" error when building player.
  • Fixed error when attempting to edit deleted terrain.
  • Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Setting color preferences now has an instant effect on the editor.
  • Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
  • Graphics:
  • Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
  • Compute correct tangents for non-uniformly scaled static meshes.
  • Enforce linear lighting status on hardware that does not support it.
  • Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
  • Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Fixed shadow caster culling for asymmetric view frustums.
  • Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Flares without a texture assigned don't crash the editor anymore.
  • Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Fixed error message when setting null texture on a GUITexture.
  • Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • iOS:
  • Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • Fixed Remote Profiler support.
  • Fixed simulator build when project has native plugins.
  • Fixed small memory leak.
  • Fixed some scary warnings in Xcode debugger console.
  • Fixed splashscreen pre-rotation when autorotation is enabled.
  • Fixed WebCamTexture.GetPixels.
  • icon-iPad.png renamed to icon-72.png.
  • SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
  • SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
  • Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • Javascript:
  • Fixed bug that would cause a for loop not to reuse an already declared variable.
  • Fixed multidimensional array of struct operations.
  • Script attributes can now appear before 'import' statements.
  • Windows:
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Physics:
  • Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Fixed CCD not working in first level of a game.
  • Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Fixed a crash when creating a Terrain with too many Tree colliders.
  • Miscellaneous:
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Asset Import: Fixed crash when selecting asset with name including ".."
  • Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fixed unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Ensure selected script gains focus.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
  • Profiler: GPU profiler now shows better info on image effects.
  • Profiler: More reliable player connection discovery.
  • Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
  • Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
  • We no longer get send multiple mousedown / mouse up while hovering over an object.
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fixed memory leak on windows when unloading.
  • WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
  • Changes:
  • Added KeyCode enum values for Joystick 4.
  • Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
  • Android:
  • Attached names to the native threads for easier debugging.
  • Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
  • Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
  • Development builds now have extended logging also from the Java side.
  • Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Keep the LVL code from outputting errors if it's not used anyway.
  • Restructured parts of the Java code found in classes.jar.
  • The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • The splash image is now decoded as 32bit texture (rather than 16bit).
  • The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Editor:
  • Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Asset Path names starting with a space character are now no longer allowed.
  • Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
  • The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
  • Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS:
  • Added 5.0 SDK selection in PlayerSettings.
  • Added iPhone4S generation for iPhone.generation.
  • Added warning when compressed texture is used as icon or splash screen.
  • Changing target devices does not require to overwrite Xcode project anymore.
  • Screen.dpi implemented.
  • Miscellaneous:
  • Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
  • Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
  • Removed support for OS X Dashboard builds.
  • Removed support for OS X PowerPC builds.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.
  • Known Issues:
  • Android: Handheld.use32bitDisplayBuffer (or otherwise recreating the GL context, like changing the AA settings) will result in artifacts and/or crashes if used with Image Filters.
  • Android: Microphone recording is known to crash on some devices, notably, Samsung Galaxy Tab and Galaxy Nexus.
  • Lightmapping: Texel density is not shown on skinned meshes marked lightmap static.
  • Model Import: Autodesk 3ds Max interprets Tiling value differently than Maya (or Unity) - it calculates tiling assuming that pivot of the texture is in the middle of the texture. The pivot for tiling is on the left lower corner in Unity.
  • Model Import: We made fixes to COLLADA import which affects naming of imported objects, which may result in broken prefab connections. This mostly affects COLLADA files exported from modo and direct modo file import into Unity.
  • Model Import: You can not import model materials full transparency (i.e. alpha=0), it will be treated as alpha=1. Unity works this way for backwards compatibility with older 3d packages, which write incorrect transparency factor.
  • Model Import: You can not import model material Opacity texture and Opacity factor at the same time from Autodesk 3ds Max - it doesn't export Opacity value (TransparencyFactor), when Opacity texture is set.
  • Mac OS X 10.5: Building Webplayer, Webplayer Streamed, Webplayer Offline Development and Mac OS Widget doesn't work.
  • Upgrade Guide:
  • A new asset versioning system has been introduced which will trigger a reimport of textures, models, substance, and audio when opening a project created in previous versions of Unity.
  • In 3.5 the behaviour of when to add an extra root node containing imported animation nodes has changed. Previously it was based on if there are multiple root nodes and in order to fix issues where character animation files had only one but the model had multiple, it was using the @ notation files to figure out when to add multiple root nodes. Now the logic is simply: if any of the root nodes have a rigged bone attached or if there are multiple root nodes. This fixes a lot of issues in animations. In some rare cases it might lead to animations not play when importing, they can be fixed by matching the number of bones in the animation fbx file to the fbx file that contains the model.
  • Prefabs with multiple root game objects are no longer supported. Unity will automatically create a root gameobject for you when such a deprecated prefab is encountered.
  • The Mac OS X Development Web Player now requires Mac OS X 10.6. The normal user web player will continue to work on 10.5.
  • Mac OS X 10.4 support is discontinued at this point. Existing pre 3.5 content still can be used with older webplayers.
  • Unity 3.5 removes support for PowerPC and Dashboard build options on Mac OS X.
  • Mac OS X web players now support IME input (using an input window) in Chrome and Firefox. If enabled, you will not receive events for each key stroke and no KeyUp events, but only KeyDown events for the characters input. By default, this is enabled whenever a text field has focus. Use Input.imeCompositionMode to change the behavior.
  • Unity 3.5 makes your existing shaders work with directional lightmaps automatically. Unfortunately, decoding directional lightmaps is slightly more expensive than calculating lighting for a directional light. If a shader written in Unity 3.4 was just below the arithmetic instruction count limit of shader model 2.0 (64 instructions), it might go over this limit during the conversion, and fail to compile. To solve this, you can either make the shader compile against shader model 3.0 or disable directional lightmaps with the “nodirlightmap” keyword

New in Unity 3.5.0f1 RC1 (Feb 4, 2012)

  • Features:
  • Editor: Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • Flash: Implement Camera.layerCullDistances & Camera.allCameras.
  • Flash: Support Nullable types.
  • Flash: Tight ActionScript integration. See UnityEngine.Flash.ActionScript.
  • Improvements:
  • Asset Server: Projects can now be copied in the admin view.
  • AssetImport: Texture importing now uses a lot less temporary memory.
  • Editor API: Expose GetIconSize and SetIconSize.
  • Flash: Added Physics stripping checkbox for smaller build size.
  • Flash: Faster build times.
  • Flash: More optimized bytecode.
  • Flash: System.Delegate.DynamicInvoke.
  • Flash: System.Delegate arrays and generic containers.
  • Flash: Proper support for multidimensional arrays of primitives and value types.
  • Flash: Initial support for int.Parse(string, NumberStyles).
  • Flash: Support for enum fields named after ActionScript builtin types (Object, String, Array).
  • Flash: sbyte mapped to int and decimal to Number (use with care).
  • Flash: Better support for generic member inheritance and overriding in complex type hierarchies.
  • Flash: Improved .Net Class Library Support. Amongst which:
  • String.EndsWith()
  • Dictionary.Keys.Count
  • Convert.ToInt32(char)
  • Convert.ToInt32(string)
  • Convert.ToChar(int)
  • string.Trim(char[])
  • List(IEnumerable) constructor
  • Dictionary.Keys.CopyTo()
  • Dictionary.Keys.Contains(K)
  • StringBuilder.Append()
  • Dictionary.Count
  • List.RemoveRange(int,int)
  • most of Stack
  • String.Equals(string,string)
  • String.SubString()
  • String.Compare(string,int,string,int,int)
  • ArrayList.Sort(IComparer)
  • Char.IsPunctuation
  • +probably some we overlooked.
  • Flash: physics performance improvements.
  • Flash: better support for explicit interface implementations.
  • Flash: support for unboxing of enums.
  • Flash: better error reporting of unsupported features including offending source file location whenever possible.
  • Flash: System.Object.Equals(Object) support for primitive types.
  • Flash: VertexLit shaders support emissive color & specular lighting.
  • Javascript: @script attribute declarations can now appear before 'import'.
  • Javascript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • Native Client: Now supports different resolutions then the native desktop resolutions in fullscreen mode. The screen mode will not actually changed, but it will render into smaller buffers, and Chrome will upscale when blitting.
  • NavMesh: Bake configuration of inaccuracy threshold for radius/height exposed.
  • NavMesh: API Exposed : NavMeshAgent.CalculatePath() added.
  • NavMesh: API Exposed : OffMeshLink.costOverride - allows changing patfinding cost on OffMeshLinks.
  • NavMesh: API Exposed : NavMeshAgent.steeringTarget, NavMeshAgent.desiredVelocity, NavMeshAgent.path (get/set).
  • NavMesh: Baking supports trees instanced in terrains.
  • Runtime: Improve QualitySettings API.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • Fixes:
  • Android: Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Android: Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Android: VFY warnings when launching an application on devices with an older OS version has been removed.
  • Android: Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • Android: A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Android: fixed crash upon the end of microphone recording
  • Android: fixed crash on pre Gingerbread devices while starting up
  • Android Remote: fixed flickering and improved stability on tablets.
  • Asset Importing: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • Asset Server: Fixed a problem where changes to project settings were not always fetched from the server.
  • Asset Server: Models that require an external program to import will again work without having to install the program on all clients.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Audio: Custom filters now respect 3D panning (use PanLevel to make it 2D)
  • Audio: Importer now uses way less memory, and handles out-of-memory errors gracefully.
  • Audio: Crash fix when recompiling while playing a custom filter.
  • Audio: Fix dry/wet group asserts.
  • Audio: Importing 0-length audio clips, don't crash anymore.
  • Audio: GetData() on an AudioClip recorded with Microphone is now working.
  • Cache Server: Updated to node.js 0.6.6
  • Cache Server: Fix LRU implementation
  • Cache Server: Will now invoke LRU to make space when running out of disk space.
  • Editor: Fix intermittent "Moving file failed" error when building player.
  • Editor: Fix error when attempting to edit deleted terrain.
  • Editor: Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Editor: Setting color preferences now has an instant effect on the editor.
  • Editor: Crashes caused by having modified assets and then pressing play
  • Editor: Make dragging things into the Inspector work correctly with multi-object editing.
  • Editor: Make Materials instantiated at runtime be shown with correct headers in the Inspector.
  • Editor: Fix some clipped labels in GameObject inspector header when bolded.
  • Editor: Use single-threaded rendering on Windows XP due to hangs when changing input language.
  • Editor: Only display the navmesh gizmo when the navigation window is open.
  • Editor: Fix the LOD bounding box visualization.
  • Editor: Fix bug where texture max sizes were set to 0 when multi-editing textures and enabling overwriting settings for a platform.
  • Editor: Fix bug where changing layout would generate an error when a docked Preview window was present.
  • Editor: Fix missing documentation link icons in the Editor.
  • Editor: Choosing "Edit Script" from the context menu of a MonoBehaviour when multiple objects are selected will now only open the script once.
  • Editor: Dragging a script into the Inspector when multiple objects are selected will now attach it to all the objects instead of only one.
  • Editor: "Build Settings" window disappears when focus is lost and does not reappear when focus is gained.
  • Editor: Undo functionality is lost when mouse cursor leaves scene view area.
  • Editor: Yaml format now stores floating point values in a binary exact way.
  • Editor: Cache server now works correctly with @ model files.
  • Editor: Imported models with Skinned Rigs in root nodes automatically generate an extra root game object. This makes importing animations without a model easier and fixes a common issue when importing animations made with Mixamo.
  • Editor: (Windows) Build Settings will not open after Cancel
  • Editor: (Windows) Asset progress bar & build progress steals focus from other applications on windows
  • Editor: Will now give a proper error when trying to import a movie with unsupported codecs.
  • Editor: Check for scene camera rotation of NaN and fix it.
  • Editor: Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Editor: Fixed issue where editor would hang if left in background
  • Editor: Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Editor: Deleting the root game object in OnPostProcessModel will no longer crash Unity
  • Editor: Importing FBX models with bad texture references like "." and ".." no longer crashes Unity
  • Editor: Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • Editor: (Windows) Fixed common random crash.
  • Editor: Fixed crash when calling SetActiveRecursively within Awake.
  • Editor: Make NavMeshAgent use gizmo for shape that's consistent with CapsuleCollider and CharacterController.
  • Editor: Make asset labels work again for scenes and other default assets.
  • Editor: Show materials of ParticleSystemRenderer in the Inspector.
  • Editor: On Windows: Build Settings will not open after Cancel.
  • Editor: Undo does not work when dragging (Win issue only)
  • Editor: Import package failed to detect modified contents.
  • Editor: Fixed-function alpha testing is disabled correctly when emulating gles20.
  • Editor: Fix performance of Gizmos.DrawIcon.
  • Editor: Hide camera on LOD Group prefab.
  • Editor: Fix situation where light probe editing can lock the scene.
  • Editor: Fixed movie playback in inspector.
  • Editor: Make arrow navigation work for Object Picker grid / list even when search field has focus, like in 3.4.
  • Flash: Fix issues with cubemap and lightmap texture importer.
  • Flash: Make MouseEnter & friend callbacks work for colliders and gui elements
  • Flash: support bool ^ bool construct
  • Flash: fix crash when using public arrays of arrays
  • Flash: fix crash when using public array of booleans
  • Flash: make calling Desroy() on a Monobehaviour work
  • Flash: Fix audio playing as loud whitenoise in many cases
  • Flash: calling .ToString() on an interface
  • Flash: fix GUIText components with fontsize!=0 spewing the logfile with neverending errormessages
  • Flash: many improvements to support for nontrivial usages of interfaces.
  • Flash: fix "bool && bool && bool" construct
  • Flash: fix crashes on character controller hits
  • Flash: fix physics "out of range" errors.
  • Flash: fix audio; pan, mute, pause, stop
  • Flash: fix audio; report correct time.
  • Flash: fix swf, now has correct width and height in header.
  • Flash: fix Application.targetFrameRate
  • Flash: fix QualitySettings.antiAliasing
  • Flash: fix Application.ExternalCall now works with arguments
  • Flash: fix key inputs space, shift, control individual keycode
  • Flash: add mousewheel support, not available on mac
  • Fixed substance import issues with input textures.
  • Graphics: Fixed error message when setting null texture on a GUITexture.
  • Graphics: Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Graphics: Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Graphics: Fixed SSAO not being anti-aliased when AA is used.
  • Graphics: Fixed error: "D3D device reset failed [invalid call]".
  • Graphics: Detect broken GPU profiling on certain drivers on Mac.
  • Graphics: Made shader compiler generate proper code when the surface function wanted view direction and didn't write to o.Normal.
  • Graphics: Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Graphics: Fix non-uniformly scaled meshes getting wrong vertex colors on Windows.
  • Graphics: Fix a potential crash bug with multithreaded rendering.
  • Graphics: Fix performance regressions with dynamic/static batching in multithreaded renderer vs. single thread.
  • iOS: Fixed an "Input.mousePosition on mouse up" regression.
  • iOS: Fixed player logging disabled ignored on iOS and Android when player logging is disabled for OS X.
  • iOS: Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • iOS: Fixed AudioClip managed callback stripping issue.
  • iOS: Fixed issue causing ARMv6 device reboots.
  • iOS/Android: Fixed batching/skinning issues due to meshes being in interleaved format right away
  • gles11 skinning crash when mesh have tangents
  • missing uv2 channel causing graphics artefacts and/or crashes
  • batching crashing when shader wants not exactly same components as mesh provides
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • Lightmapper: Fixed a crash occurring when light probes were baked, all probes from the light probe groups removed and then probes baked again. (You need to re-bake or delete the light probe asset if you experienced the crashes.)
  • Lightmapper: No longer crashes trying to lightmap meshes without normals.
  • Lightmapper: Fixed the issue with terrains taking a long time to export when in linear space.
  • MonoDevelop: Ensure selected script gains focus.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Fix a code completion database corruption issue.
  • Native Client: HTTP POST now works (for real this time).
  • Native Client: Building to pathnames with a period now works correctly.
  • Native Client: WWW.responseHeaders now works in NaCl.
  • Native Client: WWW will now work for any host which has allowed this using the Access-Control-Allow-Origin: header.
  • Native Client: HTTP POST and custom HTTP headers now work using WWW class.
  • Native Client: Build & Run now works if there is a space in the path name.
  • Native Client: Icons in Web Player player settings will now be correctly used for NaCl builds.
  • Native Client: PlayerPrefs will now work if setting multiple preferences in one frame.
  • Native Client: Backspace will now work in text fields.
  • Native Client: Input axes assigned to the mouse wheel input will now work correctly.
  • NavMesh: Fixed problem where positions in terrains would sometimes be inaccessible. Rebaking NavMesh is necessary for this to take effect.
  • NavMesh: When NavMeshAgent avoidance type is set to None - that agent will ignore collisions with other agents.
  • NavMesh: Fixed issue where stopping agents would not get a new path.
  • NavMesh: Fixed performance problem in avoidance system when agents have high speeds.
  • NavMesh: Fixed crash when changing bake settings at runtime.
  • NavMesh: Fixed crash on out if memory when baking NavMesh.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, many occlusion accuracy improvements.
  • Physics: Make Skinned Cloth work again.
  • Physics: Fixed a crash when creating a Terrain with too many Tree colliders.
  • Physics: CharacterController will now correctly focus in the scene view.
  • Prefabs: Fixed issue where floating point values were not accurately represented in prefabs and infinity was not supported.
  • Remote Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Rendering: Fixed the issue with dynamic objects using light probes not getting direct light from auto lights in dual lightmaps mode (both in deferred and in forward rendering paths).
  • Shuriken: Fix issue where deactivated particle systems would remain frozen on screen after reactivation.
  • Shuriken: Scrubbing sensitivity is increased.
  • Shuriken: Sub emits are no longer identical in edit mode.
  • Shuriken: Fix issue where identical particle systems would emit identically (as opposed to randomly).
  • Shuriken: Shuriken Start Delay fixed.
  • Shuriken: Tooltips shown through the Particle System Curve Editor fixed.
  • Shuriken: Made it easier to search for 'Particle System' and 'Shuriken' in the scripting reference.
  • Shuriken: Shape gizmos disappear when saving scene fixed.
  • Shuriken: Wrong curves displayed in "Limit velocity over Lifetime" fixed.
  • Shuriken: Emitter scaling has been removed.
  • Shuriken: Sub-emitters no longer behave differently in Simulate and Play mode.
  • Shuriken: Random Between Two Constants added to MinMaxCurve.
  • Shuriken: Fix that new prefab of particle system have play called.
  • Shuriken: Fix that particleEffectWindow have allocated UI when not showing.
  • Shuriken: Fix scene view gui not rendered when hiearachy changes.
  • Shuriken: Fix various CollisionModule issues.
  • Shuriken: Removed objectReference when removing collision plane transform reference.
  • Shuriken: Fix the issue with the color picker auto-closing when being opened from the gradient editor
  • Shuriken: Make sure gameview and scene view are repainted after clearing particle system.
  • Shuriken: Curves are removed from the curve editor when selecting a new particle system in the inspector
  • Shuriken: Show all modules by default (also disabled modules)
  • Shuriken: Particles are kept and rendered paused when deselected.
  • Shuriken: Rearranged modules
  • Shuriken: Renamed 'Energy' to 'Lifetime'
  • Shuriken: Fix that removed modules would be shown after restart of Unity
  • Shuriken: Rename: 'Lock to Transform' to 'Simulation Space'
  • Shuriken: Disable remove menu item when Show All Modules is enabled
  • Shuriken: Fix copy paste of MinMaxCurve to include curve scalar
  • Shuriken: Renamed API 'Prewarm' to 'Simulate' (Fastforwards the particle system by simulating particles over given period of time, then pauses it.)
  • Shuriken: Show other particle icons when a particle system is playing
  • Shuriken: Allow removal of ParticleSystemRenderer module when Show All Modules is enabled
  • Shuriken: Always play a particle system when its initialized
  • Shuriken: Larger click area for module enable button
  • Shuriken: Resimulate and Wireframe toggles now shown in ParticleSystemInspector
  • Shuriken: Removed context menu for Wireframe (now shown in inspector)
  • Shuriken: New color for Shape gizmos
  • Shuriken: GradientEditor: Input field for key location
  • Shuriken: ParticleSystemRenderer: When changing to Mesh rendermode, set Cube.fbx as default mesh
  • Shuriken: Fix that it is not allowed to create particle system on a Prefab
  • Shuriken: Added Show Location of ParticleSystem to context menu of Particle System.
  • Shuriken: Fixed that Undo didn't work when deleting a module.
  • Shuriken: Particle systems no longer evaluated when paused.
  • Shuriken: Velocity over Lifetime and Force over Lifetime module curves now have separate random values for x, y and z.
  • Shuriken: Fixed issue where in some setups particles would not move smoothly.
  • Shuriken: Particle systems now get correct default values also when created from the Add Component menu.
  • Shuriken: Particle meshes now have tangents.
  • Shuriken: Rotation over lifetime and Rotation by speed no longer override each other (they are additive).
  • Shuriken: Particle emission no longer show visible patterns.
  • Shuriken: Particles now rotate with the particle system if Lock to transform is enabled.
  • Social API: Fixed crash when loading friends list or user lists
  • Substance: Fixed several Substance 3.4 regressions.
  • Text mode serialization now uses more precise floating point representation for lossless encoding.
  • WWW class now won't treat redirect responses (302, etc) as errors.
  • Changes:
  • Cache Server: Will now by default write cache to current working directory, and not to some location in user folders.
  • Cache Server: Added --path command line option to set cache location.
  • Cache Server: Added --size command line option to set maximum cache size in bytes.
  • iOS/Android: Android Target Graphics setting is not bundled with iOS Target Platform setting anymore.
  • License: Generic external version control (.meta files) are now available in the free version.
  • Lightmapper: Inspector for LightProbes.asset no longer gives access to all the data and displays the probe count instead. Debug inspector allows only for editing the coefficients.
  • Native Client: Added Physics stripping checkbox for smaller build size.
  • NavMesh: API Changed : NavMeshAgent.DistanceToEdge() renamed to NavMeshAgent.FindClosestEdge().
  • NavMesh: API Changed : NavMesh.SamplePosition : reversed arguments for maxDistance, acceptMask (to be consistent with physics).
  • NavMesh: API Changed : NavMeshAgent.GetCurrentOffMeshLinkGameObject() and NavMeshAgent.GetCurrentOffMeshLinkData() are replaced with: NavMeshAgent.currentOffMeshLink and OffMeshLinkData.offMeshLink.
  • NavMesh: NavMeshAgent radius, height and baseOffset are scaled by transform scale values (consistent with CharacterController). Adding component to gameObject sets appropriate NavMeshAgent dimensions.
  • NavMesh: Better handling of assigning invalid values to NavMeshAgent properties (speed, acceleration etc.)
  • NavMesh: Default settings changed for baking NavMesh and NavMeshAgent radius=0.5 height=2.0.
  • NavMesh: Bake configuration of tile edge length removed.
  • Shuriken: Added tool tips to all properties and module headers.
  • Shuriken: Added ParticleSystem.IsAlive() function to API which can be used to find out if particle system (or any of its children) are alive.
  • Shuriken: Added local space option to Force over lifetime module.
  • Shuriken: Added Min Kill Velocity to Collision module.
  • Shuriken: Renamed elements in API: ParticleSystem.Particle: energy now called lifetime and startEnergy now called startLifetime.
  • Shuriken: Renamed ParticleSystem.startEnergy to ParticleSystem.startLifetime.
  • Shuriken: Dampen in Collision Module is now inverted (consistency with limit velocity module).
  • Social API: Added a LoadUsers function for fetching user profiles for given user IDs.
  • Social API: Refactored all classes into a UnityEngine.SocialPlatform namespace, except for the main Social class itself. You now need to use/import the SocialPlatform namespace to use Achievement/Score/etc classes (and they all now derive from interfaces). Implementations (like GameCenter) are placed into their own namespace as well but you only need to use/import them if you need functionality, provided by the implementation, which is not in the generic Social API.
  • Social API: Renamed UnityEngine.SocialPlatform to UnityEngine.SocialPlatforms, and GameCenter class to GameCenterPlatform.
  • Social API: Corrected various inconsistencies in API names (like Score.playerID instead of Score.UserID)
  • Social API: Added GameCenterPlatform.* functions for resetting achievements and for showing the default completion banner (iOS 5.0+)
  • Social API: Added factories for leaderboards and achievements

New in Unity 3.5.0 Beta6 (Dec 28, 2011)

  • Major New Features:
  • Adobe Flash: This Public Preview version of 3.5 support publishing to Adobe SWF format, otherwise known as Flash Export.
  • A separate FAQ for this preview release is available at http://unity3d.com/preview/faq.
  • New Particle System - "Shuriken"
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine tune the particle system using the Scene View playback controls.
  • Module based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Compose several particle systems in a hierarchy and playback of them will behave as one particle system.
  • Built-in curve editor for easy curve editting.
  • Pathfinding and avoidance sub-system added.
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and never incorrect
  • OcclusionPortal component has been added to allow for doors that can be opened and closed at runtime.
  • Terrains works well with occlusion culling now.
  • Default mode for occlusion culling is automatic portal generation, which is very accurate and works very well for dynamic objects.
  • Support for Occludee Static. This is used to mark objects as statically occludablable but not be an occluder. For example transparent objects that don't move should be marked as Occludee Static.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects uses a surface transfer algorithm similar to normal map baking.
  • Asset Cache server
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Built-in HDR support and adaptive tonemapping.
  • Gamma-correct rendering option.
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on desktops & Xbox 360; and not in the web player yet.
  • Unity for Google Native Client.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps support.
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Text based scene and prefab format can be used for improving team workflows. This can be turned on or off per project in the Editor settings.
  • GPU Profiler. Added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features:
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
  • UpdateWhenOffscreen bounding volume option now uses bone relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class to support cameras!
  • High-resolution screenshots can be done via Application.CaptureScreenshot superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the Area Light (baked only) light type.
  • Lightmapping: Skinned meshes can now be lightmapped. Use for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Ability to share depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for lightweight way of adding per-instance material parameters without duplicating the materials. Also, MaterialPropertyBlock does not have fixed small capacity anymore.
  • Quality settings overhaul
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features:
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class API created with custom VCS systems in mind.
  • Adds IsOpenForEdit checks on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, old version use our native IK baker).
  • Improved preferences window that users can extend using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion ect) via the improved static checkbox.
  • Find objects in scene that reference the selected asset.
  • Small appearance tweaks
  • New Prefab system allows for adding / removing components from instances without breaking the prefab connection.
  • Backwards compatiblity of old prefabs is maintained
  • Made prefabs not show as Missing in play mode
  • Audio Features:
  • Audio buffer read and write access (AudioClip::Get/SetData)
  • Low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Microphone support on all platforms
  • Mixer settings accesible from script (buffer sizes and samplerate)
  • iOS Features:
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but might be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the social API (does not include matchmaking and voice features atm).
  • iAd support added.
  • Push notification support added.
  • Compass support added.
  • Camera support added.
  • Microphone support added.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use 16bit Display Buffer you will get 16bit rt (RGB565). While it makes image filters a bit faster it also is more gles-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features:
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added Screen.dpi to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader backend.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Support for Gyroscope / Compass input added.
  • Camera support added.
  • Microphone support added.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features:
  • MonoDevelop: Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, it supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 beta 4 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor settings files that needs to be versioned has been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then your should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control from 3.5 beta3 is your Assets folder and ProjectSettings folder.
  • Improvements:
  • All Project Settings are now in a folder called "ProjectSettings" next to the assets folder. This folder should be added to version control. This means that all assets in the library should be only controlled by Unity and never be under version control.
  • Android: Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Android: Automatically unlock device when running development builds.
  • Android: Pass touch and key events directly to native code when using NativeActivity.
  • Android: Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Android: Store the keystore file relative to the project path.
  • Audio: Changing mixer's sample rate and buffer sizes from script now possible.
  • Audio: Cross domain security check for AudioClip::GetData() in webplayers.
  • Audio: Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Audio: Microphone frequency capabilities now accesible from script and can be used in Record().
  • Audio: Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Audio: New non-blocking waveform render. Higher resolution and nicer lookin'.
  • Boo: pattern matching for lists.
  • Boo: selective import support.
  • Creating a new JavaScript automatically adds #pragma strict by default.
  • Documentation: Clarified docs on ExecuteInEditMode.
  • Documentation: Clarified how WrapMode works when animation clip is playing in reverse.
  • Editor: "Generate Lightmap UVs" fixes regarding mac/win difference. Not there yet, but should be fixed for most. Please reimport meshes and rebake.
  • Editor: A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Editor: Added "All" and "None" items for active Layer selection menu.
  • Editor: API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • Editor: API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • Editor: API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Editor: Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Editor: Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Editor: Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector)
  • Editor: Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Editor: Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Editor: Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • Editor: EnumPopup element strings are now "nicified".
  • Editor: Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Editor: Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Editor: Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Editor: Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Editor: Improve feedback to the UI about which color space is active.
  • Editor: Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Editor: Made intValue property in SerializedProperty API work for LayerMask type.
  • Editor: Make inspector display of large Asian fonts with kerning information fast, and show progress bar for import.
  • Editor: Miscellaneous LOD group editor improvements.
  • Editor: More precise rectangle selection of meshes
  • Editor: New EditorGUIUtility.isProSkin property.
  • Editor: Objects can now be tagged seperately as occluders and occludees
  • Editor: Optimized performance of changing parenting in the hierarchy window
  • Editor: Polished Import/Export package dialogs a bit.
  • Editor: Prefabs now have a "break prefab" button that can disconnect the prefab from the prefab instance
  • Editor: Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Editor: Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • Editor: The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Editor: Transform gizmo now has planar sliders.
  • Editor: Undo / Redo now works as expected when enabling and disabling components.
  • Editor: Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Editor: Upgraded FBX SDK to 2012.2.
  • Editor: When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • Editor: When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • Editor: You can now set a default font color via the font importer.
  • GameObject can now use OffMeshLinkGeneration static flag to enable automatic JumpLink and DropLinks only on specific objects
  • Graphics: Extended the maximum number of shader keywords from 32 to 64.
  • Graphics: For each shader compilation error show the keywords that were used.
  • Graphics: MaterialPropertyBlock can now have an unlimited number of properties.
  • iOS: added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • iOS: added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag
  • iOS: Caching now set no-backup flag by default on newly added objects.
  • Lightmapping: Exposed the padding property that controls texel spacing between bake instances.
  • Lightmapping: Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • MonoDevelop (Unityscript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Offmeshlinks now have per offmesh link overridable cost
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unityscript/Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Unityscript/Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Unityscript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reloadk from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes:
  • Android: Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Android: Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Android: Calling Network.TestConnection() caused the application to crash.
  • Android: Calling Time. from OnApplicationPause() could cause application to hang.
  • Android: Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Android: Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Android: Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Android: Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Android: Fixed video playback when using a local (file://) source.
  • Android: Graphical artifacts in decompressed ETC1 textures have been removed.
  • Android: In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • Android: JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • Android: JNI marshaling null-strings from Java would cause the VM to abort.
  • Android: The basic/pro license was not honored correctly in some places.
  • Android: The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Android: Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Android: Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Android: Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • Android: WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • AssetBundles: Fix AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetImport: Fixed crash when selecting asset with name including ".."
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Audio: 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Audio: Don't show BPS for MPEG files.
  • Audio: Fix custom rolloff curves
  • Audio: Fixed 32 bit filtering.
  • Audio: libVorbis updated to the latest version.
  • Audio: Lowpass filter inspector fixed
  • Audio: Reset on filters and reverb zones now works.
  • Audio: Size in inspector now correct for all platforms and audio types.
  • Audio: Support for compression of 32bit input files.
  • Debugger: Fixed abort with reentrant evaluation.
  • Debugger: Fixed crash with nullable evaluation.
  • Debugger: Fixed debugger crash when debugging in the editor.
  • Editor: After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • Editor: ESC to cancel searching is more robust.
  • Editor: Fix animated GUI groups breaking and giving errors after a window has been re-docked.
  • Editor: Fix color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fix dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Editor: Fix Esc not clearing search field on Mac in Object Picker.
  • Editor: Fix GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Editor: Fix handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Editor: Fix many Handle controls not respecting Handles.matrix.
  • Editor: Fix mouse cursor sometimes flickering garbage on Windows.
  • Editor: Fix not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Editor: Fix null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Editor: Fix null reference exception when dragging sub-asset to the root of Project View.
  • Editor: Fix Object Picker not focusing search field when being opened.
  • Editor: Fix opening editor preferences when no inspector is open.
  • Editor: Fix precision loss when viewing or editing large integers in the GUI.
  • Editor: Fix repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Editor: Fix SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Editor: Fixed a bug where lists of enums were not editable in the inspector
  • Editor: Fixed Animation View leaking materials when saving the while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Editor: Fixed crash when resizing arrays in the inspector.
  • Editor: Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Editor: Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Editor: Fixed material import from COLLADA files.
  • Editor: Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Editor: Fixed null ref when exporting a package
  • Editor: Fixed out of memory crash when importing huge cube maps.
  • Editor: Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field)
  • Editor: Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Editor: Fixed some situations where the scene view mode could get stuck.
  • Editor: Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Editor: Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Editor: Focusing on a particle system will now respect the bounds of the system properly.
  • Editor: GetMiniThumbnail returns proper icons for DefaultAssets.
  • Editor: Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Editor: Improved interaction with Visual Studio 2010.
  • Editor: Installer on Windows now has a large icon.
  • Editor: Made 3DS file loader more robust - Unity handles invalid files better now.
  • Editor: Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Editor: Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Editor: Make sure EditorGUI controls respect indent level consistently and fix some rarely used overloads that ignored some of the given parameters.
  • Editor: Multiple project windows don't share search string.
  • Editor: No longer get white 1-px outlines on OSX Lion.
  • Editor: On OSX don't allow saving files with special characters in save file dialogs.
  • Editor: On OSX don't make "error" sounds when navigating object browser using keyboard.
  • Editor: On Windows, don't open new explorer window every time the player is build.
  • Editor: Resolve intermittent hangs.
  • Editor: Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Editor: Setting TextureImporter.textureType now sets all the required properties.
  • Editor: Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Editor: Windows Editor menus support Unicode characters.
  • Editor: You can now slide values with sliders by dragging the label (same as float fields)
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects. (Removes superfluos OnDisable / OnEnable calls)
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Graphics: Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Graphics: Beast will no longer fail bakes that contain degenerate meshes, like bushes composed completely of billboarded leaves.
  • Graphics: Compute correct tangents for non-uniformly scaled static meshes.
  • Graphics: Enforce linear lighting status on hardware that does not support it.
  • Graphics: Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0])
  • Graphics: Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Graphics: Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Graphics: Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Graphics: Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Graphics: Fixed shadow caster culling for asymmetric view frustums.
  • Graphics: Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Graphics: Flares without a texture assigned don't crash the editor anymore.
  • Graphics: Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • iOS: Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • iOS: Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • iOS: Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • iOS: Fixed iAd banner location on retina device.
  • iOS: Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • iOS: Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • iOS: Fixed Remote Profiler support.
  • iOS: Fixed simulator build when project has native plugins.
  • iOS: Fixed small memory leak.
  • iOS: Fixed some scary warnings in Xcode debugger console.
  • iOS: Fixed splashscreen pre-rotation when autorotation is enabled.
  • iOS: Fixed WebCamTexture.GetPixels
  • iOS: icon-iPad.png renamed to icon-72.png.
  • iOS: SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size
  • iOS: SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown)
  • Javascript: Fixed bug that would case a for loop not to reuse an already declared variable.
  • Javascript: Fixed multidimensional array of struct operations.
  • Javascript: Script attributes can now appear before 'import' statements.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Make Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Make FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fix unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • NavMesh: Expose stopping distance in NavMeshAgent inspector
  • NavMesh: Fix for Terrains ignoring NavMeshLayer setting when baking NavMesh.
  • Navmesh: Handle odd number of negative scale values on geometry transforms: reverses winding before culling.
  • NavMesh: Use shortest distance to polygon in cost calculation instead of midpoint - fixes problem with shortest paths over long polygon edges.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Physics: Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).
  • Physics: Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Physics: Fixed CCD not working in first level of a game.
  • Physics: Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Physics: Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics: Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Physics: Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Profiler: GPU profiler now shows better info on image effects
  • Profiler: More reliable player connection discovery
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy
  • We no longer get send multiple mousedown / mouse up while hovering over an object
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fix memory leak on windows when unloading.
  • WebPlayer: Reduce visual artifacts produced when WebPlayer size is changed on Windows.
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Editor: Fix skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fix occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Changes:
  • Added KeyCode enum values for Joystick 4.
  • Android: Attached names to the native threads for easier debugging.
  • Android: Changed labeling Force SD-Card Permission to Force External Storage Permission.
  • Android: Development builds now have extended logging also from the Java side.
  • Android: Editor requires API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Android: Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Android: Keep the LVL code from outputting errors if it's not used anyway.
  • Android: Restructured parts of the Java code found in classes.jar.
  • Android: The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • Android: The splash image is now decoded as 32bit texture (rather than 16bit).
  • Android: The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • Android: To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Android: Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Disabled Version Control integration.
  • Editor API: Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Editor: Asset Path names starting with a space character are now no longer allowed.
  • Editor: Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • Editor: OnSceneGUI is now called on all selected objects with custom editors. Not only editors visible in the inspector.
  • Editor: Removed option for making Editor attachable by MonoDevelop debugger. (It is now always attachable)
  • Editor: The Editor will no longer allow creation or import of Assets with file names which are not legal on either windows or OS X.
  • Editor: Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS: Added 5.0 SDK selection in PlayerSettings.
  • iOS: Added iPhone4S generation for iPhone.generation.
  • iOS: Added warning when compressed texture is used as icon or splash screen.
  • iOS: Changing target devices does not require to overwrite Xcode project anymore.
  • iOS: Screen.dpi implemented.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: if no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.
  • Known Issues:
  • Android: Handheld.use32bitDisplayBuffer (or otherwise recreating the GL context, like changing the AA settings) will result in artifacts and/or crashes if used with Image Filters.
  • Android: microphone recording is known to crash on some devices, notably, Samsung Galaxy Tab and Galaxy Nexus.
  • Editor: Adding a gameobject to a LOD that is not the parent will display a null reference exception. This is safe to ignore.
  • Editor: Audio files will reimport when opening a project created in a previous version of Unity even though it should not.
  • Editor: AudioClip preview is lower res than before.
  • Editor: Autodesk 3ds Max interprets Tiling value differently than Maya (or Unity) - it calculates tiling assuming that pivot of the texture is in the middle of the texture. The pivot for tiling is on the left lower corner in Unity.
  • Editor: It's not currently possible to duplicate or delete array elements in the Inspector.
  • Editor: The Vertex Snapping hotkey for the Transform gizmo, 'V', does not currently work. Use Shift+V to work around this.
  • Editor: We made fixes to COLLADA import which affects naming of imported objects, which may result in broken prefab connections. This mostly affects COLLADA files exported from modo and direct modo file import into Unity.
  • Editor: You can not import full transparency (i.e. alpha=0), it will be treated as alpha=1. Unity works this way for backwards compatibility with older 3d packages, which write incorrect transparency factor.
  • Editor: You can not import Opacity texture and Opacity factor at the same time from Autodesk 3ds Max - it doesn't export Opacity value (TransparencyFactor), when Opacity texture is set.
  • iOS: Remote profiler can't locate device at the moment.
  • iOS: simulator build crashes when running iOS 5.0 simulators.
  • Lightmapping: Texel density is not shown on skinned meshes marked lightmap static.
  • Scripts reload takes longer when text serialization mode is enabled (may be noticeable with big projects).
  • Shuriken: The Shuriken API is not supported when exporting to Flash Player.
  • Texture importer version has been bumped, expect all textures to reimport.
  • The static flag toggles in the Occlusion window, Navigation window, and Lightmapping window do not offer to change for child objects too, and they don't work correctly when multi-selecting child game objects at the same time as the parent.

New in Unity 3.4.2 (Oct 28, 2011)

  • Fixes:
  • Editor:
  • Fixed crash when editing audio source.
  • Android:
  • Fixed corrupted splash image on Icecream-Sandwich.
  • Allow audio playback only when application is focused (prevents audio on the unlock screen).
  • Made sure the on-device-profiler only uses active network interfaces.
  • Fixed an issue where mscorlib.dll could not be found.
  • iOS:
  • Fixed random crashes when building with Xcode 4.2 (iOS SDK 5.0).
  • Fixed crash with auto-rotation on iOS 5.
  • Disabled workaround for ipad2 driver bug with msaa+colormask+blend when running on iOS 5 (was fixed by Apple).
  • Made Cache Path for AssetBundles be compatible with new Apple Guidelines: /Library/Caches instead of /Documents.
  • Monodevelop:
  • Fixed compilation issues of Javascript.

New in Unity 3.4 (Jul 27, 2011)

  • Features
  • Allegorithmic Substance Integration:
  • Native support for Allegorithmic procedural Substance materials.
  • Tweak and change exposed substance parameters right inside of Unity.
  • Change substance parameters at runtime on PC and Mac.
  • Gain major file size savings due tthe compactness of procedural textures on PC and Mac.
  • Bake substances intregular textures and materials on mobile platforms.
  • Gizmand Icon Management:
  • Scene View icons for game objects and script assets can now easily be assigned by using the new Icon Selector opened by clicking on the icon in the Inspector.
  • Rendering of gizmos and icons can now be controlled using the new 'Gizmos' drop-down window found in the toolbar of the Scene View and the Game View.
  • Toggling of gizmos is linked tthe collapsed or expanded state of the corresponding components, making it simple tonly see the gizmos you need.
  • Support for setting a world size trender all icons with makes it simple tonly see nearby icons.
  • Scripting Execution Order
  • Unity now gives you explicit control over the execution order in your scripts. Awake, OnEnable and Update calls are sorted by execution order. Execution order can be defined on a ‘per script’ basis in an easy-to-understand dialog.
  • Downloadable content with caching for complete scenes and asset bundles
  • Caching now works on all platforms. PC/Mac Standalone players and iOS/Android players have access ta 4 GiB dedicated cache for each application. The webplayer has a 50mb shared cache. A larger application-specific WebPlayer cache can be acquired from Unity Technologies. Caching of course greatly improves loading time not only due tthe removed download, but alsbecause the cached files are stored already decompressed on disk. Using the caching feature alsgreatly reduces memory usage since Unity doens't need tkeep any additional data in memory. It is strongly recommended that you always use the caching API for large assets.
  • A new function BuildPipeline.BuildStreamedSceneAssetBundle makes it easy tcreate entire scenes and their dependencies intan asset bundle and download them on demand.
  • Downloading and streaming with the WWW class uses way less memory now. Especially significant when loading from disc using the file:// protocol. You can now load much bigger AssetBundles from disc without running out of memory.
  • Editor:
  • Debug.DrawLine and Debug.DrawRay now has an optional parameter tcontrol the duration of time a debug line should be rendered.
  • New mouse event for MonoBehaviour: OnMouseUpAsButton. It is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
  • New interface for ObjectField that controls if scene objects should be assignable tthe object field or not. Old interface marked as obsolete since it allowed invalid references e.g assets with with references tscene objects.
  • Primitive Colliders can now be modified in Scene View by holding down SHIFT.
  • The preview in the Inspector is now resizable and nlonger part of the scroll-view.
  • Shadows:
  • Directional Lights got new shadow projection mode, Stable Fit (default for new projects; change in Quality Settings). Old behaviour is Close Fit. Stable Fit results in slightly lower resolution, but shadow boundaries dnot shimmer/wobble when rotating the camera.
  • Much improved shadow caster culling (less draw calls). Better sorting of shadow casters for GPU efficiency.
  • Added Very High shadow resolution option.
  • Skinning:
  • SSE2 optimized skinning for Windows & Intel Macs. Improved multithreaded skinning efficiency on Macs.
  • Shaders:
  • pragma exclude_renderers/only_renderers can now use "shaderonly" (GLES2.0, 360, PS3 etc.) keyword.
  • tex2Dgrad and tex2Dlod are supported when cross-compiling shaders intGLSL.
  • Ability taccess per-vertex light data in all platforms including OpenGL ES 2.0. Use float4 unity_LightPosition[4], unity_LightColor[4], unity_LightAtten[4].
  • Added mobile optimized VertexLit and Unlit shaders.
  • Image Effects & Water:
  • There’s a big upgrade timage effects & water. Both have been optimized for performance and, at the same time, visual quality has been improved. They’re alseasier ttweak for artists.
  • Graphics:
  • Deferred Lighting is able tuse Occlusion Culling tcull invisible Point & Spot lights.
  • Explicit control over VBlank Sync Count allows for more stable framerates. Quality Settings - Framesync flags: 'VBlank Sync Count' can now be set t'Don't Sync' 'Every VBlank' or 'Every Second VBlank'
  • Faster Point & Spot light rendering in Deferred Lighting (draws a more compact light shape).
  • Optimized light culling in Forward rendering.
  • Optimized per-vertex lighting in GLES 2.0 when fixed function shaders are used.
  • Added Shader.WarmupAllShaders() thelp reduce shader loading related hiccups.
  • Added support for precomputed bounding volumes for Skinned Mesh Renderer and the animation component. This improves performance and lets you better cull animations & skinned meshes with minimal CPU overhead.
  • iOS:
  • Added Terrain support for iOS.
  • Added Gyroscope support.
  • EAGLView wrapped intUIViewController / iOS native style of autorotation. Alsadded non-animated autorotation path. Corresponding option added tPlayerSettings.
  • Added explicit null check option tthe AOT code output, which should produce NullReference exceptions without causing SIGABRT in Xcode. Enabled when development player is selected and script debugging enabled.
  • Improved automatic plugin inclusion for iOS. Now main.mm / AppController.mm could be substituted by the one supplied in Plugins/iOS.
  • Mobile Quality Settings default t"Simple".
  • Improved iOS project postprocessing performance. Runtime libs could be symlinked by checking appropriate option in Build Settings panel.
  • Parallel AOT cross compilation for faster game build times.
  • iOS SDK selection defaults t"latest".
  • Android:
  • Terrains are now available on Android.
  • The new Texture Compression override enables developers ttarget devices with support for specific GL texture-compression formats. With the new Multiple APK Support in the Android Market it helps tcut the distribution size of the application.
  • Android now supports AssetBundles built with BuildAdditionalStreamedScenes, thelp minimize distribution size and enable streaming of new content from the web.
  • The mesh animation skinning algorithm now uses multi-threaded processing tharness some of the power of the multi-core CPUs available in new Android devices.
  • Because a number of critical issues were fixed in this version, we encourage everyone trepublish any applications built with previous releases.
  • Unity Xbox 360, PS3 and Wii release in parallel:
  • All console versions are now released at same time as 3.4. Projects can easily be moved between all platforms.
  • Rochard, our first PS3 game, has succesfully completed the Sony Submission process.
  • Our first Xbox 360 game has succesfully passed pre-cert. And will soon gthrough Submission 1.
  • First Wii game powered by Unity 3.4 is about tgthrough lotcheck.
  • Editor
  • Ttop
  • Improvements
  • You can now drag any GameObject intthe project view tcreate a prefab with minimal hassle.
  • Faster Play/Stop times on scenes with many prefabs.
  • The Object Picker can now show individual previews for sub-assets, such as the individual meshes in a model asset.
  • MonoDevelop is now the default script editor.
  • Optimized PVRTC decompressor; scenes/textures will load much faster when in iOS mode.
  • Launch VS using the C#-only solution by default.
  • Primitive Collider handles are now only shown when pressing Shift.
  • Show recommended shader help text in Material Inspector.
  • Implemented field for editing Bounds in the inspector.
  • Implemented editing of Bounds for Animation and SkinnedMeshRenderer components in the Inspector and Scene view.
  • Improved VisualStudio/MonoDevelop solution synchronization performance.
  • Added depth buffer bits field tRenderTexture inspector.
  • GenericMenu has been documented and should be used for custom context menus.
  • Tools class have been exposed syou can better make custom editors.
  • Fixes
  • Moving and deleting keyframes from the timeline now works with undo.
  • Trail Renderers now always have the handle placed at the origin sthey don't jump around as the game object is dragged in the scene view.
  • Surface snapping now correctly ignores colliders that are set ttriggers.
  • Vertex snapping of objects dragged intsceneview now works.
  • Vertex snapping of sub-objects fixed.
  • Painting terrain heights and dragging outside the sceneview nlonger leaves the terrain in a weird state.
  • Light inspector now correctly hides soft shadow options when they don't apply tthe light.
  • Camera gizmand preview is now based on Game View aspect ratiinstead of Scene View aspect ratio.
  • On Windows right mouse clicking the Game View tab now shows the context menu.
  • Closing tabs with middle mouse button is now closes the correct tab.
  • Cursor is nlonger allowed tbe locked when pausing before pressing play i.e. the cursor is forced visible (same behavior as when pressing pause during play).
  • Maximize on Play nlonger cancels Screen.lockCursor.
  • When loading a project the directory structure is now validated.
  • Improved progress indication during building tother platforms.
  • Uninstalling editor will now clean up the install folder correctly.
  • Toggling prskin nlonger resets the script editor.
  • Lightcookie textures are nlonger marked as dirty during rendering (case 389444).
  • The material preview pane now updates when the shader used by the material is recompiled.
  • Animation View: Fix issue with different properties sometimes inappropriately sharing the same curve state.
  • Fixed crash when importing an empty shader file.
  • Pass the solution file and line numbers tthe default MonoDevelop installation.
  • Fixed problem executing the PostprocessBuildPlayer script on Macs when executable bit was not set.
  • Fixed crash when dragging a Prefab intScene View.
  • Fixed Input.mousePosition reporting wrong coordinates after a pause and lost focus of Unity Editor.
  • Asset Server now detects changes tscript icons.
  • Removed .asset extension from AnnotationManager.asset in the Library folder.
  • Fix cropping of TextAsset.bytes when data contains leading null values
  • Fixed a crash bug when deleting keyframes in the Animation view.
  • Improved synchronisation of Visual Studiprojects.
  • Fixed Material Inspector sometimes displaying a wrong name for a shader.
  • Yield on WaitForEndOfFrame works in batch mode.
  • Fixed NullRef in AudioSource/LPF Curve inspector.
  • Mac Editor: fixed memory error message in console when using the color picker.
  • Mac Editor: fixed crash on Mac OS X 10.7 Lion when using the color picker.
  • Fixed indentation issues in Vector3, Vector4 and Rect fields.
  • Project/Hierarchy search field nlonger eats first character if it had all text selected in some cases.
  • Fixed debug logs not getting cleared with Clear On Play enabled when logs were created in edit mode.
  • Fixed some fixed function shaders not displaying correctly in OpenGL ES 1.1 emulation (on Windows).
  • Disabled colliders now use a dimmed color for their gizmos.
  • It is now possible tclose a maximized EditorWindow from script.
  • Dnot allow tselect target iOS version lower than 3.1.3 if iPad or iPad + iPhone device target is selected in player settings.
  • Texture2D.PackTextures force padding on right and tops of each texture element.
  • Dnot upgrade a 2.6 project twice in cases when scripts would have tbe patched during the upgrade.
  • When generating unique asset paths, don't add a space before the number if the asset is a script.
  • When a corrupted scene with invalid prefabs is detected they will now be cleaned up when saving the scene.
  • Fixed various issues with Image Effects when switching platforms or graphics emulation settings.
  • Fixed regression when renaming assets causing them tbe reimported when quiting. Assets are now reimported immediately after renaming (case 409155).
  • Fixed a rare bug where complex chains of shaders with fallbacks are treated as unsupported when switching platforms in the editor.
  • Added Tooltip tthe GameObject class.
  • Fix crash when switching target tWii or Xbox in the Build Settings menu.
  • Fix crash when debugging and evaluating an expression that triggers a null reference exception.
  • Fix intermittent exceptions when launching Visual Studio.
  • Scene view icons are nlonger affected by editor quality settings (blurred at low quality).
  • Graphics
  • Ttop
  • Improvements
  • Anti-aliasing choices now are None, 2x, 4x, 8x (new). Removed 6x and 16x since nGPUs support them.
  • Fixed Camera.RenderToCubemap rendering skybox wrong (unless the camera incidentally had 90 FOV and 1:1 aspect set).
  • Fixed error messages when spotlighs with very small range were used.
  • Better prevention of "out of vidememory" situations with crazy high resolutions + MSAA levels. For example, fixes some cases when using 8xMSAA on 2560x1440 screen.
  • Prevent scripts from setting invalid Particle values (Min/Max Size, Min/Max Energy, Min/Max Emission on Emitter; UV Animation on Renderer).
  • Fixed Particle Renderer UV Animation not being updated when changing it from a script.
  • Fixed Particle Renderer sometimes using wrong UV Animation frame when spawning a particle.
  • Per-layer culling distances are properly handled for shadow casters of non-directional lights.
  • Added information for more GPUs tSystemInfo.graphicsPixelFillrate.
  • Fixed Application.CaptureScreenshot() grabbing parts of Game View UI on Windows.
  • Mesh Compression setting was wrongly displayed in the Mesh Inspector.
  • Realtime shadows over single lightmaps nlonger incorrectly darken lightmaps brighter than 2.
  • When creating RenderTexture from script it is nlonger needed tset isPowerOfTwo; it will be set automatically based on RenderTexture size.
  • Implemented AnimationState.RemoveMixingTransform function.
  • Shadows:
  • Tweaked shadow related default quality settings.
  • Shadow Projection is now chosen in Quality Settings (nlonger in the Light component).
  • Shaders:
  • Fixed D3D9 Debug Runtime validation failures on some shaders.
  • Fixed some bugs in Cg tGLSL cross-compiler.
  • Multiple objects using a shader with GrabPass can share the same texture, see GrabPass docs.
  • Added ComputeGrabScreenPos helper function tUnityCG.cginc, for use in shaders with GrabPass.
  • Added Mobile optimized Diffuse, Bumped, VertexLit (only directional lights), Unlit Lightmap shaders.
  • Lightmaps:
  • Clearing lightmaps properly resets lightmap tiling/offset on objects, making them batchable again.
  • Fixed for shaders that dnot have _Color property (like some Mobile shaders).
  • Fixes
  • Fixed VRAM amount detection on some Windows Vista/7 systems.
  • Fixed some built-in matrices (_Object2World etc.) only working in vertex shaders.
  • Fixed camera.RenderToCubemap not working when using deferred lighting (now falls back tforward).
  • Texture scale and translate (name_ST) properties now work properly even when material's texture is not actually sampled in the shader.
  • Fixed Flares sometimes using wrong UVs in OpenGL ES 2.0.
  • Dynamic batching on normal mapped objects was incorrectly disabled on Direct3D9 (it's still disabled on OpenGL due tdriver bugs).
  • Worked around driver performance issue in latest MacBook Pros (with Radeon HD 6xxx) caused by batching.
  • Fixed dynamic batching ending batch toearly.
  • Fixed dynamic batching breaking if GUI.DrawTexture was used.
  • Fixed Spot light shadows from large triangles that are partly behind the light.
  • Fixed crash when creating textures with zerlength on one side.
  • Lightmaps:
  • Beast on Mac shouldn't misbehave anymore if objects' transforms contain subnormal floats.
  • Fixed a lot of bugs with mac/win differences in generated texture uv’s for lightmaps. Please reimport your meshes.
  • Fixed bug where baking lightmaps would randomly force reimports of 3D models and dirty prefabs.
  • Animation:
  • Fixed error message when layers and mixing transforms are used.
  • When you use animation splitting in model@animation file all animations will be attached tthe model, not just the main animation.
  • Fixed dereferencing of null pointer when list of AnimationClips contains null reference.
  • Standard assets:
  • Added, optimized and improved image effects (e.g. Antialiasing, Fog, TiltShift, Depth of Field).
  • Added Water4 scripts and example prefabs.
  • Water: fixed upside down reflections in scene view and game view (windows) and water mesh normals generation.
  • Image Effects: fixed DLAA corner cases (and added a sharp setting) re-enabled support for additive blending (sun shafts, bloom).
  • Fixed scripts SmoothFollow and ThirdPersonController.
  • Depth of field now using more suitable blend modes.
  • Water got a simpler wave model.
  • Fixes for handhelds:
  • GLES 2.0: specular is disabled when SeparateSpecular is set tOff.
  • GLES 1.1: fixed support for anisotropic filtering.
  • Worked around iPad 2 driver crash on some shaders (mostly ones that involved loops).
  • Fixed overbright specular highlights on iOS with some shaders.
  • Worked around iPad 2 driver crash on some shaders (mostly ones that use Fog).
  • Movies:
  • Time.captureFramerate is respected by movie playback when movie does not have audio.
  • Audio
  • Ttop
  • Fixes
  • AudioSource attached ta movie texture is nlonger reporting false isPlaying.
  • Fixed audisources referencing wrong clips when reusing cached sounds.
  • Effects now working audisources, where ignoreListenerVolume is set.
  • WWW.audinow works on iPhone.
  • Fix rare crash when AudioSource.clip was reset in the same frame as the source was played.
  • DSP buffer settings set in 3.3 is now read correctly in 3.4.
  • Bitrate in .meta files are now serialized correctly.
  • Fixed FMOD errors when using AudioSource.PlayOneShot.
  • Unity iOS
  • Ttop
  • Improvements
  • Mesh skinning uses multi-threaded processing.
  • VFP skinning for cases where tangents are needed.
  • Added AOT options field tthe player settings. Let's users tpass some additional AOT options, useful for "running out of trampoline" problem.
  • Terrain stripping enabled (if you don't use terrains, some Moncode can be stripped).
  • Implemented Application.systemLanguage.
  • Correctly detect iPad GSM and other devices.
  • Improved autorotation by fixing numerous issues with videplayback and keyboard.
  • Trampoline code was refactored for easier reading/changing. Please replace your Xcode projects.
  • Bundle identifiers of pattern XXX.XXX are now allowed.
  • Fixes
  • Fixed iOS SDK 4.3 App Store submission problems by working around linker bug: added -all_load linker flag and small code hint tthe main.mm.
  • Moved Xcode autorun phase after user postprocess script execution. Should improve 3rd party plugin integration experience.
  • Fixed iOS SDK 4.3 warnings about unaligned symbols.
  • Synchronization PlayerPrefs upon LoadLevel prevents very rare circumstances of loosing PlayerPrefs data when application is terminated unexpectedly.
  • Improved AOT build size when debugging is enabled.
  • Prevented GUI.WindowDragState from stripping.
  • Fixed the case when AOT was emitting debugging code when debugging checkbox is checked, but development build is unchecked.
  • Updated cpu-waits-gpu internal profiler counter for iOS 4.3.
  • Fixed VFP 1 bone skinning.
  • Fixed issue with screenshots not working when MSAA is enabled.
  • iPhoneSettings.generation now recognises iPad2.
  • Fixed WWW class memory leak when WWW object is disposed before completing download
  • Added SDK 4.3 selection in player settings.
  • Fixed material shader on iOS looks different from the Editor.
  • Unity projects will be closed in Xcode before updating them, which should fix some Xcode glitches.
  • Fixed AssetBundleCreateRequest stripping problem.
  • Fixed WWW out of memory problem when estimated download size is unknown.
  • Fixed GUIText stripping issue.
  • Fixed corner cases when libraries weren't symlinked properly. For portability reasons Unity runtime library symlink is off by default.
  • Fixed .cpp/.c native automatic plugin inclusion. Experimental support for .xib and .png files added.
  • Fixed WWW.EscapeURL() tescape URLs according tRFC.
  • Fixed issue on iPad2 with MSAA and alpha-blended geometry resulting in wireframe like artefacts. Please see SL-Reference/SL-AdvancedTopics/SL-PlatformDifferences for more thorough description.
  • Fixed iOS project postprocessing for Unity iOS Basic license and autorotation.
  • Fixed internal profiler using old-frame data, fixing negative values by the way.
  • Fixed simulator support for Xcode 4 + SDK 4.3.
  • Fixed WWWForm support.
  • Fixed simulator support for simulators Project Settings->Script Execution Order.
  • Texture2D.SetPixels32/GetPixels32 for much faster pixel operations.
  • Added Caching.MarkAsUsed function. This is used tensure that some files are not thrown out of the least-recently-used cache if you know that they will be used in the future.
  • Input:
  • Win7 touchscreen input now fully supported.
  • Input.eatKeyPressOnTextFieldFocus added tbe able tcontrol input behavior during textfield focus. This is default true from 3.4 and forth. Set this tfalse tachieve pre 3.4 behavior.
  • Key input (i.e. Input.GetKeyDown) is now suppressed when a textfield is active. This is enabled only content built with 3.4 and later. Tquery key input during an active textfield, use Event.current in OnGUI.
  • Fixed support for mouse deltas from Apple's Magic Trackpad.
  • MonoDevelop:
  • Scripting projects are now built the same way that Unity builds them.
  • Now compiles Boand UnityScript.
  • Profiling:
  • Intel GPA 4.0 Platform Analyzer profiler is supported for Windows Standalone Players.
  • Javascript improvements:
  • Allow characters in #pragma lines.
  • Array.slice(startIndex) must return all elements starting from startIndex.
  • Array.slice accepts negative indexes counting from the end of the array: [1, 2, 3, 4].slice(-2) // => [3, 4]
  • Proper support for do-while loops
  • Proper support for generic dictionaries of functions:
  • var dict = new Dictionary.();
  • dict["foo"] = function() print("foo");
  • dict["foo"](); // prints foo
  • Importers:
  • Implemented 3 minute timeout for 3DStudiMax FBX conversion.
  • Only show import settings on root asset. Showing them on every sub-asset could lead tthe false impression that every sub-asset can have individual import settings.
  • Other improvements:
  • Removed tray icon for Windows Standalones when in batchmode allowing apps trun as a service.
  • Removed option 'Always Show Watermark' from the Player Settings.
  • Other Fixes
  • Ttop
  • Web player:
  • Fix several cases that caused crash in rare occasions and improve error handling in general.
  • Fix issue that prevented Web Player from working in closed networks.
  • Fix issue that prevented autupdate from working for non-administartor users on Mac OS X.
  • Prevent cursor from vanishing in fullscreen mode when cursor trail is enabled.
  • Prevent cursor from vanishing when another game is running on a different browser tab.
  • Stabilized web player framerates.
  • Web player now behaves correctly when resizing window in Firefox4.
  • Removed 16 kilobyte limit for Application.ExternalCall() and ExternalEval().
  • Chrome, Safari and FF4 on Mac OS X now registers keypresses on input string.
  • Input.GetAxis() returns correct value when focus is restored.
  • Fixed an occasional crash when switching tfullscreen on Mac OS X.
  • Fixed audipausing in the background in Dashboard on Mac OS X.
  • Networking:
  • Fixed error when reading 32bit Network View IDs, huge amounts of views can properly be instantiated.
  • MonoDevelop:
  • Fixed bug where seemingly random parts of the Unity API would fail tshow up in autocomplete lists.
  • Fixed update expandability of items in the Locals pad when debugging over a slow network.
  • Asset pipeline:
  • Made clearer error message when importing .dds file with missing mipmap levels in texture importer.
  • DStudiMax importer nlonger crashes when trying tparse a broken .3ds file.
  • Changing "Pack Margin" and other settings in the advanced Model import setting is now recognized as a change.
  • Input:
  • Shift keys now recognized in fullsceen on Mac OS X web players.
  • Mouse position now reported correctly for Windows 7 touchscreens (only works in full screen for now – see known issues).
  • Physics:
  • ConfigurableJoint.configuredInWorldSpace will nlonger result in a wrong coordinate space. Projects using this setting need tbe readjusted!
  • Better Skinned Cloth behaviour when the mesh does not have normals, or is rendered with a shader that does not use normals.
  • Other fixes:
  • Fixed a bunch of minor mistakes in the documentation.
  • Cleaned up the use of non-public APIs that caused Mac OS X standalone builds tbe rejected for the Mac App Store.
  • Fixed crash when doing raycasts on 64 bit standalone players.
  • AssetBundle.Load() now preloads all dependent assets like AssetBundle.LoadAsync() does.
  • Fixed regression introduced in Unity 3.3 where preload data was not written correctly leading tsome hiccups during gameplay when first accessing a referenced asset.
  • Fixed crash when loading Asset Bundles tbig tfit in memory.
  • Fix bug preventing standalone player & web player from using more than 2GB of ram on Windows.
  • Fixed crash when deleting the last slot of a builtin array.
  • Fix bug where enums were sometimes not displayed correctly for embedded classes in arrays.
  • Fixed creation of empty cache folders for each new project.
  • Workaround for crash in Apple's Font unloading code in Mac OS X 10.7.

New in Unity 2.6.1 (Dec 7, 2009)

  • New Graphics Features:
  • Anti-aliasing now just works with Image Effects (requires updating PrStandard Assets).
  • Added floating point render texture support (4 channel 16 bit floating point).
  • Built-in method tgenerate Depth or Depth&Normals textures: camera.depthTextureMode.
  • Camera.layerCullDistances lets you specify culling distances per layer.
  • Anti-aliasing setting can be changed at runtime using QualitySettings.currentLevel. Editor alspicks up anti-aliasing changes immediately.
  • Added an Is Readable setting ttexture importer, stextures don't have tuse up main memory if the pixels are not accessed from code.
  • Ability tlimit supported aspect ratios in Player Settings. E.g. your game can say "I only support 4:3 and 16:10", and only matching resolutions will be shown in the resolution dialog.
  • Animation culling, sanimations outside of the visible screen area don't have tbe updated.
  • Image Effects work better with multiple layered cameras.
  • Graphics Optimizations:
  • Terrain & Vegetation rendering is much faster and does less memory allocations.
  • Compression capability for meshes and animations timprove build sizes.
  • Shadow rendering is faster (much less CPU overhead).
  • Pixel-lit lights are faster (less CPU overhead).
  • Applying matrix parameters tshaders is faster.
  • Movie playback is faster.
  • Improved shader loading times.
  • Editor Improvements:
  • Brush preview is shown in Terrain editing tools
  • Icon for standalone players can be automatically set by Unity (set it in Player Settings).
  • Generic List objects can be serialized and shown in Inspector.
  • Scene view Gizmos are not displayed for hidden layers.
  • There are now Development and Release web players available. The Development one includes Profiler support and is installed with the Editor as well as being available for download seperately. Auto-update and user installations use the Release webplayer.
  • You can now build Development and Release Standalone players. In the Build Options you can now select a Development build which will generate a player with Profiler support and debug symbols.
  • Terrain Editing got a bunch of hotkeys added:
  • Shift-Q through Shift-Y selects the tool.
  • Comma and Dot cycles through brushes.
  • Shift-comma & Shift-dot cycles through the selected detail.
  • All of these can be remapped in the Preferences.
  • Animation Editor:
  • New window tedit animation clips. Besides transforms, animation curves can alsbe created for component properties and material properties.
  • Animated objects instantly reflect curve edits and auto-recording automatically adds curves and keys as objects are moved or their properties changed.
  • Curve tangents can be autsmooth, free smooth, or each tangent can be free, linear, or constant.
  • Support for adding and editing animation events with automatic listing of available methods in attached script components.
  • Animation States in the Animation component can now be viewed in Inspector Debug mode tinspect current values.
  • Animation component shows animation state array in Debug inspector mode
  • Improved performance & responsiveness of the editor
  • Editor Console now automatically scrolls tend of log when scrollbar is at the end
  • Slightly better color preferences dialog
  • Generic Property inspector can now be invoked from OnInspectorGUI or is invoked by default if nOnInspectorGUI is defined.
  • Inspector title says "Debug" when debug mode is enabled.
  • Shader Inspector indicates when the shader has errors or is not supported by the GPU.
  • Ray Snapping improved: If pivot mode is set tcenter, the object gets placed sthe bounding volume is resting on the snapped position. Great for companion cube placement!
  • Selected objects can be snapped tgrid from Snap Settings dialog
  • Debug.Log is now thread safe when used outside of the main thread in the Editor.
  • Asset Pipeline Improvements:
  • External Version Control Systems support. This is alternative way of saving metadata in Unity Prand can be enabled per project. When enabled, the Assets folder can now be checked intversion a control systems, such as Subversion, Perforce or Bazaar, without losing import settings or references between assets.
  • 16 bit/channel Photoshop (.psd) files can be imported now.
  • Support for direct importing of Cinema 4D files on Windows.
  • FBX importing supports Step animation curves.
  • AIFC audifile import support.
  • Updated FBX libraries t2010.2.1, fixes some importing issues.
  • Support for building Asset Bundles using deterministic ID generation. This lets you create shared asset bundles that can be swapped out with different versions without requiring a full rebuild of all assets. Alslets you create twasset bundles containing assets imported differently; for example one bundle with low resolution textures and one with high resolution textures. See BuildAssetBundleOptions.DeterministicAssetBundle.
  • New Scripting Features:
  • Added a threadPriority property tthe WWW class, tcontrol decompression performance when downloading in the background.
  • Texture2D.GetPixels now supported on compressed textures.
  • Mesh.CombineMeshes() method for more efficient mesh combining.
  • ParticleEmitter.Simulate() method tforward-skip a particle system tsome point in time.
  • ParticleEmitter.enabled property tpause a particle system.
  • Renderer.isVisible property tcheck if a renderer is currently on screen or not.
  • EditorUtility.CompressTexture() method tcompress editor-generated textures.
  • Input.GetJoystickNames() method tget name strings of connected joystick devices.
  • QualitySettings.anisotropicFiltering and QualitySettings.masterTextureLimit global texture quality settings.
  • Generic versions of GetComponent, AddComponent etc. added for C#.
  • Unity version #define exposed for conditional compilation of C# scripts.
  • Vector3.Lerp, Color.Lerp and Vector4.Lerp are faster
  • Added HSVRGB color conversion functions tEditorGUIUtility
  • Gathered more common Editor GUI styles intEditorStyles
  • Added EditorGUI.PropertyField and SerializedProperty
  • Added SystemInfo.graphicsShaderLevel
  • Exposed a bunch SystemInfvariables (OS, CPU, RAM etc.) tscripting.
  • Documentation:
  • Improved Scripting Reference.
  • New AudiBackend:
  • Better overall performance and mixing quality. Lower CPU and memory usage.
  • 100% cross-platform and software mixing (nsurprises with platform specific implementations and sound hardware/drivers).
  • Fixed sound crackling and pops< when CPU is stressed (ie. during garbage collection) or/and changing volume and pitch rapidly.
  • Unity can now position and playback all files in 3D (not only monfiles).
  • Audidevices are now changed instantly when a new device is plugged in, removed or changed in the system settings.
  • AudioClip.samples: returns the length of the clip in PCM samples.
  • AudioClip.frequency: returns the sampling frequency of the clip.
  • AudioClip.channels: returns the channel count of the clip.
  • AudioSource.timeSamples: get or set the position of the source in PCM samples.
  • AudioSource.time: more precise for compressed, streamed and movie audio.
  • Loop button in Inspector Audipreviews.
  • Audipaused properly when player or editor loses focus (and Run In Background is off).
  • Windows Specific Improvements:
  • Windows Web Player can now be installed by non-administrator users! We think this is really really cool :)
  • Nmore artifacts on close or intersecting surfaces on Windows (we automagically emulate all fixed function vertex processing with vertex shaders tmake this work).
  • Even with all new 2.6 features, Windows Web Player got 100 kilobytes smaller!
  • Support for direct importing of Cinema 4D files on Windows.
  • Detached Editor windows are always on top of the main window (on Windows). Fixes a ton of usability issues and behaves like all other Windows apps.
  • Windows standalone players got batch mode support. Use -batchmode command line argument just like on OS X players.
  • Windows standalone games dnot produce a log file (Data/output_log.txt) when -nolog is passed on the command line.
  • Windows standalone accept -single-instance argument on the command line. Then if a game is already running, launching it again will focus the running one.
  • Improved workflow when building standalone Windows players. Now the file dialog asks for location/name of the .exe file. The data folder is created next tit, with the same name as .exe file, plus "_Data" suffix.
  • Note: BuildPipeline.BuildPlayer now takes path + filename of executable when building Windows players!
  • -nographics option on Windows Editor allows you tuse editor batch mode on a truly headless servers without any graphics card support.
  • Online Features:
  • Compression capability for meshes and animations timprove build sizes.
  • Threaded background loading - load new scenes and AssetBundles smoothly while playing.
  • Added a threadPriority property tthe WWW class, tcontrol decompression performance when downloading in the background.
  • Decompression of unity WWW streams uses less memory.
  • Asset Server Improvements:
  • New History window. Merged Project Revert, Recover Deleted, Browse old versions and Old history windows intone
  • Asset Server windows refresh automatically when something in the project changes
  • Improved Asset Server performance
  • Deleting items in Asset Server nlonger show in updates with their full history
  • Ability tdelete users and projects from within editor
  • Added a dialog twarn user about committing unsaved open scene
  • Asset Server Inspector. Shows asset's state directly in Inspector. Allows tdiscard changes and show history for asset in Inspector.
  • Most long-running Asset Server operations can be canceled.
  • Added support for faster commits and updates of large changesets when used with AssetServer v2.0 (tbe released along with Unity 2.6)
  • Calculating ttotal download size when updating from the server is now done in the background sit does not delay starting the actual download. This speeds up downloading large projects from the Asset Server significantly, especially if the project consists of a lot of small assets.
  • Additional Improvements:
  • Visual Studiand MonoDevelop integration for C# script editing.
  • Optimized memory allocation patterns for better overall performance.
  • Added Profiler logging ta file, for use in Standalone Player and Web Player.
  • Added a dialog asking user treload currently open scene when its file changes on disk.
  • Added an option tdisable generation of tangents or normals in the model importer - this allows some space savings in model data.
  • Standalone game Icons can now be supplied in different sizes.
  • Added helper functions Graphics.Blit and Graphics.BlitMultiTap, tsimplify Image Effects code. Refactored Image Effect scripts in PrStandard Assets tuse them.
  • Ability tset raycasts tnot hit triggers (under Physics settings)
  • Support for setting the wrap mode on the clip in the inspector instead of setting it in the animation component or from code in the animation state API. If the wrap mode in the animation component is set tdefault, it will not be shown anymore, but you can still edit it in debug mode.
  • Improved Texture2D.PackTextures packing when source textures dnot fit intmaximum atlas size.
  • Changes:
  • Unity nlonger ships with a 30-day demperiod but has tbe activated immediately twork. The activation page now has the ability tautomatically generate and activate 30-day trial licenses for each machine.
  • EditorUtility.SmartResetToPrefabState and EditorUtility.SmartResetGameObjectToPrefabState have been renamed tEditorUtility.ResetToPrefabState and EditorUtility.ResetGameObjectToPrefabState respectively.
  • Removed one superflous parameter from the overload of Undo.RegisterUndo() that takes multiple objects.
  • Removed warning: Couldn't load the script because its file name doesn't match the class name.
  • When rotating objects in the scene view, rotation euler angles can increase or decrease indefinitely without being clamped in a specific range. Note that this is only supported in the editor when not in play mode.
  • Constant interpolation in animation curves now always assume the value of the left hand side key.
  • Don't send EventType.mouseMove events in game mode.
  • Removed option tnot compress textures when building a player. Removed BuildOptions.CompressTextures as well.
  • Handle cap drawing functions have been renamed in the Handles class tbetter reflect what they do
  • Deprecated GUIStyle.clipOffset Use BeginGroup instead
  • Fixes
  • Graphics Fixes:
  • Fixed Skybox drawing when camera's near clipping plane is very large (e.g. half of far plane).
  • Graphics.DrawMeshNow was not drawing a mesh if there was ncurrent camera at the time.
  • Fixed rendering order issues when shadows and different opaque Render Queues are used (hi TigerWoods Online!).
  • Projectors now support Queue tag in their shader tcontrol their render order. If Queue tag is not specified, then Projectors are rendered after all opaque geometry.
  • Soft Vegetation setting is taken intaccount when rendering Terrain tree billboards.
  • Non-billboarded Grass in the Terrain waves in the wind again!
  • Shader.Find can properly find shaders that were not supported by the editor that built the game. Fixes missing shaders when building games from batch mode editor (-batchmode -nographics on Windows).
  • Shaders that fail compilation have proper names in shader popup (instead of "Default").
  • Fixed Directional Occlusion of Terrain trees being biased towards one side (a strong light from one side would result in brighter trees than the same light from another side). Reimport your tree models!
  • ParticleEmitter.Emit now updates particle system bounds correctly
  • Windows Specific Fixes:
  • Fixed shader compilation failing on Windows for long Cg shaders that were using Windows style line endings.
  • Fixed Windows Web Player auto-updater occasionally not exiting.
  • Fixed keys occasionally getting "eternally pressed" in Windows standalone / web players, when clicking tanother application and clicking back with another button.
  • Fix dragging things creating multiple Undsteps on Windows Editor.
  • Fixed rare crash when closing Unity Editor on Windows.
  • Fixed double click in Terrain Inspector throwing exceptions and/or opening unrelated terrain dialogs.
  • Windows Vista does not "ghost" Editor windows on long editor operations.
  • Fixed Windows Web Player update problem on Windows Vista, where it was possible tignore UAC popup dialog, leading ta crash later.
  • Swapped Play and Quit buttons in Windows Standalone screen selector dialog tbetter reflect Windows' conventions.
  • Fixed setting of project folder file attributes problem on some Windows configurations.
  • Windows Web Player installer first completely uninstalls existing Web Player if present.
  • Fixed icon drawing in long (multi column) asset popup menus on Windows XP
  • Fixed some Monconfiguration being wrong in Windows Editor (e.g. CodeDomProvider.CreateProvider would fail).
  • Ctrl now zooms Scene View on Windows when view tool is selected (used tbe Windows key - d'oh)
  • Windows Web Player ActiveX control can be embedded intnon-browser applications (previously it failed tdownload the data file)
  • Asset Server Fixes:
  • Asset Server on OS X nlonger allows committing files with names that are invalid on Windows.
  • Made Asset Server connection cache less aggressive. This makes it easier tdelete projects on the server without getting errors that there are other clients connected tthe project.
  • Fixed problems with communicating with the Asset Server that could result after a server restart.
  • Fixed problems with deleting users from the Asset Server.
  • Asset server download progress is properly shown for larger than 2GB downloads
  • Fixed Asset Server sometimes needing tupdate twice
  • Editor Fixes:
  • Fix crash where serializable class Fohas a field of type Foo[].
  • Fixed broken Vector2Field.
  • The currently selected brush and brush settings in the terrain inspector nlonger get reset when saving the current scene.
  • New Game Objects are now centered correctly after switching layouts.
  • Changes done tmanagers (Physics, Tags etc.) made in play mode nlonger persists.
  • Fixed Projectors present in the scene sometimes affecting Inspector material previews.
  • Fixed color picker in VertexLit materials sometimes not working.
  • Fixed crashbug when serializing Animation Curve inside of Serializable class array.
  • Editor Undperformance is better when undoing actions with lots of objects.
  • Improved handling of fatal errors when Editor is launched in batch mode.
  • Fixed Game View Statistics vertex count for meshes with multiple materials.
  • Fixed F tfocus when using Terrain tree placement tool.
  • EditorUtility.CreateGameObjectWithHideFlags now always adds a Transform, just like GameObject constructor.
  • GUI.Window now works in editor windows. See EditorWindow.BeginWindows for docs.
  • Color picker window now saves its position
  • Project/Hierarchy windows handle Home/End/PageUp/PageDown keys properly
  • Other Fixes:
  • Fixed several bugs in animation curve sampling functions, especially when using stepped curves and PingPong wrap mode.
  • Improved GetComponent warning messages.
  • Better error message for looking up GUIStyles by string outside OnGUI. And it nlonger crashes.
  • Better consistency checking of project data when launching Unity. Unity will now ask trebuild the project if the project library data are corrupt beyond repair.
  • Failing tclose all GUILayout groups degrades more gracefully.
  • GUILayout.ScrollView inside GUILayout.BeginHorizontal works correctly.
  • Shift+Click now selects text in text fields.
  • The Network Manager now respects Application.CancelQuit and doesn't reset itself on quit event (affected standalone player only).
  • Fixed Configurable Joint not always being deterministic.
  • Clicking on toggles now takes away focus from text fields and alike.
  • Event.KeyboardEvent now correctly handles Space key
  • Terrain disallows heightmaps larger than 4096x4096.
  • Fixed some FBX importing issues
  • Fixed Color.Equals