What's new in this version: Unity 2021.2.19 Features: - Version Control: Added checkout option in scene prefab view
API Changes: - 2D: Added: Added Tilemap.GetTilesBlockNonAlloc API
Changes: - Version Control: Updated file overlay icon size to adapt to project window zoom level - Version Control: Updated the styling of number of items in a category in Gluon incoming changes view
Fixed: - Android: Fixed an issue where add PlayCore dependency was added to build.gradle file if it was already added to the project as an .aar file - Build Pipeline: Fixed an issue where BuildPlayerOptions.assetBundleManifestPath to be used when building player was not allowed - Burst: Fixed a bug when calling profiling CreateMarker on iOS, Burst could fail at runtime saying it was unable to find CreateMarker__Unmanaged - Burst: Fixed a issue where burst was enabled in secondary Unity processes, including the asset import worker and out-of-process profiler (see changelog entry for 1.6.0-pre.1 for more context around this). - Burst: Fixed an access violation error that could occur when reading from a static readonly variable - Burst: Fixed an exception that could occur if you had the Burst AOT Settings menu docked in the Editor, and then did a player build. Trying to change any of the Burst AOT Settings would throw an exception (unless you closed and reopened the Burst AOT Settings). - Burst: Fixed an issue where codegen differences could occur when using a local vector variable that was being captured by reference and passed to a called function, versus when it wasn't - Burst: Fixed an issue where if there were two generic structs overlapping at the same FieldOffset in an explicitly laid out struct, a codegen error would occur - Burst: Fixed an issue where if you used FloatMode.Fast with math.pow, where the y argument to math.pow was actually sourced from an integer, illegal codegen would be generated (LLVM would try and call out to powf from the cstdlib). - Burst: Fixed another rare case of the file-is-locked bug where the Burst IL Post Processor could incorrectly hold a file lock on a pdb. - Burst: Fixed errors when working with paths containing special characters - Burst: Fixed the Burst link.xml output to preserve C# methods we rely on, alongside the static constructors that we preserved previously - Burst: Improved UWP linker error message to clarify which VS components need to be installed for UWP - Burst: Made --burst-force-sync-compilation command-line option actually work - Editor: Fixed a NullReference when showing UnityEvent popup and the GameObject contained a component with a missing script - Graphics: Fixed a hang on repeated calls to GraphicsBuffer.CopyCount, - Graphics: Fixed an issue where uniforms in ray tracing hit shaders that were not set by the user would cause wrong uniform values in other hit shaders - Graphics: Improved to CullScene performance; in large scenes (10000+ Renderers) this can halve the time spent in CullScene - IL2CPP: Fixed an issue in which using PlayerSettings.SetAdditionalIl2CppArgs was set to multiple arguments would not work - Linux: Fixed "Project Setttings" and other menu items being disabled after a script recompliation - Mono: Fixed an issue where the mono executable would be run via rosetta instead of natively on apple silicon - Profiler: Fixed an issue where Custom Profiler categories were not enabled as required by the Profiler window when used in one or more modules. - Shaders: Fixed an issue where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register - UI Toolkit: Fixed an invisible VisualElement with UsageHints.GroupTransform set would not apply its transform to its visible descendants - UI Toolkit: Fixed an issue where there was a reduction of GPU performance of the UIToolkit shader - URP: Fixed an intermediate texture mode SSAO compatibility issue and updated default intermediate texture mode to always. - Version Control: Fixed a toolbar icon issue that was not displaying incoming change notifications when the Plastic window was closed. - Version Control: Fixed an error when trying to invite members to proect. - Version Control: Fixed an issue where there were editor unhandled errors being hijacked by the plugin. - Version Control: Fixed Plastic X not opening from plugin menu. - Version Control: Fixed VCCache::instance != NULL error when opening a project with Plastic window opened. - Web: Fixed an issue where UnityLoader.js macOS string was not updated to match the string SystemInfo.cpp checks against - WebGL: Fixed an issue where there was guarding of "User-Agent" header in UnityWebRequest API - WebGL: Fixed an issue where UnityWebRequest redirectLimit for WebGL platform was not implemented - WebGL: Fixed an issue wherw request url after a redirect was not updated
Unity 2021.2.18 Improved: - EmbeddedLinux: A port field is now exposed for the managed debugger in Build settings when Debugging script is checked
API Changes: - Physics: Added: All the physics batch queries can now run in physics scenes other than default
Fixed: - Asset Bundles: Fixed a regression where skinned mesh was no longer being compressed - Audio: Fixed crash on AudioMixer::EnsureValidRuntime when entering Play mode - Editor: Ensure we do not try to save the layout file if switching from a mode using dynamic layout - Editor: Fixed an issue causing C# serializable generic types to incorrectly contain data for editor only fields in serialized data when in a player context - Graphics: Fixed null rp asset when the selection is being canceled - IL2CPP: Correct the logging of UnityLinker and IL2CPP messages in the editor log when UNITY_EXT_LOGGING is enabled - iOS: Fixed an issue where CoreText warning spammed on iOS15 - Package Manager: Show license error icon and banner with descriptive error message - Prefabs: Fixed empty error logs when importing Trees - Shaders: Fixed an assert when rendering a mesh using a material setup with CopyPropertiesFromMaterial - Shaders: Fixed keywords not present in the shader being discarded by the material - Terrain: Fixed an issue where material keyword APIs don't list keywords when using a newly imported SpeedTree - UI Toolkit: Fixed sprite 9-slices that didn't take the pixels-per-unit value into account - WebGL: Fixed a crash when using AudiClip.priority and AudioSettings.Reset
Packages updated: - com.unity.xr.oculus: 1.11.2 → 3.0.0
Unity 2021.2.17 Improved - IL2CPP: Optimized out boxing on null checks on nullable types in generic code - Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed - Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas. - Search: Many UI and UX search improvements
Fixed: - Android: Fixed Android il2cpp build when Windows Display Language is set to Turkish - Android: Fixed stack overflow crash on start up when trying to get device IP - Asset Pipeline: Fixed an issue where artifact dependencies might fail to be registered correctly during an import - Asset Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping. - Build Pipeline: Fixed an issue where building players would fail on windows if Unity is installed on a different drive than the project folder - Editor: Fixed a missing segments issue in the Bundle Identifier for Apple platforms by replacing invalid characters with hyphens (similar to Xcode's behaviour) - Editor: Fixed a missing adb provider for advanced object selector search engine issue - Editor: Fixed a missing search result refresh when executing CTRL+Z to undo last block modifications - Editor: Fixed Player settings becoming invisible after importing new Graphics API on HDRP template - Editor: Use SearchViewState.group to initialize initial results tab when a new search window is created - GI: Fixed an issued caused by out-of-bounds access when light probes had no coefficients - GI: Small lighting settings UI tweaks. - Graphics: Fixed a sporadic crashes when using Vulkan - Graphics: Fixed an issue where crunch compression did not properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption - Graphics: Fixed an issue where EditorUtility.Compress to crunch fail with a crashing when invalid texture sizes were provided - Graphics: Fixed buffer overflow in the RenderPassDescription attachments, causing a crash on Linux - Graphics: Fixed issue with resolution change when using renderFrameInterval - Graphics: Fixed splash screen getting rendered at slightly darker color when drawing it from script and the project uses linear color space - Graphics: Fixed to reduce CPU load in a sample scene when running with Graphics jobs. - IL2CPP: Correct the full generic sharing code generation when a generic parameter has a transitive class constraint - IL2CPP: Fixed an issue where marshaling of delegates with by reference types was not supported when the return type is blittable - IL2CPP: Fixed error with builds where C# comments contained multiple slashes/backslashes separated by whitespace - IL2CPP: Fixed il2cpp.exe crashing on machines that used more than 64 threads - IL2CPP: Fixed issue where the wrong custom attributes would be returned for methods on an array instance - IMGUI: Fixed memory leak when continuously calling Repaint inside OnGUI after GUI.Window - iOS: Fixed an issue where .meta files was incldued in build for plugins of .plugin type - iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape - Linux: Fixed an Editor crash when mappings for specific controllers were not found - macOS: Fixed a rare crash in GameView pointing to BufferMetal::IsBusy - macOS: Fixed Silicon Editor showing as iOS app in macOS System Information - Mono: Fixed an intermittent "Unexpected mark stack overflow" error - Mono: Fixed generic default interface method crash with Environment.StackTrace - Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process - Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS) - Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages. - Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed. - Package Manager: Fixed an issue where package metadata would be fetched even though the locally cached metadata was up-to-date. - Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry - Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed. - Package Manager: Fixed HTTP 5xx errors that could occur when using a proxy server - Package Manager: Fixed UnityPackageManager process leaving dangling IPC socket file after it exited. - Particles: Ensure Trigger Module does not ignore 2D Trigger Colliders - Particles: Fixed flickering when using Mesh GPU Instancing - Prefabs: Fixed memory gets allocated for GC each frame when using PrefabStageUtility.GetPrefabStage() - Profiler: Fixed an issue where Texture2DArrays was not reporting data usage correctly in memory samples - Scene/Game View: Fixed an input field expanding to fit more digits and creating overflow in the overlay - Search: Fixed a search indexer get document lock issue while incremental updating. - Search: Fixed an issue where search engines initialization was not delayed until after user code was compiled. - uGUI: Reentered: is true when quitting a nested UI to go back on a parent UI. - FullyExited: is true when quitting a UI for null or for something outside of its children - UI: Fixed an issue which would cause duplicate UI draw calls to show up in the Framedebugger - UI Elements: All elements inside a foldout now have a unique name for easier restyling - Undo System: Fixed an issue where replacing prefabs would cause a crash - Undo System: Fixed an issue where undoing specific tile map additions was not handled - Windows: Fixed player window position being offset from the left side of the screen when running in windowed mode at a resolution that doesn't fully fit inside the display - Windows: Fixed Windows Editor crashing on startup on Windows 7 machines that have the latest version of Visual C++ 2013 redistributable installed
Unity 2021.2.16 Improved: - 2D: Optimized texture space needed for rect packing in PSDImporter - URP: Added support for FidelityFX Super Resolution 1.0 upscaling filter - URP: Added support for user-selected upscaling filters. Current options are automatic, bilinear, and nearest-neighbor.
Fixed: - 2D: Fixed an issue where a user was unable to change mipmap settings in PSDImporter inspector - 2D: Fixed an issue where control point selection flickers when dragging and multi-selecting points in scene - 2D: Fixed an issue where SpriteShape corner does not respect the ControlPoint height - 2D: Fixed an issue where SpriteShape Corner was not set when setting multiple corners - 2D: Fixed an issue where SpriteShape with Cache Geometry enabled does not update arrays when saving scene off-screen - 2D: Fixed an issue where SpriteShapeGeometry Cache does not update when selecting a different Object when EditTool is active - 2D: Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode - 2D: Fixed an issue where the collinear vertices coult not safely deleted from the sprite mesh in Skinning Editor - 2D: Fixeda null exception when importing files with masks in PSDImporter - AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon - Android: Change boost documentation and timing values in the simulator to reflect the boost mode timing of 10s instead of the previous 15 seconds as it changes on the driver side - Android: Fixed a frequency change error case (e.g. when boost is activated). Does not retry every frame. Manual retry is required. - Android: Fixed a warning 'IAdaptivePerformanceSettings.k_AssetVersion' when building the project - Android: Fixed an issue where the bottleneck profiler colors did not reflect warning states correctly - Android: Fixed simulator where temperature level and trend would not get updated when thermal action was updated - Animation: Fixed null reference in AvatarMaskInspector on ToggleAll - Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build - Build Pipeline: make script compilation work on windows7 again - Core: Update libcurl to 7.80 to address security vulnerabilities - Editor: CPU and GPU usage goes up when a tooltip pops up - Editor: tooltips not closing automatically when the mouse moves out from the rect of the ui part that triggered them - Graphics: Fixed an unnecessary memory allocation issue inside FSR's RCAS shader constants helper function - Graphics: Fixed a negative scaling which caused the scene view ui to disappear - Graphics: Fixed an issue where encoding R8, R16, RFloat and RHalf to EXR did no encodes to a grayscale image - Graphics: Fixed an issue where the 16-bit FSR implementation was no automatically enabled when supported by the target platform by removing FSR_ENABLE_16BIT option from FSRCommon.hlsl - Graphics: Fixed cubemap array macros for GLCore - Graphics: Fixed texture gather macros for GLCore and moved them from target 4.6 to target 4.5 - HDRP: Fixed a camera motion vector pass issue where reading last frame depth texture - HDRP: Fixed a null reference issue in CollectLightsForRayTracing - HDRP: Fixed an issue with detail normals when scale was null - HDRP: Fixed an issue with shader graph custom velocity and VFX - HDRP: Fixed motion vector rendering with shader graph with planar primitive - iOS: Fixed a unityWebRequest issue with uploading with automatic authorization - Linux: Fixed crash when cancelling unity loading of the project after enter safe mode prompt - Profiler: Fixed an error on Metal which caused "Assertion failed on expression: 'gpuFrequency != 0'" assert in Editor - Scripting: Fixed an issue where Unity would not print to console all user assemblies which reference UnityEngine/UnityEditor dll's, where the file name didn't match the assembly name - Serialization: Fix crash when setting an instance containing an empty list field in SerializedProperty.managedReferenceValue and then using SerializedObject.ApplyModifiedProperties - Serialization: Fixed a crash when entering into playmode and user would change domain during OnBeforeSerialize - UI: Fixed a build error when _MainTex was not present in ui shader - UI Toolkit: Fixed button click happening when mouse was released from behind an element that wa drawn in front of the button but within its boundaries - UI Toolkit: Fixed hover state not updated properly on Button when using touch-based pointer events to activate it - UI Toolkit: Fixed VisualElements in runtime panels sometimes retaining a hover state despite the mouse moving to another element, when the new element overlaps it and belongs to another panel - URP: Fixed an incorrect shadow batching and shadow length - URP: Fixed an issue in where the _ScreenParams was not setup correctly - URP: Fixed an issue where 2D global lights with shadows enabled could break light layer batching - URP: Fixed an issue where Light2D Sprite Light was not updating when Sprite properties were modified - URP: Fixed decal automatic technique to correctly work with webgl - URP: Fixed FXAA quality issues when render scale was not 1.0. - URP: Fixed several Native RenderPass issues regarding input attachments, DepthOnly pass, and Decals. - VFX Graph: Fixed an exception when changing the setting of space of a shape to world - VFX Graph: Fixed Picking and Selection passes issue - Web: Fixed an issue where there was a missing truthiness check for getSupportedProfiles() - WebGL: Fixed a playback of wrong audio clip issue
Unity 2021.2.15 Featured: - Version Control: Added branch name column in changeset view
Changed: - Version Control: Updated checkin comment box to keep the last comment after checkin error
Fixed: - 2D: Fixed a Crash on VirtualRedirectTransfer when loading AssetBundle while entering Play Mode - 2D: Fixed an issue where Secondary Texture set from a different Sprite was re-used even if another Sprite does not have one - 2D: Fixed an issue where managedContext was never passed to MonoPostprocessSprites - Android: Fixed asking for permission for location, webcam and external storage issue - Android: Update some APIs to support the behavior changes of LocationManager in Android 12 - Audio: Fixed an issue where a user was not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects - Editor: Fixed an exceptions when assigning array size via array size field in ReorderableList inspector control. - Editor: Fixed ReorderableList element height issue not updating when dynamic changes to list content happen - Graphics: Fixed a corruption of mip levels of non-readable ASTC cubemap texture issue - Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning - Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module - UI Toolkit: An element can now receive a PointerUpEvent notification when the mouse position is outside of the game view - Universal Windows Platform: Fixed an issue where Unity generated UWP project using hardcoded value of en-US - Version Control: Fixed performance regression in large projects due to FindObjectsOfTypeAll calls. - Version Control: Fixed working mode error after migration from Unity Collaborate. - WebGL: Fixed a MSAA effect issue for WebGL - WebGL: Fixed an issue where building WebGL projects in folders that contain Unicode characters on Windows was not supported
Unity 2021.2.14 API Changes: - UI Toolkit: Added: Allow custom USS styles to reference any kind of asset (through UnityEngine.Object).
Fixed: - AI: Fixed NavMeshAgent teleports to a wrong location when a border carved is reached by a NavMeshObstacle - Android: Fixed a crash when an app was put to the background before Unity initialiaation and then opened via URL - Android: Fixed a crash when using a custom cursor - Android: Fixed an issue where support for plugin folders with extension .plugin was missing - Build Pipeline: Fixed Dedicated Server not building for il2cpp properly - Editor: Fixed an issue where ContextMenuItems added to Lists did not show up in the List label context menu as well as the items - Graphics: Fixed a shader compiler error when using InterlockedExchange with float texture - Graphics: Fixed undo in for 1402145 DebugUI.EnumFields on the rendering debugger - HDRP: Fixed a HDRP camera debug panel rendering foldout issue. - HDRP: Fixed a null ref exception in Volume Explorer. - HDRP: Fixed a nullref exception when creating a new scene while LightExplorer was open. - HDRP: Fixed an error spamming issue when in player mode due to ray tracing light cluster debug view - HDRP: Fixed an issue at the edge of screen on some platforms when Screen Space Ambiant Occlusion (SSAO) was on. - HDRP: Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe. - HDRP: Fixed an issue where Post Process was not editable in the default frame settings. - HDRP: Fixed an issue where scene list was not refreshed upon deleting an Adaptive Probe Volume (APV) baking set. - HDRP: Fixed an issue where sometimes full screen debug would cause render graph errors. - HDRP: Fixed an issue which caused the uber post process to run even if nothing was to be done, thus leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline. - HDRP: Fixed an issue with dynamic resolution and low res transparency sampling garbage outside of the render target. - HDRP: Fixed an issue with Final Image Histogram displaying a flat histogram on certain GPUs and APIs. - HDRP: Fixed an issue with HDRI Sky and shadow filtering quality were set to high. - HDRP: Fixed artifacts on gpu light culling when the frustum near and far are very spread out - HDRP: Fixed custom pass name being cut-off when the name was too long in the inspector. - HDRP: Fixed error messages when trying to use HDSceneColor, NormalFromHeight, DDX, DDY or DDXY shader graph nodes in ray tracing. - HDRP: Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered. - HDRP: Fixed issue with accumulation motion blur and depth of field when path tracing is enabled. - HDRP: Fixed missing unit in ray tracing related tooltips and docs - HDRP: Fixed one frame flicker on hardware DRS - HDRP: Fixed PBR Dof using the wrong resolution for COC min/max filter, and also using the wrong parameters when running post TAAU stabilization - HDRP: Fixed performance penalty when hardware DRS was used between multiple views like editor or other gameviews. - HDRP: Fixed RTGI potentially reading from outside the half res pixels due to missing last pixel during the upscale pass - HDRP: Fixed screen space shadow when multiple lights cast shadows. - HDRP: Fixed sky jittering when TAA was enabled. - HDRP: Fixed static lighting sky update when using an HDRI sky with a render texture in parameter. - HDRP: Fixed the 'Exposure' field name to 'Exposure Compensation' name in sky volume overrides - HDRP: Fixed the default custom pass buffer format from R8G8B8A8_SNorm to R8G8B8A8_UNorm. Additionally, an option in the custom pass buffer format settings is available to use the old format. - HDRP: Fixed the roughness value used for screen space reflections and ray traced reflections to match environment lighting - HDRP: Fixed the volumetric clouds for the indoor template scenes by disabling them (normal and DXR) - HDRP: Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination. - HDRP: Fixed using the wrong directional light data for clouds and the definition of current Sun when the shadow pass was culled. - HDRP: Fixed various issues with render graph viewer when entering playmode. - HDRP: Fixed vertex color mode Add name whicgh was misleading, renamed to AddSubstract. - HDRP: Fixed volumetric clouds in lens flares sample indoor scene by disabling it. - HDRP: Fixeda warning when an Adaptive Prope Volumes (APV) baking set was renamed. - HLSLcc: Fixed HLSLcc so it no longer generates invalid code on Metal platforms when 16-bit integer types are used - IL2CPP: Corrected the behavior of the GUID property on System.Type objects - IL2CPP: Fixed a data corruption issue when unboxing to a Nullable<System.Decimal> - IL2CPP: Fixed an error message on Windows when Windows 10 SDK was missing - IL2CPP: Fixed an issue where Android would not properly build when Windows Language was set to Turkish - IL2CPP: Fixed an issue where assemblies whose name starts with Microsoft was not preserved or allowed - IL2CPP: Fixed undefined invocation behavior for unsigned arguments - iOS: Fixed a splash screen issue which sometimes showed in the wrong orientation - iOS: Fixed an issue where picking up a background scene if no foreground scenes were found was not allowed - macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS - Particles: Fixed an offset param in NativeArray overload of SetPaticles API - Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor - Scene/Game View: Fixed an issue where Hierarchy's picking icons were not refreshing when picking toggled via shortcut - Scene/Game View: Fixed mesh asset inspector rendering same mesh for each multi selection's preview - Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content - Shadergraph: Fixed an issue where edges connected to SubGraphNodes would sometimes get lost on upgrading a pre-targets graphs - Shaders: Fixed a caching server issue when compute shader serialization to use relative paths - Shaders: Fixed an issue where subshader and pass information was missing in the shader error message details - Shaders: Fixed some shader errors that were not appearing in the logs during player build - Shaders: Fixed unintended errors that complained about failed shader cache entry moves - uGUI: Fixed an Editor issue where uGUI would not be able to tell which gameview (screen) was clicked on as the mechanics for playmode did not work the same - uGUI: Fixed the slider's min and max values that was being the overwritten when selecting multiple slider GameObjects in the Hierarchy window - Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library) - URP: Fixed an incorrect blending of ParticleUnlit - URP: Fixed an issue where the menu button to be able to convert selected materials was missing. - URP: Fixed an issue with too many variants were being included in ShaderGraph shaders used in URP. [] - URP: Fixed max light count cpu/gpu mismatch in Editor with Android target - URP: Fixed single channel compressed (BC4) cookies on main light. - VFX Graph: Fixed an issue wher the Blackboard "Add" button for output could be hidden when the panel is too small - VFX Graph: Fixed an issue where a subgraph could be pasted into the same subgraph - VFX Graph: Fixed an issue where collision with zero scale lead to undefined behavior - VFX Graph: Fixed an issue where custom operator (multiply, add...) did not resize to the minimum size when input types changed. - VFX Graph: Fixed an issue where editing the values in the graph did not impact the system in real-time after saving - VFX Graph: Fixed an issue where Particle Strip without lifetime did not die when Alive was set to false - VFX Graph: Fixed an issue where the d state of VFX blocks and operators are preserved after copy/paste. - VFX Graph: Fixed an unexpected possible connection between GPUEvent and Spawn context - VFX Graph: Fixed bounds helper tool (automatic systems culling, world bounds computation, ...). - Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver
Package changes in 2021.2.14f1: - Packages updated: - com.unity.addressables: 1.19.17 → 1.19.18 - com.unity.live-capture: 1.0.1 → 1.1.0 - com.unity.purchasing: 4.1.2 → 4.1.3 - com.unity.render-pipelines.core: 12.1.4 → 12.1.5 - com.unity.render-pipelines.high-definition: 12.1.4 → 12.1.5 - com.unity.render-pipelines.high-definition-config: 12.1.4 → 12.1.5 - com.unity.render-pipelines.universal: 12.1.4 → 12.1.5 - com.unity.scriptablebuildpipeline: 1.19.5 → 1.19.6 - com.unity.shadergraph: 12.1.4 → 12.1.5 - com.unity.visualeffectgraph: 12.1.4 → 12.1.5
Packages no longer available: - com.unity.sysroot - com.unity.sysroot.linux-x86_64 - com.unity.toolchain.linux-x86_64 - com.unity.toolchain.macos-x86_64-linux-x86_64 - com.unity.toolchain.win-x86_64-linux-x86_64
Unity 2021.2.13 Improved: - Scripting: Improved AssemblyUpdater to not try to connect to VCS unless there assemblies under VCS that needs updating - Scripting: Improved invalid ApiUpdater configs detection - UI Toolkit: Refactored UI Builder's asset modification processor's OnWillSaveAssets() callback to save changes automatically on the Save and Save Project global commands - UI Toolkit: Removed the Cmd+S handler code since it's not need to handle that separately anymore. Also removed the associated (and unused) OnSaveDocument callback. - UI Toolkit: Save operation is properly skipped on the Duplicate command which, unfortunately, also uses the (same) asset modification processor callback
API Changed: - Shaders: Added: Pass.CompileVariant API now has an option to generate shader data for use by external tools
Changed: - Android: Stop trimming text input which bring it to parity between Android and iOS.
Fixed: - AI: Fixed an issue where the NavMesh obstacle carving caused narrow gaps in the NavMesh - Android: Fixed a black screen issue when resuming application with native dialog present - Android: Fixed Oculus on-screen keyboard status when not enabled in manifest - Asset Bundles: Fixed an issue where if a file or meta was copied on disk or rename the asset bundle name was not preserved - Asset Bundles: Fixed building when a bundle of the same name as built by script already exists - Asset Import: Fixed an issue where Strip Bones" was not enabled as the default for new assets - Asset Pipeline: Fixed an issue where generating previews for scenes could sometimes block saving asset until finished - Asset Pipeline: Fixed an issue with the licence for asset import workers in parallel import, which could cause platform-specific texture compression to fail - Editor: Changed to Screen class in Device Simulator are now delayed by one frame - Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents - iOS: Fixed an issue where TouchScreenKeyboard.selection was being reverted when keyboard animates - Kernel: Fixed an invalid "System is running out of memory" error on macOS M1 laptops - macOS: Fixed an issue where UnityEngine.SystemInfo.processorFrequency returned 0 on Apple Silicon - Particles: Fixed a memory overwrite when using trails and ringbuffer mode together - Physics: Fixed an issue where setting inertia tensor to be equal to zero (infinite) was not enabled - Scripting: Fixed a non generic method returning generic type parameter (from declaring type) tha was being skipped - Scripting: Fixed a potential AssemblyUpdater assembly corruption if the assembly referenced specific Texture.Resize() overloads - Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom could return duplicate entries - Serialization: Fixed a play mode crash when loading asset bundles that contained assets with editor only fields.. This was true only for asset bundles generated after an initial play mode session - Shaders: Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive .altogether - uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images - UI Toolkit: Fixed a null reference when an object is dragged into and object field contained in a list view - UI Toolkit: Fixed setting Element's Margins to auto in a newly created file completely shrinks the Element and breaks the Inspector - UI Toolkit: Fixed usage of the PropertyField when the bound enum uses the InspectorName attribute - WebGL: Fixed an issue where the escape of special characters in canvas html id was not added - Windows: Fixed an issue where the 32-bit Windows standalone player binaries were not signed with Unity certificate - XR: Fixed 2x memory usage on Quest for textures that are created procedurally - XR: Fixed a texture memory leak on texture uploads
Unity 2021.2.12 Changed: - PS4: Added latest SDK 9.0 patch for 2021.2 - Version Control: Disabled the invite button when user does not have invite permission or not on a cloud repo. - Version Control: Impoved plugin initialization process and let the plugin functions without needing the Plastic window opened - Version Control: Updated styling of number of items in incoming changes category
Fixed: - Asset Import: Fixed an issue where AssetImportContext.AddObjectToAssets did not work in AssetPostprocessor methods - Asset Import: Fixed an issue where Textures passed to AssetPostprocessor methods did not have a name - Asset Pipeline: Fixed an issue where asset previews were not updating when modifying assets in an external tool in play mode - Asset Pipeline: Fixed an issue where Assets were not checked out in Version Control when the NavMesh changed after baking - Asset Pipeline: Fixed an issue where deleting invalid asset paths did not throw ArgumentNullException when using Perforce as VCProvider - Editor: Fixed an issue where the scriptable object leaked while previewing textures - Editor: Fixed an issue where there was no automatic filter out and ignore assemblies that were automatic included as a part of the system library references - GI: Fixed a crash on some Windows7 PCs when tbb12.dll gets loaded - GI: [Vulkan] Fixed an Editor crashes in Optix when Generating Lighting multiple times - Graphics: Fixed a sporadic freeze issue during texture upload. This issue occured mainly on ARMv8 platforms - macOS: Fixed an issue related to creating a new Unity project inside a directory with Unicode characters - Mobile: Removed warning "Using antialiasing on a mobile device may decrease performance severely." from Editor - Particles: Fixed a Forcefield Vortex determinism issue - Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that - Profiler: Fixed Multiple Profiler errors that were thrown when Profiler was open in Play mode - Scene/Game View: Fixed an issue where Scene View Orientation Gizmo appeared with a background incorrectly in some cases - Scene/Game View: Fixed handles drawn in MonoBehaviour.OnDrawGizmos appearing offset in the Scene View - Scripting: Fixed an exception that was being thrown when resolving a missing assembly because OS does did not provide a Global Assembly Cache - Services: Fixed a crash which occured with Il2cpp when the following engine stripping and Analytics were enabled, but without the analytics package installed - Shaders: Fixed an issue the in shader keyword enumeration that caused a missing variants in some cases. - TextCore: Fixed a potential editor crash due to an invalid system font file that was present on a user system where the font file was missing a font family and / or style name - UI Toolkit: Fixed an issue where ScrollView could be dragged beyond bounds when used in runtime on touch devices - Universal Windows Platform: Fixed "TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: 4294950016" error when using System.Net.Http on ARM64 machines/devices - Version Control: Fixed an Newtonsoft.Json.dll conflict issue with other external packages - Version Control: Fixed an ArgumentOutOfRange exception when creating a branch - Version Control: Fixed an issue where editor objects count increased when hovering over Plastic window or toolbar button - Version Control: Fixed scene reloading not happening after creating a new branch
Unity 2021.2.11 Improved: - IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies
API Changes: - Particles: Added: There is a new version of GetTrails that doesn't allocate any garbage
Fixed: - Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass - Android: Fixed an app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame - Animation: Fixed a crash when modifying an animation override controller which was in use during a state machine enter / exit behavior callback - Build Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping - Core: Fixed incorrect handling of C#'s readonly keyword in the JobsDebugger - Editor: Fixed a Null reference exception on enabling constrain proportions scale for a freshly created Rect Transform object - Editor: Fixed an issue where selecting a scene template modified its dependencies. - Editor: Fixed an issue where keyUp events were never received in the macOS editor under playmode - GI: Fixed an issue where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group - Graphics: Fixed a particles flickering issue on metal - IL2CPP: Implement the internal SetLastWin32Error method. This is used in the CriticalHandle implementation and can cause problems for libraries like Mono.Data.SqlLite - IL2CPP: Fixed "Attempted to lookup type that hasn't been created" error when building a UWP project - IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL - IL2CPP: Fixed an issue where the Visual Studio Build Tools installations was not detected nor used. - iOS: Fixed an issue where the et On Demand Resources setting in XCode project was not always set to the value in Unity Player Settings - Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory - Package Manager: Fixed an issue where Unity terminated with error code 0 when an exception occurs while importing a package in bach mode - Particles: Fixed an issue where there was incorrect Collider information for GetTriggerParticles, in the case where there were null colliders in the Trigger Module list - Physics: Fixed an issue where re-parenting an inactive 2D Collider using a CompositeCollider2D on the target hierarchy would not use the composite - Prefabs: Fixed a RootGameObject detection issue for missing Prefab instances to avoid creating placeholders. - Prefabs: Fixed a scene saving for scene backups issue when entering PlayMode to re-enable EnterPlay mode with missing Prefab instances in the scene - Prefabs: Fixed an error that was thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components - Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players - Serialization: Fixed an issue where error message did not include filename when serialized map in a YAML file was badly formed - Shaders: Added the number of skipped shader variants to the shader compilation log output - Shaders: Fixed a misleading comment in UnityCG.cginc - Shaders: Fixed an issue where the shader name was not added to the error description when failing to compile or link GLSL shaders - Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time - Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows - UI Toolkit: Fixed a UIDocument sort order issue when multiple ones had the same sort order value but some of them were disabled - UI Toolkit: Fixed an issue where the icon in the Uxml preview header would not open the uxml file in the IDE (UI Builder). - UI Toolkit: Fixed an issue where the Open With IDE context menu was trying to open the uxml in the builder instead of opening it in the IDE (UI Builder) - VFX Graph: Fixed a collision with depth buffer issue when using a physical camera - WebGL: Fixed a MSAA effect issue for WebGL - WebGL: Fixed a template issue when quotation marks were used in company name or product name - WebGL: Fixed an issue that prevented PlayerSettings.WebGL.emscriptenArgs options from being passed to the build - WebGL: Fixed an issue with the creation of external debug symbols - Windows: Fixed an issue when building generated IL2CPP C++ code with Visual Studio 2022 Unity did not correctly recognize it as "Visual Studio 2022"
Unity 2021.2.10 Features: - Video: Added support for Mac for advanced video encoding controls for H.264
Improved: - Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API
Fixed: - Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file - Burst: Fixed a bug where the compiler would reject a try/finally statement if it was the first thing in a method - Burst: Fixed a compiler miscompile if you load a static readonly v128 and pass it straight to a function as an argument - Burst: Fixed a null-derefence that could occur if you used UnsafeUtility.IsUnmanaged in a static readonly constructor - Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right unityaot folder - Burst: Fixed an editor crash when trying to debug a DirectCalled method - Burst: Fixed an error if install in build folder is used without ever using a regular build - Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes - Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again. - GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper - GI: Fixed the denoising of shadowmask with the GPULM - Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames - IL2CPP: Fixed a race condition loading string literal values - IL2CPP: Fixeda possible compilation error in field access in unsafe generic code - iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false - Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements - Mono: Fixed an issue where locale name could not be resolved correctly on Android - Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab - Scene/Game View: Reduced CPU use when hovering an Overlay - Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects - Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified - VFX Graph: Fixed Particles Simulation to behave as expected on paused effect
Unity 2021.2.9 Improved: - Build System: The linux clang toolchain is now built with a newer bootstrap compiler - Editor: Optimized calculating the size of Undo operations. Making many changes to GameObjects should now be cheaper to add to the Undo system. - Physics: Improved the performance of recreating 2D colliders under some circumstances - XR: TryGetBoundaryPoints now returns proper boolean values
API Changes: - URP: Added: Adaptive Performance Decals scaler access
Fixed: - 2D: Fixed case where Atlas Cache is inconsistent after disabling Sprite Packer and deleting atlases outside Unity Editor - 2D: Fixed error for ITilemap.Finalize - AI: Fixed NavMesh.CalculatePath missing a link exit corner in some situations - Android: Fixed an issue where manifest was loosing some permission settings when enabling Split Application Binary for App Bundles - Android: Fixed an issue where the Unity icon was overriding the user specified default icon - Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android - Asset Import: Fixed AssetImportWorkerProcessLoadsPrecompiledDll instability - Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database - Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown - Asset Pipeline: Fixed an issue with prefabs reimporting on editor restart - Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build - Editor: Fixed a Crash in certain cases when editing multiple prefab instances - Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation - Editor: Fixed an issue and now DragAndDrop custom handler is allowed to override Drop on the scene view - Editor: Fixed crash when cacheserver was enabled but had no connection string - GI: Fixed issues with overlapping lights using shadowmask and wide spot angles - Graphics: Fixed a crash when creating a CubemapArray RenderTexture on D3D12 - Graphics: Fixed an issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor. - Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values. - Graphics: Fixed race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers - Graphics: Fixed XR support in CoreUtils.DrawFullscreen function. - HDRP: Fixed a crash with render graph viewer when render graph is not provided with an execution name. - HDRP: Fixed a nullref when enabling raycount without ray tracing. - HDRP: Fixed a shader warning in the volumetric clouds combine file. - HDRP: Fixed a shader warning in UnityInstancing.hlsl. - HDRP: Fixed a warning because of a null texture in the lens flare pass. - HDRP: Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog) - HDRP: Fixed an issue with Stacklit raytrace reflection. - HDRP: Fixed AO dissapearing when DRS would be turned off through a camera, while hardware drs is active in DX12 or Vulkan. - Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state - HDRP: Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled. - HDRP: Fixed auto-exposure mismatch between sky background and scene objects in path tracing. - HDRP: Fixed broken debug views when dynamic resolution was enabled - HDRP: Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. - HDRP: Fixed build warnings due to the exception in burst code - HDRP: Fixed camera bridge action in release build - HDRP: Fixed CoC size computation when dynamic resolution is enabled - HDRP: Fixed contact shadow disappearing when shadowmask is used and no non-static object is available - HDRP: Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights ; - HDRP: Fixed custom pass utils Blur and Copy functions in XR - HDRP: Fixed debug window reset - HDRP: Fixed decal performances when they use different material and the same draw order - HDRP: Fixed default numbder of physically based sky bounce from 8 to 3 - HDRP: Fixed default value of "Distortion Blur" from 1 to 0 according to the doc - HDRP: Fixed dirtiness handling in path tracing, when using multiple cameras at once - HDRP: Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light - HDRP: Fixed error thrown when layered lit material has an invalid material type - HDRP: Fixed exception on DLSS when motion vectors are disabled (case # 1377986) - HDRP: Fixed flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled - HDRP: Fixed FOV change when enabling physical camera - HDRP: Fixed interpolation issue with wind orientation - HDRP: Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering - HDRP: Fixed layer lit shader UI - HDRP: Fixed Lens Flare visible when being behind a camera with Panini Projection on - HDRP: Fixed light mode not available after switching a light to area "Disc" or "Tube" - HDRP: Fixed misc shader warnings - HDRP: Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser - HDRP: Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black - HDRP: Fixed NeedMotionVectorForTransparent checking the wrong flag - HDRP: Fixed Normal Map assiignation when importing FBX Materials - HDRP: Fixed nullref from debug menu in release build - HDRP: Fixed objects belonging to preview scenes being marked as dirty during migration - HDRP: Fixed option to force motion blur off when in XR - HDRP: Fixed range fields for depth of field - HDRP: Fixed rasterized accumulation motion blur when DoF is enabled - HDRP: Fixed references to reflection probes that wouldn't be cleared when unloading a scene - HDRP: Fixed rendering in the editor when an incompatible API is added - HDRP: Fixed screen space shadow debug view not showing when no shadows is available - HDRP: Fixed shader graph errors when disabling the bias on texture samplers - HDRP: Fixed shadow cascade transition not working properly with bias - HDRP: Fixed SpeedTree graph compatibility by removing custom interpolators - HDRP: Fixed spot light shadows near plane - HDRP: Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback - HDRP: Fixed taa jitter for after post process materials - HDRP: Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization - HDRP: Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows - HDRP: Fixed the intensity of the sky being reduced signficantly even if there is no clouds - HDRP: Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update - HDRP: Fixed the rt screen space shadows not using the correct asset for allocating the history buffers - HDRP: Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog - HDRP: Fixed timeline not updating PBR HDAdditionalLightData parameters properly - HDRP: Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph - HDRP: Fixed unsupported material properties show when rendering pass is Low Resolution - HDRP: Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat - HDRP: Fixed write to VT feedback in debug modes - HDRP: Render Graph object pools are now cleared with render graph cleanup - IL2CPP: Corrected the build of a Windows Standalone player with IL2CPP via the generated Visual Studio project - iOS: Fixed a rare crash when quiting app during orientation change - Linux: Fixed an issue where Linux Dedicated Server is unable to build if the Linux Standalone support is not installed - macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup - Mobile: Fixed an issue where UaaL analytics might get stripped if code stripping is enabled - Package Manager: Handled InvalidCastException when the json sample data is not correct, and provided clearer messages for users and developers - Particles: Trail material is now restored if module is toggled off then on again - Physics: Fixed a crash when switching an ArticulationBody to immovable during a collision event - Physics: Fixed ModifiableContactPair.GetFaceIndex not working in CCD generated callbacks - Prefabs: Fixed missing required component causing import loop and log spamming - Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions - Scripting: Cyclic assembly references error shows in SafeMode as well - Scripting: Fixed an issue where some properties and methods returning ScriptableObject[] would produce assertion error messages in the console - Serialization: Fixed TypeTreeCache cache key computation - Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage - Shadergraph: Fixed a validation error in ShaderGraph when using the SimpleNoise node both inside and outside a subgraph - Shadergraph: Fixed the behavior of checkerboard node with raytracing - Shaders: Fixed a bug where the clearing of the shader cache for compute shaders was clearing some data that it shouldn't have. The requirements are only built during import so they should persist even when cleared - Shaders: Fixed a compiler error with missing splat constructors with some platform compilers - Shaders: Fixed a crash when using SV_COVERAGE in a fragment input - Shaders: Fixed a memory leak with LocalKeywordState - Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient - Shaders: Fixed an issue where the frame debugger was not properly displaying some types like integers with compute shaders - UI Toolkit: Added null checks against UXML Traits returning null references - UI Toolkit: Fixed issue where the UI Builder would not suggest variables defined in a uss attached to a theme - URP: Fixed a performance regression in the 2D renderer regarding the PostProcessPass - URP: Fixed a regression where filtering the scene view yielded incorrect visual results - URP: Fixed decal compilation issue on mac. - URP: Fixed incorrect light indexing on Windows Editor with Android target - URP: Fixed mismatch on some platforms between Editor-side and Runtime-side implementations of UnityEngine.Rendering.Universal.DecalRendererFeature.IsAutomaticDBuffer() - URP: VFX: Incorrect Decal rendering when rendescale is different than one - VFX Graph: Fixed null reference exception when opening another VFX and a debug mode is enabled - WebGL: Fixed Unity Editor hang on editor shutdown after doing WebGL Build and Run on Windows - Windows: Fixed an issue when setting a cursor, it was very slow when doing it for the first time for a particular texture - Windows: Fixed an issue where touch up events getting missed in rare circumstances on some touchscreen devices - Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time - XR: Fixed an issue where XRBeginFrame event was added to frame debugger even if VR wasn't enabled - XR: XR Management now creates XRGeneralSettingsPerBuildTarget in all places it is requested ensuring that if the loaders exist in the project then XR will be initialized regardless of whether the XR Plug-in Management window has been opened
Unity 2021.2.8 Features: - Version Control: Added incoming changes overview bar for Gluon workspace - Version Control: Added option to "Save Revision as" to the context menu in the changesets view
Improvements: - Documentation: Expanded TextAsset text getter documentation - Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque - Editor: Improved performance of rendering selection outline in the Scene View - IL2CPP: Enable sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage - IL2CPP: Improve the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check
Changed: - GI: Changed to mixed spot/point lights with no shadows to ensure they bake their direct lighting in subtractive lighting mode - Physics: Added a new contact modification event to differentiate CCD and discrete callbacks - Services: Unity Analytics renamed to Legacy Analytics in order to aid deprecation of the Analytics package - XR: Removing Lumin platform support in the installer
Fixed: - 2D: com.unity.2d.psdimporter - Fixed per platform settings does not get applied in Windows platform - Android: Fixed "Unable to initialize the Unity Engine" error when building AAB with Split App Binary - Android: Fixed an issue where Compass.headingAccuracy did not report one of predefined values giving some indication on accuracy - Android: Fixed an issue where the Gradle template placeholder DIR_UNITYPROJECT did not - Android: Fixed an issue where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings - Asset Import: Fixed an issue where additional import progress bar update prior to cache server download was missing - Build Pipeline
Unity 2021.2.19 相關參考資料
AssetsML-AgentsExamplesPushBlockWithInputScripts ...
2022年5月29日 — Unity Version: Unity 2021.2.19 · OS + version: Windows 10 · ML-Agents version :ml-agents-release_19 · Environment:python3.7.
https://github.com
Elevate Your Game Development with Unity 2021.2 and ...
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https://docs.unity3d.com
Unity 2021.2.19
2022年4月5日 — Fixes · Android: Fixed an issue where add PlayCore dependency was added to build. · Build Pipeline: Fixed an issue where BuildPlayerOptions.
https://unity.com
Unity plugin, Weld offset field leads to instability · Issue #486
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https://github.com
unity添加微信工具报错?
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https://developers.weixin.qq.c
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https://docs.unity3d.com
物品的拾取和丢弃——Unity随手记(2021.2.19) 原创
2021年2月19日 — 要实现物品的拾取,首先我们要能够区分不同的物品,我们创建新的物品类,运用枚举型来实现。
https://blog.csdn.net
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