Unity

最新版本 Unity 2022.1.8

Unity 2022.1.8

Unity 2022.1.8
Unity 是一個遊戲開發生態系統:一個強大的渲染引擎完全集成了一整套直觀的工具和快速的工作流程來創建交互式的 3D 和 2D 內容; 輕鬆的多平台發布; 成千上萬的質量,在資源商店和知識共享 community.

For 獨立開發者和工作室,Unity&rsquo 的現成的資產; S 民主化生態系統摔破的時間和成本障礙,創造獨特的美麗的遊戲。他們使用 Unity 打造民生做他們喜歡的事情:創建遊戲在任何 platform.

Unity 特點是鉤和喜悅的球員:

Workflow
Rapidly 組裝您的場景在一個直觀的,可擴展的編輯工作區。為對你的成品 game.

Quality
Create 與 AAA 視覺逼真度,音頻和全油門動作執行平整光潔任何 screen.

2D 和放大器遊戲快速迭代播放,測試和編輯; 3D
Get 專用於 2D 和 3D 內容創建與利用共享 conventions.

Animation
Unity&rsquo 的高效的工作流程工具; S 唯一強大和靈活的動畫系統帶來生命的任何字符或物體與難以置信天然和流體 movement.

Performance
Reliable 性能,光滑幀率,和高超的遊戲跨越目標 platforms.

Multi-platform
No 其他遊戲引擎發揮的經驗給你這麼多的發布平台與近費力 deployment.

Unity 雲 Build
Get 選擇你的構建與新的雲服務構建的簡單方法。檢測項目中的變化,你的工作,並建立對您的設備自動傳送,或可玩的 Web.

Note:Unity 是免費的,自帶 Unity Pro.

Also 提供全功能的 30 天試用版:下載 Unity 為 Mac

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軟體資訊
檔案版本 Unity 2022.1.8

檔案名稱 UnityHubSetup.exe
檔案大小
系統 Windows XP / Vista / Windows 7 / Windows 8 / Windows 10
軟體類型 免費軟體
作者 Unity Technologies
官網 http://unity3d.com/unity
更新日期 2022-07-08
更新日誌

What's new in this version:

Unity 2022.1.8
Changed:
- XR: The Oculus XR Plugin package has been updated to 3.0.2.

Fixed:
- Android: Allow any file to be selected as keystore (previously only .keystore was supported)
- Android: Fixed a potential app store validation issue related to a QueryIntentActivities( call when initializing the engine.
- Android: Fixed crash during low memory kill
- Asset Pipeline: Fixed an issue where generating previews of some prefabs could raise an 'unknown importer' error in the console
- Editor: Fixed crash on Linux when opening and closing standalone profiler in the editor
- Editor: Fixed padding/alignment on "on play behavior' menu items
- Editor: Gradient's location value could not be edited for rgb swatches using the keyboard
- Editor: Maximize on Play no longer steals focus, listens to "focus" checkbox instead
- Editor: Speed up drag & drop in the Project view on large projects
- GI: Fixed the pushoff setter on GPU lightprobes baking
- GI: Light Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled
- Graphics: Draw calls with not all ComputeBuffers bound correctly can lead to crashes on M1. Calls are now discarded and error message is output with shader name
- Graphics: Fixed false positives from checking if all buffers are bound correctly on Metal.
- HDRP: Added an error message in the custom pass volume editor when custom passes are disabled in the HDRP asset
- HDRP: Changed back height of the path tracing progress bar to 0.5% of the resolution
- HDRP: Fixed custom pass material editor not displaying correctly read-only materials
- HDRP: Fixed DRS resolution not working for custom post process / custom passes. Pre post effect passes looked croppted (case 1398904
- HDRP: Fixed error on lens flare enabled causing motion vectors to be faulty
- HDRP: Fixed flickering tiles on FPTL when light count exceeds 32 on vulkan. Caused by a compiler bug vulkan only (case 1401605
- HDRP: Fixed HDRP Wizard windows duplicated when entering in play mode
- HDRP: Fixed issue with overblown exposure when doing scene filtering
- HDRP: Fixed issue with path tracing, when Ambient Occlusion Remapping is forced to zero on materials
- HDRP: Fixed lens flare wobbling caused by using jittered matrix, more visible with DLSS (case 1403463
- HDRP: Fixed min percentage of dynamic resolution in HDRenderPipeline not clamped (case 1408155
- HDRP: Fixed missing menu item to create reflection proxy volume
- HDRP: Fixed Reflection Proxy Volume allowing negative values
- HDRP: Fixed the history buffers being all discarded when the number of ColorPyramidBuffers changed (case 1405726
- HDRP: Updated frame diagram image in documentation (missing Flim grain and Dithering
- HDRP: Virtual texturing streaming loading no longer hindered by transparent materials. Transparent materials, depending on their transmitance or alpha, will let the VT streaming system requests textures appropiately
- IL2CPP: Avoid an stack overflow during code conversion when an attribute constructor uses the attribute itself
- IL2CPP: Avoid incorrect behavior of the Array::Set method when the faster (smaller builds IL2CPP code generation option is used
- IL2CPP: Copy .h source plugin files into the Gradle project generated for Android builds
- IL2CPP: Fixed "Cannot add a generic parameter reference without an instance" error when converting a method with a generic function pointer
- IL2CPP: Fixed issue where assemblies with an instance method and a static method with the same name, parameters, and return type would cause the build to fail
- IL2CPP: Fixed issue where Assembly.GetType( on a type without a namespace could match a nested type with the same name and issue where Assembly.GetType() did not respect the ignoreCase flag for nested types
- IL2CPP: Fixed performance issues in metadata access with thread contention
- IL2CPP: Fixed performance regression in regular expressions
- IL2CPP: Fixed possible runtime crash when a generic type is used as a base class generic parameter
- IL2CPP: Throw a managed exception when CreateDelegate is called with a delegate type that was not generated ahead of time
- Linux: Fixed missing game controller mappings for certain controllers
- Mono: Corrected issue where FileSystemEventArgs.FullPath did not return a fully qualified path
- Mono: Fixed "The BinaryReader read data to a Span is always zero."
- Mono: Fixed issue where FileSystemEventArgs.FullPath would have an incorrect path if FileWatcher event was on a file in a subdirectory
- Particles: When using the Built-in Rendering Pipeline, prevent the Standard Unlit Particle shader from performing unnecessary lighting calculations on the CPU
- Prefabs: Fixed Overrides window height is not adjusted when notifications are also present in this window
- Profiler: Fixed untracked memory allocated via AsyncUploadManager when browsing Addressables
- UI Toolkit: This fixes the following:
- 1357086: Changes in UI Builder are lost when editing a 2D sprite
- UIT-1233: UIBuilder: Message in dialog unclear - "UI Builder: Document has unsaved changes"
- The message appearing on screen is now clearer and a bit more explanatory for users. While it doesn't fix the problem at the source, it at least informs users more efficiently (about the reasons why they ended up there
- URP: URP 2D - Fixes vertex color for sprite shapes
- VFX Graph: Custom attribute blend block was missing a range slider for the blend property
- VFX Graph: Fixed node input type could be changed when inserting a new node on an edge
- VFX Graph: OutputParticle context inspector content could shift vertically when resizing the inspector panel
- VFX Graph: VFX asset preview is not animated by default anymore to save cpu usage
- VFX Graph: VFX Graph gizmo cannot be manipulated anymore
- Web: This PR implements Application.RequestUserAuthorization/HasUserAuthorization API:
- https://docs.unity3d.com/2022.1/Documentation/ScriptReference/Application.RequestUserAuthorization.html and sets the front facing mode of devices that don't include "front" or "back" in their label to true
- XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor


Unity 2022.1.7
Improved:
- Windows: Added "-force-d3d11-flip-model" command line parameter to force Unity to use DXGI flip model swap chain

API Changes:
- UI Toolkit: Added: Added a NestedInteractionKind enum to ScrollView to give control over event propagation while scrolling

Fixed:
- 2D: Fixed duplicate instantiated GameObjects from Tiles on Tilemap Prefabs when instantiating the Tilemap Prefabs
- Android: Fixed high memory usage when uploading 2D array textures using Vulkan on Adreno devices
- Android: Fixed Java local reference leak when AndroidJavaProxy is passed as argument to AndroidJavaObject.Call/CallStatic
- Android: Fixed video with alpha when using Vulkan on some older devices
- Android: Fixed VideoPlayer with Vulkan on Samsung GPUs
- Android: To change android:screenOrientation value from "fullSensor" to "fullUser" so that the orientation of the screen can be locked when screen orientation on a device's setting is turned off
- Asset Pipeline: Increasing the default import worker connect timeout, to avoid import worker client processes shutting down unnecessarily, when working with larger projects
- Editor: Fixed crash when moving non-empty folder to a target containing another folder with the same name in the Project Browser
- GI: Fixed SetLightingDataAsset with multiscenes (caused the lightmaps to disappear for other scenes
- Graphics: Fixed metal code generation for shaders using IBFE opcode
- Graphics: Fixed occasional crash when compressing to ETC2 with Texture2D.Compress
- Scripting: Fixed issue where OnPostRender is called multiple times per frame when setting Application.targetFrameRate
- Scripting: Fixed issue where yielding WaitForEndOfFrame was getting called too many times per Editor player loop
- UI Toolkit: Fixed disabled UIDocument still being rendered on editor start
- UI Toolkit: Fixed for issue where ArgumentOutOfRangeException is thrown when adding/removing elements from a List in the Inspector
- UI Toolkit: Fixed for offset issues and layout delays in default PropertyField on array values when adding or removing items
- UI Toolkit: Fixed nested scroll view behaviour on mobile; scrolling will stay in the scroll view that initiated the drag
- UI Toolkit: Fixed wrong focus grabbing when refreshing BaseVerticalCollectionView
- Universal Windows Platform: Fixed Application.OpenURL asserting due to not freeing temporary memory
- VFX Graph: Fixed exception when there is a GPU in subgraph and flow link in parent graph
- Windows: Fixed Screen.currentResolution containing incorrectly rounded refresh rate
- Windows: Fixed the game window teleporting to another display on certain display setups when switching to exclusive fullscreen mode at resolution that's significantly lower than the display's native resolution


Unity 2022.1.6
Improved:
- Burst: Added support for the System.Runtime.CompilerServices.IsExternalInit workaround documented into Burst when used in 2022.1+

Changed:
- Burst: Changed how we process static readonly fields in static constructors such that we'll allow more computational budget per static field. This fixes the case where having too many static readonly variables in a single static constructor could fail to compile, while they would work if each was in their own static constructors.
- Burst: SDK Updates

Fixed:
- Burst: Added workaround for "cannot dlopen until fork() handlers have completed" issue seen in macOS 12.3
- Burst: Fixed a bug that manifested when using IAP in UWP builds with Burst - we were scanning the assembly hierarchy too deep for Bursted types, which led to an AssemblyResolutionException
- Burst: Fixed a bug with Span and ReadOnlySpan types where if the indices used were not already 32-bit signed integers, an internal compiler error would occur if running with safety checks enabled
- Burst: Fixed a compiler crash if users used __refvalue or __arglist in Burst. Neither of these are supported, but now we will nicely tell you via a compiler error that they aren't supported
- Burst: Fixed a compiler error when trying to acquire the function pointer of a generic function from Bursted code
- Burst: Fixed a really convoluted bug that could manifest in Burst returning out of date cached libraries, which would manifest as random exceptions in Burst jobs/function-pointers (users deleting the BurstCache would workaround the bug)
- Burst: Fixed a regression where out parameters of C# 9.0 function pointers weren't working in Burst
- Burst: Fixed bug in static constructor ordering in the presence of indirect dependencies between static constructors (i.e. static constructor -> static method -> static constructor) that could result in a runtime crash
- Burst: Fixed bug where disabling native debug mode, after having previously enabled it in the same editor session, didn't in fact disable native debug mode
- Burst: Fixed burst inspector sometimes stalling during loading for script reloads
- Burst: Fixed compiler crash when the only usage of a static field was in a formatted exception string
- Burst: Fixed compiler crash when trying to dynamically call BurstCompiler.CompileFunctionPointer in Burst-compiled code
- Burst: Fixed hashing bug that could occur when a function pointer type is used in a method parameter
- Burst: Fixed hashing error that could occur in the presence of multiple synthesized explicit interface implementations with the same name and signature
- Burst: Fixed internal compiler error when encountering a calli with closed generics
- Burst: Using a function only through a C# function pointer could cause a crash
- Editor: IndexOutOfRangeException is thrown when openning Object Picker
- GI: The editor could crash in case of overlapping light probes when additively loaded scenes. This fix eliminates an attempt to deduplicate light probes with respect to positions. A warning is introduced as the lack of deduplication could cause flickering objects
- Graphics: Fixed consistent Gfx.WaitForPresentOnGfxThread editor spikes when using Metal. Also fixed issue which caused the Game View FPS to drop when the editor was moved to a different display. In addition, fixed bad performance when Game View was displayed in a different window at the same time as the Scene View
- Linux: Backport for bug 1134402
- Identical changes to trunk
- Linux: Fixed crash caused by destroying MenuItem widgets and accessing their data in GTK handlers
- Linux: Fixed PC does not going to sleep when the editor is open
- Linux: Fixed player window cannot be resized when the player is started in full screen mode
- macOS: MacOS MoveMainWindowTo no longer fails to switch screens when monitors are scaled
- Particles: Fixed for glitching particle effects that showed up when using graphics jobs
- Physics 2D: Ensure that the PlatformEffector2D continually calculates friction/bounce when something is in contact with it
- Profiler: Fixed Memory Profiler capture reloading unloaded assets referenced by scripts- Serialization: Avoid crash during build related to assets that use SerializeReference and Garbage Collection- uGUI: Fixed an issue where a RectTransform that is part of a nested Canvas would get its values overridden when it would become disabled
- UI Toolkit: Fixed an issue where the UI Builder breaks the cursor property when saving by appending a comma between the additional parameters- Universal Windows Platform: Fixed memory leak when creating new PlayerPrefs with key that is longer than 25 characters
- URP: URP 2D - Fix bug when upgrading parametric lights to freeform lights
- WebGL: Updated UnityWebRequest.url after request redirects


Unity 2022.1.5
Fixed:
- Android: Fixed potential crash during shutdown when using Vulkan
- Asset Import: Fixed issue where the Model Importer remaps materials even when MaterialImportMode is None
- Asset Import: Scripted importers that use Allocator.Temp allocated memory no longer leak memory on the asset import worker
- Editor: Fixed ReorderableList 'delete element' keyboard shortcut exceptions
- Editor: Fixed spurious assembly file locking which could prevent rebuild after using the right clic "Open source code" on a test in the Test Runner window.
- Input: Fixed Alt-Tabbing out of build leaves the Alt key pressed on return
- Input: Fixed keys being stuck pressed when application regains focus on Windows Standalone, macOS with input system package
- Input: Fixed mouse coordinates being incorrect until first move on Windows Standalone, Linux, macOS with input system package
- Input: Fixed Touchscreen.pressure being corrupted on Windows Standalone with input system package
- Kernel: Fixed issue when attempting to load corrupted rest-certificate.pem cert would crash Unity
- Linux: Fixed Linux Editor's new input system's mouse scroll delta values clamped between -1 and 1
- UI: Updated COPPA compliance link


Unity 2022.1.4
Improved:
- Graphics: Reduced command buffer CPU overhead
- HDRP: Reduced RenderGraph CPU overhead

Changed:
- Serialization: Changed alignment in Resource Image transfer function from 4 to 16 bytes to improve patching results on some platforms

Fixed:
- Editor: Backed out fix for 1322784. This fix created multiple regressions
- Editor: [SpeedTree] Fixed default vertex colors for the billboard LOD vertex data for SpeedTree v8 imports
- Graphics: Fixed for slow update of streaming virtual texturing on DX11.
- IL2CPP: Corrected a possible crash during liveness processing when asynchronous delegate invocation is used
- IL2CPP: Corrected code generation for Enum.HasFlag when its second argument is a System.Enum type
- IL2CPP: Corrected the behavior of named pipes on Windows platforms
- IL2CPP: Corrected the module initializer function call signature to avoid calling the wrong method on WebGL
- IL2CPP: Fixed builds failures when doing .NET Framework API builds and referencing types in System.Drawing
- IL2CPP: Fixed crash that would occur when attaching a Rider debugger client to a il2cpp player.
- IL2CPP: Fixed function pointer bugs with integer casting and signature comparisons
- IL2CPP: Fixed issue where a try block inside of a loop nested in a try/finally block could cause the finally handler to run multiple times
- IL2CPP: Prevented delegates to instance methods from being called with a null "this" parameter
- Mono: Fixed default interface method crash when using mismatched generic arguments
- Mono: Fixed editor crash when de-serializing managed objects that have changed field types
- Mono: Fixed PlatformNotSupportedException when calling System.Security.Cryptography.ProtectedData.Protect
- Mono: Fixed random crash on exit or domain reload
- Mono: Implemented ProcessStartInfo.ArgumentList which was introduced in .Net Standard 2.1
- Mono: Throw a MarshalDirectiveException when marshaling generic instances as return types from pinvoke callbacks
- Video: Video's Alpha not transparent when built with WebGL
- WebGL: Fixed bug where some control keys were being incorrectly interpreted as text
- Windows: Fixed dragging files from Unity to other applications when the file path contains non-ASCII characters
- Windows: Fixed progress bar text getting cropped in the editor when running on higher than 100% scaling display


Unity 2022.1.3
Features:
- Package: Analytics 4.0.1 Release
- CloudSave 2.0.0 Release
- CloudCode 2.0.0 Release

Improvements:
- Android: Added the AssetBundle extension to the list of exceptions for gradle compression of StreamingAssets

Fixed:
- Android: Allow 2 segment package names
- Android: Fixed Screen.resolutions to return all supported refresh rates, not only 60Hz
- Editor: Fixed IMGUI state being reset when a EditorUtility.DisplayDialog was opened
- GI: Strip shader variants with DIRLIGHTMAP_COMBINED keyword enabled when both LIGHTMAP_ON or DYNAMICLIGHTMAP_ON are disabled when building the player. Directional lightmap logic is always enclosed in the more general baked or dynamic lightmap blocks
- Linux: Fixed input system package drop down is a blank square issue
- Project Browser: Fixed context menu does not appear when holding Ctrl and pressing left mouse button in the Project window on Mac
- Shaders: Editor in -no graphics mode does not support compute shaders
- UI Toolkit: Fixed ArcTo() gap when using very small inflexion angle
- URP: Backported RTHandles load/store actions fixes.
- URP: Fixed smooth material lighting banding issues on mobile platforms


Unity 2022.1.2
Features:
- Version Control: Added checkin comment column to Plastic SCM window Incoming Changes view

Improved:
- Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader
- Version Control: Updated Go Back confirmation message to be consistent with feature
- Updated Create Child Branch dialog to focus on branch name field when opened
- Improved messaging of Subtractive Merge after using Go Back feature.

Fixed:
- Android: Fixed app-freezing when an application changes into multi-window(split-screen) on Chrome OS tablet mode
- Asset Import: Fixed internal MaterialDescription AssetPostprocessor priorities to -1000 so they don't conflict with users default implementations
- Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader in HDRP and URP
- Build Pipeline: Fixed an issue where cached Sprite state could be stale.
- Graphics: Fixed flickering of particle system when using Vulkan
- Kernel: Fixed VirtualFileSystem tests failing in the case of short paths being returned
- macOS: Enabled the Build and Run button for Apple Silicon builds in the Silicon Editor
- macOS: Fixed flicker in splash screen when using OpenGL
- macOS: Fixed OSX sending a Return keycode event when return was pressed to confirm an IME string
- Mobile: Added a new Player setting "Reset resolution on window resize" to reset resolution when native window is resized
- Physics 2D: Fixed an issue in the CustomCollider2D where a shapes bounds were not updating when replacing existing shapes with different vertices only. This resulted in an incorrect collision detection for that shape
- Profiler: Fixed issue where Mesh memory usage was not being updated when applying new MeshData with Mesh.ApplyAndDisposeWritableMeshData
- Scripting: Fixed case where the type of generic fields inside generic classes would fail to get resolved when building the project
- Scripting: Fixed filtering of assemblies by platform constraints not working and by defines
- Serialization: Fixed crash when deserializing a Prefab instance containing a resize on an array containing a nested type with a Fixed Buffer
- Shaders: Fixed a crash when warming up a shader variant collection that had a shader with UsePass
- Shaders: Fixed include dependencies being reported incorrectly when guarded by defines that depend on keywords
- Shaders: Fixed redundant shader variant recompilation after Editor relaunch
- Shaders: Fixed ShaderKeywordSet.Disable not disabling keywords
- uGUI: Fixed InputField not correctly handling IME input when return was pressed
- URP: Fixed issue of Renderer2D using the incorrect render path when lights are out of the scene view
- Version Control: Fixed assets not added correctly when Plastic SCM window is not open
- Fixed wrong position of overlay icons on Pending Changes view
- Disallowed Go Back feature to a changeset from another branch.
- Video: Fixed a crash when importing a file in play mode
- WebGL: Fixed WebGL build in the Linux editor to include default resources
- XR: Fixed Unity VR Splash screen not showing up on UWP.


Unity 2022.1.1
Improved:
- Android: Bump Android Logcat package to 1.3.2 version
- Burst: Removed the requirement that BurstLoader has to initialize BurstReflection during a domain reload, making BurstLoader setup 2x faster during domain reloads
- Graphics: Using memoryless MSAA now also applies to the MSAA attachment when depth resolve is used
- Mono: Added support for direct ETW profiler integration on Windows Desktop for managed code, with no plugin required

API Changes:
- iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices

Changed:
- Burst: Made Burst explicitly check for any compilation requests that came from AssemblyBuilder, and do not compile these with Burst. These exist outside the normal compilation pipeline, and Burst could not support them (but we now explicitly check for that case).
- Burst: Made Burst's ILPP 22% faster by caching dependent assemblies that the being-processed assembly uses
- Core: NativeArray and NativeSlice Length is no longer reset when an instance is disposed, so as to ensure entry into iterators that would likely yield a disposed object exception.
- iOS: Changed how selection is handled if it's set before the on screen keyboard has showed up
- Services: UGS packages are now available in the Package Manager

Fixed:
- 2D: Fixed 'require texture compression' setting being reset during player build
- 2D: Fixed issue where Sprite reference might be lost after upgrading
- AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons
- Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed
- Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working
- Android: Fixed a Unity Audio bug related to Bluetooth audio. This was causing issues with Vivox, and possibly other 3rd part audio libraries, with Bluetooth functionality. On Android, Bluetooth audio state is basically global, so Unity Audio now only makes the bare minimum changes to this state. We may still call startBluetoothSco and stopBluetoothSco when starting or re-initializing the audio output engine and when starting/stopping the Unity microphone. We may also call AudioManager.setMode when starting/stopping a Bluetooth mic through the Unity microphone APIs, but that's it
- Android: Fixed XR subsystem initialization in case of app bundle + asset packs
- Animation: Fixed an issue where the parameter preview of the animator did not work anymore
- Asset Bundles: Ensure that padding is added after blocks info so that Switch patching works appropriately. This fix implies that loading newly generated AssetBundles will require using this new Unity editor/runtime combination
- Asset Import: Upgraded boost::asio version to v1.20.0
- Asset Pipeline: Fixed issue with assert during accelerator client corruption detection
- Build System: Dedicated server build will not inadvertently strip mesh data from meshes used for collision
- Build System: Removed legacy project file causing issues when opened through VSCode's Omnisharp
- Burst: A potential issue with the debug info mover pass, that meant it only affected the first entry point in a module.
- 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 bug where if you had synchronous compilation on a job, disabled Burst compilation and entered playmode, then exited playmode, and finally re-enabled Burst compilation, a hang could occur.
- Burst: Fixed a bug 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 a bug where toggling Burst enable disable during a playmode execution using Burst, and then attaching the managed debugger, could cause an editor crash.
- Burst: Fixed a bug where using ReinterpretStore(someIndex, (ushort)someValue) could cause an internal compiler error in Burst.
- Burst: Fixed a memory leak where during hashing we'd pin a GC object and never unpin and free it.
- Burst: Fixed a potential deadlock whereby if Burst was compiling in the background (the background tasks window showed Burst in it) and a user switched from release to debug in the editor, Burst could cause a deadlock.
- Burst: Fixed a super rare bug where Burst could hit an internal error with System.InvalidOperationException: Nullable object must have a value.
- Burst: Fixed a super rare hashing bug in Burst whereby it was possible that the Burst Hash Cache for a given assembly was out of sync with the Assembly Loader cache.
- 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 hashing error that could occur with unbound generic type.
- Burst: Inspector font style changing when entering and exiting play mode.
- Burst: Right pane vertical scrollbar not always showing correctly.
- Core: Removed disposed NativeArray and NativeSlice check when iterating or accessing properties like Length due to a performance regression when collections checks are enabled.
- Documentation: Fixed misleading information for ModifiableContactPair.SetPoint().
- DX12: - Offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported, full implementation is upcoming
- Editor: Backport bug fix from 2022.2: Executing Build And Run with Dedicated Server platform now opens terminal window on Linux and macOS
- Editor: Fixed default label width in material inspectors
- Editor: Fixed for pen in the new input system on Windows so that displayIndex is set and button flags are more consistent
- Editor: Fixed incorrect screen size when dragging in the prefab stage
- Editor: Fixed rendering on overlay cameras in 2d with no post-processing
- Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip
- Graphics: Crash when calling Graphics.RenderMesh for a Mesh that was destroyed.
- Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417479)
- Graphics: Fixed redundant store of depth buffer MSAA samples to memory on Quest when depth resolve is used
- Graphics: Fixed reinitializing of a compressed, non-crunched texture
- Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage
- Graphics: Universal backport added missing shader keyword for shader graph when rendering with deferred rendering
- HDRP: Fixed a leak when creating and destroying manually reflection probes
- HDRP: Fixed an issue with overlay queued shaders not rendering in HDRP (case 1400281)
- HDRP: Fixed decal normal overwriting normal map when normal blending is enabled
- HDRP: Fixed prefab mode context visibility not hiding custom passes, decals, and local volumetric fog objects
- HDRP: Fixed volumetric fog being clamped by the max shadow distance on metal
- IL2CPP: Fixed invalid C++ code for unmanged function pointer call in shared generic code
- IL2CPP: Fixed issue where calls to GetHashCode on value types with no instance fields would not return a stable value
- IL2CPP: Fixed rare incremental GC crash on Windows
- IL2CPP: Workaround the Clang 12+ bug that could surface with IL2CPP by changing the Hash128 constructor code
- Input: Fixed keyboard not working on iOS 15
- iOS: Do not include .meta files in build for plugins of .plugin type
- iOS: Fixed Input Field caret jumping when Hide Mobile Input is used
- iOS: Fixed occasional xcode 13.3 build fail due to "a cyclic reference"
- Linux: Editor no longer crashes at the launch on systems that does not support Vulkan and OpenGL3.2
- Linux: Fixed editor crash on startup when opened on machines with certain Intel MESA cards
- Linux: Fixed linux playmode window from processing multiple mouse events on each mouse click event
- Linux: Fixed maximizing of playmode window on linux while trying to change tabs to scene view
- Linux: Fixed Shift + Tab keyboard input to support backwards navigation in Linux editor text fields
- macOS: Fixed "Already have uncommitted encoder" error present under some circumstances
- Mono: Fixed bug where the SmtpClient would ignore the ServicePointManager's SecurityProtocol level
- Mono: Fixed incorrect exception being thrown via Process.Start when windows path contains '
- Mono: Fixed issue where callstacks would not be reported on OSX
- Mono: Removed handling SIGINT when Mono is embedded in Unity and the Player
- Networking: UnityWebRequest: filter error display in players Developer console the same way as in Editor
- Networking: UnityWebRequest: fix support for System.Uri with file path containing spaces and plus characters (both at the same time)
- Particles: Fixed ringbuffer mode to work properly with pause-and-catchup culling mode
- Scripting: Ignore hidden sequence points when calling Coverage.GetSequencePointsFor
- Scripting: Removed outdated System.Reactive extensions from .Net 4.8 profile
- Search: Fixed a ThreadAbortException when creating multiple C# scripts in quick succession
- Search: Fixed Advanced Object Picker does not persist settings in context menu
- Search: Fixed failure while loading a search index concurrently
- Search: Fixed quick Search does not find all files (when temp is part of the folder name)
- Search: Fixed search freeze Unity if opening query block selector and if the scene provider is still searching for some results
- Search: Fixed thumbnails in Search window (with inspector panel turned on) changing when selected
- Search: Fixed unwanted warning shown when loading URP converters
- Shaders: Changing line endings in shaders or include files will no longer cause recompilation of variants
- Shaders: Compute shader compilation progress bar no longer gets stuck
- Shaders: Fixed a rare shader compiler crash when expanding unterminated macros
- Shaders: Fixed an occasional crash when entering playmode and trying to run a compute shader
- Shaders: Fixed Vulkan graphics artifacts in HDRP when there is high density of light sources
- Shaders: Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously
- Source Code Build: Don't strip PlatformDependent/UnixCommon from source code releases.
- Source Code Build: Fixed ProjectFile dependency breakage for source code customers.
- uGUI: Fixed incorrect input coordinates when using multiple displays and the main display had a non native resolution
- uGUI: Fixed RectMask2D using the wrong Canvas for calculations after it was reparented
- UI Toolkit: Fixed the preview texture of linear gradients in gamma projects
- UI Toolkit: Fixed Theme Style Sheet doesn't update when it has been changed more than once through script
- UI Toolkit: Fixed Vector API enums that were erroneously moved to the UIElementsNative module
- UI Toolkit: UI Toolkit and UI Builder packages are no longer accidentally inserted into user project when there's an indirect dependency from a different package.
- Universal: Fixed spot and point light harsh distance falloff artefact on some platforms due to fp16 precision issue
- Universal: Packed depth-stencil format is used again on some platforms to improve graphics performance
- URP: Fixed URP bakedlit blend state for GLES API
- WebGL: Fixed AudioClip.GetData()
- WebGL: Fixed automatic playback of compressed audio
- Windows: Fixed mouse button occasional becoming stuck in "down" state when running in Play Mode
- XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction
- XR: Updated the verified AR Foundation related packages to prerelease 5.0.0-pre.9 and verified 4.2.3. Please see the AR Foundation package changelog for details.


Unity 2022.1.0
Features:.
- 2D: Added an actionable console log for the PSDImporter when you encounter vertex count limit exception on Sprite Shape
- 2D: Added an asset upgrading tool, which can upgrade older Sprite Library Assets and Animation Clips to the latest version
- 2D: Added Sortpoint for SpriteShapeRenderer that determines the position for sorting
- 2D: Added support for Color channel in SpriteShape so you can use Vertex Colors
- 2D: Added support for Global Grid Snapping for editing Sprite Shapes with the PSDImporter
- 2D: Added user preferences for the PSDImporter for Controlpoint/Tangent/Spline color
- 2D: Enabled you to selectively indicate which layer to import from a Photoshop file with the PSDImporter
- 2D: Exposed certain PSDImporter import settings as APIs
- 2D: Improved estimation of vertices required for geometry to minimize memory alloction for the PSDImporter
- Android: Added ability to include custom asset packs into the build if you add assets to the directory that ends with '.androidpack'
- Android: Added Adaptive Decals for Adaptive Performance
- Android: Added Adaptive Layer Culling for Adaptive Performance
- Android: Added Adaptive Physics for Adaptive Performance
- Android: Added Custom Scaler for Adaptive Performance
- Android: Added Visual Scripting support for Adaptive Performance
- Android: Enabled the Unity Editor to create asset packs if you build an Android App Bundle with Split App Binary enabled
- Animation: Added a DiscreteEvaluation attribute that allows a property to be evaluated as a discrete value in animation playback so the values in between key frames are not interpolated nor is the value blended between clips
- Asset Import: Updated Preset Editors to support a CustomEditor made with UIToolkit for the Preset Object
- Asset Pipeline: Added options for Accelerator corruption detection
- Asset Pipeline: Enabled models imported from the ModelImporter using the DefaultMaterial to re-import correctly to use SRP default material when you change the active Render Pipeline
- Editor: Added a new "On Play Behavior" dropdown to the GameView. It contains options to maximize the game view or render it as a full screen window on a chosen monitor
- Editor: Added a new menu entry under Help to display Third Party Notices for the Unity Package Manager
- Editor: Added granular context capabilities to ShortcutManager
- Editor: Added support for inheritance between materials in the editor
- Editor: Updated the Device Simulator to allow you to switch between different screens for devices with multiple screens
- GI: Added a HDR Cubemap Encoding project setting to the Player tab, which controls the encoding format used for HDR cubemaps
- Graphics: Added a new Texture Mode called Static to the LineRenderer, TrailRenderer and ParticleSystem trails
- Graphics: Added a new Texture Scale option to the LineRenderer, TrailRenderer, and ParticleSystem trails
- Graphics: Added MSAA depth resolve Vulkan support
- Graphics: Added the RayTracingAccelerationStructure.ClearInstances method that removes all the content from a RayTracingAccelerationStructure
- Input: Enabled the Input Manager's Physical Keys by default for new projects. This enables layout independent keycodes on all platforms
- Input System: Added support for PS5 DualSense controllers on Mac and Windows
- License: Added error analytics for licensing module
- License: Deprecated the Legacy Licensing module
- Mobile: Added ability to request cluster info to have details of which and how many cores are available on the device
- Mobile: Added boost mode to boost CPU and GPU for short periods of time
- Mobile: Added predefined profiles to easily define and change Adaptive Performance Scalers
- Mobile: Added the adaptive view distance scaler, which changes the Camera.main view distance automatically
- Mobile: Added the Feature API to check which Adaptive Performance feature is available on the current platform
- Mobile: Enabled boost mode during engine startup
- Mobile: Integrated the Unity Profiler to easily profile Adaptive Performance
- Mono: Enabled Brotli compression for Windows with the Mono runtime
- Package: Added a searcher window so you can filter and prioritize search results as needed
- Package Manager: Added a spinner button in the menu for users to check all download & install progress in the Package Manager
- Package Manager: Added ability to configure location of both UPM and Asset Store package local cache
- Package Manager: Added documentation links to feature's included packages when it's customized or manually modified
- Package Manager: Added multi-selection and bulk operations to the UI
- Package Manager: Added warning for Unity package versions that have invalid signatures, or are unsigned and sourced from local tarball or scoped registry
- Package Manager: Enhanced the UI to display the packages' supported platforms. Note: This requires further backend implementation
- Package Manager: Improved ways to check for Update Available in the Package Manager window
- Package Manager: Modified the package item so you can see the 'E' icon when the license is Granted or Not granted in a closed network
- Package Manager: Updated the import window to display the project settings separately from the rest of the package content, when you import a package from the Asset Store
- Package Manager: Updated the Package Manager so the experimental packages in use button does not reappear if it has been dismissed for the project
- Package Manager: Updated the Package Manager to display an error message if you don't have the rights to use an entitled package
- Physics: Added a new batched ClosestPointCommand to calculate the closest point to a convex off the main thread
- Physics: Added Contact and Query visualization to the Physics Debug window
- Physics: Added highlights for physics layers when you hover over them in the Physics settings inter-collision matrix
- Physics: Added the ability to generate Delaunay meshes for specific 2D Colliders. This option will generally produce simple meshes with few primitive physics shapes for enhanced overall performance. Added "PolygonCollider2D.useDelaunayMesh", "TilemapCollider2D.useDelaunayMesh" & "CompositeCollider2D.useDelaunayMesh"
- Physics: Added the option to filter by Unity scene along with physics scene in the Physics Debugger
- Prefabs: Differentiated between applicable and revertible overrides
- Profiler: Expanded the platform reach and frame timing information for the FrameTimingManager
- Scene/Game View: Improved the workflow for you to use ToolContexts
- Search: Added a query builder to expression search queries using a set of user facing blocks
- Services: Enhanced Cloud Diagnostics to display C# line numbers in exception stack traces when using IL2CPP
- Shaders: Added an option to use strict shader variant matching in the player
- Shaders: Added #pragma dynamic_branch and #pragma dynamic_branch_local directives to declare dynamic branching keywords in shaders
- Shaders: Removed the ability to opt out from using the Caching preprocessor
- Shaders: Updated the ray tracing shaders to use the Caching preprocessor
- Timeline: Added an API to control Timeline Editor Window playback through script
- UI Toolkit: Added new vector drawing API to VisualElements
- UI Toolkit: Added UI Toolkit implementation for property drawers
- UI Toolkit: Added UI Toolkit implementation for UnityEvent drawer and LazyLoadReference drawer
- UI Toolkit: Added UI Toolkit implementation of MinMaxGradient drawer

UI Toolkit: Updated fields to be usable in Runtime:
- BoundsField
- BoundsIntField
- DoubleField
- FloatField
- Hash128Field
- IntegerField
- LongField
- RectField
- RectIntField
- Vector2Field
- Vector3Field
- Vector4Field
- Vector2IntField
- Vector3IntField

- UI Toolkit: Updated InputField to be driven by TextCore
- Updated TextCore text assets (FontAsset, Text Settings...) to work in InputFields
- Added an inner ScrollView to InputFields
- Updated TextElements including Labels to be selectable
- Undo System: Enhanced the UI so you can explore undo history
- Version Control: * Plastic: Added support to invite other members. This option is available from the gear icon.
- Plastic: Added support to sign in with Cloud Edition. This is available during the onboarding screen if you've never signed in.
- Plastic: Added support to turn off Plastic in your project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM.
- Plastic: Added a notification on the Plastic SCM tab title to indicate incoming changes. You no longer need to have the Plastic SCM window visible to know there are incoming changes.
-     Plastic: Added auto configuration of SSO
-     Plastic: Added a date column in incoming changes

- Version Control: Added "Switch to changeset" menu option in changesets view
- Added "Go back to changeset" menu option in changesets view
- Version Control: Added auto sign in when you are logged into your Unity account
- Version Control: Added branch name column in changeset view
- Version Control: Added checkout option in scene prefab view
- Version Control: Added empty state and success state message for Pending Changes tab
- Version Control: Added horizontal scroll bar to better view Changesets list
- Added auto-login for the SSO credentials handler
- Added metrics for changeset tab usage
- Added metrics for checkin actions
- Added a new Undo icon
- Added more API documentation
- Added the ability to modify assets without checkout
- Added the ability to allow empty checkin messages
- Added empty checking message localization
- Added a Plastic toolbar button to Unity editor
- Added a notification icon for incoming changes to Plastic toolbar button
- Version Control: Added metrics for Branches tab functionalities
- Version Control: Added option to "Add to ignore file" in context menu in the project view
- Version Control: Added option to "Save Revision as" to the context menu in the changesets view
- Added incoming changes overview bar for Gluon workspace
- Version Control: Added visual overview bar to the incoming changes tab
- Added progress dialog for the migration process
- Added a Branches tab that shows a list of all branches in the repository
- Added the option and dialog to create a child branch from selected branch
- Added the option to switch to another branch
- Added the option and dialog to rename a branch
- Added the option to delete a branch
- Added a preference to save if the window is open in the Branches tab by default
- Added metrics for Plastic SCM installation window usage
- Version Control: Enabled workspace migration from Collab to Plastic, whether or not you have Plastic installed
- Added notification status icons
- Added light and dark mode versions of avatar icon

VFX Graph: Added criteria to sort the particles of an output context:
-     By Distance
-     Youngest in front
-     Oldest in front
-     By Depth
-     Custom

- Video: Added support for Mac for advanced video encoding controls for H.264
- Visual Scripting: Made the High Performance Interpreter public in version 1.8.0-pre.1 You can download this using the package manager if you enable experimental packages
- WebGL: Added a WebGL template for Progressive Web Apps
- WebGL: Added mobile keyboard support for WebGL to enter text in UI input fields
- WebGL: Added texture compression format setting to WebGL's player settings
- WebGL: Added UI options for control WASM memory heap size and growth
- WebGL: Improved caching of data files and asset bundles
- WebGL: Removed mobile browser warning from builds

Improved:
- 2D: Added Preset Support to SpriteAtlas V2
- 2D: Added support for Build Only SpritePacking in SpriteAtlas V2
- 2D: Cache internal reflection to speed up Sprite editing data access
- 2D: Improved Console log to display all affected Sprites
- 2D: Improved performance of RuleTile caching
- 2D: Sprite Dynamic Batching Vertex Limit is now configurable through PlayerSettings
- 2D: Sprite Frame module's pivot unit mode now persists after entering and exiting playmode
- 2D: Sprite outline shape calculation is faster now (Sprite.Create, or importing sprite textures), especially for large textures
- 2D: SpriteAtlas Cache max Size should be Project Settings instead of Preferences
- 2D: Updated 2D URP template starting folder structure for better clarification of usage
- 2D: Updated Skinning Editor tooltips text
- Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.
- Android: Added support for HDR display output.
- Android: Builds will fail early and with a human readable error message, when Unity project is located in path with Non ASCII characters. Android Tools like clang don't work correctly when operating in paths with non ascii characters and the error is not very clear, thus Unity will provide a better error message. (1340631)
- Android: Bump Android Logcat package to 1.2.3.
- Android: Editor log will contain more information about the location from where OnPostGenerateGradleAndroidProject are called.
- Android: Improved VideoPlayer performance on Android when using Vulkan on devices that support VK_ANDROID_external_memory_android_hardware_buffer.
- Android: Improved WebCamTexture when using Vulkan on Android devices that support VK_ANDROID_external_memory_android_hardware_buffer.
- Android: Input System will now send text events for combinations Ctrl + [A..Z].
- Android: Native Input Backend will send less Move Events to the input system package. It will ignore Move Events which position didn't change from previous event. This should improve performance when touching screen with multiple fingers.
- Android: OBB loading performance improved and removed excessive asks for external storage read permission.
- Asset Import: Improved performance of asset import particularly when importing large numbers of small files such as scripts.
- Asset Pipeline: Clarified the behaviour of Resources.Load() in the Scripting API documentation.
- Asset Pipeline: Do not assert on race when receiving import worker results for a deleted asset.
- Asset Pipeline: Improved upload and download path.
- Asset Pipeline: New diagnostic setting to enable writing of asset database events to Logs/AssetDatabase.log. This log file can assist when troubleshooting asset importing.
- Asset Pipeline: Reduced import overhead for small files by 65%.
- Asset Pipeline: Various performance optimisations for projects with large numbers of assets.
- Audio: DSPGraph: Changed mixer thread scripting runtime attachment assertion to a warning, to better reflect the intent of the message.
- Audio: Import now supports multiprocess.
- Build Pipeline: Made copying of assemblies part of the incremental player to save time on subsequent builds.
- Build Pipeline: Make error messages about microphone or camera usage more visible.
- Build Pipeline: On platforms using incremental player builds, data builds will now be skipped if data has not changed, even for non-development builds.
- Build Pipeline: Reference documentation improvements in area of Build Pipeline.
- Build System: Bee_backend/win32: buffer child ouput without temp files.
- Build System: Use a linux clang compiler optimized for speed instead of size.
- Build System: Use a linux clang toolchain built with a newer bootstrap compiler.
- Burst: Ability to partially select and copy text in the burst inspector.
- Burst: Branch flow arrows in inspector are now clickable, directing to the other end of the arrow.
- Burst: Branch flow arrows in inspector now enlarge when hovered.
- Burst: Improved Inspector UI.
- Burst: Right clicking the inspector view reveals a context menu, allowing selecting all text and copying selection.
- Core: Job Debugger performance was improved.
- Documentation: Added proper example for PhysicsScene.Simulate.
- Documentation: Improved Scripting API docs page for RayTracingAccelerationStructure. Added See Also section.
- Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.
- Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown.
- Editor: Added a character limit to the scene template title and dependency search field to avoid over limit errors. (1363618)
- Editor: Added a new badge system for scene templates that allows for a visual categorization.
- Editor: Added an option to improve enter playmode speed by skipping unnecessary scene backups.
- Editor: Added Async compilation of Selection Shader Passes.
- Editor: Added GameObject pings in the Hierarchy window to more errors, when clicking on console messages.
- Editor: Added support for Editor asynchronous load and upload of textures set up for mipmapped streaming.
- Editor: EditorStyles.iconButton is now public so custom editor windows can implement help, settings and other icon buttons.
- Editor: Enable packages to define their Service Group in the Services tab of packman without needing to update the Editor.
- Editor: Greatly reduced time taken up by static batching when entering playmode or making a build.
- Editor: Improved Dynamic Batching feedback in the Frame Debugger for the "Objects are rendered using different rendering functions." message.
- Editor: Improved Editor responsiveness when a large number of textures are selected in the Project Browser.
- Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down.
- Editor: Improved package retrieval process when loading editor window.
- Editor: Improved performance of AssetDatabase.GetAllLabels.
- Editor: Improved performance of picking large objects in Scene View.
- Editor: Improved performance of Scene View with many LODGroups selected.
- Editor: Improved performance of scrolling the scene hierarchy with large numbers of game objects when some objects are hidden or unpickable.
- Editor: Improved performance when creating a new asset (especially in a large project).
- Editor: Improved scene saving performance. (1185953)
- Editor: Improved the scene template instantiation experience.
- Editor: MacOS editor launch screen now has an integrated progress display (Windows & Linux coming later).
- Editor: MacOS now has an Editor launch screen too.
- Editor: Make rotation angles editable individually when multiple GameObjects are selected. (1298482)
- Editor: Normal Map textures now have a new "Flip Green Channel" import setting (useful for textures that were baked in 3dsmax/Unreal/Source/CryEngine convention). All textures got a Swizzle advanced import setting, for arbitrary color channel remapping/flipping.
- Editor: Now Console window shows a clear message if no search result found.
- Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.
- Editor: Opening a project without a "last opened scene" will open a scene template (if any) instead of the default scene.
- Editor: Optimized AddComponent menu for projects with large amount of scripts.
- Editor: Optimized calculating the size of Undo operations, making many changes to GameObjects should now be cheaper to add to the Undo system.
- Editor: Optimized GameObjectInspector.CalculatePrefabStatus which could result up to a 3X speedup for complex prefabs.
- Editor: Optimized Inspector.InitOrRebuild - shaves several seconds when working with large selections in large scene.
- Editor: Optimized prefab editing, will knock about 20% off the cost of changing a large prefab.
- Editor: Optimized SavePrefab_Internal, cutting time in this code for a large prefab from 20 seconds to 20 milliseconds.
- Editor: Optimized StripPrefabObjectsWhichAreNotUsed, representing up to a 28% speedup for large scenes.
- Editor: Project opening can now be cancelled while loading.
- Editor: Reduced overhead of property editor when changing objects in the editor with an inspector window open.
- Editor: Reduced time to enter playmode.
- Editor: Refactored the Background task window for better performance and support multiple nested levels of progress.
- Editor: Revamped the type dropdown in the scene template project settings.
- Editor: The IMGUI TreeView control now has support for rendering hover effect on row items as well as rendering row contents greyed out based on the GUI.enabled flag.
- Editor: UnityEvent callbacks can be reordered.
- Editor: Updated the Unity logo in anticipation of the brand identity refresh scheduled for October 5th.
- Editor: When a prefab is larger than 8MB, show a static preview image to save the time of loading animations etc.
- EmbeddedLinux: A port field is now exposed for the managed debugger in Build settings when Debugging script is checked.
- GI: Bake performance section shows "Infinity mrays/sec" when baking the first lightmap on macOS.
- GI: Expose number of Enlighten worker threads to the command line. Example: Use enlighten-job-worker-count 16 to force 16 threads for Enlighten.
- GI: Maximum environment sample is 2048, as no quality improvements could be seen beyond that threshold.
- GI: Moved indirect resolution to realtime GI area.
- GI: Multiple Importance Sampling naming was misleading.
- GI: Performance improvement when mesh renderers do not have their light probe property set to 'none' and there are no light probes in the scene. (1310218)
- GI: Sample counts for the lightmapper are now rounded to the closest power of two in the UI.
- GI: Showing a warning in the Mesh renderer inspector when the Contribute GI option is selected and a mesh is invalid.
- GI: The Radeon denoiser will now use fp16 during progressive updates to conserve memory when supported hardware is available (AMD Radeon Vega and later GPUs).
- GI: UI change consolidating min bounces and max bounces into single row.
- Graphics: - MaterialEditor - Remove context menu for "Double Sided Global Illumination".
-     MaterialEditor - Make colour picker consistent with core editor.
-     MaterialEditor - Remove context menu for "Enable GPU Instancing". (1340650)
- Graphics: Added a warning when a texture has no mip maps and exceeds device texture size limits to inform a default texture will be used instead.
- Graphics: Added an error when DrawTexture() is used with Virtual Texturing.
- Graphics: Added an usage example of RayTracingAccelerationStructure.CullInstances function in Scripting API docs.
- Graphics: Bind last frame's vertex buffer of Skinned Mesh Renderers to ray tracing shaders in order to support motion vector calculation.
- Graphics: Changed the Gear Icon for a Burger Menu for the Asset Settings Providers.
- Graphics: Changing the version of a TexturePostProcessor script now only reimports the affected texture shapes.
- Graphics: Clarified the warning message shown when setting msaa texture as a camera target texture.
- Graphics: Exposed SystemInfo.supportsIndirectArgumentsBuffer to check if the indirect arguments buffer is supported.
- Graphics: Improved CPU performance of the main thread when using ray tracing effects.
- Graphics: Improved CPU performance of the main thread when using ray tracing effects. Simple effects (AO, Shadows, Path Tracing) that don't use too many

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