Unity 歷史版本列表
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... Unity 軟體介紹更新時間:2023-06-03
更新細節:
What's new in this version:
Fixed:
- ava: Fix Input Touch
- Fixes an Avalonia regression from 1.1.557 causing touch inputs to never be released
- Resolves issues in some games where input would no longer be accepted after a single click
更新時間:2023-06-02
更新細節:
What's new in this version:
Unity 2022.3.0
Fixed:
- Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function
- Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds
- Build Pipeline: Fixed crash during Content File loading due to out of bounds array access
- Core: Allows NativeArray<T>.Dispose(JobHandle) to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize() call."
- Core: Fixed GameObject being set to dirty after setting active to false when parent is inactive and activeSelf was already false.
- Editor: Fix crash caused by gpu out of mem
- Editor: Fixed margins appearing in game view on Windows displays with non-integer display scale
- GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish
- Graphics: Disable Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug
Unity 2022.2.21
Improved:
- Editor: Fixed unintended menu layout changes
API Changes:
- Graphics: Added: Added AsyncGPUReadbackRequest.forcePlayerLoopUpdate
Fixed:
- 2D: Fixed graphical artefact where 2D sprite only rendered a portion of a texture when the global mipmap limit was set to anything other than full-res in the Player quality settings and when the corresponding quality settings was selected at runtime
- Android: Fixed 'back button' press on VideoPlayer
- Android: The 'Filter Touches When Obscured' Player Setting is now respected by the new input system
- Audio: Fixed a bug where SystemInfo.supportsAudio would return true on some platforms and false on others, when Unity Audio is disabled. We now always return false in this case
- Audio: Updated the play-on-awake tooltip on the AudioSource
- Build System: Bee CSharpProgram2 dotnet publish actions should depend on resource files too.
- Core: Fixed issue where JobsUtility.ThreadIndex may return invalid results on some platforms which could result in crashes or undefined behaviour in parallel jobs
- Core: Probe volume is not enabled when probe volume settings are enabled
- Editor: BuildWindow's 'Add Open Scenes' to not add sub scenes as this is unneccessary as sub scenes will always be added to the build anyways
- Editor: Fixed "IndexOutOfRangeException" error in the UI field when the high mask bit is used
- Editor: Fixed a compilation warning in BlockDoublingLinearAllocatorTests.
- Editor: Fixed an issue where enabling exceptions for WebGL would fail the build with an ArgumentException
- Editor: Fixed an issue where IL2Cpp generated files may experience hash conflicts
- Editor: Fixed file revealing in folder won't highlight. Only available in gnome DE
- Editor: Fixed GPU hang with shadow casting VFX
- Editor: Fixed MacOS editors memory leak in batchmode/nographics mode
- Editor: Fixed material icons generation when switch from Built-In
- Editor: Fixed Painter2D Arc() error when end angle is larger than 360 degrees
- Editor: Fixed several issues with importing/building projects in terms of memory on DX12 backend
- Editor: Fixed UnityEditor PDB symbols being invalid
- Editor: Improved documentation for GetActiveScene behavior during scene load
- Editor: Improved loading time of all text serialized files
- Editor: Make the initial block size of BlockDoublingLinearAllocator configurable.
- Editor: Running into networking issues while fetching ugs organizations no longer softlocks.
- Editor: Switching standalone build targets cause the scripts to use always the UNITY_SERVER define when in fact you have chosen a player build. (MTT-5671)
- Editor: Updated wrong tooltip when hovering over the "Load In Background" property of an audio clip
- Graphics: Strip shader variants with both procedural instancing and DOTS instancing
- Graphics: Support static shadow casters when using BatchRendererGroup API
- HDRP: Fixed square artifacts on 1/4 res pbr dof and warning during player builds
- HDRP: Fixed the shadow culling planes for box-shaped spot lights
- IL2CPP: Fixed a UnityLinker crash that could happen processing Microsoft.MixedReality.GraphicsTools when High Managed Code Stripping is used
- IL2CPP: Fixed possible corruption when writing primitive static fields on generic types when Faster (smaller) builds is enabled
- IL2CPP: When P/Invoking with a blittable class parameter, pass a pinned pointer to the managed class to native
- IMGUI: Fixed error message displayed in situation where an ExitGUI is called in nested window
- Linux: Fixed Linux IL2CPP builds not producing stack trace
- Mono: Fixed daylight savings time being ignored for the Central European time zone
- Mono: Fixed issue where setting a pointer via reflection included an additional layer of redirection
- Package Manager: Fixed the issue where see other versions button doesn't show up for UPM packages on Asset Store
- Particles: Corrected set particle remaining lifetime to zero if killed by the trigger module when using ringbuffer mode
- Profiler: Fixed addition type initialization when taking Memory Profiler snapshot
- Scene/Game View: Fixed bug where SceneView.beforeSceneGui was not being invoked while the prefab context was active
- Serialization: Fixed an issue with AnimatorController state machine loosing Animation clip references.
- Serialization: Fixed the wrong resolution of missing types when there are multiple instances with the missing type
- SRP Core: Crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass
- SRP Core: Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening
- UI Toolkit: Fixed 9-slice bleeding outside its layout when a slice has a dimension of 0
- UI Toolkit: Fixed invalid width on child element of absolute positioned parent
- UI Toolkit: Fixed obsolete enums displaying no data in dropdown
- UI Toolkit: Fixed PanelRaycaster NullReferenceException when active in a scene with no EventSystem or BaseInputModule components
- UI Toolkit: Fixed reorderable ListView not starting a drag operation when its item contains an IMGUIContainer handling pointer events
- UI Toolkit: Make sure auto Length fallback to pixel when number without unit is used
- UI Toolkit: Updated UI builder library icons for Unsigned Integer Field and Unsigned Long Field
- Universal RP: Fixed an issue where using the Reflection Probe Node with the Forward+ rendering path would result in flickering on the object
- UTR: Updated UTR to 1.18.0
Unity 2022.2.20
Improved:
- URP: Added HDR Output override per camera
API Changed:
- Graphics: Added: Added CanvasRenderer.GetMesh API, analogous to CanvasRenderer.SetMesh
- Graphics: Added: Added TextureImporterPlatformSettings.ignorePlatformSupport to bypass platform format checks
Changed:
- IL2CPP: Ensure we get a MissingMethodException instead of a runtime crash in native code for non-AOT'd methods
Fixed:
- Android: Updated GetDeviceName() API to support SystemInfo.deviceName on API Level 32 or higher
- Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break
- Core: Fixed leak in Job Debugger that would occur when using a NativeContainer's async Dispose(JobHandle) method
- Editor: Changing the download progress calculation in 2022.2 to use doubles when downloading asset packs on Android
- Editor: Fixed a crash on object unload where GC incorrectly unloaded an object that was owned by the Content File system.
- Editor: Fixed for flickering of the icons while auto expanding in the Hierarchy
- Editor: Fixed malfunctioning visual effects when MSAA is turned on
- Editor: Fixed test instability for ReorderRootGameObjectRaisesOnHierarchyWindowChangedEventCorrectly
- Editor: Optimized asset import logic to handle large amounts of files located in the same directory
- Editor: Updated XR Interaction Toolkit to 2.3.2
- Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations
- Graphics: Fixed Caustics are not rendered on AMD GPUs
- Graphics: Fixed deadlock caused by UI jobs
- Graphics: Fixed float to half conversion
- Graphics: Fixed some paths of eye masking in Vulkan multi view rendering
- HDRP: Fixed an error for VT node on decal subtargets
- iOS: Fixed a bug with the player settings "Force iOS Speakers when Recording". It wasn't working properly when "Mute Other Audio Sources" and "Prepare iOS for Recording" were both disabled. It was also not working correctly with wired headphones, where the setting should have no effect
- Package Manager: Null exception when clearing search after re-opening package manager is fixed
- Package Manager: Only showing the author name for custom packages for now on
- Package Manager: Refresh button now stays enabled if user goes offline
- Player: Fixed a crash at player startup with Content Files when de-serializing scripting types on a thread that was not already attached.
- Profiler: Fixed memory tracking for CubemapArrays, particularly with DirectX 11
- Scripting: Fixed an issue where IL post processing on Mac could trigger a SIGILL message
- Scripting: Fixed an issue where ILPP.Runner would try to write to Windows event log
- Scripting: Fixed an issue where user's Roslyn analyzers would run on generated code
- Shaders: Added a way to construct a PassIdentifier from a subshader and pass index pair
- Shaders: Fixed custom scale and offset vectors not affecting serialised texture scale and offset
- uGUI: Fixed memory leak when textures get reparented from one scene to another
- UI Toolkit: Fixed MinAttribute for uint and ulong data types
- UI Toolkit: Fixed property fields for uint and ulong data types
- Universal RP: Fixed wrong render resolution for TAA and SMAA when using the render scale.
- URP: Fixed HDR output too saturated when HDR rendering is disabled on the camera
- WebGL: Web: Fixed missing bitfieldExtract() function error in URP Lit shader in WebGL builds
Unity 2022.2.19
Features:
- Android: Chrome OS Build & Run Support - Add "Run Device" using IP address.
Improvements:
- HDRP: Added a script to drive dynamic resolution scaling in HDRP.
API Changes:
- Core: Added: Debug.developerConsoleEnabled toggles the IMGUI-based developer console in development builds.
- Graphics: Added: Added IUnityGraphicsMetalV2 with a possibility to commit unity's command buffer, and to query the command queue.
Fixes:
- 2D: Fixed Crash on RasterizeTri when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-18880)
- Android: Fixed escaped double quotes when using SetAdditionalIl2CppArgs. (UUM-25447)
- Build Pipeline: Fixed build failure related to streaming assets with symbols in file names. (UUM-9881)
- Build Pipeline: Fixed incorrect dependencies appear after building AssetBundles with Prefab Variants. (UUM-20038)
- Build Pipeline: Fixed renaming Prefab Objects leads to wrong Asset Bundle dependency when the Prefab is nested. (UUM-639)
- Build Pipeline: Fixed Shader references are lost when building assets with BuildPipeline.BuildAssetBundles. (UUM-2259)
- Core: Fixed error when baking terrain.
- DX12: Fixed a case where creating and destroying Renderers that use Dynamic Geometry as Ray Tracing Mode very often in ray tracing effects would cause the GPU memory to fill up quickly. (UUM-31709)
- Editor: Fixed a crash that occurs when you set the custom-rolloff-curve to null on an audio source. (UUM-29578)
- Editor: Fixed an problem in the Terrain Inspector that was causing an error to display that could hide the Quality Settings section. (UUM-33676)
- Editor: Fixed Editor freezes when clicking Prefab > Select Asset for a scene exported manually with missing information. (UUM-30060)
- Editor: Fixed project upgrade of non-physical camera animation in FBX (field of view value). (UUM-7628)
- Editor: Fixed regression when computing UVs for faces that have their material assigned via a group. (UUM-30948)
- Editor: Fixed the wrong color space of some values when using dynamic colors in a project in linear color space. (UUM-20443)
- Editor: Prevented tags from being created with an empty name. (UUM-32286)
- Editor: Rare GLES crash fixed with SRP Batcher. (UUM-30449)
- Entities Graphics: Added Entities Graphics support to URP decal shaders. (UUM-29204)
- Graphics: Fixed an issue where copying to/from invalid mipmaps could cause a crash or hang to occur. (UUM-15079)
- Graphics: Fixed an issue with the "Load texture data on demand" editor streaming setting where an assertion would be hit while building player data if dynamic fonts were present in the project. (UUM-28337)
- IL2CPP: Added support for the refanytype opcode. (UUM-29465)
- IL2CPP: Allow non-blittable types without any reference fields to be pinned. This matches the behavior of .NET Core, and changes from the previous behavior of IL2CPP, which matched .NET Framework. (UUM-23102)
- IL2CPP: Corrected the behavior of type layout when structs with explicit layout and a size directive are used as fields. (UUM-13597)
- IL2CPP: Fixed an intermittent crash in the thread pool implementation when the socket no longer exists during an HTTP request. (UUM-21671)
- Linux: Fixed DisplayInfo.WorkArea ignores resolution scaling when working with multiple displays. (UUM-1589)
- Linux: Fixed New Input System Debugger is logging 2 events when holding a key. (UUM-32567)
- macOS: Implemented Display.colorBuffer and Display.depthBuffer on macOS metal. (UUM-18382)
- Networking: Fixed null exception in WWWForm when file name is empty string. (UUM-32984)
- Particles: Use double precision timers in the Shape module to improve the accuracy of long simulations. (UUM-30775)
- Prefabs: Fixed for handling conflicting components during prefab merging. (UUM-20241)
- Prefabs: Fixed for Prefab instance is not enabled if RevertPropertyOverride is called during OnEnable. (UUM-21119)
- Scripting: Avoid Editor crash in GetAssemblyScrapedMonoScripts when TypeLoadExceptions are raised. (UUM-31318)
- Shadergraph: ShaderGraph styles were not applied correctly when the system locale was set in Turks. (UUM-33522)
- UI Toolkit: Cursor is not changing color when using "--unity-cursor-color". (UUM-28511)
- UI Toolkit: Made sure layout is correctly updated when the scale changes. (UUM-26508)
- Universal Windows Platform: Fixed a crash occuring when Cloud Diagnostics was enabled and Debug.LogException was used off the main thread.
- Web: Fixed an issue with Unity page not being able to unload if user has already detached the canvas from DOM before calling Unity Quit function. (UUM-30472)
- WebGL: Loading bar in PWA WebGL template is centered. (UUM-27941)
Unity 2022.2.18
Improved:
- Editor: Reduced impact of Shader Graph package on performance of domain reloads by making node class cache populate on-demand
- Universal RP: The Forward+ rendering path now supports XR rendering, and cameras using orthographic projection
API Changes:
- Editor: Added: Added Undo.isProcessing property to determine when it's safe to call Undo.RegisterCreatedObjectUndo, among other things
Fixed:
- 2D: Fixed crash when a Tilemap with corrupted Tile Data calls CompressBounds
- Android: Added warning messages when AndroidManifest.xml from the Plugin has duplicated elements with UnityPlayerSettings
- Android: Fixed the Troubleshooting button URL upon gradle error
- Android: Removed OPENGLES uses-feature element in AndroidManifest of the exported project when not selected in Player Settings
- Asset Bundles: Added error message when loading bundle without typetrees in the Editor
- Asset Bundles: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Pipeline: Fixed crash when re-adding animation clip to prefab
- Asset Pipeline: Fixed Editor crash when changing Asset Serialization Mode to Force Binary with the com.unity.multiplayer.samples.coop package installed
- Build Pipeline: Fixed android build failure issue where were are getting an error message ' build destination path collides with an existing path' when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut
- Documentation: Updated TextureImporter documentation regarding settings that are found under TextureImporterSettings
- Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering
- Editor: Fixed crash when dragging game view in and out of docked view on Linux with Mesa drivers
- Editor: Fixed Entities.graphics random crash when multi-thread and high number of meshes
- Editor: Fixed inconsistent input field styling in Shortcut Manager's create and rename prompts
- Editor: Fixed issue where Vulkan robustBufferAccess was enabled when it shouldn't be
- Editor: Fixed issue with PackageManagerPackageAssets.RegisterPackages_LogsRegisteredPackagesByRegistryAndSource tests
- Editor: Fixed loading of legacy Texture assets that were BC-compressed but didn't have multiple-of-four dimensions
- Editor: Fixed several problems with speech recognition in apps using Holographic Remoting. (XRF-411)
- Editor: Made reserved key labels in Shortcut Manager more visible on dark skin
- Editor: Updated UnityTLS.
- GI: Fixed issue where lightmaps are lost when entering playmode, switching scenes, and exiting playmode
- Graphics: Fixed an inspector issue where 2DArray and 3D textures would not report their size on disk correctly
- Graphics: Fixed an issue where EditorUtility.CompressTexture would silently fail for zero-sized textures
- Graphics: Fixed BatchRendererGroup compatibility issues with URP Particle shaders
- Graphics: Fixed planar reflection sampling. Planar reflection sampling drops at certain angles because its bounding box (influence proxy) is not view relative. This causes it to be culled when its out of the origin
- Graphics: Invalid pass index error messages now include shader name
- Graphics: The texture streaming system accurately tracks the size of non-streaming crunched textures
- HDRP: Fixed a shader compilation issue on fog volumes when Turkish language is installed as locale.
- HDRP: Fixed an issue where the quality settings tags were displayed cut-off
- HDRP: Fixed APV brick placement when multiple probe volumes with different object layer mask and subdivision levels overlaps
- HDRP: Fixed DLSS Ultra performance setting which was not calculating the correct resolution. The setting was not pushing the correct resolution due to a typo in the code
- HDRP: Fixed free CullingGroups still being used during culling
- HDRP: Fixed HDRP Decal Emisive Map is drawn incorrectly when Decal is at a certain distance from Camera and specific "Clipping Planes" property values are set under the "Camera" component
- HDRP: Fixed ShaderGraph materials using SSS
- HDRP: Fixed the default value of _ZTestDepthEqualForOpaque in unlit ShaderGraphs
- HDRP: Updated some missing HDRP component documentation URLs
- iOS: Fixed crash on iOS when Graphics Jobs were enabled
- iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set)
- iOS: Fixed startup orientation going wrong sometimes
- Linux: Disabled SDL Dynamic API for SDL dependent Platforms except for Embedded and QNX
- Package Manager: Fixed an issue where installing a package from a scoped registry will fail if a bundled package with the same name and version exists.
- Physics: Fixed a rare PhysX crash when using the PGS solver type and either One-Directional or Two-Directional friction type
- Physics: Fixed Articulation Bodies ignoring SetMaxImpulse from Contact Modifications
- Physics: Fixed BoxCollider warning messages not being printed when Scene Reloading is enabled
- Physics: Fixed OnCollision messages not being sent when the collider has hasModifiableContacts property explicitly set to false
- Physics: Fixed up a simulation stall when a large section of heightmap triangles was fetched for tests
- Scene/Game View: Fixed default buttons styling in overlays
- Scripting: Improved ILPP runner reliability on machines under heavy load
- Shaders: Fixed an issue that HybridHDRPSamples scenes throw Tessellation shaders errors on OSX Metal
- Universal RP: Disabled MSAA on devices without MSAA store support (Apple GPUs A8 and lower).
- Universal RP: Increased lighting BRDF specular max for half float math (mobile) to match the visual look of full float math (desktop) better
- Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions
- Fixed sign in dialog style when waiting for user to complete sign in
- Fixed NullReferenceException when opening a new project and the user doesn't have a Unity Version Control organization linked to a Unity ID
- VFX Graph: Allow particle sorting with HDRP decals
- VFX Graph: Filtered out META pass from SG generated shaders
- VFX Graph: Fixed mesh LOD flickering when using TAA
- VFX Graph: Fixed mismatching LOD between eyes in multi-pass VR
- VFX Graph: Fixed some tooltips that were lost
- VFX Graph: Fixed Wrong evaluation of time in VFX Control Track while using Playables API
- VFX Graph: Forces positive color values in graph
- VFX Graph: Hide "Sorting mode" and "Revert sorting" when blend mode is set to Opaque
- VFX Graph: Hide log message asking to check out the asset for version control in empty VFX window, when reseting Editor Layout
- VFX Graph: Keep some bottom margin on blocks when collapsed
- VFX Graph: Prevent overflow on baked curve and gradient
- VFX Graph: Replaced default mesh output shader to be SRP compatible
- Virtual Texturing: Virtual texturing has a severe issue: the mip chain is not available on the first frame, causing unpredictable garbage texles to be displayed on the screen. This fix helps with poping by adding a new setting to the HDRP asset. This setting lets us allocate virtual texturing mips prefetching. This setting also had to be implemented inside the VT system.
- A debug panel also has live reporting of the current prefetched mips in the markers debug screen. We also add a checkbox to debug disable streaming, which helps content creators see which textures are on and off
- Windows: Fixed sizeof type error in StackWalker library
Unity 2022.2.17
Improvements:
- Editor: Improved memory allocator contention when merging static meshes making this process a little faster
API Changes:
- Editor: Added: EditorApplication.focusChanged event which fires when the Editor gains and loses focus
- Editor: Added: EditorApplication.isFocused property indicating the cached state of the Editors focus
- Scene/Game View: Added: CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay
Changed:
- Editor: Overlays added through code are now shown in the Overlay Menu
- HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package
- HDRP: Enabled Extend Shadow Culling in Raytracing by default
- HDRP: Fixed usage of FindObjectsOfType to use FindObjectsByType(FindObjectsSortMode.None).
Fixed:
- Asset Pipeline: Disabled script re-compilation when Recompile after playmode and Auto-refresh are set
- Build Pipeline: Fixed an invalid build path error that triggers when building for WebGL on Windows
- Build Pipeline: Fixed an issue where IOS may fail to build in Xcode if script debugging is enabled
- Build Pipeline: Fixed Player Build fails
- DX12: Fixed a crash where command lists were not being cleaned up
- Editor: Added tooltip support to UnityEvent header label
- Editor: Enabled GameObjects from the 31st layer to be rendered when Camera.cullingMask is set to Everything
- Editor: Fixed an issue in the Frame Debugger with errors that appear when you enable the debugger when it was docked with the Game Window
- Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed
- Editor: Fixed Overlay.OnWillBeDestroyed not being called in some cases.
- Editor: Fixed YAML file corruption on Android Platforms caused due to some obsolete targets in PlatformGroupEnum
- Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader
- Graphics: Fixed a crash on iOS, Android, and Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) which was caused by a threading issue
- Graphics: Fixed an issue with GPU Instancing providing wrong previous world matrix, leading to motion vector computation issues
- Graphics: Introducing two new knobs so PBR DoF can now scale at 4k.
- The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
- The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution
- HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes
- HDRP: Better Reflection Probe Debug_"Icon".
- HDRP: Clamp mouse pixel coords in tile debug view.
- HDRP: Enabled path tracing to now produce correct results when dynamic resolution is enabled
- HDRP: Enabled the correct light position when changing distance on a Light Anchor
- HDRP: Enabled the volumetric clouds to be synced per camera. Previously, the clouds were synced through a global time, leading to discrepencies with cameras that update at different rates
- HDRP: Fixed a glitch in one frame in the Editor when using path tracing
- HDRP: Fixed an issue occuring on TAAU when the camera rect is adjusted
- HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings
- HDRP: Fixed an issue with Mac and HDR so it now shows correct results when HDR is enabled
- HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets
- HDRP: Fixed HDSceneDepth triggering errors for uninitialized values
- HDRP: Fixed issue with Light Probe Proxy Volume not rendering correctly when Bounding Box Mode is Automatic World
- HDRP: Fixed material upgrader when executing tests
- HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene
- HDRP: Fixed ray-traced emissive reflections
- HDRP: Fixed some colliders being disabled when cancelling an APV bake
- HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness
- HDRP: Fixed the albedo and specular color override so it is now considered as sRGB
- HDRP: Fixed the exposure for SSR debug rendering
- HDRP: Fixed the init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project
- HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
- HDRP: Fixed the low resolution transparents using Shader Graph
- HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it was included on the prefab (children included)
- HDRP: Fixed the raytraced reflections for box lights so they are no longer cut off if the range is too small
- HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script
- HDRP: Fixed transparent decal textures being added into atlas even if the material properties have disabled them
- HDRP: Fixed Volumetric Clouds jittering when the sun was not casting shadow
- HDRP: Improved the console warning message when the maximum number of shadows is reached in the view
- Scene/Game View: Fixed cameras in locked Inspectors not showing a preview overlay in the scene view
- Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView
- Scene/Game View: Fixed the Rect Tool not showing the active element when snapping
- Scene/Game View: Fixed the Rect Tool sometimes not moving UI GameObjects if the pivot was changed
- Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved
- Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
- Serialization: Fixed the issue of deletion of a script not being detected as a change in the scripts which leads to the serialization not being able to correctly detect missing reference types. A new check was added to validate if there were any scripts deleted after the latest recompile
- Shadergraph: Corrected a regression in float preview properties not updating previews. [SGB-526].
- Shaders: Reduced shader compiler memory usage
- SRP Core: Fixed an IES Importer issue producing incorrect results
- TextCore: Added support for line-breaking rules to the Editor
- UI Toolkit: Fixed clicking on a selectable label in a list so it now changes the selection
- UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider
- Universal RP: Fixed the Screen flicker in Scene view
- VFX Graph: First frame of spawned particles outputs wrong motion vectors
- VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
- VFX Graph: Fixed an issue that read alive from source attribute was always returning true
- VFX Graph: Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph
- VFX Graph: Fixed Motion Vector so it is now correct when transform isn't changed every frame
- VFX Graph: Improved error feedback in case of missing reference in custom spawner
- VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector)
- VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output
- Video: Internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access
Unity 2022.2.16
Improved:
- Build System: BeeDriver: ignore System.IO.IOException: Sharing violation on path errors for console log
- Profiler: Added metadata support for RenderTextures in Memory Profiler
- Profiler: Improved graphics memory tracking in Memory Profiler
- Scripting: Reduced compilation time in large projects
- Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly
- Shadergraph: Improved blackboard property drag speed when reordering the blackboard
- Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU
- Shaders: Added support on Metal for vprog having void return type
- VFX Graph: Optimize VFX.Update per component overhead
API Changes:
- UI Toolkit: Added: API to know when a panel may need to be rendered to use in conjunction with on demand rendering
Fixed:
- Android: Added upgrade guide information about mainTemplate.gradle file changes
- Build System: Fixed unity_license.json CopyFiles build failures
- DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead
- Editor: Added the scrollview to the description field in the Scene template dialog
- Editor: Enabled types derived from type with CustomPreview have a custom preview
- Editor: Enabled updating the SceneProvider accordingly to an additive scene being added or removed
- Editor: Ensured that long titles do not clip the scene icon in the Scene Template Dialog
- Editor: Fixed a bug where the cursor was lagging when dragging files to inactive MacOS editor
- Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action
- Editor: Fixed an issue with the custom InspectorElement losing its Editor instance when the main inspector selection changes
- Editor: Fixed EditorWindowTitle so it is now called automatically. Previously, it needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent
- Editor: Fixed InvalidOperationException when adding or removing components with the inspector in debug mode
- Editor: Fixed styling on the scene template help button
- Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
- Editor: Fixed the styling of extra button action bar
- Editor: Fixed Timeline performance problem when previewing animated prefab instances
- Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected
- Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android
- Editor: Preset save no longer crashes the editor
- Graphics: Enabled the lifetime of temporary pointers in BatchRendererGroup to be tied to frame completion
- HDRP: Fixed emissive decals not working on shaders based on LayeredLit, LayeredLitTesselation, LitTesselation, TerrainLit, TerrainLit_Basemap
- HDRP: Fixed UI issues in Render Graph Viewer
- Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks
- Scene/Game View: Added a crash when attempting to render more gizmo vertices than the gfx device can allocate
- Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs
- Shadergraph: Fixed for [SGB-466] and related issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
- Shadergraph: Improved performance of disconnecting nodes in large graphs
- Shaders: Added a profiler marker for dynamic variant loading
- Shaders: Added macros for passing textures (Cube, 2DArray, and CubeArray) around without samplers
- Shaders: Disabled Invalid pass index error from appearing while a variant is compiling
- Shaders: Disabled shader compilation with debug symbols from using a non-existent file name
- Shaders: Enabled using real pass names when compiling shaders for mesh data optimisation
- Shaders: Fixed a rare crash when destroying shaders
- TextCore: Enabled glyphs to display in the Inspector of a bitmap font asset
- TextCore: Enabled FontAsset.HasCharacter to now support UTF32
- TextCore: Fixed a null reference exception when using multi atlas textures
- TextCore: Fixed a ZWSP character with monospace font and tag
- TextCore: Fixed an issue where keyNotFoundException occurs when selecting entries in diacritical mark tables
- UI Toolkit: Changed text effects so they are no longer contained by the bonds of each letter
- UI Toolkit: Disabled foldout elements not being interactable in the inspector
- UI Toolkit: Fixed an issue when adding or removing components with the inspector in debug mode
- UI Toolkit: Fixed an issue when renaming a prefab with the inspector in debug mode
- UI Toolkit: Fixed changing a script field with the inspector in debug mode
- UI Toolkit: Fixed exceptions being thrown when entering play mode with the inspector in debug mode
- UI Toolkit: Fixed private fields disappearing when entering play mode with the inspector in debug mode
- UI Toolkit: Unselecting, double clicking and triple clicking text fields now produces reliable and expected behaviour
- VFX Graph: Fixed a crash while rendering with indirect using a null index buffer
- VFX Graph: Fixed minor issues with Cube and Sphere particle outputs
- VFX Graph: Fixed shader errors when building with sphere or cube outputs
- VFX Graph: Fixed unexpected per frame garbage while using Timeline
- VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph
- Windows: Fixed quoting of the command line arguments
Package changes in 2022.2.16f1:
Packages updated:
- com.unity.services.wire: 1.1.1 → 1.1.4
- com.unity.xr.core-utils: 2.1.1 → 2.2.0
- com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.1
- com.unity.xr.management: 4.2.0 → 4.3.3
- com.unity.netcode.gameobjects: 1.2.0 → 1.3.1
Packages added:
- [email protected]
- [email protected]
Unity 2022.2.15
Featured:
- Universal RP: Added support for HDR output devices for desktop and console platforms
Improved:
- Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters
- Serialization: Improved performance of restoring managed objects during a domain reload (again!)
- Serialization: Improved performance of restoring managed objects during a domain reload
API Changes:
- Editor: Added: - Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
- enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
- Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won't be automatically converted to the new ones.
- Graphics: Added: ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.
Changed:
- Editor: "Use display in HDR mode" checkbox is visible in the MacOS player settings
- Universal RP: The two subshaders in main URP shaders (Lit, SimpleLit, BakedLit, ComplexLit, Particles) have now been combined in to one
- Version Control: - Changed the icons for Unity Version Control rebranding
- Changed onboarding workflow
Fixed:
- 2D: Enabled showing the Apply/revert dialog to users if there are data changes in Sprite Editor Window before domain reload
- Editor: Avoid Gizmo being affected by parent component Scaling
- Editor: Fixed a Drag and Drop to parent folder when the parent contains a child folder with the same name
- Editor: Fixed an issue when using Entities certain types of gizmos for components in subscenes were not rendered in the Scene view
- Editor: Fixed an issue where scripted importer override could cause infinite imports
- Editor: Fixed copy and paste using keyboard for Transform rotation and scale in Inspector window
- Editor: Fixed exceptions while opening game view mode dropdown
- Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window
- Editor: Fixed the project from freezing due to a faulty Raycast operation in the navigation system
- Editor: Objects now keep their non-serializable state when reloaded
- Graphics: Fixed bug with Streaming Virtual Texturing throwing a "The transcoded bitstream was invalid" error that was caused by build pipeline bug corrupting virtual texture regions located in virtual texture files larger than 2GB. When using SVT, it is recommended to rebuild your Player's build in order to get the corrected streaming files (GTS and GTP files) in the Streaming Assets folder
- HDRP: Fixed water simulation time in playmode.
- Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize
- Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload
- Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews
- Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial
- UI: Animation with UI Vertex colors is no longer choppy when the Color Space is set to Linear
- Universal RP: Fixed Render Targets being released when using multiple cameras
- Version Control: - Fixed blurry icons in the Unity Version Control window and toolbar button
- Fixed Pending Changes tab not always opening its selected item's location in Project window
- Fixed "Checked-out (changed)" status icon not showing up on Pending Changes tab
- Fixed issue that prevented new packages from being installed unless user enters play mode.
- VFX Graph: Fixed a crash when removing VFXRenderer from a disabled GameObject
- VFX Graph: Improved handling of infinite values with Gizmo
Unity 2022.2.14
Improved:
- Animation: Reduced the cost of building muscle clips, which among other things speeds up Animator.Awake
- Animation: Reduced the number of GC allocations when calling Animator.GetParameter(int index) and generally made it faster
- Burst: Added support for ChromeOS
- Burst: Windows/ARM64 targeting support
- Editor: Animation Events are now organized into sub-menus in the inspector
- Editor: Reduced cost of outline rendering, which improves the frame rate of the editor when many objects are selected
- GI: Added hotkeys for opening the lighting window and performing bakes. These are Ctrl+9 and Ctrl+Shift+L respectively.
- iOS: "Thread Performance Checker" is now disabled by default in a generated xcode project.
- Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining.
- Scripting: Switched some path sorting during compilation from an invariant culture compare to an ordinal compare, speeding up C# compilation when scripts are changed
- Shaders: Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders
- UI Toolkit: Added missing keyboard navigation support for left and right keys in TreeView
- VFX Graph: Greatly reduced the import cost of VFX Graph objects, especially when importing many at once
API Changes:
- Animation: Added: AnimationCurve: ClearKeys and CopyFromAPI
Changed:
- Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes.
- Burst: Made Burst Inspector's target job load asynchronous.
- Serialization: Big-endian serialized files will now be automatically rewritten to little-endian in the editor, as Unity 2023.2 will drop support for reading such files.
Fixed:
- 2D: Fixed case where Sprite is not being masked when using SpriteShape
- 2D: Fixed truncation of path for saving Tile assets when ending is not a file
- Android: Enabled the unlock image to be set on each lock rather than only on the first
- Android: Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices
- Animation: Default values for animation curve parameters on Volume Components where being shared with current interpolated value on the volume stack
- Audio: Fixed corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime
- Burst: Burst managed breakpoints might fail to work, after a domain reload
- Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain
- Burst: Fixed "An item with the same key has already been added" compiler error that could occur when duplicate field names were present in obfuscated assemblies
- Burst: Fixed "An item with the same key has already been added" hashing error that could occur if obfuscators changed nested type names to have the same name and different namespaces.
- Burst: Fixed "Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly" error that was displayed when Burst tried to compile an assembly that had C# compilation errors
- Burst: Fixed a BadImageFormatException error that could occur in some player builds
- Burst: Fixed Burst compilation error relating to UnityEngine.Assertions.Assert.Fail when doing player builds with high stripping settings
- Burst: Fixed code-gen issue where side-effects before a conditional throw would be ignored.
- Burst: Fixed inaccurate stacktraces when throwing an exception from Burst in specific cases
- Burst: Fixed incorrect codegen when having multiple try-finally blocks inside another try-finally block (for example from foreach loops)
- Burst: Fixed incorrect pdb path for AoT dll libraries
- Burst: Fixed line highlight and register highlight not clearing when Burst Inspector settings change
- Burst: Fixed possible deadlock when compiling after domain reload.
- Burst: Fixed that some changes made to versioned assemblies wouldn't get picked up and compiled by Burst.
- Burst: Fixed MethodDecoderException when trying to call CompileFunctionPointer on a nested static method.
- Burst: Neon intrinsics: fixed default target CPU for Arm Mac Standalone builds.
- Core: Enabled JobsUtility.ThreadIndex and JobsUtility.ThreadIndexCount to now be used in Burst compiled static constructors. Previously, their use would result in a "BC1091: External and internal calls are not allowed inside static constructors" error
- DX12: Fixed for samplers resetting to point on streaming texture mips
- Editor: Fixed a bug with animation preview
- Editor: Fixed a situation where opening a regular window after an auxiliary window can cause a crash if the window closes
- Editor: Fixed EnumField not updating the value label when calling Init and the value was the same
- Fixed EnumField updating the label when calling SetValueWithoutNotify and the value had not changed
- Editor: Fixed freeform light tessellation for Light2D
- Editor: Fixed issue where -nographics command line argument was not being forwarded to the Asset Import Workers
- Editor: Fixed multiple mouse click event reported in imgui
- Editor: Fixed shortcut profile delete dialog message overflow in Shortcut Manager
- Editor: Improved the formatting for the context column in Shortcut Manager
- Entities Graphics: Fixed Custom passes when using the BatchRendererGroup
- GI: Fixed an issue where scene debug visualization modes would look broken when baking multiple scenes together
- GI: Fixed an issue with Light Explorer filtering when many lights are present
- Graphics: Fixed blitting from RenderTexture.active to another RenderTexture with a shader sampling a texture at specific UV values causing visual artifacts
- Graphics: Fixed for problem with reflecton probe normalization data being invalid
- Graphics: Removed the deprecation of SceneRenderPipeline and limited its behaviour until a replacement is proposed
- IL2CPP: Corrected the clipped output from System.Diagnostics.Debug.WriteLine()
- IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference
- IL2CPP: Fixed a bug where referenced assets are unloaded by Resources.UnloadUnusedAssets()
- IL2CPP: Fixed a C++ compilation error when assigning to a ref parameter in shared generic code with constraints
- IL2CPP: Fixed a C++ compilation error when structs had static fields with circular type references
- IL2CPP: Fixed an intermittent crash on POSIX platforms which can happen when Directory.GetFiles is called while files in that directory are deleted on a different thread
- IL2CPP: Improved the stability of generated field names
- IL2CPP: Marshalled a null value in a delegate field as a null delegate
- Kernel: Added additional logging when deallocating temp memory that is older than permitted lifetime
- License: Fixed an issue where the Editor quits when activating ULF license and the license already exists
- Mono: Removed throw from attribute setters generated by profile stubber
- Mono: Removed !sig->is_inflated assert from icall wrapper generator
- Package: - Android SDK Level 33 (Tiramisu) support now available.
- Added necessary post notification permission to manifest.
- Package will now ask for permission during initialization if required.
- External Dependency Manager for Unity (EDM4U) and Mobile Dependency Resolver (MDR) support now available. When either is installed:
- A new PushSDKDependencies.xml file is generated for them to use.
- InsertPushNotificationDependenciesIntoGradleScript will not run to prevent duplication from gradle.
- Fixed errors appearing in the Editor Play Mode due to platform specific classes instantiating
- Package Manager: Fixed all delayed fields when editing a package in the inspector
- Shadergraph: Addressed error feedback on import of graphs with invalid or missing targets, allowing them to be modified and saved
- Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor
- Shadergraph: Addressed issue where missing targets were not handled on import
- Shadergraph: Addressed various issues with the Swizzle node
- Shadergraph: Fixed issue where custom interpolator previews would provide erroneous results when connecting through a reroute node
- Shadergraph: Fixed issue where reroute node would sometimes show the wrong color for its appropriate inputs
- Shadergraph: Fixed issue where subgraph gradient blackboard properties could have naming conflicts with parent graphs
- Shadergraph: Fixed issue where the Gradient Noise Node was causing implicit truncation warnings
- Shadergraph: Fixed issue where the view position of the graph editor would sometimes be forgotten when swapping between two open shadergraph editor windows
- SRP Core: Fixed Decal Projector Editor fields so they are now saved when editing a prefab
- SRP Core: Revert Property for animation curves on Volume Components
- UI Toolkit: Added missing support for TreeView reordering, including depth reordering, expansion when hovering an expandable item, and sibling drop marker
- UI Toolkit: Fixed element becoming invisible after a reorder in an animated ListView
- UI Toolkit: Fixed items going slightly out of bounds in ListViews
- UI Toolkit: Fixed items in animated lists sometimes disappearing
- UI Toolkit: Fixed NullReferenceException followed by ArgumentException when removing an element from its panel during a style transition
- UI Toolkit: Fixed the reported TreeView state after a reorder operation
- UI Toolkit: Fixed the sound on Mac when navigating collection views with keyboard
- VFX Graph: Exposure weight slider was not hidden when a shadergraph was assigned to an output context
- VFX Graph: Fixed errors in the console when undoing changes from gizmo in some specific conditions
- VFX Graph: The VFX component inspector had an unpaired EditorGUI.BeginChangeCheck that was breaking the state of GUI.changed
- Video: Disabled replacement operator new/delete for Android so it no longer causes a crash with VideoPlayer
- Video: Improved Variable Frame Rate support for Apple platforms
Unity 2022.2.13
Features:
- Graphics: Added BatchCullingContext.cullingFlags to specify whether lightmapped shadow casters should be culled for this view
Improved:
- Apple TV: TvOS now uses launch screen storyboard
- iOS: IOS/tvOS launch screen now is shown only by OS, and is not shown again by Unity itself.
- Player: Added -native-leak-detection command line argument to Unity Editor and standalone players. can be Disabled, Enabled, or EnabledWithStackTrace. Stack Traces are only available in the Unity Editor and development builds.
API Changes:
- Core: Added: JobsUtility.ThreadIndexCount returns the maximum number of job workers that can work on a job at the same time. The job system will create a number of job worker threads that will be no greater than the number of logical CPU cores for the platform. However, since arbitrary threads can execute jobs via work stealing we allocate extra workers which act as temporary job worker threads. JobsUtility.ThreadIndexCount reflects the maximum number of job worker threads
- plus temporary workers the job system will ever use. As such, this value is useful for allocating buffers which should be subdivided evenly between job workers since JobsUtility.ThreadIndex and NativeSetThreadIndexAttribute will never return a value greater than JobsUtility.ThreadIndexCount
- Core: Added: JobsUtility.ThreadIndex returns the index for the current thread when executing a job, otherwise 0. When multiple threads are working on a parallel job at once, no two threads will have the same index. The range is [0, JobsUtility.ThreadIndexCount). The value returned when called from within a job is the same as the one stored in a job member decorated with Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute, otherwise 0
- Editor: Added: GetSampleMetadataAsSpan to RawFrameDataView.
Changed:
- Kernel: Made NativeArray.Dispose consistent when disposing uninitialized container.
- Version Control: Updated branding from "Plastic SCM" to "Unity Version Control"
- Improved offline experience by disabling the plugin when there is no internet connection.
Fixed:
- 2D: Fixed a crash when a user loads a Tilemap with a TilemapCollider2D and CompositeCollider2D with an invalid Sprite
- Android: Fixed a frame debugger crash when using mono scripting on Android
- Animation: Fixed an issue where unexpected MonoBehaviors would remain on the GameObject in a preview scene
- Asset Pipeline: Removed use of auto keyword in LMDB library
- Core: CullResults.ComputeSpotShadowMatricesAndCullingPrimitives will now output culling planes derived from the projection matrix.
- DX12: Fixed a crash due to copying sampler descriptors
- Editor: Detect asset corruption before uploading to accelerator
- Editor: Enabled Gradle file search to use RegEx when looking for Play library dependencies, which identifies dependencies included with both double or single quotes
- Editor: Fixed an issue with animators where the root bone would be reset for humanoid in edge cases with the pose playable
- Editor: Fixed handling msaa resolve in Frame Debugger when connected to Meta Quest over display link
- Editor: Fixed jumping of intensity slider values in Color Picker HDR
- Editor: Fixed ReorderableList element culling when drawing with GUI rotation or scaling applied
- Editor: Fixed Vulkan shaders that use shadow map 2D array textures
- Editor: Leak Detection happens after all DomainUnload events are handled. This reduces the number of false-positive leaks detected if memory is disposed in a DomainUnload event handler
- Editor: Preferences>Jobs>Leak Detection Level setting will reset from Enabled With Stack Trace to Enabled when the Unity Editor is restarted. The setting will persist across domain reloads. The level can be set programmatically using UnsafeUtility.SetLeakDetectionMode
- Editor: Removed an unnecessary cbuffer in DOTS_INSTANCING_ON variant
- Editor: The color picker can now select the proper color on a secondary monitor on macOS
- GI: Fixed crash on Mac M1 when attempting to bake a reflection probe in URP
- Graphics: Fixed a case where GraphicsBuffer.UnlockBufferAfterWrite would take an excessively long time on D3D11
- Graphics: Product name will now be used as application name when creating Vulkan instance
- HDRP: Fixed error with water and dynamic pass culling
- Networking: Fixed an issue that could prevent UDP sockets from being created on Windows when TDI filters were installed.
- Particles: Fixed crash due to access of potentially released job memory.
- Physics 2D: Enabled a single path PolygonCollider2D to alway uses a clockwise winding internally to give consistent results when used in a CompositeCollider2D
- Physics 2D: Enabled both OnTriggerExit2D and OnCollisionExit2D to be called when a scene is unloaded if required. This only works when Physics2D.callbacksOnDisable is active
- Player: Native Leak Detection now works in Player builds. Previously it would not report upon ProcessExit
- Scene/Game View: Fixed the rectangle selection conflicts with scene view tools
- UI Toolkit: Enabled users to set the ScrollView's mouse wheel scroll size (and therefore, its speed) with the Mouse Wheel Scroll Size attribute, regardless of its vertical and horizontal page sizes
- UI Toolkit: Fixed caret repositioning while renaming in UI Builder
- UI Toolkit: Fixed error thrown when pressing the add button with a list of value types
- UI Toolkit: Fixed error thrown when removing elements from the middle of a list
- UI Toolkit: Fixed issues where overwriting makeItem failed when used with bindings and ListView wouldn't refresh when itemsSource was set last
- UI Toolkit: Fixed ListView's reorderable value when bound to a SerializedProperty
- UI Toolkit: Fixed renaming focus condition in UI Builder
- UI Toolkit: Fixed reordering handles styling when used with items smaller than the default height
- Universal RP: Fixed an issue where instantiating and destroying cameras, with Volume Update Mode set to ViaScripting, would allocate each time
- Universal RP: Fixed an issue where the main light shadows were incorrect if the scene and game windows were open
- URP: Added vertex SH option to URP rendering and fixed HL2 forward light perf regression
- URP: Fixed a null exception when adding a sorting layer
- VFX Graph: Added support for multiple subgraphs drag&drop
- VFX Graph: Fixed a crash when drag & dropping a vfx on another vfx with a circular dependency
- VFX Graph: Fixed an issue that the VFX Graph documentation link was always pointing to the latest LTS version instead of current package version
- VFX Graph: Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space
- VFX Graph: Fixed the Dispose() method of MeshToSDFBaker leading to memory leaks
更新時間:2023-06-02
更新細節:
What's new in this version:
- Changed: Auto-import will now run black bar analysis on all unprocessed files, similar to audio analysis
New:
- Added "DCI-P3-D65 in BT.2020" as a screen gamut configuration to JRVR
- When performing HDR to HDR tone mapping, the gamut can be reduced to DCI-P3 in BT.2020
Fixed:
- Selecting an aspect ratio/cropping preset from the playback OSD did not work since 31.0.15
- When closing multiple tabs, it was not working nicely when selecting a non-selected tab
更新時間:2023-05-31
更新細節:
更新時間:2023-05-30
更新細節:
What's new in this version:
Unity 2022.2.21
Improved:
- Editor: Fixed unintended menu layout changes
API Changes:
- Graphics: Added: Added AsyncGPUReadbackRequest.forcePlayerLoopUpdate
Fixed:
- 2D: Fixed graphical artefact where 2D sprite only rendered a portion of a texture when the global mipmap limit was set to anything other than full-res in the Player quality settings and when the corresponding quality settings was selected at runtime
- Android: Fixed 'back button' press on VideoPlayer
- Android: The 'Filter Touches When Obscured' Player Setting is now respected by the new input system
- Audio: Fixed a bug where SystemInfo.supportsAudio would return true on some platforms and false on others, when Unity Audio is disabled. We now always return false in this case
- Audio: Updated the play-on-awake tooltip on the AudioSource
- Build System: Bee CSharpProgram2 dotnet publish actions should depend on resource files too.
- Core: Fixed issue where JobsUtility.ThreadIndex may return invalid results on some platforms which could result in crashes or undefined behaviour in parallel jobs
- Core: Probe volume is not enabled when probe volume settings are enabled
- Editor: BuildWindow's 'Add Open Scenes' to not add sub scenes as this is unneccessary as sub scenes will always be added to the build anyways
- Editor: Fixed "IndexOutOfRangeException" error in the UI field when the high mask bit is used
- Editor: Fixed a compilation warning in BlockDoublingLinearAllocatorTests.
- Editor: Fixed an issue where enabling exceptions for WebGL would fail the build with an ArgumentException
- Editor: Fixed an issue where IL2Cpp generated files may experience hash conflicts
- Editor: Fixed file revealing in folder won't highlight. Only available in gnome DE
- Editor: Fixed GPU hang with shadow casting VFX
- Editor: Fixed MacOS editors memory leak in batchmode/nographics mode
- Editor: Fixed material icons generation when switch from Built-In
- Editor: Fixed Painter2D Arc() error when end angle is larger than 360 degrees
- Editor: Fixed several issues with importing/building projects in terms of memory on DX12 backend
- Editor: Fixed UnityEditor PDB symbols being invalid
- Editor: Improved documentation for GetActiveScene behavior during scene load
- Editor: Improved loading time of all text serialized files
- Editor: Make the initial block size of BlockDoublingLinearAllocator configurable.
- Editor: Running into networking issues while fetching ugs organizations no longer softlocks.
- Editor: Switching standalone build targets cause the scripts to use always the UNITY_SERVER define when in fact you have chosen a player build. (MTT-5671)
- Editor: Updated wrong tooltip when hovering over the "Load In Background" property of an audio clip
- Graphics: Strip shader variants with both procedural instancing and DOTS instancing
- Graphics: Support static shadow casters when using BatchRendererGroup API
- HDRP: Fixed square artifacts on 1/4 res pbr dof and warning during player builds
- HDRP: Fixed the shadow culling planes for box-shaped spot lights
- IL2CPP: Fixed a UnityLinker crash that could happen processing Microsoft.MixedReality.GraphicsTools when High Managed Code Stripping is used
- IL2CPP: Fixed possible corruption when writing primitive static fields on generic types when Faster (smaller) builds is enabled
- IL2CPP: When P/Invoking with a blittable class parameter, pass a pinned pointer to the managed class to native
- IMGUI: Fixed error message displayed in situation where an ExitGUI is called in nested window
- Linux: Fixed Linux IL2CPP builds not producing stack trace
- Mono: Fixed daylight savings time being ignored for the Central European time zone
- Mono: Fixed issue where setting a pointer via reflection included an additional layer of redirection
- Package Manager: Fixed the issue where see other versions button doesn't show up for UPM packages on Asset Store
- Particles: Corrected set particle remaining lifetime to zero if killed by the trigger module when using ringbuffer mode
- Profiler: Fixed addition type initialization when taking Memory Profiler snapshot
- Scene/Game View: Fixed bug where SceneView.beforeSceneGui was not being invoked while the prefab context was active
- Serialization: Fixed an issue with AnimatorController state machine loosing Animation clip references.
- Serialization: Fixed the wrong resolution of missing types when there are multiple instances with the missing type
- SRP Core: Crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass
- SRP Core: Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening
- UI Toolkit: Fixed 9-slice bleeding outside its layout when a slice has a dimension of 0
- UI Toolkit: Fixed invalid width on child element of absolute positioned parent
- UI Toolkit: Fixed obsolete enums displaying no data in dropdown
- UI Toolkit: Fixed PanelRaycaster NullReferenceException when active in a scene with no EventSystem or BaseInputModule components
- UI Toolkit: Fixed reorderable ListView not starting a drag operation when its item contains an IMGUIContainer handling pointer events
- UI Toolkit: Make sure auto Length fallback to pixel when number without unit is used
- UI Toolkit: Updated UI builder library icons for Unsigned Integer Field and Unsigned Long Field
- Universal RP: Fixed an issue where using the Reflection Probe Node with the Forward+ rendering path would result in flickering on the object
- UTR: Updated UTR to 1.18.0
Unity 2022.2.20
Improved:
- URP: Added HDR Output override per camera
API Changed:
- Graphics: Added: Added CanvasRenderer.GetMesh API, analogous to CanvasRenderer.SetMesh
- Graphics: Added: Added TextureImporterPlatformSettings.ignorePlatformSupport to bypass platform format checks
Changed:
- IL2CPP: Ensure we get a MissingMethodException instead of a runtime crash in native code for non-AOT'd methods
Fixed:
- Android: Updated GetDeviceName() API to support SystemInfo.deviceName on API Level 32 or higher
- Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break
- Core: Fixed leak in Job Debugger that would occur when using a NativeContainer's async Dispose(JobHandle) method
- Editor: Changing the download progress calculation in 2022.2 to use doubles when downloading asset packs on Android
- Editor: Fixed a crash on object unload where GC incorrectly unloaded an object that was owned by the Content File system.
- Editor: Fixed for flickering of the icons while auto expanding in the Hierarchy
- Editor: Fixed malfunctioning visual effects when MSAA is turned on
- Editor: Fixed test instability for ReorderRootGameObjectRaisesOnHierarchyWindowChangedEventCorrectly
- Editor: Optimized asset import logic to handle large amounts of files located in the same directory
- Editor: Updated XR Interaction Toolkit to 2.3.2
- Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations
- Graphics: Fixed Caustics are not rendered on AMD GPUs
- Graphics: Fixed deadlock caused by UI jobs
- Graphics: Fixed float to half conversion
- Graphics: Fixed some paths of eye masking in Vulkan multi view rendering
- HDRP: Fixed an error for VT node on decal subtargets
- iOS: Fixed a bug with the player settings "Force iOS Speakers when Recording". It wasn't working properly when "Mute Other Audio Sources" and "Prepare iOS for Recording" were both disabled. It was also not working correctly with wired headphones, where the setting should have no effect
- Package Manager: Null exception when clearing search after re-opening package manager is fixed
- Package Manager: Only showing the author name for custom packages for now on
- Package Manager: Refresh button now stays enabled if user goes offline
- Player: Fixed a crash at player startup with Content Files when de-serializing scripting types on a thread that was not already attached.
- Profiler: Fixed memory tracking for CubemapArrays, particularly with DirectX 11
- Scripting: Fixed an issue where IL post processing on Mac could trigger a SIGILL message
- Scripting: Fixed an issue where ILPP.Runner would try to write to Windows event log
- Scripting: Fixed an issue where user's Roslyn analyzers would run on generated code
- Shaders: Added a way to construct a PassIdentifier from a subshader and pass index pair
- Shaders: Fixed custom scale and offset vectors not affecting serialised texture scale and offset
- uGUI: Fixed memory leak when textures get reparented from one scene to another
- UI Toolkit: Fixed MinAttribute for uint and ulong data types
- UI Toolkit: Fixed property fields for uint and ulong data types
- Universal RP: Fixed wrong render resolution for TAA and SMAA when using the render scale.
- URP: Fixed HDR output too saturated when HDR rendering is disabled on the camera
- WebGL: Web: Fixed missing bitfieldExtract() function error in URP Lit shader in WebGL builds
Unity 2022.2.19
Features:
- Android: Chrome OS Build & Run Support - Add "Run Device" using IP address.
Improvements:
- HDRP: Added a script to drive dynamic resolution scaling in HDRP.
API Changes:
- Core: Added: Debug.developerConsoleEnabled toggles the IMGUI-based developer console in development builds.
- Graphics: Added: Added IUnityGraphicsMetalV2 with a possibility to commit unity's command buffer, and to query the command queue.
Fixes:
- 2D: Fixed Crash on RasterizeTri when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-18880)
- Android: Fixed escaped double quotes when using SetAdditionalIl2CppArgs. (UUM-25447)
- Build Pipeline: Fixed build failure related to streaming assets with symbols in file names. (UUM-9881)
- Build Pipeline: Fixed incorrect dependencies appear after building AssetBundles with Prefab Variants. (UUM-20038)
- Build Pipeline: Fixed renaming Prefab Objects leads to wrong Asset Bundle dependency when the Prefab is nested. (UUM-639)
- Build Pipeline: Fixed Shader references are lost when building assets with BuildPipeline.BuildAssetBundles. (UUM-2259)
- Core: Fixed error when baking terrain.
- DX12: Fixed a case where creating and destroying Renderers that use Dynamic Geometry as Ray Tracing Mode very often in ray tracing effects would cause the GPU memory to fill up quickly. (UUM-31709)
- Editor: Fixed a crash that occurs when you set the custom-rolloff-curve to null on an audio source. (UUM-29578)
- Editor: Fixed an problem in the Terrain Inspector that was causing an error to display that could hide the Quality Settings section. (UUM-33676)
- Editor: Fixed Editor freezes when clicking Prefab > Select Asset for a scene exported manually with missing information. (UUM-30060)
- Editor: Fixed project upgrade of non-physical camera animation in FBX (field of view value). (UUM-7628)
- Editor: Fixed regression when computing UVs for faces that have their material assigned via a group. (UUM-30948)
- Editor: Fixed the wrong color space of some values when using dynamic colors in a project in linear color space. (UUM-20443)
- Editor: Prevented tags from being created with an empty name. (UUM-32286)
- Editor: Rare GLES crash fixed with SRP Batcher. (UUM-30449)
- Entities Graphics: Added Entities Graphics support to URP decal shaders. (UUM-29204)
- Graphics: Fixed an issue where copying to/from invalid mipmaps could cause a crash or hang to occur. (UUM-15079)
- Graphics: Fixed an issue with the "Load texture data on demand" editor streaming setting where an assertion would be hit while building player data if dynamic fonts were present in the project. (UUM-28337)
- IL2CPP: Added support for the refanytype opcode. (UUM-29465)
- IL2CPP: Allow non-blittable types without any reference fields to be pinned. This matches the behavior of .NET Core, and changes from the previous behavior of IL2CPP, which matched .NET Framework. (UUM-23102)
- IL2CPP: Corrected the behavior of type layout when structs with explicit layout and a size directive are used as fields. (UUM-13597)
- IL2CPP: Fixed an intermittent crash in the thread pool implementation when the socket no longer exists during an HTTP request. (UUM-21671)
- Linux: Fixed DisplayInfo.WorkArea ignores resolution scaling when working with multiple displays. (UUM-1589)
- Linux: Fixed New Input System Debugger is logging 2 events when holding a key. (UUM-32567)
- macOS: Implemented Display.colorBuffer and Display.depthBuffer on macOS metal. (UUM-18382)
- Networking: Fixed null exception in WWWForm when file name is empty string. (UUM-32984)
- Particles: Use double precision timers in the Shape module to improve the accuracy of long simulations. (UUM-30775)
- Prefabs: Fixed for handling conflicting components during prefab merging. (UUM-20241)
- Prefabs: Fixed for Prefab instance is not enabled if RevertPropertyOverride is called during OnEnable. (UUM-21119)
- Scripting: Avoid Editor crash in GetAssemblyScrapedMonoScripts when TypeLoadExceptions are raised. (UUM-31318)
- Shadergraph: ShaderGraph styles were not applied correctly when the system locale was set in Turks. (UUM-33522)
- UI Toolkit: Cursor is not changing color when using "--unity-cursor-color". (UUM-28511)
- UI Toolkit: Made sure layout is correctly updated when the scale changes. (UUM-26508)
- Universal Windows Platform: Fixed a crash occuring when Cloud Diagnostics was enabled and Debug.LogException was used off the main thread.
- Web: Fixed an issue with Unity page not being able to unload if user has already detached the canvas from DOM before calling Unity Quit function. (UUM-30472)
- WebGL: Loading bar in PWA WebGL template is centered. (UUM-27941)
Unity 2022.2.18
Improved:
- Editor: Reduced impact of Shader Graph package on performance of domain reloads by making node class cache populate on-demand
- Universal RP: The Forward+ rendering path now supports XR rendering, and cameras using orthographic projection
API Changes:
- Editor: Added: Added Undo.isProcessing property to determine when it's safe to call Undo.RegisterCreatedObjectUndo, among other things
Fixed:
- 2D: Fixed crash when a Tilemap with corrupted Tile Data calls CompressBounds
- Android: Added warning messages when AndroidManifest.xml from the Plugin has duplicated elements with UnityPlayerSettings
- Android: Fixed the Troubleshooting button URL upon gradle error
- Android: Removed OPENGLES uses-feature element in AndroidManifest of the exported project when not selected in Player Settings
- Asset Bundles: Added error message when loading bundle without typetrees in the Editor
- Asset Bundles: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Pipeline: Fixed crash when re-adding animation clip to prefab
- Asset Pipeline: Fixed Editor crash when changing Asset Serialization Mode to Force Binary with the com.unity.multiplayer.samples.coop package installed
- Build Pipeline: Fixed android build failure issue where were are getting an error message ' build destination path collides with an existing path' when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut
- Documentation: Updated TextureImporter documentation regarding settings that are found under TextureImporterSettings
- Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering
- Editor: Fixed crash when dragging game view in and out of docked view on Linux with Mesa drivers
- Editor: Fixed Entities.graphics random crash when multi-thread and high number of meshes
- Editor: Fixed inconsistent input field styling in Shortcut Manager's create and rename prompts
- Editor: Fixed issue where Vulkan robustBufferAccess was enabled when it shouldn't be
- Editor: Fixed issue with PackageManagerPackageAssets.RegisterPackages_LogsRegisteredPackagesByRegistryAndSource tests
- Editor: Fixed loading of legacy Texture assets that were BC-compressed but didn't have multiple-of-four dimensions
- Editor: Fixed several problems with speech recognition in apps using Holographic Remoting. (XRF-411)
- Editor: Made reserved key labels in Shortcut Manager more visible on dark skin
- Editor: Updated UnityTLS.
- GI: Fixed issue where lightmaps are lost when entering playmode, switching scenes, and exiting playmode
- Graphics: Fixed an inspector issue where 2DArray and 3D textures would not report their size on disk correctly
- Graphics: Fixed an issue where EditorUtility.CompressTexture would silently fail for zero-sized textures
- Graphics: Fixed BatchRendererGroup compatibility issues with URP Particle shaders
- Graphics: Fixed planar reflection sampling. Planar reflection sampling drops at certain angles because its bounding box (influence proxy) is not view relative. This causes it to be culled when its out of the origin
- Graphics: Invalid pass index error messages now include shader name
- Graphics: The texture streaming system accurately tracks the size of non-streaming crunched textures
- HDRP: Fixed a shader compilation issue on fog volumes when Turkish language is installed as locale.
- HDRP: Fixed an issue where the quality settings tags were displayed cut-off
- HDRP: Fixed APV brick placement when multiple probe volumes with different object layer mask and subdivision levels overlaps
- HDRP: Fixed DLSS Ultra performance setting which was not calculating the correct resolution. The setting was not pushing the correct resolution due to a typo in the code
- HDRP: Fixed free CullingGroups still being used during culling
- HDRP: Fixed HDRP Decal Emisive Map is drawn incorrectly when Decal is at a certain distance from Camera and specific "Clipping Planes" property values are set under the "Camera" component
- HDRP: Fixed ShaderGraph materials using SSS
- HDRP: Fixed the default value of _ZTestDepthEqualForOpaque in unlit ShaderGraphs
- HDRP: Updated some missing HDRP component documentation URLs
- iOS: Fixed crash on iOS when Graphics Jobs were enabled
- iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set)
- iOS: Fixed startup orientation going wrong sometimes
- Linux: Disabled SDL Dynamic API for SDL dependent Platforms except for Embedded and QNX
- Package Manager: Fixed an issue where installing a package from a scoped registry will fail if a bundled package with the same name and version exists.
- Physics: Fixed a rare PhysX crash when using the PGS solver type and either One-Directional or Two-Directional friction type
- Physics: Fixed Articulation Bodies ignoring SetMaxImpulse from Contact Modifications
- Physics: Fixed BoxCollider warning messages not being printed when Scene Reloading is enabled
- Physics: Fixed OnCollision messages not being sent when the collider has hasModifiableContacts property explicitly set to false
- Physics: Fixed up a simulation stall when a large section of heightmap triangles was fetched for tests
- Scene/Game View: Fixed default buttons styling in overlays
- Scripting: Improved ILPP runner reliability on machines under heavy load
- Shaders: Fixed an issue that HybridHDRPSamples scenes throw Tessellation shaders errors on OSX Metal
- Universal RP: Disabled MSAA on devices without MSAA store support (Apple GPUs A8 and lower).
- Universal RP: Increased lighting BRDF specular max for half float math (mobile) to match the visual look of full float math (desktop) better
- Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions
- Fixed sign in dialog style when waiting for user to complete sign in
- Fixed NullReferenceException when opening a new project and the user doesn't have a Unity Version Control organization linked to a Unity ID
- VFX Graph: Allow particle sorting with HDRP decals
- VFX Graph: Filtered out META pass from SG generated shaders
- VFX Graph: Fixed mesh LOD flickering when using TAA
- VFX Graph: Fixed mismatching LOD between eyes in multi-pass VR
- VFX Graph: Fixed some tooltips that were lost
- VFX Graph: Fixed Wrong evaluation of time in VFX Control Track while using Playables API
- VFX Graph: Forces positive color values in graph
- VFX Graph: Hide "Sorting mode" and "Revert sorting" when blend mode is set to Opaque
- VFX Graph: Hide log message asking to check out the asset for version control in empty VFX window, when reseting Editor Layout
- VFX Graph: Keep some bottom margin on blocks when collapsed
- VFX Graph: Prevent overflow on baked curve and gradient
- VFX Graph: Replaced default mesh output shader to be SRP compatible
- Virtual Texturing: Virtual texturing has a severe issue: the mip chain is not available on the first frame, causing unpredictable garbage texles to be displayed on the screen. This fix helps with poping by adding a new setting to the HDRP asset. This setting lets us allocate virtual texturing mips prefetching. This setting also had to be implemented inside the VT system.
- A debug panel also has live reporting of the current prefetched mips in the markers debug screen. We also add a checkbox to debug disable streaming, which helps content creators see which textures are on and off
- Windows: Fixed sizeof type error in StackWalker library
Unity 2022.2.17
Improvements:
- Editor: Improved memory allocator contention when merging static meshes making this process a little faster
API Changes:
- Editor: Added: EditorApplication.focusChanged event which fires when the Editor gains and loses focus
- Editor: Added: EditorApplication.isFocused property indicating the cached state of the Editors focus
- Scene/Game View: Added: CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay
Changed:
- Editor: Overlays added through code are now shown in the Overlay Menu
- HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package
- HDRP: Enabled Extend Shadow Culling in Raytracing by default
- HDRP: Fixed usage of FindObjectsOfType to use FindObjectsByType(FindObjectsSortMode.None).
Fixed:
- Asset Pipeline: Disabled script re-compilation when Recompile after playmode and Auto-refresh are set
- Build Pipeline: Fixed an invalid build path error that triggers when building for WebGL on Windows
- Build Pipeline: Fixed an issue where IOS may fail to build in Xcode if script debugging is enabled
- Build Pipeline: Fixed Player Build fails
- DX12: Fixed a crash where command lists were not being cleaned up
- Editor: Added tooltip support to UnityEvent header label
- Editor: Enabled GameObjects from the 31st layer to be rendered when Camera.cullingMask is set to Everything
- Editor: Fixed an issue in the Frame Debugger with errors that appear when you enable the debugger when it was docked with the Game Window
- Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed
- Editor: Fixed Overlay.OnWillBeDestroyed not being called in some cases.
- Editor: Fixed YAML file corruption on Android Platforms caused due to some obsolete targets in PlatformGroupEnum
- Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader
- Graphics: Fixed a crash on iOS, Android, and Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) which was caused by a threading issue
- Graphics: Fixed an issue with GPU Instancing providing wrong previous world matrix, leading to motion vector computation issues
- Graphics: Introducing two new knobs so PBR DoF can now scale at 4k.
- The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
- The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution
- HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes
- HDRP: Better Reflection Probe Debug_"Icon".
- HDRP: Clamp mouse pixel coords in tile debug view.
- HDRP: Enabled path tracing to now produce correct results when dynamic resolution is enabled
- HDRP: Enabled the correct light position when changing distance on a Light Anchor
- HDRP: Enabled the volumetric clouds to be synced per camera. Previously, the clouds were synced through a global time, leading to discrepencies with cameras that update at different rates
- HDRP: Fixed a glitch in one frame in the Editor when using path tracing
- HDRP: Fixed an issue occuring on TAAU when the camera rect is adjusted
- HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings
- HDRP: Fixed an issue with Mac and HDR so it now shows correct results when HDR is enabled
- HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets
- HDRP: Fixed HDSceneDepth triggering errors for uninitialized values
- HDRP: Fixed issue with Light Probe Proxy Volume not rendering correctly when Bounding Box Mode is Automatic World
- HDRP: Fixed material upgrader when executing tests
- HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene
- HDRP: Fixed ray-traced emissive reflections
- HDRP: Fixed some colliders being disabled when cancelling an APV bake
- HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness
- HDRP: Fixed the albedo and specular color override so it is now considered as sRGB
- HDRP: Fixed the exposure for SSR debug rendering
- HDRP: Fixed the init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project
- HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
- HDRP: Fixed the low resolution transparents using Shader Graph
- HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it was included on the prefab (children included)
- HDRP: Fixed the raytraced reflections for box lights so they are no longer cut off if the range is too small
- HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script
- HDRP: Fixed transparent decal textures being added into atlas even if the material properties have disabled them
- HDRP: Fixed Volumetric Clouds jittering when the sun was not casting shadow
- HDRP: Improved the console warning message when the maximum number of shadows is reached in the view
- Scene/Game View: Fixed cameras in locked Inspectors not showing a preview overlay in the scene view
- Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView
- Scene/Game View: Fixed the Rect Tool not showing the active element when snapping
- Scene/Game View: Fixed the Rect Tool sometimes not moving UI GameObjects if the pivot was changed
- Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved
- Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
- Serialization: Fixed the issue of deletion of a script not being detected as a change in the scripts which leads to the serialization not being able to correctly detect missing reference types. A new check was added to validate if there were any scripts deleted after the latest recompile
- Shadergraph: Corrected a regression in float preview properties not updating previews. [SGB-526].
- Shaders: Reduced shader compiler memory usage
- SRP Core: Fixed an IES Importer issue producing incorrect results
- TextCore: Added support for line-breaking rules to the Editor
- UI Toolkit: Fixed clicking on a selectable label in a list so it now changes the selection
- UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider
- Universal RP: Fixed the Screen flicker in Scene view
- VFX Graph: First frame of spawned particles outputs wrong motion vectors
- VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
- VFX Graph: Fixed an issue that read alive from source attribute was always returning true
- VFX Graph: Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph
- VFX Graph: Fixed Motion Vector so it is now correct when transform isn't changed every frame
- VFX Graph: Improved error feedback in case of missing reference in custom spawner
- VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector)
- VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output
- Video: Internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access
Unity 2022.2.16
Improved:
- Build System: BeeDriver: ignore System.IO.IOException: Sharing violation on path errors for console log
- Profiler: Added metadata support for RenderTextures in Memory Profiler
- Profiler: Improved graphics memory tracking in Memory Profiler
- Scripting: Reduced compilation time in large projects
- Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly
- Shadergraph: Improved blackboard property drag speed when reordering the blackboard
- Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU
- Shaders: Added support on Metal for vprog having void return type
- VFX Graph: Optimize VFX.Update per component overhead
API Changes:
- UI Toolkit: Added: API to know when a panel may need to be rendered to use in conjunction with on demand rendering
Fixed:
- Android: Added upgrade guide information about mainTemplate.gradle file changes
- Build System: Fixed unity_license.json CopyFiles build failures
- DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead
- Editor: Added the scrollview to the description field in the Scene template dialog
- Editor: Enabled types derived from type with CustomPreview have a custom preview
- Editor: Enabled updating the SceneProvider accordingly to an additive scene being added or removed
- Editor: Ensured that long titles do not clip the scene icon in the Scene Template Dialog
- Editor: Fixed a bug where the cursor was lagging when dragging files to inactive MacOS editor
- Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action
- Editor: Fixed an issue with the custom InspectorElement losing its Editor instance when the main inspector selection changes
- Editor: Fixed EditorWindowTitle so it is now called automatically. Previously, it needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent
- Editor: Fixed InvalidOperationException when adding or removing components with the inspector in debug mode
- Editor: Fixed styling on the scene template help button
- Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
- Editor: Fixed the styling of extra button action bar
- Editor: Fixed Timeline performance problem when previewing animated prefab instances
- Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected
- Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android
- Editor: Preset save no longer crashes the editor
- Graphics: Enabled the lifetime of temporary pointers in BatchRendererGroup to be tied to frame completion
- HDRP: Fixed emissive decals not working on shaders based on LayeredLit, LayeredLitTesselation, LitTesselation, TerrainLit, TerrainLit_Basemap
- HDRP: Fixed UI issues in Render Graph Viewer
- Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks
- Scene/Game View: Added a crash when attempting to render more gizmo vertices than the gfx device can allocate
- Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs
- Shadergraph: Fixed for [SGB-466] and related issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
- Shadergraph: Improved performance of disconnecting nodes in large graphs
- Shaders: Added a profiler marker for dynamic variant loading
- Shaders: Added macros for passing textures (Cube, 2DArray, and CubeArray) around without samplers
- Shaders: Disabled Invalid pass index error from appearing while a variant is compiling
- Shaders: Disabled shader compilation with debug symbols from using a non-existent file name
- Shaders: Enabled using real pass names when compiling shaders for mesh data optimisation
- Shaders: Fixed a rare crash when destroying shaders
- TextCore: Enabled glyphs to display in the Inspector of a bitmap font asset
- TextCore: Enabled FontAsset.HasCharacter to now support UTF32
- TextCore: Fixed a null reference exception when using multi atlas textures
- TextCore: Fixed a ZWSP character with monospace font and tag
- TextCore: Fixed an issue where keyNotFoundException occurs when selecting entries in diacritical mark tables
- UI Toolkit: Changed text effects so they are no longer contained by the bonds of each letter
- UI Toolkit: Disabled foldout elements not being interactable in the inspector
- UI Toolkit: Fixed an issue when adding or removing components with the inspector in debug mode
- UI Toolkit: Fixed an issue when renaming a prefab with the inspector in debug mode
- UI Toolkit: Fixed changing a script field with the inspector in debug mode
- UI Toolkit: Fixed exceptions being thrown when entering play mode with the inspector in debug mode
- UI Toolkit: Fixed private fields disappearing when entering play mode with the inspector in debug mode
- UI Toolkit: Unselecting, double clicking and triple clicking text fields now produces reliable and expected behaviour
- VFX Graph: Fixed a crash while rendering with indirect using a null index buffer
- VFX Graph: Fixed minor issues with Cube and Sphere particle outputs
- VFX Graph: Fixed shader errors when building with sphere or cube outputs
- VFX Graph: Fixed unexpected per frame garbage while using Timeline
- VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph
- Windows: Fixed quoting of the command line arguments
Package changes in 2022.2.16f1:
Packages updated:
- com.unity.services.wire: 1.1.1 → 1.1.4
- com.unity.xr.core-utils: 2.1.1 → 2.2.0
- com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.1
- com.unity.xr.management: 4.2.0 → 4.3.3
- com.unity.netcode.gameobjects: 1.2.0 → 1.3.1
Packages added:
- [email protected]
- [email protected]
Unity 2022.2.15
Featured:
- Universal RP: Added support for HDR output devices for desktop and console platforms
Improved:
- Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters
- Serialization: Improved performance of restoring managed objects during a domain reload (again!)
- Serialization: Improved performance of restoring managed objects during a domain reload
API Changes:
- Editor: Added: - Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
- enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
- Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won't be automatically converted to the new ones.
- Graphics: Added: ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.
Changed:
- Editor: "Use display in HDR mode" checkbox is visible in the MacOS player settings
- Universal RP: The two subshaders in main URP shaders (Lit, SimpleLit, BakedLit, ComplexLit, Particles) have now been combined in to one
- Version Control: - Changed the icons for Unity Version Control rebranding
- Changed onboarding workflow
Fixed:
- 2D: Enabled showing the Apply/revert dialog to users if there are data changes in Sprite Editor Window before domain reload
- Editor: Avoid Gizmo being affected by parent component Scaling
- Editor: Fixed a Drag and Drop to parent folder when the parent contains a child folder with the same name
- Editor: Fixed an issue when using Entities certain types of gizmos for components in subscenes were not rendered in the Scene view
- Editor: Fixed an issue where scripted importer override could cause infinite imports
- Editor: Fixed copy and paste using keyboard for Transform rotation and scale in Inspector window
- Editor: Fixed exceptions while opening game view mode dropdown
- Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window
- Editor: Fixed the project from freezing due to a faulty Raycast operation in the navigation system
- Editor: Objects now keep their non-serializable state when reloaded
- Graphics: Fixed bug with Streaming Virtual Texturing throwing a "The transcoded bitstream was invalid" error that was caused by build pipeline bug corrupting virtual texture regions located in virtual texture files larger than 2GB. When using SVT, it is recommended to rebuild your Player's build in order to get the corrected streaming files (GTS and GTP files) in the Streaming Assets folder
- HDRP: Fixed water simulation time in playmode.
- Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize
- Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload
- Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews
- Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial
- UI: Animation with UI Vertex colors is no longer choppy when the Color Space is set to Linear
- Universal RP: Fixed Render Targets being released when using multiple cameras
- Version Control: - Fixed blurry icons in the Unity Version Control window and toolbar button
- Fixed Pending Changes tab not always opening its selected item's location in Project window
- Fixed "Checked-out (changed)" status icon not showing up on Pending Changes tab
- Fixed issue that prevented new packages from being installed unless user enters play mode.
- VFX Graph: Fixed a crash when removing VFXRenderer from a disabled GameObject
- VFX Graph: Improved handling of infinite values with Gizmo
Unity 2022.2.14
Improved:
- Animation: Reduced the cost of building muscle clips, which among other things speeds up Animator.Awake
- Animation: Reduced the number of GC allocations when calling Animator.GetParameter(int index) and generally made it faster
- Burst: Added support for ChromeOS
- Burst: Windows/ARM64 targeting support
- Editor: Animation Events are now organized into sub-menus in the inspector
- Editor: Reduced cost of outline rendering, which improves the frame rate of the editor when many objects are selected
- GI: Added hotkeys for opening the lighting window and performing bakes. These are Ctrl+9 and Ctrl+Shift+L respectively.
- iOS: "Thread Performance Checker" is now disabled by default in a generated xcode project.
- Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining.
- Scripting: Switched some path sorting during compilation from an invariant culture compare to an ordinal compare, speeding up C# compilation when scripts are changed
- Shaders: Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders
- UI Toolkit: Added missing keyboard navigation support for left and right keys in TreeView
- VFX Graph: Greatly reduced the import cost of VFX Graph objects, especially when importing many at once
API Changes:
- Animation: Added: AnimationCurve: ClearKeys and CopyFromAPI
Changed:
- Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes.
- Burst: Made Burst Inspector's target job load asynchronous.
- Serialization: Big-endian serialized files will now be automatically rewritten to little-endian in the editor, as Unity 2023.2 will drop support for reading such files.
Fixed:
- 2D: Fixed case where Sprite is not being masked when using SpriteShape
- 2D: Fixed truncation of path for saving Tile assets when ending is not a file
- Android: Enabled the unlock image to be set on each lock rather than only on the first
- Android: Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices
- Animation: Default values for animation curve parameters on Volume Components where being shared with current interpolated value on the volume stack
- Audio: Fixed corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime
- Burst: Burst managed breakpoints might fail to work, after a domain reload
- Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain
- Burst: Fixed "An item with the same key has already been added" compiler error that could occur when duplicate field names were present in obfuscated assemblies
- Burst: Fixed "An item with the same key has already been added" hashing error that could occur if obfuscators changed nested type names to have the same name and different namespaces.
- Burst: Fixed "Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly" error that was displayed when Burst tried to compile an assembly that had C# compilation errors
- Burst: Fixed a BadImageFormatException error that could occur in some player builds
- Burst: Fixed Burst compilation error relating to UnityEngine.Assertions.Assert.Fail when doing player builds with high stripping settings
- Burst: Fixed code-gen issue where side-effects before a conditional throw would be ignored.
- Burst: Fixed inaccurate stacktraces when throwing an exception from Burst in specific cases
- Burst: Fixed incorrect codegen when having multiple try-finally blocks inside another try-finally block (for example from foreach loops)
- Burst: Fixed incorrect pdb path for AoT dll libraries
- Burst: Fixed line highlight and register highlight not clearing when Burst Inspector settings change
- Burst: Fixed possible deadlock when compiling after domain reload.
- Burst: Fixed that some changes made to versioned assemblies wouldn't get picked up and compiled by Burst.
- Burst: Fixed MethodDecoderException when trying to call CompileFunctionPointer on a nested static method.
- Burst: Neon intrinsics: fixed default target CPU for Arm Mac Standalone builds.
- Core: Enabled JobsUtility.ThreadIndex and JobsUtility.ThreadIndexCount to now be used in Burst compiled static constructors. Previously, their use would result in a "BC1091: External and internal calls are not allowed inside static constructors" error
- DX12: Fixed for samplers resetting to point on streaming texture mips
- Editor: Fixed a bug with animation preview
- Editor: Fixed a situation where opening a regular window after an auxiliary window can cause a crash if the window closes
- Editor: Fixed EnumField not updating the value label when calling Init and the value was the same
- Fixed EnumField updating the label when calling SetValueWithoutNotify and the value had not changed
- Editor: Fixed freeform light tessellation for Light2D
- Editor: Fixed issue where -nographics command line argument was not being forwarded to the Asset Import Workers
- Editor: Fixed multiple mouse click event reported in imgui
- Editor: Fixed shortcut profile delete dialog message overflow in Shortcut Manager
- Editor: Improved the formatting for the context column in Shortcut Manager
- Entities Graphics: Fixed Custom passes when using the BatchRendererGroup
- GI: Fixed an issue where scene debug visualization modes would look broken when baking multiple scenes together
- GI: Fixed an issue with Light Explorer filtering when many lights are present
- Graphics: Fixed blitting from RenderTexture.active to another RenderTexture with a shader sampling a texture at specific UV values causing visual artifacts
- Graphics: Fixed for problem with reflecton probe normalization data being invalid
- Graphics: Removed the deprecation of SceneRenderPipeline and limited its behaviour until a replacement is proposed
- IL2CPP: Corrected the clipped output from System.Diagnostics.Debug.WriteLine()
- IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference
- IL2CPP: Fixed a bug where referenced assets are unloaded by Resources.UnloadUnusedAssets()
- IL2CPP: Fixed a C++ compilation error when assigning to a ref parameter in shared generic code with constraints
- IL2CPP: Fixed a C++ compilation error when structs had static fields with circular type references
- IL2CPP: Fixed an intermittent crash on POSIX platforms which can happen when Directory.GetFiles is called while files in that directory are deleted on a different thread
- IL2CPP: Improved the stability of generated field names
- IL2CPP: Marshalled a null value in a delegate field as a null delegate
- Kernel: Added additional logging when deallocating temp memory that is older than permitted lifetime
- License: Fixed an issue where the Editor quits when activating ULF license and the license already exists
- Mono: Removed throw from attribute setters generated by profile stubber
- Mono: Removed !sig->is_inflated assert from icall wrapper generator
- Package: - Android SDK Level 33 (Tiramisu) support now available.
- Added necessary post notification permission to manifest.
- Package will now ask for permission during initialization if required.
- External Dependency Manager for Unity (EDM4U) and Mobile Dependency Resolver (MDR) support now available. When either is installed:
- A new PushSDKDependencies.xml file is generated for them to use.
- InsertPushNotificationDependenciesIntoGradleScript will not run to prevent duplication from gradle.
- Fixed errors appearing in the Editor Play Mode due to platform specific classes instantiating
- Package Manager: Fixed all delayed fields when editing a package in the inspector
- Shadergraph: Addressed error feedback on import of graphs with invalid or missing targets, allowing them to be modified and saved
- Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor
- Shadergraph: Addressed issue where missing targets were not handled on import
- Shadergraph: Addressed various issues with the Swizzle node
- Shadergraph: Fixed issue where custom interpolator previews would provide erroneous results when connecting through a reroute node
- Shadergraph: Fixed issue where reroute node would sometimes show the wrong color for its appropriate inputs
- Shadergraph: Fixed issue where subgraph gradient blackboard properties could have naming conflicts with parent graphs
- Shadergraph: Fixed issue where the Gradient Noise Node was causing implicit truncation warnings
- Shadergraph: Fixed issue where the view position of the graph editor would sometimes be forgotten when swapping between two open shadergraph editor windows
- SRP Core: Fixed Decal Projector Editor fields so they are now saved when editing a prefab
- SRP Core: Revert Property for animation curves on Volume Components
- UI Toolkit: Added missing support for TreeView reordering, including depth reordering, expansion when hovering an expandable item, and sibling drop marker
- UI Toolkit: Fixed element becoming invisible after a reorder in an animated ListView
- UI Toolkit: Fixed items going slightly out of bounds in ListViews
- UI Toolkit: Fixed items in animated lists sometimes disappearing
- UI Toolkit: Fixed NullReferenceException followed by ArgumentException when removing an element from its panel during a style transition
- UI Toolkit: Fixed the reported TreeView state after a reorder operation
- UI Toolkit: Fixed the sound on Mac when navigating collection views with keyboard
- VFX Graph: Exposure weight slider was not hidden when a shadergraph was assigned to an output context
- VFX Graph: Fixed errors in the console when undoing changes from gizmo in some specific conditions
- VFX Graph: The VFX component inspector had an unpaired EditorGUI.BeginChangeCheck that was breaking the state of GUI.changed
- Video: Disabled replacement operator new/delete for Android so it no longer causes a crash with VideoPlayer
- Video: Improved Variable Frame Rate support for Apple platforms
Unity 2022.2.13
Features:
- Graphics: Added BatchCullingContext.cullingFlags to specify whether lightmapped shadow casters should be culled for this view
Improved:
- Apple TV: TvOS now uses launch screen storyboard
- iOS: IOS/tvOS launch screen now is shown only by OS, and is not shown again by Unity itself.
- Player: Added -native-leak-detection command line argument to Unity Editor and standalone players. can be Disabled, Enabled, or EnabledWithStackTrace. Stack Traces are only available in the Unity Editor and development builds.
API Changes:
- Core: Added: JobsUtility.ThreadIndexCount returns the maximum number of job workers that can work on a job at the same time. The job system will create a number of job worker threads that will be no greater than the number of logical CPU cores for the platform. However, since arbitrary threads can execute jobs via work stealing we allocate extra workers which act as temporary job worker threads. JobsUtility.ThreadIndexCount reflects the maximum number of job worker threads
- plus temporary workers the job system will ever use. As such, this value is useful for allocating buffers which should be subdivided evenly between job workers since JobsUtility.ThreadIndex and NativeSetThreadIndexAttribute will never return a value greater than JobsUtility.ThreadIndexCount
- Core: Added: JobsUtility.ThreadIndex returns the index for the current thread when executing a job, otherwise 0. When multiple threads are working on a parallel job at once, no two threads will have the same index. The range is [0, JobsUtility.ThreadIndexCount). The value returned when called from within a job is the same as the one stored in a job member decorated with Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute, otherwise 0
- Editor: Added: GetSampleMetadataAsSpan to RawFrameDataView.
Changed:
- Kernel: Made NativeArray.Dispose consistent when disposing uninitialized container.
- Version Control: Updated branding from "Plastic SCM" to "Unity Version Control"
- Improved offline experience by disabling the plugin when there is no internet connection.
Fixed:
- 2D: Fixed a crash when a user loads a Tilemap with a TilemapCollider2D and CompositeCollider2D with an invalid Sprite
- Android: Fixed a frame debugger crash when using mono scripting on Android
- Animation: Fixed an issue where unexpected MonoBehaviors would remain on the GameObject in a preview scene
- Asset Pipeline: Removed use of auto keyword in LMDB library
- Core: CullResults.ComputeSpotShadowMatricesAndCullingPrimitives will now output culling planes derived from the projection matrix.
- DX12: Fixed a crash due to copying sampler descriptors
- Editor: Detect asset corruption before uploading to accelerator
- Editor: Enabled Gradle file search to use RegEx when looking for Play library dependencies, which identifies dependencies included with both double or single quotes
- Editor: Fixed an issue with animators where the root bone would be reset for humanoid in edge cases with the pose playable
- Editor: Fixed handling msaa resolve in Frame Debugger when connected to Meta Quest over display link
- Editor: Fixed jumping of intensity slider values in Color Picker HDR
- Editor: Fixed ReorderableList element culling when drawing with GUI rotation or scaling applied
- Editor: Fixed Vulkan shaders that use shadow map 2D array textures
- Editor: Leak Detection happens after all DomainUnload events are handled. This reduces the number of false-positive leaks detected if memory is disposed in a DomainUnload event handler
- Editor: Preferences>Jobs>Leak Detection Level setting will reset from Enabled With Stack Trace to Enabled when the Unity Editor is restarted. The setting will persist across domain reloads. The level can be set programmatically using UnsafeUtility.SetLeakDetectionMode
- Editor: Removed an unnecessary cbuffer in DOTS_INSTANCING_ON variant
- Editor: The color picker can now select the proper color on a secondary monitor on macOS
- GI: Fixed crash on Mac M1 when attempting to bake a reflection probe in URP
- Graphics: Fixed a case where GraphicsBuffer.UnlockBufferAfterWrite would take an excessively long time on D3D11
- Graphics: Product name will now be used as application name when creating Vulkan instance
- HDRP: Fixed error with water and dynamic pass culling
- Networking: Fixed an issue that could prevent UDP sockets from being created on Windows when TDI filters were installed.
- Particles: Fixed crash due to access of potentially released job memory.
- Physics 2D: Enabled a single path PolygonCollider2D to alway uses a clockwise winding internally to give consistent results when used in a CompositeCollider2D
- Physics 2D: Enabled both OnTriggerExit2D and OnCollisionExit2D to be called when a scene is unloaded if required. This only works when Physics2D.callbacksOnDisable is active
- Player: Native Leak Detection now works in Player builds. Previously it would not report upon ProcessExit
- Scene/Game View: Fixed the rectangle selection conflicts with scene view tools
- UI Toolkit: Enabled users to set the ScrollView's mouse wheel scroll size (and therefore, its speed) with the Mouse Wheel Scroll Size attribute, regardless of its vertical and horizontal page sizes
- UI Toolkit: Fixed caret repositioning while renaming in UI Builder
- UI Toolkit: Fixed error thrown when pressing the add button with a list of value types
- UI Toolkit: Fixed error thrown when removing elements from the middle of a list
- UI Toolkit: Fixed issues where overwriting makeItem failed when used with bindings and ListView wouldn't refresh when itemsSource was set last
- UI Toolkit: Fixed ListView's reorderable value when bound to a SerializedProperty
- UI Toolkit: Fixed renaming focus condition in UI Builder
- UI Toolkit: Fixed reordering handles styling when used with items smaller than the default height
- Universal RP: Fixed an issue where instantiating and destroying cameras, with Volume Update Mode set to ViaScripting, would allocate each time
- Universal RP: Fixed an issue where the main light shadows were incorrect if the scene and game windows were open
- URP: Added vertex SH option to URP rendering and fixed HL2 forward light perf regression
- URP: Fixed a null exception when adding a sorting layer
- VFX Graph: Added support for multiple subgraphs drag&drop
- VFX Graph: Fixed a crash when drag & dropping a vfx on another vfx with a circular dependency
- VFX Graph: Fixed an issue that the VFX Graph documentation link was always pointing to the latest LTS version instead of current package version
- VFX Graph: Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space
- VFX Graph: Fixed the Dispose() method of MeshToSDFBaker leading to memory leaks
- WebGL: Fixed FMOD console errors when a scene is reloaded
- WebGL: Fixed playback of mp3 audio files loaded via UnityWebRequest on Safari
Unity 2022.2.12
Improved:
- Editor: Enabled Sketchup Importer on Mac ARM platforms
- Editor: Updated Sketchup SDK to 2023.2
Changed:
- Android: An error has been added to inform when project depends on the older Google Play Library version than required by Unity
- Android: The BundleTool version used by Unity has been upgraded to 1.11.1
- Android: The default minimum version of Google Play Library for Asset Delivery has been upgraded to 2.0.0 with Unity built-in support
Fixed:
- Android: Fixed PlayAssetDelivery asset packs installation on Pixel 6 devices
- Android: Fixed QNX changes in atomics wrapper having side effects on Android
- Android: Fixed the preferred install location setting so it now works and it no longer sets to preferExternal
- Asset Bundles: Fixed issue where empty folders remain in the cache when the max storage space is exceeded
- Asset Pipeline: Fixed a case of Miss
更新時間:2023-05-30
更新細節:
What's new in this version:
Fixed:
- Linux: Automatically increase vm.max_map_count if it's too low
- Works around a Linux issue where several games, including Shin Megami Tensei V and The Legend of Zelda: Tears of the Kingdom, would segfault after exceeding the max amount of memory mappings.
更新時間:2023-05-30
更新細節:
What's new in this version:
General:
- Initialize CURL library for thread safety
- Fix bitmap rotation and mirroring issues
- Do not close dialogs on escape key when typing in a text control
- Do not display additional space before subscript/superscript text in text boxes
- Make control-backspace clear until last whitespace in text edit controls
- Catch unhandled exception at startup
- Use correct alpha blending when plotting to PDF
- Fix broken bug report URL
Schematic Editor:
- Do not collapse tree when filtering symbol chooser dialog search results
- Do not ignore "Exclude from BOM" and "Exclude from board" attributes for derived symbols
- Correctly handle symbols with '/' character in the name
- Fix crash when pasting then pressing escape
- Ignore empty field name templates
- Ensure item is on grid if there was no motion between clicks
- Fix clipped text in ERC dialog
- Save worksheet file name in project file
- Allow hex entry of 0 transparency in color picker
- Fix datasheet path resolution when path contains double slashes
- Set focus to text control when editing text box properties
- Fix for mouse stuck in canvas issue
- Handle user defined attributes when importing Eagle schematics
- Fix broken nets using hierarchical labels
- Remove extra blank line in schematic file when saving with ERC markers
- Fix crash when entering subsheets with resolved variables
- Mirror netclass labels correctly
Spice Simulator:
- Do not show both sets of pins for symbols with alternate body styles
- Do not create SPICE netlists with spaces in net names
Symbol Editor:
- Save library when it’s selected in library tree panel
- Cmd+A (Select All) selects all symbol editor components instead text in active text input box
- Fix crash when infobar outlives the current symbol
Board Editor:
- Highlight drilled hole to hole clearance of same nets in router
- Fix graphical glitch after DRC and subsequent undo action
- Do not detect DRC error when the footprint was deleted or updated with new one
- Allow setting board minimum widths to zero
- Fix crash when differential pair routing
- Fix invalid overbar text for escaped characters
- Fix overbar when using subscript characters
- Trim VRML export layers to board outline
- Handle multiple holes in footprints
- Do not treat via placement as DRC violation when routing
- Record parent rule for DRC assertions. See forum discussion
- Fix incorrect mounting hole size on DSN export
- Allow double-clicking item to open properties dialog in search pane
- Fix crash when loading a file having vias on connected layers only
- Add missing property to footprint texts table
- Fix copper sliver issues
- Fix issue routing differential pairs to footprint pads
- Expand solder mask for NPTH pads
- Fix field automatic placement issue
- Don’t allow thickness of 0 in STEP export in case of an empty stackup
- Make footprint drag include connected traces
- Add missing property to footprint texts table
- Use constraints to determine netclass width
- Fix rotating bitmaps
- Fix shove router clearance DRC violations
- Do not route trans with clearance errors
- Fill shapes with open path when importing SVG
- Ensure track posture switches on first attempt
- Prevent unwanted minus sign in properties panel
- Adjust stroke font output to match version 6 output
- Fix crash on start of routing
- Fix crash when shoving via or trace
- Fix broken router collision with self behavior
Footprint Editor:
- Crash when importing version 5.1 settings
Gerber Viewer:
- Fix rounded corners when exporting to KiCad board file
3D Viewer:
- Use correct board stack up layer color settings
Show footprint board regardless of project
PCB Calculator:
Save regulator calculator settings.
Drawing Sheet Editor:
- Add missing grid properties dialog
Command Line Interface:
- Load custom drawing sheets for board
- Do not fail silently if output directory does not exist
Windows:
- Fix broken text selection for some UI elements
更新時間:2023-05-27
更新細節:
What's new in this version:
Fixed:
- Ava UI: Fixes for random hangs on exit
- Fixes some of the hanging issues when exiting on Avalonia
更新時間:2023-05-26
更新細節:
What's new in this version:
Changed:
- The usual round of package updates
更新時間:2023-05-21
更新細節:
What's new in this version:
Fixed:
- Fix crash in SettingsViewModel when Vulkan isn't available
- Fixes a crash when opening the settings window on devices (e.g. Windows ARM) where Vulkan is not available