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:2022-03-22
更新細節:
What's new in this version:
Major Additions:
- Implement KDBX 4.1
- Add direct write save option for cloud storage and GVFS
- Prevent screen capture on Windows and macOS
- Support quick unlock using Windows Hello
- Support quick unlock using Apple Watch
- Allow specifying database backup paths
- Add tag functionality
- Add password rating column to entry view
- Add group clone action
- Show modifications between entry history items
- Ability to bulk-delete and purge unused custom icons
- Support adding custom passphrase wordlists
- Support passphrase wordlists in numbered and PGP-signed formats
- Implement support for hardware keys via wireless NFC
- SSH Agent: Add support for OpenSSH 8.2 FIDO/U2F keys
- CLI: Implement attachment handling
- CLI: Add support for okon in offline HIBP checks
- CLI: Implement search command and remove locate
- CLI: Add db statistic output to db-info command
- CLI: Add -i/--include option to generate command.
- CLI: Add a -n (--notes) option to add and edit commands
- CLI: Add keyfile option to import command
- CLI: Adding a best option to clip to copy a password of the best match
- Browser: Add Microsoft Edge support on Linux
- Browser: Support native password generator from the extension
- Browser: Add group settings
- Browser: Add feature to ignore entries for HTTP-Auth Logins
- Browser: Support triggering Auto-Type from browser extension
- Browser: Add delete-entry command to API
- Browser: Add search 'by-path' url to API
- Browser: search for entries by UUID to API
- Browser: Support auto-download of favicon on entry addition
- Auto-Type: Major improvements to Auto-Type
- Auto-Type: Fix typing to virtual machines on Windows
- Auto-Type: Re-implement X11 keysym emulation
- Auto-Type: Support multiple Xkb layouts
- Auto-Type: Abort keystroke if modifiers held on X11
- Auto-Type: Add TOTP option to entry level Auto-Type menu
- FdoSecrets: Major Refactor and Code Consolidation
- FdoSecrets: Implement unlock before search
- Reports: Add browser statistics report
Major Changes:
- Port crypto backend to Botan
- Improve attachment handling and security
- Allow selecting any open database in unlock dialog
- KeeShare: Remove checking signed container and QuaZip dependency
- Introduce security option to enable copy on double click (default off)
- Add 'delete entry without confirm' functionality
- Improve macOS and Windows platform integration
- Lock only the current database by default
- Show expired entries on DB unlock
- Update D-Bus adaptor interface class name to match definition file
Other Changes and Fixes:
- Add countdown progress bar to TOTP preview
- Enter favicon url directly on icons page
- Set C++17 as standard in the build system
- Internalize ykcore into code base
- Transition to Visual Studio builds on Windows
- Ability to delete entries from health check reports
- Enhance remembering last-used directories
- Implement org.freedesktop.appearance.color-scheme support on Linux
- Support sorting HTML export
- Add display number of characters in passphrases
- Use Alt+Tab on macOS to switch between databases
- Add feature to sort groups using shortcut keys
- Add CTRL+Enter to apply password generator changes
- Display Database created timestamp on statistics report
- Browser: Improve best matching credentials setting
- SSH Agent: Use both Pageant and OpenSSH agent simultaneously on Windows
- SSH Agent: Allow using database path to resolve keys
- SSH Agent: Show correct error messages in main window
- Multiple fixes for MSI installer
- Fix tab order for CSV import dialog to match screen order
- Don't mark kdbx:// urls as invalid
- Make selected text copyable instead of copying password
- Detect timestamp resolution for CSV files
- Fix crash while downloading favicon
- Correct naming of newly generated keyx files
- Place the 'Recycle Bin' at the bottom of the list when groups are sorted
- Handle tilde with custom browser paths
- Don't scroll up when deleting an entry
- Set the MIME-Type to text/plain when using wl-copy on wayland
- Fix adaptive icon painting
- Fix favicon download from URL with non-standard port
- Ignore recycle bin on KeePassHTTP migration
- Fix keepassxc-cr-recovery utility
- Fix Auto-Type not working when audio recording indicator is active on macOS 12.2+
更新時間:2022-03-19
更新細節:
What's new in this version:
- The usual round of package updates
更新時間:2022-03-18
更新細節:
What's new in this version:
Unity 2021.2.16
Improved:
- 2D: Optimized texture space needed for rect packing in PSDImporter
- URP: Added support for FidelityFX Super Resolution 1.0 upscaling filter
- URP: Added support for user-selected upscaling filters. Current options are automatic, bilinear, and nearest-neighbor.
Fixed:
- 2D: Fixed an issue where a user was unable to change mipmap settings in PSDImporter inspector
- 2D: Fixed an issue where control point selection flickers when dragging and multi-selecting points in scene
- 2D: Fixed an issue where SpriteShape corner does not respect the ControlPoint height
- 2D: Fixed an issue where SpriteShape Corner was not set when setting multiple corners
- 2D: Fixed an issue where SpriteShape with Cache Geometry enabled does not update arrays when saving scene off-screen
- 2D: Fixed an issue where SpriteShapeGeometry Cache does not update when selecting a different Object when EditTool is active
- 2D: Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode
- 2D: Fixed an issue where the collinear vertices coult not safely deleted from the sprite mesh in Skinning Editor
- 2D: Fixeda null exception when importing files with masks in PSDImporter
- AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon
- Android: Change boost documentation and timing values in the simulator to reflect the boost mode timing of 10s instead of the previous 15 seconds as it changes on the driver side
- Android: Fixed a frequency change error case (e.g. when boost is activated). Does not retry every frame. Manual retry is required.
- Android: Fixed a warning 'IAdaptivePerformanceSettings.k_AssetVersion' when building the project
- Android: Fixed an issue where the bottleneck profiler colors did not reflect warning states correctly
- Android: Fixed simulator where temperature level and trend would not get updated when thermal action was updated
- Animation: Fixed null reference in AvatarMaskInspector on ToggleAll
- Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build
- Build Pipeline: make script compilation work on windows7 again
- Core: Update libcurl to 7.80 to address security vulnerabilities
- Editor: CPU and GPU usage goes up when a tooltip pops up
- Editor: tooltips not closing automatically when the mouse moves out from the rect of the ui part that triggered them
- Graphics: Fixed an unnecessary memory allocation issue inside FSR's RCAS shader constants helper function
- Graphics: Fixed a negative scaling which caused the scene view ui to disappear
- Graphics: Fixed an issue where encoding R8, R16, RFloat and RHalf to EXR did no encodes to a grayscale image
- Graphics: Fixed an issue where the 16-bit FSR implementation was no automatically enabled when supported by the target platform by removing FSR_ENABLE_16BIT option from FSRCommon.hlsl
- Graphics: Fixed cubemap array macros for GLCore
- Graphics: Fixed texture gather macros for GLCore and moved them from target 4.6 to target 4.5
- HDRP: Fixed a camera motion vector pass issue where reading last frame depth texture
- HDRP: Fixed a null reference issue in CollectLightsForRayTracing
- HDRP: Fixed an issue with detail normals when scale was null
- HDRP: Fixed an issue with shader graph custom velocity and VFX
- HDRP: Fixed motion vector rendering with shader graph with planar primitive
- iOS: Fixed a unityWebRequest issue with uploading with automatic authorization
- Linux: Fixed crash when cancelling unity loading of the project after enter safe mode prompt
- Profiler: Fixed an error on Metal which caused "Assertion failed on expression: 'gpuFrequency != 0'" assert in Editor
- Scripting: Fixed an issue where Unity would not print to console all user assemblies which reference UnityEngine/UnityEditor dll's, where the file name didn't match the assembly name
- Serialization: Fix crash when setting an instance containing an empty list field in SerializedProperty.managedReferenceValue and then using SerializedObject.ApplyModifiedProperties
- Serialization: Fixed a crash when entering into playmode and user would change domain during OnBeforeSerialize
- UI: Fixed a build error when _MainTex was not present in ui shader
- UI Toolkit: Fixed button click happening when mouse was released from behind an element that wa drawn in front of the button but within its boundaries
- UI Toolkit: Fixed hover state not updated properly on Button when using touch-based pointer events to activate it
- UI Toolkit: Fixed VisualElements in runtime panels sometimes retaining a hover state despite the mouse moving to another element, when the new element overlaps it and belongs to another panel
- URP: Fixed an incorrect shadow batching and shadow length
- URP: Fixed an issue in where the _ScreenParams was not setup correctly
- URP: Fixed an issue where 2D global lights with shadows enabled could break light layer batching
- URP: Fixed an issue where Light2D Sprite Light was not updating when Sprite properties were modified
- URP: Fixed decal automatic technique to correctly work with webgl
- URP: Fixed FXAA quality issues when render scale was not 1.0.
- URP: Fixed several Native RenderPass issues regarding input attachments, DepthOnly pass, and Decals.
- VFX Graph: Fixed an exception when changing the setting of space of a shape to world
- VFX Graph: Fixed Picking and Selection passes issue
- Web: Fixed an issue where there was a missing truthiness check for getSupportedProfiles()
- WebGL: Fixed a playback of wrong audio clip issue
Unity 2021.2.15
Featured:
- Version Control: Added branch name column in changeset view
Changed:
- Version Control: Updated checkin comment box to keep the last comment after checkin error
Fixed:
- 2D: Fixed a Crash on VirtualRedirectTransfer when loading AssetBundle while entering Play Mode
- 2D: Fixed an issue where Secondary Texture set from a different Sprite was re-used even if another Sprite does not have one
- 2D: Fixed an issue where managedContext was never passed to MonoPostprocessSprites
- Android: Fixed asking for permission for location, webcam and external storage issue
- Android: Update some APIs to support the behavior changes of LocationManager in Android 12
- Audio: Fixed an issue where a user was not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects
- Editor: Fixed an exceptions when assigning array size via array size field in ReorderableList inspector control.
- Editor: Fixed ReorderableList element height issue not updating when dynamic changes to list content happen
- Graphics: Fixed a corruption of mip levels of non-readable ASTC cubemap texture issue
- Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning
- Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module
- UI Toolkit: An element can now receive a PointerUpEvent notification when the mouse position is outside of the game view
- Universal Windows Platform: Fixed an issue where Unity generated UWP project using hardcoded value of en-US
- Version Control: Fixed performance regression in large projects due to FindObjectsOfTypeAll calls.
- Version Control: Fixed working mode error after migration from Unity Collaborate.
- WebGL: Fixed a MSAA effect issue for WebGL
- WebGL: Fixed an issue where building WebGL projects in folders that contain Unicode characters on Windows was not supported
Unity 2021.2.14
API Changes:
- UI Toolkit: Added: Allow custom USS styles to reference any kind of asset (through UnityEngine.Object).
Fixed:
- AI: Fixed NavMeshAgent teleports to a wrong location when a border carved is reached by a NavMeshObstacle
- Android: Fixed a crash when an app was put to the background before Unity initialiaation and then opened via URL
- Android: Fixed a crash when using a custom cursor
- Android: Fixed an issue where support for plugin folders with extension .plugin was missing
- Build Pipeline: Fixed Dedicated Server not building for il2cpp properly
- Editor: Fixed an issue where ContextMenuItems added to Lists did not show up in the List label context menu as well as the items
- Graphics: Fixed a shader compiler error when using InterlockedExchange with float texture
- Graphics: Fixed undo in for 1402145 DebugUI.EnumFields on the rendering debugger
- HDRP: Fixed a HDRP camera debug panel rendering foldout issue.
- HDRP: Fixed a null ref exception in Volume Explorer.
- HDRP: Fixed a nullref exception when creating a new scene while LightExplorer was open.
- HDRP: Fixed an error spamming issue when in player mode due to ray tracing light cluster debug view
- HDRP: Fixed an issue at the edge of screen on some platforms when Screen Space Ambiant Occlusion (SSAO) was on.
- HDRP: Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe.
- HDRP: Fixed an issue where Post Process was not editable in the default frame settings.
- HDRP: Fixed an issue where scene list was not refreshed upon deleting an Adaptive Probe Volume (APV) baking set.
- HDRP: Fixed an issue where sometimes full screen debug would cause render graph errors.
- HDRP: Fixed an issue which caused the uber post process to run even if nothing was to be done, thus leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline.
- HDRP: Fixed an issue with dynamic resolution and low res transparency sampling garbage outside of the render target.
- HDRP: Fixed an issue with Final Image Histogram displaying a flat histogram on certain GPUs and APIs.
- HDRP: Fixed an issue with HDRI Sky and shadow filtering quality were set to high.
- HDRP: Fixed artifacts on gpu light culling when the frustum near and far are very spread out
- HDRP: Fixed custom pass name being cut-off when the name was too long in the inspector.
- HDRP: Fixed error messages when trying to use HDSceneColor, NormalFromHeight, DDX, DDY or DDXY shader graph nodes in ray tracing.
- HDRP: Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered.
- HDRP: Fixed issue with accumulation motion blur and depth of field when path tracing is enabled.
- HDRP: Fixed missing unit in ray tracing related tooltips and docs
- HDRP: Fixed one frame flicker on hardware DRS
- HDRP: Fixed PBR Dof using the wrong resolution for COC min/max filter, and also using the wrong parameters when running post TAAU stabilization
- HDRP: Fixed performance penalty when hardware DRS was used between multiple views like editor or other gameviews.
- HDRP: Fixed RTGI potentially reading from outside the half res pixels due to missing last pixel during the upscale pass
- HDRP: Fixed screen space shadow when multiple lights cast shadows.
- HDRP: Fixed sky jittering when TAA was enabled.
- HDRP: Fixed static lighting sky update when using an HDRI sky with a render texture in parameter.
- HDRP: Fixed the 'Exposure' field name to 'Exposure Compensation' name in sky volume overrides
- HDRP: Fixed the default custom pass buffer format from R8G8B8A8_SNorm to R8G8B8A8_UNorm. Additionally, an option in the custom pass buffer format settings is available to use the old format.
- HDRP: Fixed the roughness value used for screen space reflections and ray traced reflections to match environment lighting
- HDRP: Fixed the volumetric clouds for the indoor template scenes by disabling them (normal and DXR)
- HDRP: Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination.
- HDRP: Fixed using the wrong directional light data for clouds and the definition of current Sun when the shadow pass was culled.
- HDRP: Fixed various issues with render graph viewer when entering playmode.
- HDRP: Fixed vertex color mode Add name whicgh was misleading, renamed to AddSubstract.
- HDRP: Fixed volumetric clouds in lens flares sample indoor scene by disabling it.
- HDRP: Fixeda warning when an Adaptive Prope Volumes (APV) baking set was renamed.
- HLSLcc: Fixed HLSLcc so it no longer generates invalid code on Metal platforms when 16-bit integer types are used
- IL2CPP: Corrected the behavior of the GUID property on System.Type objects
- IL2CPP: Fixed a data corruption issue when unboxing to a Nullable<System.Decimal>
- IL2CPP: Fixed an error message on Windows when Windows 10 SDK was missing
- IL2CPP: Fixed an issue where Android would not properly build when Windows Language was set to Turkish
- IL2CPP: Fixed an issue where assemblies whose name starts with Microsoft was not preserved or allowed
- IL2CPP: Fixed undefined invocation behavior for unsigned arguments
- iOS: Fixed a splash screen issue which sometimes showed in the wrong orientation
- iOS: Fixed an issue where picking up a background scene if no foreground scenes were found was not allowed
- macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS
- Particles: Fixed an offset param in NativeArray overload of SetPaticles API
- Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor
- Scene/Game View: Fixed an issue where Hierarchy's picking icons were not refreshing when picking toggled via shortcut
- Scene/Game View: Fixed mesh asset inspector rendering same mesh for each multi selection's preview
- Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content
- Shadergraph: Fixed an issue where edges connected to SubGraphNodes would sometimes get lost on upgrading a pre-targets graphs
- Shaders: Fixed a caching server issue when compute shader serialization to use relative paths
- Shaders: Fixed an issue where subshader and pass information was missing in the shader error message details
- Shaders: Fixed some shader errors that were not appearing in the logs during player build
- Shaders: Fixed unintended errors that complained about failed shader cache entry moves
- uGUI: Fixed an Editor issue where uGUI would not be able to tell which gameview (screen) was clicked on as the mechanics for playmode did not work the same
- uGUI: Fixed the slider's min and max values that was being the overwritten when selecting multiple slider GameObjects in the Hierarchy window
- Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library)
- URP: Fixed an incorrect blending of ParticleUnlit
- URP: Fixed an issue where the menu button to be able to convert selected materials was missing.
- URP: Fixed an issue with too many variants were being included in ShaderGraph shaders used in URP. []
- URP: Fixed max light count cpu/gpu mismatch in Editor with Android target
- URP: Fixed single channel compressed (BC4) cookies on main light.
- VFX Graph: Fixed an issue wher the Blackboard "Add" button for output could be hidden when the panel is too small
- VFX Graph: Fixed an issue where a subgraph could be pasted into the same subgraph
- VFX Graph: Fixed an issue where collision with zero scale lead to undefined behavior
- VFX Graph: Fixed an issue where custom operator (multiply, add...) did not resize to the minimum size when input types changed.
- VFX Graph: Fixed an issue where editing the values in the graph did not impact the system in real-time after saving
- VFX Graph: Fixed an issue where Particle Strip without lifetime did not die when Alive was set to false
- VFX Graph: Fixed an issue where the d state of VFX blocks and operators are preserved after copy/paste.
- VFX Graph: Fixed an unexpected possible connection between GPUEvent and Spawn context
- VFX Graph: Fixed bounds helper tool (automatic systems culling, world bounds computation, ...).
- Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver
Package changes in 2021.2.14f1:
- Packages updated:
- com.unity.addressables: 1.19.17 → 1.19.18
- com.unity.live-capture: 1.0.1 → 1.1.0
- com.unity.purchasing: 4.1.2 → 4.1.3
- com.unity.render-pipelines.core: 12.1.4 → 12.1.5
- com.unity.render-pipelines.high-definition: 12.1.4 → 12.1.5
- com.unity.render-pipelines.high-definition-config: 12.1.4 → 12.1.5
- com.unity.render-pipelines.universal: 12.1.4 → 12.1.5
- com.unity.scriptablebuildpipeline: 1.19.5 → 1.19.6
- com.unity.shadergraph: 12.1.4 → 12.1.5
- com.unity.visualeffectgraph: 12.1.4 → 12.1.5
Packages no longer available:
- com.unity.sysroot
- com.unity.sysroot.linux-x86_64
- com.unity.toolchain.linux-x86_64
- com.unity.toolchain.macos-x86_64-linux-x86_64
- com.unity.toolchain.win-x86_64-linux-x86_64
Unity 2021.2.13
Improved:
- Scripting: Improved AssemblyUpdater to not try to connect to VCS unless there assemblies under VCS that needs updating
- Scripting: Improved invalid ApiUpdater configs detection
- UI Toolkit: Refactored UI Builder's asset modification processor's OnWillSaveAssets() callback to save changes automatically on the Save and Save Project global commands
- UI Toolkit: Removed the Cmd+S handler code since it's not need to handle that separately anymore. Also removed the associated (and unused) OnSaveDocument callback.
- UI Toolkit: Save operation is properly skipped on the Duplicate command which, unfortunately, also uses the (same) asset modification processor callback
API Changed:
- Shaders: Added: Pass.CompileVariant API now has an option to generate shader data for use by external tools
Changed:
- Android: Stop trimming text input which bring it to parity between Android and iOS.
Fixed:
- AI: Fixed an issue where the NavMesh obstacle carving caused narrow gaps in the NavMesh
- Android: Fixed a black screen issue when resuming application with native dialog present
- Android: Fixed Oculus on-screen keyboard status when not enabled in manifest
- Asset Bundles: Fixed an issue where if a file or meta was copied on disk or rename the asset bundle name was not preserved
- Asset Bundles: Fixed building when a bundle of the same name as built by script already exists
- Asset Import: Fixed an issue where Strip Bones" was not enabled as the default for new assets
- Asset Pipeline: Fixed an issue where generating previews for scenes could sometimes block saving asset until finished
- Asset Pipeline: Fixed an issue with the licence for asset import workers in parallel import, which could cause platform-specific texture compression to fail
- Editor: Changed to Screen class in Device Simulator are now delayed by one frame
- Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents
- iOS: Fixed an issue where TouchScreenKeyboard.selection was being reverted when keyboard animates
- Kernel: Fixed an invalid "System is running out of memory" error on macOS M1 laptops
- macOS: Fixed an issue where UnityEngine.SystemInfo.processorFrequency returned 0 on Apple Silicon
- Particles: Fixed a memory overwrite when using trails and ringbuffer mode together
- Physics: Fixed an issue where setting inertia tensor to be equal to zero (infinite) was not enabled
- Scripting: Fixed a non generic method returning generic type parameter (from declaring type) tha was being skipped
- Scripting: Fixed a potential AssemblyUpdater assembly corruption if the assembly referenced specific Texture.Resize() overloads
- Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom could return duplicate entries
- Serialization: Fixed a play mode crash when loading asset bundles that contained assets with editor only fields.. This was true only for asset bundles generated after an initial play mode session
- Shaders: Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive .altogether
- uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images
- UI Toolkit: Fixed a null reference when an object is dragged into and object field contained in a list view
- UI Toolkit: Fixed setting Element's Margins to auto in a newly created file completely shrinks the Element and breaks the Inspector
- UI Toolkit: Fixed usage of the PropertyField when the bound enum uses the InspectorName attribute
- WebGL: Fixed an issue where the escape of special characters in canvas html id was not added
- Windows: Fixed an issue where the 32-bit Windows standalone player binaries were not signed with Unity certificate
- XR: Fixed 2x memory usage on Quest for textures that are created procedurally
- XR: Fixed a texture memory leak on texture uploads
Unity 2021.2.12
Changed:
- PS4: Added latest SDK 9.0 patch for 2021.2
- Version Control: Disabled the invite button when user does not have invite permission or not on a cloud repo.
- Version Control: Impoved plugin initialization process and let the plugin functions without needing the Plastic window opened
- Version Control: Updated styling of number of items in incoming changes category
Fixed:
- Asset Import: Fixed an issue where AssetImportContext.AddObjectToAssets did not work in AssetPostprocessor methods
- Asset Import: Fixed an issue where Textures passed to AssetPostprocessor methods did not have a name
- Asset Pipeline: Fixed an issue where asset previews were not updating when modifying assets in an external tool in play mode
- Asset Pipeline: Fixed an issue where Assets were not checked out in Version Control when the NavMesh changed after baking
- Asset Pipeline: Fixed an issue where deleting invalid asset paths did not throw ArgumentNullException when using Perforce as VCProvider
- Editor: Fixed an issue where the scriptable object leaked while previewing textures
- Editor: Fixed an issue where there was no automatic filter out and ignore assemblies that were automatic included as a part of the system library references
- GI: Fixed a crash on some Windows7 PCs when tbb12.dll gets loaded
- GI: [Vulkan] Fixed an Editor crashes in Optix when Generating Lighting multiple times
- Graphics: Fixed a sporadic freeze issue during texture upload. This issue occured mainly on ARMv8 platforms
- macOS: Fixed an issue related to creating a new Unity project inside a directory with Unicode characters
- Mobile: Removed warning "Using antialiasing on a mobile device may decrease performance severely." from Editor
- Particles: Fixed a Forcefield Vortex determinism issue
- Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that
- Profiler: Fixed Multiple Profiler errors that were thrown when Profiler was open in Play mode
- Scene/Game View: Fixed an issue where Scene View Orientation Gizmo appeared with a background incorrectly in some cases
- Scene/Game View: Fixed handles drawn in MonoBehaviour.OnDrawGizmos appearing offset in the Scene View
- Scripting: Fixed an exception that was being thrown when resolving a missing assembly because OS does did not provide a Global Assembly Cache
- Services: Fixed a crash which occured with Il2cpp when the following engine stripping and Analytics were enabled, but without the analytics package installed
- Shaders: Fixed an issue the in shader keyword enumeration that caused a missing variants in some cases.
- TextCore: Fixed a potential editor crash due to an invalid system font file that was present on a user system where the font file was missing a font family and / or style name
- UI Toolkit: Fixed an issue where ScrollView could be dragged beyond bounds when used in runtime on touch devices
- Universal Windows Platform: Fixed "TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: 4294950016" error when using System.Net.Http on ARM64 machines/devices
- Version Control: Fixed an Newtonsoft.Json.dll conflict issue with other external packages
- Version Control: Fixed an ArgumentOutOfRange exception when creating a branch
- Version Control: Fixed an issue where editor objects count increased when hovering over Plastic window or toolbar button
- Version Control: Fixed scene reloading not happening after creating a new branch
Unity 2021.2.11
Improved:
- IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies
API Changes:
- Particles: Added: There is a new version of GetTrails that doesn't allocate any garbage
Fixed:
- Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass
- Android: Fixed an app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame
- Animation: Fixed a crash when modifying an animation override controller which was in use during a state machine enter / exit behavior callback
- Build Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping
- Core: Fixed incorrect handling of C#'s readonly keyword in the JobsDebugger
- Editor: Fixed a Null reference exception on enabling constrain proportions scale for a freshly created Rect Transform object
- Editor: Fixed an issue where selecting a scene template modified its dependencies.
- Editor: Fixed an issue where keyUp events were never received in the macOS editor under playmode
- GI: Fixed an issue where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group
- Graphics: Fixed a particles flickering issue on metal
- IL2CPP: Implement the internal SetLastWin32Error method. This is used in the CriticalHandle implementation and can cause problems for libraries like Mono.Data.SqlLite
- IL2CPP: Fixed "Attempted to lookup type that hasn't been created" error when building a UWP project
- IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL
- IL2CPP: Fixed an issue where the Visual Studio Build Tools installations was not detected nor used.
- iOS: Fixed an issue where the et On Demand Resources setting in XCode project was not always set to the value in Unity Player Settings
- Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory
- Package Manager: Fixed an issue where Unity terminated with error code 0 when an exception occurs while importing a package in bach mode
- Particles: Fixed an issue where there was incorrect Collider information for GetTriggerParticles, in the case where there were null colliders in the Trigger Module list
- Physics: Fixed an issue where re-parenting an inactive 2D Collider using a CompositeCollider2D on the target hierarchy would not use the composite
- Prefabs: Fixed a RootGameObject detection issue for missing Prefab instances to avoid creating placeholders.
- Prefabs: Fixed a scene saving for scene backups issue when entering PlayMode to re-enable EnterPlay mode with missing Prefab instances in the scene
- Prefabs: Fixed an error that was thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components
- Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players
- Serialization: Fixed an issue where error message did not include filename when serialized map in a YAML file was badly formed
- Shaders: Added the number of skipped shader variants to the shader compilation log output
- Shaders: Fixed a misleading comment in UnityCG.cginc
- Shaders: Fixed an issue where the shader name was not added to the error description when failing to compile or link GLSL shaders
- Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time
- Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows
- UI Toolkit: Fixed a UIDocument sort order issue when multiple ones had the same sort order value but some of them were disabled
- UI Toolkit: Fixed an issue where the icon in the Uxml preview header would not open the uxml file in the IDE (UI Builder).
- UI Toolkit: Fixed an issue where the Open With IDE context menu was trying to open the uxml in the builder instead of opening it in the IDE (UI Builder)
- VFX Graph: Fixed a collision with depth buffer issue when using a physical camera
- WebGL: Fixed a MSAA effect issue for WebGL
- WebGL: Fixed a template issue when quotation marks were used in company name or product name
- WebGL: Fixed an issue that prevented PlayerSettings.WebGL.emscriptenArgs options from being passed to the build
- WebGL: Fixed an issue with the creation of external debug symbols
- Windows: Fixed an issue when building generated IL2CPP C++ code with Visual Studio 2022 Unity did not correctly recognize it as "Visual Studio 2022"
Unity 2021.2.10
Features:
- Video: Added support for Mac for advanced video encoding controls for H.264
Improved:
- Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API
Fixed:
- Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file
- Burst: Fixed a bug where the compiler would reject a try/finally statement if it was the first thing in a method
- Burst: Fixed a compiler miscompile if you load a static readonly v128 and pass it straight to a function as an argument
- Burst: Fixed a null-derefence that could occur if you used UnsafeUtility.IsUnmanaged in a static readonly constructor
- Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right unityaot folder
- Burst: Fixed an editor crash when trying to debug a DirectCalled method
- Burst: Fixed an error if install in build folder is used without ever using a regular build
- Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes
- Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again.
- GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper
- GI: Fixed the denoising of shadowmask with the GPULM
- Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames
- IL2CPP: Fixed a race condition loading string literal values
- IL2CPP: Fixeda possible compilation error in field access in unsafe generic code
- iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false
- Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements
- Mono: Fixed an issue where locale name could not be resolved correctly on Android
- Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab
- Scene/Game View: Reduced CPU use when hovering an Overlay
- Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects
- Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified
- VFX Graph: Fixed Particles Simulation to behave as expected on paused effect
Unity 2021.2.9
Improved:
- Build System: The linux clang toolchain is now built with a newer bootstrap compiler
- Editor: Optimized calculating the size of Undo operations. Making many changes to GameObjects should now be cheaper to add to the Undo system.
- Physics: Improved the performance of recreating 2D colliders under some circumstances
- XR: TryGetBoundaryPoints now returns proper boolean values
API Changes:
- URP: Added: Adaptive Performance Decals scaler access
Fixed:
- 2D: Fixed case where Atlas Cache is inconsistent after disabling Sprite Packer and deleting atlases outside Unity Editor
- 2D: Fixed error for ITilemap.Finalize
- AI: Fixed NavMesh.CalculatePath missing a link exit corner in some situations
- Android: Fixed an issue where manifest was loosing some permission settings when enabling Split Application Binary for App Bundles
- Android: Fixed an issue where the Unity icon was overriding the user specified default icon
- Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android
- Asset Import: Fixed AssetImportWorkerProcessLoadsPrecompiledDll instability
- Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database
- Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown
- Asset Pipeline: Fixed an issue with prefabs reimporting on editor restart
- Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build
- Editor: Fixed a Crash in certain cases when editing multiple prefab instances
- Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation
- Editor: Fixed an issue and now DragAndDrop custom handler is allowed to override Drop on the scene view
- Editor: Fixed crash when cacheserver was enabled but had no connection string
- GI: Fixed issues with overlapping lights using shadowmask and wide spot angles
- Graphics: Fixed a crash when creating a CubemapArray RenderTexture on D3D12
- Graphics: Fixed an issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor.
- Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
- Graphics: Fixed race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers
- Graphics: Fixed XR support in CoreUtils.DrawFullscreen function.
- HDRP: Fixed a crash with render graph viewer when render graph is not provided with an execution name.
- HDRP: Fixed a nullref when enabling raycount without ray tracing.
- HDRP: Fixed a shader warning in the volumetric clouds combine file.
- HDRP: Fixed a shader warning in UnityInstancing.hlsl.
- HDRP: Fixed a warning because of a null texture in the lens flare pass.
- HDRP: Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog)
- HDRP: Fixed an issue with Stacklit raytrace reflection.
- HDRP: Fixed AO dissapearing when DRS would be turned off through a camera, while hardware drs is active in DX12 or Vulkan.
- Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state
- HDRP: Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
- HDRP: Fixed auto-exposure mismatch between sky background and scene objects in path tracing.
- HDRP: Fixed broken debug views when dynamic resolution was enabled
- HDRP: Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened.
- HDRP: Fixed build warnings due to the exception in burst code
- HDRP: Fixed camera bridge action in release build
- HDRP: Fixed CoC size computation when dynamic resolution is enabled
- HDRP: Fixed contact shadow disappearing when shadowmask is used and no non-static object is available
- HDRP: Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights ;
- HDRP: Fixed custom pass utils Blur and Copy functions in XR
- HDRP: Fixed debug window reset
- HDRP: Fixed decal performances when they use different material and the same draw order
- HDRP: Fixed default numbder of physically based sky bounce from 8 to 3
- HDRP: Fixed default value of "Distortion Blur" from 1 to 0 according to the doc
- HDRP: Fixed dirtiness handling in path tracing, when using multiple cameras at once
- HDRP: Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light
- HDRP: Fixed error thrown when layered lit material has an invalid material type
- HDRP: Fixed exception on DLSS when motion vectors are disabled (case # 1377986)
- HDRP: Fixed flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled
- HDRP: Fixed FOV change when enabling physical camera
- HDRP: Fixed interpolation issue with wind orientation
- HDRP: Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering
- HDRP: Fixed layer lit shader UI
- HDRP: Fixed Lens Flare visible when being behind a camera with Panini Projection on
- HDRP: Fixed light mode not available after switching a light to area "Disc" or "Tube"
- HDRP: Fixed misc shader warnings
- HDRP: Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser
- HDRP: Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black
- HDRP: Fixed NeedMotionVectorForTransparent checking the wrong flag
- HDRP: Fixed Normal Map assiignation when importing FBX Materials
- HDRP: Fixed nullref from debug menu in release build
- HDRP: Fixed objects belonging to preview scenes being marked as dirty during migration
- HDRP: Fixed option to force motion blur off when in XR
- HDRP: Fixed range fields for depth of field
- HDRP: Fixed rasterized accumulation motion blur when DoF is enabled
- HDRP: Fixed references to reflection probes that wouldn't be cleared when unloading a scene
- HDRP: Fixed rendering in the editor when an incompatible API is added
- HDRP: Fixed screen space shadow debug view not showing when no shadows is available
- HDRP: Fixed shader graph errors when disabling the bias on texture samplers
- HDRP: Fixed shadow cascade transition not working properly with bias
- HDRP: Fixed SpeedTree graph compatibility by removing custom interpolators
- HDRP: Fixed spot light shadows near plane
- HDRP: Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback
- HDRP: Fixed taa jitter for after post process materials
- HDRP: Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization
- HDRP: Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows
- HDRP: Fixed the intensity of the sky being reduced signficantly even if there is no clouds
- HDRP: Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update
- HDRP: Fixed the rt screen space shadows not using the correct asset for allocating the history buffers
- HDRP: Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog
- HDRP: Fixed timeline not updating PBR HDAdditionalLightData parameters properly
- HDRP: Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph
- HDRP: Fixed unsupported material properties show when rendering pass is Low Resolution
- HDRP: Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat
- HDRP: Fixed write to VT feedback in debug modes
- HDRP: Render Graph object pools are now cleared with render graph cleanup
- IL2CPP: Corrected the build of a Windows Standalone player with IL2CPP via the generated Visual Studio project
- iOS: Fixed a rare crash when quiting app during orientation change
- Linux: Fixed an issue where Linux Dedicated Server is unable to build if the Linux Standalone support is not installed
- macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup
- Mobile: Fixed an issue where UaaL analytics might get stripped if code stripping is enabled
- Package Manager: Handled InvalidCastException when the json sample data is not correct, and provided clearer messages for users and developers
- Particles: Trail material is now restored if module is toggled off then on again
- Physics: Fixed a crash when switching an ArticulationBody to immovable during a collision event
- Physics: Fixed ModifiableContactPair.GetFaceIndex not working in CCD generated callbacks
- Prefabs: Fixed missing required component causing import loop and log spamming
- Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions
- Scripting: Cyclic assembly references error shows in SafeMode as well
- Scripting: Fixed an issue where some properties and methods returning ScriptableObject[] would produce assertion error messages in the console
- Serialization: Fixed TypeTreeCache cache key computation
- Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage
- Shadergraph: Fixed a validation error in ShaderGraph when using the SimpleNoise node both inside and outside a subgraph
- Shadergraph: Fixed the behavior of checkerboard node with raytracing
- Shaders: Fixed a bug where the clearing of the shader cache for compute shaders was clearing some data that it shouldn't have. The requirements are only built during import so they should persist even when cleared
- Shaders: Fixed a compiler error with missing splat constructors with some platform compilers
- Shaders: Fixed a crash when using SV_COVERAGE in a fragment input
- Shaders: Fixed a memory leak with LocalKeywordState
- Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient
- Shaders: Fixed an issue where the frame debugger was not properly displaying some types like integers with compute shaders
- UI Toolkit: Added null checks against UXML Traits returning null references
- UI Toolkit: Fixed issue where the UI Builder would not suggest variables defined in a uss attached to a theme
- URP: Fixed a performance regression in the 2D renderer regarding the PostProcessPass
- URP: Fixed a regression where filtering the scene view yielded incorrect visual results
- URP: Fixed decal compilation issue on mac.
- URP: Fixed incorrect light indexing on Windows Editor with Android target
- URP: Fixed mismatch on some platforms between Editor-side and Runtime-side implementations of UnityEngine.Rendering.Universal.DecalRendererFeature.IsAutomaticDBuffer()
- URP: VFX: Incorrect Decal rendering when rendescale is different than one
- VFX Graph: Fixed null reference exception when opening another VFX and a debug mode is enabled
- WebGL: Fixed Unity Editor hang on editor shutdown after doing WebGL Build and Run on Windows
- Windows: Fixed an issue when setting a cursor, it was very slow when doing it for the first time for a particular texture
- Windows: Fixed an issue where touch up events getting missed in rare circumstances on some touchscreen devices
- Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time
- XR: Fixed an issue where XRBeginFrame event was added to frame debugger even if VR wasn't enabled
- XR: XR Management now creates XRGeneralSettingsPerBuildTarget in all places it is requested ensuring that if the loaders exist in the project then XR will be initialized regardless of whether the XR Plug-in Management window has been opened
Unity 2021.2.8
Features:
- Version Control: Added incoming changes overview bar for Gluon workspace
- Version Control: Added option to "Save Revision as" to the context menu in the changesets view
Improvements:
- Documentation: Expanded TextAsset text getter documentation
- Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque
- Editor: Improved performance of rendering selection outline in the Scene View
- IL2CPP: Enable sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage
- IL2CPP: Improve the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check
Changed:
- GI: Changed to mixed spot/point lights with no shadows to ensure they bake their direct lighting in subtractive lighting mode
- Physics: Added a new contact modification event to differentiate CCD and discrete callbacks
- Services: Unity Analytics renamed to Legacy Analytics in order to aid deprecation of the Analytics package
- XR: Removing Lumin platform support in the installer
Fixed:
- 2D: com.unity.2d.psdimporter - Fixed per platform settings does not get applied in Windows platform
- Android: Fixed "Unable to initialize the Unity Engine" error when building AAB with Split App Binary
- Android: Fixed an issue where Compass.headingAccuracy did not report one of predefined values giving some indication on accuracy
- Android: Fixed an issue where the Gradle template placeholder DIR_UNITYPROJECT did not
- Android: Fixed an issue where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings
- Asset Import: Fixed an issue where additional import progress bar update prior to cache server download was missing
- Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target
- DX12: Fixed a crash when using GL render commands
- DX12: Fixed an issue where setting RandomWriteTarget and drawing without needing it would prevent subsequent draws from having it bound if they need it
- Editor: Fixed 'DontSaveInEditor' to work as intended on Prefab instances
- Editor: Fixed an Editor crash when using -quit command line argument on MacOS
- Editor: Fixed an Editor crashes on Force Quit when Library folder was deleted and regenerated while editor is running
- Editor: Fixed an issue were calling Screen.SetResolution with width/height 0, 0 in Device Simulator would not reset resolution to the default one
- Editor: Fixed an issue where materials did not show Specular texture when using Standard (Specular setup) Shader
- Editor: Fixed an issue where saving a C# script in Visual Studio or Rider on Windows had sometimes the pop up of the editor progress dialog in front of the IDE
- Editor: Fixed LookDev main window geometry when opened for the first time
- Editor: Fixed ReorderableList rendering issues on a secondary display (1371078)
- Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout
- GI: Fixed a warning in editor warning "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window
- GI: Fixed an issue where the color temperature mode did not work with Enlighten realtime GI in player builds
- Graphics: Fixed an issue where Graphics.RenderMeshPrimitives did not work with reflection probes
- Graphics: Fixed decompressing BC4 and BC5 to RGBA initializing alpha to 0 instead of 1, for example, when using GetPixels()
- Graphics: Fixed the missing conversion from compressed blendIndices on D3D platform
- HDRP: Fixed an issue causing Render Graph execution errors after a random amount of time (1379350)
- HDRP: Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
- IL2CPP: Fixed a compiler error in unsafe code using generics
- IL2CPP: Fixed a crash on Windows ARMv7 platform when parsing a GUID
- IL2CPP: Fixed an error when building Windows Runtime projects with Script Debugging Enabled
- IL2CPP: Fixed an issue where blittable types nested in generic types are indeed blittable were not correct
- IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector the inspector would break
- iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait
- iOS: Fixed game objects' colors in light mode issue
- Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray, which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset
- Linux: Fixed an issue where the mouse scroll wheel inputs were ignored when providing inputs through RDP
- Mono: Ensure Mono DllMap insert of System.Native entry is respected
- Package Manager: Fixed an issue where the Read More info box link for Experimental package versions did not opens the correct documentation URL
- Physics: Ensure that HingeJoint2D correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque
- Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value
- Profiler: Fixed an issue where Mesh cpu data was counted twice
- Scene Manager: Fixed an aligned scene and instantiation behavior issue when loading a new scene between Editor and Build
- Shadergraph: Fixed how graph errors were displayed when variant limits were reached
- Shaders: Fixed a crash when accessing ShaderKeywordSet data outside of IPreprocessShaders or IPreprocessComputeShaders callbacks
- Shaders: Fixed a rare OOB access when using Material.CompilePass
- Shaders: Fixed an issue to correctly configure build target platform for custom shader targets
- Shaders: Fixed an issue where counting variants based on usage will no longer make UI unusable for shaders with many variants
- UI Toolkit: Fixed a wrong warning about PanelSettings not having Theme Style Sheet set when project was loading
- UI Toolkit: Fixed an issue when applying opacity to text underlay, outline and face
- UI Toolkit: Fixed an issue where users that don't use '.' as its decimal separator can now input decimal values in the UI Builder when the field allows doing so
- UI Toolkit: Fixed the "Vector" option not being available for the background image property in the UI Builder
- URP: Fixed a broken soft shadow filtering issue
- URP: Fixed an issue where shadow rendering was not working correctly with shader stripping in WebGl
- URP: Fixed an issue with MSAA falling back to the incorrect value when sample count 2 was not supported on some Android GPUs.
- Version Control: Fixed a capitalization issue of Pending Changes and File History tab names
- Version Control: Fixed migrated projects not downloading correctly from Unity Hub
- Version Control: Fixed the amount of spacing after the Item column title in the Pending Changes tab.
- Version Control: Fixed the project view context menu and icons that were missing after Collaborate project migration
- Version Control: Removed pin striping from line items in File History tab
- VFX Graph: Fixed an issue where automatically offset contexts when a new node was inserted were overlapping
- VFX Graph: Fixed an issue with the first release of the VFX Bounds helper
- Video: Fixed a crash when aspect ratio was too big
Unity 2021.2.7
Changed:
- Package: Update the Postprocessing v2 package to 3.2.0
- Package: Updated the Timeline package version to 1.6.3
Fixed:
- 2D: Fixed a reordering of Sorting Layers List issue in the Tag Manager
- Graphics: [VFX] Fixed an issue where there was a useless ApplyShader call with sleeping VFX systems. This has been removed
- License: Fixed a license client issue when a connection was refused on pipe by forcing a relaunch
- Package Manager: Fixed an issue where the BuiltIn documentation link did not open the right editor version url
- UI Toolkit: Fixed an alignment of custom property drawers and nested property fields issue
- UI Toolkit: Fixed an issue where the canvas document styling was broken after Save
- UI Toolkit: Fixed an issue where the duplicate mouse entered and left events on composite root elements during the AtTarget propagation phase
- UI Toolkit: Fixed an issue where the Editor was using of the UI Builder package instead of the built-in version
- UI Toolkit: Fixed an issue where transitions sometimes did not animating after the first transition
- UI Toolkit: Fixed an TextField IndexOutOfRangeException issue when entering playmode
- Visual Scripting: Fixed a regression where AOT Stubs were not being generated correctly, causing AOT builds to fail when run
Unity 2021.2.6
Improvements:
- Asset Import: It is now possible to control the execution order of AssetPostprocessor.OnPostprocessAllAssets by defining the dependencies using the attributes RunAfterClassAttribute, RunBeforeClassAttribute, RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute, RunAfterPackageAttribute and RunBeforePackageAttribute.
- Serialization: Improved the use of SerializationCache.
- Shaders: Shader binary compression is now utilizing more than one core.
Fixes:
- 2D: Fixed a 2D URP Template Global Light with shadow settings enabled issue that was breaking batching.
- 2D: Fixed an issue where Tilemap.SetTiles was not setting a default color of White for the set Tiles.
- Android: Fixed an issue were Touches were not registered when Samsung S Pen was used to touch screen.
- Android: Fixed an issue where IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag were triggered when using Samsung S-Pen.
- Android: Fixed an issue where the Stylus input was not treated as a touch rather than mouse in the older input system.
- Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency was not added to the project.
- Android: Fixed leaked Java local reference issue when new Java object was created.
- Editor: Fixed an issue when double clicking on a folder in ActivityWindow the animation with folder name was rendered in a wrong place.
- Editor: Fixed an issue where last opened project was not loaded during license activation in batchmode if no project path was specified explicitly (-createproject, -projectpath, -openfile flags).
- Editor: Fixed an issue where the model preview window did not render UVs due to back face culling being turned on.
- Editor: Remove all usage of Search template since it is a 22.1 feature. This was removed from menus and asset code.
- GI: Fixed an issue where light probe did not produce valid output when punctual light overlapped it.
- GI: Fixed an issue where setting baked light probe coefficients to an empty array caused a crash.
- GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space.
- Graphics: Fixed a D3D12 error that was displayed in the Console Window when using ray payloads smaller than 16 bytes in size in ray tracing shaders.
- Graphics: Fixed an issue were the correct pass was not set for the current active sub shader.
- Graphics: Fixed an issue where mip map streaming did not work after setting a material with streamable textures on a renderer.
- Graphics: Fixed an issue where there was missing GraphicsBuffer versions of DrawProceduralIndirect script APIs.
- Graphics: Fixed the Mac Metal editor or standalone player sometimes freezing while being resized when Vsync is disabled.
- IL2CPP: Fixed a crash in stack trace building code an when exception was thrown in async methods.
- IL2CPP: Fixed an incorrect exception filter handler on try blocks with multiple catch blocks.
- IL2CPP: Fixed an incorrect ordering of some field reads when Smaller (faster) builds were enabled.
- IL2CPP: Fixed the order of operations for Thread Volatile Read and Write.
- Input: Fixed an issue where Windows editor and Windows player would freeze during startup when the new input system was enabled and a USB device with 65535 / 0xffff usages was connected to the computer.
- iOS: Fixed an issue where an extra frame would not be rendered on iOS when "Render Extra Frame on Pause" was enabled in iOS player settings.
- Linux: Fixed an issue where undocking editor windows would cause the entire main window to scroll on Linux.
- Networking: Fixed an issue where UnityWebRequest gave a warning when setting the Accept-Encoding header.
- Profiler: Fixed an issue where Gfx Used and Reserved Memory were not from counters available in release players. The underlying code in memory manager which counts the value was compiled out due to performance reasons and the counter value can not be set.
- Profiler: Remove subscription to counters in native profiler plugins to reduce overhead when platform profiler is attached.
- Scene/Game View: Fixed a SceneView Zoom issue across multiple tabs when a mouse wheel was used.
- Scene/Game View: Fixed an issue MonoBehaviour icons were not rendered in Scene View when selected.
- Scene/Game View: Fixed an issue where Component Tools targeting a Tool Context did not displaying correctly in the Tools Overlay.
- Scripting: Fixed CultureInfo.CurrentCulture setter that was crashing when it was called before ever querying the existing current culture.
- Scripting: Fixed CultureInfo.CurrentCulture throwing an exception on some locales (for instance, en-DE).
- Scripting: Fixed [RuntimeInitializeOnLoadMethod] in classes both namespaced and nested.
- Serialization: Fixed an issue with fields on SerializeReference instances within Prefab losing their override when entering play mode.
- Shaders: Fixed a rare crash when a shader uses more than 128 keywords.
- Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping.
- Shaders: Fixed incorrect keyword state used for frame debugger when a shader was compiled asynchronously.
- Shaders: Fixed LocalKeyword.type, LocalKeyword.isOverridable and LocalKeyword.isValid that crashed Unity when called on an unitialized LocalKeyword.
- uGUI: Fixed an issue where the localPosition was validated each time an object was reset.
- UI Toolkit: Fixed a USS variable resolution issue with ScalableImage url.
- UI Toolkit: Fixed an issue when loading a project that contained a dialog that was embedded in the editor, the dialog's CreateGUI callback was invoked after the Awake and OnEnable callbacks.
- UI Toolkit: Fixed an issue where DropdownField's menu would have an offset in runtime under certain hierarchies.
- Universal Windows Platform: Fixed an issue were Application
更新時間:2022-03-18
更新細節:
What's new in this version:
Improved:
- We've upgraded to Electron 17. While this change should not affect any behavior of the app, please reach out to us if you run into any problems so that we can assist.
Fixed:
- Removed deprecated Insomnia Designer Hotkeys
- For OpenAPI documents, OAuth2 security scheme components no longer require the scheme to be set to bearer
- The colorblind theme had a malformed identifier. If you were using this theme, you'll need to re-select in the theme switcher.
Improved:
- Adds zoom preset levels and more window size presets
- Insomnia will now show the response body for OAuth2 requests when there's an error
更新時間:2022-03-18
更新細節:
What's new in this version:
- [stable-3.4] Do not remove files from a Group folder and its nested folders when it is renamed or removed while not allowed
- [stable-3.4] Bugfix/prevent overflow with mtime
- Bump version to 3.4.4
- Old submodule url does not work anylonger
更新時間:2022-03-16
更新細節:
更新時間:2022-03-12
更新細節:
What's new in this version:
Unity 2021.2.15
Featured:
- Version Control: Added branch name column in changeset view
Changed:
- Version Control: Updated checkin comment box to keep the last comment after checkin error
Fixed:
- 2D: Fixed a Crash on VirtualRedirectTransfer when loading AssetBundle while entering Play Mode
- 2D: Fixed an issue where Secondary Texture set from a different Sprite was re-used even if another Sprite does not have one
- 2D: Fixed an issue where managedContext was never passed to MonoPostprocessSprites
- Android: Fixed asking for permission for location, webcam and external storage issue
- Android: Update some APIs to support the behavior changes of LocationManager in Android 12
- Audio: Fixed an issue where a user was not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects
- Editor: Fixed an exceptions when assigning array size via array size field in ReorderableList inspector control.
- Editor: Fixed ReorderableList element height issue not updating when dynamic changes to list content happen
- Graphics: Fixed a corruption of mip levels of non-readable ASTC cubemap texture issue
- Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning
- Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module
- UI Toolkit: An element can now receive a PointerUpEvent notification when the mouse position is outside of the game view
- Universal Windows Platform: Fixed an issue where Unity generated UWP project using hardcoded <defaultLanguage> value of en-US
- Version Control: Fixed performance regression in large projects due to FindObjectsOfTypeAll calls.
- Version Control: Fixed working mode error after migration from Unity Collaborate.
- WebGL: Fixed a MSAA effect issue for WebGL
- WebGL: Fixed an issue where building WebGL projects in folders that contain Unicode characters on Windows was not supported
Unity 2021.2.14
API Changes:
- UI Toolkit: Added: Allow custom USS styles to reference any kind of asset (through UnityEngine.Object).
Fixed:
- AI: Fixed NavMeshAgent teleports to a wrong location when a border carved is reached by a NavMeshObstacle
- Android: Fixed a crash when an app was put to the background before Unity initialiaation and then opened via URL
- Android: Fixed a crash when using a custom cursor
- Android: Fixed an issue where support for plugin folders with extension .plugin was missing
- Build Pipeline: Fixed Dedicated Server not building for il2cpp properly
- Editor: Fixed an issue where ContextMenuItems added to Lists did not show up in the List label context menu as well as the items
- Graphics: Fixed a shader compiler error when using InterlockedExchange with float texture
- Graphics: Fixed undo in for 1402145 DebugUI.EnumFields on the rendering debugger
- HDRP: Fixed a HDRP camera debug panel rendering foldout issue.
- HDRP: Fixed a null ref exception in Volume Explorer.
- HDRP: Fixed a nullref exception when creating a new scene while LightExplorer was open.
- HDRP: Fixed an error spamming issue when in player mode due to ray tracing light cluster debug view
- HDRP: Fixed an issue at the edge of screen on some platforms when Screen Space Ambiant Occlusion (SSAO) was on.
- HDRP: Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe.
- HDRP: Fixed an issue where Post Process was not editable in the default frame settings.
- HDRP: Fixed an issue where scene list was not refreshed upon deleting an Adaptive Probe Volume (APV) baking set.
- HDRP: Fixed an issue where sometimes full screen debug would cause render graph errors.
- HDRP: Fixed an issue which caused the uber post process to run even if nothing was to be done, thus leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline.
- HDRP: Fixed an issue with dynamic resolution and low res transparency sampling garbage outside of the render target.
- HDRP: Fixed an issue with Final Image Histogram displaying a flat histogram on certain GPUs and APIs.
- HDRP: Fixed an issue with HDRI Sky and shadow filtering quality were set to high.
- HDRP: Fixed artifacts on gpu light culling when the frustum near and far are very spread out
- HDRP: Fixed custom pass name being cut-off when the name was too long in the inspector.
- HDRP: Fixed error messages when trying to use HDSceneColor, NormalFromHeight, DDX, DDY or DDXY shader graph nodes in ray tracing.
- HDRP: Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered.
- HDRP: Fixed issue with accumulation motion blur and depth of field when path tracing is enabled.
- HDRP: Fixed missing unit in ray tracing related tooltips and docs
- HDRP: Fixed one frame flicker on hardware DRS
- HDRP: Fixed PBR Dof using the wrong resolution for COC min/max filter, and also using the wrong parameters when running post TAAU stabilization
- HDRP: Fixed performance penalty when hardware DRS was used between multiple views like editor or other gameviews.
- HDRP: Fixed RTGI potentially reading from outside the half res pixels due to missing last pixel during the upscale pass
- HDRP: Fixed screen space shadow when multiple lights cast shadows.
- HDRP: Fixed sky jittering when TAA was enabled.
- HDRP: Fixed static lighting sky update when using an HDRI sky with a render texture in parameter.
- HDRP: Fixed the 'Exposure' field name to 'Exposure Compensation' name in sky volume overrides
- HDRP: Fixed the default custom pass buffer format from R8G8B8A8_SNorm to R8G8B8A8_UNorm. Additionally, an option in the custom pass buffer format settings is available to use the old format.
- HDRP: Fixed the roughness value used for screen space reflections and ray traced reflections to match environment lighting
- HDRP: Fixed the volumetric clouds for the indoor template scenes by disabling them (normal and DXR)
- HDRP: Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination.
- HDRP: Fixed using the wrong directional light data for clouds and the definition of current Sun when the shadow pass was culled.
- HDRP: Fixed various issues with render graph viewer when entering playmode.
- HDRP: Fixed vertex color mode Add name whicgh was misleading, renamed to AddSubstract.
- HDRP: Fixed volumetric clouds in lens flares sample indoor scene by disabling it.
- HDRP: Fixeda warning when an Adaptive Prope Volumes (APV) baking set was renamed.
- HLSLcc: Fixed HLSLcc so it no longer generates invalid code on Metal platforms when 16-bit integer types are used
- IL2CPP: Corrected the behavior of the GUID property on System.Type objects
- IL2CPP: Fixed a data corruption issue when unboxing to a Nullable<System.Decimal>
- IL2CPP: Fixed an error message on Windows when Windows 10 SDK was missing
- IL2CPP: Fixed an issue where Android would not properly build when Windows Language was set to Turkish
- IL2CPP: Fixed an issue where assemblies whose name starts with Microsoft was not preserved or allowed
- IL2CPP: Fixed undefined invocation behavior for unsigned arguments
- iOS: Fixed a splash screen issue which sometimes showed in the wrong orientation
- iOS: Fixed an issue where picking up a background scene if no foreground scenes were found was not allowed
- macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS
- Particles: Fixed an offset param in NativeArray overload of SetPaticles API
- Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor
- Scene/Game View: Fixed an issue where Hierarchy's picking icons were not refreshing when picking toggled via shortcut
- Scene/Game View: Fixed mesh asset inspector rendering same mesh for each multi selection's preview
- Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content
- Shadergraph: Fixed an issue where edges connected to SubGraphNodes would sometimes get lost on upgrading a pre-targets graphs
- Shaders: Fixed a caching server issue when compute shader serialization to use relative paths
- Shaders: Fixed an issue where subshader and pass information was missing in the shader error message details
- Shaders: Fixed some shader errors that were not appearing in the logs during player build
- Shaders: Fixed unintended errors that complained about failed shader cache entry moves
- uGUI: Fixed an Editor issue where uGUI would not be able to tell which gameview (screen) was clicked on as the mechanics for playmode did not work the same
- uGUI: Fixed the slider's min and max values that was being the overwritten when selecting multiple slider GameObjects in the Hierarchy window
- Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library)
- URP: Fixed an incorrect blending of ParticleUnlit
- URP: Fixed an issue where the menu button to be able to convert selected materials was missing.
- URP: Fixed an issue with too many variants were being included in ShaderGraph shaders used in URP. []
- URP: Fixed max light count cpu/gpu mismatch in Editor with Android target
- URP: Fixed single channel compressed (BC4) cookies on main light.
- VFX Graph: Fixed an issue wher the Blackboard "Add" button for output could be hidden when the panel is too small
- VFX Graph: Fixed an issue where a subgraph could be pasted into the same subgraph
- VFX Graph: Fixed an issue where collision with zero scale lead to undefined behavior
- VFX Graph: Fixed an issue where custom operator (multiply, add...) did not resize to the minimum size when input types changed.
- VFX Graph: Fixed an issue where editing the values in the graph did not impact the system in real-time after saving
- VFX Graph: Fixed an issue where Particle Strip without lifetime did not die when Alive was set to false
- VFX Graph: Fixed an issue where the d state of VFX blocks and operators are preserved after copy/paste.
- VFX Graph: Fixed an unexpected possible connection between GPUEvent and Spawn context
- VFX Graph: Fixed bounds helper tool (automatic systems culling, world bounds computation, ...).
- Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver
Package changes in 2021.2.14f1:
- Packages updated:
- com.unity.addressables: 1.19.17 → 1.19.18
- com.unity.live-capture: 1.0.1 → 1.1.0
- com.unity.purchasing: 4.1.2 → 4.1.3
- com.unity.render-pipelines.core: 12.1.4 → 12.1.5
- com.unity.render-pipelines.high-definition: 12.1.4 → 12.1.5
- com.unity.render-pipelines.high-definition-config: 12.1.4 → 12.1.5
- com.unity.render-pipelines.universal: 12.1.4 → 12.1.5
- com.unity.scriptablebuildpipeline: 1.19.5 → 1.19.6
- com.unity.shadergraph: 12.1.4 → 12.1.5
- com.unity.visualeffectgraph: 12.1.4 → 12.1.5
Packages no longer available:
- com.unity.sysroot
- com.unity.sysroot.linux-x86_64
- com.unity.toolchain.linux-x86_64
- com.unity.toolchain.macos-x86_64-linux-x86_64
- com.unity.toolchain.win-x86_64-linux-x86_64
Unity 2021.2.13
Improved:
- Scripting: Improved AssemblyUpdater to not try to connect to VCS unless there assemblies under VCS that needs updating
- Scripting: Improved invalid ApiUpdater configs detection
- UI Toolkit: Refactored UI Builder's asset modification processor's OnWillSaveAssets() callback to save changes automatically on the Save and Save Project global commands
- UI Toolkit: Removed the Cmd+S handler code since it's not need to handle that separately anymore. Also removed the associated (and unused) OnSaveDocument callback.
- UI Toolkit: Save operation is properly skipped on the Duplicate command which, unfortunately, also uses the (same) asset modification processor callback
API Changed:
- Shaders: Added: Pass.CompileVariant API now has an option to generate shader data for use by external tools
Changed:
- Android: Stop trimming text input which bring it to parity between Android and iOS.
Fixed:
- AI: Fixed an issue where the NavMesh obstacle carving caused narrow gaps in the NavMesh
- Android: Fixed a black screen issue when resuming application with native dialog present
- Android: Fixed Oculus on-screen keyboard status when not enabled in manifest
- Asset Bundles: Fixed an issue where if a file or meta was copied on disk or rename the asset bundle name was not preserved
- Asset Bundles: Fixed building when a bundle of the same name as built by script already exists
- Asset Import: Fixed an issue where Strip Bones" was not enabled as the default for new assets
- Asset Pipeline: Fixed an issue where generating previews for scenes could sometimes block saving asset until finished
- Asset Pipeline: Fixed an issue with the licence for asset import workers in parallel import, which could cause platform-specific texture compression to fail
- Editor: Changed to Screen class in Device Simulator are now delayed by one frame
- Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents
- iOS: Fixed an issue where TouchScreenKeyboard.selection was being reverted when keyboard animates
- Kernel: Fixed an invalid "System is running out of memory" error on macOS M1 laptops
- macOS: Fixed an issue where UnityEngine.SystemInfo.processorFrequency returned 0 on Apple Silicon
- Particles: Fixed a memory overwrite when using trails and ringbuffer mode together
- Physics: Fixed an issue where setting inertia tensor to be equal to zero (infinite) was not enabled
- Scripting: Fixed a non generic method returning generic type parameter (from declaring type) tha was being skipped
- Scripting: Fixed a potential AssemblyUpdater assembly corruption if the assembly referenced specific Texture.Resize() overloads
- Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom could return duplicate entries
- Serialization: Fixed a play mode crash when loading asset bundles that contained assets with editor only fields.. This was true only for asset bundles generated after an initial play mode session
- Shaders: Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive .altogether
- uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images
- UI Toolkit: Fixed a null reference when an object is dragged into and object field contained in a list view
- UI Toolkit: Fixed setting Element's Margins to auto in a newly created file completely shrinks the Element and breaks the Inspector
- UI Toolkit: Fixed usage of the PropertyField when the bound enum uses the InspectorName attribute
- WebGL: Fixed an issue where the escape of special characters in canvas html id was not added
- Windows: Fixed an issue where the 32-bit Windows standalone player binaries were not signed with Unity certificate
- XR: Fixed 2x memory usage on Quest for textures that are created procedurally
- XR: Fixed a texture memory leak on texture uploads
Unity 2021.2.12
Changed:
- PS4: Added latest SDK 9.0 patch for 2021.2
- Version Control: Disabled the invite button when user does not have invite permission or not on a cloud repo.
- Version Control: Impoved plugin initialization process and let the plugin functions without needing the Plastic window opened
- Version Control: Updated styling of number of items in incoming changes category
Fixed:
- Asset Import: Fixed an issue where AssetImportContext.AddObjectToAssets did not work in AssetPostprocessor methods
- Asset Import: Fixed an issue where Textures passed to AssetPostprocessor methods did not have a name
- Asset Pipeline: Fixed an issue where asset previews were not updating when modifying assets in an external tool in play mode
- Asset Pipeline: Fixed an issue where Assets were not checked out in Version Control when the NavMesh changed after baking
- Asset Pipeline: Fixed an issue where deleting invalid asset paths did not throw ArgumentNullException when using Perforce as VCProvider
- Editor: Fixed an issue where the scriptable object leaked while previewing textures
- Editor: Fixed an issue where there was no automatic filter out and ignore assemblies that were automatic included as a part of the system library references
- GI: Fixed a crash on some Windows7 PCs when tbb12.dll gets loaded
- GI: [Vulkan] Fixed an Editor crashes in Optix when Generating Lighting multiple times
- Graphics: Fixed a sporadic freeze issue during texture upload. This issue occured mainly on ARMv8 platforms
- macOS: Fixed an issue related to creating a new Unity project inside a directory with Unicode characters
- Mobile: Removed warning "Using antialiasing on a mobile device may decrease performance severely." from Editor
- Particles: Fixed a Forcefield Vortex determinism issue
- Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that
- Profiler: Fixed Multiple Profiler errors that were thrown when Profiler was open in Play mode
- Scene/Game View: Fixed an issue where Scene View Orientation Gizmo appeared with a background incorrectly in some cases
- Scene/Game View: Fixed handles drawn in MonoBehaviour.OnDrawGizmos appearing offset in the Scene View
- Scripting: Fixed an exception that was being thrown when resolving a missing assembly because OS does did not provide a Global Assembly Cache
- Services: Fixed a crash which occured with Il2cpp when the following engine stripping and Analytics were enabled, but without the analytics package installed
- Shaders: Fixed an issue the in shader keyword enumeration that caused a missing variants in some cases.
- TextCore: Fixed a potential editor crash due to an invalid system font file that was present on a user system where the font file was missing a font family and / or style name
- UI Toolkit: Fixed an issue where ScrollView could be dragged beyond bounds when used in runtime on touch devices
- Universal Windows Platform: Fixed "TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: 4294950016" error when using System.Net.Http on ARM64 machines/devices
- Version Control: Fixed an Newtonsoft.Json.dll conflict issue with other external packages
- Version Control: Fixed an ArgumentOutOfRange exception when creating a branch
- Version Control: Fixed an issue where editor objects count increased when hovering over Plastic window or toolbar button
- Version Control: Fixed scene reloading not happening after creating a new branch
Unity 2021.2.11
Improved:
- IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies
API Changes:
- Particles: Added: There is a new version of GetTrails that doesn't allocate any garbage
Fixed:
- Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass
- Android: Fixed an app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame
- Animation: Fixed a crash when modifying an animation override controller which was in use during a state machine enter / exit behavior callback
- Build Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping
- Core: Fixed incorrect handling of C#'s readonly keyword in the JobsDebugger
- Editor: Fixed a Null reference exception on enabling constrain proportions scale for a freshly created Rect Transform object
- Editor: Fixed an issue where selecting a scene template modified its dependencies.
- Editor: Fixed an issue where keyUp events were never received in the macOS editor under playmode
- GI: Fixed an issue where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group
- Graphics: Fixed a particles flickering issue on metal
- IL2CPP: Implement the internal SetLastWin32Error method. This is used in the CriticalHandle implementation and can cause problems for libraries like Mono.Data.SqlLite
- IL2CPP: Fixed "Attempted to lookup type that hasn't been created" error when building a UWP project
- IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL
- IL2CPP: Fixed an issue where the Visual Studio Build Tools installations was not detected nor used.
- iOS: Fixed an issue where the et On Demand Resources setting in XCode project was not always set to the value in Unity Player Settings
- Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory
- Package Manager: Fixed an issue where Unity terminated with error code 0 when an exception occurs while importing a package in bach mode
- Particles: Fixed an issue where there was incorrect Collider information for GetTriggerParticles, in the case where there were null colliders in the Trigger Module list
- Physics: Fixed an issue where re-parenting an inactive 2D Collider using a CompositeCollider2D on the target hierarchy would not use the composite
- Prefabs: Fixed a RootGameObject detection issue for missing Prefab instances to avoid creating placeholders.
- Prefabs: Fixed a scene saving for scene backups issue when entering PlayMode to re-enable EnterPlay mode with missing Prefab instances in the scene
- Prefabs: Fixed an error that was thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components
- Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players
- Serialization: Fixed an issue where error message did not include filename when serialized map in a YAML file was badly formed
- Shaders: Added the number of skipped shader variants to the shader compilation log output
- Shaders: Fixed a misleading comment in UnityCG.cginc
- Shaders: Fixed an issue where the shader name was not added to the error description when failing to compile or link GLSL shaders
- Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time
- Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows
- UI Toolkit: Fixed a UIDocument sort order issue when multiple ones had the same sort order value but some of them were disabled
- UI Toolkit: Fixed an issue where the icon in the Uxml preview header would not open the uxml file in the IDE (UI Builder).
- UI Toolkit: Fixed an issue where the Open With IDE context menu was trying to open the uxml in the builder instead of opening it in the IDE (UI Builder)
- VFX Graph: Fixed a collision with depth buffer issue when using a physical camera
- WebGL: Fixed a MSAA effect issue for WebGL
- WebGL: Fixed a template issue when quotation marks were used in company name or product name
- WebGL: Fixed an issue that prevented PlayerSettings.WebGL.emscriptenArgs options from being passed to the build
- WebGL: Fixed an issue with the creation of external debug symbols
- Windows: Fixed an issue when building generated IL2CPP C++ code with Visual Studio 2022 Unity did not correctly recognize it as "Visual Studio 2022"
Unity 2021.2.10
Features:
- Video: Added support for Mac for advanced video encoding controls for H.264
Improved:
- Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API
Fixed:
- Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file
- Burst: Fixed a bug where the compiler would reject a try/finally statement if it was the first thing in a method
- Burst: Fixed a compiler miscompile if you load a static readonly v128 and pass it straight to a function as an argument
- Burst: Fixed a null-derefence that could occur if you used UnsafeUtility.IsUnmanaged in a static readonly constructor
- Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right unityaot folder
- Burst: Fixed an editor crash when trying to debug a DirectCalled method
- Burst: Fixed an error if install in build folder is used without ever using a regular build
- Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes
- Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again.
- GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper
- GI: Fixed the denoising of shadowmask with the GPULM
- Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames
- IL2CPP: Fixed a race condition loading string literal values
- IL2CPP: Fixeda possible compilation error in field access in unsafe generic code
- iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false
- Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements
- Mono: Fixed an issue where locale name could not be resolved correctly on Android
- Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab
- Scene/Game View: Reduced CPU use when hovering an Overlay
- Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects
- Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified
- VFX Graph: Fixed Particles Simulation to behave as expected on paused effect
Unity 2021.2.9
Improved:
- Build System: The linux clang toolchain is now built with a newer bootstrap compiler
- Editor: Optimized calculating the size of Undo operations. Making many changes to GameObjects should now be cheaper to add to the Undo system.
- Physics: Improved the performance of recreating 2D colliders under some circumstances
- XR: TryGetBoundaryPoints now returns proper boolean values
API Changes:
- URP: Added: Adaptive Performance Decals scaler access
Fixed:
- 2D: Fixed case where Atlas Cache is inconsistent after disabling Sprite Packer and deleting atlases outside Unity Editor
- 2D: Fixed error for ITilemap.Finalize
- AI: Fixed NavMesh.CalculatePath missing a link exit corner in some situations
- Android: Fixed an issue where manifest was loosing some permission settings when enabling Split Application Binary for App Bundles
- Android: Fixed an issue where the Unity icon was overriding the user specified default icon
- Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android
- Asset Import: Fixed AssetImportWorkerProcessLoadsPrecompiledDll instability
- Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database
- Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown
- Asset Pipeline: Fixed an issue with prefabs reimporting on editor restart
- Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build
- Editor: Fixed a Crash in certain cases when editing multiple prefab instances
- Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation
- Editor: Fixed an issue and now DragAndDrop custom handler is allowed to override Drop on the scene view
- Editor: Fixed crash when cacheserver was enabled but had no connection string
- GI: Fixed issues with overlapping lights using shadowmask and wide spot angles
- Graphics: Fixed a crash when creating a CubemapArray RenderTexture on D3D12
- Graphics: Fixed an issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor.
- Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
- Graphics: Fixed race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers
- Graphics: Fixed XR support in CoreUtils.DrawFullscreen function.
- HDRP: Fixed a crash with render graph viewer when render graph is not provided with an execution name.
- HDRP: Fixed a nullref when enabling raycount without ray tracing.
- HDRP: Fixed a shader warning in the volumetric clouds combine file.
- HDRP: Fixed a shader warning in UnityInstancing.hlsl.
- HDRP: Fixed a warning because of a null texture in the lens flare pass.
- HDRP: Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog)
- HDRP: Fixed an issue with Stacklit raytrace reflection.
- HDRP: Fixed AO dissapearing when DRS would be turned off through a camera, while hardware drs is active in DX12 or Vulkan.
- Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state
- HDRP: Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
- HDRP: Fixed auto-exposure mismatch between sky background and scene objects in path tracing.
- HDRP: Fixed broken debug views when dynamic resolution was enabled
- HDRP: Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened.
- HDRP: Fixed build warnings due to the exception in burst code
- HDRP: Fixed camera bridge action in release build
- HDRP: Fixed CoC size computation when dynamic resolution is enabled
- HDRP: Fixed contact shadow disappearing when shadowmask is used and no non-static object is available
- HDRP: Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights ;
- HDRP: Fixed custom pass utils Blur and Copy functions in XR
- HDRP: Fixed debug window reset
- HDRP: Fixed decal performances when they use different material and the same draw order
- HDRP: Fixed default numbder of physically based sky bounce from 8 to 3
- HDRP: Fixed default value of "Distortion Blur" from 1 to 0 according to the doc
- HDRP: Fixed dirtiness handling in path tracing, when using multiple cameras at once
- HDRP: Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light
- HDRP: Fixed error thrown when layered lit material has an invalid material type
- HDRP: Fixed exception on DLSS when motion vectors are disabled (case # 1377986)
- HDRP: Fixed flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled
- HDRP: Fixed FOV change when enabling physical camera
- HDRP: Fixed interpolation issue with wind orientation
- HDRP: Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering
- HDRP: Fixed layer lit shader UI
- HDRP: Fixed Lens Flare visible when being behind a camera with Panini Projection on
- HDRP: Fixed light mode not available after switching a light to area "Disc" or "Tube"
- HDRP: Fixed misc shader warnings
- HDRP: Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser
- HDRP: Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black
- HDRP: Fixed NeedMotionVectorForTransparent checking the wrong flag
- HDRP: Fixed Normal Map assiignation when importing FBX Materials
- HDRP: Fixed nullref from debug menu in release build
- HDRP: Fixed objects belonging to preview scenes being marked as dirty during migration
- HDRP: Fixed option to force motion blur off when in XR
- HDRP: Fixed range fields for depth of field
- HDRP: Fixed rasterized accumulation motion blur when DoF is enabled
- HDRP: Fixed references to reflection probes that wouldn't be cleared when unloading a scene
- HDRP: Fixed rendering in the editor when an incompatible API is added
- HDRP: Fixed screen space shadow debug view not showing when no shadows is available
- HDRP: Fixed shader graph errors when disabling the bias on texture samplers
- HDRP: Fixed shadow cascade transition not working properly with bias
- HDRP: Fixed SpeedTree graph compatibility by removing custom interpolators
- HDRP: Fixed spot light shadows near plane
- HDRP: Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback
- HDRP: Fixed taa jitter for after post process materials
- HDRP: Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization
- HDRP: Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows
- HDRP: Fixed the intensity of the sky being reduced signficantly even if there is no clouds
- HDRP: Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update
- HDRP: Fixed the rt screen space shadows not using the correct asset for allocating the history buffers
- HDRP: Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog
- HDRP: Fixed timeline not updating PBR HDAdditionalLightData parameters properly
- HDRP: Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph
- HDRP: Fixed unsupported material properties show when rendering pass is Low Resolution
- HDRP: Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat
- HDRP: Fixed write to VT feedback in debug modes
- HDRP: Render Graph object pools are now cleared with render graph cleanup
- IL2CPP: Corrected the build of a Windows Standalone player with IL2CPP via the generated Visual Studio project
- iOS: Fixed a rare crash when quiting app during orientation change
- Linux: Fixed an issue where Linux Dedicated Server is unable to build if the Linux Standalone support is not installed
- macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup
- Mobile: Fixed an issue where UaaL analytics might get stripped if code stripping is enabled
- Package Manager: Handled InvalidCastException when the json sample data is not correct, and provided clearer messages for users and developers
- Particles: Trail material is now restored if module is toggled off then on again
- Physics: Fixed a crash when switching an ArticulationBody to immovable during a collision event
- Physics: Fixed ModifiableContactPair.GetFaceIndex not working in CCD generated callbacks
- Prefabs: Fixed missing required component causing import loop and log spamming
- Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions
- Scripting: Cyclic assembly references error shows in SafeMode as well
- Scripting: Fixed an issue where some properties and methods returning ScriptableObject[] would produce assertion error messages in the console
- Serialization: Fixed TypeTreeCache cache key computation
- Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage
- Shadergraph: Fixed a validation error in ShaderGraph when using the SimpleNoise node both inside and outside a subgraph
- Shadergraph: Fixed the behavior of checkerboard node with raytracing
- Shaders: Fixed a bug where the clearing of the shader cache for compute shaders was clearing some data that it shouldn't have. The requirements are only built during import so they should persist even when cleared
- Shaders: Fixed a compiler error with missing splat constructors with some platform compilers
- Shaders: Fixed a crash when using SV_COVERAGE in a fragment input
- Shaders: Fixed a memory leak with LocalKeywordState
- Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient
- Shaders: Fixed an issue where the frame debugger was not properly displaying some types like integers with compute shaders
- UI Toolkit: Added null checks against UXML Traits returning null references
- UI Toolkit: Fixed issue where the UI Builder would not suggest variables defined in a uss attached to a theme
- URP: Fixed a performance regression in the 2D renderer regarding the PostProcessPass
- URP: Fixed a regression where filtering the scene view yielded incorrect visual results
- URP: Fixed decal compilation issue on mac.
- URP: Fixed incorrect light indexing on Windows Editor with Android target
- URP: Fixed mismatch on some platforms between Editor-side and Runtime-side implementations of UnityEngine.Rendering.Universal.DecalRendererFeature.IsAutomaticDBuffer()
- URP: VFX: Incorrect Decal rendering when rendescale is different than one
- VFX Graph: Fixed null reference exception when opening another VFX and a debug mode is enabled
- WebGL: Fixed Unity Editor hang on editor shutdown after doing WebGL Build and Run on Windows
- Windows: Fixed an issue when setting a cursor, it was very slow when doing it for the first time for a particular texture
- Windows: Fixed an issue where touch up events getting missed in rare circumstances on some touchscreen devices
- Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time
- XR: Fixed an issue where XRBeginFrame event was added to frame debugger even if VR wasn't enabled
- XR: XR Management now creates XRGeneralSettingsPerBuildTarget in all places it is requested ensuring that if the loaders exist in the project then XR will be initialized regardless of whether the XR Plug-in Management window has been opened
Unity 2021.2.8
Features:
- Version Control: Added incoming changes overview bar for Gluon workspace
- Version Control: Added option to "Save Revision as" to the context menu in the changesets view
Improvements:
- Documentation: Expanded TextAsset text getter documentation
- Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque
- Editor: Improved performance of rendering selection outline in the Scene View
- IL2CPP: Enable sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage
- IL2CPP: Improve the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check
Changed:
- GI: Changed to mixed spot/point lights with no shadows to ensure they bake their direct lighting in subtractive lighting mode
- Physics: Added a new contact modification event to differentiate CCD and discrete callbacks
- Services: Unity Analytics renamed to Legacy Analytics in order to aid deprecation of the Analytics package
- XR: Removing Lumin platform support in the installer
Fixed:
- 2D: com.unity.2d.psdimporter - Fixed per platform settings does not get applied in Windows platform
- Android: Fixed "Unable to initialize the Unity Engine" error when building AAB with Split App Binary
- Android: Fixed an issue where Compass.headingAccuracy did not report one of predefined values giving some indication on accuracy
- Android: Fixed an issue where the Gradle template placeholder DIR_UNITYPROJECT did not
- Android: Fixed an issue where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings
- Asset Import: Fixed an issue where additional import progress bar update prior to cache server download was missing
- Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target
- DX12: Fixed a crash when using GL render commands
- DX12: Fixed an issue where setting RandomWriteTarget and drawing without needing it would prevent subsequent draws from having it bound if they need it
- Editor: Fixed 'DontSaveInEditor' to work as intended on Prefab instances
- Editor: Fixed an Editor crash when using -quit command line argument on MacOS
- Editor: Fixed an Editor crashes on Force Quit when Library folder was deleted and regenerated while editor is running
- Editor: Fixed an issue were calling Screen.SetResolution with width/height 0, 0 in Device Simulator would not reset resolution to the default one
- Editor: Fixed an issue where materials did not show Specular texture when using Standard (Specular setup) Shader
- Editor: Fixed an issue where saving a C# script in Visual Studio or Rider on Windows had sometimes the pop up of the editor progress dialog in front of the IDE
- Editor: Fixed LookDev main window geometry when opened for the first time
- Editor: Fixed ReorderableList rendering issues on a secondary display (1371078)
- Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout
- GI: Fixed a warning in editor warning "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window
- GI: Fixed an issue where the color temperature mode did not work with Enlighten realtime GI in player builds
- Graphics: Fixed an issue where Graphics.RenderMeshPrimitives did not work with reflection probes
- Graphics: Fixed decompressing BC4 and BC5 to RGBA initializing alpha to 0 instead of 1, for example, when using GetPixels()
- Graphics: Fixed the missing conversion from compressed blendIndices on D3D platform
- HDRP: Fixed an issue causing Render Graph execution errors after a random amount of time (1379350)
- HDRP: Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
- IL2CPP: Fixed a compiler error in unsafe code using generics
- IL2CPP: Fixed a crash on Windows ARMv7 platform when parsing a GUID
- IL2CPP: Fixed an error when building Windows Runtime projects with Script Debugging Enabled
- IL2CPP: Fixed an issue where blittable types nested in generic types are indeed blittable were not correct
- IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector the inspector would break
- iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait
- iOS: Fixed game objects' colors in light mode issue
- Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray, which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset
- Linux: Fixed an issue where the mouse scroll wheel inputs were ignored when providing inputs through RDP
- Mono: Ensure Mono DllMap insert of System.Native entry is respected
- Package Manager: Fixed an issue where the Read More info box link for Experimental package versions did not opens the correct documentation URL
- Physics: Ensure that HingeJoint2D correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque
- Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value
- Profiler: Fixed an issue where Mesh cpu data was counted twice
- Scene Manager: Fixed an aligned scene and instantiation behavior issue when loading a new scene between Editor and Build
- Shadergraph: Fixed how graph errors were displayed when variant limits were reached
- Shaders: Fixed a crash when accessing ShaderKeywordSet data outside of IPreprocessShaders or IPreprocessComputeShaders callbacks
- Shaders: Fixed a rare OOB access when using Material.CompilePass
- Shaders: Fixed an issue to correctly configure build target platform for custom shader targets
- Shaders: Fixed an issue where counting variants based on usage will no longer make UI unusable for shaders with many variants
- UI Toolkit: Fixed a wrong warning about PanelSettings not having Theme Style Sheet set when project was loading
- UI Toolkit: Fixed an issue when applying opacity to text underlay, outline and face
- UI Toolkit: Fixed an issue where users that don't use '.' as its decimal separator can now input decimal values in the UI Builder when the field allows doing so
- UI Toolkit: Fixed the "Vector" option not being available for the background image property in the UI Builder
- URP: Fixed a broken soft shadow filtering issue
- URP: Fixed an issue where shadow rendering was not working correctly with shader stripping in WebGl
- URP: Fixed an issue with MSAA falling back to the incorrect value when sample count 2 was not supported on some Android GPUs.
- Version Control: Fixed a capitalization issue of Pending Changes and File History tab names
- Version Control: Fixed migrated projects not downloading correctly from Unity Hub
- Version Control: Fixed the amount of spacing after the Item column title in the Pending Changes tab.
- Version Control: Fixed the project view context menu and icons that were missing after Collaborate project migration
- Version Control: Removed pin striping from line items in File History tab
- VFX Graph: Fixed an issue where automatically offset contexts when a new node was inserted were overlapping
- VFX Graph: Fixed an issue with the first release of the VFX Bounds helper
- Video: Fixed a crash when aspect ratio was too big
Unity 2021.2.7
Changed:
- Package: Update the Postprocessing v2 package to 3.2.0
- Package: Updated the Timeline package version to 1.6.3
Fixed:
- 2D: Fixed a reordering of Sorting Layers List issue in the Tag Manager
- Graphics: [VFX] Fixed an issue where there was a useless ApplyShader call with sleeping VFX systems. This has been removed
- License: Fixed a license client issue when a connection was refused on pipe by forcing a relaunch
- Package Manager: Fixed an issue where the BuiltIn documentation link did not open the right editor version url
- UI Toolkit: Fixed an alignment of custom property drawers and nested property fields issue
- UI Toolkit: Fixed an issue where the canvas document styling was broken after Save
- UI Toolkit: Fixed an issue where the duplicate mouse entered and left events on composite root elements during the AtTarget propagation phase
- UI Toolkit: Fixed an issue where the Editor was using of the UI Builder package instead of the built-in version
- UI Toolkit: Fixed an issue where transitions sometimes did not animating after the first transition
- UI Toolkit: Fixed an TextField IndexOutOfRangeException issue when entering playmode
- Visual Scripting: Fixed a regression where AOT Stubs were not being generated correctly, causing AOT builds to fail when run
Unity 2021.2.6
Improvements:
- Asset Import: It is now possible to control the execution order of AssetPostprocessor.OnPostprocessAllAssets by defining the dependencies using the attributes RunAfterClassAttribute, RunBeforeClassAttribute, RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute, RunAfterPackageAttribute and RunBeforePackageAttribute.
- Serialization: Improved the use of SerializationCache.
- Shaders: Shader binary compression is now utilizing more than one core.
Fixes:
- 2D: Fixed a 2D URP Template Global Light with shadow settings enabled issue that was breaking batching.
- 2D: Fixed an issue where Tilemap.SetTiles was not setting a default color of White for the set Tiles.
- Android: Fixed an issue were Touches were not registered when Samsung S Pen was used to touch screen.
- Android: Fixed an issue where IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag were triggered when using Samsung S-Pen.
- Android: Fixed an issue where the Stylus input was not treated as a touch rather than mouse in the older input system.
- Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency was not added to the project.
- Android: Fixed leaked Java local reference issue when new Java object was created.
- Editor: Fixed an issue when double clicking on a folder in ActivityWindow the animation with folder name was rendered in a wrong place.
- Editor: Fixed an issue where last opened project was not loaded during license activation in batchmode if no project path was specified explicitly (-createproject, -projectpath, -openfile flags).
- Editor: Fixed an issue where the model preview window did not render UVs due to back face culling being turned on.
- Editor: Remove all usage of Search template since it is a 22.1 feature. This was removed from menus and asset code.
- GI: Fixed an issue where light probe did not produce valid output when punctual light overlapped it.
- GI: Fixed an issue where setting baked light probe coefficients to an empty array caused a crash.
- GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space.
- Graphics: Fixed a D3D12 error that was displayed in the Console Window when using ray payloads smaller than 16 bytes in size in ray tracing shaders.
- Graphics: Fixed an issue were the correct pass was not set for the current active sub shader.
- Graphics: Fixed an issue where mip map streaming did not work after setting a material with streamable textures on a renderer.
- Graphics: Fixed an issue where there was missing GraphicsBuffer versions of DrawProceduralIndirect script APIs.
- Graphics: Fixed the Mac Metal editor or standalone player sometimes freezing while being resized when Vsync is disabled.
- IL2CPP: Fixed a crash in stack trace building code an when exception was thrown in async methods.
- IL2CPP: Fixed an incorrect exception filter handler on try blocks with multiple catch blocks.
- IL2CPP: Fixed an incorrect ordering of some field reads when Smaller (faster) builds were enabled.
- IL2CPP: Fixed the order of operations for Thread Volatile Read and Write.
- Input: Fixed an issue where Windows editor and Windows player would freeze during startup when the new input system was enabled and a USB device with 65535 / 0xffff usages was connected to the computer.
- iOS: Fixed an issue where an extra frame would not be rendered on iOS when "Render Extra Frame on Pause" was enabled in iOS player settings.
- Linux: Fixed an issue where undocking editor windows would cause the entire main window to scroll on Linux.
- Networking: Fixed an issue where UnityWebRequest gave a warning when setting the Accept-Encoding header.
- Profiler: Fixed an issue where Gfx Used and Reserved Memory were not from counters available in release players. The underlying code in memory manager which counts the value was compiled out due to performance reasons and the counter value can not be set.
- Profiler: Remove subscription to counters in native profiler plugins to reduce overhead when platform profiler is attached.
- Scene/Game View: Fixed a SceneView Zoom issue across multiple tabs when a mouse wheel was used.
- Scene/Game View: Fixed an issue MonoBehaviour icons were not rendered in Scene View when selected.
- Scene/Game View: Fixed an issue where Component Tools targeting a Tool Context did not displaying correctly in the Tools Overlay.
- Scripting: Fixed CultureInfo.CurrentCulture setter that was crashing when it was called before ever querying the existing current culture.
- Scripting: Fixed CultureInfo.CurrentCulture throwing an exception on some locales (for instance, en-DE).
- Scripting: Fixed [RuntimeInitializeOnLoadMethod] in classes both namespaced and nested.
- Serialization: Fixed an issue with fields on SerializeReference instances within Prefab losing their override when entering play mode.
- Shaders: Fixed a rare crash when a shader uses more than 128 keywords.
- Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping.
- Shaders: Fixed incorrect keyword state used for frame debugger when a shader was compiled asynchronously.
- Shaders: Fixed LocalKeyword.type, LocalKeyword.isOverridable and LocalKeyword.isValid that crashed Unity when called on an unitialized LocalKeyword.
- uGUI: Fixed an issue where the localPosition was validated each time an object was reset.
- UI Toolkit: Fixed a USS variable resolution issue with ScalableImage url.
- UI Toolkit: Fixed an issue when loading a project that contained a dialog that was embedded in the editor, the dialog's CreateGUI callback was invoked after the Awake and OnEnable callbacks.
- UI Toolkit: Fixed an issue where DropdownField's menu would have an offset in runtime under certain hierarchies.
- Universal Windows Platform: Fixed an issue were Application.internetReachability did not correctly detect the internet being unreachable when there was a LAN connection but no way to the actual Internet.
- Universal Windows Platform: Fixed an issue where strong assembly names were removed when building from Unity.
- Universal Windows Platform: Fixed an issue where the Screen.currentResolution.refreshRate did not return the actual screen refresh rate.
- Universal Windows Platform: Fixed packaging app fails with error "Merge failure for shared merged PRI file : error 0x80070490" when building a fat app package for both x64 and ARM64.
- Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed.
- Windows: Fixed an issue where there were missing window resize events when on demand rendering was used.
- XR: Fixed crash on Oculus Quest devices related to foveated rendering.
更新時間:2022-03-10
更新細節:
What's new in this version:
Fixed:
- Fixed an issue where setting window maxHeight or maxWidth made it so the width and height could no longer be resized
- Strip crashpad_handler binary on Linux, reducing bundle size
更新時間:2022-03-09
更新細節:
What's new in this version:
New:
- Connect multiple Network Link devices to a group using Auto Discovery
- Network Linked devices now trigger synchronously
- Customize text tab stops in the slide editor
Improved:
- ProPresenter's Startup time by 60-70% for most users.
Updates ProPresenter to NDI version 5.
- color accuracy for images
- Bibles to now autoscroll to a triggered slide
- Startup times when there's lots of media in the Theme, Props, Stage and CCLI Editors
- Stage Actions to now alert the user when targeting a screen that's missing
- sequential files imported via drag and drop, to now import in numerical order
Fixed:
- crashes with Smart Playlists and broken folder or file permissions
- a crash caused by adding line breaks to locked text elements
- a crash in Search caused by newly imported Pro6 files
- a crash caused by selecting a Placeholder, then clicking a Bible slide
- a crash caused by simultaneously triggering conflicting Stage Display cues
- a crash caused by the Workspace file
- a crash that occured on Startup after overoverwriting one presentation with another
- two crashes when importing from Planning Center
- a crash when selecting an unlinked playlist item
- a hang caused by certain large libraries
- several issues in Korean localization affecting Context Menus and Bibles
- an issue where clicking twice on audio input mode would clear the highlight
- an issue with 'Auto On' for audio inputs
- an issue with audio volume discrepancies between slide objects and media bin assets. Volume should now be consistent between both
- an issue with Bible references when using Prospectus Font
- an issue where newly purchased Bibles might not appear for a few hours
- an issue where an input device crashing could spam errors into the log, and potentially crash the software
- an issue in Editor where Slide Groups affected whether keyboard up/down could change slides
- an issue where Feathering on Lines Only didn't feather the entire line
- an issue where fonts changed when moving presentations between Windows and Mac
- an issue where line returns weren't affected by Remove Line Returns, if the text was identical between multiple lines
- an issue where Scrolling Text boxes applied via Looks would disappear after a blank slide was shown
- an issue with Groups sometimes not being selectable in Reflow Editor
- an issue where linked Placeholders would make a document appear empty after importing
- an issue where playlist items went out of order when syncing down from a repository
- an issue where the Preview window and output freeze briefly after stopping a live stream
- an issue when sometimes keystrokes wouldn't trigger playback in standalone media
- an issue where cropped media in copied slides did not maintain after restarting ProPresenter
- an issue where video effects wouldn't update a thumbnail
- an issue with Media delays not working on slides that also had a Clear cue
- an issue when importing songs from MultiTracks that have a bullet (•) in the name
- an issue where Edge Blends brightened during dissolves
- an issue where Smart Playlist thumbnails didn't updated on Startup
- an issue where slides with multiple text boxes wouldn't display all text properly on the Stage Display
- an issue where Stage Actions wouldn't apply when selecting multiple slides
- an issue where the Stage Display sometimes didn't output over SDI until something changed
- an issue with the Stage Message not flashing properly
- an issue where the Timer in the Messages window would reset when clicked, instead of starting
- an issue where .pro files wouldn't import to the selected playlist
- an issue where changing the Theme and importing from SongSelect would duplicate the slides in a song
- a crash caused by unreachable or deleted files
- a crash caused by loading an empty presentation
- an issue where Resi captures weren't working with the embedded player
- an issue where Stage Layouts weren't firing when triggered from a Macro
- an issue where Planning Center playlists loaded items out of order
- an issue where audio didn't import properly
更新時間:2022-03-09
更新細節:
What's new in this version:
Fixed:
- App will no longer crash given an invalid OpenAPI spec version