Unity 歷史版本列表 Page39

最新版本 DrawPile 2.2.1

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


Ultracopier 2.2.4.14 (64-bit) 查看版本資訊

更新時間:2021-10-21
更新細節:

What's new in this version:

- Fix for display modification date on Windows

Unity 2021.1.26 查看版本資訊

更新時間:2021-10-21
更新細節:

What's new in this version:

Features:
- Version Control: Added light and dark mode versions of avatar icon
- Version Control: Added notification status icons
- Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed

Improvements:
- Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate."

Changed:
- Version Control: Improved usage analytics around Editor and Plugin version
- Version Control: Workspace Migration Adjustments

Fixed:
- Android: Fixed an issue where Display.systemWidth, Display.systemHeight and Screen.resolutions[] were not updated when folding/unfolding a Galaxy Fold device
- Android: Fixed an issue where Java local reference was leaking in UnityWebRequest, VideoPlayer
- Animation: Fixed a potential crash when generating asset previews, if destructive methods were called in user callbacks
- Animation: Fixed an issue where the animation curve editor was swapping unintentionally when curves were edited in two different inspectors
- Asset Pipeline: Fixed an issue with fields with default values not being set to default value, if field was removed from assets
- Asset Pipeline: Fixed an issue where the artifact dependency would get ignored
- Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed
- Documentation: Fixed an incorrect measurement units for ArticulationDrive.forceLimit
- Editor: Fixed a null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout)
- Editor: Fixed an issue when launching a Linux standalone player whose folder was in $PATH
- Editor: Fixed an issue where preset for ThemeStyleSheet was not disabled
- Editor: Fixed an issue where Reorderable list null item were not displayed correctly
- Editor: Fixed an issue where ReorderableList elements when reordering would disapear
- Editor: Fixed an issue where the Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when two Inspector windows were used
- Editor: Fixed an issue where the gradient picker closed when clicking on the gradient field
- Editor: Fixed an issue where there was missing tooltips to the buttons of the Simulator view Control Bar
- Editor: Fixed an issue where variables were not resolved before reading style values
- Graphics: Fixed a Metal enforce depth clearing issue when "Don't care" load action was used, to avoid potential subtle issues later on
- Graphics: Fixed a crash when loading really large (more than 2GB size) meshes
- Graphics: Fixed a Mac Standalone Player memory leak issue that came with the change to presenting with CVDisplayLink
- Graphics: Fixed an alpha dilation filtering issue when a 16 bit-per-component texture with transparent pixels was imported
- Graphics: Fixed an issue where frames were being unnecessarily dropped before presenting on Metal OSX when using CVDisplayLink
- Graphics: Fixed an issue where memory would leak from mesh due to mismatching memory labels
- Graphics: Fixed an issue where MeshRenderer was rendering a mesh when the MeshFilter had been removed while editing the prefab in context
- IL2CPP: Fixed a conversion issue on methods with ref readonly return values
- IL2CPP: Fixed a possible crash in the GC code when the mark stack overflows while script debugging was enabled if many threads were created
- IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username
- iOS: Fixed an issue where erroneous ads were enabled.
- macOS: Fixed an issue where the Xbox wireless gamepad triggers and DPAD were not working in the old Input
- macOS: Fixed an issue where there was an inverted Y position of mouse cursor using New Input's Warp mouse
- Particles: Fixed a culling issue if a Particle System mesh had changed
- Particles: Fixed a stuttering slow-motion preview issue when using Custom Data
- Physics: Fixed an issue with edge selection when editing the PolygonCollider2D or EdgeCollider2D with large Transform scales
- Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents were not being handled properly
- Profiler: Fixed an issue where Profiler.GetTotalAllocatedMemoryLong reporting was increasing values while loading and unloading the same scene
- Scripting: Fixed errors that were appearing in console when using UI Toolkit package and opened the Profiler (Standalone Process)
- Timeline: Fixed an issue where audio tracks did not respect audio listener pause state
- UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set
- UI: Fixed an issue where wrong aspect was used when a explicit aspect is assigned.
- UI Toolkit: Fixed a wrong mouse position on events issue when a UI Toolkit element has mouse capture, the mouse was outside the element's editor window and that window did not have the active mouse capture from the OS
- UI Toolkit: Fixed an exception thrown when repainting a panel that used a destroyed texture
- UI Toolkit: Fixed an issue where dragging on overlapping UIDocuments was broken when using EventSystem and StandaloneInputModule.
- UI Toolkit: Fixed an issue where the pointer events were not working correctly when multiple UI Documents had different Screen Match values
- Version Control: Fixed a CoreServices namespace naming conflict
- Version Control: Fixed an issue where there was a missing Enterprise login link
- Version Control: Fixed low resolution icons issue in light theme
- Version Control: Fixed some situations where the history window would be blank
- Windows: Fixed an issue where the Physics simulations and FixedUpdate was running while the splashscreen was being displayed on Windows Standlaone and Universal Windows Platform

WinNTSetup 5.0.2 查看版本資訊

更新時間:2021-10-21
更新細節:

What's new in this version:

Features:
- Install Windows 2k/XP/2003/2008/2012/Vista/7/8.x/10 x86/x64
- Practically runs even on the most minimalistic WinPE
- Choose able drive letter for the new Windows installation
- Install Windows also if nlite/vlite has remove winnt32.exe/setup.exe
- Integrate Drivers: normal PNP and Textmode Drivers also
- patch uxtheme to allow unsigned Themes
- Some tweaks
- Support "Windows to Go" for Windows 7 and later installs
- Supports WimBoot option for Windows 8.1 Update 1
- supports all current WIM files: WIM/SWM (XPRESS / LZX / XPRESS HUFFMAN = Wimboot compression)
- supports unencrypted ESD files (LZMS compressed WIM)

Supercopier 2.2.4.14 (64-bit) 查看版本資訊

更新時間:2021-10-21
更新細節:

What's new in this version:

- Fix for display modification date on Windows

Unity 2021.1.25 查看版本資訊

更新時間:2021-10-15
更新細節:

What's new in this version:

Improved:
- 2D: Cache internal reflection to speed up Sprite editing data access
- Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor
- Package: Update Addressables to 1.18.6 and SBP to 1.19.2

Fixed:
- 2D: Fixed an issue where the Sprite Editor Window was disabled when readonly assets were selected
- Animation: Fixed unexpected behaviours when having negative parameterized time in a motion state
- Asset Pipeline: Fixed an issue where the Editor crashed while entering play mode with an AssetImporter displayed in the Inspector window
- Editor: Fixed an issue where there was not a prompt to save changes if the layout had changed
- Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime did not update when stepping through frames
- Editor: Fixed an issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds 1000
- Editor: If Adb is not able to make the file editable, we make it writable using OS function
- GI: Fixed sky ambient probe and skybox reflection probe issue when reloading a scene in playmode
- GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest
- Graphics: Fixed a sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan
- Graphics: Fixed an issue of missing objects when highly static batched scene + SRP Batcher
- Graphics: Fixed an issue where Meshes had incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex
- Networking: UnityWebRequest: Fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture
- Particles: Fixed a crashes when trying to access fields in an uninitialized external forces module
- Physics: Fixed an issue where modifying the "Rigidbody2D.position" did not temporarily stop interpolation when called during the FixedUpdate callback
- Profiler: Fixed an issue where entering Play Mode with the Game View set to 'Play Maximized' and the Profiler window docked causes errors to be logged to the Console window
- Scene/Game View: Fixed an issue where Hierarchy did not allow drag and drop references to be placed between root objects marked as not editable
- Scripting: Fixed an issue where there were handle exceptions thrown from custom attributes' .ctor
- Serialization: Fixed an issue where reference from a Prefab to a missing asset became valid once asset was added back to project, without a reimport
- Serialization: Keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab
- Services: Fixed an issue where the validation endpoint was been disabled, and the editor incorrectly shows that the user must wait for this validation to succeed. This lead to a lot of confusion from our users. This change simply removes this panel to avoid further confusion
- uGUI: Fixed an issue where a missing shader property warnings was produced when running in batchmode
- Universal Windows Platform: Fixed an issue where symbol file packaging failed when using the 'MasterWithLTCG' build configuration
- Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages
- Windows: Fixed an issue where the player icon was missing from the title after the game was first launched in fullscreen mode and then later changed to windowed mode
- Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files

WinNTSetup 5.0.1 查看版本資訊

更新時間:2021-10-13
更新細節:

iVCam 6.2.5 (64-bit) 查看版本資訊

更新時間:2021-10-12
更新細節:

Unity 2021.1.24 查看版本資訊

更新時間:2021-10-08
更新細節:

What's new in this version:

Features:
- Version Control: Added horizontal scroll bar to Changesets list for easier viewing
- Added auto-login for SSO credentials handler
- Added metrics for changeset tab usage
- Added metrics for checkin actions
- Added new Undo icon
- Added missing API documentation
- Added ability to modify assets without checkout
- Added ability to allow empty checkin messages
- Added empty checking message localization
- Added Plastic toolbar button to Unity editor
- Added notification icon for incoming changes to Plastic toolbar button

Changed:
- Package: Updated Purchasing to version 4.0.3
- Package: Updated Version Control package to 1.11.2
- Package: Updated Windows MR XR SDK package to 5.4.1

Fixed:
- Android: Allow Android on-screen keyboard dismiss behavior match iOS
- Android: Fixed an issue when Input.compensateSensors was set to true, give 45 degree slack for overtilt before changing compass heading
- Asset Pipeline: Fixed asset matching inconsistency with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported
- Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened
- Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode
- Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering
- Editor: Fixed a crash while picking a color
- GI: Fixed an issue if albedo renderer detects shaders are still loading
- GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend
- Graphics: Fixed race condition deadlock when loading textures synchronously
- IL2CPP: Fixed an issue that could lead to builds not re-building when input files are passed using --compiler-flags= or --linker-flags= command line switches. This also affected certain use cases such as changing.resolution settings in PS4/PS5 builds, which are now fixed and will properly rebuild when these settings are changed
- IL2CPP: Fixed conversion error that can occur with generic types that have a static constructor
- IL2CPP: Fixed detectable boxing during constrained call on structs
- IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors
- IL2CPP: Prevent an intermittent crash from happening during thread detach when many threads are calling reverse p/invoke wrappers at the same time
- macOS: Fixed build failing when a .bundle plugin was encountered that did not have an Info.plist file
- macOS: Fixed build failing when a .bundle plugin was encountered that did not have the executable name specified in its Info.plist file
- macOS: Fixed key display names for non-letter keys and letter keys when using non-English keyboard layouts in the new input system
- Particles: Fixed an issue with Texture Alpha clipping in the Shape module
- Scripting: Fixed a performance regression when panels in a canvas were activated/deactivated
- Scripting: Fixed Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings
- Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array
- UI Toolkit: Fixed a scissor clipping on hidden elements issue
- UI Toolkit: Fixed the Styles section of the UI Toolkit Samples window
- Version Control: Fixed a small textbox on checkin dialog when launched from context menu
- Version Control: Fixed a workspace NullReferenceException issue
- Version Control: Fixed an issue when context menu would sometimes disappear
- Version Control: Fixed an issue where auto login errors were not showing up for users
- Version Control: Fixed an issue where the notification icon did not show on Plastic window
- Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project
- Version Control: Fixed unexpected error message after user switched workspace to a label
- XR: Fixed a crash when using XR + URP + MSAA + Optimize buffer discards on Vulkan on Oculus Quest

WinNTSetup 5.0.0 查看版本資訊

更新時間:2021-10-04
更新細節:

Unity 2021.1.23 查看版本資訊

更新時間:2021-10-01
更新細節:

What's new in this version:

Improvements:
- Editor: Shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform

API Changes:
- Shadergraph: Added: Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph
- Shadergraph: Added: Added View Vector Node documentation

Fixed:
- Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath()
- Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets
- Editor: Fixed an infinite notification in Settingswindow
- Editor: Fixed an issue where tooltips were not displayed for the reorderable lists
- Graphics: Fixed a crash when uploading large number of texture assets in DX12
- Graphics: Fixed a shader code generation issue when using Texture2D/Texture2DArray Load with offset
- HDRP: Fixed an issue where auto baking of ambient and reflection probe performed for builtin renderer would cause wrong baking in HDRP
- Shadergraph: Fixed a serialization PVT property flags issue when using subgraphs. This fixes SRP batcher compatibility.
- Shadergraph: Updated the View Direction documentation.
- Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords
- UI Toolkit: Fixed an issue with highlighter positioning and draw order
- URP: Fixed an issue where soft shadows shader variants did not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
- URP: Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading
- URP: VFX: Fixed a soft particles issue when HDR or Opaque texture wasn't enabled.
- URP: VFX: Fixed an OpenGL soft particles fallback issue when depth texture wasn't available.
- VFX Graph: Fixed a compilation issue when normal was used in shadergraph for opacity with unlit output.
- VFX Graph: Fixed a null reference exception when Camera type in VFX graph was exposed
- VFX Graph: Fixed a Soft Particle depth computation isseu when using an orthographic camera
- VFX Graph: Fixed an exception in VFXFilterWindow if search field was empty
- VFX Graph: Fixed an incorrect buffer type for strips issue.
- VFX Graph: Fixed an isssue where VFX with an output mesh was being always reimported
- VFX Graph: Fixed an issue where a Target GameObject attach button did not allow attaching of a valid VFX if the last selection was invalid
- VFX Graph: Fixed an issue where deleted properties show up in the inspector
- VFX Graph: Fixed an issue where deleting a flow edge between Init and Update threw an invalid operation exception
- VFX Graph: Fixed an issue where having more than five GPU Event output leaded to "unexpected token 'if" at compilation
- VFX Graph: Fixed an issue where modified state in the VFX tab did not have the correct state.
- VFX Graph: Fixed an issue where Motion Vector map sampling for flipbooks were not using the correct mips.
- VFX Graph: Fixed an issue where some settings were not always triggering a recompilation
- VFX Graph: Remove unexpected expression in spawn context evaluation