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:2020-09-17
更新細節:
What's new in this version:
Fixed:
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields
- AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file
- Android: Fixed GrabPass when Blit Type is Auto
- Animation: Fixed a bug where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property
- Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame
- Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector
- Animation: Fixed flicker of whole animator transition inspector window when resizing it
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor
- Asset Import: Fixed TextureImporter Presets to correctly save their per-platform settings when modified
- Asset Import: Fixed to ensure TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu
- Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build
- DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP
- Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project
- Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode
- Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence
- Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize
- GI: Fixed a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser
- GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened
- Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan
- Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation
- Graphics: Fixed a casting issue when assigning int to bool w
- Graphics: Fixed color writes to work during a shadow pass when a color attachment is present
- Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them
- Graphics: Fixed SRP Batcher to be better per shader sort during shadow pass
- IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0
- License: Fixed an issue where Unity installers could display out-of-date terms of service
- License: Fixed to drain leftover messages from licensing IPC after timeout
- Linux: Fixed keypad period to associate with the correct keycode
- macOS: Fixed mouse position in fullscreen when black bars are present
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages
- Particles: Fixed a crash caused by changing the duration in the editor during playmode
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event
- Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator
- Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set
- Profiler: Reduced Profiler Window overhead on main thread
- PS4: Fixed issue where default project settings caused an error in PS4
- PS4: Fixed issue where Engine hangs at startup with certain VT cache sizes
- PS4: Fixed texture corruption with VT on certain texture formats
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating
- Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API
- Shaders: Fixed HLSLcc doing bad precision downgrading on some cases
- Terrain: Fixed incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing
- Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument
- Terrain: Fixed issue where tree colliders are not rotated according to their mesh when random rotation is applied
- Terrain: Fixed that 'Control Texture Resolution' and 'Base Texture Resolution' were not saved
- XR: Fixed issue where GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode
- XR: Reduced unnecessary Vulkan backbuffer allocations
API Changes:
- iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4
Changes:
- XR: Update verified packages for AR Foundation and related packages.
Improvements:
- 2D: Update 2D template to use current verified version of 2D packages
更新時間:2020-09-17
更新細節:
更新時間:2020-09-15
更新細節:
What's new in this version:
Minor Tweaks:
- Attach code fold marker to themes
- Copy version info to clipboard (#2480 by Innoxious)
- Improve readability of search results
- Deterministic importing of Swagger 2
- Improve performance of raw response viewer
- Honor servers variable defaults for OpenAPI3 import
- Add Kotlin and Axios code generation support
- Add manual prettify for multipart editor
Bug Fixes:
- Fix variable autocomplete
- Consistent export dropdown verbiage
- Fix bulk query editor
- Verbiage fixes
- Fix links in the repository root
- Improve version check script output
更新時間:2020-09-14
更新細節:
What's new in this version:
With your feedback on the previous candidates, we've fixed these additional issues:
- The freshclam PID file was not readable by other users in previous release candidates but is now readable by all.
- An issue with how freshclam was linked with the autotools build system caused SysLog settings to be ignored.
- The real-path checks introduced to clamscan and clamdscan in 0.102.4 broke scanning of some files with Unicode filenames and files on network shares for Windows users.
- Thanks to the users for your help in fixing these bugs.
Major changes:
- clamd can now reload the signature database without blocking scanning. This multi-threaded database reload improvement was made possible thanks to a community effort.
- Non-blocking database reloads are now the default behavior. Some systems that are more constrained on RAM may need to disable non-blocking reloads, as it will temporarily consume double the amount of memory. We added a new clamd config option ConcurrentDatabaseReload, which may be set to no.
Notable changes:
- The DLP module has been enhanced with additional credit card ranges and a new engine option that allows ClamAV to alert only on credit cards (and not, for instance, gift cards) when scanning with the DLP module. John Schember developed this feature, with input from Alexander Sulfrian.
- We added support for Adobe Reader X PDF encryption and overhauled the PNG-scanning tool to detect PNG-specific exploits. We also made a major change to GIF parsing that now makes it more tolerant of problematic files and adds the ability to scan overlays, all thanks to work and patches submitted by Aldo Mazzeo.
- clamdtop.exe is now available for Windows users. The functionality is somewhat limited when compared to clamdtop on Linux. PDCurses is required to build clamdtop.exe for ClamAV on Windows.
- The phishing detection module will now print "Suspicious link found!" along with the "Real URL" and "Display URL" each time ClamAV detects phishing. In a future version, we would like to print out alert-related metadata like this at the end of a scan, but for now, this detail will help users understand why a given file is being flagged as phishing.
- Added new *experimental* CMake build tooling. CMake is not yet recommended for production builds. Our team would appreciate any assistance improving the CMake build tooling so we can one day deprecate autotools and remove the Visual Studio solutions.
- Please see the new CMake installation instructions found in INSTALL.cmake.md for detailed instructions on how to build ClamAV with CMake.
- Added --ping and --wait options to the clamdscan and clamonacc client applications.
- The --ping (-p) command will attempt to ping clamd up to a specified maximum number of attempts at an optional interval. If the interval isn't specified, a default one-second interval is used. It will exit with status code `0` when it receives a PONG from clamd or status code `21` if the timeout expires before it receives a response.
- Added Excel 4.0 (XLM) macro detection and extraction support. Significantly improved VBA detection and extraction as well. Work courtesy of Jonas Zaddach.
- This support not yet added to sigtool, as the VBA extraction feature in sigtool is separate from the one used for scanning and will still need to be updated or replaced in the future.
- Improvements to the layout and legibility of temp files created during a scan. Improvements to legibility and content of the metadata JSON generated during a scan.
- To review the scan temp files and metadata JSON, run:
- clamscan --tempdir=<path> --leave-temps --gen-json <target>
- Viewing the scan temp files and metadata.json file provides some insight into how ClamAV analyzes a given file and can also be useful to analysts for the initial triage of potentially malicious files.
Other improvements:
- Added ability for freshclam and clamsubmit to override default use of OpenSSL CA bundle with a custom CA bundle. On Linux/Unix platforms (excluding macOS), users may specify a custom CA bundle by setting the CURL_CA_BUNDLE environment variable. On macOS and Windows, users are expected to add CA certificates to their respective system's keychain/certificate store. Patch courtesy of Sebastian A. Siewior.
- clamscan and clamdscan now print the scan start and end dates in the scan summary.
- The clamonacc on-access scanning daemon for Linux now installs to sbin instead of bin.
- Improvements to the freshclam progress bar to ensure the text does not shift around as information changes. The bar will not exceed 80 characters, even on very slow connections. Time is now displayed in Xm XXs (or Xh XXm) for values of 60 seconds or longer. The bytes display now changes units at the proper 1024 B/KiB instead of 2048 B/KiB. Patch courtesy of Zachary Murden.
- Improve column alignment and line wrap rendering for clamdtop. Also fixed an issue on Windows where clamdtop would occasionally disconnect from clamd and fail to reconnect. Patch courtesy of Zachary Murden.
- Improvements to the AutoIT parser.
- Loosened the curl version requirements in order to build and use clamonacc. You may now build ClamAV with any version of libcurl. However, clamonacc's file descriptor-passing (FD-passing) capability will only be available with libcurl 7.40 or newer. FD-passing is ordinarily the default way to perform scans with clamonacc, as it is significantly faster than streaming.
- Added LZMA and BZip2 decompression routines to the bytecode signature API.
- Disabled embedded type recognition for specific archive and disk image file types. This change reduces file type misclassification and improves scan time performance by reducing duplicated file scanning.
- Use pkg-config to detect libpcre2-8 before resorting to pcre2-config or pcre-config.
- Patch courtesy of Michael Orlitzky.
Bug fixes:
- Fixed issue scanning directories on Windows with clamdscan.exe that was introduced when mitigating against symlink quarantine attacks.
- Fixed behavior of freshclam --quiet option. Patch courtesy of Reio Remma.
- Fixed behavior of freshclam's OnUpdateExecute, OnErrorExecute, and OnOutdatedExecute config options on Windows when in daemon-mode so it can handle multiple arguments. Patch courtesy of Zachary Murden.
- Fixed an error in the heuristic alert mechanism that would cause a single detection within an archive to alert once for every subsequent file scanned, potentially resulting in thousands of alerts for a single scan.
- Fixed clamd, clamav-milter, and freshclam to create PID files before dropping privileges, to avoid the possibility of an unprivileged user from changing the PID file so that a service manager will kill a different process. This change does make the services unable to clean up the PID file on exit.
- Fixed the false positive (.fp) signature feature. In prior versions, the hash in a false positive signature would be checked only against the current layer of a file being scanned. In 0.103, every file layer is hashed, and the hashes for each in the scan recursion list are checked. This ensures that .fp signatures containing a hash for any layer in the scan leading up to the alert will negate the alert.
- As an example, a hash for a zip containing the file which alerts would not prevent the detection in prior versions. Only the hash of the embedded file would work. For some file types where the outermost is always an archive, eg. docx files, this made .fp signatures next to useless. For certain file types where the scanned content was a normalized version of the original content, eg. HTML, the normalized version was never hashed and this meant that .fp signatures never worked.
- Fixed Trusted & Revoked Windows executable (PE) file signature rules (.crb) maximum functionality level (FLEVEL) which had been being treated as the minimum FLEVEL. These signatures enable ClamAV to trust executables that are digitally signed by trusted publishers or to alert on executables signed with compromised signing-certificates. The minimum and maximum FLEVELS enable or disable signatures at load time depending on the current ClamAV version.
- Fixed a bug wherein you could not build ClamAV with --enable-libclamav-only if curl was not installed on the system.
- Various other bug fixes, improvements and documentation improvements.
New Requirements:
- Autotools (automake, autoconf, m4, pkg-config, libtool) are now required to build from a Git clone because the files generated by these tools have been removed from the Git repository. To generate these files before you compile ClamAV, run autogen.sh. Users building with autotools from the release tarball should be unaffected.
更新時間:2020-09-13
更新細節:
What's new in this version:
- Add support for renaming glyphs (in the POST table)
- Add support for filtering glyps. You can keep a small subset and delete all other characters
- Bug fixes
更新時間:2020-09-11
更新細節:
What's new in this version:
Fixed:
- 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh.
- 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects.
- 2D: Fixed Eraser tool changing to Paint tool after a mouse drag.
- 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile pallete
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields.
- 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile pallete
- AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file.
- Android: Fixed GrabPass when Blit Type is Auto.
- Animation: Fixed Animation Window icons that where pixelated on HiDPI screens.
- Animation: Fixed flicker of whole animator transition inspector window when resizing it.
- Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial.
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor.
- Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details.
- Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window.
- Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream.
- Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build.
- DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP.
- Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project.
- Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window.
- Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script.
- Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode.
- Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake.
- Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence.
- Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize.
- GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it.
- GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device.
- GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects.
- GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes.
- Graphics: Added a Retry and additional logging when ETC compression fails.
- Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array.
- Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player.
- Graphics: Fixed a crash when doing custom frequency shadow cascade updates.
- Graphics: Fixed broken virtual texturing on Xbox.
- Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing.
- Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4).
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them.
- Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1.
- Graphics: Fixed shader with constant buffer not used to prevent crashes in editor.
- Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh.
- Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures.
- Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression.
- Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks.
- IL2CPP: Fixed a JSON exception when building a project with large number of scenes.
- IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics.
- IL2CPP: Fixed handling of enum types with more than 32784 fields.
- IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method.
- IL2CPP: Fixed performance regression when parsing an XML document with a DTD.
- IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows.
- IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files.
- IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback.
- iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV.
- iOS: Fixed an issue with the loading of the system font on iOS 13.
- iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS.
- iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled.
- Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code.
- Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking.
- Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows.
- Linux: Fixed keypad period to associate with the correct keycode.
- Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should nev
- Package Manager: Fixed Package Manager dialog box being empty if the error message was too long.
- Package Manager: Fixed Package Manager to display packages when using candidates registry.
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages.
- Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer.
- Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported.
- Particles: Fixed ParticleSystem ignoring transform changes made by Constraints.
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event.
- Particles: Fixed velocity calculations when changes are made in LateUpdate.
- Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable).
- Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads.
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator.
- Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4.
- Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set.
- Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported.
- Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend.
- Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection.
- Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer.
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating.
- Serialization: Ensured that globalgamemanagers.assets is deterministic.
- Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping.
- Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds.
- Universal Windows Platform: Fixed bursted code falling back to non-burst path.
- Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store.
- XR: Reduced unnecessary Vulkan backbuffer allocations.
Changes:
- Package Manager: Package com.unity.purchasing updated to 2.1.0
- XR: Updated Oculus XR Plugin package to 1.4.3
Improvements:
- Editor: Updated to ProBuilder 4.4.0
- GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc
- Package Manager: Upgraded Cinemachine to 2.6.1
- Profiler: Load icon changed to more clearly read as "Load"
- XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate)
更新時間:2020-09-04
更新細節:
更新時間:2020-09-02
更新細節:
What's new in this version:
- Update to fix ui link, update to fix some unix MAX_PATH
更新時間:2020-09-02
更新細節:
What's new in this version:
Fixes:
- 2D: Fixed animation has incorrect dependency on UnityEngine.XR.WSA.Input
- 2D: Fixed ArgumentException errors are thrown when 2D Game Kit is imported for the first time
- 2D: Fixed ArgumentException when applying Sprite Import settings with mosaic property unchecked
- 2D: Fixed BakeCollider requires GC every frame even when there are no changes in SpriteShape
- 2D: Fixed exception thrown continuously when Undo operation is performed with sprites are assigned earlier
- 2D: Fixed NullReferenceException on creating Prefab with SpriteSkin
- 2D: Fixed NullReferenceException when creating Preset for SpriteSkin component
- 2D: Fixed Skinning Module flickers when creating new category in Visibility Window
- 2D: SpriteAtlasManager late binding crash
- 2D: [Sprite Atlas] atlasRequested callback does not trigger after unloading and loading sprite atlas
- AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons
- Asset Pipeline: Fix a crash that can occur when downloading non primary artifacts from cache server
- Asset Pipeline: Fixes editor hang after getting disconnected and quickly reconnected to cache server
- DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface
- DX12: Editor crashes when shader global constant buffer exceeds 64kB on dx12
- DX12: Editor crashes when using ProBuilder in Vertex Edit mode View on Crashes HQ with HDRP/DXR
- DX12: Texture2DArray MSAA resolve is broken on d3d12
- Editor: corrects keycode mappings in play mode by only using gdk keyvals to map to sdlk values
- Editor: Fixed an issue where Inspector window is not updated when multiple assets from the Project window are deselected/selected.
- Editor: Fixed Editor crashes when unlocking Inspector with PropertyInfo.SetValue function.
- Editor: Fixed Mac OpenGL editor causing a kernel panic on Intel Graphics
- Editor: Fixed NullReferenceException when changing Asset serialization mode
- Editor: fixes crash on drag and drop from a closing window
- Editor: Renamed themes to Light and Dark now that they are available irrespective of license
- Editor: Update Collab packag
- GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp)
- GI: Fixed erroneous logic for resolving shadowmask texture format
- Graphics: fixed readback from temporary RT not working on metal
- Graphics: Metal: Fix shader compiler warnings that could appear on macOS 11 Big
- Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh
- GraphView: Addressed some issues with heterogeneous selections involving stack nodes and disabled a
- iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading.
- Kernel: Fixed an editor crash in the Jobs Debugger which could happen when using the Hybrid renderer.
- Linux: Reduced polling frequency for stale Editor windows
- Package Manager: Added support for External symbols on a platform that required it
- Package Manager: Don't prints message in console when user cancels "Add package from disk" dialog
- Package Manager: Fixed a potential error when running the linker with a failure on lld command.
- Package Manager: Fixed an issue where Git dependencies could cause UPM to hang when using SSH with a passphrase-protected private key without setting up an SSH authentication agent.
- Package Manager: Fixed Debug.Log by re-enabling it when used in function pointers or jobs
- Package Manager: Fixed errors when opening Inspector with a non-public Execute method on a job producer type
- Package Manager: If path to the package contained spaces, then native command execution could fail. This would manifiest as weird errors with 'lld' or 'vswhere' or other native tools.
- Prefabs: Fixed SerializableObject.GetIterator() throws ArgumentNullException when UnpackPrefabInstance() is called on an instantiated Prefab in Inspector logic
- Profiler: Fixed an issue where attempting to order a set of filtered samples by either time or size in either Hierarchy or Raw Hierarchy would cause all the items to disappear
- Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing
- Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported
- Scripting: Build incompatible custom assemblies with a dirty predefined assembly ref should not be compiled
- Scripting: Correct file sharing for exFAT partitions on macOS
- Scripting: Fix unlimited warnings to Editor.log using all disk space
- Scripting: Fixed crash that would occur when an exception was thrown during the initialization of a custom attribute
- Scripting: Fixed hang that would occur when a Debugger.Break was in the accessor of a field
- Scripting: Fixed NotImplementedException when accessing X509Chain.ChainStatus in certificate validation callback
- Scripting: Include Defines in Response Files(csc.rsp) for Define Constraints
- Serialization: Fixed data loss that could occur when serializing string arrays where elements started with the character ':'
- Serialization: Restore arrays from null serialized properties backport
- UI: Fixed canvas drawing multiple times per frame when OnDemandRendering.renderFrameInterval is more than 1.
- UI Toolkit: Fix LongField binding
- UI Toolkit: Fixed Label tooltip behavior when text value can change while elided
- UI Toolkit: Fixed TextElements that generates more than 16k vertices cause IndexOutOfRangeException on vertex buffers
- Fixed UI Toolkit leaks memory when new large mesh is allocated via MeshGenerationContext
- Fixed Small visual regressions
- Universal Windows Platform: Fixed incorrect warning saying that BC7 texture format is not supported on UWP when in fact it is
- Universal Windows Platform: Fixed Unity crashing after initializing it second time if splashscreen is enabled
- Universal Windows Platform: Work around MSBuild issue when building UWP AppxBundles from the command line
- Web: UnityWebRequest: fix hang or crash on iOS (upload/abort related)
- Windows: Fix Shift key not reporting in GUI Event.keyCode property
- XR: Added option to always discard depth after rendering
API Changes:
- iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)
Changes:
- Package Manager: Asserts that are currently discarded no longer discard arguments with potential side effects
- Package Manager: Automatically add embedded package files to the version control system
- Package Manager: Bump com.unity.mathematics to 1.2.1 version
- Timeline: Updated Timeline package to version 1.3.5
Improvements:
- Editor: Update Polybrush to 1.0.2
- Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.
- Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized
更新時間:2020-09-02
更新細節: