Unity 歷史版本列表
Unity 是一個遊戲開發生態系統:一個強大的渲染引擎完全集成了一整套直觀的工具和快速的工作流程來創建交互式的 3D 和 2D 內容; 輕鬆的多平台發布; 成千上萬的質量,在資源商店和知識共享 community.For 獨立開發者和工作室,Unity&rsquo 的現成的資產; S 民主化生態系統摔破的時間和成本障礙,創造獨特的美麗的遊戲。他們使用 Unity 打造民生做他們喜歡的事情:創建遊戲... Unity 軟體介紹更新時間:2023-07-22
更新細節:
更新時間:2023-07-21
更新細節:
What's new in this version:
- doc: add atlowChemi to collaborators
- (SEMVER-MINOR) events: allow safely adding listener to abortSignal
- fs: add a fast-path for readFileSync utf-8
- (SEMVER-MINOR) test_runner: add shards support
更新時間:2023-07-21
更新細節:
What's new in this version:
- UIDebugger Add seperate icon for litho mountables
- UIDebugger Serialize all props using java.lang.toString
- UIDebugger show drawables mounted by litho
- UIDebugger only autoscroll horizontally when selecting via the visualiser
更新時間:2023-07-20
更新細節:
What's new in this version:
- Fixed: Logging the playback information could lead to crashes in some cases
- New: Added "Shuffle Albums" to the shuffle menu to keep albums in track order but shuffle the collection of albums
- Changed: DSP Studio will be closed when shutting the program down to server mode
- Changed: More tuning of the Swap and Unswap expressions
更新時間:2023-07-18
更新細節:
What's new in this version:
Unity 2023.1.4
Changed:
- Package: Package: Updated Localization package to 1.4.4
Fixed:
- 2D: Fixed Sprite previews of Sprites which have a side smaller than 64 pixels and have an aspect ratio of more than 2x in difference
- Android: Fixed GPU skinning on remaining Adreno devices
- Asset Import: Fixed bug with BC7 texture encoding upon import crashing on older Penryn (Core 2 Duo) CPUs
- Build Pipeline: Improved build time when preparing the splash screen. The first build will still be the same, however subsequent will be reduced significantly
- Documentation: Updated docs to reflect how the engine works
- Editor: Entities are not displayed with OpenGL on some mobiles
- Editor: Fixed "Busy Progress Delay" not saving the new value when clicking to other tabs in the Preferences window
- Editor: Fixed an issue related to BRGs and Ambient Light
- Editor: Fixed an issue where some rendered gizmos, graph elements, handles, etc would be rendered with a final alpha value of less than 1
- Editor: Fixed createassetmenu attribute menu name with space won't work
- Editor: Fixed Debug Error logs in Prefab Overrides window
- Editor: Fixed Editor freezes for some time when moving a group of GameObjects in the Hierarchy
- Editor: Fixed enum values binding incorrectly when the enum contained obsolete values
- Editor: Fixed issue with font asset being re-created every domain reload
- Editor: Fixed last line of object picker sometimes being cut off
- Editor: Fixed nullref occurring when font references have not been initialized properly
- Editor: Fixed PlayerPrefs API in case registry keys has been manually deleted
- Editor: Fixed UI Toolkit Debugger upward search with SHIFT+F3 on keyboard with Fn key
- Editor: Fixed xdg-open fallback
- Editor: Switching to the Simulator view from the Game view will no longer change the Simulator view dimensions to be the same as the Game view
- Editor: Updated libcurl to 8.1.1
- Graphics: Fixed an issue where creating an sRGB texture using one of the TextureFormat constructors in gamma project color space would produce a texture with an incorrect "Texture.isDataSRGB" value (false)
- Graphics: Fixed an issue where textures imported as ETC1 Crunched sRGB would appear too bright in linear projects
- Graphics: Fixed shadow render issues on Built-in Render Pipeline when using Metal
- Graphics: Fixed vertex color input when frame buffer fetch is used on GLES
- Graphics: Renderer.SetMaterials() and Renderer.SetSharedMaterials() will set the correct number of elements when list capacity is larger than count
- iOS: Fixed PlayerSettings.iOS.hideHomeButton not reading/modifying actual PlayerSettings
- Licensing: Fixed performance issue in IPC comms under heavy thread load
- N/A (internal): Fixed small performance regression in the player in specific cases
- Package Manager: Fixed an issue where the whole project directory was deleted when removing a package with a non-existent file path
- Prefabs: Fixed Prefab Asset FileIDs are changed after building a player and saving assets. The build pipeline did change the fileIDs and did not properly clean up afterwards
- Serialization: Fixed Missing ScriptableObjects do not throw NullReferenceExceptions when accessing their properties in Play Mode
- Serialization: Make sure double-s are parsed correctly in MiniJSON ParseNumber
- Serialization: Throw an exception when trying to access struct that has an empty SerializeReference list field with boxedValue, as this is not supported by Unity
- Shaders: Fixed duplicate compilation when using dynamic_branch keywords
- Shaders: Forcing the smoke test to process the jobs asynchronously all the time regardless of the shader possible usage of #pragma editor_sync_compilation. Hence, making the smoke test shader compilation process faster
- SRP Core: Fixed console errors when debug actions are removed from Input Manager during play mode
- UI Toolkit: Fixed ListView reorderable and reorderMode being ignored when used with editor binding
- Universal RP: Added missing G-buffer normal decoding for the "URP Sample Buffer" node in Fullscreen shadergraphs when using "Accurate G-buffer normals" in the deferred renderer (not background pixels will not match)
- Universal RP: Fixed Native RenderPass errors when using RendererFeature which is executed in between GBuffer and Deferred Lighting passes
- Video: Video from Video Player is not updated immediately in the Edit Mode when changing its time in the Inspector window
- Video: Video has a delay, random freezing, and speeding up when using VideoPlayer
- Windows: Fixed PlayerPrefs API in case registry keys has been manually deleted
Unity 2023.1.3
Improved:
- HDRP: When HDRP is disabled, Compute Shaders are being stripped
Fixed:
- Android: Fixed Unity allocator crash when forcing -systemallocator on ARM64 with Android 10/11 or higher
- Documentation: Fixed Renderer2DData docs link
- Editor: Duplicated or copied GameObjects get pasted next to the original object or paste-target instead of at the end
- Editor: Fixed an issue where dragging an asset from the Packages folder to an empty Assets folder could cause a crash
- Editor: Fixed crash in Transform::RemoveFromParent
- Editor: Fixed menu missing after domain reload
- Editor: Fixed the ExposedReference property drawer ObjectField not updating when undo/redo is performed
- Editor: Updating outdated and broken links in the Help toolbar for Unity Discussions (old Unity Answers) & Unity Feedback
- GI: Fixed off-by-one error in version number used for margin method upgrade path
- Graphics: Fixed CustomRenderTexture depth test results failing on some platforms
- Graphics: Fixed Light movement and artifacts when multiple vertex lights are interacting
- Graphics: Fixed object motion vectors not rendering when drawing objects using the Graphics.Render* functions
- HDRP: Fixed wrong metapass when using planar/triplanar projection in HDRP
- Particles: Fixed incorrect simulation when using the Simulate Layers option on effects that contain non-looping sub-emitters
- Particles: Fixed potential crash when using systems relying on GeometryJobs
- Physics 2D: Fixed an issue where contacts are not solved correctly on iOS leading to tunnelling and random impulses.
- Prefabs: Fixed PrefabModificationsForSerializedObject::DoPrefabModificationsNeedUpdate() is unnecessarily slow
- Scene/Game View: Fixed overlay menu position when mouse cursor is hovering another EditorWindow
- Scripting: Added a validation error when a user's Roslyn analyzer or Source generator references a version of .net standard incompatible with Visual Studio
- Scripting: Fixed performance regression on some API that take array parameters
- Scripting: Fixed Unity SourceGenerator to be loadable by Visual Studio
- SRP Core: Removed some unexpected SRP changed callback invocations
- UI Toolkit: Fixed BezierCurveTo() rounded caps when control points are very short
- UI Toolkit: Fixed Painter2D.BezierCurveTo() missing polygons when very far from the origin
- UI Toolkit: Fixed useless repaint when modifying the color for the first time of a VisualElement with the DynamicColor hint
- UI Toolkit: Fixed Vector Image scaling issue with scale-to-fill
- URP: Fixed Screen space Overlay UI rendered at the wrong size for scaling mode "Constant Pixel Size" or "Constant Physical Size", when HDR output is active
- VFX Graph: Fixed OutputUpdate warnings about spaces after end of line
Unity 2023.1.2
Improved:
- Burst: Added proper license attribution for MUSL and SLEEF libraries
Changed:
- Burst: Changed focus for initial Burst Inspector focus to actually get the search hit in focus
- Physics: Added tooltips to the properties of the PhysicMaterial component
- Services: Rebranded Unity Cloud Build service to Build Automation
Fixed:
- Android: Bump Game Activity package to 2.0.2, it fixes issues with touch historical values
- Android: Updated that the text inputfield to appear and disappear with the "Enter" key
- Asset Bundles: Fixed an issue where AssetBundles didn't build correctly for intel_32 architecture when the denoising package is active in the project
- Burst: Fixed "The specified path is not of a legal form (empty)" error.
- Burst: Fixed a hashing error that could occur when an operator overload method is used as a Burst entry point.
- Burst: Fixed a warning that occurred when opening Burst AOT Settings while in Play Mode.
- Burst: Fixed an issue causing source file handles to be left open (preventing saving in an ide, if in debug scripting mode and the file is used in the burst path).
- Burst: Fixed an issue that calls to methods with multiple [Conditional] attributes are now kept if any one of the conditions are met.
- Burst: Fixed an issue that caused builds to fail due to the System.Diagnostics.Tracing assembly not being found.
- Burst: Fixed an issue that caused the digits and MidpointRounding parameters of Math.Round be ignored.
- Burst: Fixed an issue when targeting multiple cpu architectures (e.g. SSE2 & AVX2) that under some circumstances would lead to code attempting to execute paths not designed for that cpu.
- Burst: Fixed Burst implementation of IntPtr.GetHashCode() being different than .Net.
- Burst: Fixed crash on linux if debug logging was enabled.
- Burst: Fixed QNX builds using the qnxInstallationPath editor build setting.
- Core: Fixed APV first bake.
- Core: Fixed missing open button on APV help boxes.
- Editor: Added support for subscene and ensure SceneAsset supports changing its instance/reference
- Editor: Avoid quadratic indexing time when indexing scenes with prefabs
- Editor: Component Help button tooltip are generated with a nicify type name
- Editor: Ensure ModeService does a EnumerateAllAssets once (in startup) and never again during domain reload
- Editor: Ensure Selection is properly synced when items are deleted
- Editor: Fixed a bug in Native Leak Detection that could cause the Unity Editor to crash on some platforms. (DOTS-8743)
- Editor: Fixed a case where an object change event for object destruction would not contain a valid parent instance id
- Editor: Fixed an issue that AdbProvider doesn't add errors when displayed in the Project tab
- Editor: Fixed an issue that text based QueryBlock now work correctly when typing text
- Editor: Fixed an issue that the Custom indexers are now properly refreshed on Domain reload
- Editor: Fixed an issue to not allow adding the same column twice
- Editor: Fixed an issue to properly cut text with ellipsis in Saved Search Query Panel
- Editor: Fixed build issue on Linux
- Editor: Fixed for crash when disconnecting bluetooth audio device
- Editor: Fixed hover and tooltip of Scene Template Pipeline help button
- Editor: Fixed issue where selecting text that is not a TextField in IMGUI would flicker
- Editor: Fixed Native Leak Detection warning message to indicate the correct menu location
- Editor: Fixed resize minimum size on undocked window
- Editor: Fixed scrollbar in scene template dialog
- Editor: Refresh of SearchQueryListView happens on demand by pressing the newly added Refresh button
- Editor: Removed useless description from None Search Item
- Editor: Support DOTS_INSTANCING in DebugReplacement shader
- Editor: Tagstring is considered a default filter for Asset/Project
- GI: Fixed mem label in LightBaker to not cause warnings about allocation lifetime
- Graphics: Avoid mainthread stalls when QualitySettings are updated but no mipmap limits have changed
- Graphics: Corrected UI behavior when selecting multiple lights of different types
- Graphics: Fixed crash when loading a zero-sized Texture2D asset
- HDRP: Added a new custom pass injection after opaque and sky finished rendering
- HDRP: Added an helpbox for local custom pass volumes that doesn't have a collider attached
- HDRP: Fixed baked light being wrongly put in the cached shadow atlas
- HDRP: Fixed D3D validation error for area lights in HDShadowAtlas
- HDRP: Fixed inconsistent documentation about hardware supporting raytracing
- HDRP: Fixed scene template dependencies
- HDRP: Fixed Virtual offset being computed if distance was 0.
- HDRP: Improving DLSS ghosting artifacts a little bit, by using a better pre-exposure parameter. Fixing reset history issues on DLSS camera cuts
- HDRP: Minor fix to HDRP UI when Raytraced AO is enabled
- HDRP: Respect the transparent reflections settings when using raytracing
- HDRP: Show base color texture on decal materials if Affect BaseColor is disabled
- IL2CPP: Fixed build failure on Windows systems using Turkish as the primary system display language
- iOS: Fixed Screen.orientation returns wrong values when switching from Landscape orientation to AutoRotation at runtime on iOS 16
- Package Manager: Fixed null Exception when manually installing com.unity.ui.builder
- Physics: Fixed physics simulation mode not being upgraded correctly from an older project that lacked the auto simulation option in DynamicsManager.asset
- Prefabs: Fixed for an unparented GameObject is created when duplicating a Prefab with a child that has HideFlags.DontSave
- Shadergraph: Fixed Texture Size node causing compilation error in the Fullscreen ShaderGraph target
- SpeedTree: Added motion vector rendering for SpeedTrees for HDRP. This will help with fixing visual issues with effects that use motion vectors such as Temporal Anti Aliasing (TAA), Motion Blur, or similar
- SRP Core: Fixed Rendering Debugger runtime UI getting occluded by user UI with sorting order larger than 0
- UI Toolkit: Fixed the multi-selection of list views in the Inspector window when using the shift or alt key
- Universal Windows Platform: Fixed an issue that Capabilities are not changed when rebuilding the project
- VFX Graph: Fixed crash when loading a subscene with VFX in DOTS
- VFX Graph: Removed an error message when a point cache asset is missing, added an error feedback instead
Unity 2023.1.1
Featured:
- Test Framework: Added TestFileReferences.json to be generated on build step of the player, so can be consumed later by Test runners to enrich data for run part.
- Test Framework: By using the editor command line new argument -randomOrderSeed x you can run the tests in a randomized order, where x is an integer different from 0. If a new test is added in the project the random order passing the same seed will be kept, and the new test will be placed in the random list accordigly.
- Test Framework: The UTF version now automatically updates for SRP tests
Improved:
- Editor: Fixed an issue where RFloat / RGFloat / RGBAFloat formats were not useable in the Texture Importer Inspector even though they already could be applied through, for example, an AssetPostprocessor.
- Graphics: Graphics.Blit now supports source signed textures (no remapping if blitting from signed to unsigned)
- VFX Graph: Allows texture types to be used in branch operators
- VFX Graph: VFX systems receiving GPU events can now go into sleep state
Changed:
- Build Pipeline: Will now use -filelist when running libtool for MacOS/iOS builds to prevent command lines from becoming too long
Fixed:
- Asset Pipeline: Fixed an issue where the AssetImportManager could crash while registering scripts if a script became unreachable during a domain reload
- Asset Pipeline: Fixed an issue where the AssetImportManager could crash while registering scripts if a script became unreachable during a domain reload
- Build Pipeline: Fix ability to complete build when using Multi-process option to build AssetBundles when Visual Effect Asset has missing references
- Build Pipeline: Fixes edge case where using the BuildPipeline.BuildPlayer APIs on Windows can fail, when a previously used build folder has been deleted
- Core: Fixed an issue where "Burst error BC1091: External and internal calls are not allowed inside static constructors: Unity.Jobs.LowLevel.Unsafe.JobsUtility.get_ThreadIndexCount()" may have been thrown when Burst compiling certain codepaths
- Core: Fixes crash that could occur when scheduling many jobs that have many NativeContainers such that the job debugger might run out of room for debug information
- DX12: Fixes a crash caused by too early release of a texture
- DX12: Fixes issues in constant buffer offset binding with e.g. terrain painting
- Editor: Disable blitting to same texture error message when the destination texture is not used as input texture in specified pass in Graphics.Blit
- Editor: Fix crash when previewing certain animation curves in the inspector which contain infinite tangents
- Editor: Fix Prefab item in Hierarchy does not expand until second click
- Editor: Fix the problem of selectedPlatform being serialized in ProjectSettings.asset
- Editor: Fixed an issue where previews for Textures using signed formats looked incorrect
- Editor: Fixed GameAssembly build script for Xcode project generated on Windows
- Editor: Fixed Left Alt is recognized as pressed when switching to a different window and back
- Editor: Prevent particle system buffer pre-mapping in editor if RenderDoc is present
- GI: Lighting bake stops with error 2 ('AddGeometry' failed with exit code: 4)". Error is thrown without telling which mesh is problematic
- Graphics: Fixed an issue where, in some instances, specific GraphicsFormatUtility API such as "HasAlphaChannel" were returning incorrect results for signed TextureFormats
- Graphics: Fixed DOTS instancing support for Universal2D in the URP/Lit shader
- Graphics: Fixed excessive Metal memory allocation under some scenarios
- Graphics: Fixed foveated rendering for y-flip render targets on metal
- Graphics: Fixed VVL-01913 error when trying to end too many debug markers in a secondary command buffer scope
- Graphics: Strip shader variants with both procedural instancing and DOTS instancing
- HDRP: Fixed HDProbes to support custom resolutions for all rendering modes
- HDRP: Fixed shaders stripping for Lens Flares
- HDRP: Various space transform fixes
- HDRP: [Backport] Fix the incorrect base color of decals for transparency
- iOS: Delete unneeded files when replacing the build
- iOS: Fix assert error in iOS.Device.systemVersion and tvOS.Device.systemVersion. Also make there properties only return values on respective OSes
- Linux: Fixed Unity Editor does not send exit code until Bug Reporter is closed
- Linux: Fixed Unity runtime printing stack trace more than once in Entities package + IL2CPP crashes
- Particles: Fix sub-emitter preview incorrectly pausing if parent particles are finished
- Particles: Fix subemitter crash if effect is referenced more than once in effect hierarchy
- Serialization: It is not possible to instantiate abstract class, which is happening in this case. The fix for editor crash is to make sure that the abstract StatusEffect class is not instantiated in SerializedReference fields. You can achieve this by either changing all the occurrences, or add [MovedFrom(true, sourceClassName:"StatusEffect")] attribute to StatusEffectComplex class
- Serialization: When serializing empty managed object reference we are not adding the data node in the YAML, which is causing problems after some fields are added to the script and the YAML is being de-serialized. In this case, as there still is not any data node in the YAML, the deserialization process is not instantiating the managed object correctly
- Shaders: Fix interpolator parameter GLSL generated code for EVAL_SAMPLE_INDEX, EVAL_SNAPPED, EVAL_CENTROID
- Shaders: Fixed "State comes from an incompatible keyword space" error when using dynamic branching with use pass or fallbacks
- Shaders: Fixed progress bar sometimes not appearing when "Compile and show code" button is pressed in the shader inspector
- Test Framework: Fix for WebGL platform target to close the browser tab when the run is completed.
- TextCore: Corrected the improper ratio between character spacing and word spacing for justified alignment. We intend to introduce an adjustable property to allow for fine-tuning of this ratio
- TextCore: Ensure tag affects the preferred height values
- TextCore: Fix "NullReferenceException" thrown when renaming Sprite in the Sprite Character Table
- TextCore: Fix exception thrown when parsing an invalid tag
- UI: Fixes the UI rendering to use the render-target dimensions instead of the display buffer dimensions when calling ScriptableRenderContext.DrawUIOverlay from an SRP
- UI Toolkit: Fixed issue where sprites used incorrect indexes
- UI Toolkit: Fixed selection when the carriage return (r) is being used
- UI Toolkit: Fixed UI Toolkit not rendering in render texture when launched in batch mode
- URP: Fixed redundant blit is used due to postFX, although it is disabled in rendererData
- VFX Graph: Fix a potential crash with particle strips
- VFX Graph: Fix an editor only memory leak with VFX Graph objects
- VFX Graph: Fix data serialization that could lead to corrupted state
- VFX Graph: Fix VFX assets being considered modified after creation
- WebGL: - Fixed webCamTexture.DidUpdateThisFrame not getting correctly updated
- Windows: Fixed a bug with multi-channel audio input on Windows. If we tried to capture from a microphone with more than 2 channels, Microphone.Start would fail and an "Unsupported file or audio format" error would appear in the console
Unity 2023.1.0
Improved:
- HDRP: Improved CPU performances by disabling "QuantizedFrontToBack" sorting in opaque rendering
Fixed:
- 2D: Fixed a Nullptr lens flare data driven 2d bis
- 2D: Fixed an issue where the MainTexTexelSize property is not being set when compiling a Shader
- First seen in 2023.1.0b4
- 2D: Fixed bug with placement of the Tilemap Instantiated Object when the Tilemap orientation is set
- 2D: Fixed case where sprite Packer does not re-pack folder when texture type is changed to sprite when inside a target folder
- Asset Pipeline: Fixed an issue with async unloading which could cause errors and crashes in AssetDatabase.CreateAsset()
- Burst: Fixed incorrect Burst stacktraces in Windows player builds
- Editor: Added Bee build recipes for LAME and Vorbis encoders
- Fix LAME vulnerability CVE-2017-8419
- First seen in 2023.2.0a1
- Editor: Fixed an issue that caused some packages to remain visible in the Project Window when the visibility button was toggled
- Editor: Fixed an issue that caused the assets of some packages to remain visible in the Object Picker when the visibility button in the Project Window was toggled
- Editor: Fixed an issue where a UnityException ("Could not find the requested Platform Texture Settings. This is incorrect, did initialization fail?") would sometimes be thrown when inspecting multiple texture importers at the same time
- Editor: Fixed an issue where users would sometimes be prompted to save their changes by the Texture Importer Inspector despite having not changed any of the importer settings
- Editor: Fixed for editor freeze on macOS
- Editor: Fixed for editor hang that could happen, when an import in worker process fails because of asset being changed during the import. Any following sync import (using ProduceArtifact API) request for this asset, would cause editor to hang
- Editor: Fixed meshes from 2019 LTS and older being upgraded to use an incorrect "Margin Method" setting for Lightmap UV generation
- Editor: Fixed the flickering of icons in the Hierarchy window
- Editor: For URP and HDRP moved the Realtime GI CPU Usage setting to the Quality tab in Project Settings
- Graphics: Avoid false warnings about RenderTexture format when switching colorspace
- Graphics: Fixed flickering issue with gpu batched skinning on D3D11 graphics api.
- Graphics: Improved performance when initially loading async uploaded textures
- First seen in 2023.1.0b3.
- HDRP: Added check to ensure gismos arent rendered when they shouldnt be
- HDRP: Fixed cloud layer rotation does not allow for smooth rotation
- HDRP: Fixed GetScaledSize when not using scaling
- HDRP: Fixed quad overdraw debug at high resolution
HDRP: Fixed TAA aliasing edge issues on alpha output for recorder / green screen. This fix does the following:
- Removes history rejection when the current alpha value is 0. Instead it does blend with the history color when alpha value is 0 on the current plane.
- The reasoning for blending again with the history when alpha is 0 is because we want the color to blend a bit with opacity, which is the main reason for the alpha values. sort of like a precomputed color
- As a safety, we set the color to black if alpha is 0. This results in better image quality when alpha is enabled
- HDRP: Fixed VT init to avoid RTHandle allocation outside of HDRP rendering loop
- HDRP: Upgrading from DLSS 2.4 to DLSS 3.0 for upscaling part
- IL2CPP: Fixed LineNumberMapping.json not ending up in exported projects when --emit-source-mapping is used
- IL2CPP: Fixed Marshal.OffsetOf returning the wrong offsets for explicit layouts
- iOS: Fixed "Screen.orientation" is not changing orientation in the UaaL
- iOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows
- iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set)
- iOS: Fixed low memory usage event not triggered when using Unity as a library
- macOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows
- Mono: Corrected handle generic parameter attributes in the .Net Framework Api Compatibility Level
- Package Manager: Fixed a bug where removing an invalid local package would delete your project folder
- Prefabs: Fixed an issue so that PrefabUtility.ApplyRemovedComponent now removes the associated removed component override
- Scripting: Fixed ApiUpdater not applying updates to types moved to a new namespace in some alias scenarios
- First seen in 2023.1.0a13.
- Scripting: Fixed ApiUpdater not applying updates to types moved to a new namespace in some scenarios
- First seen in 2023.1.0a13.
- SRP Core: Fixed a crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass
- SRP Core: Fixed potentially broken rendering and errors after renaming a VolumeProfile asset
- uGUI: Fixed an issue that the Slider Component Normal Color property does not change in Scene and Game view when changed with an Animation
- UI Toolkit: Fixed the slider's value retention when interacting with the text field
- Universal RP: Changed the ScreenSpace Decals sorting criteria to None to fix flickering issues
- Universal RP: Fixed an issue where assets were incorrectly being saved when making builds.
- Universal RP: Fixed TAA resource leak on entering/exiting the playmode
- URP: Fixed incorrect MSAA sample count when using Deferred renderer but rendering to a target texture
- URP: Fixed ShaderGraph preview window not showing anything when using DepthNormals pass
- VFX Graph: Fixed strips tangents and buffer type with Shader Graph
- Video: Fixed an issue that internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access
- Video: Fixed crashes when changing the source URL on some specific devices
- WebGL: Fixed a missing backslash in WebGL system info user agent regex that triggered a JS linter
- WebGL: Fixed WebGL build when "Name Files As Hashes" is enabled
- Windows: Fixed an issue that the Numpad Equals can now be registered with the Input System
Unity 2022.3.2
Changed:
- Package: Updated code coverage package to version 1.2.4
Fixed:
- 2D: Fixed bug with placement of the Tilemap Instantiated Object when the Tilemap orientation is set
- 2D: Fixed case where sprite Packer does not re-pack folder when texture type is changed to sprite when inside a target folder
- Asset Pipeline: Fixed an issue with async unloading which could cause errors and crashes in AssetDatabase.CreateAsset()
- Asset Pipeline: Fixed crash on CachedWriter::Write when building AssetBundle (.byte file >2GB)
- DX12: Fixed a crash with D3D12UploadOperation::CopyBufferRegion()
- DX12: Fixed VSync in the editor Game View and Scene View with Always Refresh -option on
- Editor: Better warning when user creates a SearchQuery with an invalid name
- Editor: Disabled SearchMonitor while running tests (except searchtests)
- Editor: Fixed an issue that caused some packages to remain visible in the Project Window when the visibility button was toggled
- Editor: Fixed an issue that caused the assets of some packages to remain visible in the Object Picker when the visibility button in the Project Window was toggled
- Editor: Fixed GameAssembly build script for Xcode project generated on Windows
- Editor: Fixed meshes from 2019 LTS and older being upgraded to use an incorrect "Margin Method" setting for Lightmap UV generation
- Editor: Fixed OnRectTransformDimensionsChange is not called on Undo
- Graphics: Fixed object motion vectors not rendering when drawing objects using the Graphics.Render* functions
- Graphics: Fixed solid color block artifacts when compressing textures using Fast ASTC on M1 devices
- HDRP: Fixed HDProbes to support custom resolutions for all rendering modes.
- HDRP: Updated HDRenderPipelineResources file
- HDRP: Updated HDRenderPipelineResources file
- IL2CPP: Fixed LineNumberMapping.json not ending up in exported projects when --emit-source-mapping is used
- iOS: Fixed "Screen.orientation" is not changing orientation in the UaaL
- iOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows
- iOS: Fixed low memory usage event not triggered when using Unity as a library
- macOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows
- Mono: Corrected handle generic parameter attributes in the .Net Framework Api Compatibility Level
- Package Manager: Fixed a bug where removing an invalid local package would delete your project folder
- Physics: Added a warning when cooking concave Mesh Colliders with the Fast Midphase option that have over 2,097,152 triangles
- Physics: Collider.material getter won't instantiate the material if called on the Prefab object
- Prefabs: PrefabUtility.ApplyRemovedComponent now removes the associated removed component override
- Profiler: Fixed sample selection in the Timeline View of Profiler Window
- Scripting: Added a validation error when a user's Roslyn analyzer or Source generator references a version of .net standard incompatible with Visual Studio
- Serialization: Memory could get corrupted when attempting to deserialize a JSON to an Array. As this is not supported by JsonUtility, this will now throw an ArgumentException
- SRP Core: Fixed potentially broken rendering and errors after renaming a VolumeProfile asset
- UI Toolkit: Fixed the slider's value retention when interacting with the text field
- Universal RP: Changed the ScreenSpace Decals sorting criteria to None to fix flickering issues
- WebGL: Fixed a missing backslash in WebGL system info user agent regex that triggered a JS linter
- WebGL: Fixed WebGL build when "Name Files As Hashes" is enabled
- Windows: Numpad Equals can now be registered with the Input System
Unity 2022.3.1
Improved:
- Editor: The "Non-Power of 2" control is now hidden for Cubemaps in the Texture Importer Inspector because it is not used for Cubemaps
API Changes:
- SRP Core: Changed: HDROutputUtils.ConfigureHDROutput' now disables keywords that don't apply to the corresponding HDR Operation
Changed:
- Editor: Input System: Updated Input System package to 1.6.1
- XR: Updated AR Foundation and related packages to version 5.0.5
Fixed:
- Android: Fixed errors on new InputSystem when using mouse clicks on Samsung Dex
- Burst: Fixed incorrect Burst stacktraces in Windows player builds
- Editor: Added more validation when saving scene template (handled outside project). Also allows saving inside a package folders
- Editor: Added try/catch when calling custom indexers so they cannot crash the whole indexing process
- Editor: Changed search result count label color to be more clear when selected and hovered
- Editor: Ensure AssetChangeSet.empty is properly setup even if the default constructor is used. Reenable the failing tests
- Editor: Fixed an issue where the Cubemap "Mapping" control in the Texture Importer Inspector would incorrectly be disabled in certain scenarios
- Editor: Fixed Column naming in Edit Column menu
- Editor: Fixed doc link for searchquery
- Editor: Fixed Painter2D.Arc() counter-clockwise incomplete strokes
- Editor: Fixed Prefab overridden fields not being disabled in the inspector, in isolation mode, with Show Overrides enabled
- Editor: Fixed title show the major, minor and version build
- Editor: Fixed VisualElement scheduler that may not run task in order when throttling
- Editor: Fixed Vorbis audio library security vulnerabilities CVE-2018-10392 and CVE-2018-10393
- Editor: FrameDebugger: Fixed an issue where render textures would leak when attached in a player using URP
- Editor: Improved warning message when trying to save a SceneTemplate with an invalid asset path
- Editor: Property titles from several words are now displayed with spaces
- Editor: Quick Search now displays Hierarchy GameObjects when using custom PreviewSceneStage
- Editor: Set a filter id for both perf provider
- Editor: Static batching doesn't work when the shader uses unity_ProbeVolumeParams
- Editor: Text in Text Assets can now be selected in the inspector
- Editor: Unresolved Pointer Reference Issue with menu controller
- Editor: Updated OpenSSL to 1.1.1u.
- Editor: [Android] Changed name of symbols zip folder generated during build to include the backend specified, to ensure the folder is generated fresh when target architecture is changed but app name is not on 2022.2
- Editor: [Windows] Audio.Thread marker in Profiler window is lasting whole frame while audio is playing
- Graphics: Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced
- iOS: Fixed leak error messages for iOS build and run process on MacOS editor
- UI Toolkit: Fixed UI Toolkit not rendering when HDR is enabled
- Universal RP: Fixed an issue where assets were incorrectly being saved when making builds.
- Universal RP: Fixed an issue where switching Volume Update modes between Every Frame and Via Scripting gave an error
- Universal RP: Fixed for the UI being drawn twice in some scenarios
- URP: 2D - Remove serialization and cache vertices and indices for sprite lights causing bloat in prefabs
- URP: Fixed incorrect MSAA sample count when using Deferred renderer but rendering to a target texture
- URP: Fixed ShaderGraph preview window not showing anything when using DepthNormals pass
- URP: Fixed, URP & core package leaking materials when entering/exiting Play Mode
- URP: Stripped BlitHDROverlay from build if HDR output is not allowed and stripping unused shader is allowed
- VFX Graph: Fixed range was not applied in UI when setting up a value out of allowed range
- WebGL: Fixed a regression since Unity 2022.1.0f1 where calling unityInstance.Quit() in JavaScript code would not properly let the web page contents be reclaimed by the GC
Unity 2022.3.0
Fixed:
- Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function
- Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds
- Build Pipeline: Fixed crash during Content File loading due to out of bounds array access
- Core: Allows NativeArray.Dispose(JobHandle) to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize() call."
- Core: Fixed GameObject being set to dirty after setting active to false when parent is inactive and activeSelf was already false.
- Editor: Fix crash caused by gpu out of mem
- Editor: Fixed margins appearing in game view on Windows displays with non-integer display scale
- GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish
- Graphics: Disable Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug
Unity 2022.2.21
Improved:
- Editor: Fixed unintended menu layout changes
API Changes:
- Graphics: Added: Added AsyncGPUReadbackRequest.forcePlayerLoopUpdate
Fixed:
- 2D: Fixed graphical artefact where 2D sprite only rendered a portion of a texture when the global mipmap limit was set to anything other than full-res in the Player quality settings and when the corresponding quality settings was selected at runtime
- Android: Fixed 'back button' press on VideoPlayer
- Android: The 'Filter Touches When Obscured' Player Setting is now respected by the new input system
- Audio: Fixed a bug where SystemInfo.supportsAudio would return true on some platforms and false on others, when Unity Audio is disabled. We now always return false in this case
- Audio: Updated the play-on-awake tooltip on the AudioSource
- Build System: Bee CSharpProgram2 dotnet publish actions should depend on resource files too.
- Core: Fixed issue where JobsUtility.ThreadIndex may return invalid results on some platforms which could result in crashes or undefined behaviour in parallel jobs
- Core: Probe volume is not enabled when probe volume settings are enabled
- Editor: BuildWindow's 'Add Open Scenes' to not add sub scenes as this is unneccessary as sub scenes will always be added to the build anyways
- Editor: Fixed "IndexOutOfRangeException" error in the UI field when the high mask bit is used
- Editor: Fixed a compilation warning in BlockDoublingLinearAllocatorTests.
- Editor: Fixed an issue where enabling exceptions for WebGL would fail the build with an ArgumentException
- Editor: Fixed an issue where IL2Cpp generated files may experience hash conflicts
- Editor: Fixed file revealing in folder won't highlight. Only available in gnome DE
- Editor: Fixed GPU hang with shadow casting VFX
- Editor: Fixed MacOS editors memory leak in batchmode/nographics mode
- Editor: Fixed material icons generation when switch from Built-In
- Editor: Fixed Painter2D Arc() error when end angle is larger than 360 degrees
- Editor: Fixed several issues with importing/building projects in terms of memory on DX12 backend
- Editor: Fixed UnityEditor PDB symbols being invalid
- Editor: Improved documentation for GetActiveScene behavior during scene load
- Editor: Improved loading time of all text serialized files
- Editor: Make the initial block size of BlockDoublingLinearAllocator configurable.
- Editor: Running into networking issues while fetching ugs organizations no longer softlocks.
- Editor: Switching standalone build targets cause the scripts to use always the UNITY_SERVER define when in fact you have chosen a player build. (MTT-5671)
- Editor: Updated wrong tooltip when hovering over the "Load In Background" property of an audio clip
- Graphics: Strip shader variants with both procedural instancing and DOTS instancing
- Graphics: Support static shadow casters when using BatchRendererGroup API
- HDRP: Fixed square artifacts on 1/4 res pbr dof and warning during player builds
- HDRP: Fixed the shadow culling planes for box-shaped spot lights
- IL2CPP: Fixed a UnityLinker crash that could happen processing Microsoft.MixedReality.GraphicsTools when High Managed Code Stripping is used
- IL2CPP: Fixed possible corruption when writing primitive static fields on generic types when Faster (smaller) builds is enabled
- IL2CPP: When P/Invoking with a blittable class parameter, pass a pinned pointer to the managed class to native
- IMGUI: Fixed error message displayed in situation where an ExitGUI is called in nested window
- Linux: Fixed Linux IL2CPP builds not producing stack trace
- Mono: Fixed daylight savings time being ignored for the Central European time zone
- Mono: Fixed issue where setting a pointer via reflection included an additional layer of redirection
- Package Manager: Fixed the issue where see other versions button doesn't show up for UPM packages on Asset Store
- Particles: Corrected set particle remaining lifetime to zero if killed by the trigger module when using ringbuffer mode
- Profiler: Fixed addition type initialization when taking Memory Profiler snapshot
- Scene/Game View: Fixed bug where SceneView.beforeSceneGui was not being invoked while the prefab context was active
- Serialization: Fixed an issue with AnimatorController state machine loosing Animation clip references.
- Serialization: Fixed the wrong resolution of missing types when there are multiple instances with the missing type
- SRP Core: Crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass
- SRP Core: Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening
- UI Toolkit: Fixed 9-slice bleeding outside its layout when a slice has a dimension of 0
- UI Toolkit: Fixed invalid width on child element of absolute positioned parent
- UI Toolkit: Fixed obsolete enums displaying no data in dropdown
- UI Toolkit: Fixed PanelRaycaster NullReferenceException when active in a scene with no EventSystem or BaseInputModule components
- UI Toolkit: Fixed reorderable ListView not starting a drag operation when its item contains an IMGUIContainer handling pointer events
- UI Toolkit: Make sure auto Length fallback to pixel when number without unit is used
- UI Toolkit: Updated UI builder library icons for Unsigned Integer Field and Unsigned Long Field
- Universal RP: Fixed an issue where using the Reflection Probe Node with the Forward+ rendering path would result in flickering on the object
- UTR: Updated UTR to 1.18.0
Unity 2022.2.20
Improved:
- URP: Added HDR Output override per camera
API Changed:
- Graphics: Added: Added CanvasRenderer.GetMesh API, analogous to CanvasRenderer.SetMesh
- Graphics: Added: Added TextureImporterPlatformSettings.ignorePlatformSupport to bypass platform format checks
Changed:
- IL2CPP: Ensure we get a MissingMethodException instead of a runtime crash in native code for non-AOT'd methods
Fixed:
- Android: Updated GetDeviceName() API to support SystemInfo.deviceName on API Level 32 or higher
- Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break
- Core: Fixed leak in Job Debugger that would occur when using a NativeContainer's async Dispose(JobHandle) method
- Editor: Changing the download progress calculation in 2022.2 to use doubles when downloading asset packs on Android
- Editor: Fixed a crash on object unload where GC incorrectly unloaded an object that was owned by the Content File system.
- Editor: Fixed for flickering of the icons while auto expanding in the Hierarchy
- Editor: Fixed malfunctioning visual effects when MSAA is turned on
- Editor: Fixed test instability for ReorderRootGameObjectRaisesOnHierarchyWindowChangedEventCorrectly
- Editor: Optimized asset import logic to handle large amounts of files located in the same directory
- Editor: Updated XR Interaction Toolkit to 2.3.2
- Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations
- Graphics: Fixed Caustics are not rendered on AMD GPUs
- Graphics: Fixed deadlock caused by UI jobs
- Graphics: Fixed float to half conversion
- Graphics: Fixed some paths of eye masking in Vulkan multi view rendering
- HDRP: Fixed an error for VT node on decal subtargets
- iOS: Fixed a bug with the player settings "Force iOS Speakers when Recording". It wasn't working properly when "Mute Other Audio Sources" and "Prepare iOS for Recording" were both disabled. It was also not working correctly with wired headphones, where the setting should have no effect
- Package Manager: Null exception when clearing search after re-opening package manager is fixed
- Package Manager: Only showing the author name for custom packages for now on
- Package Manager: Refresh button now stays enabled if user goes offline
- Player: Fixed a crash at player startup with Content Files when de-serializing scripting types on a thread that was not already attached.
- Profiler: Fixed memory tracking for CubemapArrays, particularly with DirectX 11
- Scripting: Fixed an issue where IL post processing on Mac could trigger a SIGILL message
- Scripting: Fixed an issue where ILPP.Runner would try to write to Windows event log
- Scripting: Fixed an issue where user's Roslyn analyzers would run on generated code
- Shaders: Added a way to construct a PassIdentifier from a subshader and pass index pair
- Shaders: Fixed custom scale and offset vectors not affecting serialised texture scale and offset
- uGUI: Fixed memory leak when textures get reparented from one scene to another
- UI Toolkit: Fixed MinAttribute for uint and ulong data types
- UI Toolkit: Fixed property fields for uint and ulong data types
- Universal RP: Fixed wrong render resolution for TAA and SMAA when using the render scale.
- URP: Fixed HDR output too saturated when HDR rendering is disabled on the camera
- WebGL: Web: Fixed missing bitfieldExtract() function error in URP Lit shader in WebGL builds
Unity 2022.2.19
Features:
- Android: Chrome OS Build & Run Support - Add "Run Device" using IP address.
Improvements:
- HDRP: Added a script to drive dynamic resolution scaling in HDRP.
API Changes:
- Core: Added: Debug.developerConsoleEnabled toggles the IMGUI-based developer console in development builds.
- Graphics: Added: Added IUnityGraphicsMetalV2 with a possibility to commit unity's command buffer, and to query the command queue.
Fixes:
- 2D: Fixed Crash on RasterizeTri when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-18880)
- Android: Fixed escaped double quotes when using SetAdditionalIl2CppArgs. (UUM-25447)
- Build Pipeline: Fixed build failure related to streaming assets with symbols in file names. (UUM-9881)
- Build Pipeline: Fixed incorrect dependencies appear after building AssetBundles with Prefab Variants. (UUM-20038)
- Build Pipeline: Fixed renaming Prefab Objects leads to wrong Asset Bundle dependency when the Prefab is nested. (UUM-639)
- Build Pipeline: Fixed Shader references are lost when building assets with BuildPipeline.BuildAssetBundles. (UUM-2259)
- Core: Fixed error when baking terrain.
- DX12: Fixed a case where creating and destroying Renderers that use Dynamic Geometry as Ray Tracing Mode very often in ray tracing effects would cause the GPU memory to fill up quickly. (UUM-31709)
- Editor: Fixed a crash that occurs when you set the custom-rolloff-curve to null on an audio source. (UUM-29578)
- Editor: Fixed an problem in the Terrain Inspector that was causing an error to display that could hide the Quality Settings section. (UUM-33676)
- Editor: Fixed Editor freezes when clicking Prefab > Select Asset for a scene exported manually with missing information. (UUM-30060)
- Editor: Fixed project upgrade of non-physical camera animation in FBX (field of view value). (UUM-7628)
- Editor: Fixed regression when computing UVs for faces that have their material assigned via a group. (UUM-30948)
- Editor: Fixed the wrong color space of some values when using dynamic colors in a project in linear color space. (UUM-20443)
- Editor: Prevented tags from being created with an empty name. (UUM-32286)
- Editor: Rare GLES crash fixed with SRP Batcher. (UUM-30449)
- Entities Graphics: Added Entities Graphics support to URP decal shaders. (UUM-29204)
- Graphics: Fixed an issue where copying to/from invalid mipmaps could cause a crash or hang to occur. (UUM-15079)
- Graphics: Fixed an issue with the "Load texture data on demand" editor streaming setting where an assertion would be hit while building player data if dynamic fonts were present in the project. (UUM-28337)
- IL2CPP: Added support for the refanytype opcode. (UUM-29465)
- IL2CPP: Allow non-blittable types without any reference fields to be pinned. This matches the behavior of .NET Core, and changes from the previous behavior of IL2CPP, which matched .NET Framework. (UUM-23102)
- IL2CPP: Corrected the behavior of type layout when structs with explicit layout and a size directive are used as fields. (UUM-13597)
- IL2CPP: Fixed an intermittent crash in the thread pool implementation when the socket no longer exists during an HTTP request. (UUM-21671)
- Linux: Fixed DisplayInfo.WorkArea ignores resolution scaling when working with multiple displays. (UUM-1589)
- Linux: Fixed New Input System Debugger is logging 2 events when holding a key. (UUM-32567)
- macOS: Implemented Display.colorBuffer and Display.depthBuffer on macOS metal. (UUM-18382)
- Networking: Fixed null exception in WWWForm when file name is empty string. (UUM-32984)
- Particles: Use double precision timers in the Shape module to improve the accuracy of long simulations. (UUM-30775)
- Prefabs: Fixed for handling conflicting components during prefab merging. (UUM-20241)
- Prefabs: Fixed for Prefab instance is not enabled if RevertPropertyOverride is called during OnEnable. (UUM-21119)
- Scripting: Avoid Editor crash in GetAssemblyScrapedMonoScripts when TypeLoadExceptions are raised. (UUM-31318)
- Shadergraph: ShaderGraph styles were not applied correctly when the system locale was set in Turks. (UUM-33522)
- UI Toolkit: Cursor is not changing color when using "--unity-cursor-color". (UUM-28511)
- UI Toolkit: Made sure layout is correctly updated when the scale changes. (UUM-26508)
- Universal Windows Platform: Fixed a crash occuring when Cloud Diagnostics was enabled and Debug.LogException was used off the main thread.
- Web: Fixed an issue with Unity page not being able to unload if user has already detached the canvas from DOM before calling Unity Quit function. (UUM-30472)
- WebGL: Loading bar in PWA WebGL template is centered. (UUM-27941)
Unity 2022.2.18
Improved:
- Editor: Reduced impact of Shader Graph package on performance of domain reloads by making node class cache populate on-demand
- Universal RP: The Forward+ rendering path now supports XR rendering, and cameras using orthographic projection
API Changes:
- Editor: Added: Added Undo.isProcessing property to determine when it's safe to call Undo.RegisterCreatedObjectUndo, among other things
Fixed:
- 2D: Fixed crash when a Tilemap with corrupted Tile Data calls CompressBounds
- Android: Added warning messages when AndroidManifest.xml from the Plugin has duplicated elements with UnityPlayerSettings
- Android: Fixed the Troubleshooting button URL upon gradle error
- Android: Removed OPENGLES uses-feature element in AndroidManifest of the exported project when not selected in Player Settings
- Asset Bundles: Added error message when loading bundle without typetrees in the Editor
- Asset Bundles: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Import: Fixed a crash when importing specific FBX files with blendshapes
- Asset Pipeline: Fixed crash when re-adding animation clip to prefab
- Asset Pipeline: Fixed Editor crash when changing Asset Serialization Mode to Force Binary with the com.unity.multiplayer.samples.coop package installed
- Build Pipeline: Fixed android build failure issue where were are getting an error message ' build destination path collides with an existing path' when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut
- Documentation: Updated TextureImporter documentation regarding settings that are found under TextureImporterSettings
- Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering
- Editor: Fixed crash when dragging game view in and out of docked view on Linux with Mesa drivers
- Editor: Fixed Entities.graphics random crash when multi-thread and high number of meshes
- Editor: Fixed inconsistent input field styling in Shortcut Manager's create and rename prompts
- Editor: Fixed issue where Vulkan robustBufferAccess was enabled when it shouldn't be
- Editor: Fixed issue with PackageManagerPackageAssets.RegisterPackages_LogsRegisteredPackagesByRegistryAndSource tests
- Editor: Fixed loading of legacy Texture assets that were BC-compressed but didn't have multiple-of-four dimensions
- Editor: Fixed several problems with speech recognition in apps using Holographic Remoting. (XRF-411)
- Editor: Made reserved key labels in Shortcut Manager more visible on dark skin
- Editor: Updated UnityTLS.
- GI: Fixed issue where lightmaps are lost when entering playmode, switching scenes, and exiting playmode
- Graphics: Fixed an inspector issue where 2DArray and 3D textures would not report their size on disk correctly
- Graphics: Fixed an issue where EditorUtility.CompressTexture would silently fail for zero-sized textures
- Graphics: Fixed BatchRendererGroup compatibility issues with URP Particle shaders
- Graphics: Fixed planar reflection sampling. Planar reflection sampling drops at certain angles because its bounding box (influence proxy) is not view relative. This causes it to be culled when its out of the origin
- Graphics: Invalid pass index error messages now include shader name
- Graphics: The texture streaming system accurately tracks the size of non-streaming crunched textures
- HDRP: Fixed a shader compilation issue on fog volumes when Turkish language is installed as locale.
- HDRP: Fixed an issue where the quality settings tags were displayed cut-off
- HDRP: Fixed APV brick placement when multiple probe volumes with different object layer mask and subdivision levels overlaps
- HDRP: Fixed DLSS Ultra performance setting which was not calculating the correct resolution. The setting was not pushing the correct resolution due to a typo in the code
- HDRP: Fixed free CullingGroups still being used during culling
- HDRP: Fixed HDRP Decal Emisive Map is drawn incorrectly when Decal is at a certain distance from Camera and specific "Clipping Planes" property values are set under the "Camera" component
- HDRP: Fixed ShaderGraph materials using SSS
- HDRP: Fixed the default value of _ZTestDepthEqualForOpaque in unlit ShaderGraphs
- HDRP: Updated some missing HDRP component documentation URLs
- iOS: Fixed crash on iOS when Graphics Jobs were enabled
- iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set)
- iOS: Fixed startup orientation going wrong sometimes
- Linux: Disabled SDL Dynamic API for SDL dependent Platforms except for Embedded and QNX
- Package Manager: Fixed an issue where installing a package from a scoped registry will fail if a bundled package with the same name and version exists.
- Physics: Fixed a rare PhysX crash when using the PGS solver type and either One-Directional or Two-Directional friction type
- Physics: Fixed Articulation Bodies ignoring SetMaxImpulse from Contact Modifications
- Physics: Fixed BoxCollider warning messages not being printed when Scene Reloading is enabled
- Physics: Fixed OnCollision messages not being sent when the collider has hasModifiableContacts property explicitly set to false
- Physics: Fixed up a simulation stall when a large section of heightmap triangles was fetched for tests
- Scene/Game View: Fixed default buttons styling in overlays
- Scripting: Improved ILPP runner reliability on machines under heavy load
- Shaders: Fixed an issue that HybridHDRPSamples scenes throw Tessellation shaders errors on OSX Metal
- Universal RP: Disabled MSAA on devices without MSAA store support (Apple GPUs A8 and lower).
- Universal RP: Increased lighting BRDF specular max for half float math (mobile) to match the visual look of full float math (desktop) better
- Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions
- Fixed sign in dialog style when waiting for user to complete sign in
- Fixed NullReferenceException when opening a new project and the user doesn't have a Unity Version Control organization linked to a Unity ID
- VFX Graph: Allow particle sorting with HDRP decals
- VFX Graph: Filtered out META pass from SG generated shaders
- VFX Graph: Fixed mesh LOD flickering when using TAA
- VFX Graph: Fixed mismatching LOD between eyes in multi-pass VR
- VFX Graph: Fixed some tooltips that were lost
- VFX Graph: Fixed Wrong evaluation of time in VFX Control Track while using Playables API
- VFX Graph: Forces positive color values in graph
- VFX Graph: Hide "Sorting mode" and "Revert sorting" when blend mode is set to Opaque
- VFX Graph: Hide log message asking to check out the asset for version control in empty VFX window, when reseting Editor Layout
- VFX Graph: Keep some bottom margin on blocks when collapsed
- VFX Graph: Prevent overflow on baked curve and gradient
- VFX Graph: Replaced default mesh output shader to be SRP compatible
- Virtual Texturing: Virtual texturing has a severe issue: the mip chain is not available on the first frame, causing unpredictable garbage texles to be displayed on the screen. This fix helps with poping by adding a new setting to the HDRP asset. This setting lets us allocate virtual texturing mips prefetching. This setting also had to be implemented inside the VT system.
- A debug panel also has live reporting of the current prefetched mips in the markers debug screen. We also add a checkbox to debug disable streaming, which helps content creators see which textures are on and off
- Windows: Fixed sizeof type error in StackWalker library
Unity 2022.2.17
Improvements:
- Editor: Improved memory allocator contention when merging static meshes making
更新時間:2023-07-18
更新細節:
What's new in this version:
- The usual round of package updates
更新時間:2023-07-18
更新細節:
What's new in this version:
Fixed:
- [Hotfix] sockets: Resolve empty port requests to 0 again
- Fixes a regression from 1.1.962 that caused DNS (2306-0520) errors and guest internet access not to work on several games. (This error will still appear if you try to connect to Nintendo Switch Online.)
更新時間:2023-07-17
更新細節:
What's new in this version:
Fixed:
- [CPU] Hotfix missing ToNearest rounding mode cases
- Fixes a regression from 1.1.923 that caused some tests to fail. No known changes in games.
更新時間:2023-07-17
更新細節:
What's new in this version:
Changed:
- Slovak translation updated
New:
- Support reading and saving EXIF Artist and Copyright fields for images. These fields will be saved in corresponding image EXIF tags if they only contain ASCII characters (since the corresponding EXIF tags only support ASCII)
- EXIF tags DateTimeDigitized and DateTime can be read into the library if custom fields "DateTimeDigitized" and "DateTime" have been created
Fixed:
- Thumbnail image embedded in an image might not be loaded because the EXIF tagging had a wrong thumbnail data size
- Improved timing of bitstreamed audio playback, reducing glitches when bitstreaming high bitrate TrueHD Atmos
更新時間:2023-07-14
更新細節: