Unity 歷史版本列表
Unity 是一個遊戲開發生態系統:一個強大的渲染引擎完全集成了一整套直觀的工具和快速的工作流程來創建交互式的 3D 和 2D 內容; 輕鬆的多平台發布; 成千上萬的質量,在資源商店和知識共享 community.For 獨立開發者和工作室,Unity&rsquo 的現成的資產; S 民主化生態系統摔破的時間和成本障礙,創造獨特的美麗的遊戲。他們使用 Unity 打造民生做他們喜歡的事情:創建遊戲... Unity 軟體介紹更新時間:2023-06-27
更新細節:
What's new in this version:
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 <voffset> 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 (
) 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 this process a little faster
API Changes:
- Editor: Added: EditorApplication.focusChanged event which fires when the Editor gains and loses focus
- Editor: Added: EditorApplication.isFocused property indicating the cached state of the Editors focus
- Scene/Game View: Added: CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay
Changed:
- Editor: Overlays added through code are now shown in the Overlay Menu
- HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package
- HDRP: Enabled Extend Shadow Culling in Raytracing by default
- HDRP: Fixed usage of FindObjectsOfType to use FindObjectsByType(FindObjectsSortMode.None).
Fixed:
- Asset Pipeline: Disabled script re-compilation when Recompile after playmode and Auto-refresh are set
- Build Pipeline: Fixed an invalid build path error that triggers when building for WebGL on Windows
- Build Pipeline: Fixed an issue where IOS may fail to build in Xcode if script debugging is enabled
- Build Pipeline: Fixed Player Build fails
- DX12: Fixed a crash where command lists were not being cleaned up
- Editor: Added tooltip support to UnityEvent header label
- Editor: Enabled GameObjects from the 31st layer to be rendered when Camera.cullingMask is set to Everything
- Editor: Fixed an issue in the Frame Debugger with errors that appear when you enable the debugger when it was docked with the Game Window
- Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed
- Editor: Fixed Overlay.OnWillBeDestroyed not being called in some cases.
- Editor: Fixed YAML file corruption on Android Platforms caused due to some obsolete targets in PlatformGroupEnum
- Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader
- Graphics: Fixed a crash on iOS, Android, and Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) which was caused by a threading issue
- Graphics: Fixed an issue with GPU Instancing providing wrong previous world matrix, leading to motion vector computation issues
- Graphics: Introducing two new knobs so PBR DoF can now scale at 4k.
- The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
- The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution
- HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes
- HDRP: Better Reflection Probe Debug_"Icon".
- HDRP: Clamp mouse pixel coords in tile debug view.
- HDRP: Enabled path tracing to now produce correct results when dynamic resolution is enabled
- HDRP: Enabled the correct light position when changing distance on a Light Anchor
- HDRP: Enabled the volumetric clouds to be synced per camera. Previously, the clouds were synced through a global time, leading to discrepencies with cameras that update at different rates
- HDRP: Fixed a glitch in one frame in the Editor when using path tracing
- HDRP: Fixed an issue occuring on TAAU when the camera rect is adjusted
- HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings
- HDRP: Fixed an issue with Mac and HDR so it now shows correct results when HDR is enabled
- HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets
- HDRP: Fixed HDSceneDepth triggering errors for uninitialized values
- HDRP: Fixed issue with Light Probe Proxy Volume not rendering correctly when Bounding Box Mode is Automatic World
- HDRP: Fixed material upgrader when executing tests
- HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene
- HDRP: Fixed ray-traced emissive reflections
- HDRP: Fixed some colliders being disabled when cancelling an APV bake
- HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness
- HDRP: Fixed the albedo and specular color override so it is now considered as sRGB
- HDRP: Fixed the exposure for SSR debug rendering
- HDRP: Fixed the init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project
- HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
- HDRP: Fixed the low resolution transparents using Shader Graph
- HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it was included on the prefab (children included)
- HDRP: Fixed the raytraced reflections for box lights so they are no longer cut off if the range is too small
- HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script
- HDRP: Fixed transparent decal textures being added into atlas even if the material properties have disabled them
- HDRP: Fixed Volumetric Clouds jittering when the sun was not casting shadow
- HDRP: Improved the console warning message when the maximum number of shadows is reached in the view
- Scene/Game View: Fixed cameras in locked Inspectors not showing a preview overlay in the scene view
- Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView
- Scene/Game View: Fixed the Rect Tool not showing the active element when snapping
- Scene/Game View: Fixed the Rect Tool sometimes not moving UI GameObjects if the pivot was changed
- Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved
- Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
- Serialization: Fixed the issue of deletion of a script not being detected as a change in the scripts which leads to the serialization not being able to correctly detect missing reference types. A new check was added to validate if there were any scripts deleted after the latest recompile
- Shadergraph: Corrected a regression in float preview properties not updating previews. [SGB-526].
- Shaders: Reduced shader compiler memory usage
- SRP Core: Fixed an IES Importer issue producing incorrect results
- TextCore: Added support for line-breaking rules to the Editor
- UI Toolkit: Fixed clicking on a selectable label in a list so it now changes the selection
- UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider
- Universal RP: Fixed the Screen flicker in Scene view
- VFX Graph: First frame of spawned particles outputs wrong motion vectors
- VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
- VFX Graph: Fixed an issue that read alive from source attribute was always returning true
- VFX Graph: Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph
- VFX Graph: Fixed Motion Vector so it is now correct when transform isn't changed every frame
- VFX Graph: Improved error feedback in case of missing reference in custom spawner
- VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector)
- VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output
- Video: Internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access
Unity 2022.2.16
Improved:
- Build System: BeeDriver: ignore System.IO.IOException: Sharing violation on path errors for console log
- Profiler: Added metadata support for RenderTextures in Memory Profiler
- Profiler: Improved graphics memory tracking in Memory Profiler
- Scripting: Reduced compilation time in large projects
- Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly
- Shadergraph: Improved blackboard property drag speed when reordering the blackboard
- Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU
- Shaders: Added support on Metal for vprog having void return type
- VFX Graph: Optimize VFX.Update per component overhead
API Changes:
- UI Toolkit: Added: API to know when a panel may need to be rendered to use in conjunction with on demand rendering
Fixed:
- Android: Added upgrade guide information about mainTemplate.gradle file changes
- Build System: Fixed unity_license.json CopyFiles build failures
- DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead
- Editor: Added the scrollview to the description field in the Scene template dialog
- Editor: Enabled types derived from type with CustomPreview have a custom preview
- Editor: Enabled updating the SceneProvider accordingly to an additive scene being added or removed
- Editor: Ensured that long titles do not clip the scene icon in the Scene Template Dialog
- Editor: Fixed a bug where the cursor was lagging when dragging files to inactive MacOS editor
- Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action
- Editor: Fixed an issue with the custom InspectorElement losing its Editor instance when the main inspector selection changes
- Editor: Fixed EditorWindowTitle so it is now called automatically. Previously, it needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent
- Editor: Fixed InvalidOperationException when adding or removing components with the inspector in debug mode
- Editor: Fixed styling on the scene template help button
- Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
- Editor: Fixed the styling of extra button action bar
- Editor: Fixed Timeline performance problem when previewing animated prefab instances
- Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected
- Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android
- Editor: Preset save no longer crashes the editor
- Graphics: Enabled the lifetime of temporary pointers in BatchRendererGroup to be tied to frame completion
- HDRP: Fixed emissive decals not working on shaders based on LayeredLit, LayeredLitTesselation, LitTesselation, TerrainLit, TerrainLit_Basemap
- HDRP: Fixed UI issues in Render Graph Viewer
- Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks
- Scene/Game View: Added a crash when attempting to render more gizmo vertices than the gfx device can allocate
- Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs
- Shadergraph: Fixed for [SGB-466] and related issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
- Shadergraph: Improved performance of disconnecting nodes in large graphs
- Shaders: Added a profiler marker for dynamic variant loading
- Shaders: Added macros for passing textures (Cube, 2DArray, and CubeArray) around without samplers
- Shaders: Disabled Invalid pass index error from appearing while a variant is compiling
- Shaders: Disabled shader compilation with debug symbols from using a non-existent file name
- Shaders: Enabled using real pass names when compiling shaders for mesh data optimisation
- Shaders: Fixed a rare crash when destroying shaders
- TextCore: Enabled glyphs to display in the Inspector of a bitmap font asset
- TextCore: Enabled FontAsset.HasCharacter to now support UTF32
- TextCore: Fixed a null reference exception when using multi atlas textures
- TextCore: Fixed a ZWSP character with monospace font and tag
- TextCore: Fixed an issue where keyNotFoundException occurs when selecting entries in diacritical mark tables
- UI Toolkit: Changed text effects so they are no longer contained by the bonds of each letter
- UI Toolkit: Disabled foldout elements not being interactable in the inspector
- UI Toolkit: Fixed an issue when adding or removing components with the inspector in debug mode
- UI Toolkit: Fixed an issue when renaming a prefab with the inspector in debug mode
- UI Toolkit: Fixed changing a script field with the inspector in debug mode
- UI Toolkit: Fixed exceptions being thrown when entering play mode with the inspector in debug mode
- UI Toolkit: Fixed private fields disappearing when entering play mode with the inspector in debug mode
- UI Toolkit: Unselecting, double clicking and triple clicking text fields now produces reliable and expected behaviour
- VFX Graph: Fixed a crash while rendering with indirect using a null index buffer
- VFX Graph: Fixed minor issues with Cube and Sphere particle outputs
- VFX Graph: Fixed shader errors when building with sphere or cube outputs
- VFX Graph: Fixed unexpected per frame garbage while using Timeline
- VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph
- Windows: Fixed quoting of the command line arguments
Package changes in 2022.2.16f1:
Packages updated:
- com.unity.services.wire: 1.1.1 → 1.1.4
- com.unity.xr.core-utils: 2.1.1 → 2.2.0
- com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.1
- com.unity.xr.management: 4.2.0 → 4.3.3
- com.unity.netcode.gameobjects: 1.2.0 → 1.3.1&
更新時間:2023-06-26
更新細節:
更新時間:2023-06-23
更新細節:
What's new in this version:
Fixed:
- "Where" should be used before "OrderBy"
- Code cleanup. No expected changes in games.
更新時間:2023-06-23
更新細節:
更新時間:2023-06-22
更新細節:
What's new in this version:
- add export file implementation for browsers
- new FlipperClient isConnected API
更新時間:2023-06-21
更新細節:
What's new in this version:
Added:
- misc: Implement address space size workarounds
- Required for ARM64 support when the kernel is configured to use between 63 and 39 bits for kernel space
更新時間:2023-06-21
更新細節:
What's new in this version:
- mainModule.__proto__ Bypass Experimental Policy Mechanism (High)
- Path Traversal Bypass in Experimental Permission Model (High)
- Bypass of Experimental Permission Model via Node.js Inspector (High)
- Inadequate Permission Model Allows Unauthorized File Watching (Medium)
- Bypass of Experimental Permission Model via fs.openAsBlob() (Medium)
- Privilege escalation via Malicious Registry Key manipulation during Node.js installer repair process (Medium)
- Bypass of Experimental Permission Model via Arbitrary OpenSSL Engines (Medium)
- Process interuption due to invalid Public Key information in x509 certificates (Medium)
- HTTP Request Smuggling via Empty headers separated by CR (Medium)
- DiffieHellman does not generate keys after setting a private key (Medium)
更新時間:2023-06-20
更新細節:
What's new in this version:
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 this process a little faster
API Changes:
- Editor: Added: EditorApplication.focusChanged event which fires when the Editor gains and loses focus
- Editor: Added: EditorApplication.isFocused property indicating the cached state of the Editors focus
- Scene/Game View: Added: CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay
Changed:
- Editor: Overlays added through code are now shown in the Overlay Menu
- HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package
- HDRP: Enabled Extend Shadow Culling in Raytracing by default
- HDRP: Fixed usage of FindObjectsOfType to use FindObjectsByType(FindObjectsSortMode.None).
Fixed:
- Asset Pipeline: Disabled script re-compilation when Recompile after playmode and Auto-refresh are set
- Build Pipeline: Fixed an invalid build path error that triggers when building for WebGL on Windows
- Build Pipeline: Fixed an issue where IOS may fail to build in Xcode if script debugging is enabled
- Build Pipeline: Fixed Player Build fails
- DX12: Fixed a crash where command lists were not being cleaned up
- Editor: Added tooltip support to UnityEvent header label
- Editor: Enabled GameObjects from the 31st layer to be rendered when Camera.cullingMask is set to Everything
- Editor: Fixed an issue in the Frame Debugger with errors that appear when you enable the debugger when it was docked with the Game Window
- Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed
- Editor: Fixed Overlay.OnWillBeDestroyed not being called in some cases.
- Editor: Fixed YAML file corruption on Android Platforms caused due to some obsolete targets in PlatformGroupEnum
- Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader
- Graphics: Fixed a crash on iOS, Android, and Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) which was caused by a threading issue
- Graphics: Fixed an issue with GPU Instancing providing wrong previous world matrix, leading to motion vector computation issues
- Graphics: Introducing two new knobs so PBR DoF can now scale at 4k.
- The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
- The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution
- HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes
- HDRP: Better Reflection Probe Debug_"Icon".
- HDRP: Clamp mouse pixel coords in tile debug view.
- HDRP: Enabled path tracing to now produce correct results when dynamic resolution is enabled
- HDRP: Enabled the correct light position when changing distance on a Light Anchor
- HDRP: Enabled the volumetric clouds to be synced per camera. Previously, the clouds were synced through a global time, leading to discrepencies with cameras that update at different rates
- HDRP: Fixed a glitch in one frame in the Editor when using path tracing
- HDRP: Fixed an issue occuring on TAAU when the camera rect is adjusted
- HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings
- HDRP: Fixed an issue with Mac and HDR so it now shows correct results when HDR is enabled
- HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets
- HDRP: Fixed HDSceneDepth triggering errors for uninitialized values
- HDRP: Fixed issue with Light Probe Proxy Volume not rendering correctly when Bounding Box Mode is Automatic World
- HDRP: Fixed material upgrader when executing tests
- HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene
- HDRP: Fixed ray-traced emissive reflections
- HDRP: Fixed some colliders being disabled when cancelling an APV bake
- HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness
- HDRP: Fixed the albedo and specular color override so it is now considered as sRGB
- HDRP: Fixed the exposure for SSR debug rendering
- HDRP: Fixed the init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project
- HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
- HDRP: Fixed the low resolution transparents using Shader Graph
- HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it was included on the prefab (children included)
- HDRP: Fixed the raytraced reflections for box lights so they are no longer cut off if the range is too small
- HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script
- HDRP: Fixed transparent decal textures being added into atlas even if the material properties have disabled them
- HDRP: Fixed Volumetric Clouds jittering when the sun was not casting shadow
- HDRP: Improved the console warning message when the maximum number of shadows is reached in the view
- Scene/Game View: Fixed cameras in locked Inspectors not showing a preview overlay in the scene view
- Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView
- Scene/Game View: Fixed the Rect Tool not showing the active element when snapping
- Scene/Game View: Fixed the Rect Tool sometimes not moving UI GameObjects if the pivot was changed
- Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved
- Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
- Serialization: Fixed the issue of deletion of a script not being detected as a change in the scripts which leads to the serialization not being able to correctly detect missing reference types. A new check was added to validate if there were any scripts deleted after the latest recompile
- Shadergraph: Corrected a regression in float preview properties not updating previews. [SGB-526].
- Shaders: Reduced shader compiler memory usage
- SRP Core: Fixed an IES Importer issue producing incorrect results
- TextCore: Added support for line-breaking rules to the Editor
- UI Toolkit: Fixed clicking on a selectable label in a list so it now changes the selection
- UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider
- Universal RP: Fixed the Screen flicker in Scene view
- VFX Graph: First frame of spawned particles outputs wrong motion vectors
- VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
- VFX Graph: Fixed an issue that read alive from source attribute was always returning true
- VFX Graph: Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph
- VFX Graph: Fixed Motion Vector so it is now correct when transform isn't changed every frame
- VFX Graph: Improved error feedback in case of missing reference in custom spawner
- VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector)
- VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output
- Video: Internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access
Unity 2022.2.16
Improved:
- Build System: BeeDriver: ignore System.IO.IOException: Sharing violation on path errors for console log
- Profiler: Added metadata support for RenderTextures in Memory Profiler
- Profiler: Improved graphics memory tracking in Memory Profiler
- Scripting: Reduced compilation time in large projects
- Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly
- Shadergraph: Improved blackboard property drag speed when reordering the blackboard
- Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU
- Shaders: Added support on Metal for vprog having void return type
- VFX Graph: Optimize VFX.Update per component overhead
API Changes:
- UI Toolkit: Added: API to know when a panel may need to be rendered to use in conjunction with on demand rendering
Fixed:
- Android: Added upgrade guide information about mainTemplate.gradle file changes
- Build System: Fixed unity_license.json CopyFiles build failures
- DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead
- Editor: Added the scrollview to the description field in the Scene template dialog
- Editor: Enabled types derived from type with CustomPreview have a custom preview
- Editor: Enabled updating the SceneProvider accordingly to an additive scene being added or removed
- Editor: Ensured that long titles do not clip the scene icon in the Scene Template Dialog
- Editor: Fixed a bug where the cursor was lagging when dragging files to inactive MacOS editor
- Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action
- Editor: Fixed an issue with the custom InspectorElement losing its Editor instance when the main inspector selection changes
- Editor: Fixed EditorWindowTitle so it is now called automatically. Previously, it needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent
- Editor: Fixed InvalidOperationException when adding or removing components with the inspector in debug mode
- Editor: Fixed styling on the scene template help button
- Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
- Editor: Fixed the styling of extra button action bar
- Editor: Fixed Timeline performance problem when previewing animated prefab instances
- Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected
- Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android
- Editor: Preset save no longer crashes the editor
- Graphics: Enabled the lifetime of temporary pointers in BatchRendererGroup to be tied to frame completion
- HDRP: Fixed emissive decals not working on shaders based on LayeredLit, LayeredLitTesselation, LitTesselation, TerrainLit, TerrainLit_Basemap
- HDRP: Fixed UI issues in Render Graph Viewer
- Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks
- Scene/Game View: Added a crash when attempting to render more gizmo vertices than the gfx device can allocate
- Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs
- Shadergraph: Fixed for [SGB-466] and related issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
- Shadergraph: Improved performance of disconnecting nodes in large graphs
- Shaders: Added a profiler marker for dynamic variant loading
- Shaders: Added macros for passing textures (Cube, 2DArray, and CubeArray) around without samplers
- Shaders: Disabled Invalid pass index error from appearing while a variant is compiling
- Shaders: Disabled shader compilation with debug symbols from using a non-existent file name
- Shaders: Enabled using real pass names when compiling shaders for mesh data optimisation
- Shaders: Fixed a rare crash when destroying shaders
- TextCore: Enabled glyphs to display in the Inspector of a bitmap font asset
- TextCore: Enabled FontAsset.HasCharacter to now support UTF32
- TextCore: Fixed a null reference exception when using multi atlas textures
- TextCore: Fixed a ZWSP character with monospace font and tag
- TextCore: Fixed an issue where keyNotFoundException occurs when selecting entries in diacritical mark tables
- UI Toolkit: Changed text effects so they are no longer contained by the bonds of each letter
- UI Toolkit: Disabled foldout elements not being interactable in the inspector
- UI Toolkit: Fixed an issue when adding or removing components with the inspector in debug mode
- UI Toolkit: Fixed an issue when renaming a prefab with the inspector in debug mode
- UI Toolkit: Fixed changing a script field with the inspector in debug mode
- UI Toolkit: Fixed exceptions being thrown when entering play mode with the inspector in debug mode
- UI Toolkit: Fixed private fields disappearing when entering play mode with the inspector in debug mode
- UI Toolkit: Unselecting, double clicking and triple clicking text fields now produces reliable and expected behaviour
- VFX Graph: Fixed a crash while rendering with indirect using a null index buffer
- VFX Graph: Fixed minor issues with Cube and Sphere particle outputs
- VFX Graph: Fixed shader errors when building with sphere or cube outputs
- VFX Graph: Fixed unexpected per frame garbage while using Timeline
- VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph
- Windows: Fixed quoting of the command line arguments
Package changes in 2022.2.16f1:
Packages updated:
- com.unity.services.wire: 1.1.1 → 1.1.4
- com.unity.xr.core-utils: 2.1.1 → 2.2.0
- com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.1
- com.unity.xr.management: 4.2.0 → 4.3.3
- com.unity.netcode.gameobjects: 1.2.0 → 1.3.1
Packages added:
- [email protected]
- [email protected]
Unity 2022.2.15
Featured:
- Universal RP: Added support for HDR output devices for desktop and console platforms
Improved:
- Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters
- Serialization: Improved performance of restoring managed objects during a domain reload (again!)
- Serialization: Improved performance of restoring managed objects during a domain reload
API Changes:
- Editor: Added: - Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
- enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
- D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
- Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won't be automatically converted to the new ones.
- Graphics: Added: ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.
Changed:
- Editor: "Use display in HDR mode" checkbox is visible in the MacOS player settings
- Universal RP: The two subshaders in main URP shaders (Lit, SimpleLit, BakedLit, ComplexLit, Particles) have now been combined in to one
- Version Control: - Changed the icons for Unity Version Control rebranding
- Changed onboarding workflow
Fixed:
- 2D: Enabled showing the Apply/revert dialog to users if there are data changes in Sprite Editor Window before domain reload
- Editor: Avoid Gizmo being affected by parent component Scaling
- Editor: Fixed a Drag and Drop to parent folder when the parent contains a child folder with the same name
- Editor: Fixed an issue when using Entities certain types of gizmos for components in subscenes were not rendered in the Scene view
- Editor: Fixed an issue where scripted importer override could cause infinite imports
- Editor: Fixed copy and paste using keyboard for Transform rotation and scale in Inspector window
- Editor: Fixed exceptions while opening game view mode dropdown
- Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window
- Editor: Fixed the project from freezing due to a faulty Raycast operation in the navigation system
- Editor: Objects now keep their non-serializable state when reloaded
- Graphics: Fixed bug with Streaming Virtual Texturing throwing a "The transcoded bitstream was invalid" error that was caused by build pipeline bug corrupting virtual texture regions located in virtual texture files larger than 2GB. When using SVT, it is recommended to rebuild your Player's build in order to get the corrected streaming files (GTS and GTP files) in the Streaming Assets folder
- HDRP: Fixed water simulation time in playmode.
- Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize
- Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload
- Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews
- Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial
- UI: Animation with UI Vertex colors is no longer choppy when the Color Space is set to Linear
- Universal RP: Fixed Render Targets being released when using multiple cameras
- Version Control: - Fixed blurry icons in the Unity Version Control window and toolbar button
- Fixed Pending Changes tab not always opening its selected item's location in Project window
- Fixed "Checked-out (changed)" status icon not showing up on Pending Changes tab
- Fixed issue that prevented new packages from being installed unless user enters play mode.
- VFX Graph: Fixed a crash when removing VFXRenderer from a disabled GameObject
- VFX Graph: Improved handling of infinite values with Gizmo
Unity 2022.2.14
Improved:
- Animation: Reduced the cost of building muscle clips, which among other things speeds up Animator.Awake
- Animation: Reduced the number of GC allocations when calling Animator.GetParameter(int index) and generally made it faster
- Burst: Added support for ChromeOS
- Burst: Windows/ARM64 targeting support
- Editor: Animation Events are now organized into sub-menus in the inspector
- Editor: Reduced cost of outline rendering, which improves the frame rate of the editor when many objects are selected
- GI: Added hotkeys for opening the lighting window and performing bakes. These are Ctrl+9 and Ctrl+Shift+L respectively.
- iOS: "Thread Performance Checker" is now disabled by default in a generated xcode project.
- Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining.
- Scripting: Switched some path sorting during compilation from an invariant culture compare to an ordinal compare, speeding up C# compilation when scripts are changed
- Shaders: Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders
- UI Toolkit: Added missing keyboard navigation support for left and right keys in TreeView
- VFX Graph: Greatly reduced the import cost of VFX Graph objects, especially when importing many at once
API Changes:
- Animation: Added: AnimationCurve: ClearKeys and CopyFromAPI
Changed:
- Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes.
- Burst: Made Burst Inspector's target job load asynchronous.
- Serialization: Big-endian serialized files will now be automatically rewritten to little-endian in the editor, as Unity 2023.2 will drop support for reading such files.
Fixed:
- 2D: Fixed case where Sprite is not being masked when using SpriteShape
- 2D: Fixed truncation of path for saving Tile assets when ending is not a file
- Android: Enabled the unlock image to be set on each lock rather than only on the first
- Android: Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices
- Animation: Default values for animation curve parameters on Volume Components where being shared with current interpolated value on the volume stack
- Audio: Fixed corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime
- Burst: Burst managed breakpoints might fail to work, after a domain reload
- Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain
- Burst: Fixed "An item with the same key has already been added" compiler error that could occur when duplicate field names were present in obfuscated assemblies
- Burst: Fixed "An item with the same key has already been added" hashing error that could occur if obfuscators changed nested type names to have the same name and different namespaces.<
更新時間:2023-06-20
更新細節:
What's new in this version:
- UIDebugger virtualized UI to improve rendering performance
- UIDebugger, pressing left arrow jumps to parent after collapse. Pressing right arrow enters after expand. Similar to file browsers in IDES.
更新時間:2023-06-19
更新細節: