Unity3d archive download
Fixed setting the font of a TextMesh from a script the mesh would not update previously. Fixed a crash when creating Behaviour-derived built-in components during a FixedUpdate call.
Fixed issue with loading Meshes built with older version of Unity. Mouse movement is properly recognized on Google Chrome. Internet Explorer now recognizes Tab key. Background, border and text colors are properly displayed when installing Web Player. Google Chrome doesn't crash when web page is refreshed multiple times in succession. Internet Explorer doesn't crash during Web Player installation when legacy Java version is installed.
Fix crash when webplayer encounters. NET code it thinks is illegal. VerificationException is now thrown instead. LoadUnityWeb will now work with streamed. Mac: Fixed a problem where the player could fail to update the screen in Chrome. Mac: Fix an occasional plugin failure when trying to load Unity 2. Mac: Make cursor hiding in Google Chrome and Firefox 4 work reliably.
Mac: Fix focus issue in Firefox 4. Mac: Fix crash when unloading plugin in Firefox 4. Mac: Fix normal PowerPC webplayer behaving like development webplayer. Animations were not stopping properly when animation speed is negative. Unity uses much less memory when importing split animations now. Fixed leak when animation system sampled material at out of bounds material index.
ModelImporter inspector doesn't allow to enter 0 frame split animations and ModelImporter gives error if it finds such animations. When imported model has has multiple roots and animation doesn't Unity will add an extra root to animation in order to unify hierarchies. Fixed Materials are not imported from all layers fixes Fbx Fixed 3ds import crash when special characters are used in texture paths or material name.
Implemented detection and warning for FBX files which have keyframes at invalid times before hours. Maya , 3dsMax and so on. AssetServer: Fixed case where merging a conflicted file would result in a file with its last content chopped off.
Security: Remove excessive logging from socket and www security. Security: Security check now accepts URL extensions using upper case chars. MonoDevelop: Incorporate improvements from MonoDevelop 2. Mono: Merged fix for generics constraint validation.
Mono: Fixed yield when waiting for multiple coroutines. Mono: Fixed crash when Starting empty coroutine. MonoDevelop: Merged fixes from stable 2. Networking: message type 73 is now properly processed as a NAT punchthrough failed connection attempt. Networking: Fixed proxy server issues when using Network.
Networking: Fixed problem with using NAT punchthrough in the Editor, it didn't work after the first time and unknown message ID errors popped up. Fixed using layers and multiple animation per layer could result in incorrect blend. Implemented 3 minute timeout for import of Maya files. Proper errors when there is another project's library folder in the project. WindZones do not "ramp up" over time anymore.
Known Issues To top When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android. Direct Modo file import issues: Files can not be imported from modo , due to a problem in Modo batch mode. UV coordinates for some meshes are not imported correctly, due to a problem in Modo Collada plugin.
Normals for some meshes are always exported as hard edges, due to a problem in Modo Collada plugin. Unwrap: some implementation details were changed, so you may need to rebake your lightmaps, due to UV changes. Materials on instance meshes are not imported correctly - they always share the same material.
This happens due to structure of FBX files, so this can't be fixed until Autodesk makes FBX structures more suitable for instanced meshes with different materials.
When duplicating a dirty asset its preview in the Object Picker is incorrect until dirty again. Fixes: Mac Web Plugin: Fixed an incompatibility with a recent version of QuickTime, which caused the web player to stop working on some machines. Editor: Fixed a crash bug when using Undo after closing the Asset Store. Fix for broken tree billboard transitions. New Features: Managed. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code.
This was introduced in Unity 3. Scripting: Added GL. InvalidateState to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device. Audio: Added AudioSettings. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData.
Fixes: Editor: Fixed out of memory errors when editing very large terrains due to the Undo system. Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X. Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off. Editor: Fixed a bug where upgrading a Unity 2.
Terrain Engine: Unity 2. Shaders: wrong syntax in UnityCG. Graphics: fixed Projector crash in some circumstances. Graphics: fixed dynamic batching corrupting vertex colors on Direct3D. Graphics: fixed GL. Graphics: fixed some hiccups when changing non-uniform scale of meshes. Graphics: Fixed dynamic batching index overflow. Old API is deprecated and marked obsolete. Fixed video autorotation. Pinch zoom gesture now disabled during video playback. Fixed stripping of GUI scrollable area.
Fixed render texture memory leak. Added 'update necessary' notifcation dialog for Samsung devices running pre Added iPhoneUtils. Assign DefaultImporter to platform specific plugin assets.
Custom manifests are now merged with the properties from the editor like Bundle Identifier , Version and permission flags. Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes. Added support for translucent RGBA rendering surface. PlayMovie is now displayed on top of the application instead of in a separate activity ; fixes the screenCanDarken issue while playing movies.
The editor will try to locate the JDK based on information stored in the registry on Windows. Fixed C assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime. Please note that this an early build and does not represent the final Unity Android quality.
Standard Assets: Standard packages split into more specialized and smaller packages. Improved particle effects. New Skyboxes with alpha channels to be compatible with Image Effects. New Editor Scripts for useful shortcuts that are not built-in. New CharacterMotor script for use with CharacterControllers. Proper movement on slopes and steps without loosing grounding.
Support for standing on moving platforms with multiple movement transfer modes when jumping off. Variable height jumping and other jump improvements. Improved speed and acceleration control. Customizable sliding and perpendicular jumping can prevent climbing up too steep surfaces. Detached from input so it can be used for first person, third person, AI, etc. Unity Pro got a new look - you can toggle it in the preferences. Procedural Tree Creator. Integrated Lightmapping via Illuminate Labs' Beast.
Automatic generation of lightmap UVs mesh import setting. Terrains use the same solution and gain a whole new look when used with skylight. You no longer use special "Lightmapped" shaders; all shaders that interact with lighting can handle lightmaps. Dynamic shadows from characters mix with lightmaps properly.
Object Selector. We no long show a simple dropdown menu; instead a swanky new window opens up, with previews and everything. Scene View improvements documentation : Search field with interactive highlighting of objects. Rectangle selection. Vertex Snapping for precise object placement. Live previews of material, prefab and texture drags into the scene view. Improved camera handles, and a camera preview window. Improved light handles. More consistent scene navigation controls.
New Build Settings window to better support multiple platforms. New and more organized platform-aware Player Settings Inspector. Curve Popup Window: Any public script variable of type AnimationCurve is now exposed in the Inspector as a curve field. Clicking a curve field opens a popup window with a curve editor, similar to the curve editor in the Animation Window. Customizable curve fields can also be used in custom editor windows. Editor checks when new versions are available Texture compression is now multi-threaded for faster texture imports on multi-core computers.
Asset Server Window: History window shows multiline commit descriptions directly in the list instead of tooltips. Selected history window items are revealed better. Framing F key works for history window file list. Disable merge button in conflict resolution window for non-merge-able items. Improved error reporting for shaders. Improved inspector for movie audio. Editor API has been expanded: documentation. Added option to search for object types instead of names in the project search field.
Can now drag objects onto an array field in the inspector to add them to the array. Nicer display of thumbnails when dragging tabbed editor windows. Added support for touchpad gestures in OS X editor, for maximizing windows pinch gesture , and switching camera in scene view swipe gesture. Overdraw visualization mode does not do alpha testing now. Alpha tested pixels still cost on the GPU, so better to visualize the real cost.
Animation window can display animation clips from prefab, just click the prefab's root game object. Protect Transform position, rotation, scale against invalid values.
Build Pipeline: Typetrees are removed from serialized files assets when possible, this make resource files smaller and loading time faster.
When going out of Play mode and the Game View is docked together with other tabs, go to last active tab instead of always focusing or creating a Scene View tab. Now the Hierarchy View has a toolbar too. API Compatibility setting in player settings lets you choose your mono profile. Use 2. High resolution icon support for players Windows: x and x; iOS: x Search results in project and scene search are now sorted alphabetically.
Inspector Lock got a real button instead of being hidden in a menu. Audition audio in SceneView. Scene view search now filters audio sources as well. Added Web Player build templates. It is now possible to update Asset Server project to specific revision through command line.
Geometry Batching : static and dynamic batching from Unity iPhone 1. A deferred rendering scheme, where realtime lights are not horribly expensive anymore. Lighting cost is only dependent on the number of pixels it touches, so you can have lots of small lights for cheap. Vertex Lit. In exchange, this is fast ; primarily targeted at mobile platforms and low-end web.
Forward rendering path had lots of changes compared to Unity 2. Surface Shaders - a much easier way to write shaders that interact with lighting. We don't have the docs for it yet; you'll have to trust us that it's awesome! You can use shaders for objects, post-processing effects etc.
Resulting GLSL will be optimized as well, because mobile platforms are not very good at optimizing the shaders. Particle Rotation : Particle. Soft Particles! When you use Deferred Lighting and have Soft Particles on in Quality Settings, particles will fade out close to intersections with the scene. All built-in Particle shaders except VertexLit support this. Shadowing improvements : use native shadow maps on Direct3D faster, less memory, native filtering ; much reduced self-shadowing artifacts; Soft shadows support for Point lights; much less "shadow halos" around objects for directional light soft shadows; optimized shadows for Forward rendering path shares depth buffer with main rendering ; optimized shaders for directional light shadows.
Terrain: Added slider under Terrain Settings to control detail object density. Vertex shaders for Shader Model 3. Skybox is rendered after opaque geometry. Improves performance if your application is fillrate bound.
Compiling shaders to pragma target 3. Fog just works on Direct3D with Shader Model 3. It is possible to forcibly disable Anisotropic filtering on a texture, even when Quality Settings have anisotropic on all textures. Just set anisotropic slider on the texture to zero.
Uniformly scaled objects will no longer be pre-scaled before rendering - instead uniform scale is now natively supported by the renderer. Terrain: Expose detail resolution per patch; previously was hardcoded to 8. Import support for stepped and linear keys for position curves; improved compression and curve fitting for position curves. Settings for allowed animation compression error in mesh importer. Implemented support for importing 1 unit in 3dsmax as 1 unit in Unity the default is 1 cm in 3dsmax as 1 unit in Unity.
Implemented import of tangent space from FBX,. Switched Cinema4D import process to work in background mode. Can be applied to each audio source or globally to the listener. Live output and spectrum data access from each audio source or globally from the listener. Sample-accurate synching. Sources played in the same frame are always started at the exact same point in time. Sources can be delayed and played in the future on an exact sample accurate boundary with.
Play int64 delay. Surround sound 7. Attenuation curves for volume, spread, panning and lowpass filter factors. Doppler factor per audio source. AudioSource prioritization. Asset memory is freed after loading audio data. Physics Improvements: Upgraded PhysX to 2. Layer based ignore collisions : use the Physics inspector or Physics.
Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See Collider. Added Physics. SphereCast and Physics. CapsuleCast to implement volume raycasts. SweepTest to check if a Rigidbody would collide with anything if moved into a certain direction.
New Scripting Features documentation : Mono Develop for script editing and debugging! Upgrade Mono and C compiler to Mono 2. This brings C 3. New Boo compiler.
Mono class libraries derived from Silverlight profile for the web player. Socket security sandbox implementation. Just like Flash think crossdomain. WWW class security sandbox implementation. Per-platform script defines.
Improved UnityScript compilation speed. New scripting API functions documentation. Some highlights: WWW. Returns fillrate for about a thousand GPUs out there. Changed Mathf. Approximately to not only be useful for comparing very small numbers. Stacktraces have been prettified, useless information is better stripped from stack traces. IME input support for languages like Japanese, which require multiple keypresses to enter a character on Windows, and in the editor and standalone on the Mac.
Support for OS font rendering new "dynamic" font rendering mode , to save space in distribution and texture sizes. Textures are generated dynamically to contain the characters which are needed.
Documentation : scripting examples in UnityScript; C and Boo. Docs for all platforms merged and platform specific parts toggle-able. Web Player: UnityObject. Useful for input-critical games. Networking: RakNet upgraded to version 3. TestConnection , now reports your NAT implementation type more accurately.
Networking: Exposed Network. Bug Reporter: Supports multiple file attachments; trims attached log files if they are too large. Some Changes We Did We thought you might want to know about them Graphics Changes: Forward rendering path had lots of changes: Most common case one directional per-pixel light is drawn in one pass now! Only one Directional light can cast shadows.
Use Deferred Lighting path if you need more shadows. Most "Vertex" lights replaced with Spherical Harmonics lighting. Shaders are compiled to more targets by default e. Normal map compression; just mark texture as Normal Map and will be DXT5nm compressed at decent quality. Remove concept of "RECT" textures.
All non-power-of-two RenderTextures are addressed with Parallax shaders get height from a separate texture now. Self-Illuminated shaders get illumination from a separate texture now. Terrain is lit just like everything else now.
When rendering with Shader Replacement, no lighting is ever applied. Background shader queue is treated like Geometry now arbitrary sorting, assumed to be opaque. For example, now they are not called each frame on a shadow caster that is not visible itself.
Simplified Shadow Bias setting on Lights. Depth render textures on D3D9 use native depth buffer. Value distribution changed from linear to z-buffer like just like in OpenGL. Spot lights attenuate exactly like Point lights now. Point lights with Cookies actually attenuate now. OnRenderObject script callback behaviour changed.
Now those callbacks are called after everything is rendered; not at points in the middle of rendering. Custom Tree shaders specify their billboard shader via Dependency keyword now instead of Tag. The billboard shader will be automatically included in the build. Renamed the 2. Old Unity 2. Terrain: Removed the concept of grayscale lighting from terrains. It does nothing in built-in shaders now. Separated preferences for 3.
Removed ancient Dinosaur graphics emulation. Moved "All compile errors must be fixed" notification to scene view notifications moved it out of console.
Made the curve editor send a CurveChangeCompleted event when the curve change has been completed. Create New Project dialog now expects user to select an existing, empty folder on the Mac Mesh Import option "Split Tangents" is on by default. Texture Importer: Bump maps are now referred to as "normal maps" in the editor.
Normal maps are labelled as "NM" in their format. PVRTC compression level moved to advanced settings. Generating a Cubemap will make the cubemap be the root asset. Textures that only use one value across the whole alpha channel and that value is not 1 are marked as needing-alpha-channel. The command and control key modifiers in the view tool have been switched on OS X. Now command moves and control zooms. Control still moves on Windows. Physics Changes: Rigidbody mass is no now longer limited to RaycastCollider is now deprecated.
Center of gravity and inertia will now always be automatically recalculated when setting or animating collider properties or positions, unless they had been explicitly set from code before. Slope limit on character controller now works properly above 45 degrees. When loading old scenes the value will be clamped to 45 degrees to mimic the old behaviour. You may need to change your joint setups so that they still work.
Target iOS Version field added to player settings. Now deployment target can be specified separately from active SDK version. Now stripping of networking is handled automatically. Most iPhoneInput members moved to Input class. Other Changes: Random number generator Random class was changed. It is marginally slower, but produces better "randomness", especially in lower bits. Additionally, integer version is not limited to 15 bits range. Internal Random number generators for Particles etc. Now your particles in any level do not depend on what levels were loaded before.
Scripting: Renamed WWW. CreateInstance overloads. Scripting: UnityScript strict mode no longer allows arbitrary downcasts from Object unless pragma downcast is used. Scripting: Removed support for. NET 1. Networking: Connection tester now requires 4 public IP addresses to work. Here, I Fixed It! We fixed some things as well Editor Fixes: General: Improved Undo behaviour.
General: Don't enter Play mode if there are compiler errors. General: Debug. LogWarning will not pause the game if console has Error Pause selected. General: You can now search for script derived types in the project window when Type is selected. General: Fix newly created materials in project view sometimes having empty names. General: Reset menu option is now undoable. General: Fixed importing standard packages into projects with non-Latin characters in path on Windows.
General: Fix occasional exceptions with Undo when asset inspector loses selected assets. General: Fix editor window sometimes shrinking into the corner when changing layout presets on Mac OS X. General: Fixed a bug where selecting a scriptable object with a missing script reference would result in null reference exceptions Crash: Fixed crash when deleting the last item in an array of strings.
Crash: Fix crash on Windows when undocking Game View. Crash: Fix crash caused by EyeDropper picking color on different monitor. Crash: Editor is more resilient to missing object references eg. Inspector: "Open Compiled Shader" in Shader Inspector works more predictably and uses text editor chosen in preferences. Inspector: Fixed display of boolean arrays. Inspector: Fixed bug where opening a terrain inspector would dirty the terrain causing it to get saved although nothing had changed.
Asset server: Fix editor hanging on OS X when trying to merge conflicting text assets. Asset Server: Fix unable to update when parent of file modified on server is locally deleted.
Asset Server: Fixed asset server caching failing in some cases e. Importing: Tangents will be properly handled when mesh compression is enabled. Importing: Fixed direct import from Maya Importing: Using TextAsset to store binary data now actually works, as long as your file has the. Importing: Cylindrical cubemap projection generation now works. Importing: On rare occasions Unity Editor on Windows was throwing 'Writing file error' while reimporting all assets and anti-virus running in the background.
Importing: Fix texture object fields in cubemap inspector losing the thumbnail when reimporting. Importing: Shader files with uppercase file extensions are properly imported now. Importing: Reduced memory usage during texture import.
Importing: Better memory handling when importing assets, switching scenes, building player. Importing: FBX importer gives detailed warnings if it detects problems in the skin of a model. Importing: Fixed import of user properties from 3D asset files. Importing: Fixed import of multiple animation takes. Scene View: The grid is now also shown in Iso mode. Scene View: Terrain is selectable in Scene View just like any other object! Animation View: Margins are now fixed instead of a percentage.
Animation View: Improved handling of window resize. Animation View: Make create key operations work better for steep curves and disallow it for read-only curves. Animation View: Prevent creating keys outside of permitted horizontal range. UI: Maximized state of main editor is remembered across sessions on Windows.
UI: EditorWindow. Notification now properly shows white text. UI: Clamp profiler frame selection dragging correctly. UI: Fixed animation icons being clipped in the inspector. UI: Fixed dragging tab on Windows putting window title bar above the screen top. UI: Show error message if -nographics is used without -batchmode. UI: Fixed old regression where pressing F to frame selection frames selected object in last active scene view, if active window doesn't use frame selection event.
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Unity Hub system requirements. What is the Unity Hub? Learn more. Simplify your journey. Learn about Microgames. Personalize with Mods Take the fun of game creation to a whole new level. Asset Pipeline: Fixed the reset of default values of asset objects and they are now correctly reset before being reloaded if the fields are removed. Editor: Fixed access token refresh so that the user no longer needs to close and reopen the editor after the token expires.
GI: Fixed crash when closing editor while generating lighting. GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode.
Graphics: Fixed a player error and a memory leak when player window is hidden. Graphics: Fixed a rare crash in shadow rendering. Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. Graphics: Fixed high memory usage when running Unity in batch mode and importing a high number of assets. Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations.
Particles: Fixed an issue that causes particle face-culling when rendering into Cubemaps. Particles: Fixed the Shower puddle particle effects in Shinai project so that it works properly now.
Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. Shaders: Fixed the "Compile and show code" button so now writing files with size of over 2GB no longer fails. Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. Terrain: Fixed a clearing issue and now Neighbors set with Terrain. SetNeighbors are properly kept. UI: Fixed an issue with runtime only Unity Events and now they are initialize properly upon entering playmode with the FastEnterPlay mode enabled.
Universal Windows Platform: Fixed build time scaling non-linearly based on the number of build output files. Version Control: Fixed the checking comment so that typing capital letter O no longer opens the selected item.
Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:. GI: If a user is experience lighting coruption they may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue.
Global Illumination: Scene is brighter in Standalone player if it was open in the Editor at build time Linux: Editor crashes when right clicking in Scene view while using Ubuntu Mono: NullReferenceException causes freeze when thrown in the Player Package: Update the Addressables package to version 1.
Android: Fixed an issue related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS.
Android: Fixed an issue where android:exported atribute was not set to true for Uniy library activity when target API level is 31 or higher. Android: Fixed an issue where Display. Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C Process class, where if you redirect streams and dispose process, the pipes would remain opened.
This will be investigated separately Animation: Fixed an issue where an animation curve editor swapped unintentionally when editing curves in two different inspectors. Asset Bundles: Fixed a crash when reloading an AssetBundle after recompiling scripts in playmode. Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found.
Editor: Fixed a search engine initialization issue if preferences were pointing to an invalid search engine. Editor: Fixed an issue where Inspector AnimationCurve field tried to show both the context menu and the curve editor at the same time when right-clicked.
Editor: Fixed an issue where the SerializedProperty. Editor: Fixed an issue where the windows editor got into a "script assemblies are locked" state after a modal dialog from a C script was invoked. Editor: Fixed an issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds GI: Fixed a crash when generating lighting which calls print function with incorrect parameters.
GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. Graphics: Fixed an issue in SRPs where models appeared white in the preview window. Graphics: Fixed an issue where changing from fullscreen to windowed mode caused a black screen on Linux when using OpenGL.
Graphics: Fixed incorrect texture settings for externally created textures. Particles: Fixed a crash when trying to access fields in an uninitialized external forces module. Physics: Fixed an issue where the Articulation Drive did not affect the joint in Articulation Body when the collider volume was very small. Profiler: Fixed Profiler thread drop-down getting locked when it is left on a transient thread Scripting: Fixed the exceptions thrown from custom attributes'.
Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. UI: Fixed an invalid memory access issue. Video: Fixed an importing unsupported video frame size crash in the Editor. XR: Fixed single-pass stereo state after shadow map rendering issue. Profiling: Profiler.
Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed. Package: Updated Addressables package version to 1. Package: Updated Purchasing package version to 4. Package: Updated ScriptableBuildPipeline package to version 1. Package: Updated XR Management package to version 4. Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.
Android: Fixed an issue where a too large of no compress settings list would break apk build procedure. Android: Fixed an issue where Android on-screen keyboard dismiss behavior did not match iOS.
Android: Fixed an issue where Resource. Load did not work when running universal. In universal. Animation: Fixed animation curve editor swapping unintentionally when editing curves in two different inspectors.
Also fixed an issue where any folder path ending with path separator did not get imported. Asset Pipeline: Fixed an issue where the main object name in an asset did not update correctly when the asset was moved or copied. Asset Pipeline: Fixed the progress bar being full during the import of assets issue.
Audio: Fixed an issue where audio source filters reset on unrelated parameter changes such as audio source volume or pitch and did not respond to component reordering.
Audio: Fixed an issue where exposing multiple send levels in the audio mixer did not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed.
Audio: Fixed an issue where the inspector window did not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. GI: Fixed a reflection probes weight on flat objects issue. Graphics: Fixed a high memory usage issue when running Unity in batch mode and importing a high number of assets. Graphics: Fixed an issue where bilinear rescale on 32k wide or high images such that the image would flips around.
Linux: Fixed an issue where the linux toolchain package was installed while editor is playing. Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. Particles: Fixed a smooth size update issue when during slow-mo scrubbing of the particle playback time. Particles: Fixed an issue where textures were not automatically marked as readable, if used by the Particle System Shape module. Particles: Fixed stuttering slow-motion preview issue when using Custom Data.
Scripting: Fixed a Debug. Serialization: Fixed an isssue to keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab.
Serialization: Fixed an issue where a reference from Prefab to a missing asset became invalid once asset is added back to project, without reimport. Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. UI Toolkit: Fixed a precision errors in gamma-linear conversions. UI Toolkit: Fixed highlighter positioning and draw order issue. Windows: Fixed an issue where the player icon was missing from the title after if the game was first launched in fullscreen mode and then later changed to windowed mode.
XR: Fixed a soft particles shaders for XR single-pass issue. Asset Bundles: Building process of the AssetBundles is slow when the file count is huge Profiling: Profiler's timeline view loses context frames when frames go out of Frame Count bounds Windows: Editor crashes when exiting and keeping a tutorial project Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor.
Package: com. Package: Update Addressables to 1. Package: Update ScriptableBuildPipeline to 1. Load woult not works when running universal. Note: In universal. Android: When Input.
Animation: Fixed an issue where an assert was triggered upon rebuilding an animation legacy component Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering.
Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. Editor: Fixed a crash while picking a color. Editor: Fixed a disappearing ReorderableList elements isseu when reordering. Editor: Fixed a null reference exception when opening a popup window in some cases when a previous popup window got somehow saved into a window layout. Editor: Fixed an issue where Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when using two Inspector windows.
Editor: Fixed an issue where Reorderable list null item were not displayed correctly. Editor: Fixed an issue where Time. Editor: If Adb is not able to make the file editable, we make it writable using OS function Editor: There is now a prompt to save changes if the layout is changed. GI: Fixed a crash occurring while sculpting terrain and baking.
GI: Fixed crash on baking GI, moving reflection probe, baking only reflection probe. Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan. Graphics: Fix sporadic crash when closing BuildSettings and maybe other windows when using Editor with Vulkan Graphics: Fixed a crash when loading really large think more than 2GB size meshes.
Graphics: Fixed an unwrap crash when automatic margin calculation results in very small margin. Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors.
IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time.
Particles: Fixed an issue where there was stuttering slow-motion preview when Custom Data was used. Particles: Fixed Texture Alpha clipping in the Shape module. Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly Profiler: Fixed Profiler.
GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. Scripting: Fixed an issue related to player builds failing sometimes or not including the correct precompiled DLLs when those have define constraints.
Scripting: Fixed Debug. Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. Serialization: Arrays that contain SerializeReferences are now resized properly with null references. Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. Services: For some time the validation endpoint has been disabled, and the editor still incorrectly shows that the user must wait for this validation to succeed.
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