The bytes read can now be accessed via the new ReadHandle. GetBytesRead method. Scripting: Improved Roslyn analyzers that are inside assembly definition folders so that they apply to the asmdef assembly itself and to other assemblies that reference the asmdef assembly, but not to any other code in the project.
Scripting: Reintroduced a warning thrown when a script derived from MonoBehaviour has the same name as a built-in component e. Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings. UI Toolkit: Text rendering is now handled by the textcore fontengine for both the editor and runtime. VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.
AI: Fixed editor crash when accessing null terrain tree meshes. Android: Added a warning if making a signed release Android build without Arm64 binaries. Android: Fixed a compilation error that occurred when using framebuffer fetch on single-channel texture formats. Android: Fixed a mismatch between deltaTime and unscaledDeltaTime.
Android: Fixed a problem with custom Aspect ratio value in manifest file. Android: Fixed wrong caret position inside InputField when quickly typing or deleting text. Android: Removed gray banner that was displayed for projects built with -nographics enabled. Android: Updated the Run Device tooltip on how to access the Preferences menu item. Animation: Fixed an issue where a humanoid mask did not correctly override during a transform.
Animation: Fixed an issue where an Animation clip with a length less than 0. Animation: Fixed an issue where Timeline window playback was disabled after unlinking the Animation window.
Animation: MeshFilter. Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background. Asset Import: Fixed bug where renaming a script doesn't properly take effect on asset import workers. Asset Import: Fixed such that Arguments are used as doubles rather than floats, allowing the FindGridCell method to have greater boundaries.
Asset Import: ModelImporter's remap Materials entries do not accept sub-assets materials anymore. Asset Import: Removed auto-alphabetization of items within a prefab. Asset Pipeline: Added warning dialog before running out of disk space. Check is done on every refresh. This fixes also an issue that would occur if a folder name was too long for getting a. Asset Pipeline: Fixed for invalid artifact id assert that could get raised, when undo was restoring an object from a deleted asset.
Asset Pipeline: Fixed issue when calling AssetDatabase. IsValidFolder with a path that has a trailing slash at the end. Asset Pipeline: Logging in import worker will now always log to local import worker log file. Audio: Fixed an initialization issue on macOS that occurred when no audio input devices were available. Audio: Fixed an issue in the Inspector window where the Wet slider did not immediately appear after selecting "Allow wet mixing" in the AudioGroup Strip View Bug Reporter: Bug Reporter throws an error if the project contains a shortcut to a path outside of the Assets folder.
Bug Reporter: The Bug Reporter executable is now bundled with libssl 1. Build Pipeline: StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.
Managed Stripping Level is set to Medium or High. Burst: Burst will now error if a cpblk was used to copy into a [ReadOnly] parameter or field. Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now. Burst: Dwarf symbols from multiple modules e. Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error. Burst: Fixed a bug where a static readonly variable that was a System.
Guid would result in an internal compiler error. Burst: Fixed a bug where a stfld into an element of a vector could deduce the wrong type for the underlying vector. Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling. Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.
Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast. Burst: Fixed a bug where if you used an enum argument to a function to index into a fixed array, a codegen error would occur. Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.
Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.
Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on. Mathematics that take half or half vector parameters. Burst: Fixed a poor error message when a generic unsupported type like a class or an auto-layout struct combined with an unsupported managed array like int, float [] wouldn't give the user any context on where the code went wrong.
Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error. Burst: Fixed an internal compiler error when nested managed static readonly arrays were used produces a proper Burst error instead now.
Burst: Fixed an issue where Burst would erroneously error on BurstCompile. Burst: Fixed handling of conversion from signed integer to pointer which caused issues as discovered by Zuntatos on the forums. Burst: Fixed incorrect struct layout for certain configurations of explicit-layout structs with overlapping fields. Burst: Fixes a caching issue where stale cached libraries may have been used if a project was copied to a different folder, or Unity was upgraded to a newer version.
Burst: If targeting multiple iOS architectures, produce a combined burst library containing all architectures, this fixes "New Build System" on xcode version Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch. Core: Fixed static analysis issue: Non-static class member "isListening" is not initialized in this constructor nor in any functions that it calls.
Dispatch is called with an acceleration structure that was deleted in the meantime. Editor: Added a new flag called forceChildVisibiityfor the SerializedObject to control the visibility of hidden children. Editor: Context menu shows in destination window in the Mac editor, regardless of whether the destination window is focused.
Editor: Cursor is now locked to the center of the Game view in the Linux editor instead of the center of the screen when cursor lock is called in Play mode. Editor: Dragging-and-dropping files across folders inside the Project Window will now prompt the user to choose what to do with a file when there are conflicting file names.
Editor: Fixed issue where Terrain objects could still be selected despite picking being disabled. Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
Editor: Fixed a warning generated by undoing color change while picker is open. Editor: Fixed adding and removing components expanding collapsed components view in the Inspector window. Editor: Fixed an error where Slider1D was called with an invalid vector.
Editor: Fixed an issue causing incorrect display of redo operation when using GameObject. RegisterCreatedObjectUndo with a custom action name. Editor: Fixed an issue to avoid trimming of text in header, if header parameter contains line separator. Editor: Fixed an issue to create Sorting Layers with the different names. Editor: Fixed an issue to disable cut and copy in context when multiple objects are selected with different values. Editor: Fixed an issue to set EnumFlagsField values properly while editing with multi-selected objects.
Editor: Fixed an issue to set static flag in inspector on 'Set to Value of X' in context menu. Editor: Fixed an issue where creating a Terrain material from a Terrain preset no longer causes a null reference access warning. Editor: Fixed an issue where on Windows, when using the mouse in a Unity window, the wrong mouse position is used in other Unity windows.
Editor: Fixed an issue where the default index doesn't filter prefabs using t:prefab. Editor: Fixed bad initial sync of search query. Editor: Fixed broken search for many types when attempting to assign assets to exposed property fields.
Editor: Fixed Custom font reset option not resetting all the values to their defaults. Editor: Fixed doc and typo in Scene Template Pipeline.
Editor: Fixed focused Inspector window tab is not updated when GameObject is renamed. Editor: Fixed issue so preview Object names when selecting multiple assets are now displayed correctly. Editor: Fixed issue so that correct prefab positioning in Hierarchy after undo and redo are called. Editor: Fixed issue so the green button on windows in MacOS now shows menu items correctly enabled when button is held. Editor: Fixed issue where custom cursor appears while hovering mouse on the Package Manager Window.
Editor: Fixed issue where custom layout submenu item is showing when it should not e. Editor: Fixed issue where Handle null camera case in some of Handles functions, was producing a null reference exception when opening a ProBuilder UVEditor with a face selected. Editor: Fixed issue where Lightmap visualization tonemapping was not kept and used with Editor restarts. Editor: Fixed issue where not all memory held by the Editor console was freed after it had been cleared. Editor: Fixed issue where rectangle selection box sometimes did not select all vertices in the rectangle when editing a shape for Shadow Caster 2D.
Editor: Fixed modal window becoming non-interactable when creating a child modal window. Editor: Fixed not being able to delete array elements via keyboard 'Delete' key. Editor: Fixed out of bounds errors when copying mesh renderer lists containing more renderers than the destination LOD Group in the Inspector.
Editor: Fixed ping highlight does not mark a folded child GameObject in the Hierarchy correctly when scrolling is required to reach the object. Editor: Fixed Play and Pause button toggle icons not loading the correct "On" state when entering Play mode. Editor: Fixed ReorderableList incorrectly looping element selection when using arrow up or arrow down keys.
Editor: Fixed ReorderableList sometimes reordering items when the user is multi-selecting elements. Editor: Fixed restoration of static EditorGUI fields in case of exception during rendering of audio mixer effect inspector. Editor: Fixed spacing in warning message when attempting to attach a debugger to the Editor. Editor: Fixed status bar's progress bar not refreshing correctly when progress finishes. Editor: Fixed the issue where AddComponentMenu could have folders with no name.
Editor: Fixed the issue where Game Object name could be set to empty string when changed in Inspector window. Editor: Fixed the issue with Editor mode defaulting to Normal after restart. Editor: Fixed the issue with Slider Component using an image for its Fill Rect field not marking the image's Fill Amount property as driven.
Editor: Fixed the Package-related MenuItem issue. Editor: Fixed the title issue with a tooltip. Since the name of the texture you have selected is already there where you clicked, a tooltip is sufficient showing the full name if it is not being fully visible due to size constraint.
Editor: Fixed the Unity crash handler on Windows to use the active project of the Editor from which it spawned when creating bug reports.
Editor: Fixed Tools. ViewTool returning ViewTool. Pan when not in GUI context. Editor: Improved the performance of the model importer when dealing with degenerate triangles.
Editor: Last selected console log entry now stays active after search filter is removed. Editor: Roslyn analyzer rulesets are now correctly applied for script compilations that happen very early during Editor startup.
Editor: The input package now correctly calculates mouse deltas when the cursor is locked under Linux. Editor: The Windows standalone uninstaller now correctly cleans up all files and removes the install directory. Editor: Update GUI. Color to reflect that it is not affected in personal addition. GI: Cookies on baked point lights now respect light rotation.
GI: Fixed a bug so that the Clear Baked data control now resets the ambient probe and default reflection probe fields. GI: Scene objects the user deletes and restores now retain their lightmaps. GI: Users can now animate indirect bounce intensity. GI: While the Editor is rendering cubemaps, it now backs up and restores built in parameters. Graphics: Adding Chinese pure dynamic font characters causes atlas memory leak of about 0. Graphics: Backporting fix for Metal bug where multiple render targets that share a blend state can have an incorrect write mask.
Graphics: Fixed a depth buffer size check when implicit backbuffer depth is used. Removed error message. Graphics: Fixed an issue where high numbers of materials would slow down unloading of Asset Bundles containing shaders. Graphics: Fixed custom shaders with no explicit Pass defined to respect the "receive shadows" flag.
Graphics: Fixed drop of VisualEffectAsset within a prefab. Graphics: Fixed erroneous assertion after calling Object. DestroyImmediate on a rendertarget that was just unbound. Graphics: Fixed erroneous precision when deducing the precision of a sampler from a texture and using inline state.
Graphics: Fixed for setScissorRect crashing on metal when adjusting panels in editor. Graphics: Fixed gradient sampling in Fixed mode. Graphics: Fixed inconsistency issue where some meshes would be dynamically batched in editor but not in standalone player. Graphics: Fixed issue where changing from fullscreen to windowed mode causes black screen on Linux when using OpenGL.
Graphics: Fixed issue where passing a null value to GetBlendShapeIndex function on Mesh class would cause the editor to crash. Graphics: Fixed Metal error when creating pipeline state if number of shader components is less than render target pixel format. Graphics: Fixed OpenGL bug where projection matrix was not correctly restored after calling Graphics. DrawMeshNow and GL. Graphics: Fixed shadow maps in frame debugger. Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data.
Graphics: Fixed stateful case where ComputeShader could be put in a bad state internally if user forgot to bind out buffer. Required Editor restart to get rid of previously. Graphics: Fixed terrain material being reset to builtin terrain material after reopening an SRP project. Graphics: Fixed Vulkan Validation warnings when fragment shader input is not produced for render pass attachment. Graphics: Fixes reflections in baked reflection probes not being rendered when rendering path is set to deferred.
Graphics: Nodes using camera buffers depth or color from the main camera will use the buffers from the scene camera when the main camera is not rendered. Graphics: Prevent ability for users to incorrectly pick a scene object when picking a detail mesh prefab. Graphics: Removed parent hiearchy keeping world transform in sceneView for VisualEffect. Graphics: Terrain asset presets no longer include instance data.
This corrects the intended behavior, and significantly improves performance. Graphics: Updated terrain warning against using shaders that rely on tangents to recommend the correct shaders for SRPs. Graphics: When blitting textures with multiple slices, all slices are now blit across the source and destination. GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections. HDRP: Fixed after post process custom pass scale issue when dynamic resolution is enabled.
HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items. HDRP: Fixed an issue with light intensity prefab override application not visible in the inspector. HDRP: Fixed an issue with transparent meshes writing their depths and recursive rendering.
HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry using littessellation , caused by the picking pass using an incorrect camera matrix.
HDRP: Fixed issue with compositor related custom passes still active after disabling the compositor. Fixing this reduces ghosting. HDRP: Fixed issues with compositor's undo. HDRP: Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector. Fixing ordering of Rough Distortion, it should now be under the Distortion setting. HDRP: Fixed size and spacing of compositor info boxes.
HDRP: Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization. DrawProcedural crash on old pre-SSE4.
Graphics: Fixes a crash when requesting read back into NativeArray multiple times, or using a very small NativeArray. GatewayAddresses now properly runs on MacOS Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used.
Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. Scripting: Fix issue with AnimatorController not included when strip engine code is enabled Scripting: Prevent statistics logging errors from impacting customers Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data Shaders: Fixed an issue with local keywords when using fallback shaders.
Shaders: Fixed broken shader variant tracking in the editor. Multiplayer: Updated com. XR: XRDevice. Search Unity. Log in Create a Unity ID. Graphics: Virtual texturing is only initialized when actually enabled. IL2CPP: Fixed invoking public static methods and instantiating public classes that were defined in managed. IMGUI: Fixed an issue where a ReorderableList element whose list contains different sized elements has incorrect selection height when dragged.
Input: Corrects inconsistent display names in the input debugger on macos. SystemSetting instead of hardcoded 15 when idle timer is enabled. Keep the original file name when creating the Xcode project.
Kernel: Fixed floating point errors on snap rounding Kernel: NativeCollections Leak detection mode now uses the Editor prefs so it is correctly saved into the editor prefs file Previously it was only saved when entering play mode since it was stored in player prefs. License: [Backport] Activating license from the command line fails if machine's binding key has changed License: [Backport] Cannot activate license within a docker container License: [Backport] Switching Project Path and activating a license causes wrong folder to be used for build Linux: Fixed bad mouse offset when dragging undocked editor windows.
Linux: Fixed issue preventing hotkeys working when in Linux editor when a scene is playing, especially when the cursor is locked. Linux: Fixed issue where single-instance was not being honored when set in the player settings.
Linux: Fixed modal dialog boxes from being allowed to fall behind other editor windows. Linux: Fixed mouse cursor does not change back to default issue when moving it to Game view over resize hotspots in play mode Linux: Fixed segmentation fault when running a built project with -single-instance argument.
Linux: Fixed the issue that "Cursor. Linux: Popup windows now close when Unity is not in focus. Linux: Undocked windows can be resized properly on Linux. Undocked windows now display their name in the Launcher and Dashboard.
Linux: While in play mode, scene mode controls holding right mouse button are extremely sensitive Mobile: Fixed error message appearing on mobile. Mobile: Fixed an issue where Input. Package Manager: Added the ability for users to host a custom package by defining a URL for custom documentation in their package's package.
Package Manager: Backported fixes made to resolve clipping issues on the Package Manager window. Package Manager: Changed the result count to match the count of visible Assets in the Package Manager window. Package Manager: Disabled editing of package.
Package Manager: Fixed an issue in the UnityEngine. Pack method did not properly use the contents of. Pack method which could sometimes result in file permission issues. Package Manager: Fixed an issue on the package details pane of the Package Manager window where only installed package dependency versions appear in the "Dependencies" list.
Package Manager: Fixed an issue on the Package Manager window where the package list would scroll to the currently selected item when clicking Load More in paginated pages. Package Manager: Fixed an issue where an error message was being logged in the Console when removing a local package installed from disk.
Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL. Package Manager: Fixed an issue where the Load More label would disappear permanently after being clicked in Offline mode. Package Manager: Fixed an issue where the package dependency text was editable in the Package Manager window.
Package Manager: Fixed an issue where the Package Manager window overrides the selection on focus. Package Manager: Fixed an issue where the Package Manager window was black when launched if there were unapplied changes in any Asset. Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.
Package Manager: Fixed an issue where the Client. GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues. Package Manager: Fixed an issue where Unauthorized errors from npm registries were treated as generic errors.
Package Manager: Fixed an issue where Unity could not connect to the UnityPackageManager process due to misconfigured proxy settings. Package Manager: Fixed being unable to select text in the Package Manager window's package description. Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at Editor startup time.
Package Manager: Fixed network requests sometime mislabeling the host as undefined when unsuccessful. Package Manager: Fixed the issue where dependency status tags are misaligned. Package Manager: Fixed the issue where the Package Manager window wasn't hiding the download progress bar for packages that are not downloadable. Package Manager: Improved the error message when searching for a package name results in no compatible versions found.
Now the error message includes the package name. Package Manager: Made installed packages show recursive dependencies, in addition to direct dependencies. Package Manager: Made small design adjustments to the package details layout for My Assets: separated labels with commas instead of spaces; reduced spacing between some sections for consistency.
Package Manager: Moved the storage of npm credentials from system global configuration to user configuration. The file format was also changed to TOML. Package Manager: Package Manager list scrollbar position no longer resets to selection when refocusing the window Package Manager: Prevented the parsing of null version strings in the Package Manager window.
For internal users, installing packages from Package Manager no longer breaks on null exceptions when debugging. Package Manager: Redesigned the layout of package details in the Package Manager window.
Asset Store packages now show purchase date and user-assigned labels, and categories were removed from package details. Package Manager: Shortened the name of folders storing Git packages in the Project cache in order to reduce the likelihood of reaching the maximum path limit on Windows. Package Manager: The All Packages tab now hides partial list in the Package Manager window during the initial fetching process.
Package Manager: Updated the download progress text color to be more visible for the light theme. Particles: Added missing deferred particle standard shader pass, to fix shadow map regeneration issue.
Physics: Added a property suspensionExpansionLimited to wheel collider to fix bug that caused Vehicles Rigidbody with Wheel Colliders to stick to the ground instead of lifting up, when using unrealisticly high damping values for it's Wheel Colliders. Physics: Fix issue when selecting self and inter collision particles for cloth. Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation. Physics: Fixed ArticulationBody.
Physics: Fixed issues with changed SkinnedMeshRenderer transform or root bone changes not being picked up by the cloth inspector. Physics: Fixed Physics. Physics: Fixed visualizers in editor scene view for the articulation body joint limits, both linear and angular ones.
Player: Fixed the cursor being visible when locked in Standalone players, when it should be hidden. Prefabs: Creating a Prefab Variant from a prefab with a Canvas could cause warnings due to driven properties adding property modifications.
Prefabs: Fix crash due to wrong use of Undo while upgrading MeshRenderer. Prefabs: Fixed case where Overrides dropdown would display Revert and Apply buttons even though it said "No overrides". Prefabs: Fixed crash when calculating dependencies for binary Prefab assets. Prefabs: Fixed deletions and modifications to the asset files of non-current prefab stages in Prefab Mode. And discard changes if Discard Changes is chosen in dialog. Prefabs: Fixed issue where the Open button in the "Cannot restructure Prefab instance" dialog would open the inner Prefab instead of the outer when attempting to make a nested Prefab inside a Prefab instance into a new Prefab or Variant.
Prefabs: Fixed Reset option is greyed out for scriptable objects. Prefabs: Improve editor performance when working with huge prefabs in the scene. Prefabs: The Prefab Stage Auto Save toggle is no longer disabled when it's temporarily turned off due to a problem with saving, because it should still be possible to turn it on again.
The dialog offers the options "Exit Prefab Mode" or "Ignore". It replaces logged error messages and forced exit of Prefab Mode that were used before. Profiler: Added delayed search mechanism to the profiler window to prevent locking up the window by searching each time the user would type in a letter instead of waiting until the user stops typing.
The introduced delay is ms. Profiler: Fixed an issue whereby flow events are not included when saving a Profiler capture. Profiler: Fixed wrong flow positioning for samples in collapsed threads in Profiler Window. Profiler: Improved UX for trying to launch multiple standalone profilers.
Unity will now to try to focus the window instead of displaying an error message. Project Browser: Fixed an issue where the copy path in project browser's context menu is enabled when no asset is selected. SceneManager: Fixed crashing when loading a project with duplicate scenes. SceneManager: Updated the default scene for new objects.
Scripting: Added GameObject. GetComponentInParent method overload that works with inactive Components. Scripting: Avoid using StringBuilder marshalling which leaks memory on Win Scripting: Common math and geometry structs such as Vector3 now implement IFormattable interface. Scripting: Compiler Output never writes out stderror, so we will only output that if there are any. Scripting: Emit error when validating assembly references for strong named assemblies.
Scripting: Fixed an issue where BurstCompilerService. Log could only be used from the main thread. Scripting: Fixed Application.
ForceCrash and Utils. Scripting: Fixed ArgumentException being thrown on right-clicking a gameObject with missing script instance. Scripting: Fixed frequent GC collections occurring in the Editor.
Scripting: Fixed issue with UI Toolkit package assemblies not being auto-referenced by other user assemblies upon first compilation. Scripting: Fixed possible crash caused by race condition during startup when the script debugger and profiler systems are enabled. Scripting: Fixed ServicePointManager. ServerCertificateValidationCallback not receiving any certificate data. Scripting: Fixed where we could in some cases load old user predefined assemblies.
Scripting: Improve memory usage of GC by precisely scanning arrays of value types containing managed and unmanaged fields. Scripting: Removed obsolete [SerializePrivateVariables] attribute.
Scripting: SerializeReference values can no longer be a specific specialization of a generic type inflated type. This was done to avoid a crash when treating those. Scripting: Undocumented MonoBehaviour. Main method is no longer automatically called by Unity. Scripting Upgrade: Fix scripts not being updated when it contains alias to types with changed namespaces.
Scripting Upgrade: Fixed renaming of extension methods invoked using static method invocation syntax. Scripting Upgrade: Fixed some false positive recursion errors in ApiUpdater. Scripting Upgrade: No longer patch assembly references to UnityEngine module assemblies to point to the single UnityEngine instead, as this was causing too much trouble. Services: Fixed the Services Window refresh when the actual project is completely loaded from Collab. Shaders: A [PerRendererData] material property now appears as read-only in the Inspector instead of hidden.
Shaders: Fixed "Preprocess only" checkbox not saving its state when switching inspectors. Shaders: Fixed a corner case in concatenation handling by Caching Shader Preprocessor Shaders: Fixed a crash when using local shader keywords and UsePass functionality.
Shaders: Fixed include priority resolution in Caching Shader Preprocessor Shaders: Fixed player crashing when warming up a shader with local keywords that has a fallback that also has local keywords a different set. Shaders: Platform keywords that only depend on the current build target now affect pragma selection.
Shaders: Shader variant collection can now use local shader keywords when creating a variant from C. Terrain: Fixed an issue where Terrain rendering didn't correctly take Render Queue settings from the Terrain Material. Terrain: Fixed an issue where TerrainData. GetHoles returned an incorrect result when the holes data was empty. Timeline: Fixed humanoid characters going to default pose during initial root motion recording. UI: Added ability to disable ToggleGroup and not have it effect toggles.
UI: Fixed issue with transparent UI and render textures. UI is now rendered with multiplied alpha in the shader. This might effect some UI that is rendered to a render texture but will also be proper. UI: Fixing issue with UI facing the camera not being triggered correct. UI: Removed recursive call setting parents scale factor from child canvas. UI: Separating out the click handling from being tied to the down. Now the click object can be different the the pointer object. UI: [Mobile] Fixed current touch events not being reset when application is losing focus.
UI Elements: Fixed a direction change bug with dynamic scroller. UI Elements: Fixed an issue where a panel taking focus caused the the last focused element to lose focus. UI Elements: Fixed an issue where Play mode tint was not correctly applied to certain text elements under certain circumstances. UI Elements: Fixed bug preventing element from being redrawn when its opacity is changed. UI Elements: Fixed issue causing gaps to appear in borders at non-integer ui scaling e. UI Elements: Fixed issue causing text to wrap for no reason when resizing percent-driven layout.
UI Elements: Fixed of the gradient location field not updating on swatch selection, while it's being focused. UI Elements: Fixed rendering issues with text fields when applying overflow to elements with a border radius.
Opacity now propagates correctly down the Visual Tree. UI Elements: Fixed text field undo shortcuts. UI Elements: Fixed the registration of user assemblies in the context of assembly override. UI Elements: Fixed wiggling black lines on bottom and right borders of editor windows when ui scaling is fractional e. UI Elements: ListView bindings over serialized object properly exposes array size's display.
UI Elements: ListView bindings over serialized objects now properly supports the reorderable attribute. Users can opt in using the cullingEnabled property. UI Elements: Style error reporting now includes parsing errors for inline styles. UI Toolkit: ListView selection fix when reordering is enabled. Version Control: Asset lists in version control windows use natural sorting for numbers in file names now. Version Control: Fixed "Using the mouse wheel to scroll in the Submit and Revert windows is very slow".
Version Control: Fixed merging asset types that don't have a. Version Control: Fixed Provider. ResolveIsValid not now takes into account any conflicted files inside of folders. Submit on assets that aren't checked out. Version Control: Have the Provider. Submit API automatically include meta files when sumitting a folder path as the asset list. DeleteAssets and AssetDatabase. MoveAssetsToTrash to speed up multiple asset deletion. Version Control: Removed the 30 character limit for changeset descriptions.
Version Control: Script Execution Order changes are now disabled for scripts that are remotely locked in Perforce. Version Control: Submit of a changelist where some assets are locked remotely now produces better error messages. Video: Fixed spammed logs when transcoding video to H. Virtual Texturing: Virtual textures don't update state correctly with shadergraph preview shaders. Web: Fixed module descriptions. SetTemplateCustomValue publicly. Windows: Fixed the inconsistency between InternalEditorUtility.
Windows: Fixed Windows Standalone bug where changes to the display resolution are not applied unless the new resolution is smaller than the previous one when in fullscreen mode. Windows: Maximized secondary windows from the editor now keep their bounds in synch with the taskbar on Windows.
Windows: Run steps to set firewall rule using nsExec so console window does not show up. XR: UnityEngine. InputDevice feature values will now return Quaternion. UpdateNavMeshData to retain any existing NavMesh tiles that have not been touched since the last update. ImportPackageItemsCallback to provide information about what UnityPackage contents the user selected to import.
DependsOnArtifact for setting up artifact dependencies. SetGlobalConstantBuffer and Shader. Editor: Added: Added MeshUtility. Mirrors Mesh. They take a targetBeingEdited parameter, so the ObjectField and object picker can determine which stage they can pick objects from for example, the Main Stage or the Prefab Stage.
Editor: Added: Added EditorUtility. ClearDirty , which tells Unity to not save an Asset to disk after making changes to it. Editor: Added: Added HandleUtility. PlaceObject and placeObjectCustomPasses. Allows external code to influence drag and drop object placement in the Scene view.
Editor: Added: Added TypeCache. Editor: Added: DefaultPreset. This allows to de-activate a default Preset setting without losing the setup in the manager. Editor: Added: Preset. This allows tools to override the Alt key, right mouse button, and middle mouse button shortcuts. Use EditorSnapSettings. Marked the old as deprecated. Universal Windows Platform, however, supports only two:.
More info See in Glossary Otherwise move to the next step :. After building the updated script files, Unity sends updated files to the device specified in the Run Device field. If you have implemented your own build pipeline, you can use the scripting API to patch your app by passing the BuildOptions.
BuildScriptsOnly and BuildOptions. PatchPackage options to the BuildPipeline. BuildPlayer method.
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