What's new in this version: Unity 2022.2.12 Improved: - Editor: Enabled Sketchup Importer on Mac ARM platforms - Editor: Updated Sketchup SDK to 2023.2
Changed: - Android: An error has been added to inform when project depends on the older Google Play Library version than required by Unity - Android: The BundleTool version used by Unity has been upgraded to 1.11.1 - Android: The default minimum version of Google Play Library for Asset Delivery has been upgraded to 2.0.0 with Unity built-in support
Fixed: - Android: Fixed PlayAssetDelivery asset packs installation on Pixel 6 devices - Android: Fixed QNX changes in atomics wrapper having side effects on Android - Android: Fixed the preferred install location setting so it now works and it no longer sets to preferExternal - Asset Bundles: Fixed issue where empty folders remain in the cache when the max storage space is exceeded - Asset Pipeline: Fixed a case of Missing Script errors that could occur after leaving safe mode. - Burst: Replaced the Burst debug domain reload with a different method of informing the debugger clients, which is faster and no longer prone to dangling pointers - DX12: Fix for particle corrupution and flickering (UUM-26192) - Editor: Disabled depth resolve if the camera doesn't have a depth buffer - Editor: Enabled indexing asset names with a single character - Editor: Ensure that shader global values are taken into account when deciding what to rebake - Editor: Fixed a freeze when selecting multiple assets with different Scripted Importers - Editor: Fixed a rare Editor crash when using accelerator for shader cache - Editor: Fixed an issue with Mac standalone builds where the generated Xcode project did reference .bundle plugins as a single plugin - Editor: Fixed console error when assigning a long tag name to a gameobject - Editor: Fixed issue when importing FBX files where memory usage grows exponentially with the amount of clips present in the file - Editor: Implemented only changing the file status flags with chflags on OSX if the value of the requested flags differ from the current values - Editor: Prevent creation of .meta files in loadable plugin directories (.androidlib, .bundle, .framework, .plugin) - Graphics: Fixed an issue where the upload format for Texture2DArrays, CubemapArrays, and Texture3Ds would not be immediately updated when the color space was changed in the Player Settings until the Editor restarted - Graphics: Fixed multiple delete error of ObjectSelector - Graphics: Fixed multiple issues on DLSS: DLSS 2.4 upgrade, CI tests, and GC fixes - Graphics: Fixed the light component's useBoundingSphereOverride property so it is no longer ignored when calculating the shadow influence distance. - This change makes the custom shadow matrix and light bounding box behave properly - Graphics: Fixed VSync so it now turns off when you change the quality in the Player from High Fidelity to Performant - HDRP: Fixed the time determinism for water surfaces - HDRP: Fixed the world position offset in water CPU simulation - HLSLcc: Fixed buffer size queries emitting wrong glsl function in some cases - IMGUI: Fixed IMGUI decorator height not adjusted in inspector - iOS: Added cutouts for the iPhone 14 family - Linux: Fixed memory corruption caused crash from libstdc++ basic_string due to symbol conflicts from different .so - Linux: Fixed the Mouse position so it is now correct when playing the build on a multiple monitor setup in full screen mode - Shaders: Fix material keywords cleared when setting the exact same list of keywords (UUM-27639) - Terrain: Importing out of date terrain asset with deprecated splats will no longer cause the editor to hang/crash - TextCore: Fixed italic horizontal displacement of punctuation - TLS: Cumulative TLS update - Fixed invalid verification results reported in some cases when there is a TLS handshake failure - Fixed an issue where opening multiple TLS connections with different lifetimes might affect the ability to produce log output after one of the first connections is closed. - Improved TLS errors reported by Unity Web Request - uGUI: Instantiating a Selectable under a CanvasGroup now sets the correct interactable state - UI: Fixed unstable test GUIViews_WhenEnteringPlayModeViaMenuCommand_RepaintBeforePlayModeStateChanged - UI Elements: Added a new PersistentCall to a UnityEvent is added with the default value UnityEventCallState.RuntimeOnly instead of UnityEventCallState.Off - UI Elements: Added the -unity-slice-scale USS property to UI Builder and updated the drag step for some style fields - Updated the dragger manipulators from 1.0px to 0.1px for the following UI Builder property inspectors: - TextShadow's Blur Radius, Offset X and Y fields - Slice Scale field (UUM-15680) - UI Toolkit: Fixed vector API glitches at join location, and Arc() subdivisions - URP: Fixed resource leak in URP deferred - VFX Graph: Enabled correct generation of the interpolator modifiers for packed structure in HDRP Shader Graph - VFX Graph: Enabled minimizing the generated interpolator count with VFX Shader Graph to improve its performance and avoid reaching the limit - VFX Graph: Fixed a VFX instance leak due to the asset editor not being properly destroyed - VFX Graph: Fixed an unsafe deletion of VFXParticleSystem which can lead to a crash while deleting VisualEffect - Windows: Fixed IME text input not being reported appropriately when users clicks away while using an IME, with the input system. The characters would be reported multiple times
Unity 2022.2.11 Features: - SpeedTree: HDRP/Nature/SpeedTree8.shadergraph now uses its Subsurface Map for the Transmission Mask node to remove the unintended light transmission from tree barks and twigs. This also fixes the overly bright billboard lighting which didn't quite match the 3D geometry's lighting.
Improved: - Package Manager: Extended support for specifying optional path and revision to Git URLs in SCP format
Fixed: - 2D: Fixed the Tile Palette repainting a position when doing a mouse drag at the same position - Android: Unity will no longer wrap native crashes into java exceptions on Android, as has been the case, and will correctly forward signals to the previous handlers. - Core: Fixed a regression where the maximum number of job worker threads was reduced to 64 instead of 128 - Editor: Enabled prevention of AsyncGPUReadback requests accumulation when the Editor is inactive - Editor: Fixed an exception when using Renderer2D with FullScreenPassRendererFeature - Graphics: Added an error message when enabling restricted keywords on a Material - Graphics: Fixed a crash when loading a zero-sized Texture2D asset - IL2CPP: Enabled display of the name of each thread in native and third party profilers - IL2CPP: Fixed a compile error when you enable bitcode for an Android build - IL2CPP: Fixed a potential .cpp file name collision when two assembly names differ only by a number at the end of their name - IL2CPP: Fixed a race condition when creating generic class metadata - IL2CPP: Fixed the incorrect custom attribute lookup on a field derived in a base class from a different assembly - IL2CPP: Projects created prior to 2021.3 and opened in 2021.3 or newer could have their Managed Stripping Level incorrectly migrated to the new default value of Minimal when the old default of Low should have been retained - Mono: Fixed a crash when using ConditionalWeakTable - Package Manager: Fixed an issue where a project with a large number of git dependencies would have resolution errors with error code 429 (Too Many Requests). The number of concurrent requests is six by default, but it can be changed by setting the UPM_GIT_MAX_CONCURRENT_COMMANDS environment variable - Package Manager: Fixed an issue which prevented starting UPM when a package.json file containing "type": "module" was present on any of the ancestor directories - UI Toolkit: Enabled users to edit a multiline textfield's value directly in the UI Builder Inspector - UI Toolkit: Fixed an exception thrown when the user tries to enter a negative value for the Fixed Item Height attribute of a ListView, TreeView, etc - Universal RP: Fixed an issue where scenes were not marked dirty after changing the volume update setting on cameras - Universal RP: Prevent negative color and NaN write to TAA history - Video: Fixed crashes when changing the source URL on some specific devices
Unity 2022.2.10 Improved: - 2D: Improved the performance of creating a large number of Tile assets with the Tile Palette window - 2D: Improved the performance of opening the Tile Palette window when the Tile Palette references a large number of Tile assets
Changed: - Package Manager: Renamed Web3 category filter in Package Manager Window for My Assets to Decentralization
Fixed: - AI: Fixed inaccurate shape of NavMeshObstacles that prevent agents from avoiding them properly (only in Windows player non developpement builds) - Animation: Fixed a regression where root motion would not work with negative clip speeds - Core: Fixed Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds) - DX12: Fixed for crash when RenderDoc is attached to a scene with an invalid pipeline state - Editor: Fixed a crash where destroying a component's GameObject in the Awake function of a script with ExecuteInEditMode would incorrectly try to apply serialized object changes - Editor: Fixed an Editor crash when switching the avatar from generic to humanoid - Editor: Fixed an issue where you are unable to drag the shortcut list scroller with a mouse - Editor: Fixed compute skinning on Adreno/Vulkan - Editor: Fixed NullReferenceException's from the ProjectBrowser when selecting an error in the Console and multiple project browser windows were open - Editor: Fixed OS key binding exception in ShortcutManager - Editor: Fixed the corrupt Animation Curve preview when the time range is less than 1 - Editor: Lock the cursor on linux when the state is locked - GI: Fixed incorrect fallback to CPU of GPU bake - Graphics: CreateExternalTexture disregarded the color space, causing external sRGB textures to be sampled as linear - Graphics: Fixed failing editor mode test on M1 trying to create a PVRTC texture smaller than the minimum required size - Graphics: Fixed HLSLcc code generation for SV_Coverage input - Graphics: HDRP: Lens Flare Data Driven are now occluded by cloud layer. - Graphics: Lens Flare permutation missing - HDRP: Preserve ShaderGraph custom keywords on material validation - Package Manager: Fixed an issue where local and git packages are not visible in Unity Registry and My Registries - Particles: Fixed race condition when scheduling c# particle jobs. - Physics: Updated documentation to mention new behaviour of Rigidbody interpolation and extrapolation - Prefabs: Fixed the prefab mode so it now sorts renderer components accordingly - Serialization: Enabled SerializedObject.Update to now change the cache for hasMultipleDifferentValues if the first C# object has changed in memory in a multi-object selection scenario - Shaders: Fixed the backwards compatibility regression of asset bundles on material keywords - UI Toolkit: Fixed an issue in the UI Builder so the open file dialog now displays the current project's folder - UI Toolkit: Fixed an issue so the tint of an Image element now triggers a repaint - UI Toolkit: Fixed an issue where an ExposedReference control would always create a new PropertyName value when changing an object reference - UI Toolkit: Fixed memory leaks when opening and closing UIBuilder window - Universal RP: Fixed the warnings that appear in GlobalIllumination.hlsl regarding gradient instruction used in a loop - URP: Fixed XR vsync so it stays enabled when the focus is lost - Windows: Fixed an Editor issue where entering an IP address for profiling would crash the Editor - XR: Fixed XR splash screen crash if Unity logo display is disabled
Unity 2022.2.9 Improved: - Burst: Added a Burst AOT setting for the kind of debug information generated for player builds - Burst: Added a toggle for filtering out ".Generated" jobs from the Burst Inspector target job list - Burst: Added selection of line and highlight of selected line and selected lines register usage - Burst: Added SIMD smell test to the Burst Inspector, highlighting ARM or x86-64 SIMD instruction differently depending on whether they work for packed or scalar inputs - Burst: FunctionPointer()::Invoke usage is now checked and patched to ensure the calling convention is compatible with burst - Networking: Clarified error message in the logs when attempting to build a dedicated server player without having that platform's corresponding Dedicated Server Build support module installed
Changed: - Burst: Burst now only generates full debug information when "Native Debug Mode Compilation" and script debug information is enabled - Burst: Changed burst inspector source location comments from "===" to either ";" or "#" depending on the given assembly kind - Burst: Changed horizontal code focus in the Burst Inspector to only scroll when branches fill more than half the space - Burst: Changed so target job list in the Burst Inspector is a fold-able/expandable tree view, instead of a simple list - Burst: Improved how optimisation remarks are displayed in the "LLVM IR Optimisation Diagnostics" tab in Burst Inspector to make them more useful
Fixed: - 2D: Store directory path instead of file path as the last used asset path when doing a drag and drop to create a Tile Asset - Android: Do not move files in custom asset packs to src/main/assets, preserve the directory structure as it is - Android: Fixed an issue causing build to fail, if custom asset pack does not have a valid structure - Android: Fixed an issue where Network.OperationalStatus would always return Unknown for Android - Android: Fixed the Time.deltaTime values so they are now stable on Android devices - Asset Bundles: Fixed issue where UnloadAllAssetBundles does not unload scene bundles - Asset Import: Fixed import of file with extension as file name - Build Pipeline: Fixed a BuildPipeline issue for the Android platform and MacStandalone builds which asks for a name and directory, despite having the last saved location details. This is triggered by using Ctrl+B (Windows) or Cmd+B (macOS) - Burst: "LLVM IR Optimisation Diagnostics" tab in Burst Inspector was blank if "Native Debug Mode Compilation" was enabled; this is now fixed. - Burst: An issue that could cause function pointers to point to the wrong burst function, if a domain reload occurs and a compilation started before the reload, completes soon after. - Burst: Burst now updates its list of assembly paths if they change, for instance - adding packages that contain precompiled assemblies. - Burst: Crashes on 32bit cpus when an entry point with byvalue paramaters was called, when using dispatch (multiple supported cpu targets). - Burst: Enum values cast to integers in a format string previously output the enum type name; now the integer value is correctly output. - Burst: Fixed "Assertion failed on expression: "exception == SCRIPTING_NULL" errors and editor crash when the project path contained multi-byte Unicode characters. - Burst: Fixed "Callee/caller attribute ABI did not match!" error that could occur in certain player builds when calling an entry point that had at least one struct-by-value parameter. - Burst: Fixed "Plain Without Debug Information" outputting assembly with debug information. - Burst: Fixed a hashing error that could occur when a struct implements a generic interface multiple times with different generic parameters. - Burst: Fixed a stall that could occur at Editor shutdown. - Burst: Fixed a BadImageFormatException error that could occur in DOTS Runtime builds. - Burst: Fixed an issue the definition order of overloaded methods with function pointer parameters would decide which overload was actually being used. - Burst: Fixed AoT linking error on Windows Link based linkers when file paths (typically user names/home folders) contain non-ASCII characters. - Burst: Fixed ARM vector registers not being highlighted. - Burst: Fixed BC1361 error when trying to compile large static readonly arrays. - Burst: Fixed bug in a small set of managed fallback versions of intrinsics, where the bitwise representation of float values would not be maintained. - Burst: Fixed Burst compilation on QNX Arm. - Burst: Fixed Burst Inspector sometimes throwing ArugmentOutOfRangeException when copying without color-tags from assembly that is colored. - Burst: Fixed burst tree view items leading to wrong job if some jobs where hidden from view by filter or similar. - Burst: Fixed compilation error when using CompileFunctionPointer from Burst in code compiled with Roslyn on .NET 7+. - Burst: Fixed compiler AccessViolationException that could occur when compiling two or more types with the same name but different source assemblies. - Burst: Fixed compiler crash when invoking FunctionPointers based on a generic delegate in DOTS Runtime. - Burst: Fixed error when calling direct call method from background thread without having previously called a BurstCompiler API from the main thread. - Burst: Fixed internal compiler error that occurred when creating debug metadata from certain obfuscated dlls. - Burst: Fixed internal compiler error when implcitly converting an array to a Span. - Burst: Fixed managed fallback implementation of Sse4_2.cmpestrs. - Burst: Fixed module verification errors when using overloaded functions as function pointers. - Burst: Fixed namespace collision that could occur between Unity.Burst.Cecil.dll and the com.unity.nuget.mono-cecil package. - Burst: Fixed player build error that could occur if the project contains an assembly whose name doesn't match the assembly filename. - Burst: Fixed the inspector job tree view splitting jobs, with '.' in their parameters. - Burst: Fixed visual artifact in Burst Inspector, where block of enhanced code was cut at the bottom. - Editor: Added more protection if an error happens when loading a layout. That said there seems to be something fishy in the Luna package that creates the corrupted state in the first place. Package is shipped as a dll so I cannot debug it more - Editor: Allow opening Focus inspector on non multi-edit objects - Editor: Copy hideflags to the cloned object when instantiating a GameObject - Editor: Fixed a bug where AssetBundle builds could fail due to incorrectly reported errors about script serialization mismatches - Editor: Fixed a crash on shutdown when using the cli option -cacheServerWaitForUploadCompletion. - Editor: Fixed a regression that changed the default behaviour of animators on disabled - Editor: Fixed an issue with the initialization of raytracing which could fail during certain frames - Editor: Fixed backspace allowing to delete script name in AddComponent dialog - Editor: Fixed drag and drop crashes the editor if the window is docked - Editor: Fixed error when opening the "Select Preset" window while having a user defined Preset class assets - Editor: Fixed error while deleting a QueryBlock - Editor: Fixed hangup when evaluating SearchExpression, synchronous in main thread - Editor: Fixed Mac Editor crash on sprite Drag & Drop - Editor: Fixed potential crash with non-gameobject selections during domain reload. - Editor: Fixed Slowdown spikes when moving an object in the scene caused by the PropertyDatabase - Editor: Fixed the inspector Transform Component foldout not responding to input on the top half - Editor: Fixed the prefab override indicator not being shown when the component was overridden - Editor: Make Light Probes be affected by back-facing triangles when baking with the GPU Lightmapper - Editor: MeshFilter header update title on multi edit - Editor: Show simple Unity version in release build. In source build or devMode: show the full version with revision - Entities Graphics: Fixed an issue where lightmaps involving lights inside subscenes could be too bright - Entities Graphics: Fixed BatchRendererGroup occlusion probe sampling for HDRP - GI: Fixed an issue where lightmaps would be swapped when entering playmode when the "Reload Scene" option is disabled - GI: Fixed the help link at the top of the Lighting Window - Graphics: Fixed glitches on macOS when the rendering path is set to deferred - Graphics: Fixed SSAO in URP when using non-uniform rendering - HDRP: Fixed a serialization issue affecting other objects. - IL2CPP: Fixed crash when memory profiler is enabled - IL2CPP: Fixed the InvalidCastException being thrown when you serialize jagged arrays using BinaryFormatter - IL2CPP: Fixed UnintializedDataAccessException when processing a function pointer that has a function pointer as a parameter - Kernel: Fixed broken RECORD_ALLOCATION_SITES functionalit - Kernel: Fixed crash resulting from UnityDefaultAllocator not tracking all allocations - Kernel: Fixed potential crash at app shutdown - Kernel: Fixed unstable test ThreadSafeLinearAllocator AllocDealloc_On10Threads_DoesNotCrash - Linux: Fixed panel focus switching when arrow keys are pressed while in play mode - Linux: Fixed the Null Reference Exception thrown when you rotate in Scene View and move the cursor outside the boundary - macOS: The macOS Player no longer contains an empty area gap on each screen vertical side when rendering fullscreen on Macs with a notch - Particles: Corrected sub-emitter simulation to ensure particle ribbons are connected in the correct order - Particles: Fixed a Particle System rendering corruption - Prefabs: Disabled IMGUI ReorderableList elements when previewing overridden values PrefabMode InContext - Scene/Game View: Fixed windows implementing ISupportOverlays incorrectly showing Overlays targeting implementing classes - Scripting: Fixed domain reload and reference issues on assets that reference scripts from a Plugin that's not loaded in the domain - Scripting: Fixed possible crash when handling of asmdef compiled assemblies thats, thats been copied into the Project. - Scripting: Moving scripts around in project breaks GameObject's - Scripting: When using additional file in rsp breaks MonoBehaviours - uGUI: Fixed CanvasRenderer color reset on Clear - uGUI: Fixed NullReferenceException in Image.sprite when setting a new Sprite and the current Sprite.Texture is null - uGUI: Fixed setting "Additional Shader Channels" in Canvas for all cases - UI Elements: Fixed unable to expand import result in inspector - First, the ListView w/ Foldout header that is created by PropertyField was missing a setting so that it could receive pointer events when disabled - Second, the Clickable manipulator did not treat events properly when disabled - UI Toolkit: Fixed color tint transitions not working for sprites - UI Toolkit: Fixed ListView binding with negative indexes when a negative scrolloffset was applied - UI Toolkit: Fixed the UI document so it now has the correct size for multiple displays - Universal RP: Fixed an issue so that deferred rendering now works correctly in builds with Accurate GBuffer Normals enabled - Universal RP: Fixed issue where disabling/enabling ShadowCaster2Ds can create duplicate shadows - URP: 2D - Fixed 2D Sprite Light & Freeform Light fast normal map quality setting to correctly use normal map - URP: 2D - Fixed a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear - URP: 2D - Fixed GC.Allocs with sorting layers in Light2D - VFX Graph: Added extra memory to allow external threads to steal VFX update jobs - VFX Graph: Added missing DepthNormal pass for Unlit & Unify SSAO integration with Unlit for URP - VFX Graph: Enabled renamed blackboard categories that have been duplicated to stay on screen - VFX Graph: Fixed a serialization issue causing a potential crash due to bounds computation - VFX Graph: Fixed an error raised in the console when undoing shader assignment in the Mesh output node - VFX Graph: Fixed an issue where VFXs were not culled properly, causing flickering shadows - VFX Graph: Fixed bounds padding so they are no longer ignored - VFX Graph: Fixed the play / pause button in the VFX Graph control panel so it now switches the icon depending on the current state - VFX Graph: Fixed unroll related shader compilation issue on DXC - VFX Graph: Removed blackboard category with only spaces in the name - VFX Graph: Safer GPUEvent when trying to append more event than destination capacity - Video: Fixed a crash in ImageFilters::Blit when saving a Timeline containing a Video while the Timeline is playing - Video: Fixed error when adding file:// to point at a local file in the VideoPlayer on Android - Windows: Fixed a potential crash during Windows Player cleanup - Windows: Fixed Build to source folder when the project build dir is deleted - XR: Fixed TAA to work correctly with Foveated Rendering when using Non-Uniform Raster
Unity 2022.2.8 Improved: - Editor: Improved performance of Transform.Find() API especially when working with large numbers of children
API Changes: - Graphics: Added: GetVisiblePositions to TrailRenderer
Fixed: - Asset Pipeline: Fixed indeterministic output for any asset containing script types - Editor: Fixed an issue with the Shortcuts Manager to catch Shift and Options keypress - Editor: Fixed component added twice when dragging script asset on inspector window from project window - Editor: Fixed Overlays not preserving enabled state through domain reloads. - Editor: Fixed parallel import with Blender on all Editor platforms. Multiple .blend files imported at the same time will produce their own content result instead of a random mesh from one of the files. (UUM-10036) - Graphics: Enabled Mesh.RecalculateTangents() to ensure that the tangent attribute has the correct format (Float32) and dimension (4) when called - Graphics: Fixed vulkan validation layers that come from incorrect barrier management when native plugin is used - Package Manager: Fixed an issue causing Packages to be deleted after changing the My Assets cache location to non-default when the asset is updated in Package Manager. - Profiler: Fixed Editor crash when profiler is running on machine with low memory - UI Toolkit: Fixed an issue where an ExposedReference control would not serialize its value. - UI Toolkit: Fixed the InspectorElement so it now applies its disabled state for embedded IMGUI inspectors. - Universal RP: Fixed a missing keyword in ParticlesSimpleLit for Lightmap shadow mixing. - Universal RP: Fixed Reflection Probe baking throwing errors with Render Scale set not to 1 - VFX Graph: Fixed wrong particle count if read before first readback.
Packages updated: - com.unity.learn.iet-framework.authoring: 1.2.1 → 1.2.2
Unity 2022.2.7 Features: - Editor: Added option to Scene View preferences to only refresh the Scene view when the Editor is in focus. - Package Manager: Added Web3 as a Filter Category in My Assets.
Improved: - Core: Boot config option no-main-thread-job-stealing=true can be used to prevent the main thread from ever stealing job work. This option should only be used under special circumstances where very long running jobs cannot be broken down, and the main thread has a high likelihood of running long running work inadvertently. - IL2CPP: Improved error message when the GenericSharingVisitor encounters an opcode that it cannot handle. - Shadergraph: The asset postprocessor for shader graph now only performs the majority of its work when a shader-related asset has been changed. - UI Toolkit: Improved performance of tree expansion of UI Toolkit TreeViews.
Changed: - Graphics: Combined unity_ProbesOcclusion into SHCoefficients for BatchRendererGroup
Fixed: - 2D: Fixed the AnimatedTile with LoopOnce set restarting animation loop when its Tilemap is selected in the Editor (UUM-25434) - Asset Import: Memory leak diagnostic switches are now passed through to the asset import workers. - DX12: Fixed a crash caused by using a sub Mesh with 0 vertices in ray tracing effects - DX12: Fixed GetNextFrameValue() in DX12 native rendering plugins - Editor: Fix for "cannot be multi-edited" message in Inspector appearing when it should not - Editor: Fixed a build performance regression caused by shader variant prefiltering overhead - Editor: Fixed a crash on UpdateSharedDataSubMeshVertexRange when importing a SpeedTree file - Editor: Fixed a crash when changing the source URL of a video player in Android - Editor: Fixed an Editor crash when rendering with UsePass or Fallback via SRP batcher - Editor: Fixed an Editor crash when you try to build a project with corrupt compute shaders - Editor: Fixed an Editor hang when an import in the worker process fails because of an asset being changed during the import. Any following sync import (using ProduceArtifact API) request for this asset would cause the Editor to hang - Editor: Fixed an issue where overlays were resizable when they shouldn't be - Editor: Fixed an issue with spurious errors in the console being output when the lighting cache is not intact - Editor: Fixed case where SetParent allowed setting transforms as parents when they are persistent - Editor: Fixed editor crash on MacOS when exporting with PVRTC texture compression setting - Editor: Fixed incorrect information and improve documention for the RuntimeInitializeOnLoadMethod attribute. The documentation now clarifies the execution order and provides more detailed information about the object state during runtime initiailization - Editor: Fixed recent crash regression when shader compilation error - Editor: Fixed the rendering layers in the Light inspector. You can now select Everything - Editor: Fixed UsePass and Fallback rendering sometimes broken in Editor when using SRP batcher - Editor: Removed an unnecessary "cannot be multi-edited" message in the Inspector - Editor: [SpeedTree]: Fixed overly red debug visualization for surface normals when using Rendering Debugger with HDRP projects - GI: Enabled the GPU lightmapper work on Intel Arc 750 GPUs - GI: Fixed only one GPU being available to select as the "GPU Baking Device" when multiple identical GPUs are installed - Graphics: Fixed present callbacks so they are now called correctly when the GfxDeviceClient is set to not be serializing (ST threading mode) - Graphics: Throw an ArgumentNullException if null is passed in as a parameter to Unwrapping.GeneratePerTriangleUV - IL2CPP: Emitted code that compiles for array element access from null in a non-development player build - IL2CPP: Fixed an issue that did not allow access to special folders in Windows Store apps - IL2CPP: Fixed Monitor.IsEntered returning true when the monitor is entered on a different thread from the current thread - macOS: Enabled VSync now works correctly when moving the Editor window between screens with different refresh rates - Mobile: Fixed the touch reset in device simulator when unity remote is disconnected - Package Manager: Fix cycling through windows stops at the Package Manager window when using a shortcut - Package Manager: Fixed the Package Manager so it no longer throws an error when importing a complete project for the first time - Particles: Removed an erroneous grabpass when using Particle Standard Surface Shader. It should only be triggered when using the Distortion effect - Prefabs: Refactored PrefabSave code and fixed duplicate file ids known bugs - Scene/Game View: Fixed crashes in GetFilteredRendererNodes sometimes happening when trying to pick an object with a BatchRendererGroup active. - Shaders: Fixed being able to use SetVector on integer types in compute shaders - Shaders: Fixed missing scalar-to-vector expansion in bitFieldInsert on Metal - Shaders: Fixed SetGlobalInteger not working in compute shaders - Shaders: Fixed SV_PrimitiveID on Metal - SRP Core: Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking - uGUI: Fixed the slider's direction property not marking the scene dirty once this is changed when in prefab's isolation/context mode - UI Toolkit: Fixed a memory leak in UI Toolkit - UI Toolkit: Fixed an issue where newline caused incorrect text size rounding error - UI Toolkit: Fixed dynamic-color so it now works if the background color was previously transparent - UI Toolkit: Fixed long selectors names in UI Builder - UI Toolkit: Fixed ScrollView continuing to scroll after ScrollTo was called - UI Toolkit: Fixed ScrollView scrollbar input issues when using touch - UI Toolkit: Fixed the double click select word when selectAllOnMouseUp and selectAllOnFocus is on - UI Toolkit: Fixed the selection on input fields not being cleared when losing focus - Universal RP: Fixed a light cookie out of bounds - Universal RP: Fixed an issue causing Dynamic Resolution to be disabled during URP rendering - Video: Enabled URLs without extensions to now better be supported by the VideoPlayer - Video: Fixed multi-display rendering so it now displays the first camera's view on both displays instead of displaying both camera's views when used with a mobile device
Unity 2022.2.6 Improved: - Physics: RaycastHit.textureCoord is now available off the main thread. - Shadergraph: Sped up rename operations on properties/keywords/dropdowns in large graph - Shadergraph: Sped up setting blackboard values in large graphs
Changed: - Player: Re-enabled 'timestamp' argument for debug players
Fixed: - 2D: Added buffer to prevent SplitView from covering Create New Palette toolbar in Tile Palette Window - 2D: Fixed an issue where the Name/FileIds in a Sprite meta file would get reordered when an importer setting is changed - 2D: Fixed issue where Tiles are "double painted" when a user does a mouse drag when painting on a Tilemap - Asset Bundles: Fixed an issue where a "Failed to decompress data" error occurs when loading a bundle - Asset Bundles: Fixed issue where "Failed to decompress data" error occurs when loading bundle - Audio: Improved an FSBTool AAC-encoding error message related to small files. They need to be at least 1024 samples, not 256 - Build Pipeline: Improved error message, and remove possibility of crash, when a MonoBehaviour or ScriptableObject is being built that does not have a MonoScript - DX12: Fixed a crash observed in e.g. HDRP sample project - Editor: Dragging a component to the bottom of the inspector will now properly move that component to the end - Editor: Dropped warning about mismatching mipmap limits when using a region-based CopyTexture - Editor: Fixed a crash when there was a corrupt PrefabInstance - Editor: Fixed Shift modifier not allowing to use SceneView tool shortcuts - Editor: Improved error message when an incompatible mesh is used with skinning code - HDRP: Fixed LightList keywords showing errors in the log when strict variant matching is enabled. - Package Manager: Added security anchor to the Scoped Registry's "Read more" link in project Settings - Profiler: Fixed GPU module's sample hierarchy so that it no longer uses CPU data after a recompilation when there is an active selection - Shadergraph: Fixed NullReferenceException when entering Play Mode with an unfocused Shader Graph window/on closing the Shader Graph Window - Shaders: Fixed an issue that shaders will now reimport correctly when installing a package that only has shader include files - Terrain: Fixed a crash on "QueryComponentByType" when entering Play Mode if setting "useInstancing" to true in "DetailPrototype" - TextCore: Fixed an issue with the italic on wrapped text - UI Elements: Fixed an issue with the GenericDropdownMenu that prevented the items from receiving input when it's reused - UI Toolkit: Fixed dynamic-transform offset occurring at large coordinates - Universal RP: Fixed y-flipped shading on gizmos in game view - VFX Graph: Fixed an issue to avoid file access as much as possible when new assets are imported - VFX Graph: Fixed compilation error when targeting .NET Standard runtime - Windows: Fixed for incorrect display names of certain subset of keys
Unity 2022.2.5 Improved: - EmbeddedLinux: Now enabled via BootConfig parameters, Editor Setting and has a scripting entrypoint
API Changes: - HDRP: Added: DecalShaderGraphGUI.SetupDecalKeywordsAndPass - Adding back a public API used to validate shadergraph materials by user scripts. - Scripting: Added: Object.FindFirstObjectByType() and Object.FindAnyObjectByType() functions added as potentially faster alternatives to Object.FindObjectOfType(). These new functions let you decide whether you must have the first (lowest InstanceID) object found or if any instance is adequate. In the latter case the function can be many times faster as no internal sorting is required. See the scripting documentation for both functions for more details. - Scripting: Added: Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.
Changed: Documentation: Added documentation for public-facing methods: - EditorUserBuildSettings.SwitchActiveBuildTarget - NamedBuildTarget.FromBuildTargetGroup - NamedBuildTarget.ToBuildTargetGroup - Editor: Updated the documentation for AudioClip.GetData. Clarified the usage of the API for all streamed clips and made a note on the return value of AudioClip.GetData which is currently undocumented
Fixed: - Android: Fixed an issue causing builds to fail when output file has no extension and Build App Bundle (Google Play) is enabled - Android: Fixed mapping file output failure when destination folder doesn't exist - Android: Warn user if both template file and disabled template file exists in project - Build Pipeline: Fixed an issue where UWP test certificate would be regenerated once deleted from the assets folder - Build Pipeline: Fixed null reference errors when loading user scripting objects from ContentFiles - Build Pipeline: Switching between Desktop Standalone and Dedicated Server platforms in the Build Settings window should now cause scripts to recompile - Core: Fixed a rare crash in the Job System that could occur during Editor shutdown and Domain Reload when cleaning up Job Reflection Data due to accessing dangling pointers - Editor: Enabled AND/OR block to not always be suggested in Query builder mode. (DOTSE-1992) - Editor: Enabled the New Scene window to now show proper search results when a scene template is pinned - Editor: Enabled the state of showtabs to persist in preferences - Editor: Extracted potential Editor-only dependencies and marked those as Reference instead of Clone - Editor: Fixed Pin in New Scene Dialog checkbox style in scene template inspector - Editor: Fixed a bug where AssetBundle builds could fail due to incorrectly reported errors about script serialization mismatches - Editor: Fixed a crash that can happen when closing Unity - Editor: Fixed a problem where a failed Unity Linker invocation may cause subsequent builds to fail with "Sequence contains no elements" - Editor: Fixed Automatically Sign option - Editor: Fixed bug related to scriptable objects so that they are now correctly reloaded in the import worker clients - Editor: Fixed duplicate EditorApplication.update delegates being registered when changing editor layout - Editor: Fixed for crash that could happen during asset matching in preview thread. Preview thread was not attached to scripting domain which is used by asset matcher - Editor: Fixed for right click update in inspector window and package manager - Editor: Fixed multi select + click so it now works in dependency list - Editor: Fixed pin position - Editor: Fixed showing the dependencies of scene template when there is a single dependency - Editor: Fixed the scrollbar in the Description field in the new scene dialog - Editor: Fixed the URL for the Scene Template pipeline documentation - Editor: Removed the ability to apply components marked with HideFlags.DontSaveInEditor to Prefab - GI: Fixed bug where light probes are prematurely deleted when unloading a scene after a multiscene bake - GI: Fixed corrupted probes on scenes without a lighting data asset when running the editor with -nographics - GI: Fixed issue where baking a single reflection probe could result in the wrong cubemap being associated with the wrong probe - Graphics: Avoid memory corruption when async readback destination NativeArray is too small. Instead the readback fails - Graphics: Fixed a crash on launch when the most prioritized graphics API is Vulkan and Vulkan drivers are not fully functional - HDRP: Fixed diffusion profile list upgrade - HDRP: Fixed usage of HDMaterial.ValidateMaterial for materials created from ShaderGraphs - IL2CPP: Enabled properly forwarding declare generic value type pointer arguments - IL2CPP: Enabled the marshaling offset to compute properly for the first field in an explicit layout type when that field has a non-zero offset - IL2CPP: Fixed DllNotFoundException when setting a file to hidden on non-Windows platforms - IL2CPP: Fixed IL2CPP build crashes when capturing memory snapshot - IL2CPP: Fixed incorrect code generation for references to void* pointers - IL2CPP: Fixed scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping - IL2CPP: Improved performance of awaiting async operations on Windows - IL2CPP: Removed caching of assemblies when probing directories in the linker - iOS: Fixed freeze on startup when URP is used with memoryless depth backbuffer - Kernel: Fixed reading out of bounds in FileStreamerReader::DirectRead - Linux: Fixed Shift+alpha keys so that they are now recognized on certain keyboard layouts - Linux: Fixed the panel focus switching when arrow keys are pressed while in play mode - Mono: Added use of a relative path to the gdiplus dynamic library in the dllmap entry in the config file - Mono: Fixed an issue where the internal debugger would refuse connections after performing multiple switches between release and debug editor runtime optimizations - Physics 2D: Fixed a bug where a Rigidbody2D without interpolation using MovePosition per-frame could result in a memory leak. - Player: Fixed an issue where all objects are rendered black when using entities.graphics - Scene/Game View: Fixed Grid Size field snapping to minimum grid size when trying to enter a value below one - Scripting: Fixed an issue where the API updater was not able to apply changes to internal packages when the project controlled by Perforce - Shadergraph: Fixed SRP Batcher compatibility issue with instanced properties - Shaders: Fixed a crash when loading shaders that are incompatible with the current hardware due to resource limits - UI Toolkit: Fixed an issue where the UI Builder would export "none" instead of "initial" when setting a font to null - UI Toolkit: Fixed incorrect width calculated for Labels with style tags - UI Toolkit: Fixed Painter2D.Arc() notch when preceded by a MoveTo() command - Universal RP: Fixed an issue causing materials using Shader Graphs with material override to disappear when using the Deferred rendering path if alpha clipping is enabled in the material - Universal RP: Fixed ComplexLit mixed lighting by matching ComplexLit shader keywords with the Lit shader - VFX Graph: Fixed an exception while using Unlit ShaderGraph with VFX - VFX Graph: Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, - VFX Graph: Unexpected sorting on some VFX output while using the new SG integration
Unity 2022.2.4 Featured: - Android: Added build_fingerprint information to android builds
Improved: - Asset Import: Reduced the overhead of asset importing by limiting the number of copies of internal parameter structs - Bug Reporter: Asset import worker logs are now attached to bugs, outside of the project zip - GI: Added a toggle for automatic recalculation of environment lighting in the Workflow section of the Lighting window - Multiplayer: Added Netcode for GameObjects 1.2.0 - Particles: Don't call OnParticleTrigger when there are no trigger module events to report
API Changes: - Apple TV: Added: Identifier for 3rd generation Apple TV 4K - iOS: Added: Identifiers for iPad models released in 2022 - Version Control: Removed: Collab and its dependency from the package
Changed: - Editor: Updated the Unity FBX SDK bindings to version 4.1.2. which updates Autodesk FBX SDK to 2020.3.2 - Scene/Game View: Reverted a change that caused the OnSceneGUI event to be exited early on a selection change
Fixed: - 2D: Added proper manual URL for GridSelection - 2D: Fixed rendering of GameObjects in a Tile Palette window when a Scriptable Render Pipeline is used - AI: Fixed a blocked passage due to seemingly valid polygons after an obstacle carved the NavMesh nearby - Android: Avoid GC deadlock in AndroidJavaProxy - Android: PermissionCallbacks.DeniedAndDontAskAgain is no longer invoked on Android 11 and later. Use Denied instead on all versions - Animation: Fixed 'NullReferenceException' when Animator "Any State" transition arrow is selected - Asset Pipeline: Removed logged error if a preview is requested for an asset that references a deleted asset - DX12: Fixed for crash spawning particle effects - Editor: Enabled Noise Sine Wave in ShaderGraph to now modulate all channels, not just the first - Editor: Fixed a memory leak which would manifest when loading then unloading scenes additively - Editor: Fixed a windows editor bug where the cursor sometimes jumped to a different screen when double-clicking the property window in multi-display mode - Editor: Fixed an issue whereby the depth pre-pass did not batch effectively - Editor: Fixed Editor crash when calling API's to show modal dialogs while -drawRect is in progress - Editor: Fixed error triggered when reloading domain with a Property window opened - Editor: Fixed folder name is truncated when dot is used in the name - Editor: Fixed forward only material validation. - Editor: Fixed issue on Windows where modal dialogs can get the Editor stuck if they are launched from a window that closes itself - Editor: Fixed OnValidate callback is called twice when entering Prefab Mode in Context - Editor: Fixed potential crash when a scene with a component without a GameObject is loaded - Editor: Fixed versioned .so libraries are ignored by the Editor when they are imported - Editor: PrefabInstance status will now get correctly set if the Prefab has been deleted after the undo operation was recorded - Editor: Removed optimization that skips backing up unchanged scene files when entering playmode. This optimization caused too many bugs - Editor: Shadergraph: Shadergraphs that have a LOD Crossfade option will now write the expected disableBatching tag. - Editor: SpeedTree: Materials selection GUI is now enabled for Mesh Renderer components in the Inspector window - Graphics: Fixed a crash that could happen when a BatchRendererGroup is not Disposed and is leaked - Graphics: Fixed crash by preventing race condition when opening app from floating icon state on Android - Graphics: Fixed decals screen space for non-uniforn foveated rendering and vrs foveated rendering with SPI - Graphics: Virtual Texturing: Renderer instanced materials (via a renderer.material query in a script) would not copy the correct virtual texture parameters when the original material is not fully initialized. This would incur into a missing VT texture when rendering - HDRP: Added note when debug overlay dissapears - HDRP: Fixed an issue with new scene being created with bad directional light - HDRP: Fixed decal material upgrade. - HDRP: Fixed performance when using low quality shadows - HDRP: Fixed project import time regression - HDRP: Fixed resetting water surface component - HDRP: Fixed sun direction when rotating cloud layer - HDRP: Fixed the culling layers so that they are now taken into account for the water surfaces - HDRP: Fixed volumetric clouds disappearing - HDRP: Fixed water normal redirection factor - Fixed env smoothness attenuation on pools - HDRP: Fixed water position on Mac and in debug modes - macOS: Default Application.targetFrameRate for MacOS batchmode was always 60fps instead of the maximum achievable frame rate - Package Manager: Local package will no longer have tags other than Local - Prefabs: Improved the button text in the unused overrides dialog - Profiler: Fixed an issue where the Related Data view in the Hierarchy view of the CPU Usage Profiler Module would ping objects in the Editor even when the profiled data did not come from the current Editor session, thereby making these pings essentially random. With this fix, objects related to these Profiler Samples only get pinged if the data was captured from the current Editor session and the Object's Instance IDs are therefore reliable - Profiler: Fixed profiler connection allocations tracking under the ProfilerConnection entry in Memory Profiler - Profiler: Fixed rendering of certain character sets in CPU Profiler Timeline view - Scene/Game View: Fixed selected child GameObjects not rendering gizmos when the root GameObject is not also selected - Scripting: Fixed an issue where assembly validation errors disappear when clearing console messages - Shaders: Fixed an issue that the RenderingCommandBuffer.EnableKeyword(material, keyword) now properly affects rendering - Shaders: Preparing variants for compilation dialog now shows the name of the shader being processed - Shaders: Strict shader variant matching will now report the shader stage along with other information when the requested variant is missing - SRP Core: Fixed volume profile field state when asset is removed - uGUI: Enabled Physics2DRaycast to now use SortingGroups when determining the sorted order of its results - UI Toolkit: Fixed TextField offset when the field has dynamic width - Universal RP: Corrected render scale value when rendering scene view - Universal RP: Fixed an issue causing GPU hangs when using Forward+ for the default renderer while using Forward or Deferred for the active camera renderer - Universal RP: Fixed an issue where enabling Rendering Layers in a URP Asset would break additional lights - Universal RP: Fixed post-process effects in scene view shaded mode - Universal Windows Platform: Fixed mouse wheel events on UWP - WebGL: Fixed Unity integration test PowerPreferenceTests.cs failing to build - XR: Fixed issues with CopyColorPass when foveated rendering is enabled - XR: VR platforms should also ignore vSyncCount on DX12 platform
Unity 2022.2.3 Improved: - Animation: Improved performance of AnimatorOverrideController.ApplyOverrides() - Asset Import: Reduced the time spent in asset categorization, which happens during asset import and domain reloads. - Editor: Clarified that agreeing to update the "Mipmap Limit Group" property on texture importers when deleting/renaming a group cannot be reverted with an undo. - Editor: Improved and shortened editor dialog box messages related to mipmap limit groups. - Editor: Reduced time to rebuild the CreateAsset(...) menu during a domain reload, it previously was scaling badly for projects with many assemblies. - Editor: Texture previews now display additional information concerning mips and mipmap limits. When mipmap limits are in use, the mip slider is now properly clamped as well. - Graphics: Improved docs and UI to indicate that VT does not consider mipmap limits - Shaders: Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(...). - VFX Graph: Added a toggle in both VFX preferences in VFX Graph view to allow shader debug symbols with generated shaders - Video: Report an error only when the user uses MediaFoundation directly
API Changes: - Core: Added: Gizmos.DrawLineList() API which allow a sequence of disconnected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine() - Core: Added: Gizmos.DrawLineStrip() API which allow a sequence of connected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine() - Core: Added: Several new batch Transform APIs that can process multiple points or vectors in a single API call rather than having to make repeated calls on each point in turn which drastically improves performance - Transform.TransformPoints() - batch version of Transform.TransformPoint() - Transform.TransformDirections() - batch version of Transform.TransformDirection() - Transform.TransformVectors() - batch version of Transform.TransformVector() - Transform.InverseTransformPoints() - batch version of Transform.InverseTransformPoint() - Transform.InverseTransformDirections() - batch version of Transform.InverseTransformDirection() - Transform.InverseTransformVectors() - batch version of Transform.InverseTransformVector() - Core: Added: Use these new methods for improved performance when operating on both positions and rotations at the same time. - Transform.GetLocalPositionAndRotation() - Transform.GetPositionAndRotation() - TransformAccess.GetLocalPositionAndRotation() - TransformAccess.GetPositionAndRotation() - TransformAccess.SetLocalPositionAndRotation() - TransformAccess.SetPositionAndRotation() - Graphics: Added: Texture2D.activeMipmapLimit() - Returns the mipmap limit used when Unity uploads the texture.
Changes: - HDRP: Changed the order of Lens Flare Data Driven in Post Process (now after Bloom). - Universal RP: Light soft shadow quality setting in URPAsset which lights use by default. Per light override is still possible.
Fixed: - 2D: Fixed case where there is Sprite Atlas warning in console when loading sprite in playmode - 2D: Fixed collider shapes for a TilemapCollider2D when rotated Tiles are used with a collider offset. - 2D: Fixed crash when there is an invalid Sprite on a Tilemap and a TilemapRenderer tries to bind the invalid Sprite to a Sprite Atlas - 2D: Fixed sorting of Tiles in a TilemapRenderer when the Sprites of the Tiles in the TilemapRenderer come from different Texture sources and Sprites with large vertex/index counts are rendered first due to batching - 2D: Fixed Sprite Mode field is empty upon changing Texture Type to Sprite in TextureImporter - 2D: Removed hiding tint in Sprites/Default shader - Animation: Error is no longer thrown when calling AvatarBuilder.BuildHumanAvatar with a HumanDescription that does not contain a skeleton - Asset Pipeline: Fixed an issue where scene asset labels could disappear when saving the scene - Asset Pipeline: Fixed case of SRP changing mid refresh resulting in infinite imports - Audio: Fixed a bug where audio import of Ogg files would fail sometimes in the Editor. This bug may have affected other audio file types as well - Audio: Updated FMOD's FLAC from version 1.2.1 to 1.3.4. This fixes an issue identified by our application security team - Core: Improved the job scheduler to better balance work across worker threads. - The job scheduler now avoids potential stalls on the main thread as mobile device performance degrades due to thermal throttling - DX12: Fixed crash issue with very large project import when the amount of descriptors grows unusually high - DX12: Fixed for using HLSL register keyword to assign constant buffer bind points - DX12: Fixed stalls in asynchronous scene loading with a large number of reflection probes - Editor: Avoid breaking SRP Batcher shadow batch when using a different "per material" texture - Editor: Ensure scene view outline render uses the attributed main texture property name rather than the default name - Editor: Fixed adding additional files as compilation inputs - Editor: Fixed an exception when searching in the Debugger and UI element has a null name - Editor: Fixed an issue preventing the selection of desired settings when editing them in the "Request Authorization on App Launch" or "Enable Push Notifications" menus - Editor: Fixed an issue when having a playableGraph with 2 output, one of which contained blending on the root bone - Editor: Fixed an issue where the "Mipmap Limit Group" property on texture importers would not update correctly if the importers to update were selected when deleting/renaming a group and agreeing to update the project. - Editor: Fixed an issue where the "Mipmap Limit Group" property would not update correctly on texture importer presets when deleting/renaming a group and agreeing to update the project. (previous two change notes also apply to texture importer presets). - Editor: Fixed an issue where, while renaming a Mipmap Limit Group, clicking away would incorrectly cancel the operation instead of submitting the input. - Editor: Fixed camera roll animations import - Editor: Fixed character encoding for error messages in the Unity Accelerator - Editor: Fixed colorpicker functionality on linux - Editor: Fixed crash caused when clipping is potentially needed but end of being unnecessary - Editor: Fixed custom editor tools overriding native ones - Editor: Fixed EditorWindow maximum size calculations when using a display not at integer scaling - Editor: Fixed for scene hierarchy order change when entering Play mode in the Mobile Template - Editor: Fixed material copy/paste so it now copies all properties - Editor: Fixed memory leaks that were detected when generating a preview when an HDRP project was selected - Editor: Fixed missing 'Ctrl/Command + Alt + Mouse 1' Zoom shortcut in SceneView - Editor: Fixed t:prefab in AssetProvider only yields files ending in .prefab (no fbx or obj anymore) - Editor: Fixed that on Mac when hovering over arrow in the Hierarchy to open Prefab in Pre
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