Android: Changed so users can now include custom asset packs into the build by adding assets to the directory ending with '. For more information, see AssetImportContext. This allows you to look at import times, previous revisions, list dependencies, see importers used and import duration over time.
Burst: Added a new optimization mode, Balanced. This is now the default optimization mode, and trades off slightly lower maximum performance for much faster compile times. The Lord of Rings FX company's tools will be integrated into the game engine.
Parsec's game streaming technology has seen demand from development studios. Software similar to Unity 6. Unreal Engine 4. Unreal Engine is now free. Free for game development. Free for Virtual Reality. Free for education. Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. Animation: Fixed a bug where the. Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window.
Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. Animation: Fixed an issue where an animation playable events would still fire while it was paused.
Animation: Fixed an issue where the application would crash if modifying the graph while being traversed. Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list. Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window. Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode.
Animation: Fixed an issue where the transition to a base layer state machine would be invisible Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode.
Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. Animation: Fixed Animator MatchTarget to work correctly with longer time.
Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. Animation: Fixed for disappearing Animator State Machine information.
Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. Animation: Fixed human pose offset in Animation C Job when root node is scaled. Animation: Fixed human pose with missing bones shifting when used in an Animation C Job. Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. Animation: Fixed slow performance depend on the first selected. Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours.
Animation: Removed multi edit on animator override controller Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object.
Animation: Updated documentation of playable to document feature of auto adding new port Asset Bundles: AssetBundle. Unload waits for all asset bundle async operations to be completed before proceeding. Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. Asset Bundles: Fixed issue where Caching. IsVersionCached returns false when loading a previously cached bundle. Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.
Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. Asset Import: Fixed missing normal property values from materials imported from 3DsMax 's Physical materials.
Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. Asset Import: ModelImporter now only renames sibling nodes with duplicate names. Asset Import: New flag to allow rigs with different topologies to be swapped. Asset Import: Only call frame rate errors when animations are imported.
Asset Import: SearchAndRemap now functions as expected in packages. Asset Import: Switching Texture Importer tabs does not dirty the importer.
Asset Pipeline: All domain reloads are now done inside asset db. This fixes problem with reloading of asset objects when doing manual refresh. Asset Pipeline: Asset loading is safe in this callback. Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.
Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene.
Asset Pipeline: Fixed an issue where AssetDatabase. SaveAssetIfDirty wouldn't save the asset if a sub-object was dirty, but the main object wasn't. Asset Pipeline: Fixed issue with asset reference getting lost, if asset is modified and domain reload is done in the same refresh. Asset Pipeline: Fixed issue with missing domain reload when entering play mode and LockReloadAssemblies is set.
Asset Pipeline: Fixed missing automatic scale down or import workers in order to not use excess system resources.
Asset Pipeline: Fixed the progress bar being full during the import of assets. Asset Pipeline: Fixed to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.
Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed. Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed.
This callback should be used for domain reload related initialization that requires asset operations such as asset loading. InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. Asset Pipeline: Preview of material is now correctly regenerated when shader changes Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab like texture changes Asset Pipeline: Using the AssetDatabase.
Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer. Fixed exception when deleting snapshots. Audio: Fixed microphone API not working when automatic output device suspension was active. Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.
Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. Build Pipeline: Errors from catastrophically failing incremental build pipeline steps are now clearer. Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources. Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds.
Build System: Fixed a problem with the detection of Microsoft. Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now. Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.
Burst: Direct Call extension methods that only differ on argument types are now supported previously Burst's AssemblyLoader would complain about multiple matches. Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation. 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 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 having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor. 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 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 multi-CPU dispatcher used for player builds targetting multiple CPU architectures could end up generating invalid instructions. 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.
Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to math. Burst: Fixed a minor debug information bug where built-in types with methods like System. Int32 would generate incorrect debug information. Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.
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 issue where Burst would erroneously error on BurstCompile. Burst: Fixed an issue where if a user used a math function like cos , sin , etc then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary. Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware.
Burst: Fixed the 1. Burst: Function calls using in modifiers on blittable structs where being treated as non blittable. Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.
Burst: Made math. Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check. Core: Fixed bug where shadows disappear in the frustum corners from false positives in the shadow culling. Core: Fixed bug with shadow fade where the shadows will be culled with a hard line across the fade and also stretches the fade beyond the projected shadow.
Fix incorrect syntax in command line reference DS DX Fix int shader uniforms in. The format is supported. Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor.
Editor: Added support for dragging across delayed UI fields to change variables. Editor: Added tooltips in the Scene template Inspector.
Editor: Allow hierarchy search to find scripts which share names of internal types. Editor: Allow multiple Unity versions to display in the "Open With Allow the user to choose one as the default.
Editor: Close add ratio window after selecting from aspect ratio menu. Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. Editor: Display the menu item name when its execution time is longer than the user wait threshold i.
Editor: Displayed a warning when the min and max values are equal for the Slider. Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt Editor: Event. Mouse in the mac editor Editor: Fix arrow key functionality in dialogs in the Mac Editor.
Editor: Fix for detecting and warning the user on imbalanced GUI layout groups Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode.
Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. Editor: Fixed a regression in where users could no longer assign a Render Texture to the light cookie widget in the UI. Editor: Fixed an edge case where removing and re-adding a sub asset would cause the local file id of the object to change unnecessarily. Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen.
RectIntField fields compared to other fields in the Transform section. Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name.
Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value Editor: Fixed an issue to display proper LayerMask properties value on selection. Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked.
Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector. Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project.
Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. Editor: Fixed an issue where Shift-Delete does not delete the property for Object field.
Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode.
Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window. Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX. Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed.
Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. Editor: Fixed crash when adding a component to an object fails and prompts a modal dialog. Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. Editor: Fixed debug assert message in MenuControllerLinux. Editor: Fixed dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items.
Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. Editor: Fixed gameview not responding to some input when the mouse is over another window in the macOS editor.
Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated.
Editor: Fixed jumping scroll-bar when working with arrays. Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab. Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. Editor: Fixed some styling issues with the main editor toolbar Editor: Fixed the background color of toolbar dropdowns when hovered and pressed Editor: Fixed the behavior where anchor preset window remains open even after a double click.
Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. Editor: Fixed the GUI error in the console when a media file is opened. Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus.
Editor: Fixed the issue with missing tooltip for Editor tools button. Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. Editor: Fixed the path to the scene template icon when querying icon from template path. Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked. Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value.
Editor: Initializing the static Progress class from a thread no longer throws exceptions. Editor: Limited the length of the error messages in the UserRetryDialogs to not more than characters per line. Editor: Menu Bar doesn't flicker anymore when dragging across monitors.
Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar.
Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen.
Editor: Release mouse if it is dragging when a dialog is opened in the windows editor. Editor: Resolved Prefab object selection performance issue. Editor: Set gdk cursor invisible when forcing software cursor in editor playmode Editor: Show disable index in the index manager. Editor: support Hungarian and other unicode characters in editor Editor: The arrow cursor in the Linux Editor is no longer slightly offset.
Editor: The background task window is no longer repositioned and resized when opened from the status bar. GetScenesAt in Play mode. Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than hits are shown. Editor: The progress bar in the status bar no longer gets stuck in an empty state.
The progress bar in the status bar no longer shows instantaneous progresses. Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. Editor: Transform rotations from asset bundles are now correctly shown in the inspector. Editor: Updated the style of some buttons and button groups when hovered, pressed and focused Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore.
GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. GI: Fix issue with experimental lightmapping. BakeAsync Scene interface getting stuck when baking reflection probes in additively opened scenes in the Editor. GI: Fix Reflection probe gizmo and texture inspector appearance in linear color space mode. GI: Fixed an issue where sometimes the callstack in Editor.
GI: Fixed an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. GI: Fixed baked lighting on terrain holes and better performance. GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. GI: Fixed crash when closing editor while generating lighting. GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open.
GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. GI: Fixed rare crash when entering play mode while running a GI lightbake. GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed.
GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed.
GI: Removed terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. GI: Support high intensity skyboxes for baking. GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color.
Graphics: Add control to independently clear stencil buffer in CommandBuffer api. Clearing depth does not implicitly clear stencil anymore. Graphics: Added check for Vulkan support in Unity player. Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation.
Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every frames. Graphics: Added support for having multiple different Renderers on the same Game Object when using ray tracing.
Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled Graphics: Disabled "create material" button in terrain inspector when viewed through a preset. Graphics: Fix shadow normal bias slider getting clamped at 3. Graphics: Fixed a bug with Cubemap. GetPixel CubemapFace face, int x, int y not passing its parameters correctly. Return an error in the Console when this happens. Accidentally creating a 16 bit texture was causing gpus not supporting them to fail.
Graphics: Fixed a regression where calling the the Texture2D. Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. Graphics: Fixed an issue with ReadPixels over 3 API's, where the first slice would always be returned instead of the specified depth slice.
The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face.
Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. Graphics: Fixed another recently added internal bug where when the shader debug level in Switch player editor settings is changed, the shaders were not corectly rebuilt. Graphics: Fixed bug where ComputeShader. Graphics: Fixed crash when a compute shader does not compile when using OpenGL.
RequestIntoNativeArray with a temp allocated array. Graphics: Fixed crash when calling GetPixelData with invalid arguments. Graphics: Fixed crash when executing CommandBuffer. DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer.
Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. Unity is packed with tools that are optimized for mobile development workflows. Create mobile experiences that look great, run fast, and work across all devices with our powerful and extensible toolsets.
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