Powerful 3D and 2D gaming development software for Mac

What's new in this version:
Improvements:
- Scripting: Add ENABLE_INPUT_SYSTEM and ENABLE_LEGACY_INPUT_MANAGER defines so code can be written to work in both input systems
- Scripting: Make linkLabel style public
Fixes:
- Android: Fixed crash when using il2cpp and the app was previously backed up
- Asset Import: Fixed and issue where curves previews in the ModelImporter's Animation panel are were not correctly updated when Revert is clicked
- Asset Import: Fixed and issue where the TextureImporter's apply button is properly enabled/disabled after changes are made in the Per-Platforms sections
- Asset Import: ImportSettings can be changed and applied from an Inspector while in Playmode
- Asset Management: Fixed and issue for New ScriptableObject variable references that are not reloaded when changing branch in VCS until Editor is restarted
- DirectX: Fixed an issue for corrupt DXT NPOT images in DX12
- Editor: Bring back inspector autoscroll, do not reset scroll position when entering playmode
- Editor: Copy default shortcut profiles in mode preference folder
- Editor: Fixed a crash when opening a file with internal editor
- IL2CPP: Fixed an issue with IL2CPP not returning null when calling Activator.CreateInstance() with a nullable type, which is the expected behavior when compared to Mono and .NET
- IL2CPP: Fixed an issue with IL2CPP where casting a negative float to an unsigned integer type would produce different results between x86 and ARM platforms
- IL2CPP: Fixed an unimplemented internal call that caused IL2CPP to fail when calling Marshal.StringToCoTaskMemAnsi()
- IL2CPP: Generate proper code when array of type long or ulong is used as the type of a field in a marshalable type
- iOS: Fixed and issue with USYM_UPLOAD_AUTH_TOKEN thrown in Xcode when a project is built in BatchMode with -runTests and Cloud Diagnostics
- Linux: Fixed and issue with Linux bugreporter where it was collecting Editor.log from the wrong location for 2019.2.0a7+
- Particles: Apply size over lifetime before detecting collisions on the first frame after a particle is spawned
- Particles: Fixed a crash in WorldCollision function when spawning particles
- Particles: Fixed a crash when using Graphics.ExecuteCommandBuffer with a disabled ParticleSystemRenderer component
- Particles: Fixed a dynamic batching corruption
- Particles: Fixed a NULL reference exceptions when using the Line/Trail Renderer Inspector
- Particles: Fixed a regression in the internal mathl ibrary causing some particle rotations to be represented incorrectly
- Particles: Fixed a regression when trying to use Material Property Blocks with the Particle Systems
- Particles: Fixed a Start Delay if system is paused and resumed before the Start Delay has expired
- Particles: Fixed an assert message spam when using orthographic cameras and a Particle System with 0 scale along the Z axis
- Particles: Fixed an issue to correctly apply clamping and wrapping to ParticleSystem.time script API, to ensure it is always valid
- Particles: Fixed an issue to ensure ParticleSystem.SetParticles applies new particle sizes immediately
- Particles: Fixed and issue with continuous repainting of the Particle System Inspector, to improve battery life of portable devices in the Editor
- Particles: Fixed animation bindings for the Orbital Velocity properties
- Particles: Support rendering lines/trails using orthographic cameras with negative near plane values
- Physics: Fixed an incorrectly transformed cloth gravity, so that set cloth accelerations correctly
- Scripting: Makes the incremental gc player setting force an editor restart when changed, as changing it without a restart could result in crashes
- Universal Windows Platform: Fixed an issue with Build & Run when using Visual Studio 2019
- Universal Windows Platform: Fixed an issue with building with Executable Only builds for ARM 32-bit architecture
- Universal Windows Platform: Fixed an with the error message when deploying wrong CPU architecture build via device portal
- Universal Windows Platform: Visual Studio generated when targeting Visual Studio 2019 will now correctly use v142 C++ toolset
- Video: Fixed VideoPlayer.aspectRatio when using Camera Viewport Rect
- Windows: Fixed a issue where Screen.fullscreenMode returning garbage value on Windows Editor
- Windows: Fixed a rare crash ("Screen: DX11 could not switch resolution") when starting player on certain hardware and operating system configurations
- XR: Fixed and issue for PostProcessing effects that are not applied to built applications on Android (Oculus GO/Quest)
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