Powerful 3D and 2D gaming development software for Mac

What's new in this version:
Fixes:
- Android: Fixed the empty scene startup time regression
- Android: Fixed an issue whereby H264 videos did not loop on Android 4.1 and 4.2 devices
- Android: Fixed an issue where Android IL2CPP builds might fail if built from an editor script
- Animation: Fixed an issue with preview of mirrored animations in the inspector
- Animation: Fixed Animator.GetBehaviour() returning null after recompiling a script while in play mode
- API Updater: Fixed assembly corruption in assemblies containing references to UnityEditor.Animations.AvatarMask
- API Updater: Fixed a crash when checking C# scripts with deep object initialization syntax
- API Updater: Fixed nested types updating on local variable / parameter declarations
- Asset Bundles: Fixed a crash when loading GuiStyleState from an asset bundle
- Asset Pipeline: Fixed AssetDatabase.GetMainAssetTypeAtPath so that it returns the right type for ScriptableObjects instead of just 'MonoBehaviour'
- Editor: Fixed assets being marked for delete instead of opened for edit in Version Control in cases where the asset was deleted and recreated (e.g. re-baking NavMeshes)
- Editor: Fixed an issue which made deleted files moved to recycling bin on windows
- Editor: Fixed a transform precision issue when moving multiple objects
- Editor: Warn, rather than fail, if an external process Unity launches suspended has been unexpectedly resumed by another process. Note: Some versions of RenderDoc have a bug which can cause this
- GI: Fixed case of tiling being ignored by the Progressive Lightmapper
- Graphics: Added tier settings for Light Probe Proxy Volume
- Graphics: Fix assert when calling CommandBuffer.DrawRenderer on disabled mesh renderer
- Graphics: Fix crash in non-native graphics jobs in specific scene configurations eg lots of particles, terrain
- Graphics: Fix for GetTransformInfoDoNotExpectUpToDate in renderer bounding volume updating
- Graphics: Fixed Assert in Editor and crash in Standalone when disabling/enabling SkinnedMeshRenderer in very specific situations eg from animation during an OnBecameVisible callback
- Graphics: Fixed error message "Enabling or adding a Renderer during rendering; this is not allowed." when creating or enabling a game object during OnPreRender, OnWIllRenderObject, OnBecameVisible, OnBecameInvisible callbacks
- Graphics: Fixed metal editor shader warmup
- Graphics: Fixed rare hang in the Editor when building lighting data
- IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies
- iOS: Fixed corrupted orientation view when forcing interface orientation via script (using Screen.orientation) on iOS10
- Linux: Don't add control characters to Input.inputString
- Multiplayer: Added a new overload to NetworkManager.StartClient function which allows to specific which port should the local socket be bound to
- Navigation: Fix using NavMeshAgent and NavMeshObstacle simultaneously causing Y coordinate to snap to maximum value
- OSX: Apple File System (APFS) compatibility fix
- Physics 2D: Fix a crash when a 2D Collider is recreated during contact reevaluation
- Physics: Fixed an error thrown when using a Rigidbody with an Interpolate mode (Interpolate or Extrapolate)
- Physics: Fix for a crash when repeatedly unloading/loading cloth on XBox One and PS4
- Physics: Fix for normals issue with cloth using tiny mesh
- Physics: Fix to avert 'value must be greater' errors in cloth
- Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts
- Physics: Fixed a case of CharacterController starting to ignore collisions with certain objects after a number of scene reloads
- Physics: Fixed a memory leak issue in UnityWebRequest when Dispose was not called
- Scripting: Fix C# compiler incorrectly generating error CS1525 when using ternary operator with floating point values and no whitespace
- Scripting: Fix end of frame event not being sent in batch mode
- Scripting: Fixed a regression causing ContextMenu attributes from base classes to not be used on derived classes
- UI: Fixed a rare Transform::kReceivedDueToParentTRSChanged assertion failure introduced in 5.6.1p1
- UI: Fixed memory leak in UI::DepthSortLayer()
- Video: On Android 4.1/4.2, bigger resolution videos don't play
- Video: On Android, video stops playback if trying to play it faster than 1x
- VR: fix for single pass rendering w/one of the standard effects shaders doesn't render correctly on the right eye
- VR: Fixed CommandBuffers don't work w/ MSAA and VR
- VR: Fixed editor crash when user selected VR Camera while playing
- VR: Fixed Stereo Display (non-head mount) produces only black screen in build
- VR: Fixed Stereo Display Standalone build runs at a low resolution regardless of settings
- VR: Removed an unnecessary blit when single-pass stereo rendering is used on Daydream devices
- VR: Updated GoogleVR SDK to 1.60.1
- Windows: Fixed switching to full screen from windowed when using dx11
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