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Download Unity 2022.1.2

  -  123 MB  -  Freeware

What's new in this version:

Unity 2022.1.2
Features:
- Version Control: Added checkin comment column to Plastic SCM window Incoming Changes view

Improved:
- Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader
- Version Control: Updated Go Back confirmation message to be consistent with feature
- Updated Create Child Branch dialog to focus on branch name field when opened
- Improved messaging of Subtractive Merge after using Go Back feature.

Fixed:
- Android: Fixed app-freezing when an application changes into multi-window(split-screen) on Chrome OS tablet mode
- Asset Import: Fixed internal MaterialDescription AssetPostprocessor priorities to -1000 so they don't conflict with users default implementations
- Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader in HDRP and URP
- Build Pipeline: Fixed an issue where cached Sprite state could be stale.
- Graphics: Fixed flickering of particle system when using Vulkan
- Kernel: Fixed VirtualFileSystem tests failing in the case of short paths being returned
- macOS: Enabled the Build and Run button for Apple Silicon builds in the Silicon Editor
- macOS: Fixed flicker in splash screen when using OpenGL
- macOS: Fixed OSX sending a Return keycode event when return was pressed to confirm an IME string
- Mobile: Added a new Player setting "Reset resolution on window resize" to reset resolution when native window is resized
- Physics 2D: Fixed an issue in the CustomCollider2D where a shapes bounds were not updating when replacing existing shapes with different vertices only. This resulted in an incorrect collision detection for that shape
- Profiler: Fixed issue where Mesh memory usage was not being updated when applying new MeshData with Mesh.ApplyAndDisposeWritableMeshData
- Scripting: Fixed case where the type of generic fields inside generic classes would fail to get resolved when building the project
- Scripting: Fixed filtering of assemblies by platform constraints not working and by defines
- Serialization: Fixed crash when deserializing a Prefab instance containing a resize on an array containing a nested type with a Fixed Buffer
- Shaders: Fixed a crash when warming up a shader variant collection that had a shader with UsePass
- Shaders: Fixed include dependencies being reported incorrectly when guarded by defines that depend on keywords
- Shaders: Fixed redundant shader variant recompilation after Editor relaunch
- Shaders: Fixed ShaderKeywordSet.Disable not disabling keywords
- uGUI: Fixed InputField not correctly handling IME input when return was pressed
- URP: Fixed issue of Renderer2D using the incorrect render path when lights are out of the scene view
- Version Control: Fixed assets not added correctly when Plastic SCM window is not open
- Fixed wrong position of overlay icons on Pending Changes view
- Disallowed Go Back feature to a changeset from another branch.
- Video: Fixed a crash when importing a file in play mode
- WebGL: Fixed WebGL build in the Linux editor to include default resources
- XR: Fixed Unity VR Splash screen not showing up on UWP.


Unity 2022.1.1
Improved:
- Android: Bump Android Logcat package to 1.3.2 version
- Burst: Removed the requirement that BurstLoader has to initialize BurstReflection during a domain reload, making BurstLoader setup 2x faster during domain reloads
- Graphics: Using memoryless MSAA now also applies to the MSAA attachment when depth resolve is used
- Mono: Added support for direct ETW profiler integration on Windows Desktop for managed code, with no plugin required

API Changes:
- iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices

Changed:
- Burst: Made Burst explicitly check for any compilation requests that came from AssemblyBuilder, and do not compile these with Burst. These exist outside the normal compilation pipeline, and Burst could not support them (but we now explicitly check for that case).
- Burst: Made Burst's ILPP 22% faster by caching dependent assemblies that the being-processed assembly uses
- Core: NativeArray and NativeSlice Length is no longer reset when an instance is disposed, so as to ensure entry into iterators that would likely yield a disposed object exception.
- iOS: Changed how selection is handled if it's set before the on screen keyboard has showed up
- Services: UGS packages are now available in the Package Manager

Fixed:
- 2D: Fixed 'require texture compression' setting being reset during player build
- 2D: Fixed issue where Sprite reference might be lost after upgrading
- AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons
- Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed
- Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working
- Android: Fixed a Unity Audio bug related to Bluetooth audio. This was causing issues with Vivox, and possibly other 3rd part audio libraries, with Bluetooth functionality. On Android, Bluetooth audio state is basically global, so Unity Audio now only makes the bare minimum changes to this state. We may still call startBluetoothSco and stopBluetoothSco when starting or re-initializing the audio output engine and when starting/stopping the Unity microphone. We may also call AudioManager.setMode when starting/stopping a Bluetooth mic through the Unity microphone APIs, but that's it
- Android: Fixed XR subsystem initialization in case of app bundle + asset packs
- Animation: Fixed an issue where the parameter preview of the animator did not work anymore
- Asset Bundles: Ensure that padding is added after blocks info so that Switch patching works appropriately. This fix implies that loading newly generated AssetBundles will require using this new Unity editor/runtime combination
- Asset Import: Upgraded boost::asio version to v1.20.0
- Asset Pipeline: Fixed issue with assert during accelerator client corruption detection
- Build System: Dedicated server build will not inadvertently strip mesh data from meshes used for collision
- Build System: Removed legacy project file causing issues when opened through VSCode's Omnisharp
- Burst: A potential issue with the debug info mover pass, that meant it only affected the first entry point in a module.
- Burst: Fixed a bug when calling profiling CreateMarker on iOS, Burst could fail at runtime saying it was unable to find CreateMarker__Unmanaged.
- Burst: Fixed a bug where if you had synchronous compilation on a job, disabled Burst compilation and entered playmode, then exited playmode, and finally re-enabled Burst compilation, a hang could occur.
- Burst: Fixed a bug where if you used FloatMode.Fast with math.pow, where the y argument to math.pow was actually sourced from an integer, illegal codegen would be generated (LLVM would try and call out to powf from the cstdlib).
- Burst: Fixed a bug where toggling Burst enable disable during a playmode execution using Burst, and then attaching the managed debugger, could cause an editor crash.
- Burst: Fixed a bug where using ReinterpretStore(someIndex, (ushort)someValue) could cause an internal compiler error in Burst.
- Burst: Fixed a memory leak where during hashing we'd pin a GC object and never unpin and free it.
- Burst: Fixed a potential deadlock whereby if Burst was compiling in the background (the background tasks window showed Burst in it) and a user switched from release to debug in the editor, Burst could cause a deadlock.
- Burst: Fixed a super rare bug where Burst could hit an internal error with System.InvalidOperationException: Nullable object must have a value.
- Burst: Fixed a super rare hashing bug in Burst whereby it was possible that the Burst Hash Cache for a given assembly was out of sync with the Assembly Loader cache.
- Burst: Fixed another rare case of the file-is-locked bug where the Burst IL Post Processor could incorrectly hold a file lock on a pdb.
- Burst: Fixed errors when working with paths containing special characters.
- Burst: Fixed hashing error that could occur with unbound generic type.
- Burst: Inspector font style changing when entering and exiting play mode.
- Burst: Right pane vertical scrollbar not always showing correctly.
- Core: Removed disposed NativeArray and NativeSlice check when iterating or accessing properties like Length due to a performance regression when collections checks are enabled.
- Documentation: Fixed misleading information for ModifiableContactPair.SetPoint().
- DX12: - Offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported, full implementation is upcoming
- Editor: Backport bug fix from 2022.2: Executing Build And Run with Dedicated Server platform now opens terminal window on Linux and macOS
- Editor: Fixed default label width in material inspectors
- Editor: Fixed for pen in the new input system on Windows so that displayIndex is set and button flags are more consistent
- Editor: Fixed incorrect screen size when dragging in the prefab stage
- Editor: Fixed rendering on overlay cameras in 2d with no post-processing
- Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip
- Graphics: Crash when calling Graphics.RenderMesh for a Mesh that was destroyed.
- Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417479)
- Graphics: Fixed redundant store of depth buffer MSAA samples to memory on Quest when depth resolve is used
- Graphics: Fixed reinitializing of a compressed, non-crunched texture
- Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage
- Graphics: Universal backport added missing shader keyword for shader graph when rendering with deferred rendering
- HDRP: Fixed a leak when creating and destroying manually reflection probes
- HDRP: Fixed an issue with overlay queued shaders not rendering in HDRP (case 1400281)
- HDRP: Fixed decal normal overwriting normal map when normal blending is enabled
- HDRP: Fixed prefab mode context visibility not hiding custom passes, decals, and local volumetric fog objects
- HDRP: Fixed volumetric fog being clamped by the max shadow distance on metal
- IL2CPP: Fixed invalid C++ code for unmanged function pointer call in shared generic code
- IL2CPP: Fixed issue where calls to GetHashCode on value types with no instance fields would not return a stable value
- IL2CPP: Fixed rare incremental GC crash on Windows
- IL2CPP: Workaround the Clang 12+ bug that could surface with IL2CPP by changing the Hash128 constructor code
- Input: Fixed keyboard not working on iOS 15
- iOS: Do not include .meta files in build for plugins of .plugin type
- iOS: Fixed Input Field caret jumping when Hide Mobile Input is used
- iOS: Fixed occasional xcode 13.3 build fail due to "a cyclic reference"
- Linux: Editor no longer crashes at the launch on systems that does not support Vulkan and OpenGL3.2
- Linux: Fixed editor crash on startup when opened on machines with certain Intel MESA cards
- Linux: Fixed linux playmode window from processing multiple mouse events on each mouse click event
- Linux: Fixed maximizing of playmode window on linux while trying to change tabs to scene view
- Linux: Fixed Shift + Tab keyboard input to support backwards navigation in Linux editor text fields
- macOS: Fixed "Already have uncommitted encoder" error present under some circumstances
- Mono: Fixed bug where the SmtpClient would ignore the ServicePointManager's SecurityProtocol level
- Mono: Fixed incorrect exception being thrown via Process.Start when windows path contains '
- Mono: Fixed issue where callstacks would not be reported on OSX
- Mono: Removed handling SIGINT when Mono is embedded in Unity and the Player
- Networking: UnityWebRequest: filter error display in players Developer console the same way as in Editor
- Networking: UnityWebRequest: fix support for System.Uri with file path containing spaces and plus characters (both at the same time)
- Particles: Fixed ringbuffer mode to work properly with pause-and-catchup culling mode
- Scripting: Ignore hidden sequence points when calling Coverage.GetSequencePointsFor
- Scripting: Removed outdated System.Reactive extensions from .Net 4.8 profile
- Search: Fixed a ThreadAbortException when creating multiple C# scripts in quick succession
- Search: Fixed Advanced Object Picker does not persist settings in context menu
- Search: Fixed failure while loading a search index concurrently
- Search: Fixed quick Search does not find all files (when temp is part of the folder name)
- Search: Fixed search freeze Unity if opening query block selector and if the scene provider is still searching for some results
- Search: Fixed thumbnails in Search window (with inspector panel turned on) changing when selected
- Search: Fixed unwanted warning shown when loading URP converters
- Shaders: Changing line endings in shaders or include files will no longer cause recompilation of variants
- Shaders: Compute shader compilation progress bar no longer gets stuck
- Shaders: Fixed a rare shader compiler crash when expanding unterminated macros
- Shaders: Fixed an occasional crash when entering playmode and trying to run a compute shader
- Shaders: Fixed Vulkan graphics artifacts in HDRP when there is high density of light sources
- Shaders: Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously
- Source Code Build: Don't strip PlatformDependent/UnixCommon from source code releases.
- Source Code Build: Fixed ProjectFile dependency breakage for source code customers.
- uGUI: Fixed incorrect input coordinates when using multiple displays and the main display had a non native resolution
- uGUI: Fixed RectMask2D using the wrong Canvas for calculations after it was reparented
- UI Toolkit: Fixed the preview texture of linear gradients in gamma projects
- UI Toolkit: Fixed Theme Style Sheet doesn't update when it has been changed more than once through script
- UI Toolkit: Fixed Vector API enums that were erroneously moved to the UIElementsNative module
- UI Toolkit: UI Toolkit and UI Builder packages are no longer accidentally inserted into user project when there's an indirect dependency from a different package.
- Universal: Fixed spot and point light harsh distance falloff artefact on some platforms due to fp16 precision issue
- Universal: Packed depth-stencil format is used again on some platforms to improve graphics performance
- URP: Fixed URP bakedlit blend state for GLES API
- WebGL: Fixed AudioClip.GetData()
- WebGL: Fixed automatic playback of compressed audio
- Windows: Fixed mouse button occasional becoming stuck in "down" state when running in Play Mode
- XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction
- XR: Updated the verified AR Foundation related packages to prerelease 5.0.0-pre.9 and verified 4.2.3. Please see the AR Foundation package changelog for details.


Unity 2022.1.0
Features:.
- 2D: Added an actionable console log for the PSDImporter when you encounter vertex count limit exception on Sprite Shape
- 2D: Added an asset upgrading tool, which can upgrade older Sprite Library Assets and Animation Clips to the latest version
- 2D: Added Sortpoint for SpriteShapeRenderer that determines the position for sorting
- 2D: Added support for Color channel in SpriteShape so you can use Vertex Colors
- 2D: Added support for Global Grid Snapping for editing Sprite Shapes with the PSDImporter
- 2D: Added user preferences for the PSDImporter for Controlpoint/Tangent/Spline color
- 2D: Enabled you to selectively indicate which layer to import from a Photoshop file with the PSDImporter
- 2D: Exposed certain PSDImporter import settings as APIs
- 2D: Improved estimation of vertices required for geometry to minimize memory alloction for the PSDImporter
- Android: Added ability to include custom asset packs into the build if you add assets to the directory that ends with '.androidpack'
- Android: Added Adaptive Decals for Adaptive Performance
- Android: Added Adaptive Layer Culling for Adaptive Performance
- Android: Added Adaptive Physics for Adaptive Performance
- Android: Added Custom Scaler for Adaptive Performance
- Android: Added Visual Scripting support for Adaptive Performance
- Android: Enabled the Unity Editor to create asset packs if you build an Android App Bundle with Split App Binary enabled
- Animation: Added a DiscreteEvaluation attribute that allows a property to be evaluated as a discrete value in animation playback so the values in between key frames are not interpolated nor is the value blended between clips
- Asset Import: Updated Preset Editors to support a CustomEditor made with UIToolkit for the Preset Object
- Asset Pipeline: Added options for Accelerator corruption detection
- Asset Pipeline: Enabled models imported from the ModelImporter using the DefaultMaterial to re-import correctly to use SRP default material when you change the active Render Pipeline
- Editor: Added a new "On Play Behavior" dropdown to the GameView. It contains options to maximize the game view or render it as a full screen window on a chosen monitor
- Editor: Added a new menu entry under Help to display Third Party Notices for the Unity Package Manager
- Editor: Added granular context capabilities to ShortcutManager
- Editor: Added support for inheritance between materials in the editor
- Editor: Updated the Device Simulator to allow you to switch between different screens for devices with multiple screens
- GI: Added a HDR Cubemap Encoding project setting to the Player tab, which controls the encoding format used for HDR cubemaps
- Graphics: Added a new Texture Mode called Static to the LineRenderer, TrailRenderer and ParticleSystem trails
- Graphics: Added a new Texture Scale option to the LineRenderer, TrailRenderer, and ParticleSystem trails
- Graphics: Added MSAA depth resolve Vulkan support
- Graphics: Added the RayTracingAccelerationStructure.ClearInstances method that removes all the content from a RayTracingAccelerationStructure
- Input: Enabled the Input Manager's Physical Keys by default for new projects. This enables layout independent keycodes on all platforms
- Input System: Added support for PS5 DualSense controllers on Mac and Windows
- License: Added error analytics for licensing module
- License: Deprecated the Legacy Licensing module
- Mobile: Added ability to request cluster info to have details of which and how many cores are available on the device
- Mobile: Added boost mode to boost CPU and GPU for short periods of time
- Mobile: Added predefined profiles to easily define and change Adaptive Performance Scalers
- Mobile: Added the adaptive view distance scaler, which changes the Camera.main view distance automatically
- Mobile: Added the Feature API to check which Adaptive Performance feature is available on the current platform
- Mobile: Enabled boost mode during engine startup
- Mobile: Integrated the Unity Profiler to easily profile Adaptive Performance
- Mono: Enabled Brotli compression for Windows with the Mono runtime
- Package: Added a searcher window so you can filter and prioritize search results as needed
- Package Manager: Added a spinner button in the menu for users to check all download & install progress in the Package Manager
- Package Manager: Added ability to configure location of both UPM and Asset Store package local cache
- Package Manager: Added documentation links to feature's included packages when it's customized or manually modified
- Package Manager: Added multi-selection and bulk operations to the UI
- Package Manager: Added warning for Unity package versions that have invalid signatures, or are unsigned and sourced from local tarball or scoped registry
- Package Manager: Enhanced the UI to display the packages' supported platforms. Note: This requires further backend implementation
- Package Manager: Improved ways to check for Update Available in the Package Manager window
- Package Manager: Modified the package item so you can see the 'E' icon when the license is Granted or Not granted in a closed network
- Package Manager: Updated the import window to display the project settings separately from the rest of the package content, when you import a package from the Asset Store
- Package Manager: Updated the Package Manager so the experimental packages in use button does not reappear if it has been dismissed for the project
- Package Manager: Updated the Package Manager to display an error message if you don't have the rights to use an entitled package
- Physics: Added a new batched ClosestPointCommand to calculate the closest point to a convex off the main thread
- Physics: Added Contact and Query visualization to the Physics Debug window
- Physics: Added highlights for physics layers when you hover over them in the Physics settings inter-collision matrix
- Physics: Added the ability to generate Delaunay meshes for specific 2D Colliders. This option will generally produce simple meshes with few primitive physics shapes for enhanced overall performance. Added "PolygonCollider2D.useDelaunayMesh", "TilemapCollider2D.useDelaunayMesh" & "CompositeCollider2D.useDelaunayMesh"
- Physics: Added the option to filter by Unity scene along with physics scene in the Physics Debugger
- Prefabs: Differentiated between applicable and revertible overrides
- Profiler: Expanded the platform reach and frame timing information for the FrameTimingManager
- Scene/Game View: Improved the workflow for you to use ToolContexts
- Search: Added a query builder to expression search queries using a set of user facing blocks
- Services: Enhanced Cloud Diagnostics to display C# line numbers in exception stack traces when using IL2CPP
- Shaders: Added an option to use strict shader variant matching in the player
- Shaders: Added #pragma dynamic_branch and #pragma dynamic_branch_local directives to declare dynamic branching keywords in shaders
- Shaders: Removed the ability to opt out from using the Caching preprocessor
- Shaders: Updated the ray tracing shaders to use the Caching preprocessor
- Timeline: Added an API to control Timeline Editor Window playback through script
- UI Toolkit: Added new vector drawing API to VisualElements
- UI Toolkit: Added UI Toolkit implementation for property drawers
- UI Toolkit: Added UI Toolkit implementation for UnityEvent drawer and LazyLoadReference drawer
- UI Toolkit: Added UI Toolkit implementation of MinMaxGradient drawer

UI Toolkit: Updated fields to be usable in Runtime:
- BoundsField
- BoundsIntField
- DoubleField
- FloatField
- Hash128Field
- IntegerField
- LongField
- RectField
- RectIntField
- Vector2Field
- Vector3Field
- Vector4Field
- Vector2IntField
- Vector3IntField

- UI Toolkit: Updated InputField to be driven by TextCore
- Updated TextCore text assets (FontAsset, Text Settings...) to work in InputFields
- Added an inner ScrollView to InputFields
- Updated TextElements including Labels to be selectable
- Undo System: Enhanced the UI so you can explore undo history
- Version Control: * Plastic: Added support to invite other members. This option is available from the gear icon.
- Plastic: Added support to sign in with Cloud Edition. This is available during the onboarding screen if you've never signed in.
- Plastic: Added support to turn off Plastic in your project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM.
- Plastic: Added a notification on the Plastic SCM tab title to indicate incoming changes. You no longer need to have the Plastic SCM window visible to know there are incoming changes.
-     Plastic: Added auto configuration of SSO
-     Plastic: Added a date column in incoming changes

- Version Control: Added "Switch to changeset" menu option in changesets view
- Added "Go back to changeset" menu option in changesets view
- Version Control: Added auto sign in when you are logged into your Unity account
- Version Control: Added branch name column in changeset view
- Version Control: Added checkout option in scene prefab view
- Version Control: Added empty state and success state message for Pending Changes tab
- Version Control: Added horizontal scroll bar to better view Changesets list
- Added auto-login for the SSO credentials handler
- Added metrics for changeset tab usage
- Added metrics for checkin actions
- Added a new Undo icon
- Added more API documentation
- Added the ability to modify assets without checkout
- Added the ability to allow empty checkin messages
- Added empty checking message localization
- Added a Plastic toolbar button to Unity editor
- Added a notification icon for incoming changes to Plastic toolbar button
- Version Control: Added metrics for Branches tab functionalities
- Version Control: Added option to "Add to ignore file" in context menu in the project view
- Version Control: Added option to "Save Revision as" to the context menu in the changesets view
- Added incoming changes overview bar for Gluon workspace
- Version Control: Added visual overview bar to the incoming changes tab
- Added progress dialog for the migration process
- Added a Branches tab that shows a list of all branches in the repository
- Added the option and dialog to create a child branch from selected branch
- Added the option to switch to another branch
- Added the option and dialog to rename a branch
- Added the option to delete a branch
- Added a preference to save if the window is open in the Branches tab by default
- Added metrics for Plastic SCM installation window usage
- Version Control: Enabled workspace migration from Collab to Plastic, whether or not you have Plastic installed
- Added notification status icons
- Added light and dark mode versions of avatar icon

VFX Graph: Added criteria to sort the particles of an output context:
-     By Distance
-     Youngest in front
-     Oldest in front
-     By Depth
-     Custom

- Video: Added support for Mac for advanced video encoding controls for H.264
- Visual Scripting: Made the High Performance Interpreter public in version 1.8.0-pre.1 You can download this using the package manager if you enable experimental packages
- WebGL: Added a WebGL template for Progressive Web Apps
- WebGL: Added mobile keyboard support for WebGL to enter text in UI input fields
- WebGL: Added texture compression format setting to WebGL's player settings
- WebGL: Added UI options for control WASM memory heap size and growth
- WebGL: Improved caching of data files and asset bundles
- WebGL: Removed mobile browser warning from builds

Improved:
- 2D: Added Preset Support to SpriteAtlas V2
- 2D: Added support for Build Only SpritePacking in SpriteAtlas V2
- 2D: Cache internal reflection to speed up Sprite editing data access
- 2D: Improved Console log to display all affected Sprites
- 2D: Improved performance of RuleTile caching
- 2D: Sprite Dynamic Batching Vertex Limit is now configurable through PlayerSettings
- 2D: Sprite Frame module's pivot unit mode now persists after entering and exiting playmode
- 2D: Sprite outline shape calculation is faster now (Sprite.Create, or importing sprite textures), especially for large textures
- 2D: SpriteAtlas Cache max Size should be Project Settings instead of Preferences
- 2D: Updated 2D URP template starting folder structure for better clarification of usage
- 2D: Updated Skinning Editor tooltips text
- Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.
- Android: Added support for HDR display output.
- Android: Builds will fail early and with a human readable error message, when Unity project is located in path with Non ASCII characters. Android Tools like clang don't work correctly when operating in paths with non ascii characters and the error is not very clear, thus Unity will provide a better error message. (1340631)
- Android: Bump Android Logcat package to 1.2.3.
- Android: Editor log will contain more information about the location from where OnPostGenerateGradleAndroidProject are called.
- Android: Improved VideoPlayer performance on Android when using Vulkan on devices that support VK_ANDROID_external_memory_android_hardware_buffer.
- Android: Improved WebCamTexture when using Vulkan on Android devices that support VK_ANDROID_external_memory_android_hardware_buffer.
- Android: Input System will now send text events for combinations Ctrl + [A..Z].
- Android: Native Input Backend will send less Move Events to the input system package. It will ignore Move Events which position didn't change from previous event. This should improve performance when touching screen with multiple fingers.
- Android: OBB loading performance improved and removed excessive asks for external storage read permission.
- Asset Import: Improved performance of asset import particularly when importing large numbers of small files such as scripts.
- Asset Pipeline: Clarified the behaviour of Resources.Load() in the Scripting API documentation.
- Asset Pipeline: Do not assert on race when receiving import worker results for a deleted asset.
- Asset Pipeline: Improved upload and download path.
- Asset Pipeline: New diagnostic setting to enable writing of asset database events to Logs/AssetDatabase.log. This log file can assist when troubleshooting asset importing.
- Asset Pipeline: Reduced import overhead for small files by 65%.
- Asset Pipeline: Various performance optimisations for projects with large numbers of assets.
- Audio: DSPGraph: Changed mixer thread scripting runtime attachment assertion to a warning, to better reflect the intent of the message.
- Audio: Import now supports multiprocess.
- Build Pipeline: Made copying of assemblies part of the incremental player to save time on subsequent builds.
- Build Pipeline: Make error messages about microphone or camera usage more visible.
- Build Pipeline: On platforms using incremental player builds, data builds will now be skipped if data has not changed, even for non-development builds.
- Build Pipeline: Reference documentation improvements in area of Build Pipeline.
- Build System: Bee_backend/win32: buffer child ouput without temp files.
- Build System: Use a linux clang compiler optimized for speed instead of size.
- Build System: Use a linux clang toolchain built with a newer bootstrap compiler.
- Burst: Ability to partially select and copy text in the burst inspector.
- Burst: Branch flow arrows in inspector are now clickable, directing to the other end of the arrow.
- Burst: Branch flow arrows in inspector now enlarge when hovered.
- Burst: Improved Inspector UI.
- Burst: Right clicking the inspector view reveals a context menu, allowing selecting all text and copying selection.
- Core: Job Debugger performance was improved.
- Documentation: Added proper example for PhysicsScene.Simulate.
- Documentation: Improved Scripting API docs page for RayTracingAccelerationStructure. Added See Also section.
- Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.
- Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown.
- Editor: Added a character limit to the scene template title and dependency search field to avoid over limit errors. (1363618)
- Editor: Added a new badge system for scene templates that allows for a visual categorization.
- Editor: Added an option to improve enter playmode speed by skipping unnecessary scene backups.
- Editor: Added Async compilation of Selection Shader Passes.
- Editor: Added GameObject pings in the Hierarchy window to more errors, when clicking on console messages.
- Editor: Added support for Editor asynchronous load and upload of textures set up for mipmapped streaming.
- Editor: EditorStyles.iconButton is now public so custom editor windows can implement help, settings and other icon buttons.
- Editor: Enable packages to define their Service Group in the Services tab of packman without needing to update the Editor.
- Editor: Greatly reduced time taken up by static batching when entering playmode or making a build.
- Editor: Improved Dynamic Batching feedback in the Frame Debugger for the "Objects are rendered using different rendering functions." message.
- Editor: Improved Editor responsiveness when a large number of textures are selected in the Project Browser.
- Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down.
- Editor: Improved package retrieval process when loading editor window.
- Editor: Improved performance of AssetDatabase.GetAllLabels.
- Editor: Improved performance of picking large objects in Scene View.
- Editor: Improved performance of Scene View with many LODGroups selected.
- Editor: Improved performance of scrolling the scene hierarchy with large numbers of game objects when some objects are hidden or unpickable.
- Editor: Improved performance when creating a new asset (especially in a large project).
- Editor: Improved scene saving performance. (1185953)
- Editor: Improved the scene template instantiation experience.
- Editor: MacOS editor launch screen now has an integrated progress display (Windows & Linux coming later).
- Editor: MacOS now has an Editor launch screen too.
- Editor: Make rotation angles editable individually when multiple GameObjects are selected. (1298482)
- Editor: Normal Map textures now have a new "Flip Green Channel" import setting (useful for textures that were baked in 3dsmax/Unreal/Source/CryEngine convention). All textures got a Swizzle advanced import setting, for arbitrary color channel remapping/flipping.
- Editor: Now Console window shows a clear message if no search result found.
- Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.
- Editor: Opening a project without a "last opened scene" will open a scene template (if any) instead of the default scene.
- Editor: Optimized AddComponent menu for projects with large amount of scripts.
- Editor: Optimized calculating the size of Undo operations, making many changes to GameObjects should now be cheaper to add to the Undo system.
- Editor: Optimized GameObjectInspector.CalculatePrefabStatus which could result up to a 3X speedup for complex prefabs.
- Editor: Optimized Inspector.InitOrRebuild - shaves several seconds when working with large selections in large scene.
- Editor: Optimized prefab editing, will knock about 20% off the cost of changing a large prefab.
- Editor: Optimized SavePrefab_Internal, cutting time in this code for a large prefab from 20 seconds to 20 milliseconds.
- Editor: Optimized StripPrefabObjectsWhichAreNotUsed, representing up to a 28% speedup for large scenes.
- Editor: Project opening can now be cancelled while loading.
- Editor: Reduced overhead of property editor when changing objects in the editor with an inspector window open.
- Editor: Reduced time to enter playmode.
- Editor: Refactored the Background task window for better performance and support multiple nested levels of progress.
- Editor: Revamped the type dropdown in the scene template project settings.
- Editor: The IMGUI TreeView control now has support for rendering hover effect on row items as well as rendering row contents greyed out based on the GUI.enabled flag.
- Editor: UnityEvent callbacks can be reordered.
- Editor: Updated the Unity logo in anticipation of the brand identity refresh scheduled for October 5th.
- Editor: When a prefab is larger than 8MB, show a static preview image to save the time of loading animations etc.
- EmbeddedLinux: A port field is now exposed for the managed debugger in Build settings when Debugging script is checked.
- GI: Bake performance section shows "Infinity mrays/sec" when baking the first lightmap on macOS.
- GI: Expose number of Enlighten worker threads to the command line. Example: Use enlighten-job-worker-count 16 to force 16 threads for Enlighten.
- GI: Maximum environment sample is 2048, as no quality improvements could be seen beyond that threshold.
- GI: Moved indirect resolution to realtime GI area.
- GI: Multiple Importance Sampling naming was misleading.
- GI: Performance improvement when mesh renderers do not have their light probe property set to 'none' and there are no light probes in the scene. (1310218)
- GI: Sample counts for the lightmapper are now rounded to the closest power of two in the UI.
- GI: Showing a warning in the Mesh renderer inspector when the Contribute GI option is selected and a mesh is invalid.
- GI: The Radeon denoiser will now use fp16 during progressive updates to conserve memory when supported hardware is available (AMD Radeon Vega and later GPUs).
- GI: UI change consolidating min bounces and max bounces into single row.
- Graphics: - MaterialEditor - Remove context menu for "Double Sided Global Illumination".
-     MaterialEditor - Make colour picker consistent with core editor.
-     MaterialEditor - Remove context menu for "Enable GPU Instancing". (1340650)
- Graphics: Added a warning when a texture has no mip maps and exceeds device texture size limits to inform a default texture will be used instead.
- Graphics: Added an error when DrawTexture() is used with Virtual Texturing.
- Graphics: Added an usage example of RayTracingAccelerationStructure.CullInstances function in Scripting API docs.
- Graphics: Bind last frame's vertex buffer of Skinned Mesh Renderers to ray tracing shaders in order to support motion vector calculation.
- Graphics: Changed the Gear Icon for a Burger Menu for the Asset Settings Providers.
- Graphics: Changing the version of a TexturePostProcessor script now only reimports the affected texture shapes.
- Graphics: Clarified the warning message shown when setting msaa texture as a camera target texture.
- Graphics: Exposed SystemInfo.supportsIndirectArgumentsBuffer to check if the indirect arguments buffer is supported.
- Graphics: Improved CPU performance of the main thread when using ray tracing effects.
- Graphics: Improved CPU performance of the main thread when using ray tracing effects. Simple effects (AO, Shadows, Path Tracing) that don't use too many builtin shader properties (e.g. unity_SHAr, unity_Lightmap, etc.) will be 15-30% faster.
- Graphics: Improved CPU performance on the render thread when setting up resources for ray tracing hit groups.
- Graphics: Improved DX12 constant binding performance.
- Graphics: Improved error messages in the Console Window when building a RayTracingAccelerationStructure and using invalid Mesh data.
- Graphics: LightProbe Group UX improvements
-     Change the size of the edit button.
-     Show Wireframe is never disabled.
-     Remove ringing is never disabled.
- Graphics: LineRenderer and TrailRenderer gain support for Sprite Masks.
- Graphics: Optimized GfxDeviceD3D12.SetRayTracingInstanceShaders performance on the render thread (almost 2x faster).
- Graphics: QualitySettings.maxQueuedFrames now works in Vulkan API.
- Graphics: Reduced main thread hitching caused by Shader loading.
- Graphics: Refactor VFX graph update to run VisualEffect updates in different threads.
- Graphics: Set name of Vulkan VkRenderPass objects when using external debugging tool.
- Graphics: Support linear color space in LineRenderer, TrailRenderer and ParticleSystem trails. (1339154)
- Graphics: The previously existing S8_UInt format can now be used as a RenderTexture DepthStencil format.
- Graphics: Translate HLSL printf to debugPrintfEXT that is implemented in Vulkan validation layers and RenderDoc.
- Graphics: Updated and add missing tooltips for light and reflection probes.
- Graphics: Upgraded astc encoder to latest bugfix release of version 2.5.
- Graphics: When using an AMD GPU, D24_UNorm_S8_UInt was reported as supported on some APIs which is incorrect, this has been resolved. Internally, the driver fell back to D32_S8 anyhow so the behavior does not change, but the user will have more clarity now.
- HDRP: Fixed anchor position offset property for the Light Anchor component. (1362809)
- HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate.
- HDRP: Minor UX improvements on Quality Settings Panel.
- IL2CPP: Added full support for System.Reflection.MemberInfo.GetCustomAttributesData.
- IL2CPP: Added support for calling generic instances that were not found at conversion time.
- IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies.
- IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.
- IL2CPP: Fire the AppDomain.ProcessExit event when the runtime shuts down.
- IL2CPP: Fixed issue that could cause finally blocks to run more than once.
- IL2CPP: Fixed possible deadlock on player shutdown.
- IL2CPP: Improved Span Indexer performance. Added an intrinsic for Span get_Item/indexer to improve performance when accessing a large number of Span items.
- IL2CPP: Improved the performance of invoking delegates.
- IL2CPP: Improved the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check.
- IL2CPP: Optimized out boxing on null checks on nullable types in generic code.
- IL2CPP: Reduced executable size by reducing generic metadata output.
- IL2CPP: Use intrinsics for System.Runtime.CompilerServices.Unsafe methods.
- Input System: Touch input is handled from USB secondary capacitive touch screens on Android.
- License: License type remove from editor title and about window.
- License: Show proper license error dialog when editor is opened with a build license.
- Linux: Default texture compression for EmbeddedLinux is now configurable from the player settings.
- macOS: Minimum supported macOS version can now be set.
- Mono: Removed extra uneeded library from editor build.
- Networking: Optimized player loop callback on server builds.
- Networking: Player loop callback was optimized for server builds.
- Package: - Support of Editor Play mode (Uses IAP products defined locally; UDP methods are stubbed: Purchase and Consume will always be successful; Editor console outputs)
-     New Purchase() callback status: onPurchasePending
-     Scripting API documentation update

- Inclusion of an Implementation Guide that uses the In-Editor Tutorial framework (in Unity Editor 2019.4 and above)
- Information architecture changes to comply with the centralization of Services in the Package Manager
-     Misc bugfixes and optimization.
- Package Manager: Added hover background color to menu toolbar spinner that monitor package download progress.
- Package Manager: Added Package Name as a selectable label to Package Details in Package Manager Window.
- Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version.
- Package Manager: Include Sign In hint in startup error dialog when Package Manager resolution fails due to missing authentication information.
- Package Manager: Log package entitlement check failures in Unity editor console.
- Package Manager: Package manager toolbar is now always kept active during refresh operations.
- Package Manager: Small tweaks to Package Manager scripting reference documentation.
- Package Manager: Terrain Tools package is now included in the Worldbuilding 3D feature set.
- Particles: Added a ping back to Hierarchy view Game Object, when selecting relevant Particle System profile markers.
- Particles: Moved Particle System Prewarming to worker threads.
- Particles: Particle Systems can now choose whether the Gravity Modifier applies 2D or 3D Physics System gravity.
- Physics: Changed "Collider2D.GetShapeHash()" so that it calculates the hash incrementally rather than when entirely when it is called. This results in the time take being constant rather than scaling as the number of physics shapes increases.
- Physics: Improved the Physics Visualiser layout and moved the Rigidbody and Articulation Body Info panels to the Physics Visualiser.
- Physics: Joint Inspector will display only 1 of connected body, depending on which one is set.
- Physics: Optimise Rigidbody interpolation so that it doesn't require excess syncing of transforms internally, it is about 20% faster base line, but can be much faster if there were transform changes made from scripts.
- Physics: Updated ArticulationBody.AddForce and other related method Scripting API documentation with information about current PhysX limitations.
- Physics: Updated RaycastCommand's Scripting API to mention that it won't return more than one hit.
- Physics: Updated the Collider.ClosestPoint Scripting API to mention that the input position will be returned if the Collider is disabled.
- Physics: Updated to PhysX 4.1.2, a minor bugfix release. Release notes are available here: https://github.com/NVIDIAGameWorks/PhysX/blob/4.1/physx/release_notes.html.
- Profiler: Added icons for File Access and Asset Loading Profiler Modules.
- Scene/Game View: Added shortcut keys to cycle between available tool contexts.
- Scene/Game View: ESC key is exiting from the current custom tool and go back to the latest persistent tool.
- Scene/Game View: Greatly reduced overhead of OnSceneGUI callback when multi-editing many objects.
- Scene/Game View: Improved Gizmo rebuild performance.
- Scene/Game View: Improved outline rendering performance in the editor.
- Scene/Game View: Improved performance for Handles.DrawWireCube.
- Scene/Game View: Improved performance of selecting many objects.
- Scene/Game View: Made Picking more responsive by enabling Async Shader Compilation of Picking Shaders.
- Scene/Game View: Reduced Gizmo rendering overhead in large scenes with many Gizmos.
- Scene/Game View: EditorToolContext settings are now displayed in the Tool Settings Overlay.
- Scripting: Added EditorApplication.projectWindowItemInstanceOnGUI that is similar to projectWindowItemOnGUI but can also be used to customize sub-assets. (1182858)
- Scripting: Added GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".
- Scripting: Allow user code to build against .NET Standard 2.1 and .NET Framework 4.8.
- Scripting: Display dialog that informs user that it is now safe to attach a managed debugger now displays the port that the debugger is waiting for a connection on.
- Scripting: Improved AssemblyUpdater to not try to connect to VCS unless there assemblies under VCS that needs updating.
- Scripting: Improved invalid ApiUpdater configs detection.
- Scripting: Include Roslyn Analyzer diagnostics for "EnableDomainReloadTimings" diagnostic switch.
- Scripting: Introduced a cache to speed up look up of ApiUpdater configurations.
- Scripting: Make JsonUtility.FromJson[Overwrite] faster on inputs with long string-valued fields.
- Scripting: Optimized searching for scripts when the assembly name is not supplied which can significantly improve performance entering PlayMode amongst other areas.
- Scripting: Rename ".NET Standard" to ".NET Standard 2.1" in the Api Compatibility Level options to be more precise.
- Scripting: Switched CSharpCompiler utility to use roslyn instead of legacy mcs compilation.
- Scripting: The Managed Stripping Level for new projects when targeting the IL2CPP backend will be Minimal.
- Scripting: Unity engine and editor managed code is now compiled with .net standard 2.1.
- Search: Improved query builder UX and UI.
- Search: Many UI and UX search improvements.
- Serialization: Added more examples to the reference for dealing with Arrays with SerializedProperty.
- Serialization: Added more reference documentation and examples for SerializedObject and SerializedProperty.
- Serialization: Avoid unnecessary serialization when calling SerializedObject.ApplyModifiedProperties in the single target case.
- Serialization: Improved performance of StreamedBinaryWrite in specific scenarios.
- Serialization: Improved SerializedFileWrite to minimize file rewrite, this comes with many performance improvements.
- Serialization: Improved the use of SerializationCache.
- Serialization: SerializedProperty.boxedValue property supports reading and writing entire Structs.
- Shaders: Optimized parsing of #line directives, making import of large shaders with many #line / #include directives faster.
- Shaders: Some GLSL reserved words are now usable in shaders. (937467)
- UI Elements: Improved performance of mesh processing in the renderer.
- UI Toolkit: Clarified the message displayed to the user when deleting a style sheet that is being used in the UI Builder. (1354492)
- UI Toolkit: Fixed list view preview size in UI Builder. (1349018)
- UI Toolkit: Fixed selectors quick sheet styling in UI Builder. (1352270)
- UI Toolkit: Improved in-place editing of a Label to match the underlying style (UI Builder). (1354493)
- UI Toolkit: Removed unnecessary calls to HandleEvent when no associated callbacks are present for the corresponding event.
- UI Toolkit: TransitionEvents are now collapsed when relevant.
- UI Toolkit: TransitionEvents reentrance is properly handled.
- Version Control: - Stability and performance improvements.
- Version Control: Added Checkin and Update confirmation notification.
- Version Control: Added support for TLSv1.2 connections to Perforce servers. The Plugin is now using Perforce API v17.2. (1404016)
- Version Control: Improved load time performance.
- VFX Graph: Improved the following issues with the Bounds recording in the VFX Graph
- System bounds are now always computed in local space, in order to avoid lossy transformations of AABB between spaces.
- Effects containing Automatic systems are now forced to refresh every frame, so that the automatic systems can update their bounds even when off-screen.
-     The last known padding can now be accessed from C# through an internal binding.
- Virtual Texturing: Tile requests are now returned via PopRequests more frequently.
- Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.
- Visual Scripting: Eliminating domain reload cost for users when not using Visual Scripting.
- WebGL: Enabled Play Mode tests for WebGL platform.
- Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.
- XR: Added profiler markers for some XR Display subsystem entry points. Markers are named XR.Display.*.
- XR: Added SRP batcher support for late latching.
- XR: Return proper boolean values for TryGetBoundaryPoints.
- XR: Updated Oculus Android manifest with intent-filter.
- API Changes
- 2D: Added: Added Tilemap.GetTilesBlockNonAlloc API.
- 2D: Added: SortingGroup.ignoreParentSortingGroup to allow a Sorting Group to ignore all parents and sort on a global level instead of being a child of the parent Sorting Group.
- 2D: Added: Tilemap.tilemapPositionsChanged.
- 2D: Changed: Made Tilemap.tilemapTileChanged available in Runtime.
- Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.
- Android: Changed: UnityPlayer Java class now explicitly requires Activity instead of Context in constructors.
- Animation: Deprecated: Deprecated the Play function in the AnimationPlayableUtilities API to prevent potential issues when passing Timeline Playables into the function. (1279412)
- Apple TV: Added: Identifier for 2nd generation Apple TV 4K.
- Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.
- Asset Import: Added: ModelImporter setting to enable FBX relaxed checks. (1360524)
- Asset Import: Changed: Updated the Import Overrides API & adds support for composite extensions.
- Asset Pipeline: Added: It is now possible to control the execution order of AssetPostprocessor.OnPostprocessAllAssets by defining the dependencies using the attributes RunAfterClassAttribute, RunBeforeClassAttribute, RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute, RunAfterPackageAttribute and RunBeforePackageAttribute.
- Build Pipeline: Deprecated: BuildReport.files has been deprecated. Use BuildReport.GetFiles() instead.
- Build Pipeline: Deprecated: UnityLinkerBuildPipelineData.inputDirectory is obsolete, as we no longer take input assemblies for builds all from a single directory.
- Burst: Added: Added support for DOTS Runtime running / loading .Net Core assemblies.
- Burst: Added: Added support for System.Span and System.ReadOnlySpan within Bursted code. These types are not allowed as entry-point arguments.
- Burst: Added: BurstAuthorizedExternalMethodAttribute is now used to mark external functions that are safe to call potentially multiple times from static constructors (pure functions, with no side effects).
- Editor: Added: A method to be able to draw the cookie widget providing your own Property, GUIContent and LightType.
- Editor: Added: Added pen support in the macOS and Windows Editor for old and new input systems. Adds access to pen position, twist, tilt, pressure, and pen status (e.g. button state). On Windows, adds an addition API for coalesced pen events. The missing events can be retrieved with Input.GetPenEvent(). The count of accumulated pen events is retrieved with Input.penEventCount, and the queue of coalesced events cleared with Input.ResetPenEvents().
- Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.
- GI: Added: Eliminate breaking change in LightingExplorerTab constructor by reintroducing the previous constructor. (1348261)
- GI: Added: LightingSettings.lightmapCompression has been added and determines the quality of compression used for lightmaps.
- GI: Deprecated: Deprecate the unused UNITY_USE_NATIVE_HDR keyword. HDR decoding is now unconditionally supported in shaders.
- GI: Deprecated: LightmapSettings.textureCompression has been deprecated in favor of LightingSettings.lightmapCompression.
- Graphics: Added: A class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.
- Graphics: Added: A field to the CullingParameters structure to allow for adjustment to the near clipping plane for shadow clipping - this is independent of the rendering camera near clipping plane.
- Graphics: Added: A new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).
- Graphics: Added: A new Handles.DrawOutline API that allows drawing an outline in the Scene View around specified Game Objects.
- Graphics: Added: Added a new GraphicsFormatUtility function: IsDepthStencilFormat. Returns true if the format is a depth or stencil format, returns false otherwise.
- Graphics: Added: Added common support code for FSR.
- Graphics: Added: Added DebugFrameTiming class that can be used by render pipelines to display CPU/GPU frame timings and bottlenecks in Rendering Debugger.
- Graphics: Added: Added function to allocate RTHandles using RenderTextureDescriptor.
- Graphics: Added: Added new DebugUI widget types: ProgressBarValue and ValueTuple.
- Graphics: Added: Added new depth/stencil format to GraphicsFormat: D16_UNorm_S8_UInt.
- Graphics: Added: Added support for high performant unsafe (uint only) Radix, Merge and Insertion sort algorithms on CoreUnsafeUtils.
- Graphics: Added: Added vrUsage support for RTHandles allocation.
- Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.
- Graphics: Added: AMD FidelityFX shaders which were originally in HDRP.
- Graphics: Added: An option to change the visibilty of the Volumes Gizmos (Solid, Wireframe, Everything), available at Preferences > Core Render Pipeline.
- Graphics: Added: API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.
- Graphics: Added: D16_UNorm_S8_UInt and S8_UInt can now be selected as depth/stencil formats inside the RenderTexture inspector.
- Graphics: Added: Debug Panels Framework see IDebugDisplaySettingsQuery.
- Graphics: Added: Exposed LockBufferForWrite and UnlockBufferAfterWrite for GraphicsBuffer (it only existed for ComputeBuffer before under the names Begin/EndWrite).
- Exposed GraphicsBufferHandle.
- Graphics: Added: Extended various texture constructors with the ability to create uninitialized textures. This allows f

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