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Improvements

  • Android - Added API 26 and 27 to scripting and Editor.

Fixes

  • (986778(935077)) - Android: Disabled warnings in ProGuard by default; fixes build errors with 3rd party plugins.
  • (None) - Android: Fixed crash when running on Android 8 in instant app mode.
  • (1049051(972060)) - Graphics: Fixed crash in Mesh.ClearBlendShapes.
  • (1014147(1010809)) - Graphics: Fixed some backface culling corner cases.
  • (944153) - iOS: Fixed race condition with nulling "system RT" texture in DestroySystemRenderingSurfaceMTL.
  • (985457) - OpenGL: Fixed GLCore API crash when using indirect buffer as rw buffer.

Revision: 9758a36cfaa6

Improvements

  • Android: Improve Ping performance on Android devices supporting ICMP sockets, see the documentation for more information.iOS: Expose APIs that allow changing home button hiding and system gesture deferral properties - on runtime.
  • Linux: Improved filesystem performance to handle large cache sizes
  • XBoxOne: Updated Mono to support dynamic function calls on Xbox One
  • XR: Update Oculus to version 1.20
  • XR: Update Google VR NDK to v1.100
  • XR: Updated Oculus to version 1.21
  • XR: Updated Oculus to version 1.22

Fixes

  • AI: Fixed NavMeshAgents swapping to different NavMeshes when they are disabled and re-enabled right on an edge. (970718)
  • Android: Fixed an issue where the full-screen movie player didn't autorotate. (962450)
  • Android: Fixed Skybox distortion on specific Android devices with Vivante GC1000/GC2000 GPU. (967648 (903140)
  • Android: Fixed Android/OpenGLES Cubemap native texture not being registered correctly causing cubemap CopyTexture to native texture to fail. This also fixed Oculus Cubemap overlays not rendering. (1010786)
  • Android: Fixed ABIs not selected from the .aar plugins being included. (1027546 (1018967)
  • Android: Fixed a bug causing the loading of native audio plugins to fail on Android. (992023)
  • Android/OSX: Fixed android NDK download url to download zips and not bins or executables. (971226)
  • Animation: Fixed a crash caused by invoking QueryComponentByType() when code stripping is enabled. (989251) (938640)
  • Animation: Improved fix for creating an ongoing transition. (941945)
  • Animation: Fixed an issue that was causing the Editor to throw an exception when selecting animator transitions in an undocked preview window. (967380)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • AppleTV: Removed 2x App store icon slices that cause App Store validation to fail. (972927)
  • Asset Import: Fixed crash when importing fbx .meta files that contains references to non-existing scripts. (999831 (990267)
  • Asset Import: Fixed importing animation with negative custom framerate. (944221)
  • Audio: Fixed crash in AudioLowPassFilter on Switch. (975350)
  • Audio: Fixed a bug where the matrices passed to spatializer and ambisonic plugins could be set to the identity matrix briefly when a sound starts playing. (991034)
  • Build: Build no longer strict. (None)
  • Build Pipeline: Improved buildpipeline performance for large builds. (95944)
  • Editor: Fixed vsync not always off for scene view. (1009688)
  • Editor: Fixed errors related to temp TLS allocations. (926834 (921915)
  • Editor: Fixed "Errors: "Assertion failed: Editor Camera already has a render stack set... recursive rendering" and memory leak. (950671)
  • Editor: Fixed local assets being overwritten during collab update. (1014029 (952569)
  • Editor: Fixed dragging sliders producing multiple undo steps. (998407)
  • Editor: Fixed Input field staying highlighted after Enter key is pressed. (None)
  • Editor: Fixed Editor start when the network is poor. (1006537 (937499)
  • Editor: Fixed Skinned Mesh not being removed on undo. (925835)
  • Editor: Fixed undoing the activation of a UI layout component did not undo the side effects to the children RectTransforms. (1010406)
  • Editor: Fixed a Windows-specific crash in YAMLMerge when trying to merge files. (1001448)
  • Editor: Fixed various performance issues in YAMLMerge. (1001458)
  • Editor: Fixed driven RectTransforms causing a scene to be constantly flagged as dirty. (1010396 (966172))
  • Editor: Fixed various UnityEditor.VersionControl.Provider APIs when used with newly created VersionControl.Assets. (905161)
  • Editor: Fixed Editor crashes in "RenderSelectionOutline" when using ImageEffectAllowedInSceneView and set camera's targetTexture to null. (966404)
  • Editor: Adds an optional Async Query Mode for Perforce VCS integration (see Editor Settings) to stop the editor freezing when the Perforce connection has high latency. (922829)
  • Editor: Fixed being able to start multiple PlayMode and EditMode test runs at the same time from the test runner ui. (970697)
  • Editor: Fixed an issue where changing override format on a texture could cause Unity to crash. (961745)
  • Graphics: Fixed changing the projectors render queue in script not having an effect. (933548)
  • Graphics: Fixed OpenGL ES crash due to problem with cached VertexAttribArray. (994988)
  • Graphics: Fixed issue where DrawMeshInstanced calls will render with inverse normals if the previous draw call used negative scaling. (956919)
  • Graphics: Fixed crash during a visibility callback when a GameObject which was not visible is set inactive followed by setting a visible GameObject inactive. (968591)
  • Graphics: Fixed Vulkan validation layer errors associated with image barriers. (941149)
  • Graphics: Fixed crashes that can happen on DirectX12 with graphics jobs enabled to do with DynamicVBOs. (951091)
  • Graphics: Fixed potential hang on DirectX11 or DirectX12 when using different sized render targets and multiple cameras. (950907)
  • Graphics: Fixed D3D11 driver assert message and potential crash "Invalid mask passed to GetVertexDeclaration() when using post-effect". (None)
  • Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle. (948053)
  • Graphics: Fixed Vulkan validation layer errors (on Windows) when switching to fullscreen. (941149)
  • Graphics: Fixed projectors not being culled correctly to match Editor scene cameras. (954828)
  • Graphics: Fixed asserts and potential memory leaks when Skinned Mesh Renderers with the "Update When Offscreen" property enabled are not visible. (961692, 964998)
  • Graphics: Fixed case when some of the cameras don't render anything because depth buffer contains garbage. (907391)
  • Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL). Christophe Riccio 912323. (912323)
  • Graphics: Fixed occasional rendering glitches in the Editor when using marquee selection to select dynamic geometry such as Particles, Lines and Trails. (1021655)
  • IL2CPP: Improved performance of IL2CPP player startup. (989476)
  • IL2CPP: Prevented an unlikely, but possible crash when default parameter values are used. (973052)
  • IL2CPP: Fixed a problem with the decimal to double conversion implementation with the new scripting runtime. (959791)
  • IL2CPP: Fixed a crash on iOS which can occur when a device is awakened during a blocking socket call with a SIGPIPE signal. (957651)
  • IL2CPP: Improved the performance of code conversion when many nested generic types are used. (975496)
  • Inspector: Fixed objects using HideAndDontSave being visible in preview windows, after being disabled and enabled. (963576)
  • iOS: Fixed Standard shader specular highlights on mobiles. (760222) (845851) (953606)
  • iOS: Added support for iPhone X second stage splash screen. (972995)
  • iOS: Metal: Fixed MSAA behavior when using RenderPass. (None)
  • iOS: Fixed Display.SetResolution to work at first frame. (1003886)(995079)
  • iOS: Fixed Standard - shader specular highlights on mobiles. (760222) (845851) (989093)
  • iOS: Fixed crash when creating texture from PNG image when cardboard VR is enabled. (1016616 (1013198)
  • iOS: Metal: Fixed ReadPixels() crash when reading out of active render texture's bounds. (990596) (981074)
  • iOS: Enabled landscape splashscreen for more iOS11 devices. (980304)
  • iOS: Fixed trampoline calling UI methods ([UIApplication delegate]) from background thread (case 956318). (956318)
  • iOS: Fixed problem on iPhone X with missing keyboard Done/Cancel buttons. (979006)
  • iOS: Fixed MSAA corner case causing warning messages and validation error on Metal. (983854)
  • iOS: Fixed videos started with Handheld.PlayFullScreenMovie not resuming after returning to the app in some circumstances. (954593)
  • iOS: Fixed for locked orientation app gets rotates from portrait to landscape when sharing to another app on iOS 8 & 9. (913856)
  • iOS: Fixed an issue where fullscreen movies could no longer be dismissed with a tap on iOS 11. (940608)
  • iOS: Fixed iOS 11 crash when application is launched from URL and airplay screen mirroring is enabled. (980360)
  • Linux: Fixed Linux touch input for mouse events. (947049)
  • Mobile: Fixed black screen on devices that do not support RGBA16F rendering to texture. (989654)
  • Multiplayer: Editor crashes on AddWebsocketHost on other instance to he same port. (1008385)
  • Multiplayer: Fixed server active disconnect client for web sockets. (None)
  • Multiplayer: Now skip soft socket error, to prevent host to be closed. (N/A)
  • OSX: Fixed crash in UnitcodeInputView during editor shutdown. (946958)
  • OSX: Fixed changing Input Manager entries causing the player to become unresponsive. (900969)
  • OSX: Fixed Metal API timeout crash due to very long frame times on weaker GPUs. (933610)
  • Particles: Fixed performance regression when using scripted emission and using Size modules. (983677)
  • Particles: Fixed crash after enabling certain modules via script (e.g. Size over Lifetime). (977710)
  • Particles: Fixed built-in particle shaders not working with HDR. (967476)
  • Particles: Fixed a crash when using scripted emission with a system that already contains particles, if certain modules are being used. (988854)
  • Performance Reporting: Report device model field for Managed Exceptions. (980806)
  • Physics: Fixed issue where Physics Debugger's layer mask does not filter GameObject correctly. (984402)
  • Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes. (984401)
  • Physics: Fixed crashes when loading new scene and activating cloth gameobject in coroutine. (984400)
  • Physics: Fixed PhysX crash when calling Physics.OverlapBoxNonAlloc on Android devices. (878407)
  • Profiler: Fixed FMOD causing performance regression when profiler attached. (999849)
  • Scene Management: Fixed crash in SplatMaterials::FindMaterialProperties when opening a scene with specific Material and Terrain combination. (919769)
  • Scripting: Fixed an issue causing GC allocation for UnityEvent handler without parameters in some cases. (978630)
  • Scripting: Fixed crash when using GitHub for Unity. (930358)
  • Scripting Upgrade: Fixed crash when using 'fixed' statement on a string. (960555)
  • Scripting Upgrade: Fixed crash on exit when script debugger is enabled. (974228)
  • Scripting Upgrade: Fixed Android crash when NullReferenceException is raised. (954427)
  • Scripts Only Build: Fixed issue where a user could select a different destination than the last non-scripts only build. (978681)
  • Shaders: Fixed shader compiler crash when compiling specific D3D9 shaders. (1018526 (968997)
  • Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators. (927339)
  • Shaders: Fixed case where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone. (944334)
  • Shaders: Implement missing F32TO16 and F16TO32 opcode handling in HLSLcc shader conversion. (None)
  • Shaders: Fixed incorrect translation of shaders using resinfo with mask operators. (943340)
  • Shaders: Fixed an issue with the Shader Compiler which would result in GLSL based platforms not being able to compiler certain shaders. (919351)
  • Substance: Fixed a memory leak when using cloned ProceduralMaterials. (1005779)
  • UI: Fixed instances where Font.textureRebuilt would not be called even though the internal texture was regenerated. (940508)(939853)
  • UI: Fixed a crash where a transform was not reset causing parenting changes to be ignored. (1014356)
  • UI: Fixed issue where an assigned fallback font would not be used. (911613)
  • Universal Windows Platform: Fixed NotSupportedException being thrown on UWP builds with .NET scripting backend enabled when using Timeline. (966790)
  • Universal Windows Platform: Fix building player with IL2CPP player fails when there are plugins that are marked read-only in the project. (959795)
  • Universal Windows Platform: Fixed .NET native compiler crash when using List or List in a serializable class. (979741)
  • Universal Windows Platform: Fixed reference rewriter not fixing references for System.Net.Sockets.Socket when DLL where it's being referenced was compiled against .NET 3.5. (947209)
  • Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds. (955086)
  • VCS: Fixed lightingdata.asset files getting re-opened in text mode in certain situations. (975920)
  • Video: Fixed videos being transcoded when switching platform even when they are cached in Cache Server. (963980)
  • Video: Fixed meta files being updated during platform switch when transcoded files are identical. (962118)
  • VR: Fixed shaders meant to be used in VR platforms will being included included in builds where VR support is disabled. (971945)
  • Web: Made Content-Disposition for file sections standard-compliant in UnityWebRequest and WWW. (980328)(974665)
  • Web: Fixed possible crash in UnityWebRequest on Windows platforms when using UnityWebRequest with custom download handler script. (None)
  • Web: UnityWebRequest: Improved performance for DownloadHandlerScript. (973260)
  • Web: UnityWebRequest: Fixed crash when checking AssetBundle download progress that gets aborted. (971875)
  • WebGL: Added indexedDB caching mechanism for XMLHttpRequest in WebGL. (937594)
  • WebGL: Fixed crash for relative URL in UnityWebRequest when exceptions are disabled. (970681)
  • WebGL: Fixed not handling playBuffer exception when there is no audio output on Safari. (994387)(960863)
  • WebGL: Fixed UnityWebRequest with relative URL when running with custom port. (971870)
  • Windows: Fixed mouse events for non-primary display on Windows standalone player. (None)
  • Windows: Fixed crash on startup when screen width/height player preferences get corrupted in the registry. (979198)
  • Windows: Fixed resolution dialog not showing monitor list and crashing on pressing 'Play' button on some weird monitor setups. (996015)
  • Windows Standalone: Fixed a regression where a fullscreen application would be restored to the native resolution of the attached display after losing focus. The expected outcome was that it should be restored to the - original resolution that it was launched on. (972355)
  • XR: Fixed orientation settings being locked when VR Support is enabled, and updated info messages related to these settings. (986942)
  • XR: Fixed errors when building for Daydream and Cardboard with Proguard enabled. (949380)(946104)
  • XR: Updated Google VR NDK to 1.130 for Android/1.120 for iOS. (1011575 (991127)
  • XR: Fixed incorrect thread affinity setting on Gear VR. (None)

Revision: 9fd71167a288

Improvements

  • Android - Improved error messages from android sdk tools.
  • Apple TV: Added support for attitude data coming from new Apple TV remote.
  • Editor: Fixed instabilities within Integration tests, namely suites, ProfilerSuite.ProfilerDynamicSampleTests, ProfilerSuite.ProfilerCustomSamplerTests.
  • Graphics - Improved documentation for graphics hardware tiers.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added support for iPhone X launch images.
  • iOS: Implement support for 4K AppleTV icons and splashscreens.
  • Multiplayer: Increased send bandwidth for web sockets.
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • Video: Fixed audio glitches when seeking/underflow happens during playback of VideoPlayer.
  • Video: RGB to YUV conversion that happens during video transcoding and recording is now 2-3 times faster.

Fixes

  • AI: Fixed NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range. (935433)
  • AI: Fixed an unwanted gap in the navigation mesh produced by a concave edge crossing a tile boundary. (930830)
  • Android: Fixed an issue where "Success" message was shown on failed builds. (934735)
  • Android: Fixed a rare static splash screen crash. (971571)
  • Android: Fixed crash on some Adreno devices. (961094 (948200)
  • Android: Fixed loading player data for very specific file sizes/content. (959908)
  • Android: Disable GPU fences for two Android 6 devices which have been found to have compatibility issues causing performance loss: HTC 10 and LG G5 SE. (924891)
  • Android: Fixed symbols.zip not including symbols file. (942625)
  • Android: Fixed android video player playback starting to lag after activating input field. (934841)
  • Android: Fixed stuttering with android video player multithreaded rendering. (931038)
  • Android: Fixed android build failing with target SDKs 21-23. (956658)
  • Android: Fixed realtime HDR reflection probes being black on older Android devices. (776875)
  • Android: Fixed player crash when profiler with GPU profiling is enabled and graphics API was not OpenGL ES 3. (944118)
  • Android: Fixed header availability in UnityWebRequest on Android when response uses chunked transfer. (956599)
  • Android: Fixed crash when killing the application during permission request. (934782)
  • Android: Fixed an issue where apk signing would fail when using certain symbols in the passwords. (946291,941214)
  • Android: Fixed corrupted textures with mip maps on phones with VideoCore gpus. (913546)
  • Animation: Fixed assert when loading AnimationClip asynchronously in AssetBundles. (964932 (943438)
  • Animation: Fixed an irrelevant assert in Animation Component. (943954)
  • Animation: Fixed CurveField not updating animation curve when reference changes from render to render. (952170)
  • Animation: Fixed a crash when opening an animator controller with a circular reference through StateMachineBehaviours. (930354)
  • API Updater: Fixed an unnecessary reference to mscorlib 4.0 being added to assemblies in some cases. (952674)
  • Apple TV: Fixed icon asset catalog setup when certain multi-layer icons are missing. (959867)
  • Asset Import: Fixed psd import issue where a PSD looked different from a PNG. (931359)
  • Asset Pipeline: AssetDatabase.GetSubfolders now returns paths correctly, and API documentation has been updated to reflect that it takes a relative path as an argument. (931944)
  • Build: Fixed exceptions in OnPreProcessBuild halting the build process incorrectly;. (942296)
  • Build Pipeline: Fixed a crash in BuildReporting::BuildReport::BeginBuildStep caused when BuildAssetBundles was being called from an OnPreprocessBuild callback. (920537) (958238)
  • Build Pipeline: Implemented code optimization to reduce time spent entering playmode. (933679)
  • DX12: Fixed bad pipeline state issue causing errors. (925955)
  • DX12: Fixed constant buffer memory being overwritten in certain circumstances. (938617)
  • DX12: Fixed copy queue memory leak.
  • Editor: Fixed plugin Inspector showing only one option in Framework Dependencies for iOS platform and .NET 4.6. (948327 (930624)
  • Editor: Fixed command line activation failed when there is a old cached access token. (940084)
  • Editor: Fixed a crash when a cubemap with invalid metafile was imported. (905397)
  • Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution. (926559)
  • Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded. (913869)
  • Editor: Fixed editor restart prompt when selecting the same Active Input Handling option. (968535)
  • Editor: Fixed crash while processing input during destruction. (946958)
  • Editor: Fixed random hangs during Editor startup. (954607)
  • Editor: Fixed an issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted. (964917 (925381)
  • Editor: Fixed Scene view picking sometimes not selecting the topmost object. (943051)
  • Editor: Fixed Player Settings, not using the default icon if there are no icons specified. (953161)
  • Facebook: Fixed unhandled BadImageFormatException for deleted SDK .dll. (969962 (956872)
  • Facebook: Minor fixes for upload package creation process. (950320) (950323)
  • Facebook: Fixed an incompatibility issue with Facebook SDK 7.10.1.
  • GI: Fixed project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked. (925552)
  • GI: Fixed terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation. (754298)
  • GI: Fixed exception being thrown when the backgroung color of a Reflection Probe is changed. (939947)
  • GI: Fixed a crash in 'RenderTexture::DiscardContents' when opening a scene. (935328)
  • GI: Changed memory label for filtering in Progressive Lightmapper. (936003)
  • GI: Remove unnecessary error message being displayed in console. (930042)
  • GI: Fixed metadata pass values when using terrain mesh with MaterialPropertyBlock and Realtime GI. (935149)
  • GI: Fixed Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled. (854349)
  • GI: Progressive Lightmapper crashes with transparent shader. (949574)
  • Graphics: Fixed lights on animated rigs thorwing errors and potentially crashing. (930408)
  • Graphics: Clarified behaviour for RenderTexture.autoGenerateMips specifically when using Graphics.CopyTexture. (840231)
  • Graphics: Fixed crash when creating sprite with unsupported texture format. (944413)
  • Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script. (942563)
  • Graphics: Fixed atlased ETC1 textures with split alpha rendering in Editor outside of play mode. (942923)
  • Graphics: Fixed displaying incorrect light mode when multiple lights are selected. (929875)
  • Graphics: Fixed shadows when shadow prepare job is not run. (930221)
  • Graphics: Fixed batching with unused stencil bit in G-Buffer pass. (964921 (962696)
  • Graphics: Fixed OpenGL rendering to specific mip level in certain circumstances. (914192)
  • Graphics: Metal: Fix occasional GPU hangs when dispatching compute shader. (950989)
  • Graphics: Fixed an issue where performing an undo on a Static Lightmap Object causes an error related to transforms to be reported. (955082)
  • Graphics: Fixed an issue where off-screen SkinnedMeshRenderer with 'update when off-screen' enabled not being skinned. (939897)
  • Graphics: Fix startup crash on OS X 10.11 with Metal.
  • Graphics: Fixed updating of bounding boxes for SkinnedMeshRenderers with 'Update When Offscreen' set. (935463)
  • Graphics: Import Settings: Fixed changing texture type to Normal map not resetting existing alphaIsTransparency setting. (935870)
  • Graphics: Added GL support to be able to bind sRGB textures as RWTextures i.e. for compute shaders in linear rendering mode. (891510)
  • Graphics: Fixed "Assertion failed: 'IsNormalized(normal)'" when computing spotlight frustum planes. (922769)
  • Graphics: Fixed asserts when animations disable newly visible renderers. (950215)
  • IL2CPP: Fixed incorrect the behavior of DateTime.TryParse with the .NET 4.6 profile. (948887)
  • IL2CPP: Fixed an intermittent crash in the garbage collector on PS4. (955991)
  • IL2CPP: Improve stack traces for NullReferenceException cases on iOS when Xcode 8.3.1 or later is used with release builds. (950637)
  • IL2CPP: Adding support in IL2CPP for Module.ScopeName property, which is used by Assembly.GetModule() to find a module in an assembly by name. (947807)
  • IL2CPP: Fixed calling native ICommand interface methods on managed and native objects.
  • IL2CPP: Fixed marshaling System.DateTimeOffset to Windows.Foundation.DateTime when passing it to Windows Runtime APIs. (950465)
  • IL2CPP: Fixed crash in thread pool during shutdown. (966623)
  • IL2CPP: Improve incremental build performance on OSX.
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime. (952403)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6. (943671)
  • IL2CPP: Fixed an issue where android builds would crash on launch with the 4.5 runtime when the byte code stripping option was selected. (922979)
  • Internal: Fixed some test runs returning true when calling 'IsHumanControllingUs'.
  • iOS: Fixed the Screen.dpi() method from the Trampoline code in order to return the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X. Also fixed - the iPhone 8+ and iPhone X model checking. (962352)
  • iOS: Added identification enums for iPhone 8, 8+ and X.
  • iOS: Fixed a multithreading issue where downloading and aborting a lot of files was causing instabilities. (944301)
  • iOS: Fixed screen not rotating away when disabling current autorotation using Screen.autorotateTo. (972893 (942401)
  • iOS: Fixed PlayerSettings.iOS.appleDeveloperTeamID being ignored if automatic signing is off. (967467 (966830)
  • iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11. (951089) (949036)
  • iOS: Added an option to disable UISystemGestureGateGestureRecognizers touch delays in the Trampoline. These delays are meant to filter out accidental - clicks very close to the edges of the screen, but some users reported that they have been experiencing - issues related to them, DISABLE_TOUCH_DELAYS flag has been added in order to control this behaviour. (920200 (878689)
  • Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects. (887019)
  • Lighting: Lightmap import max size fix added. (847499)
  • Multiplayer: Fixed reliable message sometimes being delivered twice.
  • OSX: Fixed High Sierra OS freeze while using Local Cache Server. (954747)
  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (963866)
  • OSX Metal: Fixed hang when using MSAA on OSX 10.11 on Nvidia GPUs. (963060)
  • Particles: Fixed an issue whereby Box Shape changed emission direction when scaled to 0. (935633)
  • Particles: Fixed am issue where Particle System could spawn bursts twice in some situations. (934787)
  • Particles: Fixed UI errors when using Planes collision mode. (930005)
  • Particles: Fixed batching issues when using Generate Lighting Data on Particle Trails. (944029)
  • Particles: Fixed crash when emitting from script and using a Size module. (957427)
  • Particles: Fixed an issue where Horizontal billboards had an incorrect vertex normal. (944205)
  • Particles: Fixed mesh particles being rendered upside-down when using view-space. (957899)
  • Physics: Fixed cloth pointer not being set to NULL when deactivating SkinnedMeshRenderer. (946356)
  • Physics: Ensure that when a Rigidbody2D is set to "StartAsleep" sleep mode that any initial contacts do not wake it. (941024)
  • Physics: Ensure that when a Collider2D material changes, any existing contacts change to match the material properties. (953653)
  • Physics: Fixed GameObject with disabled cloth component not following parent's transform. (946307)
  • Physics: Fixed recursive 2D physics callbacks happening when re-parenting inside a callback. (965075)
  • Physics: Fixed loading a scene with a Rigidbody2D with simulation off allowing interpolation when simulation is subsequently turned on. (965605)
  • Physics: Fixed matching of enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again. (932044)
  • Physics: Fixed previous collision not being ignored when recreating 2D physics contacts. (960530)
  • Physics: Ensure that the PlatformEffector2D ignores any contacts involving trigger colliders. (950833)
  • Physics: Updated physics documentation to better explain how friction and bounciness are combined. (922684)
  • Physics: Fixed TerrainData.SetHeights not updating the terrain collider properly at run-time. (916451)
  • Physics: Fixed collider from crashing or getting into a bad state when disabled from an animation. (957044)
  • Plugins: Removed warning messages about Audio spatializers in logs for applications that were not using spatializers. (869346) (835980)
  • Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some - circumstances. (960775)
  • Profiler: Fixed a deadlock issue when creating a profiler sampler with a duplicate name eg: Profiler.BeginSample("Destroy"). (948379)
  • Scripting: Fixed Awake containing the wrong transform values when instantiated. (953068)
  • Scripting: Fixed crash if delegate is created on un-inflated generic type. (763091)
  • Scripting: Fixed crash in debugger when trying to stop while a single step operation is in progress. (951901)
  • Scripting: Fixed alignment of 64-bit types on iOS. (949127)
  • Scripting: Fixed hang on exit in batch mode. (958346)
  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)
  • Scripting: Fixed crash in AssemblyUpdater when property body contains reference to an obsolete API method / property. (935582)
  • Scripting: Fixed XMM registers getting overwritten in 64-bit mode. (952069)
  • Shaders: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices. (933203)
  • Shaders: Added errors in UsePass/Fallback snippets as runtime errors so they get properly cleared when the source shader is updated. (920303)
  • Terrain: Fixed crash when a splat texture only has a normal map. (963350)
  • Terrain: Remove Editor error about non read/write textures. (964302)
  • Terrain: Fix crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write. (951780)
  • UI: Fixed issue where canvas elements that are moved whilst they're disabled weren't displayed in the correct location upon being re-enabled. (958902 (924188)
  • UI: Fixed 'd3d11: failed to create buffer' error in CanvasRenderer. (953270)
  • UI: Fixed issue with input when a zero Z scale or zero X & Y scale were used. (957844)
  • UI: Fixed tabbing between input fields not properly giving editing focus. (952802)
  • Video: Fixed crash when stopping the WebGL VideoPlayer if callbacks are pending.
  • Video: Fixed erroneous negative stride crash on Windows. (966690)
  • Video: Fixed crashing RemoteWebCamTexture (when Unity Remote helper app) when marked DontDestroy. (965363 (921560)
  • Video: Video Clip is not played when loading it from an Asset Bundle on Windows. (954117) (924562)
  • Video: Muting Game View does not mute video audio. (964785) (854484)
  • Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR. (none)
  • Video: Fixed a rash at TestAndRemoveObject when closing Unity with video preview playing. (938819)
  • Video: Fixed video decoding errors due to bad file I/O for high res/bitrate video. (962255 (908289)
  • Video: [Windows][Standalone] Fixed a crash when exiting standalone 'UnityPlayer.dll caused an Access Violation'. (942012)
  • Video: Fixed an issue whereby video Clip Preview works only in Play mode. (931846)
  • Video: Fixed a rash in mono_marshal_get_cache when reentering Play mode after video clip was previewed. (930707)
  • Video: Fixed VideoPlayer crash on OSX 10.9 and iOS 7.0 or below. (965362)
  • Video: Fixed inspector preview not cropping video files name. (964789) (937173)
  • Web: Fixed WWW.responseHeaders returning NULL. (949038)
  • Web: UnityWebRequest: Fixed POST key/value dictionary containing very long values. (946124)
  • Web: Fixed header availability in UnityWebRequest when response is HTTP failure or there is no body.
  • WebGL: Fixed Timeline crash on missing DSPConnection::setMix(). (949858)
  • WebGL: Fixed division by zero when AudioSource.pitch is zero. (946393)
  • WebGL: Fixed MS Edge detection. (943241)
  • WebGL: Fixed missing slashes in https blob url. (940942)
  • WebGL: Fixed black screen / missing progress bar during loading. (900105)
  • WebRequest: Fixed resource leak when aborting a UnityWebRequest that downloads an AssetBundle. (950574)
  • WWW: Fixed WWW class regressions related to throwing NullReferenceException. (949418)
  • XR: Fixed a thread affinity issue on certain mobile devices that could affect performance when resuming VR apps. (None)
  • XR: Fixed handling of Android density (screen resolution) changes to avoid a crash. (950540)
  • XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR. (892084)
  • XR: Fixed black screen on startup on Cardboard when GLES2 or GLES3 was used. (931397)
  • XR: Fixed Cardboard iOS target frame-rate. (950229)
  • XR: Fixed Daydream applications hanging before quitting to Android home when calling Application.Quit. (966173)
  • XR: Combined depth/stencil invalidation to work around a driver bug on some Android platforms.
  • XR: Fixed an issue with Camera.stereoSeparation being incorrectly applied on Oculus HMDs. (957488)
  • XR: Fixed Podfile not reporting the correct version. (962253)
  • XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.

Revision: 574eeb502d14

Improvements

  • 2D: Sprite atlas packing will now spend less time reconciling sprite from cache atlas. Previously this was slow, especially in a new editor session.
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • iOS: Added an Marketing icon kind for iOS and a slot for a 1024x1024 App Store icon.
  • Tizen: Load the first scene during displaying Splash screen.

Changes

  • 2D: Sprite atlas packing will now cancel and return an error if there exist sprite(s) with size larger than the pre-determined atlas max size.
  • XR : Updated Google VR NDK to 1.80.

Fixes

  • 2D : Correctly use Sprite Atlas packed offset when calculating UVs for OverrideGeometry(). (941884)
  • 2D : Editing 2D primitive asset no longer show error in console. (937147, 946596, 937126, 946595)
  • 2D : Expose sRGB (gamma color space) option and packing padding option to Sprite Atlas inspector. (941882)
  • AI : UpdateNavMeshData will process non read/write meshes in editor when not in playmode. (935105)
  • Android : Resources.Load no longer stalls LoadScene and LoadSceneAsync. (918875)
  • Android: Buildpipe - Fixed permissions popping up when providing resources in res/ . (940999, 939414)
  • Android: Fixed a shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH. (945953)
  • Android: Fixed black screen on startup on Android O devices. (946059, 945338)
  • Android: Permissions - Fixed ephemeral permissions not popping up on Android Oreo. (946377, 946349)
  • Android: Removed API 16 - 19 from target sdk version selection list. (944010, 898416)
  • Android: SoftInput - Fixed the Korean input on Samsung phones. (946429, 945994)
  • Animation : Fix for events not being fired during CrossFade at 0F. (920126)
  • Animation : Fixed a case where sprite and material reference were not animatable at the same time in the SpriteRenderer. (945292)
  • Animation : Fixed a case where transition between animations made GetIKRotation and GetIKPosition return an incorrect value. (945035)
  • Animation : Fixed alpha channel being animated when in linear color mode. (935087)
  • Animation: Fixed a crash when spawning an Animator with a state machine that uses OnStateMachineEnter. (930814)
  • Animation: Fixed animation events firing twice when using Animator manual update. (938978)
  • Animation: Fixed root motion not correctly aligning avatar on WebGL. (934626)
  • Build pipeline : Fixed a regression where the working directory of a Standalone build would default to the Assets folder, which was not allowed. (934848)
  • Build pipeline : Fixed the behaviour of the build process so that all the scripts got recompiled if the build process failed. (921652, 941913)
  • Collab: Fixed an issue where renamed files with new changes were not being pushed to the server and were ignored when comparing client/server states. (916233)
  • Editor : Don't give fatal error on plugin importer query for nonexistent platform.
  • Editor : Fixed ""TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD had unfreed allocations" while calling PluginImporter.SetPlatformData. (925589)
  • Editor : Fixed an issue where Launcher did not allow user to login and do re-activate when license was invalid. (942743)
  • Editor : Fixed the Callback registration failed kMaxCallback crash when entering playmode. (873467)
  • Editor : Fixed a crash when building splash with a portrait background but no landscape background was assigned. (913251)
  • Editor : Fixed modifiers being discarded when pressing hotkey. (936062, 942636)
  • Editor : Fixed prefab preview displaying all game objects in each individual game object preview during multi-selection. (941177)
  • Editor : Fixed sprite preview generation. (943905)
  • Editor : Plugins will be correctly excluded from player build, when using combination Any Platform = true with specific platforms excluded. (941182)
  • Editor: The crash on macOS when canceling undock of Hierarchy or Scene View has been fixed. (942253)
  • Editor: Fixed an issue where LogAssert.Expect would ignore the the logtype when finding a satisfying event when running playmode and editmode tests. (935602, 944933)
  • Editor: Fixed an issue where OnHierarchyChange() and EditorApplication.hierarchyWindowChanged events were not sent when selecting gameobjects with previews and when adding gameobjects to a scene if they had the HideInHierarchy flag. (946016, 935289)
  • Editor: Fixed incorrect lighting when switching to Metal device if Editor was started in OpenGL.
  • Editor: The generated TestResults.xml when running playmode and editmode tests is now updated to be in NUnit3 format. (910845, 940838)
  • GI : Fixed a case of object lighting preview being empty for meshes with no normals. (726487)
  • GI : Fixed an issue where creating a new scene in project window affected the lighting settings of other scenes. (919234)
  • GI : Fixed shadowmask in Forward rendering when multiple directional lights are used. (925579)
  • GI: Added A-Trous filter for the Progressive Lightmapper.
  • Graphics : Changing worldPos in gles2 to be fp32. (899729, 925179)
  • Graphics : Fixed a rare crash when dynamic batching was enabled. (938089, 944773)
  • Graphics : Fixed occlusion culling of shadows within the camera sightline. (829193)
  • Graphics : Fixed the case of Light Cookie rendering differently in Forward and Deferred mode. (923026)
  • Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value. (921297)
  • Graphics : Improved motion vectors precision when dynamic batching is disabled. (941966)
  • Graphics : Made ImageEffects always use the right source buffer, and blit to the final destination if necessary.
  • Graphics : Metal: Eliminate z-fighting artifacts on certain devices. (950945, 950947)
  • Graphics: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices. (933203)
  • Graphics: Fixed a crash when calling Graphics.SetRenderTarget with a RenderBuffer. (923977)
  • Graphics: Fixed an incorrect rendering on Metal after switching from a scene which called Shader.SetGlobalTexture with cubemap texture.
  • Graphics: Fixed Assert "Invalid mask passed to GetVertexDeclaration() when using post-effect" being triggered e.g. a custom post-effect. (932940)
  • Graphics: Fixed camera rendering to a temporary RenderTexture from clearing the stencil bits when it should not i.e. for HDR cameras. (932065)
  • Graphics: Fixed a crash in CameraStackRenderingState::ReleaseResources e.g. searching in Hierarchy window. (926718)
  • Graphics: Fixed a crash in player when using non RGBA32 format 3D textures. (927145)
  • Graphics: Fixed D3D11 errors in scenes with a Camera having HDR enabled and depth-only clear. (933768)
  • Graphics: Fixed sprite mode to be not a blank when texture type was change via script. (921598)
  • Graphics: Report an error instead of crashing when Mesh had invalid positions e.g. NaN. (930666)
  • IL2CPP : Allow SetSocketOption to work properly for add membership and remove membership with IPv6. (944939)
  • IL2CPP : Fixed calling System.Collections.Generic.IList1 methods on native objects that implement Windows.Foundation.Collections.IVector1 interface and calling Windows.Foundation.Collections.IVector1 methods on managed objects that implement System.Collections.Generic.IList1 interface.
  • IL2CPP : Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property. (947420)
  • IL2CPP: Added an extra check for a method with a body but an empty instruction list to prevent a crash in IL2CPP. (940906)
  • IL2CPP: Avoid stack overflow from occurring in Unity liveness logic. (935563)
  • IL2CPP: Do not strip System.Reflection types used by Mono. (930414)
  • IL2CPP: Fixed calling System.Collections.Generic.IDictionary2 methods on native objects that implement Windows.Foundation.Collections.IMap2 interface from managed code and calling Windows.Foundation.Collections.IMap2 methods on managed objects that implement System.Collections.Generic.IDictionary2 interface from native code.
  • IL2CPP: Fixed calling Windows.Foundation.Collections.PropertySet methods that derive from IDictionary`2 interface from managed code. (932981)
  • IL2CPP: Prevent a NotSupportedException from occurring when System.Net.WebRequest was used with the .NET 4.6 profile on iOS. (938702)
  • iOS : Cardboard Enable Transition View fix added. (940917)
  • iOS : Fixed an occasional crash on iOS when using UnityWebRequest. (944462)
  • iOS : Fixed SetIconsForTargetGroup when settings icons for iOS. (937886)
  • iOS: Fixed a crash when Low Memory was signalled very early. (941950)
  • iOS: Fixed Metal TextureUsage crash when Metal API Validation was enabled. (947026, 940902)
  • iOS: Fixed the underlying behaviour of the iOS player in order to make the Unity window to be the key window after an orientation change. This was causing problems when, for example, an attempt was made to open an URL when launching FBlogin through the Unity Facebook SDK when in portrait only autorotate state. (936504, 933588)
  • Multiplayer : Properly traversing inheritance chain. (933033)
  • Multiplayer: Force sync internal timers internal time after io thread resuming.
  • Networking: Fixed an issue where NetworkTransport.SendMulticast caused Unity to crash. (938980)
  • OSX: Fix for memory leak in LocalFileSystemOSX::Enumerate when using AssetDatabase.CopyAsset. (945175)
  • OSX: Fixed Metal VSync on OSX 10.13 to follow Quality Settings. (948069, 926730)
  • Particles : Fixed a crash when script changes quality level at runtime while Shuriken is active. (901096)
  • Particles : Fixed an upgrade issue where prefab instance shape module values could get corrupted. (914038)
  • Particles: Fixed a performance regression when using Size modules. (930933)
  • Particles: Removed unnecessary sync between main and graphics threads improving performance when more than one camera is rendering. (925709)
  • Physics: Fixed an occasional crash due to orphaned 2D physics contacts. (938951)
  • Physics: Stop invalid warning being output to console when destroying a CompositeCollider2D component. (916584)
  • Profiler: Fixed a memory leak when connection switched from player to editor. (928582, 941997, 795258)
  • Resource Management : Optimized the loading of assets performed via Resources.Load. This addresses a performance regression reported in Android platforms. (930802)
  • Scripting Upgrade: Avoid allocating GC memory when calling List.Sort with Comparer`1. (935845)
  • Scripting Upgrade: Fixed an issue of "About" window not displaying correctly when using latest scripting runtime. (944305)
  • Scripting Upgrade: Fixed a crash when constructing delegate on null reference with virtual method target. (941391)
  • Scripting Upgrade: Fixed a crash when inspecting values in managed debugger. (926881)
  • Scripting Upgrade: Fixed a crash when using managed debugger on OSX. (941204)
  • Scripting Upgrade: Fixed a hang when closing Editor after opening bug reporter. (921175)
  • Scripting Upgrade: Fixed a hang when closing Editor. (944152)
  • Scripting Upgrade: Report GC pause time correctly in profiler. (931981)
  • Scripting: Avoid stack overflow from occurring in Unity liveness logic (asset GC). (935563)
  • Scripting: Fixed the debugger error, "Unable to step", when trying to step over dead code blocks (912607)
  • Scripting: Fix to avoid boxing of values when invoking UnityEvents if the types of the event and listener matches exactly. (932039)
  • Scripting: Fixed "Unity extensions are not yet initialized" assertions when opening a project on Windows. (923633, 944636)
  • Scripting: Fixed a crash when invalid IL code was encountered. (942459)
  • Scripting: Fixed a crash when Ldflda opcode is used and null check was missing. (918046)
  • Scripting: Fixed an alignment issue for 64-bit integers and doubles on Android and other non-iOS ARMv7 platforms. (898636)
  • Scripting: Fixed an infinite compilation caused by being unable to delete files in Library/ScriptAssemblies on Windows. (940368)
  • Scripting: Fixed an internal compiler error due to yield in a lambda statement. (634364)
  • Scripting: Fixed an issue with Unity not using the latest changes made to scripts after recompile in Unity on Windows.
  • Scripting: Fixed Marshal.StructureToPtr when a field type is a multidimensional array of blittable types. (940012)
  • Scripting: Fixed use of System.Net.WebRequest in OSX Standalone player. (940280)
  • Scripting: Raise MarshalDirectiveException rather than aborting when invalid array marshaling directive is encountered. (935726)
  • Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS. (933557, 931791)
  • Timeline : Fix for ExecutionEngineException being thrown at runtime when using Timeline on iOS. (937737)
  • Timeline : Fixed the issue of time ruler being inaccessible after relaunching Unity. (935900)
  • Timeline : Fix for timeline clips not properly being set as dirty. (926861)
  • Timeline : Fixed preview mode not always working for humanoid root transforms and custom clips. (931859)
  • Timeline : Fixed a crash with playable director holding a reference to a non-playable asset. (936079)
  • Timeline : Fixed Activation and Control Tracks when application was Paused. (938170)
  • Timeline : Fixed preview mode on humanoid root and custom tracks. (936047)
  • UI : Fixed memory leak caused by profiler. (946442)
  • UnityWebRequest : Allow comments in header values except when known to be unsupported. (932312)
  • UnityWebRequest : Ensure that headers are available in UnityWebRequest only after all of them are received.
  • UnityWebRequest : Fixed a possible freeze on iOS, when running multiple UnityWebRequests with custom download handler scripts. (936801)
  • UnityWebRequest : Fixed automatic scheme prepending to web address (prepend http://) (931602)
  • UnityWebRequest : Fixed early availability of status code when UnityWebRequest was still running.
  • UnityWebRequest : Fixed possible issues aborting UnityWebRequest when using a custom download handler script.
  • UWP: Fixed web request not being sent. (918041, 914981)
  • Video: (1) is added to VideoPlayer name when added with drag-and-drop. (948876, 920816)
  • Video: Fixed audio getting desynchronized from video after seek operations. (889059, 947404)
  • Video: Transcoding issues with uncompressed RGBA .mov . (948877, 856784)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip fixed. (948878, 923258)
  • VR : Fixed a flickering image on Oculus when MSAA and HDR are disabled. (949510, 950758)
  • VR : Fixed an assert IsMatrixValid (matrix) when camera's target eye was set to left or right. (899259)
  • VR : Fixed an issue were the right eye was not rendering with Single Pass rendering and camera had Allow HDR enabled. (920106, 930441)
  • VR : Fixed an issue whereby CommandBuffer.Blit did not work when used in CameraEvent.AfterEverything. (918916, 943111)
  • VR : Improved rendering performance of Daydream and Gear VR apps.
  • WebGL : Fixed back-buffer anti-aliasing on WebGL1.0. (923698)
  • WebGL : Fixed file:// protocol warning on browsers that do not allow it. (926842)
  • WebGL : Fixed Fullscreen mode on Safari. (775206)
  • WebGL : Fixed server compression configuration warning. (927459)
  • Windows Standalone: Fixed an issue that would sometimes cause recursive player loop error. (946558)
  • Windows Standalone: Fixed Windows Standalone player failing to load Mono when built to a path with non-ascii characters in it with .NET 4.6 runtime. (944408)
  • Windows Store Apps: Fixed an issue that was preventing Unity from loading if it is part of an optional store package (941345, 942736)
  • Windows Store Apps: Fixed an issue where input was being queued on scene load. (933341, 942734)
  • XR : Fixed volume buttons not adjusting sound for Google Cardboard applications after they had launched. (938063)

Revision: cc85bf6a8a04

Improvements

  • Android: Gradle - Support custom library build.gradle files. (887824)
  • DX12: Native Rendering Plugin improvements - exposed extra functionality for working with backbuffers.
  • Editor: Added editor strings (profiler, Unity remote & etc.) for 2nd gen. iPad Pro.
  • Editor: New special search filter for folder: "t:folder"
  • Linux: Print log file path before redirecting.
  • Windows Player: Improved "Oops!" crash dialog.
  • Windows: Added API to expose crash dump report path: UnityEngine.Windows.CrashReporting.

Changes

Fixes

  • 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour. - (917931)
  • 2D: Fixed an issue where Sprite from the same atlas not hashed & packed correctly. - (927372)
  • 2D: Fixed an issue where the Editor became unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene. - (918524)
  • 2D: Fixed an issue whereby Sprite Atlas variant would pack without an error when master was compressed with crunched. - (935388)
  • 2D: Fixed console showing error when multiple selecting asset while locking Sprite Atlas inspector and Pack. - (920773)
  • Android: [VideoPlayer] H264 video doesn't loop on HTC One (OS 4.2.2) - (925738)
  • Android: Apps no longer signed with signature scheme v2 when building for oculus.
  • Android: Buildpipe - Correctly split resources between APK and OBB when building with LZ4. - (920359)
  • Android: Fixed a development build crash on Android 4.2.2 with VideoCore GPU. - (922553)
  • Android: Fixed a Vulkan error when trying to use anisotropic filtering on Mali GPUs.
  • Android: Fixed an issue having lots of VBOs allocated even for an empty scene on Android during application startup. - (937875)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha. - (918605)
  • Android: Fixed the issue where OBB was not available after installing from Google Play on some phones until device was restarted.
  • Android: Gradle - Do not explicitly set debuggable attribute when building with Gradle to avoid lint security warning. - (910280)
  • Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK. - (924518)
  • Android: SoftInput - Fixed the autocorrection not being disabled on Samsung phones. - (906014)
  • Android: SoftInput - Fixed the NamePhonePad flag. - (924515)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918033)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918032)
  • Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle. - (927443)
  • Animation: Fixed a crash when changing number of input in AnimationLayerMixerPlayable at runtime. - (922283)
  • Animation: Fixed a crash when changing OverrideController during interrupted transition. - (928601)
  • Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window. - (930335)
  • Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field. - (930987)
  • Animation: Fixed an issue of AnimatorState's WriteDefaults not working properly on very specific setups. - (893779)
  • Animation: Fixed an issue where the Animation events would not trigger if animation had less than two frames. - (921121)
  • Animation: Fixed an issue where the Animator's State Machine would start to flicker in Playmode if the Animator window was too small to display the active State. - (917195)
  • Animation: Fixed an issue whereby AnimatorState's WriteDefaults was not working properly on very specific setups. - (893779)
  • Animation: Fixed bad frame when changing Playable Graph during StateMachineBehaviours.
  • Animation: Fixed Generic animation layers affecting base humanoid root motion. - (928562)
  • Asset Bundles: Fixed an issue where calling LoadAllAssets with a type parameter could cause loading errors. - (930819)
  • Asset Bundles: Fixed an issue where IK float values weren't blending. - (920973)
  • Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted. - (885275)
  • Build Pipeline: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms. - (919307)
  • Build Pipeline: Fixed incorrect mesh channel stripping when mesh was used as a shape emitter in particle systems. - (917568)
  • Collab: Added softlocks to project browser in single-column mode. - (918761)
  • Collab: Fixed an issue where user was not prompted to save local scene edits before updating. - (907960)
  • Collab: Fixed update, immediately cancel, update again, crash. - (923508)
  • Collaborate: Fixed an issue with the initial collaborate publish where it will continuously retry upon failure. - (932469)
  • Editor: Calculate mipmap count properly when importing NPOT textures with '-nographics'. - (925913)
  • Editor: Ensure that an asset preview is always provided. - (858928)
  • Editor: Fixed a case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width. - (915524)
  • Editor: Fixed a crash when loading scenes created in Unity versions before 2017.1 with specific lighting setup. - (932793)
  • Editor: Fixed a performance regression that cause very long startup time when invoking a test run. - (900957)
  • Editor: Fixed an issue in the Inspector Window that prevented the 'Nothing Selected' component from being shown. - (925505)
  • Editor: Fixed in-launcher names of projects loaded via relative path. - (873823)
  • Editor: Fixed LookDev rendering issues: Frame to object feature, Initial position of prefabs in LookDev. -
  • Editor: Fixed one case of importing projects from very old Unity versions.
  • Editor: Fixed player build success notification.
  • Editor: Fixed screen capture. - (932630)
  • Editor: Fixed Security Vulnerability UNITYSEC-844-https://unity3d.com/security
  • Editor: Fixed the inability to rename a objects in the Hierarchy view if LookDev was open. - (908324)
  • GI: Fix to only show clustering view when realtime GI is on, or when baking is on with Enlighten. - (911953)
  • GI: Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • GI: Progressive Lightmapper: Fixed an issue where alpha cutoff was not properly converting values.
  • GI: Progressive Lightmapper: Fixed an issue where auto-mode did not detect when changing material values for alpha cutoff.
  • Graphics: Changed every instance of the string "Custom Texture" to "Custom Render Texture" in menus and tooltips. - (924625)
  • Graphics: Cubemap Custom Render Texture initialization is now applied to all faces (regardless of active face update flags).
  • Graphics: Don't enable blending on unsupported pixel formats on Metal. - (920781)
  • Graphics: Ensure textures are not created with too high mip count on Metal. - (915959)
  • Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0. - (909148)
  • Graphics: Fixed a crash in Custom Render Texture when switching target platforms in the Editor. - (925171)
  • Graphics: Fixed a crash on exit from fullscreen player when using OpenGLCore graphics API. - (922715)
  • Graphics: Fixed a crash when a valid Mesh had no submeshes. - (918642)
  • Graphics: Fixed a crash when adding CommandBuffers during OnPreCull callabck and visualizing occlusion data with lighting enabled. - (902870)
  • Graphics: Fixed a crash when instancing is enabled on specific Material. - (911654)
  • Graphics: Fixed a crash when using Compute Shader with very large number of thread groups i.e. greater than 500,000. - (826751)
  • Graphics: Fixed a crash when Vulkan loader was installed but no drivers were installed and Vulkan was used as the default API. - (898184)
  • Graphics: Fixed a deadlock when building lighting in Editor or during a player build. - (918993)
  • Graphics: Fixed a rare (could happen in very complex scenes) crash/hang when graphics jobs were enabled. - (918788)
  • Graphics: Fixed a rare case when shader compilation failed with error message "Failed to find parameters of a compiled D3D9 shader". - (918636)
  • Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering. - (878317)
  • Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport. - (910659)
  • Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly. - (923842)
  • Graphics: Fixed an issue whereby Terrain not showing wireframe in shaded-wireframe mode. - (922739)
  • Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible. - (911910)
  • Graphics: Fixed an occasional glitch when rendering lines/trails. - (903807)
  • Graphics: Fixed different sampling on sRGB RenderTextures compared to non-sRGB RenderTextures when in Gamma space in standalone players. - (909829)
  • Graphics: Fixed dynamic batching overwriting the vertex colour stream on untextured meshes. - (803067)
  • Graphics: Fixed GPU profiler block for Custom Texture Update.
  • Graphics: Fixed importing of single channel uint16 textures. - (909569)
  • Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling. - (694728)
  • Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture. - (903537)
  • Graphics: Fixed loading shaders in a variant collection not loading the variants from all passes which match.
  • Graphics: Fixed memory leak in Editor scene view. - (916425)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. - (920547)
  • Graphics: Fixed Mesh becoming offset and scaled when accessing 'mesh' property on a MeshFilter on a static GameObject and static batching was enabled. - (733687)
  • Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting. - (913612)
  • Graphics: Fixed OpenGL debug labels when using OpenGL ES.
  • Graphics: Fixed OpenGL ES debug labels.
  • Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport. - (910036)
  • Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled. - (811757)
  • Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project. - (912603)
  • Graphics: Fixed the scale and rotation matrix on the PreviewRenderUnility Camera having no effect. - (914676)
  • Graphics: Improved line and trail rendering, when trying to display overlapping/nearby points - (848934, 827583)
  • Graphics: Rendering optimistion for GLES graphics API. - (917105)
  • IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build. - (919058)
  • IL2CPP: Fixed various crashes. - (929802, 930163, 930252)
  • IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps.
    • Prevent a failure during code conversion when a constrained method call is made on a volatile type.
    • Prevent a possible crash in List.AddRange. - (921467, 936096, 929802, 930163)
  • iOS: Fixed 'Stale touch detected!' error message that showed up after minimizing, re-opening an app and immediate start tapping the screen with multiple fingers. - (934901)
  • iOS: Fixed an issue where Unity would not generate icons for Spotlight and Notifications in a Xcode project. - (918406)
  • iOS: Fixed auto-rotation on ReplayKit. - (911935)
  • iOS: Fixed trampoline compilation issues for iOS 11 simulator.
  • iOS: Rewrote the internal clock system and replaced it with a system that took into account the time when the device was asleep. Also, the startup time is now calculated more accurately. - (912594)
  • iOS: Use YIELD for atomic_pause on ARM. - (938975)
  • Launcher: Fixed an issue that Web Signin would print loading error in Editor.log (with access token). - (938693)
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the launcher offline issue. - (938742)
  • Linux: Addiitonal fix for initializing screen dimensions (mouse input). - (880426)
  • Linux: Associate provided icon with player window now. - (912675)
  • Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • Linux: Use default player icon when none is provided. - (912675)
  • Mono: Restored the "Use micro mscorlib" stripping option for Android. - (916064)
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after a couple of hours.
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after couple of hours.
  • Networking: UnityWebRequest: Fixed an issues where cookies were not sent on redirect. - (832192)
  • OSX: Fixed a crash when WebCamTexture is used. - (917133)
  • Particles: Detect when a new mesh is selected in the Shape Module, and update the Scene View preview accordingly. - (900928)
  • Particles: Ensure trails are properly initialized when particles are being manipulated via script. - (899881)
  • Particles: Fixed an issue where bounding boxes were too small on some systems, causing culling problems. - (914333)
  • Particles: Fixed mesh particles becoming inverted when using render alignment- View. - (927395)
  • Particles: Fixed use of Unscaled delta time in Edit Mode. - (910018)
  • Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks. - (927637)
  • Platforms: Fixed a crash when '-cleanedLogFile' was passed but no log file name was given. - (859361)
  • Scripting Upgrade: Fixed a crash when System.Reflection.Emit was used to generate assemblies for the AppDomain.AssemblyResolve event. - (920772)
  • Scripting Upgrade: Fixed an exception when calling 'System.Reflection.MonoProperty.GetterAdapterFrame' on AOT platforms. - (930594)
  • Scripting Upgrade: Fixed export package window tree structure. - (934518)
  • Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]). - (923165)
  • Scripting Upgrade: Improved distribution of Guid.GetHashCode(). - (930644)
  • Scripting: Fixed a crash when invoking LINQ expressions in Editor. - (920085)
  • Scripting: Fixed a potential domain reload issue in play mode when trying to validate scripts. - (926516)
  • Scripting: Fixed an issue when using SimplifyPoints and the provided array was too small.
  • Scripting: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread. - (934819)
  • Scripting: Fixed managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled. - (918651)
  • Scripting: Fixed scripting exception being logged as Info instead of Error. - (912719)
  • Scripting: Fixed WWW class being unsafe for multiple invocations of Dispose(). - (931213)
  • Services: Fixed an issue where Performance Reporting symbol upload tool could crash. - (927884)
  • Shaders: Fixed GLSL shader compile errors due to lack of default precision specifier. - (899502)
  • Shaders: Vulkan - Fixed a rare incorrect shader generation on expressions with write masks. - (908903)
  • Terrain: Fixed a crash that could happen when you have a very large number of terrains with SpeedTree trees on them. - (929987)
  • Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain. - (898262)
  • Timeline: Fixed a crash when using Timeline with a MacOS player. - (926710)
  • Timeline: Fixed inconsistencies in root motion position between Editor and Player. - (926701)
  • Timeline: Fixed root motion on humanoid characters when there were no base animation clips. - (934535)
  • Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode. - (923506)
  • Timeline: Rebuild Graph performances improvements.
    • Preventing clips from drawing outside of the visible area.
  • UI: Fixed memory leaks caused by unreleased Meshs in the UI Profiler. - (912789)
  • UI: GraphicRaycaster and EventSystem performance improvements. - (934842)
  • UI: InputField - For Name content type, use NamePhonePad touch screen keyboard type - (924515)
  • UI: Sprite Atlas variant will display correct on Image component. - (935390)
  • Universal Windows Platform: Fixed building generated UWP projects with Visual Studio 2017.3 when using .NET scripting backend.
  • UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update. - (911008)
  • Video: Fixed MovieTexture support for Metal. - (911115)
  • WebGL: Fixed compilation crashing with node on windows 7 64 bits. - (929988)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • Windows: Crash dumps are written to users' Persistent Data Path, resolving an issue where installing Unity games to Program Files caused crash dumps to fail. - (928646)
  • WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook. - (934502)
  • XR: Added missing Editor icons for world anchor, spatial mapping, touch input, and audio spatialization components. - (857023)
  • XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture. - (918634)
  • XR: Fixed an issue where stereo Convergence setting had no actual impact. - (923806)

Revision: 5d30cf096e79

2017.1.0f1 Release Notes (Diff since b10)

Known Issues

  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. (895458)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)

Changes

  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.

API Changes

  • Asset Pipeline: Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolute use iOSStatusBarStyle.LightContent instead (894136)

Fixes

  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)

The following are changes and fixes to 2017.1.0 features and regressions...

Improvements

  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows to specific which port should the local socket be bound to

Fixes

  • 2D: Stencil states are ignored when shader is used with SpriteRenderer (922208)
  • Android: Fix issue where Android IL2CPP builds may fail if built from an editor script. (921526)
  • Android: Fixed a regression where Banner Ads are invisible, but still clickable. (918960)
  • Animation: Fixed Animator.GetBehaviour() returning null after recompiling a script while in play mode (913301)
  • Editor: Added menu items used to create new UnityScript components that were removed in b10
  • Editor: Fixed error when dragging script to inspector (907212)
  • Editor: Fixed incorrect asserts when gizmos are rendered in the Game view. (851379)
  • Editor: Fixed unnecessary prefab disconnection when dragging script to end of component list in inspector (911697)
  • 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. (906745)
  • GI: Fixed case of tiling being ignored by the Progressive Lightmapper.
  • Graphics: Added tier settings for Light Probe Proxy Volume.
  • Graphics: Removed assertions when calling CommandBuffer.DrawRenderer on disabled renderers (917188)
  • Graphics: Removed assertions when calling CommandBuffer.DrawRenderer on disabled renderers (917188)
  • IL2CPP: Correct a problem in generated C++ code that could cause a Task object to not properly indicate that it is completed when it should (.NET 4.6 profile only) (916582)
  • IL2CPP: Fix loading of system dynamic libraries (like sqlite3) on iOS via the DllImport attribute case (918693)
  • IL2CPP: Prevent I18N assemblies in the project from being stripped (913913)
  • IL2CPP`: Avoid a crash during some socket operations with the new Mono runtime (918396)
  • Linux: Fix control characters being added to input manager input string (916125)
  • Mono: Correct a crash with the new Mono runtime that can happen when sqlite is used (908606)
  • Mono: Correct a crash with the new Mono runtime that can occur during XML serialization (916881)
  • Mono: Correct a parsing error in the C# compiler which occurs when the ternary operator is used without spaces (871725)
  • Mono: Correct an error in the C# compiler which caused a static directive and an enum to incorrectly conflict (902369)
  • Mono: Prevent a crash when a memory mapped file is used on Windows with the new Mono runtime (909609)
  • Mono: Prevent a problem with the new Mono runtime where the package import tree could show duplicate entries (916470)
  • Physics: Fix a crash when a 2D Collider is recreated during contact reevalutation. (920587)
  • Scripting: Fix end of frame event not being sent in batch mode (914052)
  • Scripting: Fix handling of aliased types when the type's namespace is configured to be updated
  • Scripting: Fixed nested types updating on local variable / parameter declarations
  • Timeline: fix nullref on timeline asset edit clip drag (918742)
  • Timeline: Fixed nullRef exception when unmaximizing the Timeline Window (921282)
  • Timeline: No conversion to clip when adding an animation on infinite track (895929)
  • UI: Fixed a rare Transform::kReceivedDueToParentTRSChanged assertion failure introduced in 2017.1.0b9 (917177)
  • VR: Update GoogleVR SDK to 1.60.1 (859281, 911311, 901404)
  • WebGL: Fix wasm Integer overflow error on DirectorFrameTime::CalculateDSPDeltaTime (912234)
  • WebGL: Fixed UnityWebRequest Transport error on startup (916739)

2017.1.0f1 Release Notes (Full)

Features

  • 2D: Added Sprite Physics Shape to Sprite Editor, to allow users to set a custom default shape for a Sprite for generating collider shapes with a PolygonCollider2D.
  • 2D: Introduced 2D Sprite Atlas, a new asset that will supplant the Sprite Packer. With it comes new and improved workflows that gives the developer more control on how to pack sprites and use them at runtime. description
  • 2D: Sprite Mask. Mask Sprites in world space using the new SpriteMask component. description
  • Animation: Manual Keyframing Workflow. Separate Recording and Preview modes in the Animation Window. Contextual menus added to all animatable properties in the inspector.
  • Animation: New GameObjectRecorder in UnityEditor.Experimental.Animations
  • Audio: Added support for ambisonic audio clips and ambisonic decoder plugins.
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published.
  • Editor: Added new ArcHandle class in UnityEditor.IMGUI.Controls to interactively edit arcs in the Scene View. description
  • Editor: Experimental feature : retained-mode UI system for the Editor (UI Elements)
  • GI: Added support for baked LODs in Progressive Lightmapper
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Added Custom Render Texture asset. A Custom Render Texture is a new type of Render Texture that can be easily updated with a shader. It provides a user interface and a scripting framework.
  • Graphics: Added LineUtility class and 'LineRenderer.Simplify' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added partial update/readback of compute buffers
  • graphics: Updated Splash screen logo and style
  • IMGUI: Added SearchField, a new IMGUI Control. It comes with Normal and Toolbar UI styles but can also be customized.
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • iOS: Enable deferred shading rendering path for Metal and OpenGL ES 3.0 for A8 and later iOS devices.
  • Particles: Added support for using Sprites in the Particle System, via the Texture Sheet Animation Module
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams.
  • Particles: New Donut emission shape.
  • Playables: Playable Assets added to Playable API.
  • Playables: Playable Director added to play Playable Assets
  • Playables: Timeline Editor and Runtime API. A tool for sequencing animation, scripts and audio.
  • Shaders: Added support for "inline" sampler states.
    • HLSL SamplerState objects that aren't taking sampling state from any texture (like what "sampler"+TextureName samplers do), but where sampling state is instead derived from the name.
    • For example, "MyLinearClampSampler" sets up bilinear filtering and clamp wrap mode; while "point_repeat_sampler" sets up point filtering and repeat wrap mode.
    • This allows e.g. doing both PCF depth comparison and reading raw depth value from a shadow map in a single shader.
    • Note that generally only modern graphics APIs support separate textures & samplers. You might therefore want to specify #pragma target 3.5 or similar in your shaders for this.
    • Implemented on DX11, DX12, PS4, XB1, Metal (Vulkan not yet).
  • Windows: Multi-display support for UWP.

Changes

  • Asset Import: Upgraded FBX SDK to 2016.1.2
  • Build Pipeline: Added new function SwitchActiveBuildTargetAsync. This defers switching so that scripts can be imported first.
  • Build Pipeline: Event EditorBuildSettings.activeBuildTargetChanged has been deprecated as events do not survive script reloading. Replaced with interface class IActiveBuildTargetChanged and attribute ActiveBuildTargetChanged.
  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.
  • Editor: Added new GameObject sub menu - 'GameObject/Effects/. This menu includes a Line andTrail creation. The particle system has also been moved to this menu.
  • Editor: Added requirement for Visual C++ Runtime 2013 and 2015 to be installed when installing Windows Editor (i.e. the check is performed by Windows Editor installer).
  • Editor: AssetServer version control support has been removed from the editor.
  • Editor: Moved particle system rigidbody info message to top of the system as it does not just apply to inherit velocity
  • Editor: New projects now default to text-based serialization
  • Editor: Particle trail material slot is now always visible even if it is not used.
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • Light modes: Shadowmask and Distance shadowmask modes are now a Quality Setting and can be changed at runtime.
  • OSX: Disabled Metal on macOS 10.12.2 and 10.12.3 for stability reasons if GLCore is also present in API list
  • Universal Windows Platform: DX11 feature level 9.3 GPU support is required now. In practice this probably does not affect anything, as all Windows Phones that ever existed support 9.3 level already.
  • Universal Windows Platform: Removed support for building Windows 8.1 and Windows Phone 8.1 applications.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform"

Improvements

  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: Apk files are now signed using the new APK Signature Scheme v2.
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Asset Import: Added the option of computing weighted normals when importing FBX files. Fixed normal generation for hard edges.
  • Asset Import: Changing tabs in the Model Importer inspector does not force users to apply changes anymore
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • Asset Import: Support Segment Scale Compensate for models exported from Maya.
  • Asset Pipeline: Enabled asynchronous texture uploading from non-scene Asset Bundles on all platforms
  • Asset Pipeline: In batchmode the FailedAssetImports.txt file is now ignored because there's no way to cancel or notify the user when the asset importer fails.
  • Build Pipeline: Scripts-only build is now available on all platforms.
  • Build Pipeline: Unified assembly stripping code used for IL2CPP and Mono builds - which should result in more consistent behaviour between IL2CPP and Mono and in smaller build sizes for platforms supporting assembly stripping on Mono.
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress'
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution
  • Editor: Added "Called From" and "Calls To" view to the Hiverarchy View of Profiler Window.
  • Editor: Added a pre-drop style to particle system Object fields so it highlights if something can be dropped.
  • Editor: Added callbacks for assembly reload events: two events are dispatched: one before and one after reloading all assemblies. See: class AssemblyReloadEvents.
  • Editor: Added profiler labels to all player loop stages
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Editor: Log messages from connected players will now show in Editor console for easier debugging.
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • Graphics: Added a batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Added a new surface shader option "dithercrossfade", generating the screen-door dithering effect code automatically for being used in LOD cross-fade mode.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Graphics: Added Mirror and MirrorOnce texture wrapping modes, in addition to existing Repeat and Clamp ones.
  • Graphics: Added new default material for trails. 'Default-Trail'
  • Graphics: Frame Debugger is now capable of showing array shader properties.
  • Graphics: Optimized conversions between float32 and float16 image formats on Editor for a x2 to x4 performance improvement.
  • Graphics: Texture wrapping modes can be set separately on each U,V,W axis.
  • Graphics: The default names for Graphics Quality Levels have been changed to be a little clearer, and more in line with what is common across other games. This will only affect newly created projects; existing projects will have the same Quality Level names as before (though, as always, you can edit the names via Edit -> Project Settings -> Quality).
  • Graphics: Unity can now accept and use a pointer to an externally created cubemap
  • IL2CPP: Improved IL2CPP code conversion time on OSX. Conversion times may improve by as much as 2x.
  • iOS: Added support for Watch apps and Watch app extensions in the Xcode extension API.
  • Mobile: Added TouchScreenKeyboardType.Social and TouchScreenKeyboardType.Search for iOS/tvOS, Android, WindowsPhone and Tizen platforms.
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • OSX: Added support for loading the first scene asynchronously when showing the splash screen.
  • OSX: Metal: [MTLDevice recommendedMaxWorkingSetSize] is now used to query VRAM size when available.
  • Particles: Added edit modes for Particle system collision mode planes.
  • Particles: Align Particles to their velocity direction
  • Particles: Allow Emit over Distance to be used for Local Space systems
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Improved particle system culling mode supported tooltip messages. These now contain more details on why the culling mode is unsupported.
  • Particles: It is now possible to animate both the min and max constants, when using Random Between 2 Constants mode.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: Particles can now apply forces to the Colliders they hit
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module.
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Physics: Add ability to manully simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: When setting 'Rigidbody2D.simulated' to false, Editor inspector shows information about its effect.
  • SamsungTV: UnityWebRequest is now supported on SamsungTV
  • Shaders: Optimized game data build time for shaders with massive ("millions or billions") potential variant counts. Fixed shader inspector popup menu to display variant counts larger than 2 billion properly.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Shaders: SystemInfo.graphicsShaderLevel now reports more accurate shader models that better match shader #pragma target levels (now can report values 25, 35, 45, 46).
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights.
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Universal Windows Platform: Unity player binaries are now signed.
  • VR: Updated to Oculus version 1.14
  • Web: (Also mentioned under API Changes) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: It is now allowed to override User-Agent header in UnityWebRequest

API Changes

  • Animation: AnimationLayerMixerPlayable scripting API added.
  • Area: Description (FogBugz ID)
  • Asset Import: Added ModelImporter.extraUserProperties
  • Asset Import: Added ModelImporter.importVisibility
  • Asset Pipeline: Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • GI: Added new API for setting Light falloff per Light. Added API for setting all Lights to use physically correct inverse squared falloff or the Unity legacy falloff model. Only used for Enlighten lightmaps so far, realtime and progressive will be supported later.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • iOS: Added API to change iOS splashscreens.
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolute use iOSStatusBarStyle.LightContent instead (894136)
  • Light modes: Added QualitySettings.shadowmaskMode
  • Physics: Added 'Joint2D.attachedRigidbody' property to retrieve the Rigidbody2D attached to the Joint2D.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system.
    • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistant API (i.e. not properties there and methods here just because reasons).
    • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
    • Documentation is in progress expect a better one in a few weeks.
  • Playables: Moved Playable out of Experimental namespace.
  • Playables: New method PlayableGraph.IsPlaying()
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • Scripting: Rename to Debug.logger to Debug.unityLogger (852000)
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Web: (Also mentioned under Changes/Improvements) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Web: Added timeout property to UnityWebRequest. (823903)
  • Web: Moved UnityWebRequest.GetTexture() to UnityWebRequestTexture.GetTexture().

Fixes

  • 2D: A quad mesh will be generated when generating Sprite from a blank texture. (890845)
  • 2D: Add back POT option when in TextureImporter for Sprites (884926)
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • 2D: Fix Sprite UV not updated when data is copied via EditorUtility.CopySerialized (884970)
  • 2D: Fix SpriteRenderer not rendering Sprite in TileMode when mesh generation exceeds max vertex limit (888884)
  • 2D: Rephrase warning message to include Sprite generated in PolygonMode in SpriteRenderer when TileMode is set (889106)
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Clarified documentation on Translation DoF settings for Humanoids (847234)
  • Animation: Display "Update reference clips" button for Generic rig too (871684)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Animation: Fixed an issue where Optimize Game Objects would cause invalid scale being applied with some animations (879368)
  • Animation: Fixed an issue where previewing animations with an exit time of zero would prevent the previewer from showing (883536)
  • Animation: Fixed an issue where results were incorrect when the only layer of a state machine was set to additive (862998)
  • Animation: Fixed an issue where the Rig importer Mask's transform list was populated even though the definition was set to None (874995)
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed Audio Source nested curve editor getting stuck while dragging keys. (881723)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed out of sync linear tangents when editing a curve in the curve editor. (881861)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed standalone curve editor window association to its serialized property. (860540)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Asset Import: Mesh importer now displays an error for invalid polygons that cannot be triangulated without introducing a new vertex. (677375)
  • Asset Pipeline: Fixed import failure when FBX take name contained invalid characters. (873720)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: Missing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullExceptionMissing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullException (900631)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (874301)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Editor: Fixed case of errors spamming the console when taking detailed memory sample of 32 bit player. (886135)
  • Editor: Fixed case of Handles.PositionHandle() throwing NullReferenceException when no SceneView is in the current editor layout. (874248)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Editor: Fixed crash when using the SavePanel path bar on Windows. (839912)
  • Editor: Fixed crash whilst reloading scene(s) after using version control merge and resolve operations. (876733)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • Editor: Fixed HDR Color Picker to preserve alpha when changing brightness field. (883476)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Editor: Fixed low Normals quality issue with low mesh compression settings. (709609)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Display an error message and disallow subregion copying of a depth-stencil texture. (883393)
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Graphics: Fix Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fix incorrect warning about using instancing and static batching simultaneously.
  • Graphics: Fix looping line discontinuity (904622)
  • Graphics: Fixed crash trying to use a compute buffer which failed to be created. (886290)
  • Graphics: Fixed crash when Unity loses focus caused by a camera being removed whilst it is being rendered. (869109)
  • Graphics: Fixed flickering game view window when resizing the window. (880788)
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • Graphics: Incrased batching limits to 65,000 vertices. (810600)
  • Graphics: Make sure wrap modes are valid before setting them on a texture to fix assert message spam "Assertion failed on expression: 'translated != kInvalidEnum'" (883459)
  • Graphics: Re-generate real-time Reflection Probe cubemap when screen resolution is changed. (868638)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • Graphics: Throw an exception if script tries to set a random write target texture and the texture does not have random write enabled.
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • iOS: Fix to hide the status bar while playing movies with CancelOnInput or Hidden modes. (871989)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • iOS: Removed extra notification sent on application launch (875180)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. (851113)
  • Kernel: Fixed log message filtering for LogType.Exception. (820286)
  • Kernel: Fixed Mathf.PingPong and Mathf.Repeat returning negatives values for some specific value (861278)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • OSX: (893036)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • OSX: Fixed crash caused by quick open/close of GUIWindows. (884145)
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Particles: Fixed all 3 curves(x,y,z) being added to the Particle System curve editor when switching to curve state and only in single axis mode (855588)
  • Particles: Fixed curves with loop or ping pong wrap modes being incorrectly converted into poly curves and thus causing asserts.
  • Particles: Fixed module curves being shown in curve editor after the module was disabled due to an undo operation (861424)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle system culling was not working until it was rendered at least once (680242)
  • Particles: Particle system is no longer cleared if procedural emission buffer contains items. (801335)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix a rare crash that occured when a solver batch was indexed incorrectly (PxsSolverSetupSolveTask was reported in the callstack) (874515)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • 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. (893025)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (832197)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Physics: Reprocess mesh used for cloth if changed. (879584)
  • Scripting: Editor recompilation is no longer triggered when adding WinRT dlls which are not used by the editor. (861189)
  • Scripting: Fix a memory leak and performance degradation when adding nested classes as components. (856497)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (897828)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • Scripting: Fixed case of ScriptExecutionOrder not being applied when entering play mode. (830711)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Scripting: Fixed crash in C# updater with arrays in some expressions. (855785)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • Scripting: Fixed rare crash that could occur after accessing null AnimationState (and Null Reference Exception is thrown). (847112)
  • Scripting: Fixed Script Updater issue with generic type parameters on methods under member access expressions. (863941)
  • Scripting: Improved error message when ScriptableObject is used with abstract classes. (850202)
  • Scripting: Improved the error shown when a class must inherit from ScriptableObject instead of MonoBehaviour. (867259)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Scripting: Script Updater: Automatically update ParticleCollisionEvent.collider to ParticleCollisionEvent.colliderComponent
  • Scripting: Script Updater: Do not remove required "using namespace" due to inadvertently deeming it as not used
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • Services: Fixed issue with Unity project ID when importing assets from the asset store containing a project ID. (867382)
  • Shaders: Fixed standard shader not supporting _Bumpscale on iOS and Android platforms. (881869)
  • Shaders: Occlusion sampling in shader now takes into account parallax map/offset. (783222)
  • SpeedTree: Fix a case where LOD1 range cannot be adjusted in SpeedTree importer GUI. (886674)
  • Terrain: Fix asset messages when deleting in-use terrain asset. (863970)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Augmented variable capacity to correctly handle large numbers of tiles. (862575)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when deleting a nested canvas with nested canvas children. (858847)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed impcomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. (850430)
  • UI: Fixed issue where fonts created by script would fail to appear. (858645)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • UI: Selectable SelectionState is now updated as expected when setting interactable to true. (861736)
  • UI: The input field caret now generates the GameObject with the correct transform type as well as a CanvasRenderer, to prevent doing a switch of Transforms at runtime. (863470)
  • UI: The inverse transform of the canvas (m_CanvasData.invCanvasMatrix) is now updated when its ancestor has changed (i.e. not just its direct parent). (870698)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)
  • Video: Fix video end detection (894319)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix crash in Editor when attempting to do Holographic Simulation when graphics API forced to DX9 (885634)
  • VR: Fix daydream back button handling to deal with app store submission rejection (893219)
  • VR: Fix Daydream icon labels to not display tooltip text in the label. (891613)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)
  • VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue
  • VR: Fixed particle shader errors when using instanced single pass. (872164)
  • VR: Integrate Google VR iOS SDK 1.20 (885513)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202)
  • Windows: Fixed not being able to start the game with exclusive fullscreen mode on a secondary monitor (789575)
  • Windows: Fixed resolution selector showing primary monitor resolutions even when a secondary monitor is selected.
  • Windows: Fixed the game window moving to the primary monitor when it is resized using Screen.SetResolution function (881735)
  • Windows: Fixed window not resizing to new monitor's size when moving window to another monitor while in windowed fullscreen mode.