Unity 3D

Changelog

Unity 3D 2018.3.5f1:

  • AI: Fixed issue with NavMeshAgent getting stuck wobbling when an obstacle carves a hole in the NavMesh near its path.
  • Android: Fixed "Gradle prewarm failed" error not giving any meaningful information.
  • Android: Fixed issue where Unity logo in splash screen was shown as a black rectangle on Android 4.4 devices.
  • Android: Fixed problem with opening keyboard on Android 9.
  • Android: Fixed redundant render pass switches when using Vulkan.
  • Android: Fixed sporadic crash during startup in development builds.
  • Android: Fixed system resolution on Android.
  • Asset Import: Fixed issue where asset database incorrectly assumes it has imported assets when switching target platform with a clean library folder.
  • Editor: Fixed AdvancedDropdown not selecting the first element of the list when searching.
  • Editor: Fixed an issue where compilation would not start correctly and would emit "Assembly for Assembly Definition File '.asmdef' will not be compiled, because it has no scripts associated with it." when updating both C# source files and Assembly Definition Files (asmdef).
  • Editor: Fixed editor throwing errors when connected to an android device with usb debugging disabled.
  • Editor: Fixed empty context menu being popped.
  • Editor: Fixed first option isn't selected by default when using "Add Component".
  • Editor: Fixed issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar.
  • Editor: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices.
  • Graphics: Fixed "CPU fence is invalid or very old!" error message.
  • Graphics: Fixed async readback when using Vulkan.
  • IL2CPP: Fixed crash during managed code stripping when user has Turkish language. May have happened for other non-english languages as well.
  • IL2CPP: Fixed the throwing of exceptions in attribute constructors.
  • Package Manager: Disabled delete and rename menu items for all package root folders in the Project window.
  • Particles: Fixed particle systems causing graphical glitches and error messages.
  • Physics: Fixed incorrect collision detection between CapsuleCollider2D and CircleCollider2D when the capsule is orientated towards the center of the circle.
  • Physics: Fixed multithreaded joint constraints not working when there are no contacts in the contact island.
  • ps4: Fixed crash duing dynamicaly changing meshes.
  • ps4: Fixed crash when viewing information on large shaders (like ones from ShaderGraph).
  • ps4: Fixed functionality in .net 4 relating the network features.
  • ps4: Fixed regression when running native graphics jobs.
  • Scripting Upgrade: Fixed crash when Debug.Log is called in finally block.
  • Scripting Upgrade: Fixed NotImplementedException when calling XmlSerializationReader.
  • Scripting Upgrade: Fixed TimeZoneNotFoundException on some Windows machines.
  • Timeline: Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline.
  • Timeline: Fixed animated object in timeline popping for a single frame when switching Timelines.
  • Timeline: Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Modeю
  • Timeline: Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets.
  • VR: Improved XR Trace, now logs at Errors, Asserts, Warnings, Log Messages, Exceptions and Debug level.
  • VR: Performance fixes for viewport scaling for performance on tiled renderers.
  • XR: Fixed a hang on iOS when using the ARKit XR Plugin package.
  • XR: Fixed Oculus Quest controllers not working with native input.

Unity 3D 2018.3.4f1:

  • 2D: Disabled Tilemap Focus filter when closing Tile Palette window if enabled.
  • 2D: Fixed crash on Tilemap::CompressBounds when calling Tilemap.CompressBounds() on corrupted tilemap.
  • 2D: Fixed crash on Tilemap::CopyTileDataToTile<0> when importing corrupted Tilemap prefab.
  • 2D: Fixed crash on TilemapRenderer when rendering with a Material that is destroyed.
  • 2D: Fixed current Active Tilemap selection unable to be deselected when a new GameObject is instantiated on the scene.
  • 2D: Fixed for missing Tiles being created when dragging a spritesheet with empty initial columns or rows into Tile Palette.
  • 2D: Fixed Tilemap.SwapTiles when swapping Tiles to other Tiles that already exist on the Tilemap.
  • Analytics: Removed all XR dependencies on Analytics and made all events support events.
  • Android: Add '-mstackrealign' compile option for android x86 to fix the crash on some x86 devices.
  • Android: Fixed for Android Dynamic feature crashes the application when running the build via Android Studio.
  • Asset Pipeline: Fixed Asset Bundles not able to load scenes if the scene had a period in its name.
  • Build Pipeline: Fixed crash when loading compressed meshes out of asset bundles.
  • Editor: Fixed textures being imported with the platform-specific format when the platform override property is false.
  • Graphics: Fixed Rendering a scene with a SpriteRenderer with Graphics Jobs on causes a JobTempAlloc memory leak.
  • IL2CPP: Allow stack sizes for new threads to be set explicitly larger than 64K with the .NET 4.x Equivalent scripting runtime.
  • IL2CPP: Fixed IL2CPP compiler configuration setting missing from some platforms player settings (like WebGL).
  • IL2CPP: Updated the zlib implementation to correct the following security issues: CVE-2016-9840, CVE-2016-9841,CVE-2016-9842, CVE-2016-9843.
  • Particles: Fixed JobTempAlloc memory leaks in the Particle System Trails Module on WebGL.
  • Physics: Added a message with a reference to the Rigidbody component when the CCD mode is incompatible with the kinematic setting.
  • Physics: Fixed crash due to auto-sync-transforms during Rigidbody2D.Cast query when changing transform prior to query being executed.
  • Physics: Fixed crash due to multi-scene physics when destroying an object during a 2D collision/trigger callback.
  • Plugins: Fixed an issue where CPU information was respected on non-native libs for android plugins. Since users could potentially change these CPU properties on a Plugin Importer via PluginImporter.SetPlatformData() we should eliminate the possibility of problems occurring due to wrongful modifications of the plugin importer's properties.
  • Prefabs: Fixed crash when applying changes from Prefab Instance to asset, when assets contains disconnected nested prefabs.
  • Prefabs: Fixed crash when creating a Prefab Asset in Awake when entering Play Mode.
  • Prefabs: Fixed crash when undo'ing after applying a disconnected prefab.
  • Prefabs: Fixed crash when using Undo wrongly on Prefab asset objects.
  • Prefabs: Fixed MonoBehaviour cannot be dragged to the Inspector after ParticleSystem on a Prefab Instance.
  • Scripting: Fixed an issue with static members such as generic classes with their argument being an array type not being reported the memory snapshot API.
  • Scripting: Fixed issue where processing SynchronizationContext tasks would allocate.
  • Scripting: Fixed random crash in Asset GC.
  • XR: Fixed an issue with a black screen occuring after resuming from pause on some Oculus devices.

Unity 3D 2018.3.2f1:

  • Animation: Fixed race condition crash in Legacy animation during the domain reload.
  • Audio: Fixed AudioCustomFilter leaks mutexes on PS4 (and probably other platforms).
  • Build Pipeline: Fixed Missing script reference returns MonoBehavior type instead of null in ContentBuildPipeline.GetTypeForObject & ContentBuildPipeline.GetTypeForObjects.
  • Camera: Fixed case where we would crash when rendering with an invalid occlusion camera.
  • Editor: Fixed EditorUtility.DisplayProgressBar crashing editor running example code.
  • Editor: Namespace parser - optional whitespace after preprocessor directive.
  • iOS: Fixed race condition that can cause a crash when aborting UnityWebRequest.
  • iOS: Fixed Unity Remote not working on Windows.
  • Kernel: Fixed an issue which could cause an error when reading files from disk.
  • Linux: Fixed Linux player fails to build if there is a default icon assigned in the player settings.
  • Package Manager: Fixed an issue where cancelling import of package assets would still result in those assets being imported after restarting Unity. The Cancel button of the asset import progress bar is now disabled.
  • Physics: Fixed incorrect "Physics2D.CapsuleCast()" method that used "infinity" rather than the supplied distance argument.
  • Prefabs: Fixed adding component that requires Transform to GameObject that has RectTransform.
  • Prefabs: Fixed dragging Prefabs to embedded Package.
  • Prefabs: Fixed null reference exception when clicking on text "No Overrides" in Overrides dropdown after applying changes via Comparison view.
  • Prefabs: Fixed referencing object in Prefab from ScriptableObject if ScriptableObject is added to Prefab asset.
  • Profiler: Fixed profiler errors when profiling the editor in Vulkan renderer.
  • Shaders: Fixed closing the 'Shader' dropdown menu when inspecting a Material fills the Console with !asset->IsFolderAsset() errors.
  • UI: Fixed material asset file timestamp being modified when rendering with a clipping mask.
  • Universal Windows Platform: Fixed nullptr Exception thrown by WebCamTexture when stopping video playback causing memory leak.
  • Version Control: Fixed a bug where Asset Inspectors would not be editable while working offline with VCS enabled.

Unity 3D 2018.3.1f1:

  • Android: Removed extraneous log message that could be confused with a failure, when one did not occur 'Failed to load lib_burst_generated'.
  • Animation: Fixed tangent mode not enforced when changing keyframe in recording mode.
  • Asset Import: Fixed crash when importing an R16 texture as a normal map.
  • Build Pipeline: Fixed crash on AddBuildAssetInfoChecked when building project with scene that contains "Super Text Mesh" component.
  • Editor: Allow Application.targetFramerate to be used when Time.captureFrameRate is set.
  • Editor: Fixed issue with Menu items being enabled when modal windows are shown.
  • Editor: Removed close X button on dock area tabs.
  • Graphics: Fixed a legacy cubemap crash when its parameters are changed.
  • Graphics: Fixed against GPU driver assert for CopyTexture edge case.
  • Graphics: Fixed an issue where unbound UAVs in shaders would cause the Editor to crash.
  • Graphics: Fixed appdata not zero-initialized in domain shader causing compiler error about out parameter not being fully initialized.
  • Graphics: Fixed edge/inside tesselation factors being improperly handled.
  • Graphics: Fixed shader translation of RWTexture2D.
  • Graphics: Fixed vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input.
  • IL2CPP: Fixed crash when using StructLayout attribute and specifying a Pack value.
  • IL2CPP: Fixed not checking the managed thread id at thread creation time to prevent it from being overwritten if it has already been set.
  • iOS: Make "textures used in draw call" use our hash_set instead of std::set.
  • Prefabs: Fixed exceptions when right clicking on a nested Model Prefab and choosing Open Prefab Asset. It now shows the "Open Model" menu item instead like for non-nested models.
  • Prefabs: Fixed not possible to revert and apply default override properties via the property context menu again, as in previous versions of Unity.
  • Prefabs: Fixed PrefabUtility.GetAddedGameObjects so it doesn't return added GameObjects that are themselves under added GameObjects. This is consistent with what we show in the Overrides dropdown.
  • Prefabs: Fixed that after building a Player opening Prefab Mode fails with: 'Could not detect a Prefab root after loading'.
  • SceneManager: Fixed editor crashing when creating a prefab of a GameObject whose parent's prefab instance is missing.
  • Scripting: Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages.
  • Scripting: Fixed extreme rarely crash in Component.GetComponentsInChildren.
  • Scripting: Fixed plugins explicitly referencing from Assembly Definitions.
  • Scripting Upgrade: Fixed crash when debugger invoked method with ref return.
  • Shaders: Fixed ComputeShader.SetTextureFromGlobal() to work with 3d textures.
  • Shaders: Fixed Shader bundle does not rebuild when changing an included HLSL file.
  • Terrain: Fixed single pixel border artifact for height and collider after Undoing paint operation.

Unity 3D 2018.2.19f1:

  • Fixed Bugs.

Unity 3D 2018.2.18f1:

  • Android: Fixed crash on Android 9.
  • Editor: Fixed function keys incorrectly producing characters within input fields.
  • Editor: Fixed issue with precompiled managed assemblies (.dlls) in the Assets folder getting loaded twice on startup, causing two InitializeOnLoad calls where Unity API calls such as AssetDatabase.LoadAssetAtPath would fail in the first InitializeOnLoad. Now there is only one first InitializeOnLoad call and Unity APIs work as expected.
  • GI: Fixed Reflection Probe cubemaps being reimported if the user selects the same Lightmap Encoding quality setting.
  • GI: Fixed rendering artifacts when GPU instancing and real-time GI are used together.
  • Graphics: Fixed crash when loading asset bundle built from an older unity version.
  • Graphics: Fixed RGBA4444 texture support when using OpenGL ES.
  • IL2CPP: Fixed the marshalling of char arrays to be two byte characters when CharSet.Unicode is used. This corrects the behavior of some Windows Registry assemblies.
  • IMGUI: Fixed script recompilation not happening on OSX.
  • IMGUI: Fixed Unity Editor no longer automatically unlocking assembly reload.
  • iOS: Fixed VideoPlayer.isPlaying returning true when the video is paused.
  • Package Manager: Fixed a "Failed to fetch versions information" error being displayed in Package Manager window for all unknown packages.
  • Shuriken: Fixed Trails using the old position when a Move and Clear is performed.
  • Shuriken: Fixed Renderer.bounds returning the wrong bounds when multiple renderers were on the same GameObject.
  • Timeline: Fixed issue when instantiating PlayableDirectors loaded from AssetBundles losing ExposedReference names.
  • VR: Fixed tracking issues with PSVR HMD.
  • Vulkan: Fixed editor crash when entering playmode from paused mode with profiler window open.

Unity 3D 2018.2.17f1:

  • Fixed Bugs.

Unity 3D 2018.2.16f1:

  • AI: Fixed an issue with NavMeshObstacle carving that could create an unexpected boundary where one of the hull's corners or edges sits precisely on a NavMesh polygon edge.
  • AI: Fixed RemoveAllNavMeshData() not waiting for NavMeshObstacles to finish carving, causing a crash.
  • Android: Fixed wrong path returned by IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject during project export.
  • Android: Increased JVM heap size from 2gb to 4gb.
  • Asset Import: Fixed scripts that are in special folders like Assets/Plugins/Android/ not being ignored during compilation.
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar.
  • Audio: Fixed FMOD shutdown to avoid a deadlock, which could causes freezes on Android.
  • Cache Server: Fixed duplicate downloads of assets from Cache Server.
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled.
  • IL2CPP: COM Callable Wrappers for managed arrays now implement IReferenceArray interface. This fixes cases where Windows Runtime APIs expected objects to implement this interface, and if they don't, they report errors such as "Data of this type is not supported." and "Error trying to serialize the value to be written to the application data store".
  • IL2CPP: Fixed a call to GetGenericArguments on a MethodInfo not working for an inflated generic type.
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method.
  • IL2CPP: Fixed Debug.WriteLine() not implemented.
  • IL2CPP: Fixed Marshal.SizeOf not supported for types with a generic base class when the base class does not use the generic type in any field.
  • iOS: Added iPhone XR/XS/XS Max resolutions to Game View.
  • iOS: Fixed wrong Screen.safeArea on iPhone on Start().
  • PS4: Fixed render target clear with solid color wasn't cleared properly under Scriptable render pipeline.
  • Shaders: Fixed loading shaders from AssetBundles that were created in 2017.2 not being allowed.

Unity 3D 2018.2.15f1:

  • Android: Fixed gradle builds failing due to jcenter download failures.
  • Android: Fixed gradle daemons not killed in batch mode.
  • Audio: Fixed ease in/ease out in Timeline when using an Audio Source.
  • Editor: Fixed an issue where red text could appear in the Project search bar along with "style not found" console warnings, while searching in play mode.
  • GI: Fixed an issue which prevented render targets being used as a source for reflection probes.
  • Graphics: Fixed a legacy cubemap crash when its parameters are changed.
  • iOS: Fixed an issue where the namespace UnityEditor.iOS.Xcode was not found when running the Editor in batch mode.
  • iOS: Fixed an issue where the screen could be cut off/corrupted when launching from an associated domain link.
  • Multiplayer: Fixed UNetWeaver error arised when used Entities package and then creating a NetworkBeahaviour.
  • Particles: Fixed the last mesh in multi-mesh systems was being ignored.
  • Scripting: Fixed crash with message box "GetThreadContext failed".
  • Scripting Upgrade: Fixed ArgumentException: "GCHandle value belongs to a different domain" during WebRequest.
  • Scripting Upgrade: Fixed crash when using Debug.Log.
  • Scripting Upgrade: Fixed for libMonoPosixHelper.so cannot be found.
  • Scripting Upgrade: Fixed IEnumerable.ToArray() incorrectly producing 'null' elements.
  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain").
  • Shuriken: Fixed where the last mesh in multi-mesh systems was being ignored.
  • Timeline: Fixed audio ease in and ease out broken when assigned to an audio source.

Unity 3D 2018.2.14f1:

  • Asset Pipeline: Fixed crash when importing FBX containing a CameraSwitcher node.
  • Build Pipeline: Clarified size values presented by the Build Report.
  • Editor: Fixed shift+delete project asset deletion not working.
  • GI: Fixed an issue where, in forward rendering, no shadow casting light using LPPVs would use baked occlusion even if they should not.
  • Graphics: Fixed dynamic batching with tangents and unused normals.
  • Mobile: Fixed a crash when creating Texture2DArray in ETC format on Adreno 3xx on devices with Android 4.4.
  • Particles: Fixed some confusing behaviour and messages regarding non-read/write meshes on the shape module and renderer.
  • Scripting: Fixed error in CSharpNameParser when parsing conditional directives.
  • Video: Fixed Video build error on headless server.
  • VR: Fixed issue of error spam when depth buffer sharing was enabled during Holographic Remoting or Simulation.

Unity 3D 2018.2.13f1:

  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: Updated Vuforia to version 7.5.20.
  • XR: Updated Oculus to version 1.29.0.
  • Android: Fixed crash when closing scene with active webcamTexture.
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets.
  • Editor: Fixed GradientEditor closing when selecting the color picker tool on OSX. Color picker tool is now cancelled when changing keyboard focus.
  • Editor: Fixed issue with .asmdef assemblies referencing player-only .asmdefs not getting properly compiled on startup in projects without a Library folder/clean import. Potentially leading to missing MonoBehaviour references in scenes until the next recompile of scripts.
  • Editor: Fixed issue with script compilation not triggering correctly when moving a script from one .asmdef folder to another .asmdef folder.
  • Editor: Fixed keypad period and delete for input fields (linux).
  • Editor: Fixed Null reference exceptions while typing in project window search bar.
  • Editor: Fixed persistence of user-added items in Component menu.
  • Graphics: Fixed multi-threading crash where default property values have to be pulled from the Material when Graphics.DrawMeshInstanced is called.)
  • Graphics: Metal: Fixed unity applications not correctly reported as "Requires High Perf GPU" in Activity Monitor. Vulkan/Metal/OpenGL: Compute shader compilation optimizations.
  • IMGUI: Fixed Exception when calling EditorGUIUtility ObjectPicker methods from Custom Editor.
  • Mobile: Updated iOS and Android editor game view resolutions and aspect ratios.
  • Physics: Fixed issue where physics internal data wasn't being updated if the scene only contained static colliders, causing issues with shape casts.
  • Scripting Upgrade: Fixed crash callstacks on OSX.
  • Shuriken: Fixed transform not recached immediately whena particle system play state is changed.
  • XR: Updated Google VR for iOS to v1.170.

Unity 3D 2018.2.11f1:

  • Android: Fixed pink shader when using UI with ETC1 split alpha texture.
  • Animation: Fixed regression when changing hierarchy under an Animator.
  • Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., change checks, disabled groups), as in the ModelImporter's Animation tab.
  • Editor: Disabled incomplete drag & drop functionality for packaged textures onto scene objects.
  • Graphics: Fixed crash in texture mip map streaming.
  • Graphics: Fixed an issue where texture presets in project templates were forcing textures with alpha to RGB format (ignoring alpha channels) by default on Android and iOS.
  • IL2CPP: Fixed an issue with certain unprintable characters in C# source code causing failed compilations when they are copied to the C++ code as comments.
  • IL2CPP: Updated load indirect instructions to always use a temporary instead of pushing a pointer expression on the value stack, which can cause incorrect behavior in certain cases.
  • IL2CPP: Fixed For assumption that a class with a method named Invoke is a delegate.
  • IL2CPP: Fixed for an issue that can be encountered when trying to set a field value via reflection that has a previously unused type.
  • IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • SceneManager: Fixed crashes caused by incorrectly activated children of inactive parents.

Unity 3D 2018.2.10f1:

  • Asset Import: Added the callback AssetPostprocessor.OnPostprocessMeshHierarchy, which allows you to modify the imported hierarchy before proceeding to import the avatar and animation clips.
  • Editor: Fixed an issue were you could not cancel from the Revert Layout window once it was open.
  • Graphics: Fixed flickering on objects when dynamic batching is enabled.
  • Graphics: Fixed SRP Batcher crash on Win7 + SP1.

Unity 3D 2018.2.9f1:

  • 2D: Fixed rendering of Grid Component in Hexagonal Cell Layout for certain AMD Radeon cards.
  • 2D: Fixed crash on MonoStringNew when entering Play Mode after reopening the project and loading resources.
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh.
  • AI: Removed assertion on expression "verts.size() > 0".
  • Animation: Fixed interrupted transition clearing controller parameter values.
  • Asset Import: Fixed bug where a scriptedImporter gets switched to an other scripted importer: previsouly imported assets would keep trying to use old importer.
  • Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • Editor: Fixed startup crash on CPUs that don't support AVX instructions. (linux).
  • Graphics: Fixed OpenGL ES 3.1 + AEP detection on Android.
  • Graphics: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • Graphics: Initial support for using MTLHeap, fixes Tessellation performance regression when running on macOS Mojave.
  • IL2CPP: Fixed an issue that allowed debugger stack-frame data to get out of synchronization with the debugger thread and cause crashes when debugging IL2CPP players.
  • IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • IL2CPP: Fixed an unhandled exception in IL2CPP. Adding support for pointer types when executing an initobj instruction.
  • SceneManager: Fixed possibility that users can set the DontDestroyOnLoadScene as active.
  • UI: Fixed RectTransform DrivenProperty fields not ungreying when removing driven object/ value.
  • Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • Web: UnityWebRequest: Fixed handling 300 redirect without Location header.
  • XR: Fix for 360 Stereo Capture where left and right eye images are being swapped in the stereo equirect map after ConvertToEquriect API is called.

Unity 3D 2018.2.8f1:

  • Fixed renaming or changing the namespace containing a scripted importer breaking the auto-reimport mechanism.
  • Fixed an issue where launching Unity via Hub invalidates existing login for direct launchers.
  • Fixed main thread stall deleting temporary render targets after calling ConvertTexture() from script.
  • Fixed crash in intensive rendering scenes when using legacy graphics jobs.
  • Fixed crash in MinMaxAABB::MinMaxAABB when Legacy Deferred Render Path is used.
  • Graphics: Fixed RGBA16 having swapped red/blue channels.
  • Fixed issue where Camera FOV cannot be set to a value lower than 1.
  • Fixed issue where colliders without physics material don't return correct default material in Physics Settings.
  • Fixed wrong UV returned in Raycast result when raycasting to a mesh collider that has negative scale.
  • Fixed issue where transform to CharacterController in OnControllerColliderHit is ignored.
  • Fixed an issue where some Physics Settings are not reset upon request.
  • Fixed issue where mass properties are not correctly updated when changing collider scale.
  • Fixed a crash when user sets a very small size to Terrain data.
  • Fixed an issue where kinematic bodies may not follow transform change after setting its postion after setting their position or rotation via Transform component.
  • Scene Management: Fixed crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode).
  • Fixed issue where specifying frustum view point would actually use it as base for the near plane.
  • Fixed hang when disconnecting while reading/writing on a SslStream.
  • Fixed crash when entering playmode on OSX.
  • Fixed Android Runtime test instability.
  • Fixed an issue where UnsafeUtility.GetFieldOffset could return 0 when the type is not initialized.
  • Fixed crash when DynamicMethod is constructed into non-dynamic image.
  • Fixed crash when using unmanaged constraint.
  • Fixed Chinesse bolded Arial font style looks wide in Editor.
  • Fixed spacing between characters is lost and text is stretched with bold font selected when built on certain platforms.

Unity 3D 2018.2.6f1:

  • 2D: Fixed an issue where building sprite atlas via batchmode with -no-graphics on the command line would result in point sampled sprites.
  • Asset Import: Fixed FBX model import crash when importing files that contains stereo cameras.
  • Editor: Fixed drag/dropping material preset onto a material not correctly refreshing the material inspector and the material icon.
  • Editor: Fixed PresetManagerEditor not correctly refreshing the list of available presets whenever the list of the manager is changing.
  • IL2CPP: Prevented a memory leak in delegate unsubscription with the new script runtime.
  • UI: Fixed FieldMouseDragger on labels in ShaderGraph.
  • XR: Windows MR now reports it's inputs properly and no longer spams the console.
  • XR: XR.InputTracking now only reports XRNodeStates for connected controllers on mobile.

Unity 3D 2018.2.3f1:

  • Fixed issue where the SpriteAtlas Inspector did not correctly update after calling SpriteAtlasExtensions.SetPlatformSetting.
  • Fixed issue where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved properly.
  • Fixed issue where SpriteAtlas packed Sprites did not render after SetPlatformSettings and PackAtlases.
  • Fixed issue where Sprite Renderer was rendering from the wrong Sprite Atlas with a duplicate name because of a late binding issue.
  • Many other additions, changes and corrections.

Unity 3D 2018.2.2f1:

  • Animation: Fixed wrong CurveModifiedType sent in function callback onCurveWasModified when changing animation events in clip.
  • Editor: Fixed editor crashes when calling EditorUtility.SetDirty(null).
  • GI: Correctly sample area lights from probes in Progressive Lightmapper.
  • GI: Fix low CPU utilization when baking with the progressive lightmapper.
  • Graphics: Fixed a crash (out of bound array access) when some empty RenderPass is used in SRP context.
  • Graphics: Fixed possible crash during shader warmup when using Vulkan.
  • Graphics: Fixed Vulkan validation errors during texture uploads.
  • Graphics: Fixed a resource leak issue with SRP BlendState and Graphics Jobs
  • Package Manager: Fixed not being able to create assets from drop down menu if any projectSettings are opened in inspector.
  • Particles: Particles are now allowed to use dynamic batching and GPU instancing at the same time for mesh particle systems. Batching allows for a single material setup between systems, and instancing allows for efficient rendering of mesh particles.
  • Scripting: Fixed "using static" directive causing Unity to not find the class in the script.
  • Scripting: Fixed crash when dragging a script with a UI or RectTransform component requirement to a GameObject.
  • Scripting: Fixed random memory corruption and crash usually surfaced during liveness.
  • Timeline: Fixed parent constraint does not work in timeline preview.
  • XR: Fixed crash that causes the VR device to stop rendering when render texture size is too large and not a power of 2.
  • XR: Fixed issue where HMD's would only render a single frame and black everywhere else when Game tab isn't visible during play mode.

Unity 3D 2018.2.0f2:

  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete..
  • Facebook: Facebook platform support is not detected by the editor on MacOS.
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps.
  • Graphics: [HDRP][Metal] Build succeeds even though Mac OS 10.12.5 isn't supported.
  • OSX: Unity can't open any project and produces UnityShaderCompiler malloc errors when placed in Downloads folder.
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor.
  • Timeline: [PlayableDirector] OnGraphStop and OnPlayableDestroy are not called if play mode was exited when paused previously.
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen.
  • XR: Screenshots render upside down on mobile XR devices.

Unity 3D 2017.3.0f3:

  • Added support to capture VR device refresh rate, dimension, aspect ratio, HMD tracking and Controllers tracking as part of device info and device status events.
  • Added support for integer and enum animation.
  • Added AssetDatabase.ForceReserializeAssets API.
  • Added assembly definition files for script compilation pipeline in the editor.
  • Added events: MouseEnter, MouseLeave, MouseOver, MouseOut, AttachToPanel, DetachFromPanel, PostLayout.
  • Added Focus events that notify UIElements when they gain or lose focus (the focused element receives keyboard input), and a focus ring, which is a circular list of UIElements that gives the order in which they receive the focus when you press Tab or Shift+Tab.
  • Added the Transform Tool, a single Gizmo you can use to move, rotate and scale in the Unity Editor.
  • You can now use DX12 API in the Editor.
  • Segmented the uploader for the Facebook platform.
  • Added support for HDR compressed lightmaps (BC6H) on PC, Xbox One and PlayStation 4. To enable this, go to Player Settings and set the Lightmap Encoding option to High Quality.
  • Added a new method, ScreenCapture.CaptureScreenshotAsTexture. Use this to save screenshots taken with ScreenCapture as Textures in the Editor.
  • Added Crunch compression support for ETC_RGB4 and ETC2_RGBA8 textures. Improved compression ratio and speed for DXT Crunch.
  • Added Dynamic Resolution as an engine feature, debuting on Xbox One platform.
  • Added support for multisampled Textures in Shaders.

Unity 3D 2017.2.1f1:

  • Fixed Bugs.

Unity 3D 2017.2:

- Backwards Compatibility Breaking Changes.
- Audio: Made improvements to AudioMixer ducking.
- DX12: Native Rendering Plugin improvements.
- Editor: Made usability refinements to Profiler charts.
- GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1.
- Graphics: Frame Debugger Improvements.
- API Changes.
- Web: Removed the following obsolete API.
- VR: The handling of a 'X' button press is now as expected.

Unity 3D 2017.1.0f3:

- Android: Removed tapjacking protection because it causes touch input to be lost when a transparent overlay is shown on top of the Unity view.
- Animation: Fixed humanoid body position not working in additive.
- Editor: Fixed moving multiple objects makes only one of them to move according to handles.
- Graphics: Fixed crash when using RenderTextureFormat.RFloat in a command buffer.
- Graphics: Fixed issue where a ComputeBuffer applied to a Material Block doesn't take effect when drawing via DrawMesh*Indirect.
- Linux: Work around TLS/allocator deadlock in new glibc.
- Multiplayer: Fixed memory leak of NetworkTransport::Send().

Unity 3D 5.6.2f1:

- Android: Enabled NEON in Umbra.
- Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
- Graphics: Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
- Improved Outline Editor module performance in Sprite Editor Window.
- IOS: Added support for the 5th generation iPad.
- Networking: Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
- Physics 2D: SpriteRenderer's Sprite Tiling behavior changed when width/height is negative value.
- Physics 2D:Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
- UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
- Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream.
- Video: Skip-ahead functionality improvements.
- VR: Updated Oculus to version 1.14.

Unity 3D 5.6.1f1:

- Android: Fixed capture of EGL calls when using Mali Graphics Debugger.
- Graphics: Added a function to allow cube map textures to be compressed from script similar to their Texture2D counterparts.
- Graphics: Improved CopyTexture/ConvertTexture handling in Metal.
- MacOS: Added Appstore category field to player settings and improved info.plist generation.
- MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
- Networking: Added new statistical functions allowing measure bandwidth per connection per host or per lib.
- Physics 2D: Added Editor Tooltip for EdgeRadius property on BoxCollider2D, EdgeCollider2D and CompositeCollider2D.
- Physics 2D: Allow user to turn on/off collision/trigger exit callbacks when a Collider2D is disabled.
- Physics 2D: Improved API documentation for ContactFilter2D.
- Physics 2D: Improvements to ContactFilter2D including being able to specify collision normal range crossing zero and expose ability to filter using the managed ContactFilter2D rather than just use it to pass to native queries.
- Unity Ads: Updated native binaries to 2.1.0.
- Video: Improved error reporting for incompatible webm files.
- Video: Updated API docs to reflect that a few hooks were unimplemented for now.
- 2D: Sprite Batching is enabled by default.
- VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
- Fixed Bugs.

Unity 3D 5.6.0f3:

- 2D: Added ability to control the tessellation quality of Sprites in the Sprite Editor Window. Tessellation quality controls how tight or coarse the Mesh resembles the actual image.
- Sorts a group of Renderers (for instance, a character made up of a group of Sprite Renderers) as a whole, without any interleaving of other Renderers. descriptiondescription
- 2D: Sprite Editor Window now supports Sprite outline editing to control Sprite Mesh generation.
- 2D: SpriteRenderer: Added support for 9-slice Sprite rendering.
- AI: Low-Level API for NavMesh building.
- Editor: Interactive handles for editing primitive Collider types in the Scene view now all use the same logic.
- GI: Added Light Modes, which replace mixed mode lighting and provide flexible ways to merge baked and realtime shadows. As part of this.
- Video: Added Video Player component and Video Clip Importer Asset Importer. They replace Movie Texture and its Importer (available with a legacy control).
- Graphics: Refactored camera render ordering code. When a Scene is rendered, it now figures out which cameras can share the same render target. The rules for this are.
- These cameras are then split into a stack, which is rendered into a shared Texture based on depth ordering. This Texture has the most common settings found in the cameras in the stack. The following rules also apply.
- Shaders: Removed glstate_matrix_mvp, glstate_matrix_modelview0, glstate_matrix_transpose_modelview0 and glstate_matrix_invtrans_modelview0.
- GI: Upgraded Enlighten SDK to version 3.07p1. This should provide precompute time reductions, which is especially noticeable in the CalculateSystemDependencies step, as well as other steps which perform raytracing.
- Graphics: Frame Debugger improvements.
- CommandBuffer API improvements.
- Many other additions, changes and corrections.
- Fixed Bugs.

Unity 3D 5.5.2:

- Android: Gradle export now supports custom templates, and improved troubleshooting of export process.
- Asset Bundles: Improved load asset performance by up to 25% for standard (non-streamed) asset bundles.
- Asset Bundles: ShaderVariantCollection assets included into bundles now cause shaders to include the referenced keyword variants.
- Asset Importing: Performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor.
- Audio: Add support for streaming Ogg Vorbis on Android, iOS and tvOS.
- Graphics: Added Mesh.GetIndexStart and Mesh.GetIndexCount APIs.
- Graphics: Added non-allocating accessors to Mesh, that write into user-specified List: GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, GetVertices.
- Tizen: Added a button to the deployment target window to refresh the target list.
- Virtual Reality: Updated to Oculus runtime version 1.11.
- Windows Store: introduced the ability to select which Universal Windows Platform SDK Unity should target when building the application.
- Tizen: Remove the Tizen 2.3 minimum OS option. 2.4 is now the only accepted OS version. Users must update their devices to Tizen OS 2.4.
- Fixed Bugs.

Unity 3D 5.5.1:

- Graphics: Added support for feature level 11.1 on D3D11/D3D12. This brings native support for RGB565 and ARGB1555 RenderTexture formats. Note that this does not render correctly for ARGB4444 which will be fixed in one of the future releases.
- Graphics: An error message is shown in the console for platforms that don't support linear color space rendering with OpenGL ES. (757055)
macOS/iOS/tvOS: Allow using Xcode's manual signing workflow by specifying a provisioning profile in Player Settings.
- Metal: Improved handling of transparent rendering after post-opaque image effects when using MSAA.
- Shaders: If an unknown/unhandled error occurs during shader compilation, append it to the shader compiler error message. This gives some context on what might be wrong in the shader.
- Shaders: Optimized in-editor import, load time and memory usage for shaders with massive amounts of potential variants.
- Unity Ads: Updated native binaries to version 2.0.6.
- Test Runner: Removed script templates for test runner (as it is not released). (855550)
- Editor: Fix for an editor crash when switching platforms on a command line build shipped in 5.5.0p4 has been backed out as it requires further tests. This issue will be fixed in a future version (859350).

Unity 3D 5.5.0f3:

- Animation: Animation Window box tool. This allows far simpler moving, scaling, and even ripple editing (“r” hotkey) of keyframes in both Dopesheet and Curves.
- Audio: Added support for Microsoft Research Head Related Transfer Function (Spatial Sound) targeting Windows 10 and UWP. This HRTF solution can be used for any Windows 10 application and works best with VR/AR and head tracked headphones.
- Editor: High Detail view in the CPU Profiler Timeline. Shows all profiler samples without filtering.
- Editor: Native memory allocation profiling in CPU Profiler Timeline. Shows call stacks of native memory allocations.
- Editor: New selection highlighting in scene view. Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.
- Editor: Option to run Cache Server locally for quick platform switching.
- Graphics: Added support for BC4,BC5,BC6,BC7 compressed texture formats, and RGBAHalf format. These formats are supported on PC (DX11+, GL4, Metal) and consoles (PS4, XboxOne).
- Graphics: Added support for cubemap arrays (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU access a bunch of same size/format cubemaps as a unit, index into them when sampling, and other related tasks. Cubemap arrays are a desktop and console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
- Graphics: Linear color space is supported on Android with OpenGL ES 3.x and iOS with Metal.
- Graphics: New (Preview) LookDev editor window for viewing & validating meshes and materials in various lighting environments.
- Graphics: Unity splash screen tools.
- Particles: New Modules.
- Physics: New CapsuleCollider2D.
- Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on Windows and macOS. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
- Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
- VR: HoloLens support graduated from the Technical Preview!
- VR: In-Editor holographic emulation.
- Audio: If previously using a Unity Hololens technical preview release with the Microsoft HRTF spatializer and the Audio Spatializer script component, said component now only controls room size properties. Distance-based attenuation is now set up in the AudioSource script component, so the Spatial Blend property needs to be set to 1.0 and the 3D Sound Settings need to be set appropriately.
- Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
- Editor: Time.deltaTime now updates in the Editor for any script marked with [ExecuteInEditMode], or any MonoBehaviour that has runInEditMode set to true.
- OpenGL: Legacy desktop OpenGL2 support has been removed. It had already been removed as the default option in Unity in 5.3, and deprecated in Unity 5.4. This only affects Mac & Linux.
- Scripting: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions.
- Shaders: DX9 half-pixel offset adjustments are now done at Shader compilation time. This means that shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex Shader constant register #255 (c255) is now reserved by Unity, and all vertex shaders get two instructions automatically added to do the adjustment.
- WebGL: Removed support for loading LZMA compressed AssetBundles, as LZMA decompression is too slow for WebGL.
- Many other additions, changes and corrections.

Unity 3D 5.4.3f1:

- IL2CPP: Android - improved building performance.
- iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
- IOS: Exposed ReplayKit streaming APIs to user scripts.
- Unity IAP: Support transaction receipt logging for all store platforms.
- Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
- VR: Update Oculus to version 1.9.
- Fixed bugs.

Unity 3D 5.4.1:

- Core: Added support for loading serialized files stored with versions >= 5.5.0a4.
- DX11: Improved texture upload performance for compressed, floating point and RGBA32 formats (also in 5.3.6p3).
- Graphics: GPU Instancing - it is no longer an error to use instanced shaders on renderers that don't support instancing (SkinnedMeshRenderer, SpriteRenderer, etc.).
- Graphics: GPU Instancing - for statically batched MeshRenderers, using an instanced shader now will not break static batching. If you want renderers to be instancing batched, please consider disable static batching flag.
- Networking: Projects using UnityWebRequest from UnityEngine.Experimental.Networking should now be auto-upgraded to use its new location in UnityEngine.Networking.
- VR: Stereo View and Projection Matrices can be set individually through scripting API.
- VR: Updated the following Image Effects from the Standard Assets to work with Single-Pass Stereo: Ambient Obscurance, Camera Motion Blur.
- VR: Upgraded SDKs - Oculus to 1.7, GearVR to 1.7.1, OpenVR to 1.0.2.
- Windows Store: Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
- Fixed bugs.

Unity 3D 5.4.0:

- 2D: 9-Slice sprites.
- GI: occlusion of the strongest mixed mode light is stored per light probe.
- Gl: Light Probe Proxy Volumes.
- Graphics: Basic GPU Instancing Support.
- Graphics: Fast texture copies via Graphics.CopyTexture.
- Graphics: Texture Array support, see Texture2DArray class.
- IAP: Cloud catalog support. “useCloudCatalog” flag has been added to UnityEngine.Purchasing.ConfigurationBuilder.
- Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected.
- Shader uniform array support. Uniform arrays can be set by new array APIs on MaterialPropertyBlock.
- Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
- Graphics: Support importing models with more than 100,000 objects.
- Windows Store: Realtime global illumination now works when using Windows 10 SDK.
- Windows Store: UnityWebRequest is now supported for all SDKs.
- Fixed bugs.

Unity 3D 5.3.6 Patch 1:

- VR: Updated to Oculus version 1.6.
- Fixed bugs.

Unity 3D 5.3.5:

- Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
- Asset Bundles: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
- Asset Bundles: Output the CRC value for the manifest asset bundle.
- Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
- Cluster Rendering: Improved cluster networking layer and reduced instability while using cluster input.
- Graphics: Dynamic batching was reintroduced for particles, lines and trails. (766802)
- IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
- iOS: Added a compile flag in the trampoline code in order to allow disable the filtering of emoji characters.
- iOS: Added device support for iPhone SE and iPad Pro 9.7".
- OpenGL: ComputeBuffer now uses the same data layout as Direct3D whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
- Networking: Added support for IPv6 networks in UdpClient. (767741)
- VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
- Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
- Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
- OpenGL: ComputeBuffer data layout changes to match Direct3D; see Improvements section for details.
- Installer: Updated EULA.
- Fixed bugs.

Unity 3D 5.3.3 / 5.3.3 Patch 1:

- GI: Optimized GISceneManager.Update in order to take less processor time on scene start.
- Graphics: D3D11 native plugin API now supports obtaining native texture type underpinning a RenderBuffer.
- IL2CPP: Removed warnings from generated C++ code when compiling with clang.
- Smart TV: Correspond 2016 TV's fonts and remote controller.
- Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
- VR: Mask invisible pixels so GPU time is not wasted near screen edges (Oculus SDK 1.0+).
-  Audio/Scripting: An optimization was reverted while fixing (739224) and (761360) which would cause memory to once again be allocated during audio callbacks.
- BlackBerry: Removed BlackBerry option from build player settings window.
- Fixed bugs.

Unity 3D 5.2.1 / 5.2.1 Patch 3:

- Fixed Bugs.

Unity 3D 5.2.1 / 5.2.1 Patch 2:

- IL2CPP: Optimize System.Reflection access to metadata.
- IL2CPP: Reduce initialization time of IL2CPP scripting backend.
- VR: Oculus Plugin has been updated.
- VR: Support for DRM content.
- Installers: Updated the EULA.
- Fixed bugs.

Unity 3D 5.1.3 / 5.1.3 Patch 2:

- Added progress bar while decrypting downloaded Asset Store packages.
- Fixed bugs.

Unity 3D 5.1.3:

- Fixed Bugs.

Unity 3D 5.1.2 / 5.1.2 Patch 3:

- Tizen: Static splash screens are now supported.
- Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
- Fixed bugs.

Unity 3D 5.1.2 / 5.1.2 Patch 2:

- Android: Added support for real 16bit RGB565 backbuffer.
- VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
- Fixed bugs.

Unity 3D 5.1.2 / 5.1.2 Patch 1:

- WebGL: Added WebGLInput.captureAllKeyboardInput API to allow web page content to get keyboard input.
- Samsung TV: Users are now able to set the system language via SamsungTV.SetSystemLanguage. Users will need to fetch the system language via Samsung's GSP API plugin.
- Xbox One: Unity is now built using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
- Fixed bugs.

Unity 3D 5.1.2:

- Analytics: Added cloudProjectId to hwstat.
- Android: Audio - Enabled OpenSL for GearVR.
- Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
- Documentation: Docs for Audio / VR / UNet updated.
- Editor: Informative message will be shown in the material inspector when the material property block values are used.
- Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
- iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
- Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain. ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
- Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
- Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
- 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
- Fixed bugs.

Unity 3D 5.1.1 / 5.1.1 Patch 4:

- Fixed Bugs.

Unity 3D 5.1.1 / 5.1.1 Patch 1:

- Android: Audio - Enabled OpenSL for GearVR.
- Documentation: Docs for Audio / VR / UNet updated.
- iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
- Xbox One: Unity now builds with the May 2015 QFE1 XDK. Xbox One developers will need to install this XDK on their development PC and the matching or a later recovery on their console.
- Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.

Unity 3D 5.1.1:

- VR: Gear VR is now supported with Unity VR.
- Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
- Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
- Graphics: Added set to gpu skinning parameter in PlayerSettings.
- Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
- iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
- Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
- Mecanim: Show frame number in avatar previewer.
- Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
- Fixed bugs.

Unity 3D 5.1.0 / 5.1.0 Patch 1:

- VR: Gear VR now supported with Unity VR.
- Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
- Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
- Graphics: Added set to gpu skinning parameter in PlayerSettings.
- Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
- iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
- Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
- Mecanim: Show frame number in avatar previewer.
- Other additions, changes and corrections.

Unity 3D 5.1.0:

- New multiplayer networking feature introduced, see the manual and UnityEngine. Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://multiplayer.unity3d.com. The current RakNet based multiplayer system will be deprecated but still functional in this release.
- New network components and NetworkBehaviour base class for network aware scripts
- New NetworkManager to control and configure multiplayer games.
- Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
- VR optimization: Render shadows only once and share between eyes.
- VR optimization: Cull once for both eyes.
- Support for Oculus 0.6.0-beta runtime.
- New HDR Color Picker.
- Backwards Compatibility Breaking Changes.
- Many other additions, changes and corrections.

Unity 3D 5.0.2 / 5.0.2 Patch 4:

- Added set to gpu skinning parameter in PlayerSettings.
- iOS/IL2CPP: Decrease IL2CPP memory usage by making metadata structures const.
- Fixed bugs.

Unity 3D 5.0.2 / 5.0.2 Patch 3:

- Fixed Bugs.