Unity 3D

Changelog

Unity 3D 2019.1.6:

  • XR: Updated Vuforia to version 8.1.11.
  • Animation: Fixed Bezier curve segments conversion to Hermite when evaluating Animation Curves with weighted tangents.
  • Asset Import: Fixed alpha transparency enabling itself in import settings.
  • Asset Import: Fixed assetBundle.LoadAsset returning null when the .asset bundle file is in the same folder as all its assets.
  • Editor: Fixed calling FrameTimingManager.GetVSyncsPerSecond() crashing the Editor.
  • Editor: Fixed several Inspector window layouting issues.
  • Editor: Fixed Sorting Groups were not properly displayed in the Inspector Window.
  • Editor: Fixed XR SDK list custom options collapsing when selected without pressing the drop down arrow.
  • Graphics: Fixed hang during shutdown which could happen when running C# Jobs within a ScriptableRenderPipeline.
  • IL2CPP: Corrected handling of exceptions in some try/finally situations.
  • IL2CPP: Fixed a performance issue with lumped builds.
  • IL2CPP: Fixed AppleTlsProvider error on iOS when Strip Engine Code is enabled caused by incorrectly falling back to AppleTlsProvider.
  • IL2CPP: Handled the this reference passed to a method via an in parameter.
  • Input: Fixed a button on knuckles controller not reporting.
  • OpenGL: Fixed Video Player Leaks GfxDriver Memory.
  • Package Manager: Fixed issues with samples display overlaps.
  • Particles: Added error when calling Gradient.Evalute with a NaN.
  • Particles: Ensure Force Fields belonging to disabled Game Objects do not affect any Particle Systems.
  • Particles: Ensure particle trails start from exact particle spawning position.
  • Particles: Ensured curve previews are updated when pasting component values.
  • Particles: Fixed a crash when a Particle System destroys itself with stop action "Destroy".
  • Particles: Fixed an assert in debug builds due to invalid sampling of an Animation Curve in a rare edge case.
  • Particles: Fixed flickering sub-emitter trails if sub-emitter particles are cleared before Particle System finishes playing.
  • Particles: Fixed the jitter when updating position in LateUpdate and using Custom Simulation Space.
  • Particles: Fixed the glitches when rendering trails and using Custom Simulation Space together.
  • SceneManager: Fixed Scene view skybox toggle not working in Prefab Mode if no Prefab editing environment scene is specified.
  • SceneManager: Fixed Skybox and lighting for Prefab Mode environment scenes not working correctly. This requires the lighting settings of the environment scene to have Auto Bake disabled.
  • Scripting: Fixed an issue where references to UnityEditor.iOS.Xcode might not be added to Visual Studio project files.
  • Scripting Upgrade: Fixed AssemblyUpdater.exe failing silently if Unity is installed to a path with spaces.
  • Timeline: Fixed copying a Control Clip during play mode throwing exceptions.
  • Timeline: Fixed director controls being disabled in subtimelines.
  • Timeline: Fixed invalid assets in the Timeline Clipboard not being cleared when going into or out of PlayMode.
  • Timeline: Fixed issue where a Signal Emitter placed at the start of a timeline would be fired twice.
  • Timeline: Fixed issue where an exception was thrown when clicking on a SignalEmitter with the Timeline window in asset mode.
  • Timeline: Fixed issue where the Emit Signal property on a Signal Emitter would not get saved correctly.
  • Timeline: Fixed playhead being drawn above bottom scrollbar.
  • Timeline: Fixed resizing timeline window affecting its zoom value.
  • Timeline: Fixed Signal Asset creation dialog throwing exceptions when canceled on macOS.
  • Timeline: Fixed snap relaxing not responding to Command on Mac, instead of Control.
  • Timeline: Fixed timeline not being played correctly when building a player with Mono and Managed Stripping Level set higher than Low.
  • UI: Fixed performance issue with CanvasGroup getting notifications all the time.
  • UI Elements: Fixed PropertyField layouting issue with vector data types.
  • UI Elements: Fixed UIElements not rendering on OpenGL Core 4.3 and 4.4.
  • Version Control: Fixed Script Execution Order inspector "Apply" button in some cases throwing errors under Perforce.
  • XR: Fixed source state assert if there are no source states to get in Windows MR Gesture Recognizer.

Unity 3D 2019.1.5:

  • Android: Fixed a crash when a shader is written in GLSL and uses Single-pass rendering in Android VR.
  • Android: Fixed Android SDK on Windows not including a compatible version of the apkanalyzer tool.
  • Animation: Fixed animation jobs SetPosition/SetLocalPosition not working on humanoid transform for rig with translation DoF ON.
  • Animation: Fixed bone animations failing to work on GameObjects when animations are scripted.
  • Animation: Fixed drag and dropping of a clip into the animation previewer in the inspector window.
  • Asset Pipeline: Fixed rehash asset when changing asset bundle setting in meta file v1.
  • Editor: Fixed A cloth component attached to an object disabling the Transform tools.
  • Editor: Fixed a regression where results from the player would no longer update correctly in the UI.
  • Input: Fixed mouse.scroll glitching when moving mouse after scrolling.
  • OSX: Fixed ASTC HDR textures broken in MacEditor/Metal.
  • Terrain: Fixed issues with cloning TerrainData.
  • Timeline: Fixed marker UI is the same color and size on infinite track.
  • Timeline: Fixed moving a marker on an Infinite Track will keep the track in infinite mode.
  • Timeline: Fixed zooming in/out will keep the padding at the beginning of the timeline.
  • UI Elements: Fixed UIE Debugger picking on OSX.
  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order.
  • UI: Fixed a performance issue appears when sorting a large amount of UI Objects with Canvas Component.
  • UI: Fixed being unable to change Image color cannot be changed via script when Image type is set to Simple.
  • UI: Fixed issue with TextGeneration populating with extra unneeded verts from rich text tags.
  • UI: Fixed nested Canvas not rendering when UI element which is a following child of parent canvas is enabled and disabled.
  • UI: removing sprite mesh caching optimization as it was causing too many issues.
  • UI: Removing the ref requirement from the AllSelectablesNoAlloc.
  • XR: Fixed a Lumin video player shutdown crash.
  • XR: Fixed Camera.Render() incorrectly rendering to a RenderTexture when VR is enabled.
  • XR: Fixed Google VR package removal when Cardboard or Daydream is still in the VR Device list.
  • XR: Fixed latency issues in use of Windows MR API.
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template.
  • XR: Fixed OpenVR package failing to download when Virtual Reality is enabled for new projects.
  • XR: Fixed pointer access in certain situations to protect against null pointer dereference.
  • XR: Fixed uGUI Dropdown when selected not using the raycasters of the parent canvas if available.

Unity 3D 2019.1.4f1:

  • 2D: Foxed sprite atlases being packed when entering Play Mode when Sprite Packer Mode is set to "Enabled for builds".
  • Android: Fixed a crash when SRP batcher is enabled on Vulkan on Mali GPUs.
  • Android: Fixed wrong rendering in LWRP on GPUs that have EGL_GL_COLORSPACE_SRGB_KHR extension.
  • Asset Import: Fixed an issue where blendshapes normals are always recalculated although the blend shape normals import setting is set to 'none'.
  • Asset Import: Fixed an issue where blendShapes normals are broken when upgrading the project.
  • Asset Import: Fixed an issue where normal import settings get applied to the whole selection when selecting multiple model assets.
  • Asset Import: Fixed an issue where some kinds of assets might not refresh after an Editor restart using ADB v1.
  • Asset Import: Fixed the root node of a model importer preset to be visible and editable.
  • Core: Fixed executing an IJobParallelFor accessing deallocated memory and cause Unity to crash.
  • Editor: Ensured duplicated prefabs retains transform values and other overrides.
  • Editor: Fixed an Editor crash when clicking Shader dropdown in Material inspector.
  • Editor: Fixed crash when duplicating prefabs with ConfigurableJoints.
  • Editor: Fixed importing badly broken prefab variants where components could be assigned to multiple GameObjects.
  • Editor: Fixed interacting with custom property drawer array resets the scroll bar position.
  • Editor: Fixed reverting files in Collab occasionally displaying a blank message.
  • Editor: Removed Extra FileIDs property that appears for some assets in the inspector.
  • Graphics: Fixed issue with large scaled meshes with texture mip map streaming.
  • Graphics: Fixed Unsupported textures such as reflection probes now load highest mip.
  • IAP: Fixed editor crashing when updating/installing/importing IAP plugin.
  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project.
  • Particles: Fixed particle rendering inconsistencies between Windows and macOS when a particle is generated by specifying RandomSeed.
  • Profiler: Fixed an issue where the compilation guards for the memory profiler API would not reset after doing a player build.
  • Profiler: Reduced profiler overhead when flushing data from Job threads.
  • SceneManager: Fixed default shortcuts missing from SceneVis, Isolation and multi-hide are inaccessible.
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled.
  • Terrain: Fixed terrain's Texture2D texture appearing white when copied using Instantiate Method via Script.
  • Timeline: Fixe the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened.F.
  • Web: Fixed encoding support in url escaping.
  • Windows: Fixed documentation summary in Visual Studio not being shown.
  • XR: Fixed crash when transitioning to VR Mode from non-VR.
  • XR: Fixed shell script permission denied error with Google VR when building iOS using the generated xcode project.

Unity 3D 2019.1.3f1:

  • 2D: Fixed artifacts when rendering with TilemapRenderer while 2D Animation Package is in the Project.
  • 2D: Fixed ETC texture compression Split Alpha Channelnot working for SpiteAtlas Variants.
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has been scaled to have micro gaps.
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has rotated Tiles causing micro gaps between Tiles.
  • 2D: Fixed InvalidCastException from Tilemap when an invalid Tile is added to the Tilemap.
  • Android: Fixed crash in signal handler on Android IL2CPP ARM64.
  • Android: Fixed gradle build failure with Android SDK Build-Tools 29-rc1.
  • Editor: Fixed "ArgumentException: Could not find item with id:" that could sometimes occurs when modifying points in the LineRenderer editor.
  • Editor: Fixed crash when moving the camera while having the scene view selected.
  • Editor: Fixed editor freeze when importing asset with a meta file.
  • Editor: Fixed issue with components from scripts not getting removed from "Add Component.." menu when they are deleted.
  • Editor: Fixed memory stomping in shutdown code doe to Performance Tracker cleanup.
  • Editor: Fixed Open Containing Folder for the packages folder in the project window on Linux.
  • Facebook: Fixed Facebook GameRoom sometimes failing when target is Standalone.
  • iOS: Fixed XCode project to be saved if Automatically add capabilities setting is disabled.
  • Linux: Fixed keystrokes being recorded twice.
  • Linux: Fixed ShaderGraph gradients.
  • Linux: Fixed WebViewTests causing editor to crash at exit.
  • Particles: Fixed crash at KeyframeTpl::Transfer> when entering Play mode.
  • Particles: Fixed crash in ApplyTexture function when selecting a GameObject with a Particle System.
  • Particles: Fixed fade and soft particle properties not being applied to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed Particle System Force Field parameters not being clamped to sensible values, and allow negative speeds to be set in the Inspector where appropriate.
  • Particles: Fixed ParticleSystem Sprite rendered using the wrong color when the associated SpriteRenderer Component was not enabled.
  • Particles: Fixed Texture Sheet Module Cycles value not being clamped to sensible values causing crashes.
  • Prefabs: Fixed Drag-select in Prefab Mode selecting GameObjects with Gizmos in any loaded scene.
  • Prefabs: Fixed error message when deleting prefab asset whilst it is open in the Prefab Editor and version control is enabled.
  • Prefabs: Fixed Prefab Mode reparenting to root GameObject by dragging is broken after having changed transform type.
  • Scripting: Auto-upgrade Cinemachine for Unity 2019.x.
  • Scripting: Fixed problem in namespace parser regarding reading nested classes inside partial monobehaviour.
  • Services: Ensured symbols are captured correctly on Android.
  • Services: Ensured symbols are captured correctly on iOS.
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled.
  • Services: Fixed File icons in Collab Toolbar missing after clearing partial publish selection.
  • Services: Fixed symbol upload for Cloud Diagnostics not working in batch mode.
  • Shaders: Fixed runtime shader load performance regression by removing randomish up-front warmup of all subshaders.
  • Version Control: Fixed error when trying to write to Perforce locked settings file.
  • Windows: Fixed input not resetting when game controller is disconnected.
  • XR: Fixed a CPU core configuration issue on Oculus Quest that resulted in too many job threads spinning up.
  • XR: Fixed app callbacks deferral hang if suspending while exiting.

Unity 3D 2019.1.2:

  • Analytics: Fixed the time of exit from Play mode increasing several times when using newer Unity version.
  • Android: Fixed accessibility warning when publishing to Google Play.
  • Animation: Fixed an issue where unloading a controller in an asset bundle could lead to a crash.
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline.
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes.
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance.
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder.
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce. Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected.
  • Graphics: Fixed Enabled GPU skinning for blend shapes.
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex.
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled.
  • Particles: Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true.Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Physics: Fixed a crash when destroying Colliders at the same time as raycast batches were being ran.
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten.
  • SceneManager: Ensure nested Canvases are always treated as nested Canvases in Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases.
  • SceneManager: Fixed a Race condition in TransformAccessArray.
  • Scripting: Fixed a crash related to calling CaptureScreenshotAsTexture at the wrong moment.
  • Scripting: Fixed actions outside of tests not handling exceptions correctly.
  • Scripting: Fixed crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16.
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when accessing types from Accessibility assembly.
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass.
  • Shaders: Fixed regression on SRP subshader fallback.
  • Shaders: Fixed shader warnings on standalone build.
  • Timeline: Fixed changes to Timeline in prefab editor not being saved.
  • Timeline: Fixed the current position of Animation Window linked with Timelines animation being wrong when trimmed and sped up.
  • Timeline: Fixed Timeline AW link losing clip selection context (and rec mode) when selecting a different GameObject.
  • Timeline: Fixed Timeline EaseInOut feature and shortcut for clips.
  • Timeline: Fixed timeline in-line curves not adjusting horizontal zoom when using A & F on selected keys.
  • Windows: Fixed some dialog buttons text being cutoff in high dpi mode.

Unity 3D 2019.1.1f1:

  • Android: Fixed Vulkan rendering when sRGB write control is enabled in PlayerSettings.
  • Animation: Fixed crash when state has "too many" scripts attached.
  • Asset Bundle: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles.
  • Asset Import: Fixed a regression where blender files import fails when the blender application installed is version 2.79.
  • Audio: Fixed user selection not being respected for dsp buffer size in the audio settings.
  • Editor: Fixed a bug that disabled the availability of having rsp files inside Packages correctly.
  • Editor: Fixed editor crashing while clicking on Overrides window for instance of name based replaced variant.
  • Editor: Fixed hierarchy incorrect scenevis icon for scenes and toggling behavior.
  • Editor: Fixed hierarchy ping being slightly offset.
  • Editor: Fixed scene header context menu in hierararchy being slightly offset.
  • Editor: Fixed the issue with GameView Scale's minimum value being dependent on the windows display scaling factor.
  • GI: Fixed a race condition in Enlighten data loading during additive scene loading that led to a crash in the standalone player.
  • Graphics: Fixed missing draws when using an uninitialized RenderTexture with Vulkan.
  • IL2CPP: Added support for the MethodImplOptions.NoOptimization C# attribute.
  • IL2CPP: Fixed a build failure that would occur when targeting UWP w/ il2cpp while using a Managed Stripping Level of High.
  • IL2CPP: Fixed an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.
  • IL2CPP: Fixed building generated player Visual Studio project when using IL2CPP scripting backend and building to a builder with unicode characters in the path on Windows Standalone and UWP players
  • IL2CPP: Fixed making RuntimeHelpers.IsReferenceOrContainsReferences call a generation-time intrinsic that will output a "false" or "true" boolean value to the C++ code. This greatly speeds up some .NET container classes that make use of this method.
  • IL2CPP: Fixed overwriting a copy of a generic by ref argument that uses specifically crafted IL bytecode.
  • IL2CPP: Fixed proper C++ code not being generated when Mathf.Infinity is used as the value for an attribute argument.
  • IL2CPP: Fixed some assemblies missing symbol files after building with the Medium or High Managed Stripping Level.
  • iOS: Fixed SendMessage not working on iOS/tvOS simulator.
  • Linux: Fixed Linux editor 'scrolling' when starting up in a maximized position.
  • Mobile: Fixed [iOS] VR Shaders included in builds.
  • Physics: Fixed any hit being returned by MeshCollider.Raycast instead of the closest one.
  • Physics: Fixed crash that happened when passing a zero direction vector to batched physics queries.
  • Physics: Fixed the physics debug window not being open/closed correctly.
  • Scripting: Fixed issue with "Menu can't be checked because it doesn't exist" warning being emitted when deleting a checked menu item script.
  • Video: Fixed Spatial Blend in AudioSource not always impacted by distance when used by VideoPlayer.
  • Windows: Fixed issue where high-poll-rate mice were causing performance degradation in the Editor on Windows.
  • Windows: Fixed SystemInfo.deviceUniqueIdentifier not returnin the same values as Unity 2018.3 and earlier versions.
  • XR: Updated OpenVR to 1.0.14. This fixes an issue on Linux where the player may crash if it is built for OpenVR, but SteamVR is not installed on the machine.

Unity 3D 2018.3.12f1:

  • Analytics: Fixed the time of exit from Play mode increasing several times when using newer Unity version.
  • Android: Fixed accessibility warning when publishing to Google Play.
  • Animation: Fixed an issue where unloading a controller in an asset bundle could lead to a crash.
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline.
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes.
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance.
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder.
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce.
  • Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected.
  • Graphics: Fixed Enabled GPU skinning for blend shapes.
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled.
  • Particles: Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true.
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false.
  • Physics: Fixed a crash when destroying Colliders at the same time as raycast batches were being ran.
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten.
  • SceneManager: Ensure nested Canvases are always treated as nested Canvases in Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases.
  • SceneManager: Fixed a Race condition in TransformAccessArray.
  • Scripting: Fixed a crash related to calling CaptureScreenshotAsTexture at the wrong moment.
  • Scripting: Fixed actions outside of tests not handling exceptions correctly.
  • Scripting: Fixed crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16.
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when accessing types from Accessibility assembly.
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass.
  • Shaders: Fixed regression on SRP subshader fallback.
  • Shaders: Fixed shader warnings on standalone build.
  • Timeline: Fixed changes to Timeline in prefab editor not being saved.
  • Timeline: Fixed the current position of Animation Window linked with Timelines animation being wrong when trimmed and sped up.
  • Timeline: Fixed Timeline AW link losing clip selection context (and rec mode) when selecting a different GameObject.
  • Timeline: Fixed Timeline EaseInOut feature and shortcut for clips.
  • Timeline: Fixed timeline in-line curves not adjusting horizontal zoom when using A & F on selected keys.
  • Windows: Fixed some dialog buttons text being cutoff in high dpi mode.

Unity 3D 2018.3.11f1:

  • Animation: Fixed integer values not being animated when PPtr references were also in animated bindings.
  • Animation: Fixed preview of sprite changes on a simple animation when controller is missing.
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor.
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window.
  • Asset Bundles: Fixed non-deterministic data in asset bundle when using Prebake Collision Mesh.
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore.
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline.
  • Build Pipeline: Added a call to clean up high memory usage in BuildPipeline.BuildAssetBundles to avoid a crash due to out of memory.
  • Build Pipeline: Fixed splash screen background not being included when building with nographics argument.
  • Collab: Fixed incorrect exit code for YAMLMerge when passing an empty file.
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes.
  • Editor: Fixed an issue where folder loses focus after renaming it in the Project Window.
  • Editor: Fixed crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference.
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance.
  • Editor: Fixed Editor crash when illegal position is introduced to graphics engine.
  • Editor: Fixed for MediaPlayer framework in plugin importer moved to rare group.
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder.
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11.
  • Editor: Fixed issue where Unity would log an error when de-serializeing older serialized data when it's intentional.
  • Editor: Fixed issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts.
  • Editor: Fixed OS locale being used for Editor windows.
  • Editor: Fixed that the text field caret indicator cannot be placed on a specific text area in Light Explorer.
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce.
  • Graphics: Fixed an issue where Quad Tessellation would not work in OpenGL and Vulkan.
  • Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected.
  • Graphics: Fixed Enabled GPU skinning for blend shapes.
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex.
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled.
  • Mobile: Fixed Application.Unload crash on Android P devices.
  • Mobile: Fixed escape PlayerSettings.productName when composing installPath.
  • Mobile: Fixed issue with detecting latest installed build tools version.
  • Mobile: Fixed [Android] "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation.
  • Mobile: Fixed [Android] Visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices.
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition.
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition.
  • Package Manager: Fixed missing Editor folder in PackageManager directory if installed through DownloadAssistant.
  • Particles: Fixed opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component not being correctly hidden in the Inspector.
  • Particles: Fixed opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy.
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true.
  • Prefabs: Fixed losing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Improved error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene.
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten.
  • Scene/Game View: Fixed ControlID getting out of sync for layout and repaint evengs when transitioning from 2D to 3D.
  • SceneManager: Fixed a Race condition in TransformAccessArray.
  • SceneManager: Fixed issue LoadSceneAsync not updating isLoaded to false for scene unloaded.
  • Scripting Upgrade: Fixed breakpoint resolution for methods in partial classes.
  • Scripting Upgrade: Fixed TargetParameterCountException when using Substance.
  • Serialization: Fixed issues with the serialization when using a non-US locale.
  • Shaders: Fixed UNITY_VERSION shader macro generation for double digit major/minor versions.
  • UI: Fixed API inconsistency with no support of uv2 and uv3 inside the VertexHelper class.
  • UI: Fixed scroll jitter when the scroll view component has Elastic movement type.

Unity 3D 2018.3.10f1:

  • Android: Fixed Environment.TickCount returning negative value on Android 8.0+.
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline.
  • Build Pipeline: Removed unnecessary files packaged with the Unity installer.
  • Editor: Fixed nullreference in Rider toolbox discovery.
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set.
  • IL2CPP: Avoided an error when IL2CPP encounters a ref readonly property.
  • IL2CPP: Fixed build failing if delegate has an 'in' parameter.
  • IL2CPP: Fixed difference between macOS and Linux not properly detected when the /proc directory exists on macOS.
  • IL2CPP: Fixed Environment.TickCount on Android 8 and later.
  • IL2CPP: Fixed Monitor.IsEntered method not implemented properly.
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player.
  • Profiler: Fixed charts no longer scaling based on highest peak.
  • Profiler: Fixed charts not rescaling after disabling/enabling a category.
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking.
  • UnityLinker: Prevented In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization.
  • Video: Fixed issue Non–360 3D video is rendering with glitches (vertical colour bands).
  • WebGL: Fixed WebGL linker error when native plugins are used.

Unity 3D 2018.3.8f1:

  • 2D: Fixed case of Editor crashing on WorldContactFilter2D::ShouldCollide when trying to destroy Tilemap.
  • 2D: Fixed case of Tile Animation showing a wrong Sprite when Tilemap is deactivated and reactivated.
  • 2D: Fixed issue where Tilemap Collider Physics Shape/s were not updating when a single Tile was removed.
  • 2D: Fixed to clean up Preview Tiles when painting on a Tilemap when an asset is saved.
  • 2D: Fixed NullReferenceException when painting with a Tile Palette without a valid Tilemap component.
  • 2D: We now use Grid Cell Layout instead of Tile Orientation for doing Grid Cell picking when painting on a Tilemap.
  • Android: Fixed null exception on GC when Java class is not found.
  • Android: UnityWebRequest: Relaxed format requirements for jar:file uris.
  • Asset Import: Fixed crash when reading a meta file with a "Byte Order Mark".
  • Editor: Fixed Instability in IConnectionStateInternal_HasAtLeastTheDefaultAmountOfAvailableConnections.
  • GI: Fixed an issue were newly loaded scenes with bounce count 3 would not bake any indirect light.
  • Graphics: Fixed for [ASAN] Memory use after free in GpuProgramMetal::ApplyGpuProgram.
  • Graphics: Fixed issue where "GetGfxDevice() should only be called from main thread" errors are thrown and crashes in Play Mode later on.
  • Graphics: Fixed memory leak in batchmode when rendering on desktop platforms.
  • Graphics: Vulkan: Fixed a crash when draw call was made without an active GPU program.
  • IL2CPP: Fixed correct flow control code not generated for try/catch/finally handling with async methods in C#.
  • IL2CPP: Fixed step-into debugging for some generic methods.
  • IL2CPP: Improved the performance of WaitOne, WaitAny, and WaitAll on Windows platforms.
  • IMGUI: Maximizing the player in the windowed mode sets it to Maximized Window mode.
  • iOS: Fixed background audio stopping when startin an Unity app on iOS.
  • iOS: Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run.
  • Linux: Fixed editor UI breaking with Screen.SetResolution is called.
  • Mobile: Fixed il2cpp player build when engine stripping is enable and AssetImporter log is not empty.
  • Multiplayer: Fixed memory leak in TLS connections, affecting Windows/Linux/Mac/UWP.
  • OSX: Fixed an issue where older Macs could incorrectly report that they support GPU instancing.
  • OSX: Fixed the fullscreen menu item in the standalone player.
  • Package Manager: Fixed incorrect build settings on Project Templates in packages.
  • Prefabs: Fixed crashes when instantiating prefab with certain user scripts.
  • Prefabs: Fixed drag and drop not unpacking the Prefab instance under some circumstances.
  • Prefabs: Fixed object IDs changing when saving a prefab after building a player.
  • Profiler: Fixed an issue where chart data would be inconsistent from hierarchy data.
  • Scripting: Fixed MissingMethodException when calling bindings methods in VRModule on XBox One.
  • Scripting: Removed allocation in every frame from ScriptableRuntimeReflectionSystemWrapper.TickRealtimeProbes.
  • Scripting Upgrade: Fixed an issue where some C# class libaries would fail to load.
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when getting types from assembly.
  • Services: Fixed crash when an unhandled exception occurs on a background thread with Cloud Diagnostics enabled.
  • Shaders: Fixed out-of-memory when trying to compile shader that uses self-referencing macro.
  • Timeline: Fixed issue where a timeline would not play on AOT platforms using Mono and .NET 3.5.
  • UI: Fixed issue with CanvasGroup.Alpha not affecting nested Canvas's UI elements.
  • Unity Test Runner: Fixed Exception not handled properly in PlayTests when a custom Enumerator is used as a Coroutine and throws an Exception.
  • Universal Windows Platform: Fixed incorrect mouse position for NewInput.
  • Universal Windows Platform: Fixed rapid triggering of OnClick() events in UI when multiple Xbox controllers connected.
  • Universal Windows Platform: Prevented an error from the reference rewriter about the missing method 'ConfigurationElement::get_Item' when the EntityFramework.dll assembly is used.
  • Video: Fixed a crash on quit, and on end of playmode, when using a VideoPlayer in a prefab.
  • Video: Fixed Android Video doesn't start to play in the application when Android OS is 4.1 or 4.2.
  • Web: UnityWebRequest: Better document SetRequestHeader regarding cookie.
  • Windows: Fixed Multidisplay always reverting to native resolution on primary display.

Unity 3D 2018.3.7f1:

  • Fix security vulnerability UNITY-SEC-2144.
  • Analytics: Fixed issue: usage statistics will no longer be sent when editor analytics is disabled.
  • 2D: Fixed "Invalid SortingGroup index set in Renderer" warning from occurring after removing Sorting Group component on an object with nested Sorting Groups.
  • 2D: Fixed Sprites randomly flipping when moving/zooming camera.
  • Android: Fix hang at exit if submitting AndroidJavaProxy/Runnable to UI thread.
  • Android: Fixed an out of memory issue happening on Adreno devices on GLES.
  • Asset Bundles: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions.
  • Build Pipeline: Remove unnecessary files from mac standalone build, reducing the size by about 500kb.
  • Editor: Fix error in ScriptExecutionOrder Editor when exiting play mode. (1119209)
  • Editor: Fix issue where EditorPrefs wouldn't be saved on editor close when using Rider as an external script editor.
  • Editor: Fix issue where if the user cancels a non scripts only build it will cache an incomplete form of the player data cache which on a subsequent scripts only build will cause the build to fail and then crash the editor. Canceled builds will now clean up the cache and an additional check was added to VerifyBuildSetup to fail the build properly if there is no cached player data.
  • Graphics: OpenGL & Vulkan: Fixed shader code generation for InterlockedMax().
  • Graphics: Vulkan: "Attempting to draw with missing bindings" is now a warning instead of an error.
  • Graphics: Vulkan: Fixed restoring a fullscreen window from minimized state on Windows.
  • Graphics: Vulkan: Improved async readback performance.
  • iOS: Stretching image across the entire screen when resolution is set to one that does not match the aspect ratio of the screen.
  • Mobile: Fix Screen.width and Screen.height don't update at the same time as Screen.orientation.
  • Mono: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used.
  • Prefabs: Fix crash when passing invalid paths to PrefabUtility.LoadPrefabContents.
  • Prefabs: Fixed crash when entering play mode while having a locked inspector on a GameObject with AudioSource.
  • Shaders: Fixed a missing interpolator in GL shader outputs.
  • Terrain: Fixed issue where control key and mouse wheel does not adjust the Stamp Height value for the Stamp Terrain brush.
  • UI: UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays.

Unity 3D 2018.3.6f1:

  • 2D: Fixed crash on when passing array of nulls to SpriteAtlas.Add.
  • Animation: Fixed a crash when parenting an GameObject during an AnimationEvent.
  • Asset Pipeline: Optional parameter added to SceneManager.UnloadScene function allowing to unload assets embedded in a scene without calling UnloadUnusedAssets.
  • Build Pipeline: Fixed rare data corruption when building asset bundles with LZMA compression.
  • DX12: Fixed a crash when switching to exclusive fullscreen.
  • Editor: Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled.
  • Editor: Fixed crash and validation errors when opening editor windows.
  • Graphics: Disabled GPU skinning in the Editor when Graphics Emulation is enabled.
  • Graphics: Fixed an issue where Light Probe Proxy Volumes did not function correctly with Vulkan as the graphics API.
  • Graphics: Improved terrain painting that produces quantization when using OpenGL API.
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: [ShaderGraph] Fixed Transparent preview not clearing framebuffer.
  • IL2CPP: Add support for marshaling fields which are arrays of structs which in turn have arrays as fields.
  • IL2CPP: Added protocol support for IPv6 on Windows.
  • IL2CPP: Correctly indicate that IPv6 is not supported on non-IPv6 platforms.
  • IL2CPP: Emit proper C++ code when type names include characters that are not valid for C++ source code.
  • IL2CPP: Fixed a crash when using the Environment.MachineName property on some machines when targeting UWP and make it return results consistent with the Standalone Player.
  • IL2CPP: Fixed an intermittent crash in the native linker on Android.
  • IL2CPP: Fixed InvalidCastException that can sometimes happen when passing managed object that derives from a native Windows Runtime class to native code. For instance, this happens when deriving from Windows.UI.Xaml.Control.ContentDialog and trying to show it.
  • IL2CPP: Generate proper C++ code for an out parameter used as SizeParamIndex.
  • IL2CPP: Handle null explicitly casted to an array and indexed.
  • IL2CPP: Loaded field addresses via unsigned native integer types properly.
  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases.
  • IL2CPP: Prevent an compilation error in generated C++ code when an enum field is marshaled.
  • IL2CPP: Prevent an exception during IL2CPP code conversion that can happen with Trace statements in some cases.
  • IL2CPP: Prevented a crash at runtime with the .NET 4.x equivalent scripting runtime that can occcur when an enum is nested in a generic type.
  • IL2CPP: Properly generate code using the in modifier for parameters on abstract methods in a generic type.
  • Package Manager: Fixed moving files in the editor project view (drag and drop) not working in local packages.
  • Particles: Fixed erroneous Particle System error message: "Sub-emitters must be children of the system that spawns them".
  • Particles: Fixed Frame Debugger failing to show draw call information for Particle Systems.
  • Particles: Fixed incorrect curve evaluation when using the Limit Velocity over Lifetime module with a micture of optimized and non-optimzied curves.
  • Particles: Fixed particle bounds when using Sprites in the Texture Sheet Animation Module.
  • Particles: Fixed particle trails could being culled incorrectly when using the World Space trails option.
  • Particles: Fixed regression bug where offscreen Particle Systems failed to play.
  • Particles: Fixed scaling regression bugs with Particle Systems.
  • Particles: Fixed Velocity Module Speed Modfiier not applied to the initial simulation step of newly spawned particles.
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light.
  • Physics: Ensure that ContactPoint2D and Collision2D types do not get stripped causing a crash.
  • Prefabs: Fixed references to Prefabs from scene getting lost if prefab is modified.
  • Prefabs: Updated Undo to return Prefab instances with missing assets to previous state correctly.
  • Scripting Upgrade: Fixed crash in ScriptUpdater.exe when code contains qualified references to methods of type that were statically imported (#using static).
  • Shaders: Fixed incorrect shader code generation with tessellation shaders when using the Vulkan API.
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Universal Windows Platform: Fixed memory leaks on .NET backend when calling Mesh.SetVertices(), Mesh.SetUVs(), Mesh.SetTriangles() methods.
  • Windows: Fixed setting refresh rate in exclusive fullscreen mode having no effect on D3D11 and D3D12.
  • XR: XR devices in new input system package are now all Y-up is away from the user.

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.