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Official Unity 2021.2.0 Beta 16 is now available

Discussion in '2021.2 Beta' started by charlesb_rm, Feb 17, 2021.

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  1. charlesb_rm

    charlesb_rm

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    Greetings users!

    Unity 2021.2.0 Alpha 5 is now available. This is the first public alpha for 2021.2.
    Installers and release notes available at:
    https://unity3d.com/unity/alpha/2021.2.0a5

    Please remember to back up your projects before opening them in an alpha build!
     
  2. charlesb_rm

    charlesb_rm

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  3. charlesb_rm

    charlesb_rm

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    Please note that Alpha 7 will not be released this week as some important regressions have been found and are still being fixed.
    Alpha 8 will be the next released version, expected to be available next week.
    Thanks for your understanding.
     
  4. charlesb_rm

    charlesb_rm

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  5. charlesb_rm

    charlesb_rm

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  6. charlesb_rm

    charlesb_rm

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  7. charlesb_rm

    charlesb_rm

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  8. charlesb_rm

    charlesb_rm

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  9. charlesb_rm

    charlesb_rm

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  10. charlesb_rm

    charlesb_rm

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  11. charlesb_rm

    charlesb_rm

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  12. charlesb_rm

    charlesb_rm

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  13. charlesb_rm

    charlesb_rm

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  14. charlesb_rm

    charlesb_rm

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    Please note that alpha 18 will be shipping next week as we are experiencing a few issues that we'd like to fix before making the version available. Thanks for your understanding.
     
  15. charlesb_rm

    charlesb_rm

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    Update: Alpha 18 won't be shipping as there were important issues found in that version and we'll skip right away to alpha 19 which will be available next week. Thanks for your understanding.
     
  16. charlesb_rm

    charlesb_rm

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  17. LeonhardP

    LeonhardP

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  18. charlesb_rm

    charlesb_rm

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    BATTLEKOT, liortal, NotaNaN and 4 others like this.
  19. charlesb_rm

    charlesb_rm

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  20. davidlovegrove

    davidlovegrove

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  21. davidlovegrove

    davidlovegrove

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  22. simons_unity

    simons_unity

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    NotaNaN, charlesb_rm and adamgolden like this.
  23. davidlovegrove

    davidlovegrove

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    Hi Everyone,

    Regrettably we had an infrastructure issue last week which has prevented us shipping Beta 5 this week. The next release will be Beta 5 next week.

    Thanks,
     
    Last edited: Jul 30, 2021
  24. LeonhardP

    LeonhardP

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    Hi everybody,

    Slight change from the previously announced plans to skip b5 and move directly to b6.

    Unity 2021.2.0 Beta 5 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b5

    Don't forget to back up your projects before opening them in a beta build!
     
  25. LeonhardP

    LeonhardP

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    Hi everybody,

    As some of you might have already noticed,

    2021.2.0 Beta 6 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b6

    We're currently unable to publish the preview of the full release notes via our CMS. Until this is fixed, we will share the previews alongside our release announcements in this thread.

    Don't forget to back up your projects before opening them in a beta build!
     
    Last edited: Aug 27, 2021
  26. davidlovegrove

    davidlovegrove

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    Last edited by a moderator: Aug 27, 2021
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  27. davidlovegrove

    davidlovegrove

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    Last edited by a moderator: Aug 27, 2021
    NotaNaN, adamgolden and Ruchir like this.
  28. davidlovegrove

    davidlovegrove

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    Last edited by a moderator: Sep 6, 2021
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  29. davidlovegrove

    davidlovegrove

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    Unity 2021.2.0 Beta 10 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b10

    Known Issues in 2021.2.0b10
    • : NullReferenceException is thrown when typing in the Hierarchy window search bar (1360676)
    • Asset Bundles: Fixed Asset Bundle determinism. (1346263)
      Fixed in 2021.2.0b12.

    • Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset (1353925)

    • Asset Pipeline: Fixed crash inside Physics Manager when a Default Material is present and we shut down. (1356108)
      First seen in 2021.2.0b1.
      Fixed in 2021.2.0b11.

    • Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode (1354002)

    • CodeEditors: Crash on stopping debugging (1355156)

    • Customer QA Onboarding: Scrolling is jumping when scrolling in the Input Manager (1362327)

    • Editor: Fixed EnumMaskField incorrectly using int.MaxValue for the Everything value, it now uses -~0 (-1). (1343837)
      First seen in 2021.2.0a17.
      Fixed in 2021.2.0b12.

    • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

    • Global Illumination: Unity 2021.2 crashes on some Windows machines when tbb12.dll gets loaded (1361676)

    • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

    • Global Illumination: [GPU PLM] Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI (1356714)

    • Global Illumination: [PLM] Baking stalls after starting CPU PLM bake via the lightmapping API with enabled async shader compilation (1331268)

    • HD RP: HDRP Template fills the Console with "Shader error...couldn't open include file" messages after building the project (1342989)

    • IL2CPP: [Mono Upgrade] Il2CPP player fails to start on Windows 7 (1340258)

    • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

    • Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device (1341159)

    • Linux: Menu bar "Assets" submenu items are disabled after visualizing an asset's context menu in Project view (1346205)

    • Linux: Fixed issue where dismissing a context menu can cause a crash. (1347655)
      Fixed in 2021.2.0b12.

    • Metal: Changing Adaptive Resolution Level asks for unsupported texture format which causes Editor crash (1355775)

    • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

    • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

    • Mono: [Linux] [Mono Upgrade] Unity crashes when detaching the Managed Debugger after hitting a breakpoint (1345784)

    • Mono: [Mono Upgrade] CommandBuffer native plugin events hang in the Editor (1308216)

    • Networking: Profiler/Memory Profiler cannot be connected to Standalone build when Run in Background is disabled (1355728)

    • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

    • Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 (1361884)

    • Profiling: [Profiler] GC Alloc call stacks have unrelated stack trace lines (1355812)

    • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

    • Scene Management: Poor performance when loading or unloading a large Scene (1360901)

    • Scene Management: Redoing Apply nestee prefab crashes Editor (1348899)

    • Scene Management: [Undo] Redoing Apply override to Prefab crashes Editor (1355538)

    • Scripting: Crash on PropertyUndoManager::Flush after recompiling scripts (1352394)

    • Scripting: DomainReloadTests performance tests have regressed due to removal of built-in support for Visual Studio as a code editor (1336648)

    • Scripting: Fixed an issue when opening a project using rulesets, Error CS8035 is no longer thrown in the console. (1349517)
      Fixed in 2021.2.0b11.

    • Scripting: Increased Script Assembly reload time (1323490)

    • Scripting: Performance degradation when activating or deactivating uGUI GameObject (1348763)

    • Settings Window: [Mobile Notifications] Editor crashes when clicking on any category while Mobile Notifications pane is open (1361351)

    • UI Builder: Changes in UI Builder are lost when editing a 2D sprite (1357086)

    • UI Toolkit: [Shadergraph] "Transform" node no longer appears in searcher when typed (1344825)

    • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

    • WebGL: Profiler does not autoconnect on WebGL builds (1360399)

    • WebGL: WebGL fails building on Windows 7 (1340260)

    • Windows: Mouse Y coordinate is wrong on windowed fullscreen player using a resolution smaller than native with New Input System enabled (1345405)
    New 2021.2.0b10 Entries since 2021.2.0b9
    Features
    • Version Control: Added auto sign in when logged into Unity account
    Improvements
    • 2D: Updated Skinning Editor tooltips text.

    • Version Control: Added Checkin and Update confirmation notification

    • Version Control: Improved load time performance

    • Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.
    Changes
    Fixes
    • 2D: Fixed 2D PSDImporter always imports .psb files when switching build platforms. (1327701)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed changing PSD Importer inspector fields causes UnityEditor.ObjectPreview errors. (1333823)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed IKManager2D does not detect classes inheriting from Solver2D. (1343260)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed SpriteLibraryAsset Category & Label does not generate hash in Inspector. (1340587)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed SpriteResolver inspector selects first element when failing to resolve. (1340070)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed Thumbnails in Sprite Library Asset flicker when the Library Asset contains many Categories and Labels. (1333228)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Fixed cameras with depth only clear flickering or not rendering on Adreno devices. (1314872)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Fixed issue, where you would have stale touches present after touching the screen with multiple fingers. Previously Unity was incorrectly handling MotionEvent ACTION_CANCEL event, and was only canceling one touch, where in reality all touches must be canceled. (1335140)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Set android:exported atribute to true for Uniy library activity when target API level is 31 or higher. (1356676)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Asset Pipeline: Improved UI performance when generating many asset previews. (1340118)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed prefab override being reset when prefab is pasted as a child. (1339266)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • GI: Fix crash when baking 4K lightmap with maximum AA setting. (1318800)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Fixed bilinear rescale on 32k wide or high images such that the image no longer flips around. (1340329)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Fixed crash when trying to access individual pixels of crunch compressed textures using GetPixel/GetPixelBilinear/SetPixel. Attempting this now logs an error. (1314831)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed Single Channel Texture2DArrays having corrupted mips when using Box mip filtering. (1352547)

    • Graphics: Fixed SRPBatcher not increasing CBuffer size when material shader is changed. (1353368)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Input System: Fixed Y coordinate being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)

    • Linux: Fixed for crash when showing tooltips for ProBuilder buttons. (1335846)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • N/A (internal): Fixed scene-with-scrollbar-horizontal-delete-doesnt-dirty-on-save test instability by calling Focus(). (1356609)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package Manager: Add an info icon will warn users when the package version they are using is not recommended for their Unity version. (1335740)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Prefabs: Fixed that unpacked prefabs added under a prefab instance are removed when undoing any change made to outermost root. (1339775)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Shaders: Fixed shader compilation error on Metal caused by using early returns in a Hull Shader. (1348125)
      First seen in 2021.2.0.

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed the initial size of VisualElement. (1340221)
      First seen in 2021.2.0a20.

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed UI Toolkit Event Debugger's layout when docked. (1340243)
      First seen in 2021.2.0a18.

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • Universal Windows Platform: Fixed Alt + Enter not entering/leaving fullscreen mode. (1304865)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Universal Windows Platform: Fixed C++ source code plugins failing to get copied to output build folder with executable only build type when the plugin is in a package that's referenced in the project. (1353677)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • WebGL: Added workaround for Safari IndexedDB bug. (1342163)
      This has already been backported to older releases and will not be mentioned in final notes.

    • WebGL: Set the mouse position to be in the middle of the canvas if the cursor is locked. (1338936)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Windows: Fixed SystemInfo.deviceUniqueIdentifier not actually being unique on some Windows 7 machines. (1339021)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.
    Preview of Final 2021.2.0b10 Release Notes
    Features
    • 2D: Allow users to create and define scriptable tools for the Tile Palette window.

    • 2D: New template to allow users to start a new project with 2D Renderer setup.

    • Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices.

    • Android: Added option to configure the default texture compression format to PlayerSettings.

    • Android: Added the ability to support windowing concepts on Android. Split screen, pop up and freeform windows.
      Known issues:
      1. Devices may wake up from sleep when in split screen mode.
      2. Chrome OS devices that support tablet mode may not pause apps when they are no longer visible.
      3. Some Android devices may experience delayed resolution updates after resizing a window.
      4. Minimum window size may not be respected properly on all Android devices.
    • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

    • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

    • Asset Import: Added new Artifact File dependency system in the AssetImportContext.

    • Asset Import: Updated Alembic package to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.4.

    • Asset Pipeline: Accelerator authentication support using Genesis.

    • Asset Pipeline: ArtifactBrowser: Added ArtifactDifference Reporting messages.

    • Asset Pipeline: Import Activity Window: Allows inspection of import times, previous asset revisions, list of dependencies, importers used to import an artifact, import duration over time and much more!.

    • Asset Pipeline: Support for importing models and textures in parallel in external processes (off by default, enable in Project Settings -> Editor -> Refresh.

    • Burst: Add support for calling Burst code directly from C# without using function pointers.

    • Burst: Added a new OptimizeFor mode Balanced. This becomes the default optimization mode, and trades off slightly lower maximum performance for much faster compile times.

    • Burst: Added an OptimizeFor option to [BurstCompile], allowing users to say they want fast code, small code, or fastly compiled code.

    • Burst: Added experimental half precision floating point type f16.

    • Burst: Added experimental support for half precision floating point Arm Neon intrinsics.

    • Burst: Added source location metadata into hash cache.

    • Burst: Added support for creating profiler markers from Burst code

    • Burst: Added support for exceptions thrown from Burst to contain a callstack

    • Burst: Added support for having [return: MarshalAs(UnmanagedType.U1)] or [return: MarshalAs(UnmanagedType.I1)] on a bool return external function.

    • Burst: Added support for LLVM 11 to bring the latest and greatest code generation benefits to Burst

    • Burst: Added support for the C# 8.0 construct default(T) is null to Burst by transforming the generated Box + 'is the box non-null?' at compile time.

    • Burst: Added workarounds for known issue with Windows Native Debuggers and Dll numbers.

    • Burst: An additional warning about delegates being used by BurstCompiler.CompileFunctionPointer that are not decorated as expected. In most cases, Burst will automatically add the C-declaration attribute in IL Post Processing, but if the usage of CompileFunctionPointer is abstracted away behind an open generic implementation, then Burst will not be able to automatically correct the delegate declaration, and thus this warning will fire.

    • Burst: Apple silicon support

    • Burst: Assemblies are now allowed to have an [assembly: BurstCompile()] attribute to let users specify compile options that should apply assembly wide (for instance [assembly: BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)]).

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Burst 1.6 release cycle is RC for 2021.2.

    • Burst: Can now call BurstCompiler.CompileFunctionPointer() in Burst code.

    • Burst: Experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA)

    • Burst: full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental)

    • Burst: Intrinsics: Neon - Added support for basic vld1 APIs.

    • Burst: Made it possible to get a pointer to UTF-8 encoded string literal data in HPC# code via StringLiteral.UTF8().

    • Burst: New AotNativeLinkEmbeddedLinux for EmbeddedLinux.

    • Burst: New burst_TargetPlatform_EmbeddedLinux.

    • Burst: Preliminary support for loading additional burst compiled libraries in play mode/standalone - for modding support -

    • Burst: support for new intrinsics

    • Core: Added Screen.mainWindowPosition, Screen.mainWindowDisplayInfo, Screen.GetDisplayLayout() and Screen.MoveMainWindowTo() APIs. See Scripting API documentation for more information.

    • Editor: Add support for menu states (disabled, checked) in QuickSearch.

    • Editor: Added 'Diagnostics' section to Preferences window to help with remote troubleshooting. Please note that this section is not intended for users to interact with except when requested by Unity Support.

    • Graphics: Added anisotropic filtering to the built-in inline samplers.

    • Graphics: Added Graphics Buffer Support in VFX Graph.

    • Graphics: Added support of direct link event

    • Graphics: Allow for DX12 to work on Hololens with OpenXR.

    • Graphics: Introduced a tool to help set the bounds of a VFX.

    • IL2CPP: New option for "IL2CPP Code Generation" which can enable faster and smaller builds via better sharing of generics code, with potentially additional runtime overhead.

    • License: Introduced licensingIpc Editor CLI.

    • macOS: Added deep linking support.

    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.

    • Mono: Upgraded to a recent version of Mono (~6.12) which brings many bug fixes from upstream Mono project.

    • Package: (Recorder) Added support for arm64 macOS.

    • Package: (Recorder) Added support for recording accumulation, for motion blur and path tracer (HDRP).

    • Package: (Recorder) Integrated the AOV Recorder into the Recorder package.

    • Package: Added com.unity.live-capture 1.0.0-pre.400 package.

    • Package: Added com.unity.profiling.core 1.0.0-pre.1 package. The package introduces Unity Profiler markup API with metadata support and counters API. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html

    • Package: Added com.unity.sequences 1.0.0-pre.5 package.

    • Package: Added Visual Scripting (previously known as Bolt) as a default package

    • Package: Polybrush 1.1.2.

    • Package: Update to Polybrush 1.1.0-pre.1

    • Package Manager: Ability to install a package from a browser hyperlink (including an experimental package).

    • Package Manager: Added new UI support for features in the Package Manager window and added an initial list of features.

    • Package Manager: Complete UI support for feature sets in the Package Manager window:
      • Lock/Unlock mechanism on the packages that are part of a feature set
      • Reset a feature set dependencies to their default versions when the feature set was customized
      • Warn user if a feature set dependencies are already installed with a different version before installing it
      • Display a visual cue on a feature set when the dependencies versions have changed
      • Display the feature set information in the inspector
      • Fix bugs and cosmetic issues
      • Add analytics on feature sets.
    • Package Manager: If a user chooses to continue from the UPM dialog warning them of an entitlement error in one of their packages, then once the Editor is open, Package Manager window will immediately open to the first package with an entitlement error.

    • Package Manager: In the popup window, upon clicking 'Install' for a Full Project Asset, we want to give users the option to install the Asset into a new, temporary project.

    • Package Manager: Show the user's initials instead of the full name on the Account menu in the top bar of the editor.

    • Package Manager: Support Packages with Entitlements

    • Package Manager: Switched advanced settings and scoped registries management panel in project settings.

    • Particles: Added a mesh weighting field to the list of meshes, to control how many of each mesh to use.

    • Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used providing a complete customizable and fully featured 2D Collider.

    • Physics: Added Enable All/Disable All buttons to the Physics Settings layer collision matrix that allows to disable or enable all of the layer collisions

    • Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window.

    • Physics: Added the ability to read low-level 2D physics shapes (PhysicsShape2D) from any 2D Collider into a new shape container (PhysicsShapeGroup2D).

    • Physics: Exposed a set of functions to allow modifying the contact properties right before they are passed to the solver. Useful for creating sticky conveyor belts, making holes in anything, customizing the collision feedback and more.

    • Profiler: Added of File Access and Asset Loading Profiler modules.

    • Profiler: Added ProfilerModule API for extending the Profiler window with custom modules.

    • Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable. Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar.
      Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".
      Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. This is set through the Preferences->Anaylsis option or via the command line "-connection-id" when launching a player from the command line.

    • Scene/Game View: EditorToolContext now supports component tools.

    • Scene/Game View: Introduced new Overlays feature. Tools and contextual views are now available directly in the Scene View, and are completely customizable.

    • Search: Added a new explicit provider to search performance metrics.

    • Search: Added new extended search picker workflow and API.

    • Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operation.

    • Search: Added search table support to build advanced reports using complex search expressions.

    • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

    • Shaders: Introduced keyword space separation.
      Shaders, compute shaders and materials now operate in separate local keyword spaces. All keywords declared in a shader or in a compute shader using any of the multi_compile* or shader_feature* directives are local. Material and Compute Shader classes now operate with local keywords only.
      Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

    • Terrain: Introduced the new Instancing mode for Terrain details: This mode renders the detail objects with instanced draws using the material specified on the prototype prefab.

    • Terrain: Terrain Tools package 4.0.0-pre.2 added to pre-release set.

    • UI: Added settings for enabling/disabling extended Dynamic Hints.

    • UI Toolkit: Added contextual action to export an element from the builder hierarchy to a uxml file (UI Builder).

    • UI Toolkit: Added contextual action to unpack a template completely in UI Builder.

    • UI Toolkit: Added runtime access to the PanelSetting and UIDocument, making the package unnecessary for runtime UIToolkit rendering.

    • UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding.

    • UI Toolkit: Added support for up to 7 levels of stencil-based masking.

    • UI Toolkit: Added the contextual action of unpacking a template in a document in the UI Builder (UI Builder).

    • UI Toolkit: Added the DynamicColor usage hint that allows border/background/text color to change dynamically without having to regenerate the geometry.

    • UI Toolkit: Added transform-origin, rotate, scale and translate to the supported properties by UI Toolkit.

    • UI Toolkit: Added transitions properties to UI Toolkit.

    • UI Toolkit: Attribute overrides can be added, edited and removed in a template instance using UI Builder.

    • UI Toolkit: ListView now supports dynamic item height as a virtualization method.

    • UI Toolkit: Rendering antialiased vector shapes without MSAA in UI Toolkit.

    • UI Toolkit: Update UIElementsGenerator tool to the latest version

    • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
      • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
      • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
      • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
      • Plastic: Auto configuration of SSO
      • Plastic: Added date column in incoming changes
    • Version Control: Added auto sign in when logged into Unity account

    • WebGL: Added option to create release builds with embedded function symbols for improved profiling and error stack traces.

    • WebGL: Added the texture subtarget build setting to WebGL.

    • WebGL: Compressed audio support for WebGL.

    • WebGL: Enabled ETC/ETC2/ASTC/BC4/BC5/BC6/BC7 compressed texture formats for WebGL in editor, build and runtime.

    • XR: Reduced VR rendering latency using controller Late Latching with skinning and mesh renderer support

    • XR: Reducing rendering latency in URP with Late Latching.

    • XR: Release OpenXR 1.0.0-pre.1
    Improvements
    • 2D: 2D: Added folder support for SpriteAtlas V2.

    • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.

    • 2D: Improved performance for setting multiple Tiles on a Tilemap.

    • 2D: Improved performance of RuleTile caching

    • 2D: Potentially improves performance when importing large number of textures.

    • 2D: Prerelease SpriteShape and PSDImporter package for 2021.2.

    • 2D: Updated 2D template to use latest 2D verified packages.

    • 2D: Updated icons for Tile Palette Rotate and Flip tools.

    • 2D: Updated Skinning Editor tooltips text.

    • AI: Added the RasterizeModifierBox profiler marker for the NavMesh builder step that processes ModifierBox sources.

    • Android: Added a new Android/Chrome OS player setting, "Chrome OS Input Emulation". If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events. This allows an app to implement more complete support for these input devices. Also, fixed a bug with Android/Chrome OS touchpad scrolling.

    • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

    • Android: Added support for custom cursors to Android. The existing Unity player settings and C# functions related to custom cursors now work on Android 7.0 and later.

    • Android: Allow low-level configuration of Unity threads (priority, affinity)

    • Android: Big part of Android Build Pipeline is now incremental, the sequential builds with zero changes are much faster now. That also means builds are no longer created from scratch, but instead we update the files which dependencies have changed. A special care needs to be taken when IPostGenerateGradleAndroidProject callback is used, since it might be operating on files which were modified by IPostGenerateGradleAndroidProject from previous build.

    • Android: Bump Android Logcat package to 1.2.3

    • Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. (1349380)

    • Android: If a hardware keyboard is available, we now use it within our Unity UI systems, instead of always bringing up a virtual, on-screen keyboard.

    • Android: Unity gradle projects will have a new entry in gradle.properties, unityTemplateVersion. This property will be bumped whenever Unity gradle template files changes. That way if you build on top of the old folder and unityTemplateVersion is different, Unity will throw an error, saying that you need to update your gradle files or build to an empty folder.

    • Android: When generating manifest files, there are new files in Library\Bee\artifacts\Android\Manifest, LibraryManifestDiag.txt, LauncherManifestDiag.txt. They'll contain information about why a specific permission is added to manifest.

    • Asset Bundles: Added profile marker for CRC checks.

    • Asset Import: Documented MonoImporter class.

    • Asset Import: Improve Model Importing performance for files that contain lots of curves.

    • Asset Import: Improved FBX model importing speed.

    • Asset Import: Improved import speed for FBX files that use the ASCII file format.

    • Asset Import: Improved import speed for model files containing more than 1 mesh.

    • Asset Import: Improved model import speed by multithreading mesh triangulation.

    • Asset Import: Improved overall performance of FBX files import.

    • Asset Import: Improved performance of ASCII FBX files import.

    • Asset Import: Improved performance of the Model Importer material tab display. (1295743)

    • Asset Import: Improved speed of FBX model importing by skipping unused data.

    • Asset Import: Improved speed of model importing for files that contain multiple meshes.

    • Asset Import: Improved speed of Sketchup model file importing.

    • Asset Import: Made Asset Import faster when using mikktspace tangent generation on meshes containing degenerate triangles.

    • Asset Import: Optimized texture import mipmap calculation when Kaiser filtering is used (e.g. importing 16GB of textures with mostly Kaiser mip filters goes from 127 sec down to 109 sec).

    • Asset Import: Reduced peak memory usage during Model Importing.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Updated Sketchup SDK to version 2020.2.

    • Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset.

    • Asset Pipeline: Added summary in the editor log about what has happened during a refresh

    • Asset Pipeline: Added warnings and an automatic fix button where main object names are found not to match the corresponding filename.

    • Asset Pipeline: Do not show warning dialog when it is not possible to move import worker log files

    • Asset Pipeline: Improved directory enumeration by multi-threading it.

    • Asset Pipeline: Improved editor startup time by Prefetching AssetDatabases to reduce cost of Pagefaults.

    • Asset Pipeline: Improved startup performance for 900,000 file project by 18 seconds.

    • Asset Pipeline: Improved upload and download path

    • Asset Pipeline: Optimized UnityEngine.Hash128.ToString method.

    • Asset Pipeline: Project startup times have been improved. Projects with 900,000 files will load 30 seconds faster, at least.

    • Asset Pipeline: Speed up editor startup by fixing asset handling related code.

    • Audio: Added voice priority display in audio pane of profiler.

    • Audio: Added VU metering information from audio mixer groups in audio pane of profiler to make it easy to compare it against volume and audibility levels.

    • Audio: AudioMixer did not perform equal power panning for group attenuations when transitioning between snapshots. A new transition type "Attenuation" has been added. (1322673)

    • Audio: Improved the way audio mixers are displayed inside the audio profiler pane when the "Groups" and "Channels and Groups" view modes are enabled.
      Previously the column-based sorting from the "Channels" view mode was applied to the other view modes too which resulted in inconsistent ordering of channels and groups below mixers and even mixers changing order dynamically, making the profiler hard to read.
      Additionally the names of the mixers is now shown in the profiler where it currently only showed the ambiguous "Master" groups of the mixers below the "Audio Listener" group.
      Finally the triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order, and the arrow is now placed before the title instead of after it to avoid cutting it off when the columns are manually resized to fit the window.

    • Audio: Now displays target mixer groups in audio profiler.

    • Bug Reporter: Modified the Crash Handler window so that it now contains a stack trace, a button to open the crash log folder, and a button to restart the editor.

    • Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline. The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project.

    • Build Pipeline: Improved the performance of the build pipeline by allowing concurrent shader cache read access.

    • Build Pipeline: Linux now uses the incremental player build pipeline.

    • Build Pipeline: MacOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Build Pipeline: Make linking faster for big projects

    • Build Pipeline: WebGL now uses the incremental player build pipeline.

    • Build Pipeline: Will not ask to save untitled scene if it is not included in the build.

    • Build Pipeline: Windows Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Improved codegen

    • Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (1272168)

    • Core: Reduced number of memory alllocations and improved tracking of core allocations.

    • Documentation: Added a pop-up to Obsolete API labels in the Script Reference, explaining why something is obsolete, and pointing to the new API where possible.

    • Documentation: Improved documentation for GeometryUtility.TestPlanesAABB. Explain false positives.

    • DX12: Added the ability to set D3D12_RAYTRACING_GEOMETRY_FLAG_NO_DUPLICATE_ANYHIT_INVOCATION flag when adding Renderers to a RayTracingAccelerationStructure. This will allow implementation of robust colored ray traced shadows.

    • DX12: Bind dynamic lightmaps resources (Enlighten) to ray tracing shaders - unity_DynamicLightmap, unity_DynamicDirectionality and unity_DynamicLightmapST. DYNAMICLIGHTMAP_ON shader keyword is enabled when these resources are used by Renderers.

    • DX12: Optimize uniform setup in ray tracing shaders. Added a special case for UnityPerMaterial cbuffer.

    • Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown

    • Editor: Added "Open in Property Editor" menu item to the Inspector's kebab menu. (1334342)

    • Editor: Added missing USB device detection and reporting for Linux Editors.

    • Editor: Added new devices to the Device Simulator:
      • Apple iPad Air 2
      • Apple iPad Air (4th generation)
      • Apple iPhone 12 mini
      • Apple iPhone 12
      • Apple iPhone 12 Pro
      • Apple iPhone 12 Pro Max
      • Apple iPhone SE (2nd generation)
      • Google Pixel 5
      • Huawei P40 Pro
      • OnePlus 7 Pro
      • Samsung Galaxy Z Fold2 5G
      • Samsung Galaxy Note10
      • Samsung Galaxy Note10+ 5G
      • Samsung Galaxy Note20 Ultra 5G
      • Samsung Galaxy S8
      • Samsung Galaxy S9
      • vivo NEX 3 5G
      • Xiaomi Mi A3.
    • Editor: Added profiler markers around test setup, teardown, and execution.

    • Editor: Added the renderer type to the UpdateRendererBoundingVolumes profile marker tooltip.

    • Editor: Adding new features for Menu Items in the context of Editor Modes

    • Editor: Allow importing LOD meshes with indices that have preceding zeroes. Specifying a range, e.g. LOD1-3 will assign the mesh to all LOD levels in the range.

    • Editor: Assets in ProjectWindow can now be cut, copied and pasted. (1264821)

    • Editor: Avoid stall entering playmode if a scene contains sequential GameObject file ID hints. (1308128)

    • Editor: Build Settings window now has texture import overrides, with ability to globally reduce imported texture size and compression settings. This is mostly useful to speed up asset imports & platform switches during development, at expense of texture quality.

    • Editor: Cached the translation results, reducing GC pressure.

    • Editor: Clicking on a Material inside the Renderer component will highlight the Sub Meshes with that Material in the Scene View.

    • Editor: Console window now has a context menu option to use monospace font. (1276112)

    • Editor: Create Empty Parent' now matches selection rect for Rect Transforms.

    • Editor: Frame Debugger improvements. Clears display color/depth/stencil values. Compute shader dispatches display shader name, keywords and thread group size. Indirect draws display shader & property information. Mesh preview is no longer too dark on HDRP. SRP Batcher draws display names of meshes they render.

    • Editor: Frame Selected' now ignores audio source and reverb zone components.

    • Editor: Game View maximize on play toggle also got an option to not focus the game view upon play mode. Also, an editor preference to not create the game view on play was added.

    • Editor: Improved import times of SketchUp models (*.skp).

    • Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down

    • Editor: Improved model importing performance.

    • Editor: Improved performance of model importer by a small amount, by multi-threading the mesh triangulation step.

    • Editor: Improving UTF documentation (DSTR-120).

    • Editor: Inspector number fields support more math expressions now: functions (sqrt, sin, cos, tan, floor, ceil, round), distribution over multi-selection (L, R) and can refer to current value to change it across multi-selection (+=3, *=2).

    • Editor: Inspector property context menu 'Revert to Prefab' works with multiple selected objects now.

    • Editor: Made importing models with Blendshapes a bit faster if the Import Blendshapes setting is unchecked.

    • Editor: Multiple objects can now be dragged to the Project Window to have multiple prefabs created at once.

    • Editor: Optimized BC7 ("high quality" compression setting on PC/Console platforms) texture compression, now about 2-3 times faster. This is using a new texture compressor (bc7e), added option in Editor Settings to switch to the old one (ISPC) if needed.

    • Editor: Optimized drag selection in Editor scenes.

    • Editor: Optimized Gizmos performance in Editor - down from 6ms to 1.5ms for a complicated scene view.

    • Editor: Popup Menu does now trigger a GUI.changed event only if it has changed.

    • Editor: Reduced the per-test overhead of running tests in the editor.

    • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

    • Editor: Reduced time taken by filtering operations when only a subset of tests is run.

    • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package

    • Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. (1307483)

    • Editor: Settings can now be searched by their properties in Search.

    • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

    • Editor: Texture import settings UI indicates which platforms have override settings, via a blue override line on the platform tabs.

    • Editor: The popup progress bar now displays which assembly contains the code that is stalling the editor, if available.

    • Editor: Transform component Scale inspector field got the ability to constrain scale proportions. There's also an editor preference whether newly created objects should have constrain proportions scale on by default.

    • Editor: UI polish of Build Settings window (more logical sort of installed platforms, etc.)

    • Editor: UnityEvent callbacks can be reordered

    • Editor: Updated ASTC texture compressor for about 10% compression time speedup.

    • Editor: Updated ASTC texture compressor for about 30% compression time speedup.

    • GI: Add support for rectangular area lights to Enlighten precomputed Realtime GI. Will address a HDRP 4.1 to 10.0 upgrade regression because rectangular lights were represented by a point light in 4.1 and when upgrading to 10.0 bounce from the light disappeared.

    • GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes.

    • GI: Added exposure slider to the Enlighten lit clustering scene view mode in the Editor.

    • GI: Hide "Show Inactive Objects" and "Isolate Selection" checkboxes on the Static Emissives tabs of the Light Explorer. These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. (1331750)

    • GI: Lightmap analytics events now include bakes that fell back from GPU to CPU Lightmapper.

    • GI: Make it visible in the GI Profiler module what the state of Realtime GI support and enabled state is, when no data is captured.

    • GI: Move memory related logging from console to log file.

    • GI: Radeon Denoiser upgrade to version 1.7.0. Improves AI denoiser when running in HDR mode.

    • GI: Reduced ringing when using Open Image denoiser.

    • GI: Removed the logging of each Enlighten HLRT thread id, it spams too much on high core count systems.

    • GI: Reword Enlighten bounce warning in Light inspector because HDRP supports additional light shapes.

    • GI: Run GICache trimming jobs every 30 seconds instead of back to back. (1289849)

    • Graphics: Added "2D Lights" tab to the Light Explorer window.

    • Graphics: Added an error message when a custom render texture is using a material with an invalid or unsupported shader. (1304355)

    • Graphics: Added Color and Depth Load/Store actions support to the Frame Debugger

    • Graphics: Added support for "VFX.CameraBuffersFallback" preferences. It allows to select from 3 options:
      -None: Do nothing, keep outdated buffer info from the last rendered frame.
      -Prefer Main Camera (Default): Current behavior, use the buffer from Main camera when available, Scene camera otherwise.
      -Prefer Scene Camera: Use the buffer from the Scene camera when available, even if the Main camera is being rendered as well.

    • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

    • Graphics: Allow the default specular reflection cubemap to be a RenderTexture (with dimensions CUBE) (1281013)

    • Graphics: Change the Gear icon on the Asset Settings Provider for the more menu

    • Graphics: Fixed comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

    • Graphics: Improved error logging for the CopyTexture function.

    • Graphics: Improved performance of ASTC decompression by using multi-threading (around 6x using 8 threads).

    • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

    • Graphics: Making sure the render pipeline asset under graphic settings needs to be changed.

    • Graphics: Mesh and SkinnedMeshRenderer geometry data can now be accessed by compute shaders. See Mesh.GetVertexBuffer, SkinnedMeshRenderer.GetVertexBuffer etc.

    • Graphics: Optimize Material.FindPass. The speedup depends on the number of passed the Material has.

    • Graphics: Remove shader Passes that contain ray tracing shaders (closesthit, anyhit) when ray tracing is not supported by the system or graphics API.

    • Graphics: Removed redundant calls when setting shader program parameters.

    • Graphics: Render sorting code multi-threaded to speed up wall clock time.

    • Graphics: Renderer component can have custom world space or local space bounds now, via .bounds and .localBounds setter APIs.

    • Graphics: Setup unity_MotionVectorsParams built-in shader variable in Ray Tracing shaders.

    • Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.

    • Graphics: Support ASTC as texture format for Single Channel textures.

    • Graphics: Support for async readback when using OpenGL ES 3.0 or newer and GL core.

    • Graphics: VFX : Optimization while sending event to a VisualEffect by script.

    • Graphics: Virtual Texturing is now more robust when it comes to switching color space.

    • Graphics: [Metal] GPU-side error log improvement via enhanced command buffer error reporting

    • IL2CPP: Add full support for System.Reflection.MemberInfo.GetCustomAttributesData

    • IL2CPP: Added optimizations to Enum.HasFlag.

    • IL2CPP: Changed IL2CPP's internal build system to use bee on Android to prepare for improved player build performance.

    • IL2CPP: Changed il2cpp's internal buildsystem on Windows & Mac to prepare for improved player build performance.

    • IL2CPP: Corrected provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

    • IL2CPP: Made IL2CPP Conversion faster by using a new Data Model.

    • IL2CPP: Reduce executable size by reducing generic metadata output

    • IL2CPP: Reduce some internal metadata allocations related to array method naming.

    • IL2CPP: Updates IL2CPP to use the new bee distribution format.

    • IL2CPP: Upgraded IL2CPP to run on .NET 5.

    • IMGUI: Improved overall layout and repaint performance.

    • Input: Added "Use Physical Keys" setting in Input Manager for Input.KeyCode mapping to physical keys. For example, with the setting on KeyCode.Q is always the key to the right of Tab regardless of your keyboard language layout.

    • iOS: Depth RenderSurfaces now have private storageMode. (1339864)

    • iOS: Generated Xcode project now uses new build system.

    • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored.

    • Kernel: Improved code quality and amount of allocations in some of our base abstraction layers.

    • Kernel: Improved performance of parallel sorting code.

    • Kernel: Improved stability of player connection:
      • Receiving of messages may now be dispatched across multiple frames.
      • Fixed issue where player connection could corrupt message queue and reconnecting to app was required.
      • Better handled disconnection of app (situations like: app crash, force killing of app or loosing connection).
      • [Mobile Platforms] Initial support to suspending app.
    • Kernel: Memory Settings has been added to the project settings. This gives control of the internal memory setup in Unity. With this it is possible to tweak the memory setup to the individual project.

    • License: Sync access token with L-Client upon change

    • macOS: Append to Xcode project now works.

    • macOS: Generated Xcode project now uses new build system.

    • macOS: When generating Xcode project, it is now possible to pick the build config used for run action (can be changed in Xcode). Debug build config now has frame capture automatically enabled.

    • Mobile: Android Patch/Patch & Run is now less constraint and works for all types of changes (prior, this was part of Script Only Build which is now automatic).

    • Networking: UnityWebRequest on iOS no longer uses operation queue for uploads, upload data will request by a callback from system.

    • Package: (Recorder) Enabled alpha channel capture in projects that use HDRP.

    • Package: (VisualScripting) Names in different UI elements made to be more consistent with new naming schemes.

    • Package: (VisualScripting) User interface updated.

    • Package: backport com.unity.purchasing.udp@.2.2.2 to 2021.2

    • Package: Update Addressables to 1.18.13

    • Package: Update Addressables to 1.18.15

    • Package: Updated Addressables package to 1.17.17.

    • Package: Updated Addressables to 1.18.2 and SBP to 1.18.0.

    • Package: Updated Addressables to 1.18.4.

    • Package: Updated Advertisement package to 3.7.1.

    • Package: Updated com.unity.formats.alembic@2.2.0

    • Package: Updated OpenXR Plugin package to 1.1.1.

    • Package: Updated ProBuilder package to 5.0.3.

    • Package: Updated Purchasing package to 2.1.6.

    • Package: Updated to ProBuilder 5.0.0.

    • Package: Updated WebGL Publisher version to 4.2.1.

    • Package: Updated WebGL Publisher version to 4.2.2.

    • Package: Upgrade UDP package to 2.1.4. The main purpose is to release new doc.

    • Package: Upgrading input system package to 1.0.2

    • Package: Visual Scripting - Improved migration tools to allow users to migrate their project to recent Visual Scripting version.

    • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.

    • Package: [VisualScripting] A warning is raised when adding more than one Input unit in a SuperUnit

    • Package: [VisualScripting] Open inspector button and double clicking a graph in the project browser now opens the visual scripting editor

    • Package: [VisualScripting] Warn the user when an Input System Package event is referencing an action of the wrong type for that event

    • Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.

    • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

    • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

    • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

    • Package Manager: Improved performance when browsing "My Assets".

    • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

    • Package Manager: Increased the amount of information logged to upm.log at various levels.

    • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

    • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

    • Package Manager: Used translation on string literals at definition time and properly with string.Format.

    • Particles: Add exception if sending too much particle data to SetCustomParticleData.

    • Particles: GPU Instanced Mesh particles may not use the same shader for the main geometry and the trails. Show a warning to the user if they do this.

    • Physics: Added icon for Articulation Body Anchor Transform tool.

    • Physics: Added new Physics Profiler metrics.

    • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

    • Physics: Improved Articulation Body anchor limit gizmos.

    • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties

    • Prefabs: At a glance see in the Hierarchy which Prefab instances have non-default overrides. (1323680)

    • Prefabs: Disabled editing for missing Prefabs instances.

    • Prefabs: Updated documentation for Object.DontDestroyOnLoad

    • Prefabs: Warning was added to the PrefabAssetImporter editor if there are SerializeReference missing types within the Prefab. Also applying modifications from instance was disabled in case Prefab asset contains missing types. Editing the Prefab asset in isolation will now preserve MissingType information.

    • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.

    • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

    • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

    • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

    • Profiler: Improved Memory Profiler module UI to show more clearly how the high level memory stats contribute towards the total memory usage.

    • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html

    • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.

    • Profiler: Tethered Android devices no longer require manually calling ADB commands in the CLI, in order to be picked up as connection targets by the Editor. Multiple tethered android devices are now supported.

    • Scene/Game View: Added Shortcut Manager entries for "Toggle Selection Outline" and "Toggle Selection Wireframe."

    • Scene/Game View: Extending PlaceObject method to support SceneView grids and 2D.

    • Scene/Game View: Fresh icons for Scene View toolbars.

    • Scene/Game View: Improve documentation for EditorTool.

    • Scene/Game View: Improve documentation for HandleUtility.PickGameObject.

    • Scene/Game View: Improved API documentation for Overlays feature, including multiple new code examples.

    • Scene/Game View: Improved UI when working within an EditorToolContext.

    • Scripting: Allow user code to build against .NET Standard 2.1 and .NET Framework 4.8

    • Scripting: Certificate validation callbacks from .Net libraries pass now also previously identified root certificates along (i.e. the full validated chain if any). (1191987)

    • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

    • Scripting: Enabled scheduling managed jobs from non-main control threads.

    • Scripting: Ensure players using the Mono scripting runtime backend always use a JIT (Just-In-Time) friendly set of class libraries, even if the ".NET Standard 2.0" API Compatibility Level is chosen. This provides consistency for Mono players no matter what API Compatibility Level is chosen in the player settings.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the Mono scripting back-end: Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Multithreaded asset garbage collection and increased speed by up to 2.5x.

    • Scripting: OnChangedCallback is invoked when elements are duplicated in ReorderableList. (1307386)

    • Scripting: Reduce and optimize regex usage to improve performance

    • Scripting: The Managed Stripping Level for new projects when targeting the IL2CPP backend will be Minimal.

    • Scripting: Update Roslyn to 5.0.102, Update NetCore to 5.0.2

    • Scripting: Updated C# language version to 9.0 for compilation and IDE's
      We will support a subset of the language features from:
      https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-9
      These is the features that we support:
      • Pattern matching enhancements
      • Function pointers
      • Target-typed new expressions
      • Static anonymous functions
      • Target-typed conditional expressions
      • Extension GetEnumerator support for foreach loops
      • Lambda discard parameters
      • Attributes on local functions
      • New features for partial methods.
    • Scripting: Updated com.unity.ide.visualstudio to '2.0.9'.

    • Scripting: UX improved when setting up Unity version defines for asm definitions

    • Search: Improved asset search performances by ~4x.

    • Search: Share the same search debouncing threshold with the project browser and the quick search window. (1298380)

    • Search: Use a single search provider to search any indexed object.

    • Serialization: Objects referenced from SerializeReference fields now have stable ids, which reduces risk of conflicts when multiple users collaborate on a scene file. This also improves support for undo and prefabs, especially when SerializeReference is used inside arrays and lists. There is a new format for references, with backward compatibility support for older assets.

    • Serialization: SerializeReference now allow more granular handling of missing types. SerializeReference instances for which the type is missing will be replaced by null. Other instances will be editable and if fields who were previously referring to the missing type are still null the missing type will be preserved.

    • Shadergraph: Added View Vector Node doc.

    • Shaders: Reduced memory consumption when loading shaders.

    • Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space.

    • Shaders: Shader import artifacts are now cached, improving revert/zero change reimports and imports using cache server.

    • Terrain: Improved worst-case performance while painting on high-resolution (2k x 2k or higher) terrain heightmaps. (1283138)

    • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

    • Tests: Improved logging in iOS automation: clarify existing log messages and add new ones.

    • UI: Added a visual around the Graphic object if the raycast padding is set.

    • UI: Icon updates for Terrain's tool selection.

    • UI: If a tooltip is being displayed, hovering another ui control that can display a tooltip makes the new tooltip appear immediately. Previously, the new tooltip was displayed after a delay.

    • UI: Reused PropertyFields backing fields when possible.

    • UI Toolkit: Added a new RuntimeDefault theme with less overhead for runtime usage.

    • UI Toolkit: Allowed usage hints to be changed on a VisualElement without having to remove it from the hierarchy allowing styling and layout to be preserved.

    • UI Toolkit: Buttons are now focusable.

    • UI Toolkit: Improved UI Toolkit event debugger. Improvements include optimizations, adjustable UI, settings, event and callback filtering, event replay.

    • UI Toolkit: Improved USS validation to support more complex properties.

    • UI Toolkit: Reduced draw sprite allocations.

    • UI Toolkit: Set UIDocument's execution order to -100 to ensure root visual element is created when user's OnEnable runs.

    • UI Toolkit: TransitionEvents are now collapsed when relevant.

    • Version Control: - Stability and performance improvements

    • Version Control: Added Checkin and Update confirmation notification

    • Version Control: Improved load time performance

    • Video: VideoPlayer now has a better automatic selection of target material texture property. It detects [MainTexture] attributes, then falls back to _MainTex naming convention.

    • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.

    • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

    • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).

    • WebGL: Added support for Screen Orientation Locking and Auto-Rotating for mobile browsers which support The Screen Orientation API

    • WebGL: Refactored unityInstance.Quit() in UnityLoader.js and call QuitCleanup from both unityInstance.Quit() and Application.Quit().

    • WebGL: Updated WebGL compiler to Emscripten 2.0.19. This removes support for the now obsolete asm.js linker target.

    • Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.

    • XR: New reference objects can now be added at runtime. Added support for ARCore session recording and playback.

    • XR: Removed "Preview" text from UI display element.

    • XR: Update AR Foundation package dependencies to XR Management 4.0

    • XR: Update Magicleap XR Plugin package to 6.2.2

    • XR: Update Oculus XR Plugin package to 1.8.1

    • XR: Update WindowsMR to version 5.2.1

    • XR: Updated OpenXR Package to 1.2.0.

    • XR: Updated OpenXR Package to 1.2.2.

    • XR: Updated Windows MR package to 5.2.2.

    • XR: Updated XR Plug-in Management to 4.0.3.
    API Changes
    • 2D: Added: Add SetTile/s API using a TileChangeData struct to allow users to set a Tile at a position with color and transform at once instead of invoking 3 calls to do so.

    • 2D: Added: Added GetAnimationFrameCount, GetAnimationFrame, GetAnimationTime, SetAnimationFrame and SetAnimationTime to get and change the animation timings for Tiles on the Tilemap.

    • 2D: Added: Added GetTilesRangeCount and GetTilesRangeNonAlloc to get the positions and Tiles between a given start and end positions in a Tilemap.

    • 2D: Added: Adds a Vector3Int constructor accepting two integers for x and y, with z set to 0.

    • 2D: Added: Allow user to register for notification when the SpriteRenderer's Sprite property has changed.

    • 2D: Added: New API to query SpriteAtlas information IsIncludedInBuild and GetMasterAtlas.

    • 2D: Added: Support for default sprite mask material in URP and public api method to retrieve the default 2d mask material.

    • Android: Added: Added AndroidJavaObject.CloneReference to enable having multiple references to the same Java object. (1277152)

    • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

    • Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.

    • Animation: Changed: Marked obsolete AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount, bool normalizeWeights) due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount). (1332215)

    • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

    • Asset Bundles: Added: New API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

    • Asset Import: Added: Added removeConstantScaleCurves in Model Importer. (1252606)

    • Asset Import: Added: AssetPostprocessor.OnPreprocessCameraDescription and AssetPostprocessor.OnPreprocessLightDescription.

    • Asset Import: Added: New public methods MonoImporter.SetIcon/GetIcon and PluginImporter.SetIcon/GetIcon.

    • Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

    • Asset Pipeline: Added: AssetDatabase.SaveAssetIfDirty() to save a specific asset, rather than making a call to AssetDatabase.SaveAssets().

    • Build Pipeline: Added: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

    • Build Pipeline: Added: Callback function BuildPlayerProcessor.PrepareForBuild. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

    • Build Pipeline: Deprecated: PackedAsset.file has been deprecated. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report.

    • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs

    • Editor: Added: API on the QueryEngine to better control filtering.

    • Editor: Added: Callback to run validation step on materials using a ShaderGUI: `ValidateMaterial(Material).

    • Editor: Added: Introduced Control modifier key to ShortcutManager.

    • Editor: Added: Make DraganDrop API to allow user to cusmize drop in legacy window (ProjectBrowser, hierarchy, sceneview).

    • Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI.hyperLinkClicked to handle click on a TextField with <a></a> tag.

    • Editor: Changed: AndroidArchitecture.x86 and AndroidArchitecture.x86_64 have been renamed with capital X's. They are now AndroidArchitecture.X86 and AndroidArchitecture.X86_64.

    • Editor: Changed: Decorated EditorGUIUtility.GetIconForObject/SetIconForObject obj parameter with [NotNull].

    • Editor: Changed: PlayerSettings BuildTargetGroup dependent properties now receive NamedBuildTarget in the API.

    • Editor: Changed: Visibility of EditorGUIUtility.GetIconForObject/SetIconForObject from internal to public.

    • Editor: Obsoleted: Obsoleted internal method MonoImporter.CopyMonoScriptIconToImporters with [Obsolete] and a WarningMessage when called.

    • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.

    • GI: Added: Allow to opt out of automatic ambient probe and default reflection probe generation.

    • Graphics: Added: "Expand/Collapse All" buttons to Rendering Debugger window menu.

    • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

    • Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

    • Graphics: Added: Added a blitter utility class. Moved from HDRP to RP core.

    • Graphics: Added: Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added CommandBuffer.SetGlobalInteger().

    • Graphics: Added: Added common include file for meta pass functionality. (1211436)

    • Graphics: Added: Added Editor window that allow showing an icon to browse the documentation.

    • Graphics: Added: Added Fallback Material to DrawSettings.

    • Graphics: Added: Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.

    • Graphics: Added: Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.

    • Graphics: Added: Added new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).

    • Graphics: Added: Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

    • Graphics: Added: Added some getters for the Streaming Virtual Texturing settings.

    • Graphics: Added: Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering

    • Graphics: Added: Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.

    • Graphics: Added: Adding project-wide settings for RenderPipeline with RenderPipelineGlobalSettings.

    • Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.

    • Graphics: Added: AssetPostprocessor.OnPostprocessTexture3D ( Texture3D )
      AssetPostprocessor.OnPostprocessTexture2DArray ( Texture2DArray ).

    • Graphics: Added: Automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.

    • Graphics: Added: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Added: DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.

    • Graphics: Added: DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.

    • Graphics: Added: DefaultFormat is extended with the new DepthStencil and Shadow values. You can use SystemInfo.GetGraphicsFormat with these new values to get the default GraphicsFormat for a DepthStencil or Shadow RenderTexture on a platform.

    • Graphics: Added: Documentation links to Light Sections.

    • Graphics: Added: Introduce the RendererList API.

    • Graphics: Added: Made GetQualitySettings() method public. This method is used by internal code to implement undo functionality in the Unity Editor

    • Graphics: Added: Method to generate a Texture2D of 1x1 with a plain color.

    • Graphics: Added: Mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.

    • Graphics: Added: New API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

    • Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

    • Graphics: Added: New API to detect when Unity renders with a different type of Render Pipeline : RenderPipelineManager.activeRenderPipelineTypeChanged.

    • Graphics: Added: New Depth/Stencil formats to GraphicsFormat: D16_UNorm, D24_UNorm, D24_UNorm_S8_UInt, D32_SFloat, D32_SFloat_S8_UInt.

    • Graphics: Added: New draw API as a set of Graphics.RenderX() functions. All the old draw API Graphics.DrawX() functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:
      • Support custom per-instance data for RenderMeshInstanced(), per-instance motion vector and rendering layer mask definitions, and easy light probe setup
      • Support for multi-command indirect draws & future proofing for hardware implementation on supported platforms
      • Custom world bounds for all mesh rendering (e.g. to support mesh deformation in vertex shaders).
    • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors.

    • Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.

    • Graphics: Added: New SRPLensFlareData Asset.

    • Graphics: Added: New utility function GraphicsFormatUtility.GetDepthStencilFormat. This function lets you easily select the right format on each platform for a certain amount of depth and/or stencil bits.

    • Graphics: Added: Red, Green, Blue Texture2D on CoreEditorStyles.

    • Graphics: Added: Reminder if the data of probe volume might be obsolete.

    • Graphics: Added: Rendering.SupportedRenderingFeatures.reflectionProbesBlendDistance to provide SRPs with the ability to enable the blend distance fields in the ReflectionProbe inspector.

    • Graphics: Added: RenderTexture.depthStencilFormat and RenderTextureDescriptor.depthStencilFormat properties. You can now set the exact Depth/Stencil buffer format on a RenderTexture using the depthStencilFormat property. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. When upgrading RenderTexture assets from an older project, all Depth/Stencil buffers that had more than 16bits will be converted to D24_UNorm_S8_UInt. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts. You need to change the Depth/Stencil format on the RenderTexture asset if that is the case.

    • Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels.

    • Graphics: Added: ScriptableRenderContext.SubmitForRenderPassValidation added to validate whether RenderPass API calls inside the context are eligible for execution.

    • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

    • Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.

    • Graphics: Added: Support for additional properties for Volume Components without custom editor.

    • Graphics: Added: Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP.

    • Graphics: Added: SystemInfo. supportsMultisampleResolveDepth to query platforms Multisample resolve of depth attachments support.

    • Graphics: Added: SystemInfo.maxGraphicsBufferSize added for querying the maximum size of a Mesh/Graphics/Compute buffer. Creating larger ones now also throws exceptions (previously was often just crashing). (1319589, 1319594)

    • Graphics: Added: This PR adds a API function checking is all the systems of an Visual Effect are sleeping.

    • Graphics: Added: Unification of Material Editor Headers Scopes.

    • Graphics: Added: Unity.External.NVIDIA APIs to expose NVIDIA-specific plugin functionality (for controlling DLSS and other features). These APIs are available by enabling the NVIDIA native package on the package manager.

    • Graphics: Added: ReflectionProbe.UpdateCachedState() to update the internal data related to reflection probe used by the culling system.

    • Graphics: Changed: Exposed UseSceneFiltering API as public.

    • Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. (1312670)

    • Graphics: Changed: RenderBufferStoreActions.Resolve and RenderBufferStoreActions.StoreAndResolve can now be set using the RenderTarget API.

    • Graphics: Changed: VFX.VFXManager.PrepareCamera and VFX.VFXManager.ProcessCameraCommand now can take an optional parameter for camera XR settings.

    • Graphics: Deprecated: Most of BatchRenderGroup API will be fully deprecated in 2022.2 (and replaced by a new API).

    • Graphics: Obsoleted: ReflectionProbe.defaultReflectionSet has been deprecated in favor of ReflectionProbe.defaultReflectionTexture

    • Graphics: Removed: Removed GraphicsFormatUtility.GetDepthStencilFormat(int) after being public for two alpha releases.

    • HDRP: Added: "Conservative" mode for shader graph depth offset.

    • HDRP: Added: Ability to animate many physical camera properties with Timeline.

    • HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

    • HDRP: Added: Added a better support for LODs in the ray tracing acceleration structure.

    • HDRP: Added: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

    • HDRP: Added: Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur.

    • HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.

    • HDRP: Added: Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance.

    • HDRP: Added: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

    • HDRP: Added: Added a minimum motion vector length to the motion vector debug view.

    • HDRP: Added: Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (1342588)

    • HDRP: Added: Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size).

    • HDRP: Added: Added a shortcut to HDRP Wizard documentation.

    • HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.

    • HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

    • HDRP: Added: Added an option to have double sided GI be controlled separately from material double-sided option.

    • HDRP: Added: Added browsing of the documentation of Compositor Window.

    • HDRP: Added: Added color and intensity customization for Decals.

    • HDRP: Added: Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here.

    • HDRP: Added: Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset.

    • HDRP: Added: Added light unit slider for automatic and automatic histrogram exposure limits.

    • HDRP: Added: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

    • HDRP: Added: Added new API in CachedShadowManager.

    • HDRP: Added: Added pivot point manipulation for Decals (inspector and edit mode).

    • HDRP: Added: Added shader graph unit test for IsFrontFace node.

    • HDRP: Added: Added slides to control the shape noise offset.

    • HDRP: Added: Added support for internal plugin materials and HDSubTarget with their versioning system.

    • HDRP: Added: Added support for reflection probes as a fallback for ray traced reflections. (1338644)

    • HDRP: Added: Added support for the camera bridge in the graphics compositor

    • HDRP: Added: Added support for Unlit shadow mattes in Path Tracing. (1335487)

    • HDRP: Added: Added support of motion vector buffer in custom postprocess.

    • HDRP: Added: Added TargetMidGrayParameterDrawer.

    • HDRP: Added: Added the receiver motion rejection toggle to RTGI (1330168)

    • HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.

    • HDRP: Added: Added tooltips for content inside the Rendering Debugger window.

    • HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (1330168)

    • HDRP: Added: Added UV manipulation for Decals (edit mode).

    • HDRP: Added: Added ValidateMaterial callbacks to ShaderGUI.

    • HDRP: Added: Added View Bias for mesh decals.

    • HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

    • HDRP: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

    • HDRP: Added: Area Light support for Hair and Fabric master nodes.

    • HDRP: Added: Deferred shading debug visualization.

    • HDRP: Added: Documentation for volumetric clouds.

    • HDRP: Added: Exposed update upon light movement for directional light shadows in UI.

    • HDRP: Added: Global settings check in Wizard.

    • HDRP: Added: Help URL for volumetric clouds override.

    • HDRP: Added: Lens Flare Samples.

    • HDRP: Added: Localization on Wizard window.

    • HDRP: Added: LTC Fitting tools for all BRDFs that HDRP supports.

    • HDRP: Added: Mixed RayMarching/RayTracing mode for RTReflections and RTGI.

    • HDRP: Added: New checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • HDRP: Added: New control slider on RTR and RTGI to force the LOD Bias on both effects.

    • HDRP: Added: Path tracing support for AxF material.

    • HDRP: Added: Path tracing support for stacklit material.

    • HDRP: Added: Scale Mode setting for Decals.

    • HDRP: Added: Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.

    • HDRP: Added: Support for Fabric material in Path Tracing.

    • HDRP: Added: Support for lighting full screen debug mode in automated tests.

    • HDRP: Added: Support for mip bias override on texture samplers through the HDAdditionalCameraData component.

    • HDRP: Added: Support for multi volumetric cloud shadows.

    • HDRP: Added: Support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph.

    • HDRP: Added: Support for surface gradient based normal blending for decals.

    • HDRP: Added: Support for tessellation for all master node in shader graph.

    • HDRP: Added: Support for volumetric clouds in planar reflections.

    • HDRP: Added: Support of interpolators for SV_POSITION in shader graph.

    • HDRP: Added: Toggle to render the volumetric clouds locally or in the skybox.

    • HDRP: Added: Way for fitting a probe volume around either the scene contents or a selection.

    • IL2CPP: Removed: Removed IIl2CppProcessor interface.

    • IL2CPP: Removed: Removed IUnityLinkerProcessor.OnBeforeRun and IUnityLinkerProcessor.OnAfterRun interface methods.

    • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

    • iOS: Changed: EditorUserBuildSettings.symlinkLibraries renamed to EditorUserBuildSettings.symlinkSources, both Android and iOS will use this property.

    • iOS: Deprecated: ScreenOrientation.Landscape as it was a synonym for ScreenOrientation.LandscapeLeft, and not "some Landscape orientation", which is confusing. (1320447)

    • Linux: Added: LinuxServer value added to RuntimePlatform enum.

    • macOS: Added: OSXServer value added to RuntimePlatform enum.

    • Package: Added: (Recorder) Added public API for AOVRecorderSettings.

    • Package Manager: Added: Added a new AddAndRemove method to the UnityEditor.PackageManager.Client API which can be used to add and/or remove multiple packages to/from the project in a single operation.

    • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

    • Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer.

    • Physics: Added: Exposed a new property in RaycastHit called colliderInstanceID, which returns the instance ID of the collider the ray collided with.

    • Physics: Added: ForceMode argument to ArticulationBody.Add force and related functions.

    • Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody.

    • Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

    • Plugins: Added: New IUnityLog interface for message logging to Unity console and log in native plugins

    • Plugins: Added: New IUnityProfilerV2 interface with Profiler Counters API in native plugins

    • Prefabs: Added: Exposed FindAllInstancesOfPrefab to scripting.

    • Prefabs: Added: New API for source prefab apply/revert context menu hook on a property field.

    • Prefabs: Added: New API to define a C# scoped region in which prior to every inspector/editor imgui property being drawn a callback can be called with the associated Rect and SerializedProperty.

    • Prefabs: Changed: The classes PrefabStage and PrefabStageUtility have been moved out of the experimental namespace UnityEditor.Experimental.SceneManagement to the namespace UnityEditor.SceneManagement, leaving nothing left in UnityEditor.Experimental.SceneManagement. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1.3.0 to compile with this change all later versions can be fixed by the API Updater.

    • Profiler: Added: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

    • Profiler: Added: API to create GPU sampling ProfilerMarker.

    • Profiler: Added: New C# custom Categories API.

    • Profiler: Changed: Added GPU profiling capabilities to ProfilerRecorder API.

    • Scripting: Added: Add FileUtil.GetPhysicalPath and FileUtil.GetLogicalPath methods to convert logical paths to physical and vice versa.

    • Scripting: Added: APIs for the AsyncReadManager, to enable chaining and canceling of reads.

    • Scripting: Added: Component.GetComponentInParent(Type t, bool includeInactive) method to match GameObject. (1331778)

    • Search: Added: Add SearchService.ShowPicker API to pick any search item result.

    • Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host.

    • Serialization: Added: New SerializationUtility class for access to Managed Reference Ids.

    • Serialization: Added: Support "get" on SerializedProperty.managedReferenceValue.

    • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

    • Services: Changed: Updating analytics dashboard to point to new location

    • Shadergraph: Added: Ability to enable tiling and offset controls for a Texture2D input.

    • Shadergraph: Added: Ability to mark textures / colors as \[MainTexture\] and \[MainColor\].

    • Shadergraph: Added: Added a ShaderGraph animated preview framerate throttle.

    • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

    • Shadergraph: Added: Added custom interpolator documentation

    • Shadergraph: Added: Added custom interpolator thresholds on shadergraph project settings page.

    • Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.

    • Shadergraph: Added: Added selection highlight and picking shader passes for URP target.

    • Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.

    • Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

    • Shadergraph: Added: Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.

    • Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.

    • Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.

    • Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.

    • Shadergraph: Added: HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.

    • Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.

    • Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets.

    • Shadergraph: Added: Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.

    • Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.

    • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

    • Shadergraph: Added: Subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.

    • Shadergraph: Added: Toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.

    • Shadergraph: Added: Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.

    • Shadergraph: Added: Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.

    • Shadergraph: Added: Dropdown node per dropdown property, that can be used to configure the desired branch control.

    • Shadergraph: Added: Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.

    • Shadergraph: Added: Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.

    • Shaders: Added: Added a missing API to check shader compilation warnings.
      Added a missing API to get information about individual shaders. (1340374)

    • Shaders: Added: Added UnityEngine.Rendering.GlobalKeyword struct to represent keywords in the global keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent keywords in the local keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent the keyword space of a particular shader or compute shader.
      Added ComputeShader.enabledKeywords and Material.enabledKeywords to query or set all enabled keywords simultaneously.
      Added ComputeShader.keywordSpace and Shader.keywordSpace to query the local keyword space of the corresponding shader.
      Added optimized Material.EnableKeyword, Material.DisableKeyword, Material.IsKeywordEnabled, ComputeShader.EnableKeyword, ComputeShader.DisableKeyword and ComputeShader.IsKeywordEnabled overloads that work with the new LocalKeyword struct.
      Added optimized CommandBuffer.EnableKeyword, CommandBuffer.DisableKeyword, Shader.EnableKeyword, Shader.DisableKeyword and Shader.IsKeywordEnabled overloads that work with the new GlobalKeyword struct.
      Added Shader.enabledGlobalKeywords property to query the global keyword state.
      Added Shader.globalKeywords property to query the existing global keywords.

    • Shaders: Added: CommandBuffer.EnableKeyword,CommandBuffer.DisableKeyword can now be used to enable a local shader keyword.

    • Shaders: Added: LocalKeyword.isOverridable property to check whether a given local shader keyword can be overridden by global shader keyword state.

    • Shaders: Added: LocalKeyword.type can now be used to understand why the local shader keyword was added to the local keyword space of a shader or compute shader.

    • Shaders: Added: Material.SetKeyword, ComputeShader.SetKeyword, Shader.SetKeyword and CommandBuffer.SetKeyword can now be used to set the shader keyword state directly.

    • Shaders: Added: UnityEngine.Rendering.ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins.

    • Shaders: Deprecated: ShaderKeyword.GetGlobalKeywordName, ShaderKeyword.GetName and ShaderKeyword.GetKeywordType.

    • Terrain: Added: Added DetailPrototype.NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified. (1291809)

    • Terrain: Added: Added TerrainData.ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering.

    • Terrain: Changed: IOnInspectorGUI ShowBrushGUI overloads removed and replaced with a single ShowBrushGUI call with default parameters.

    • Terrain: Changed: TerrainAPI namespace is no longer part of an experimental namespace and has been renamed TerrainTools.

    • Terrain: Changed: TerrainPaintTool GetDesc changed to GetDescription.

    • Terrain: Changed: TerrainUtility moved to UnityEngine.TerrainUtils namespace.

    • Terrain: Changed: TerrainUtility.TerrainMap moved to UnityEditor.TerrainUtils.TerrainMap. TerrainMap.TileCoord moved to UnityEditor.TerrainUtils.TerrainTileCoord.

    • Terrain: Changed: UnityEditor.TerrainAPI.TerrainPaintUtilityEditor.BrushPreview changed to UnityEditor.TerrainTools.TerrainBrushPreviewMode.

    • UI: Added: GetPersistentListenerState added to UnityEvent.

    • UI Toolkit: Added: Added visualTreeAssetSource property to VisualElement to allow identifying the VisualTreeAsset a visual tree was cloned from

    • UI Toolkit: Added: Animated drag and drop support to ListView. Use reorderMode property.

    • UI Toolkit: Added: DestroyItem callback to ListView to have a counterpart for makeItem.

    • UI Toolkit: Added: Display options to ListView: showAddRemoveFooter, showFoldoutHeader, headerTitle.

    • UI Toolkit: Added: Expose ScrollView.mode property.

    • UI Toolkit: Added: New public UI Toolkit APIs:
      • Dropdownfield.choices
      • BasePopupField.choices
      • MaskField.choices
      • MaskField.choicesMasks.
    • UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions.

    • UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization.

    • UI Toolkit: Changed: ListView's itemHeight is now a float and was renamed to fixedItemHeight to enforce the fact that it is only used with FixedHeight virtualization method.

    • UI Toolkit: Changed: ListView's Refresh() was split into RefreshItems() which simply rebinds reused items and Rebuild() which recreates all items from scratch.

    • UI Toolkit: Deprecated: CurveField.borderUssClassName and GradientField.borderUssClassName are now deprecated since the related visual element is not required to render a border anymore.

    • UI Toolkit: Deprecated: Deprecated OnKeyDown method in ListView. Use the event system instead, see SendEvent.

    • UI Toolkit: Obsoleted: ListView's onItemChosen and onSelectionChanged are now obsolete.

    • Universal: Added: 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.

    • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

    • Universal: Added: Depth and DepthNormals passes to particles shaders.

    • Universal: Added: Enabled deferred renderer in UI.

    • Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. (1297013)

    • Universal: Added: SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

    • Universal: Added: Support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.

    • Universal: Added: Support for SSAO in Particle and Unlit shaders.

    • Universal: Added: _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.

    • URP: Added: "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).

    • URP: Added: Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.

    • URP: Added: Added Lights 2D to the Light Explorer window.

    • URP: Added: Added Motion Vector render pass for URP.

    • URP: Added: Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.

    • URP: Added: Added support for default sprite mask shaders for the 2D Renderer in URP.

    • URP: Added: Blending and box projection for reflection probes.

    • URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

    • URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.

    • URP: Added: New UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.

    • URP: Added: New URP Debug Views under Window/Analysis/Rendering Debugger.

    • URP: Added: Optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.

    • URP: Added: Possibility to rename light layer values.

    • URP: Added: Sections on Light Inspector.

    • URP: Added: Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.

    • URP: Added: Support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.

    • URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

    • URP: Added: URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.

    • URP: Added: VFX: Basic support of Lit output.

    • URP: Added: VFX: Fix light cookies integration.

    • URP: Added: XR: Added Late Latching support to reduce VR latency (Quest).

    • URP: Changed: Reorder camera inspector to be in the same order as HDRP.

    • Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor.VersionControl.VersionControlObject and related classes.

    • VFX Graph: Added: Added HDRP Decal output context.

    • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

    • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks.

    • VFX Graph: Added: Material Offset setting in inspector of the rendered outputs.

    • VFX Graph: Added: New tool : Signed Distance Field baker.

    • VFX Graph: Added: New tool to help set VFX Bounds.

    • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

    • VFX Graph: Added: Provide explicit access to spawnCount in graph

    • VFX Graph: Added: Restore "Exact Fixed Time Step" option on VisualEffectAsset.

    • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

    • VFX Graph: Added: Structured Graphics Buffer support as exposed type

    • VFX Graph: Added: Support 2D Renderer in URP for Unlit.

    • VFX Graph: Added: Support of direct link event to initialize context (which support several event within the same frame)

    • Video: Added: Advanced video encoding controls for H.264 (for Windows only) and VP8.

    • Windows: Added: WindowsServer value added to RuntimePlatform enum.

    • XR: Added: New API to the XRMeshSubsystem which allows a transform to be associated with each mesh. This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

    • XR: Added: Update XR Plug-in Management to 4.0.1

    • XR: Removed: Windows XR SDK Plug-in has been removed from Unity. Microsoft has transitioned support of Windows MR devices to OpenXR in Unity 2021, and recommends using Unity's OpenXR plugin.
    Changes
    • 2D: 2D Animation Package 6.0.0 as verified package.

    • 2D: 2D Pixel Perfect 5.0.0 as verified package.

    • 2D: 2D PSDImporter 5.0.0 as verified package.

    • 2D: 2D Sprite Shape 6.0.0 as verified package.

    • 2D: 2D Tilemap Extras 2.0.0 as verified package.

    • 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile

    • 2D: Replace usage of Triangle.Net with in house tessellation solution.

    • 2D: Update com.unity.2d.sprite package license

    • 2D: Update com.unity.2d.tilemap package license

    • 2D: Updated the SceneView overlays used by the Tile Palette to use UIToolkit/new Overlays framework instead of IMGUI. (1342226)

    • AI: Updated component-based workflow notice in the Navigation window.

    • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

    • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

    • Android: Auto Graphics API does no longer include OpenGL ES 2.0, the preferred API is not Vulkan

    • Android: Changed the logic how apk checks if obb is compatible, both apk and obb will have unity_obb_guid file inside, if the contents match between apk and obb, then obb is treated as compatible.

    • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

    • Android: Overwrite comment in gradle files and manifest files '// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN' was removed, please use templates if you want your changes to persist.

    • Android: Putting gradle resources in Assets/Plugins/Android/[res, assets] is no longer supported, you either need to use AAR, Android Library plugins or move those files to Streaming Assets.

    • Android: Raised the minimum Android version that Unity supports to 5.1 (API 22).

    • Android: Show Require ES3.1, Require ES3.1+AEP, Require ES 3.2 checkboxes in Android PlayerSettings when "Auto Graphics API" is enabled.

    • Android: When Exporting Project, symbols zip package no longer be created, since it was always missing libil2cpp.so symbols, after you build your project manually, please zip unityLibrary/symbols package if you wish to upload it to Google Play.

    • Animation: Updated Animation Rigging package to version 1.1.0.

    • Asset Import: Unity will not attempt to relaunch Maya or 3DsMax upon first timeout. (1281786)

    • Asset Pipeline: AssetPostprocessors calls are now ordered by their GetPostprocessOrder and then by their FullName (namespace.classname).
      It was not ordered by FullName before so some call orders between AssetPostprocessors with the same GetPostprocessOrder value may have changed.

    • Build Pipeline: Unity will no longer write unsaved changes from open scenes into player builds. Instead, it will ask to save changes to disk.

    • Burst: Armv8.2 Neon intrinsics are now fully supported.

    • Burst: Changed Burst minimum editor version to 2019.4.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how SLEEF global variables for trig functions are pulled into Burst to reduce duplications.

    • Burst: Changed how we resolve function references in the compiler to improve resolving an existing function reference by 3x.

    • Burst: Changed our link step to not use response files if the command line was smaller enough, saving the cost of the round-trip to the disk.

    • Burst: Changes to inliner heuristics to improve build time and reduce executable size.

    • Burst: Constant array data is now named after the static field it belongs to in assembly.

    • Burst: Disabled threading within the lld linker instances we use for in-editor and desktop cross compilation, because we're already threading seperate process instances of lld and it results in lot of OS context switching.

    • Burst: DOTS Runtime shares the logging code path with the general case

    • Burst: DOTS Runtime shares the logging code path with the general case.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Improved how we handle generic resolution in Cecil to cache the strictly resolved generic types and save a bunch of time in the compiler.

    • Burst: Improved iteration speed by reducing the time it takes for Burst to check if any Burst-compilable code has changed.

    • Burst: In order to prevent conflicts with the main Unity process, Burst is now inactive in secondary Unity processes, including the asset import worker and out-of-process profiler. This means that in those secondary processes, code that would normally be Burst-compiled will now run under Mono. In a future release of Burst, we hope to lift this restriction and allow Burst-compiled code to run in secondary Unity processes.

    • Burst: Made half <-> float / double conversions use native hardware where possible (Arm or AVX2 targets).

    • Burst: The Unity.Burst.Intrinsics.Common.Pause intrinsic is no longer experimental.

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Use rpmalloc as our native allocator on Windows to speed up concurrently executing LLVM work.

    • Burst: When Burst has previously compiled a method, and neither the assembly containing that method nor any of that assembly's dependencies have changed, it was possible after a domain reload for the Mono version of the method to be used for a short time before being replaced by the Burst version. This has now been improved such that the Burst version will be used immediately.

    • Editor: Add a Search Field to support dependency filtering.

    • Editor: Asset importing & cache server related preferences are now all under "Asset Pipeline" preferences window page.

    • Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked, and let each window define how they should adapt to the available space. (1269298)

    • Editor: Default Parent Object will no longer be displayed for all loaded scenes at once. The scene to which the object belongs will bet set as active when using Set Default Parent Object.

    • Editor: Deleting an object reference array entry in inspector now removes that array element. Previously first deletion was setting element reference to none, and only the second deletion was deleting the element.

    • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

    • Editor: Moved some main toolbar elements to the left align container.

    • Editor: Removed dependencies help box.

    • Editor: Removed limitation on TooltipAttribute so it can be applied anywhere. Only Tooltips on fields will currently be shown in the Editor though.

    • Editor: UI widget used for Light Cookies from the standard Property Field to the ObjectField that provides texture preview and asset directory search capabilities, across HDRP and built-in.

    • Editor: Updated Collaborate package to allow users to migrate to Plastic.

    • Editor: Updated com.unity.cinemachine to 2.8.0

    • GI: Removed Enlighten deprecation notice for precomputed realtime global illumination. It is now fully supported. Baked GI using Enlighten is still deprecated.

    • Graphics: Changed GameObject/Rendering/Decal Projector to GameObject/Decal Projector.

    • Graphics: Changed GameObject/Rendering/Density Volume to GameObject/Volume/Density Volume.

    • Graphics: Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume.

    • Graphics: Changed the handling of additional properties to base class.

    • Graphics: Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor.

    • Graphics: Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev.

    • Graphics: Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer.

    • Graphics: Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger.

    • Graphics: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Graphics: Cubemap pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: CubemapArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: D32_SFloat_S8_Uint and S8_Uint have been renamed to D32_SFloat_S8_UInt and S8_UInt in IUnityRenderingExtensions.h Native plugins that use these formats will break and need to use the new names.

    • Graphics: Do not resize unity_SpecCubeN_BoxMax and unity_SpecCubeN_BoxMin to encompass the bounds of the object itself if an SRP is active.

    • Graphics: Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth

    • Graphics: Improved load asset time for probe volumes.

    • Graphics: Improved quality of RGBM encoded ASTC textures and fallback to ETC2 was removed.

    • Graphics: LensFlare (SRP) can be now disabled per element

    • Graphics: LensFlare (SRP) tooltips now refer to meters.

    • Graphics: LensFlare Element editor now have Thumbnail preview

    • Graphics: LWRP package has been deprecated. LWRP package was maintaned with the sole purposed of providing an upgrade path to URP. Check URP 2021.2 documentation for notes on how to upgrade LWRP package to 2021.2.

    • Graphics: Make sure that IMGUI Debugger appears in the last position no matter what is above

    • Graphics: Modified VirtualTexturing resolver to always resize to the requested width and height.

    • Graphics: Move Assets > Create > Shader >Shader Variant Collection to Assets > Create > Shader Variant Collection.

    • Graphics: Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev).

    • Graphics: Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes.

    • Graphics: New projects that use the 3D project template now use 1920x1080 as the default resolution for Standalone build target.

    • Graphics: New projects that use the 3D project template use ASTC texture compression for Android build target.

    • Graphics: New projects that use the 3D project template use DXT5nm-style normal maps for Android, iOS, tvOS build targets.

    • Graphics: New projects that use the 3D project template use Normal quality lightmaps (RGBM-encoded) for Android, iOS, tvOS build target.

    • Graphics: Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.

    • Graphics: Removed postprocessing package from core packages list.

    • Graphics: Restricted DXT/BCn texture compression to textures with multiple-of-four width and height, in line with what is actually uploaded to GPU (needs uncompressed when uploading non-multiple-of-four textures) and with how the Texture Importer operates (also requires multiple-of-four dimensions for compression).

    • Graphics: Restricted NPOT (Non-Power-of-Two size) textures to a single mip level if the device does not fully support NPOT (in practice this affects WebGL 1 and some other OpenGLES 2.0-based devices).

    • Graphics: Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.

    • Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

    • Graphics: Texture2DArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: Texture3D pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.

    • Graphics: Unity_SpecCubeN_BoxMax.w now contains the blend distance of the reflection probe.
      unity_SpecCube1_BoxMin.w now contains information on the relative importance between SpecCube 0 and SpecCube1.

    • Graphics: Update icon for IES, LightAnchor and LensFlare

    • Graphics: Update postprocessing package to 3.0.3

    • Graphics: Updated postprocessing package to 3.1.0.

    • Graphics: Updated SRP templates to 12.0.0.

    • Graphics: Volume Gizmo alpha changed from 0.5 to 0.125.

    • Graphics: Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo.

    • Graphics: WebCamTexture pixel access functions (GetPixel/GetPixels/GetPixels32) now throw an ArgumentException when encountering an error. Calling these functions before the first frame update will throw an exception instead of returning blank data.

    • HDRP: Augmented debug visualization for probe volumes.

    • HDRP: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.

    • HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.

    • HDRP: Changed Allow dynamic resolution from Rendering to Output on the Camera Inspector.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph.

    • HDRP: Changed Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass.

    • HDRP: Changed Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume.

    • HDRP: Changed Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile.

    • HDRP: Changed Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset.

    • HDRP: Changed Density Volume for Local Volumetric Fog.

    • HDRP: Changed FOV Axis to Field of View Axis.

    • HDRP: Changed labels about scroll direction and cloud type.

    • HDRP: Changed light reset to preserve type.

    • HDRP: Changed Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section.

    • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

    • HDRP: Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (1304114)

    • HDRP: Changed some light unit slider value ranges to better reflect the lighting scenario.

    • HDRP: Changed the Channel Mixer Volume Component UI.Showing all the channels.

    • HDRP: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.

    • HDRP: Changed the convergence time of ssgi to 16 frames and the preset value.

    • HDRP: Changed the NVIDIA install button to the standard FixMeButton.

    • HDRP: Changed the storage format of volumetric clouds presets for easier editing.

    • HDRP: Changed the tooltip for color shadows and semi-transparent shadows. (1307704)

    • HDRP: Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard.

    • HDRP: Decreased the minimal Fog Distance value in the Density Volume to 0.05.

    • HDRP: Default black texture XR is now opaque (alpha = 1).

    • HDRP: Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog.

    • HDRP: Depth of field at half or quarter resolution is now computed consistently with the full resolution option. (1335687)

    • HDRP: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

    • HDRP: Disabled TAA sharpening on alpha channel.

    • HDRP: Display a warning help box when decal atlas is out of size.

    • HDRP: Display an info box and disable MSAA asset entry when ray tracing is enabled.

    • HDRP: Embed the HDRP config package instead of copying locally, the Packages folder is versionned by Collaborate. (1276518)

    • HDRP: Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided. (1323455)

    • HDRP: Film grain does not affect the alpha channel.

    • HDRP: Fixed upscaling issue that is exagerated by DLSS (1347250)

    • HDRP: Global Camera shader constants are now pushed when doing a custom render callback.

    • HDRP: Hair uses GGX LTC for area light specular.

    • HDRP: HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset.

    • HDRP: Ignore hybrid duplicated reflection probes during light baking.

    • HDRP: Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts.

    • HDRP: Improved lighting models for AxF shader area lights.

    • HDRP: Improved physically based Depth of Field with better near defocus blur quality.

    • HDRP: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • HDRP: Improved the Camera Inspector, new sections and better grouping of fields.

    • HDRP: Improved the fly through ghosting artifacts in the volumetric clouds.

    • HDRP: Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis).

    • HDRP: Improvements to the RTGI denoising.

    • HDRP: Improving the screen space global illumination.

    • HDRP: Increased the minimal density of the volumetric clouds.

    • HDRP: Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR.

    • HDRP: Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100.

    • HDRP: Move the Decal Gizmo Color initialization to preferences.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP".

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP.

    • HDRP: Moved invariants outside of loop for a minor CPU speedup in the light loop code.

    • HDRP: Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.

    • HDRP: Moved the HDRP render graph debug panel content to the Rendering debug panel.

    • HDRP: Moving MaterialHeaderScopes to Core.

    • HDRP: Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.

    • HDRP: Reduced the maximum distance per ray step of volumetric clouds.

    • HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    • HDRP: Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer

    • HDRP: Removed the material pass probe volumes evaluation mode.

    • HDRP: Renaming Decal Projector to HDRP Decal Projector.

    • HDRP: Replaced the context menu by a search window when adding custom pass.

    • HDRP: Restore old version of the RendererList structs/api for compatibility.

    • HDRP: Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore. (1330640)

    • HDRP: TAA jitter is disabled while using Frame Debugger now.

    • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.

    • HDRP: The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling.

    • HDRP: Tidy up of platform abstraction code for shader optimization.

    • HDRP: UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable.

    • HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

    • HDRP: Updated Light's shadow layer name in Editor.

    • HDRP: Updated the recursive rendering documentation

    • HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings.

    • HDRP: Use the new API for updating Reflection Probe state (fixes garbage allocation). (1290521)

    • HDRP: Various improvements to the volumetric clouds.

    • HDRP: Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity.

    • HDRP: When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss.

    • iOS: Changed default texture compression format from PVRTC to ASTC.

    • License: Disabled package entitlement feature.

    • Mobile: Changed minimum iOS/tvOS version to 12.

    • Package: (Recorder) Changed the package display name from "Unity Recorder" to "Recorder" in the package manager.

    • Package: (Recorder) Fixed a wrong label for the WebM codec.

    • Package: (Recorder) Made Recorder 3.0.0-pre.1 a Release Candidate instead of a pre-release.

    • Package: (Recorder) Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message.

    • Package: (Recorder) Removed legacy Recorders: MP4, EXR, PNG, WEBM and GIF Animation.

    • Package: Added Sequences (com.unity.sequences) to the Cinematic Studio feature set.

    • Package: Added the Code Coverage package to the Engineering feature set.

    • Package: Added the Localization package as pre-release.

    • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Update Sequences (com.unity.sequences) to 1.0.0.

    • Package: Updated Code Coverage package to v1.0.0-pre.3

    • Package: Updated Code Coverage package to v1.0.0-pre.4

    • Package: Updated Code Coverage package to v1.0.0.

    • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.

    • Package: Updated com.unity.cinemachine to 2.7.2

    • Package: Updated com.unity.cinemachine to 2.7.3.

    • Package: Updated com.unity.cinemachine to 2.8.0-pre.1.

    • Package: Updated com.unity.purchasing to 3.0.0-pre.6

    • Package: Updated com.unity.purchasing version to 3.0.1.

    • Package: Updated FBX Exporter package to 4.0.0-pre.4:
      https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.0.1: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0-pre.2: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated package to com.unity.live-capture 1.0.1-pre.465.

    • Package: Updated Sequences (com.unity.sequences) to 1.0.0-pre.6.

    • Package: Updates FBX Exporter package to 4.1.0: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html

    • Package: Version change to 3.1.0 for com.unity.purchasing.

    • Package: Visual Scripting https://github.cds.internal.unity3d...ckages/com.unity.visualscripting/CHANGELOG.md.

    • Package: Visual Scripting:
      • NotEquals node in non-scalar mode is now consistent with Equals.
    • Package Manager: Changed "Import again" button text to "Reimport".

    • Package Manager: Purchasing package updated with missing documentation.

    • Physics: Adjusted anchor position based on anchor/parentAnchor transforms to better fit expected result.

    • Profiler: Changed profiler show threads only when they actually get any sample since profiler gets enabled.

    • Profiler: Stability and performance improvements of com.unity.performance.profile-analyzer@1.1.0-pre.1. See more details at https://docs.unity3d.com/Packages/c...profile-analyzer@1.0/changelog/CHANGELOG.html.

    • Scene/Game View: Default shortcut for "Show Overlay Menu" is now "Space Bar".

    • Scene/Game View: Default shortcut for toggle overlays is now "`".

    • Scene/Game View: Fixed styling issues with Overlays feature.

    • Scene/Game View: Remove Component Tools Overlay, these tools are now available in the regular Tools Overlay.

    • Scripting: Quaternion ToString() prints five decimal digits by default. (36265)

    • Scripting: Vector2, Vector3, Vector4, Bounds, Plane, Ray, Ray2D ToString by default prints two decimal digits (up from one). (1205206)

    • Search: ref:<asset_path> should only search results that has a direct dependency to <asset path>

    • Search: Removed the resource search provider (res:).

    • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

    • Shadergraph: Added borders to inspector items styling, to better differentiate between separate items.

    • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695).

    • Shadergraph: Adjusted Blackboard article to clarify multi-select functionality

    • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568).

    • Shadergraph: Changed "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to main stack context menu

    • Shadergraph: Changed Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph.

    • Shadergraph: Changed Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph.

    • Shadergraph: Changed Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph.

    • Shadergraph: Changed BranchOnInputNode to choose NotConnected branch when generating Preview.

    • Shadergraph: Limited max number of inspectable items in the Inspector View to 20 items.

    • Shadergraph: Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.

    • Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters. (1287335)

    • Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories allow for any combination of properties and keywords to be grouped together as the user defines.

    • Shadergraph: ShaderGraph SubGraphs will now report errors and warnings in a condensed single error.

    • Shadergraph: Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).

    • Shadergraph: Updated/corrected View Direction doc.

    • Shadergraph: Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type in the past.

    • Shaders: Added shader warning when reserved constants names with consecutive underscores are used.

    • Shaders: Bumped the global keyword limit to 384.

    • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

    • Shaders: Shader.DisableKeyword, Shader.IsKeywordEnabled and CommandBuffer.DisableKeyword API will no longer create a global keyword if it doesn't exist.

    • Tests: Used Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code.

    • Timeline: Updated Timeline package to version 1.6.0-pre.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.3.

    • Timeline: Updated Timeline package version to 1.6.1

    • UI Toolkit: Marked the com.unity.ui package, which is incompatible with 21.2 and above, as deprecated.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off, improving performance in loading VisualTreeAssets.

    • UI Toolkit: Rendering data of VisualElements with an opacity of zero will now be initially generated and will remain up-to-date, allowing opacity to be animated without causing performance drops.

    • UI Toolkit: URLs in UXML and USS files now support explicit GUID-based asset references. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. The UI Builder saves both UXML and USS files using this format. Note that this URL format is backward-compatible, but the URL query parameters are ignored in older Unity versions.

    • Universal: Added Depth and DepthNormals passes to particles shaders.

    • Universal: Advanced Options > Priority has been renamed to Sorting Priority.

    • Universal: Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph.

    • Universal: Changed UniversalRenderPipelineCameraEditor to URPCameraEditor.

    • Universal: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Universal: Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.

    • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

    • Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.

    • Universal: Enabled subsurface scattering with GI on handwritten Universal ST8 shader.

    • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • Universal: Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP.

    • Universal: Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.

    • Universal: Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

    • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

    • Universal: Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.

    • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

    • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

    • Universal: SSAO Texture is now R8 instead of ARGB32 if supported by the platform.

    • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

    • Universal: UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].

    • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using.

    • URP: 2D Lights now inherit from Light2DBase.

    • URP: Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.

    • URP: Improved PixelPerfectCamera UI/UX.

    • URP: Made 2D shadow casting more efficient.

    • URP: Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.

    • URP: Moved all 2D APIs out of experimental namespace.

    • URP: Stripping shader variants per renderer features instead of combined renderer features.

    • URP: The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.

    • URP: When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.

    • Version Control: ### Changed
      • Updating license to better conform with expected customer usage.
      • Updated documentation file to meet standards.
      • Updated third-party usage.
      • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
      • Usability improvements around checking in code
      • Improved update workspace tab UX
      • Plastic SCM context menu is now available even if the Plastic SCM window is closed
    • Version Control: Simplified UI: decluttered UI

    • VFX Graph: Allow remaking an existing link.

    • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool.

    • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator.

    • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs.

    • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.

    • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.

    • VFX Graph: Sphere and Cube outputs are now experimental.

    • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.

    • WebGL: Eliminate the Python dependency from the Brotli compressor.

    • XR: The Oculus XR Plugin package has been updated to 1.10.0.

    • XR: The Oculus XR Plugin package has been updated to 1.7.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.1.

    • XR: Updated OpenXR Package to 1.2.8

    • XR: Updated verified Windows Mixed Reality package to version 5.2.0.

    • XR: Updated Windows MR XR SDK Plug-in to 5.1.0

    • XR: Updated XR Plug-in Management to 3.2.17
    Fixes
    • 2D: 2D light is rendered in half in its Y-axis when two Sprite Shape objects with same Order In Layer are visible on the Screen (1274010)

    • 2D: Add null arguments checks for Sprite.GetPhysicsShape, Sprite.OverridePhysicsShape and Sprite.OverrideGeometry (1306258)

    • 2D: Call Tilemap.tilemapChanged callback when Tilemap component is reset or ResizeBounds is called. (1304936)

    • 2D: Fix crash when loading a scene with a GameObject with an invalid Tilemap and a TilemapCollider2D. (1314326)

    • 2D: Fix duplication of Tilemap Selection Box when the Grid and the Tilemap are offset in transform. (1293341)

    • 2D: Fix issue with the Sorting Group where the sorted renderers are not in hierarchical order when their sorting criteria are the same. (1309075)

    • 2D: Fix NullReferenceException from being thrown when doing a Grid Select on a Grid which is not enabled. (1295122)

    • 2D: Fix Sprite Preview in inspector becomes unrecognizable when Sprite size is big (1299189)

    • 2D: Fixed 2D Animation manual documentation.

    • 2D: Fixed 2D Animation package description.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed 2D PSDImporter package description.

    • 2D: Fixed an issue where Name and Texture fields were overlapping with each other in the Secondary Textures module of the Sprite Editor. (1284356)

    • 2D: Fixed exception when adding a new Rule when no Rule is selected.

    • 2D: Fixed extrusion of CompositeCollider2D when an offset distance has been set. (1328999)

    • 2D: Fixed GridSelection on a Tile Palette losing its target when the Tile Palette is saved. (1327582)

    • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.

    • 2D: Fixed issue when the size of a GridSelection is set to negative values. (1318891)

    • 2D: Fixed issue where Tilemap does not preserve transform changes or color when inserting or deleting cells. (1315084)

    • 2D: Fixed issue with setting a Spritesheet with padding between Sprites on a Tile Palette having a positional offset when there should not be one.

    • 2D: Fixed issue with sprite mask debug color when sprite renderers are batched. (1328538)

    • 2D: Fixed mouse position calculation after SceneView overlay changes.

    • 2D: Fixed MouseDrag including previous mouse positions from initial drag.

    • 2D: Fixed MouseDrag not including final mouse position after drag.

    • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.

    • 2D: Fixed on deselecting game object from the Inspector window leads to deselecting Sprite Shape Renderer. (1317728)

    • 2D: Fixed Paint tool triggering a Tile Palette edit when Paint tool is active and is removed from the Tile Palette default tools.

    • 2D: Fixed SpriteRect and Name File Id does not match in meta file. (1319819)

    • 2D: Make tooltips appear closer to the label for Tilemap Info in the Tilemap Editor rather than in the center. (1294929)

    • 2D: Mark com.unity.2d.tilemap.extras as discoverable

    • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.

    • 2D: Prevented users from selecting a disabled GameObject as an active target for the Tile Palette. (1327021)

    • 2D: Removes GC.Alloc when Tilemap.HasSyncTileCallback is called which is internally called for each SetTile/s.

    • 2D: Sprite Atlas importer does not show name on top (1300861)

    • 2D: Swapped behavior of rotating clockwise and counter-clockwise.

    • 2D: Unable to exclude Objects for Packing property from Sprite Atlas preset (1294393)

    • AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. (1297742)

    • AI: Fixed issue where the NavMeshModifierBox did not override the area type with existing higher index. (1078153)

    • AI: Fixed overshooting destination for agent without auto-braking. (1305780)

    • AI: Fixed the gizmos of navigation OffMeshLinks when the distance from start to end is small. (805223)

    • AI: Improved NavMeshAgent creation failure log, to help select the source object (1274983)

    • Android: Added a new AndroidDevice.hardwareType property, which is set to AndroidHardwareType.ChromeOS if running on a Chrome OS device. This is helpful if an app needs to run Chrome OS-specific code.

    • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

    • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

    • Android: Android: Fix lightmap quality warning text in PlayerSettings. (1337631)

    • Android: Bumped Android Logcat package version to 1.2.2.

    • Android: Clamp Android minimum bundle version to greater than 0 (1307476)

    • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

    • Android: Fix artifacts when exceeding geometry working set memory limit on Mali GPUs when using Vulkan GraphicsJobs

    • Android: Fix computeBufferStartIndex of ComputeBuffer.GetData being ignored when using Vulkan (1299902)

    • Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan (1300900)

    • Android: Fix Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

    • Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it (1312433)

    • Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below. (1340517)

    • Android: Fixed Build&Run when apk name contains duoble quote. (1323395)

    • Android: Fixed compatibility with OpenGL ES shaders in asset bundles built with Unity 2018.x or older. (1329702)

    • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos when using Vulkan "Apply display rotation during rendering". (1340975)

    • Android: Fixed crash during shutdown on Adreno devices when using Vulkan. (1330396)

    • Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. (1314282)

    • Android: Fixed detection of big cores on Snapdragon 865 and Snapdragon 888 SoCs. (1349057)

    • Android: Fixed incorrect resolution scaling on PowerVR devices when BlitType Auto is used (1287131)

    • Android: Fixed runtime decompression of ASTC HDR cubemaps on devices that don't support ASTC HDR. (1323739)

    • Android: Fixed screen safe area values at startup. (1327752)

    • Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3.0 shader target. (1327731)

    • Android: Fixed shaders with bitfield operations compilation errors on Adreno3XX GPUs.

    • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

    • Android: Preserve ComputeBuffer data when doing partial updates using ComputeBuffer.SetData (1300424)

    • Android: Resolved an Android build failure when the Target SDK was set to below 24. (1340438)

    • Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3.1 with AEP but not 3.2.

    • Android: Update Android Logcat package to version 1.2.1

    • Android: Updated Kotlin version to fix potential compatibility problems in Android Studio. (1325245)

    • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

    • Animation: 1D BlendTree's threshold values were draggable when not the hot control. (1217253)

    • Animation: Added a tooltip for the auto live link button in the animator window (1283065)

    • Animation: Added checks to prevent and capture crash for the GetRootBlendTreeChildWeights function. (1282475)

    • Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. (1159548)

    • Animation: Fix slow performance depend on the first selected (1236353)

    • Animation: Fixed a bug where the .controller file would grow in size even after undoing states. (1194086)

    • Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window (1190190)

    • Animation: Fixed AddAssetToSameFile assert thrown on adding SMB on unpersisted AnimatorState or AnimatorStatemachine. (1233556)

    • Animation: Fixed an animation performance test failing on specific device (iOS/Android) (1307702)

    • Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. (1242410)

    • Animation: Fixed an issue where an animation playable events would still fire while it was paused (1227098)

    • Animation: Fixed an issue where the application would crash if modifying the graph while being traversed (1282046)

    • Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list (1259438)

    • Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window

    • Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise (1288823)

    • Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. (1245722)

    • Animation: Fixed an issue where the transition to a base layer state machine would be invisible (1287749)

    • Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. (1188984)

    • Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. (1333416)

    • Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. (1250904)

    • Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. (1292994)

    • Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. (1285405)

    • Animation: Fixed Animator MatchTarget to work correctly with longer time. (1052600)

    • Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. (1306710)

    • Animation: Fixed crash upon calling the MonoManager::TypeToScriptingClass(Unity::Type) method on a type that has been removed. The solution is to check if the type is valid first with type->HasValidRuntimeTypeIndex(). (1319992)

    • Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. (1171704)

    • Animation: Fixed for disappearing Animator State Machine information. (1307535)

    • Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. (1315029)

    • Animation: Fixed human pose offset in Animation C# Job when root node is scaled. (1266529)

    • Animation: Fixed human pose with missing bones shifting when used in an Animation C# Job. (1214897)

    • Animation: Fixed humanoid SetLookAtWeight method for weights larger than 0.5. (1307253)

    • Animation: Fixed manipulation of the Current Blend Value (the red line)in BlendTree Inspector.

    • Animation: Fixed nan appearing in AABB when root motion is enabled in a StateMachineBehaviour by initializing MotionXReference structure upon allocation. (1279206)

    • Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. (1243185)

    • Animation: Fixed static analysis warning. (1232341)

    • Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform (1154835)

    • Animation: Force grouped animation of GroupColor for material color in URP (1212805)

    • Animation: Improved SetTime and GetTime documentation for playables (1196250)

    • Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours. (1319708)

    • Animation: Removed multi edit on animator override controller (1082045)

    • Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. (1214031)

    • Animation: Updated documentation of playable to document feature of auto adding new port (1227724)

    • Asset Bundles: AssetBundle.Unload waits for all asset bundle async operations to be completed before proceeding.

    • Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. (1319389)

    • Asset Bundles: Fixed issue where Caching.IsVersionCached returns false when loading a previously cached bundle. (1186310)

    • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

    • Asset Import: Adding a ScriptedImporter attribute to a non-ScriptedImporter class no longer crashes the editor. (1308671)

    • Asset Import: Apply/Revert buttons in the inspector are correctly disabled after changing a value that is being overridden by the Importer script or an AssetPostprocessor. (1287345)

    • Asset Import: Assembly Ref / Definition files now have padding. (1311970)

    • Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. (1329621)

    • Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. (1304418)

    • Asset Import: Fixed crash when importing FOV animations from 3DsMax. (1324054)

    • Asset Import: Fixed crash/corruption when importing animations.

    • Asset Import: Fixed missing normal property values from materials imported from 3DsMax 2021's Physical materials. (1313450)

    • Asset Import: Fixed Texture Import Platform settings getting reset when multi editing.

    • Asset Import: GameObjects & Prefabs can no longer be duplicated using Ctrl + D. (1304106)

    • Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. (1203843)

    • Asset Import: ModelImporter now only renames sibling nodes with duplicate names. (1233702)

    • Asset Import: New flag to allow rigs with different topologies to be swapped. (974120)

    • Asset Import: Only call frame rate errors when animations are imported. (1222562)

    • Asset Import: Rename of Inspector labels to make them more consistent.

    • Asset Import: SearchAndRemap now functions as expected in packages. (1218857)

    • Asset Import: Switching Texture Importer tabs does not dirty the importer. (1321256)

    • Asset Import: The Default Clip selection no longer gets stuck. (1279563)

    • Asset Import: Unity no longer uploads texture data to the GPU during texture importing, fixing a video memory leak that happens in some long import cases. (1324536)

    • Asset Import: Updated Log Warning to include name / object reference (1304432)

    • Asset Pipeline: Enabled PluginSettingsWorks.WSASettings integration test (1086909)

    • Asset Pipeline: Fix for crash that could happen after safe mode exit

    • Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. (1310334)

    • Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

    • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

    • Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene. (1263621)

    • Asset Pipeline: Fixed an issue where AssetDatabase.SaveAssetIfDirty() wouldn't save the asset if a sub-object was dirty, but the main object wasn't. (1341834)

    • Asset Pipeline: Fixed issue where an invalid GUID was being reported, but the file in which it resided was not. (1275878)

    • Asset Pipeline: Fixed issue with incorrect progress bar text during startup. (1339167)

    • Asset Pipeline: Fixed issue with some FBX models being imported with a scale of 0 when 'Remove Constant Scale Curves' is enabled. (1348264)

    • Asset Pipeline: Fixed problem where artifact dependency could get ignored. (1318602)

    • Asset Pipeline: Fixed the progress bar being full during the import of assets. (1298760)

    • Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.Refresh(). (1186177, 1213291, 1255803, 1299716)

    • Asset Pipeline: Fixes to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. (1295635)

    • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed.

    • Asset Pipeline: Preview of material is now correctly regenerated when shader changes (1298200)

    • Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab (like texture) changes (1284853)

    • Asset Pipeline: Using the AssetDatabase.CreateAsset() API to create an asset from a TextAsset object where the file type specified is not a native Unity format such as .ASSET will now report an error about incorrect usage of CreateAsset. (1241343)

    • Audio: (OSX) Sound effects in Audio Mixer were not always selected when clicked. (1124032)

    • Audio: AudioClip reference was lost when loading a new Scene even if AudioSource was set to DontDestroyOnLoad. (1314527)

    • Audio: Fix DSPGraph playback not pausing when player is paused

    • Audio: Fix missing domain unload callback and excessive number of registrations for each instantiation of a custom DSP that caused an "Callback registration failed. Increase kMaxCallback." error. (1306511)

    • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

    • Audio: Fixed AudioClip reference being lost when loading a new Scene even if AudioSource is set to DontDestroyOnLoad.

    • Audio: Fixed deadlock caused by interaction between output suspend/resume logic and DSPGraph output hooks

    • Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer.
      Fixed exception when deleting snapshots. (1324578)

    • Audio: Fixed microphone API not working when automatic output device suspension was active. (1318560)

    • Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. (1146312)

    • Audio: Topological changes such as adding/removing/moving effects in the audio mixer resulted in glitches and, depending on mixer configuration, loud bursts. (666910)

    • Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

    • Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. (1298484)

    • Bug Reporter: Multiple Qt library copies are no longer included.

    • Bug Reporter: Reset Bug Reporter style to match Windows styling (1296042)

    • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene. (1293228)

    • Build Pipeline: Added build target Dedicated Server.

    • Build System: Fixed a problem with the detection of Microsoft.VCLibs SDK extension for UWP builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Crash when extracting sequence point information for error reporting/debug information generation.

    • Burst: Direct Call extension methods that only differ on argument types are now supported (previously Burst's AssemblyLoader would complain about multiple matches).

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug with using multiple IsXXXSupported intrinsics in the same boolean condition would fail.

    • Burst: Fixed a minor debug information bug where built-in types with methods (like System.Int32) would generate incorrect debug information.

    • Burst: Fixed a possible DivideByZeroException due to race condition in TermInfoDriver initialization code.

    • Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where if a user used a math function (like cos, sin, etc) then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

    • Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. (1345235)

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Fixed managed implementation of sub_ss intrinsic

    • Burst: Fixed managed implementation of sub_ss intrinsic.

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.

    • Burst: Fixed multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) generating invalid instructions.

    • Burst: Fixed namespace issue triggering a warning in the editor.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed the 1.5 restriction that Direct Call methods can only be called from the main thread, now they work when called from any thread.

    • Burst: Fixes DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Function calls using in modifiers on blittable structs where being treated as non blittable.

    • Burst: Gracefully handle failing to find a particular assembly in the ILPP to prevent an ICE.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.

    • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.

    • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/com.unity.burst@1.5/changelog/CHANGELOG.html for a detailed list)

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.

    • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: Strings can now be passed between methods

    • Burst: The Direct Call injected delegate now has a unique suffix to avoid type-name clashes.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Documentation: Changed the documentation for HorizontalLayout and VerticalLayout. (1260855)

    • Documentation: Fixed html bug in TestRunnerApi API code snippet (DS-1973).
      Fix typo bug in PreBuildSetup code example (DS-1974).
      Fix incorrect syntax in command line reference (DS-1971).

    • Documentation: Fixed incorrect documentation for SaveCurrentModifiedScenesIfUserWantsTo. (1170364)

    • Documentation: Fixed missing function signatures from RayTracingAccelerationStructure.AddInstance C# API in 2021.2 documentation.

    • DX12: DX12 Standalone Player crashes at startup when using 32-bit player support. (1315964)

    • DX12: Fix int shader uniforms in .raytrace shaders being displayed as Floats in the Frame Debugger. (1305552)

    • DX12: Fixed wrong error message saying that vertex format SNorm16 is not supported when building a Ray Tracing Acceleration Structure. The format is supported.

    • DX12: Significant performance cost of using SRP batcher on DX12 reduced. (1286694)

    • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser

    • Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor. (1307652)

    • Editor: Added API Updater rule to update global API AssetModificationProcessor to UnityEditor namespace (1064480)

    • Editor: Added new functionality to decouple the PlayerLoop() when the targetFrameRate is set to a finite value, so that it does not effect/slow down the other Editor windows. (1158168)

    • Editor: Added playerGraphicsAPI TestSettings parameter.

    • Editor: Added support for GameCoreXboxOne and GameCoreXboxSeries reduced location path length.

    • Editor: Added tooltips in the Scene template Inspector. (1324637)

    • Editor: Added tooltips to the buttons of the Simulator view Control Bar. (1288711)

    • Editor: Adds support for dragging across delayed UI fields to change variables. (1263630)

    • Editor: Allow hierarchy search to find scripts which share names of internal types. (1252479)

    • Editor: Allow multiple Unity versions to display in the "Open With..." menu and dialog. Allow the user to choose one as the default. (1202338)

    • Editor: close add ratio window after selecting from aspect ratio menu (1284690)

    • Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. (1312714)

    • Editor: Create default index when opening the index manager if it was never created before.

    • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

    • Editor: Default PropertyDrawer.OnGUI no longer renders multiple overlapping labels. (1335958)

    • Editor: Deleting search query from project browser won't break the search window (1336787)

    • Editor: Disabled preset for ThemeStyleSheet (1298540)

    • Editor: Display the menu item name when its execution time is longer than the user wait threshold (i.e. 3 seconds) (1313062)

    • Editor: Displayed a warning when the min and max values are equal for the Slider. (1328583)

    • Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt (1299846)

    • Editor: Ensure invalid Sketchup model UVs are initialized to zero.

    • Editor: Ensured RootEditor API behaves as expected and allows to totally highjack the inspector. (1346788)

    • Editor: Event.current.type scrollWheel pointerType value is now registered as PointerType.Mouse in the mac editor (1261326)

    • Editor: Favorite star is always visible for favorited items (1336789)

    • Editor: Fix arrow key functionality in dialogs in the Mac Editor. (1279832)

    • Editor: Fix dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items. (1294910)

    • Editor: Fix for detecting and warning the user on imbalanced GUI layout groups (1289223)

    • Editor: Fix for layer names being clipped in Culling Mask and Volume Mask dropdowns of a HDRP project (1307655)

    • Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor (1294722)

    • Editor: Fix so that touch input in the gameview is processed. (1258785)

    • Editor: fix so that undocked windows can exit full screen/unmaximize (1293516)

    • Editor: Fix styling of selected search query if hovering (1336784)

    • Editor: Fix the issue with missing tooltip for Editor tools button (1296952)

    • Editor: Fix top of Game View is black when "Use display in HDR mode" is enabled and "Color Space" is set to "Linear" (1285015)

    • Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode. (1312446)

    • Editor: Fixed a bug where test filter would match project or player path (DSTP-412).

    • Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. (1316870)

    • Editor: Fixed a memory leak while using SerializedObjects in the AssetImporter inspectors. (1232758)

    • Editor: Fixed add an extra null check for monitor enumeration. (1320164)

    • Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of 2020.2 project is opened. (1273439)

    • Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen. (1323332)

    • Editor: Fixed an issue to avoid difference in Width and Height for EditorGUI.RectIntField fields compared to other fields in the Transform section. (1297283)

    • Editor: Fixed an issue to avoid MinMaxSlider disappears for UI Slider. (1323384)

    • Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. (1331001)

    • Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name. (1333540)

    • Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value (1299181)

    • Editor: Fixed an issue to display Color32 Picker Context Menu at right position on right click. (1334328)

    • Editor: Fixed an issue to display Normalmap Encoding PlayerSetting only in supported platforms. (1330505)

    • Editor: Fixed an issue to display proper LayerMask properties value on selection. (1308984)

    • Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked (1221384)

    • Editor: Fixed an issue to display tooltip for "Maximum LOD Level" and "LOD Bias" Properties under Quality settings. (1296474)

    • Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. (1290634)

    • Editor: Fixed an issue to set top bit flag of an uint enum with inspector. (1298289)

    • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector.

    • Editor: Fixed an issue to stop sharing Player Settings properties between Player Settings window and Serialized Preset. (1263069)

    • Editor: Fixed an issue where an empty column is expanded when detaching/attaching UISystemPreviewWindow in the Profiler. (1241234)

    • Editor: Fixed an issue where calling EditorGUI.PropertyField with a serialized LayerMask and GUIContent.none prints a label. (1304172)

    • Editor: Fixed an issue where check box is shown on Inspector Titlebar for ScriptableObjects (1301335)

    • Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. (1328458)

    • Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project. (1310784)

    • Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. (1201105)

    • Editor: Fixed an issue where Shift-Delete does not delete the property for Object field. (1286390)

    • Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. (1309567)

    • Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. (1314173, 1314177)

    • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730)

    • Editor: Fixed an issue where warning appears when Scrollbar Navigation is set to Vertical and Direction is set to "Top To Bottom" (1245473)

    • Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode. (1317240)

    • Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window (1283915)

    • Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX (1299763)

    • Editor: Fixed ArgumentNullException when selecting 'Static-dropdown' in the Prefab Overrides window. (1295412)

    • Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. (1318098)

    • Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. (1300081)

    • Editor: Fixed Ctrl-click on macOS editor not bringing up "Properties..." context menu on inspector object reference fields properly. (1316779)

    • Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. (1295344)

    • Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. (1282412)

    • Editor: Fixed debug assert message in MenuControllerLinux.cpp's OnSizeAllocate() call to GetGtkWindowSize(). (1319050)

    • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

    • Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. (1312440)

    • Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. (1322299)

    • Editor: Fixed File->Open Recent Scene menu entries not working correctly after upgrading project from versions earlier than 2021.2.0a5. (1338322)

    • Editor: Fixed floating windowing jumping desktop spaces when using cmd + tab to refocus the editor on mac. (1298279)

    • Editor: Fixed for Canvas Group Interactable flag being applied to the GameObject even when the Canvas Group component is disabled. (1324097)

    • Editor: Fixed GUIToScreenpoint being inconsistent between play mode and standalone. (1305557)

    • Editor: Fixed hierarchy window top Scene header foldout not visible when scrolled. (1298679)

    • Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated (1288693)

    • Editor: Fixed infinite layout error loop when Editor UI is broken. (1327876)

    • Editor: Fixed instancing being ignored in the Shadow Pass when using the Mobile Diffuse shader. (1318675)

    • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

    • Editor: Fixed issue where the Intensity parameter of a Default Light Preset is not applied after creating Directional Light Game object. (1199933)

    • Editor: Fixed issue with CRTL Drag not working when a single item is selected in project browser one-column layout. (1222445)

    • Editor: fixed issue with Reference Icon overlapping with Preset Manager text on decreasing the width of the Project Settings window. (1282739)

    • Editor: Fixed issue with Stack trace input Field being Misaligned on resizing Player setting Preset (1276715)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed missing comma in the manifest file used by the guardian tool

    • Editor: Fixed null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

    • Editor: Fixed NullReferenceException error is thrown when pressing up/down arrow key in the Project's search bar while in Play Mode. (1318065)

    • Editor: Fixed NullReferenceException when trying to open Object Picker for ScriptableObject variable. (1293117)

    • Editor: Fixed Profile Analyzer - Mac keyboard commands not updating correct chart. (1327944)

    • Editor: Fixed ReorderableList having wrong label/field width ratio

    • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

    • Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. (1271518)

    • Editor: Fixed selection issues with Shift + Arrow Up/Down in the Hierarchy. (1320614)

    • Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab (1293497)

    • Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. (1308128)

    • Editor: Fixed some styling issues with the main editor toolbar (1296757)

    • Editor: Fixed Terrain dependency cloning.

    • Editor: Fixed the background color of toolbar dropdowns when hovered and pressed (1313159)

    • Editor: Fixed the behavior where anchor preset window remains open even after a double click (1302650)

    • Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. (1301332)

    • Editor: Fixed the gradient picker closing when clicking on the gradient field (1285035)

    • Editor: Fixed the GUI error in the console when a media file is opened. (1294494)

    • Editor: Fixed the issue where editor doesn't show unsaved changes pop up if editor is closed using Unity -> Quit menu item. (1320565)

    • Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus. (1219099)

    • Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. (1276638)

    • Editor: Fixed the LOD Group Inspector frames being too dark when using the Light Skin. (1311960)

    • Editor: Fixed the path to the scene template icon when querying icon from template path. (1325888)

    • Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked.

    • Editor: Fixed the Scene View not updating when the LineRenderer Show Wireframe option was changed.

    • Editor: Fixed tooltips being misaligned. (1325676)

    • Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value. (1336998)

    • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

    • Editor: Generate Release Notes URL according to unity version (1301927)

    • Editor: Improved model import performance by a tiny amount.

    • Editor: Improved performance of copy/paste when duplicating large numbers of objects. (1208321)

    • Editor: Initializing the static Progress class from a thread no longer throws exceptions. (1337421)

    • Editor: Limited the length of the error messages in the UserRetryDialogs to not more than 200 characters per line. (1167593)

    • Editor: Menu Bar doesn't flicker anymore when dragging across monitors (1219094)

    • Editor: Multiple improvements around automatic test-run of tests

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar. (1336292)

    • Editor: Open Prefab' button now uses less inspector space. (1270965)

    • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform

    • Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. (1322149)

    • Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. (1301807)

    • Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused (1309702)

    • Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen. (1297362)

    • Editor: release mouse if it is dragging when a dialog is opened in the windows editor (1271832)

    • Editor: Remove XDK Xbox One platform after Unity 2020.3.

    • Editor: Resolve variables before reading style values (1297227)

    • Editor: set gdk cursor invisible when forcing software cursor in editor playmode (1212108)

    • Editor: Show disable index in the index manager. (1307781)

    • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options

    • Editor: support Hungarian (and other) unicode characters in editor (1184456)

    • Editor: The arrow cursor in the Linux Editor is no longer slightly offset (1256724)

    • Editor: The background task window is no longer repositioned and resized when opened from the status bar. (1337646)

    • Editor: The EditorSceneManager now gets the correct build index for Scenes of the same name upon calls to SceneManager.GetScenesAt in Play mode. (1128653)

    • Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than 12000 hits are shown. (1331728)

    • Editor: The progress bar in the status bar no longer gets stuck in an empty state. The progress bar in the status bar no longer shows instantaneous progresses. (1341616)

    • Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. (921689)

    • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

    • Editor: Transform rotations from asset bundles are now correctly shown in the inspector. (958333)

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • Editor: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window.
      iOS resolution presets that were removed:
      • iPhone 4/4S Portrait
      • iPhone 4/4S Landscape
      • iPad 2/Mini Portrait
      • iPad 2/Mini Landscape
        iOS resolution presets that were added:
      • iPhone 12 mini 2340x1080 Portrait
      • iPhone 12 mini 2340x1080 Landscape
      • iPhone 12/12 Pro 2532x1170 Portrait
      • iPhone 12/12 Pro 2532x1170 Landscape
      • iPhone 12 Pro Max 2778x1284 Portrait
      • iPhone 12 Pro Max 2778x1284 Landscape
      • iPad (7th-8th gen) 2160x1620 Portrait
      • iPad (7th-8th gen) 2160x1620 Landscape
      • iPad Air (4th gen) 2360x1640 Portrait
      • iPad Air (4th gen) 2360x1640 Landscape
      • iPad Pro 11-inch 2388x1668 Portrait
      • iPad Pro 11-inch 2388x1668 Landscape. (1321829)
    • Editor: Updated the style of some buttons and button groups when hovered, pressed and focused (1314662)

    • Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore (1263313)

    • Editor: Wrong ShaderGUI for crosspipeline shaders. (1339817)

    • GI: Fix case 1291662: OIDN crashes on AVX512 on MacOS (1291662)

    • GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. (1292192)

    • GI: Fix crash when baking 4K lightmap with maximum AA setting. (1318800)

    • GI: Fix issue with experimental lightmapping.BakeAsync(Scene) interface getting stuck when baking reflection probes in additively opened scenes in the Editor. (1303788)

    • GI: Fix Reflection probe (gizmo and texture inspector) appearance in linear color space mode. (1293558)

    • GI: Fixed an issue where sometimes the callstack in Editor.log was incomplete on Windows. (1221524)

    • GI: Fixed automated GI tests in HDRP and URP where multiple editors are used.

    • GI: Fixed baked lighting on terrain holes and better performance. (1307459)

    • GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. (1324641)

    • GI: Fixed fallback to CPU lightmapper when writing LightCookies buffer and using Clear baked Data. (1321887)

    • GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

    • GI: Fixed memory usage and performance regression when baking light probes. (1324307)

    • GI: Fixed out of bounds access in probeDepthOctahedronExpandedBuffer when generating Probe Volumes 1.0 data via experimental API. (1321881)

    • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

    • GI: Fixed rare crash when entering play mode while running a GI lightbake. (1301678)

    • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

    • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

    • GI: Fixed some fallbacks from GPULM to CPULM when using baked lighting and cookies. (1320169)

    • GI: Fixed unused return value during remapping of scene object id's. (1300323)

    • GI: Fixedcorruption in Probe baking when lightmap UVs are not provided. (1337226)

    • GI: Fixes an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. (1258690)

    • GI: Ignore OpenCL CPU devices that are incompatible with the GPU lightmapper on macOS due to insufficient local workgroup size. (1293520)

    • GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. (1327322)

    • GI: Introduced a full tiled-based baking system to the GPULM to reduce memory pressure.
      Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
      Reduced the memory consumption of probe baking using the GPULM (4Bytes per probe).
      Better estimation of the GPULM memory consumption even when tiling is off, making it less likely to fallback to CPULM.

    • GI: Make emission tooltip take Enlighten realtime GI state into account. (1329323)

    • GI: Make GPU lightmapper detect Intel IRIS Xe MAX GPU with 4GB memory. (1331794)

    • GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. (1276653)

    • GI: Make the compression label in Lighting Window - Baked Lightmaps better. (1297198)

    • GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. (1320277)

    • GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed. (1195551)

    • GI: Removed erroneous asserts in scene object identifier remapping code.

    • GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. (1313354)

    • GI: Removes terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. (1295410)

    • GI: Support high intensity skyboxes for baking. (1222492)

    • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Add CameraBuffer VFX type to encapsulate camera buffers that can be Texture2D or Texture2DArray depending on the platform (1213482)

    • Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
      Clearing depth does not implicitly clear stencil anymore.

    • Graphics: Add support for having multiple different Renderers on the same Game Object when using ray tracing. (1305305)

    • Graphics: Added check for Vulkan support in Unity player. (1308206)

    • Graphics: added exception when creating 3d textures with depth/stencil format on metal, as this is not supported (1296524)

    • Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation. (1324062)

    • Graphics: Added Metal Compute Pipeline Validation to the Editor (1283446)

    • Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every 100 frames. (1296777)

    • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Creating a RenderTexture in D3D12 with RenderTexture.antiAliasing value higher than supported by hardware will no longer crash the editor. (1310791)

    • Graphics: Disable "create material" button in terrain inspector when viewed through a preset. (1290453)

    • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

    • Graphics: Disabled ShadowCaster pass in Output Meshes if castShadows is disabled.

    • Graphics: Fix bug where in some situations the AsyncUploadBuffer was not persisting even when QualitySettings.asyncUploadPersistentBuffer was set to true. (1150408)

    • Graphics: Fix CPU performance issue when light probes and ray tracing effects are used together.

    • Graphics: Fix crash when using RenderPass without depth on Metal devices

    • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1295408)

    • Graphics: Fix rare deadlock that can occur when a texture fails to load. (1265360)

    • Graphics: Fix readback/blit from backbuffer in Editor when running GLES (1301446)

    • Graphics: Fix selection of sRGB format for rendertextures inspector (1295276)

    • Graphics: Fix shadow normal bias slider getting clamped at 3. (1213200)

    • Graphics: Fix Simplify button clipping in the LineRenderer Inspector when the window was narrow. (1308478)

    • Graphics: Fix skybox cubemap corruption in Vulkan (1195394)

    • Graphics: Fix SystemInfo.supportsRenderTargetArrayIndexFromVertexShader when using Vulkan (1269732)

    • Graphics: Fixed a bug in SRPs where models appeared white in the preview window. (1297670)

    • Graphics: Fixed a bug with Cubemap.GetPixel(CubemapFace face, int x, int y) not passing its parameters correctly. (1305539)

    • Graphics: Fixed a case that render thread calls main thread only API in editor. (1317190)

    • Graphics: Fixed a crash that would occur when trying to create a VT GPU cache larger than the available GPU memory. (1293468)

    • Graphics: Fixed a crash when passing in DepthAuto or ShadowAuto into SystemInfo.GetCompatibleFormat. (1343093)

    • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

    • Graphics: Fixed a regression where calling the the Texture2D.Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. (1312670)

    • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.

    • Graphics: Fixed ACES filter artefact due to half float error on some mobile platforms.

    • Graphics: Fixed alignment in Volume Components.

    • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

    • Graphics: Fixed an incorrect error check in the BC7 decompressor. (1339809)

    • Graphics: Fixed an issue with ReadPixels() over 3 API's, where the first slice would always be returned instead of the specified depth slice. The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face. (979487)

    • Graphics: Fixed an uninitialized value problem found by Vulkan. (1309741)

    • Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. (1180254)

    • Graphics: Fixed assertion failure when releasing rendererlists in certain scenes. (1342215)

    • Graphics: Fixed assertion on compression of L1 coefficients for Probe Volume.

    • Graphics: Fixed bug where ComputeShader.IsSupported for OpenGL (ES) would only return false on the first call for kernel that did not compiler at runtime. (1334034)

    • Graphics: Fixed crash when a compute shader does not compile when using OpenGL. (1324695)

    • Graphics: Fixed crash when calling AsyncGPUReadback.RequestIntoNativeArray with a temp allocated array. (1336583)

    • Graphics: Fixed crash when DX12 Hardware Dynamic Resolution Scaling is enabled on XR. (1323531)

    • Graphics: Fixed crash when executing CommandBuffer.DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer. (1323447)

    • Graphics: Fixed crash when launching tutorials on Linux with AMD/Intel cards. (1323204)

    • Graphics: fixed crash wrong format desc of GraphicsFormat.VideoAuto on metal (1296529)

    • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation

    • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

    • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.

    • Graphics: Fixed empty RenderTexture.ResolveAA debug marker appearing in Frame Debugger and other frame capture tools on mobile platforms. (1330944)

    • Graphics: Fixed error when change Lens Flare Element Count followed by undo. (1346894)

    • Graphics: Fixed explicit half precision not working even when Unified Shader Precision Model is enabled.

    • Graphics: Fixed false-positive error message during ReadbackImage on GLCore (1297065)

    • Graphics: Fixed frame debugger crash when using the RenderPass API with MSAA enabled. (1317665)

    • Graphics: Fixed gizmo rendering in SRP when wireframe mode is selected (1251022)

    • Graphics: Fixed GPU crash on Intel integrated cards when opening the editor with a scene that had VFX. (1332956)

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed HDRP Runtime test failure in Vulkan caused by incorrect shader code generation. (1323529)

    • Graphics: Fixed IES Importer related to new API on core.

    • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.

    • Graphics: Fixed incorrect shader code generation when using half precision SV_POSITION. (1323558)

    • Graphics: Fixed incorrect warning in when creating a texture from script with a compressed format that is not supported on the Editor platform. (1317998)

    • Graphics: Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.

    • Graphics: Fixed L2 for Probe Volumes.

    • Graphics: Fixed layered rendering (and validation errors) with 3D Textures when using Vulkan. (1323740)

    • Graphics: Fixed layered rendering to mips of 3D textures when using Vulkan. (1329180)

    • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

    • Graphics: Fixed Lens Flare rotation for Curve Distribution.

    • Graphics: Fixed Lens Flare Thumbnails.

    • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

    • Graphics: Fixed Light Layers with duplicate names being hidden in Light or Renderer component. (1335982)

    • Graphics: Fixed Light Probe evaluation in ray tracing shaders resulting in wrong ambient colors. Fixed Light Probe Proxy Volume setup not binding SH2 L2 band uniforms in ray tracing shaders. (1330711)

    • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

    • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

    • Graphics: Fixed Metal DebugGroups during Xcode GPU Frame Capture getting incorrectly nested when using RenderPass API. (1330942)

    • Graphics: Fixed Metal multisample depth resolve not working. (1330714)

    • Graphics: Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.

    • Graphics: Fixed missing support for coarse/fine derivatives in shader code.

    • Graphics: Fixed normal bias field of reference volume being wrong until the profile UI was displayed.

    • Graphics: Fixed performance regression when changing Mesh vertices or indices. (1326091)

    • Graphics: Fixed problem on domain reload of Volume Parameter Ranges and UI values.

    • Graphics: Fixed random crash when reloading VFX under special circumstances. (1291710)

    • Graphics: Fixed regression where RenderTextureDescriptor.depthBufferBits or RenderTexture.depth could return GraphicsFormat.None when setting the properties to 24 or 32 bit. (1340405)

    • Graphics: Fixed RenderPass API MSAA and clear action issues when writing to the backbuffer on Android (1315433)

    • Graphics: Fixed Right Align of additional properties on Volume Components Editors.

    • Graphics: Fixed rotation issue now all flare rotate on positive direction. (1348570)

    • Graphics: Fixed ScriptableRenderContext.ExecuteCommandBuffer crashing when called with a disposed command buffer (1306222)

    • Graphics: Fixed Single Channel Texture2DArrays having corrupted mips when using Box mip filtering. (1352547)

    • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data

    • Graphics: Fixed spacing between property fields on the Volume Component Editors.

    • Graphics: Fixed static batching bug related to rendering layer mask. Meshes that are set up with different rendering layer masks (unity_RenderingLayer uniform variable in shader code), are now correctly split when static batching is enabled instead of being merged, which would otherwise generate incorrect rendering if unity_RenderingLayer was accessed by the shader code.

    • Graphics: Fixed tessellation factors access in domain shaders on Metal/Vulkan. (1337590)

    • Graphics: Fixed Texture resource state that can be incorrect when the destination texture of Graphics.Blit() is also set as _MainTex of the blit material. (1323521)

    • Graphics: Fixed Texture2D.GetPixel(int x, int y, int miplevel) internally passing the miplevel parameter incorrectly. (1284757)

    • Graphics: Fixed Texture3D.CreateExternalTexture to work correctly with Vulkan. (1322987)

    • Graphics: Fixed TextureGenerator.GenerateTexture throws null pointer exception when running with enablePostProcessor to true. (1283888)

    • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.

    • Graphics: Fixed the documentation of CommandBuffer.EndSample. (1264605)

    • Graphics: Fixed the location of the "Shader Graph" asset create menu to be next to the "Shader" menu. (1337080)

    • Graphics: Fixed the multicamera tests on Linux. (1318477)

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.

    • Graphics: Fixed unable to store light layer mask in preset. (1335979)

    • Graphics: Fixed Undo from script refreshing thumbnail.

    • Graphics: Fixed unstable async readback test. (1288678)

    • Graphics: fixed Unwrap crash when automatic margin calculation results in very small margin (1308365)

    • Graphics: Fixed Volume Gizmo size when rescaling parent GameObject.

    • Graphics: Fixed Vulkan API AccessTextureByID which was failing due to an incorrect internal implementation.

    • Graphics: Fixing bug were a very strong emissive could leak if placed behind a canvas surface in the scene. (1295722)

    • Graphics: Flagged kFormatB10G11R11_UFloatPack32 as a HDR format (1310527)

    • Graphics: Force reload of VFX graph compute shaders when reloading assembly (1107178)

    • Graphics: Game View Stats Saved by Batching is always 0 when using SRPBatcher. (1329391)

    • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API (1300054)

    • Graphics: GetPixels,SetPixels,GetPixels32,SetPixels32 will now throw exceptions when failing instead of printing error messages. A number of bugs were fixed that could crash unity. (1293040)

    • Graphics: Graphics: Fixing DLSS vulkan black pixels / frame corruption of first frame. (1335735)

    • Graphics: GUIView.GrabPixels() on Metal will now fill the RenderTexture with valid content (1223120)

    • Graphics: make metal query max tessellation factor from the driver instead of clamping to 16 always (1289859)

    • Graphics: Metal shaders will compile correctly when referencing tessellation factors in the domain shader. (1139698)

    • Graphics: Missing objects when highly static batched scene + SRP Batcher (1294742)

    • Graphics: NVIDIA package no longer gets enabled when a project is updated to a new version of unity. This was the result of a bad configuration. (1342012)

    • Graphics: On Metal, enforce depth clearing when "Don't care" load action is used, to avoid potential subtle issues later on. (1330613)

    • Graphics: Order of DLSS quality enumerations changed for better and more intuitive user experience. This change does not break API. (1335732)

    • Graphics: Partially fix limitation of sending only one event per frame : the direct link supports multiple event sent within the same frame.

    • Graphics: Pause VFX when frame debugger is enabled. (1195088)

    • Graphics: Properly handle terrain pixel error calculations for orthographic cameras (1244606)

    • Graphics: Provided an appropriate API to update builtin reflection probes internal data. (1207660)

    • Graphics: Put objects with negative scale into separate static batch. This makes normal maps display correctly on those objects. (1205209)

    • Graphics: Removed GraphicsFormat warning for RenderTextures when changing color space to gamma. (1284779)

    • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12.

    • Graphics: Removed the unneeded data copy of the initialised memory to video memory when creating a texture from script. (1337186)

    • Graphics: Removed unnecessary api files for NVIDIA Module.

    • Graphics: RenderTextures are no longer forced to use Clamp border sampling if a format with depth is used. (1292651)

    • Graphics: Resolved exact fixed time step flickering while using strip (and other unexpected behavior). (1289829)

    • Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.

    • Graphics: Skip wind calculations for Speed Tree 8 when wind vector is zero. (1335487)

    • Graphics: Support undo of Global Settings assignation (1342987)

    • Graphics: Updated Postprocessing v2 package to 3.1.1.

    • Graphics: Updated SpeedTree importer editor to correctly regenerate materials with custom render pipelines. Only shows the "Receive Shadows" toggle if that functionality is supported by the current SupportedRenderingFeatures. (1338973)

    • Graphics: Using CopyTexture on textures with different MSAA sample counts throws an error. (1308132)

    • Graphics: Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.

    • Graphics: Visual Effects in prefabs always show as modified (1285787)

    • Graphics: Visual effects will continue to cast shadows even when they are not visible in camera. (1279851)

    • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

    • Graphics: When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.

    • Graphics: When creating PVRTC texture which is not POT and square throw an exception, as it is not supported and might result in crashes later on. (1329461)

    • HDRP: Assets going through the migration system are now dirtied.

    • HDRP: Cleanup Shader UI.

    • HDRP: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a compilation issue for AxF carpaints on Vulkan

    • HDRP: Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).

    • HDRP: Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data.

    • HDRP: Fixed a limit case when the camera is exactly at the lower cloud level. (1316988)

    • HDRP: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

    • HDRP: Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle.

    • HDRP: Fixed a NaN generating in Area light code.

    • HDRP: Fixed a null ref exception when adding a new environment to the Look Dev library.

    • HDRP: Fixed a nullref in volume system after deleting a volume object. (1348374)

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed access to main directional light from script.

    • HDRP: Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds. (1340731)

    • HDRP: Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (1339330)

    • HDRP: Fixed an incompatibility between MSAA and Volumetric Clouds.

    • HDRP: Fixed an issue in the planar reflection probe convolution.

    • HDRP: Fixed an issue that made camera motion vectors unavailable in custom passes.

    • HDRP: Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph.

    • HDRP: Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.

    • HDRP: Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster.

    • HDRP: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

    • HDRP: Fixed an issue where runtime debug window UI would leak game objects.

    • HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

    • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

    • HDRP: Fixed an issue with debug overriding emissive material color for deferred path. (1313123)

    • HDRP: Fixed an issue with Decal normal blending producing NaNs.

    • HDRP: Fixed an issue with half res ssgi upscale.

    • HDRP: Fixed an issue with normal management for recursive rendering (1324082)

    • HDRP: Fixed an issue with reflection probe normalization via APV when no probes are in scene.

    • HDRP: Fixed an issue with resolution dependence for physically based depth of field.

    • HDRP: Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases).

    • HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values.

    • HDRP: Fixed an issue with the capture callback (now includes post processing results).

    • HDRP: Fixed an issue with the mipmap generation internal format after rendering format change.

    • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.

    • HDRP: Fixed AxF debug output in certain configurations (1333780)

    • HDRP: Fixed bad feedback loop occuring when auto exposure adaptation time was too small.

    • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.

    • HDRP: Fixed box light attenuation.

    • HDRP: Fixed cases in which object and camera motion vectors would cancel out, but didn't.

    • HDRP: Fixed Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures.

    • HDRP: Fixed computation of geometric normal in path tracing (1293029)

    • HDRP: Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey.

    • HDRP: Fixed contact shadow debug views not displaying correctly upon resizing of view.

    • HDRP: Fixed contact shadows tile coordinates calculations.

    • HDRP: Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.

    • HDRP: Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP

    • HDRP: Fixed cropping issue with the compositor camera bridge (1340549)

    • HDRP: Fixed custom pass volume not executed in scene view because of the volume culling mask.

    • HDRP: Fixed custom pass workflow for single camera effects.

    • HDRP: Fixed custom post process name not displayed correctly in GPU markers.

    • HDRP: Fixed custom post process template not working with Blit method.

    • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.

    • HDRP: Fixed decal draw order for ShaderGraph decal materials.

    • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.

    • HDRP: Fixed Decal's UV edit mode with negative UV.

    • HDRP: Fixed decals in material debug display.

    • HDRP: Fixed diffusion profile breaking after upgrading HDRP (1337892)

    • HDRP: Fixed diffusion profile displayed in the inspector.

    • HDRP: Fixed distortion when resizing the graphics compositor window in builds. (1328968)

    • HDRP: Fixed enabling a lensflare in playmode.

    • HDRP: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

    • HDRP: Fixed error with motion blur and small render targets.

    • HDRP: Fixed exposure issues with volumetric clouds on planar reflection.

    • HDRP: Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR). (1346383)

    • HDRP: Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth).

    • HDRP: Fixed failures on platforms that do not support ray tracing due to an engine behavior change.

    • HDRP: Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

    • HDRP: Fixed for wrong cached area light initialization.

    • HDRP: Fixed Force RGBA16 when scene filtering is active. (1228736)

    • HDRP: Fixed GBuffer clear option in FrameSettings not working.

    • HDRP: Fixed gbuffer depth debug mode for materials not rendered during the prepass.

    • HDRP: Fixed GC allocations from XR occlusion mesh when using multipass.

    • HDRP: Fixed ghosting issues if the exposure changed too much (RTGI).

    • HDRP: Fixed gizmo rendering when wireframe mode is selected.

    • HDRP: Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy.

    • HDRP: Fixed HDRP material being constantly dirty.

    • HDRP: Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material. (1339865)

    • HDRP: Fixed HDRP's ShaderGraphVersion migration management which was broken.

    • HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

    • HDRP: Fixed incorrect RTHandle scale in DoF when TAA is enabled.

    • HDRP: Fixed infinite propagation of nans for RTGI and SSGI. (1349738)

    • HDRP: Fixed Intensity Multiplier not affecting realtime global illumination.

    • HDRP: Fixed invalid pass index 1 in DrawProcedural error.

    • HDRP: Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.

    • HDRP: Fixed issue in wizard when resource folder don't exist.

    • HDRP: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.

    • HDRP: Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

    • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.

    • HDRP: Fixed issue with automatic exposure settings not updating scene view.

    • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.

    • HDRP: Fixed issue with Depth of Field CoC debug view.

    • HDRP: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

    • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.

    • HDRP: Fixed issue with hierarchy object filtering.

    • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.

    • HDRP: Fixed issue with NaNs in Volumetric Clouds on some platforms.

    • HDRP: Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time.

    • HDRP: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.

    • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.

    • HDRP: Fixed issue with shadow mask and area lights.

    • HDRP: Fixed issue with velocity rejection when using physically-based DoF.

    • HDRP: Fixed label style in pbr sky editor.

    • HDRP: Fixed LayerMask editor for volume parameters.

    • HDRP: Fixed light gizmo showing shadow near plane when shadows are disabled.

    • HDRP: Fixed light layer issue when performing editing on multiple lights.

    • HDRP: Fixed LightCluster debug view for ray tracing.

    • HDRP: Fixed lights shadow frustum near and far planes.

    • HDRP: Fixed LookDev environment library assignement after leaving playmode.

    • HDRP: Fixed material keywords with fbx importer.

    • HDRP: Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset.

    • HDRP: Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering.

    • HDRP: Fixed missing API documentation for LTC area light code.

    • HDRP: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

    • HDRP: Fixed missing global wind parameters in the visual environment.

    • HDRP: Fixed Missing lighting quality settings for SSGI. (1312067)

    • HDRP: Fixed missing option to use POM on emissive for tessellated shaders.

    • HDRP: Fixed missing Update in Wizard's DXR Documentation.

    • HDRP: Fixed model import by adding additional data if needed.

    • HDRP: Fixed multi cameras using cloud layers shadows.

    • HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.

    • HDRP: Fixed multiple any hit occuring on transparent objects. (1294927)

    • HDRP: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.

    • HDRP: Fixed normals provided in object space or world space, when using double sided materials.

    • HDRP: Fixed null reference exception in Raytracing SSS volume component.

    • HDRP: Fixed nullref in layered lit shader editor.

    • HDRP: Fixed nullref when enabling fullscreen passthrough in HDRP Camera.

    • HDRP: Fixed object outline flickering with TAA.

    • HDRP: Fixed objects disappearing from Lookdev window when entering playmode. (1309368)

    • HDRP: Fixed overdraw in custom pass utils blur and Copy functions (1333648)

    • HDRP: Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture.

    • HDRP: Fixed parameter ranges in HDRP Asset settings.

    • HDRP: Fixed path traced transparent unlit material (1335500)

    • HDRP: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

    • HDRP: Fixed PCSS filtering issues with cached shadow maps.

    • HDRP: Fixed performance issue with ShaderGraph and Alpha Test.

    • HDRP: Fixed Pixel Displacement that could be set on tessellation shader while it's not supported.

    • HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on.

    • HDRP: Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data.

    • HDRP: Fixed potential NaN on apply distortion pass.

    • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.

    • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

    • HDRP: Fixed reflection probes being injected into the ray tracing light cluster even if not baked (1329083)

    • HDRP: Fixed register spilling on FXC in light list shaders.

    • HDRP: Fixed remapping of depth pyramid debug view.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.

    • HDRP: Fixed rendering of objects just after the TAA pass (before post process injection point).

    • HDRP: Fixed ResourceReloader that was not call anymore at pipeline construction.

    • HDRP: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.

    • HDRP: Fixed rounding issue when accessing the color buffer in the DoF shader.

    • HDRP: Fixed sceneview debug mode rendering. (1211436)

    • HDRP: Fixed screen being over-exposed when changing very different skies.

    • HDRP: Fixed screen-space shadows with XR single-pass and camera relative rendering. (1348260)

    • HDRP: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    • HDRP: Fixed side effect on styles during compositor rendering.

    • HDRP: Fixed skybox for ortho cameras.

    • HDRP: Fixed some aliasing ussues with the volumetric clouds.

    • HDRP: Fixed some depth comparison instabilities with volumetric clouds.

    • HDRP: Fixed some labels being clipped in the Render Graph Viewer

    • HDRP: Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass.

    • HDRP: Fixed some reference to old frame settings names in HDRP Wizard.

    • HDRP: Fixed some render texture leaks.

    • HDRP: Fixed some resolution aliasing for physically based depth of field. (1340551)

    • HDRP: Fixed spacing on LayerListMaterialUIBlock.

    • HDRP: Fixed spot light radius not changed when editing the inner or outer angle of a multi selection. (1345264)

    • HDRP: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.

    • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.

    • HDRP: Fixed SSR Precision for 4K Screen.

    • HDRP: Fixed SSS on console platforms.

    • HDRP: Fixed sub-shadow rendering for cached shadow maps.

    • HDRP: Fixed support for instanced motion vector rendering.

    • HDRP: Fixed support for ray binning for ray tracing in XR (case ). (1346374)

    • HDRP: Fixed support of Distortion with MSAA

    • HDRP: Fixed support of multi-editing on custom pass volumes.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed tessellation displacement with planar mapping.

    • HDRP: Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume.

    • HDRP: Fixed the double sided option moving when toggling it in the material UI (1328877)

    • HDRP: Fixed the fallback to custom went changing a quality settings not workings properly (1338657)

    • HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate. (1352679)

    • HDRP: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • HDRP: Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute.

    • HDRP: Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (1332904)

    • HDRP: Fixed the RTAO debug view being broken.

    • HDRP: Fixed the shader graph files that was still dirty after the first save. (1342039)

    • HDRP: Fixed the transparent cutoff not working properly in semi-transparent and color shadows. (1340234)

    • HDRP: Fixed the various history buffers being discarded when the fog was enabled/disabled. (1316072)

    • HDRP: Fixed tiled artifacts in refraction at borders between two reflection probes.

    • HDRP: Fixed timing issues with accumulation motion blur

    • HDRP: Fixed undo of some properties on light editor.

    • HDRP: Fixed undo on light anchor.

    • HDRP: Fixed undo-redo on layered lit editor.

    • HDRP: Fixed Undo/Redo instability of light temperature.

    • HDRP: Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (1333947)

    • HDRP: Fixed update upon light movement for directional light rotation.

    • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.

    • HDRP: Fixed various issues with non-temporal SSAO and rendergraph.

    • HDRP: Fixed various SSGI issues. (1327919, 1339297, 1340851)

    • HDRP: Fixed Vertex Color Mode documentation for layered lit shader.

    • HDRP: Fixed VFX flag "Exclude From TAA" not working for some particle types.

    • HDRP: Fixed VfX lit particle AOV output color space.

    • HDRP: Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog in planar reflections.

    • HDRP: Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing.

    • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).

    • HDRP: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

    • HDRP: Fixed white flash when camera is reset and SSR Accumulation mode is on.

    • HDRP: Fixed white flash with SSR when resetting camera history. (1335263)

    • HDRP: Fixed white flashes on camera cuts on volumetric fog.

    • HDRP: Fixed white flashes when history is reset due to changes on type of upsampler.

    • HDRP: Fixed wizard checking FrameSettings not in HDRP Default Settings.

    • HDRP: Fixed wobbling/tearing-like artifacts with SSAO.

    • HDRP: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

    • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.

    • HDRP: Fixed XR depth copy (1286908)

    • HDRP: Fixed XR depth copy when using MSAA.

    • HDRP: Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time.

    • HDRP: HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline.

    • HDRP: Indentation of the HDRenderPipelineAsset inspector UI for quality.

    • HDRP: Only display HDRP Camera Preview if HDRP is the active pipeline. (1350767)

    • HDRP: Prevent any unwanted light sync when not in HDRP. (1217575)

    • HDRP: Prevented user from spamming and corrupting installation of nvidia package.

    • HDRP: The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.

    • HDRP: The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline.

    • HDRP: VFX : Debug material view incorrect depth test. (1293291)

    • HDRP: VFX : Debug material view were rendering pink for albedo. (1290752)

    • HDRP: VFX: Fixed LPPV with lit particles in deferred. (1293608)

    • IL2CPP: Added support for array values as custom attribute arguments. (1174903)

    • IL2CPP: Allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

    • IL2CPP: Fixed compiler error calling Enum.GetHashCode with System.Enum arguments. (1354855)

    • IL2CPP: Fixed issue that could lead to builds not re-building when certain files or settings were updated. (1343625)

    • IL2CPP: Fixed issue with non-ASCII characters in installation path or project path that could cause builds to fail. (1322529)

    • IL2CPP: Fixed issue with UnityLinker that would cause Windows Runtime assemblies to be incorrectly loaded and parsed, causing builds to fail. (1315830)

    • IL2CPP: Fixed UnityLinker bug that caused callvirt instruction to be removed without removing the corresponding constrained instruction. (1297609)

    • IMGUI: Fixed an issue where custom editor without CanEditMultipleObjects attribute is not displaying the script fields. (1279145)

    • IMGUI: Fixed an issue where the layers dropdown menu window is not closed while dragging the editor window. (1308381)

    • IMGUI: Fixed Gridview image of Texture not updating in ProjectBrowser when color space is updated in PlayerSettings. (1198127)

    • IMGUI: Fixed Project Window going blank when the objects are dragged between folders in Favourites. (1206532)

    • IMGUI: Hide the MaterialEditor in inspector when a MeshRenderer is hidden. (1289980)

    • Input System: Fixed Y coordinate being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)

    • iOS: Added missing API file updates.

    • iOS: Disabled audio output on pre-iOS14 simulators, as audio is broken here completely and causes a crash on startup. (1325806)

    • iOS: EditorUserBuildSettings.symlinkLibraries will affect sources in packages which are referenced by file tag in Packages/manifest.json (1301157)

    • iOS: Fixed an issue where display length is not updated when external display is disconnected. Users now can access only active displays (previously there was a possibility of caching known but inactive display indices). (1330759)

    • iOS: Fixed crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

    • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

    • iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal (1299759)

    • iOS: Fixed tweaking WebCamTexture sampler setup resulting in GPU error on older devices. (1309523)

    • iOS: Provide Compass.headingAccuracy data. (1338663)

    • iOS: UaaL displays properly if embedded in app with SceneDelegate support. (1266702)

    • iOS: Update the list of available frameworks in Plugin Inspector. (1194821)

    • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).

    • Kernel: Fixed issue where running player with auto connect on mobile device with disabled WiFi, disabling player connection. Then any attempt to connect to device manually will fail. (1311781)

    • Kernel: Fixed potential crash while extracting detangled name on OSX. (1308423)

    • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.

    • License: Add Licensing Client version into Editor Analytics.

    • License: Fix serverDirectory in license server configuration file

    • License: Fixed memory leak in Licensing Module.

    • Linux: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • Linux: Fix "Not Responding" dialog window opens up in the Player when the splash screen's logo duration is set to 4.65 or higher. (1249666)

    • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

    • Linux: Fix recognition of game controllers with same usd product id. (1300415)

    • Linux: Fixed automated batch mode test from failing due to Unity exiting with error code 133 before all it's threads have shut down. (1303886)

    • Linux: Fixed gizmo dropdown not closing when clicking on the scene or game view. (1289590)

    • Linux: Fixed inspector prefab overrides window from drawing beyond the usable workarea (1119679)

    • Linux: Fixed main editor window from scrolling when using larger Gnome font sizes. (1311302)

    • Linux: Fixed mismatch BeginSample/EndSample profiler errors when using a modal file save dialog while profiling. (1322750)

    • Linux: Fixed mismatch profiler BeginSample/EndSample errors when interacting with a modal dialog while the profiler is active in Editor mode. (1306180)

    • Linux: Fixed mouse clicks incrementing scroll x/y. (1308873)

    • Linux: Fixed plugin header files not being copied to the editor installer. (1345891)

    • Linux: Fixed shifted key events in the old input system. (1316748)

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • Linux: Keep the window that had focus last in focus after a modal dialog closes. (1319180)

    • Linux: Keyboard API now correctly displays non-US keyboard displaynames when using Keyboard.current.<key>.displayName (1266943)

    • Linux: Made updates to min/max size blocking if it results in a resized window to help ensure a window is ready after it's size has been changed. (1319323)

    • Linux: Make GUIViews obey the min/max constraints of the window they are in. (1327222)

    • Linux: NullReferenceException no longer appears when clicking the "Setting icon" under the "Profiler Module" dropdown (1290647)

    • Linux: Removed broken gamepad auto mapping from SDL 2.0.14. (1322165)

    • Linux: Updated from SDL 2.0.12 to 2.0.14

    • macOS: Fix Screen.resolutions refreshRate property. (1284854)

    • macOS: Fixed a bug related to 8 monitors connected at one time. (1272030)

    • macOS: Fixed crash if user unplugs a secondary display while running player. (1325384)

    • macOS: Fixed crash in pthread_wait_cond when launching Unity with -importPackage option (1301071)

    • macOS: Fixed IMGUI mouse position when using the New Input System. (1298110)

    • macOS: Fixed Input.inputString doesn't convert input to the suggestions from IME. (1305843)

    • macOS: Fixed Input.inputString not updating when cmd key is held down (1296862)

    • macOS: Fixed install path regression that resulted in iOS support not being able to be installed. (1337753)

    • macOS: Fixed memory leak in HDR Display related code

    • macOS: Fixed scene view lagging when the tile palette window was focused. (1316068)

    • macOS: Fixed Screen.currentResolution when Mac Retina Support Player Setting is off. (1286140)

    • macOS: If running under Rosetta 2, <Rosetta> will appear in the title bar next to the graphics mode. (1329708)

    • macOS: We now log basic system information when launching the Editor to the log file.

    • macOS: We now prompt for to save changes even when the window is minimized. (1320569)

    • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Mobile: No more MSAA and Pixel Light count warnings when building URP on Mobile platforms (1300605)

    • Mobile: Show provider icon and info text correctly.

    • Mono: Assembly.Load now loads distinct assemblies correctly. (1073523)

    • Mono: Fixed "Loading assembly failed. File does not contain a valid CIL image" errors. (1336618)

    • Mono: Fixed FileSystemEventArgs.Name to be a relative path. (1344552)

    • Mono: Fixed issue in the mono web request stack where it would incorrectly wait on the Unity synchronization context for an asynchronous call to complete leading to the request being aborted on timeout. (1338465)

    • Mono: Fixed regression where a MissingMethodException would be thrown when IsComObject was called. (1346334)

    • Mono: Prevent unnecessary files from being copied into the Managed directory when managed code stripping is enabled. (1302474)

    • Multiplayer: Marked uNET HLAPI as deprecated.

    • N/A (internal): Fixed native test instability CanLoadMesh. (1330725)

    • Networking: UnityWebRequest: fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)

    • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

    • Package: (Recorder) (macOS) Fixed an image stride issue for ProRes formats 4444 and 4444XQ.

    • Package: (Recorder) Do not perform the color space conversion from linear to sRGB for RenderTextures that are already sRGB.

    • Package: (Recorder) Ensured that the color space conversion from sRGB to linear is performed when required for EXR files

    • Package: (Recorder) Ensured that the Image Recorder encodes in sRGB when requested, even if the scripted render pipeline provides linear data.

    • Package: (Recorder) Fixed a memory leak in the AOV Recorder.

    • Package: (Recorder) Fixed an exception that occurred when sending a RenderTexture to a Recorder before creating this RenderTexture.

    • Package: (Recorder) Fixed an exception that occurred when the user performed the undo action after deleting a Recorder.

    • Package: (Recorder) Fixed audio recording issue when the frame interval is not starting at 0.

    • Package: (Recorder) Fixed invalid values in the alpha channel when performing texture sampling for different rendering and output resolutions.

    • Package: (Recorder) Fixed issues with the Recorder samples about synchronizing multiple recordings and resetting the Game view resolution.

    • Package: (Recorder) Fixed the Tagged Camera capture process to follow any camera changes that might occur.

    • Package: (Recorder) Fixed vertically flipped outputs on OpenGL hardware.

    • Package: (Recorder) Perform the appropriate color space conversion for Texture Sampling sources when required.

    • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.].

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package: Visual Scripting :
      • Fixed long values not preserved in literal nodes.
      • Fixed root icons in breadcrumbs in the graph editor window.
      • Fixed graph nodes icons
      • Fixed project settings will not show when looking for graphs
      • Fixed exception when user double clicks on a graph
      • Raised warnings at edit time when a MouseEvent node is used when targeting handheld devices instead of build time.
    • Package: [VisualScripting] "Restore to Defaults" buttons in the Project Settings window

    • Package: [VisualScripting] Console errors when deleting a Prefab with a Visual Script

    • Package: [VisualScripting] Console errors when editing nested graphs during Play Mode

    • Package: [VisualScripting] Dropdown icon is not clipped with TextField under "Get Variable"

    • Package: [VisualScripting] Error message when custom inspectors are generated

    • Package: [VisualScripting] Error when executing "Fix Missing Scripts" in a HDRP project

    • Package: [VisualScripting] FlowMachine type is now back in usable types.

    • Package: [VisualScripting] Fuzzy finder no longer blinks when trying to add a node [BOLT-1157]

    • Package: [VisualScripting] Fuzzy finder search window no longer remains above all other windows [BOLT-1197]

    • Package: [VisualScripting] Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214]

    • Package: [VisualScripting] Generated folder is removed when removing the VisualScripting package.

    • Package: [VisualScripting] Graph getting corrupted when adding "Get Action Map" unit

    • Package: [VisualScripting] GraphPointerException occurs when nesting graph within itself [BOLT-1257]

    • Package: [VisualScripting] Help button in the visual scripting Assets and Behaviours inspector now link to the package documentation.

    • Package: [VisualScripting] Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725]

    • Package: [VisualScripting] Node description being sometimes clipped

    • Package: [VisualScripting] Object Variables tabs not updated when creating a Prefab

    • Package: [VisualScripting] Open the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159]

    • Package: [VisualScripting] Preferences being searchable [BOLT-1218]

    • Package: [VisualScripting] Preferences spacing has been adjusted to avoid overlaps

    • Package: [VisualScripting] RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149]

    • Package: [VisualScripting] Rendering of inactive ObjectFields

    • Package: [VisualScripting] Resize cursor rect on group when graph window is zoomed

    • Package: [VisualScripting] ScalarAdd unit migration from 1.4.13 to 1.4.14 and above

    • Package: [VisualScripting] Scale groups when zoom is not at 1x

    • Package: [VisualScripting] Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed

    • Package: [VisualScripting] ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder

    • Package: [VisualScripting] Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed

    • Package: [VisualScripting] Warnings overflow in the console when deleting and adding a boolean variable in the blackboard

    • Package: [VisualScripting] Warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing

    • Package Manager: Add an info icon will warn users when the package version they are using is not recommended for their Unity version. (1335740)

    • Package Manager: Added missing tooltip to the refresh icon.

    • Package Manager: Deletion of root package folders from Project Browser is now prohibited. Users should use Package Manager Window to ensure proper removal of packages from their projects. (1285197)

    • Package Manager: Enabled Update button for packages installed from Git, will check if any updates are available and update the Git package.

    • Package Manager: Errors are now automatically refreshed once packages are updated to fix the issue. (1342141)

    • Package Manager: Fix sample display name error info box when package is not in development and package manager set to lowest width.

    • Package Manager: Fix size of add bouton

    • Package Manager: Fix the button text being clipped and properties going out of panel under the foldout of Scoped Registries in Project Settings window.

    • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

    • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

    • Package Manager: Fixed an issue where if the user has many asset store packages loaded in My Assets view, selecting the last package and scrolls up list show items with empty package name.

    • Package Manager: Fixed an issue where manually embedded packages from the project cache are not added in Perforce. (1314073)

    • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

    • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

    • Package Manager: Fixed confusing error message when 'View changelog' not available (1282094)

    • Package Manager: Fixed random stack overflow issue when installing and uninstalling packages. (1327700)

    • Package Manager: Fixed tests compilation warnings.

    • Package Manager: Fixed the issue when sorting by "Update date" and filtering by "Downloaded", the order of the assets is inconsistent in My Assets tab. (1343200)

    • Package Manager: Fixed the issue where modifying sort option breaks package list ordering in the My Assets tab. (1343198)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Package Manager: Fixed the UX issue where after a user installs a version of a package that does not match the version used after dependency resolution, it looks like the install did not happen. (1271576)

    • Package Manager: If user install same version as feature set required locally, we don't show it as customized. (1342339)

    • Package Manager: Implemented undo/redo in Scoped Registries Management. (1285075)

    • Package Manager: Put a descriptive error message when open asset with different account

    • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled. (1297779)

    • Package Manager: Show package update icon and update button when there is a latest update available. Remove update icon and update button when there is a recommended update available that is not the latest update.

    • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

    • Package Manager: The expanded/collapsed state of Packages folder in Project Browser will now persist on Editor restart. (1307883)

    • Package Manager: There are no more missing packages in a Feature's dependencies list. (1344819)

    • Particles: Add texel size and mask interaction shader properties to particle system renderer. (1296392)

    • Particles: Added missing tooltips to + and - buttons. (1332732)

    • Particles: Apply Start Delay to Rate over Distance emission. (1314672)

    • Particles: Disable error dialog for incorrect Vertex Stream setup, because it is not possible to provide accurate information. (1304215)

    • Particles: Ensure ParticleSystem.Particle.angularVelocity gets applied properly when set via script. (1322645)

    • Particles: Fix incorrect evaluation of the end of stepped curves in Particle Systems. (1314389)

    • Particles: Fixed culling issue if a Particle System mesh changes. (1329097)

    • Particles: Fixed Mesh (+) button overlapping in Renderer Material field. (1332484)

    • Particles: Fixed misplaced object selector buttons under Trigger, Collision, and External Force modules. (1331893)

    • Particles: Fixed orientation of GPU instanced mesh particle shadows. (1036174)

    • Particles: Keep Particle System curve editor labels within the GUI box, to avoid any clipping. (1323617)

    • Particles: Prevent errors and invalid particle simulations, when using an Arc of 0 and Ping-Pong mode in the Shape module. (1278594)

    • Particles: Run the Trigger Module on newly spawned particles in case they need removing, or a callback firing. (1328141)

    • Particles: The create button("+") is now hidden in the Particles Window when editing a Prefab Asset. (1287185)

    • Particles: Update emitter velocity as soon as the property is changed, not on the next frame. (1342626)

    • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

    • Physics: Changed the PhysX PVD connection code so that it can connect to a running PVD instance, and does set the visualization flags correctly.

    • Physics: Fix Rigidbody.angularVelocity setter that constrained the velocity wrongly; it's now doing it in mass-space to match what should happen actually (1083573)

    • Physics: Fixed a crash when adding more than 65534 Colliders to a Rigidbody or an Articulation Body. (1325575)

    • Physics: Fixed an issue where, when using "Collision2D.GetContacts(List<ContactPoint2D>)", the list size was incorrectly set the same as the list capacity rather than the number of results returned. (1352777)

    • Physics: Fixed Articulation Bodies not changing collision detection mode via Script. (1330429)

    • Physics: Fixed Character Controller returning incorrect closest points when the center is offset. (1339454)

    • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable. (1006742)

    • Physics: Fixed Physics Debugger not showing up in Prefab Mode. (1158611)

    • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

    • Physics: Prevented the ConnectedAnchor to be detected as property modification when AutoConfigureConnectedAnchor is set and ConnectedAnchor gets a generated value than happens to be different than the corresponding ConnectedAnchor value in the prefab. (1308880)

    • Prefabs: A component added to a Prefab in Prefab Mode which is found to conflict with a pre-existing component on an instance is now suppressed so the Inspector displays only the pre-existing component instead of both. (1148404)

    • Prefabs: Added error message to prevent entering playmode when the scene contains missing Prefabs instances. Added option to Unpack Prefabs when deleting them.

    • Prefabs: An open ComparisonViewPopup is now closed if undo operations cause selection changes which affect the content of the Overrides Window's tree view and render the popup's visibility redundant. (1325826)

    • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

    • Prefabs: Checked that the GameObject pointed by a component, during scene loading, is actually a valid GameObject. (1333374)

    • Prefabs: Components that are suppressed on a Prefab instance by added components, now reappear when the suppressor is destroyed. (1295687)

    • Prefabs: Corrected API documentation for SceneManager.activeSceneChanged. (1038093)

    • Prefabs: Fix that creating a Prefab by dragging did not handle missing scripts gracefully. (1259961)

    • Prefabs: Fixed an issue where OnValidate() could be called on an inactive Prefab. (1271820)

    • Prefabs: Fixed case 1085603: Undoing the 'Create/Replace prefab' action does not revert the Prefab to its previous state' (1085603)

    • Prefabs: Fixed crash when apply GameObjects or Components to Prefab while the Asset Pipeline is paused. (1324978)

    • Prefabs: Fixed Crash when Exiting Play mode with Multiple scenes loaded (1298007)

    • Prefabs: Fixed FindAllInstancesOfPrefab to filter persistent instances.

    • Prefabs: Fixed multiple selection of added GameObjects not being applied to Prefabs (or reverted) via the Hierarchy context menu. (1313939)

    • Prefabs: Fixed prefabs don't visually show their HideFlags.NotEditable state in the Hierarchy window. (1324446)

    • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

    • Prefabs: Fixed that changes to Prefab instances in the Scene are not reflected when dragging Materials/Scripts onto the Asset in the Project Window. (1311622)

    • Prefabs: Fixed that Overrides window does not refresh state after changing GameObject name in the comparison popup. (1300152)

    • Prefabs: Fixed undo not working when Renaming a Missing Prefab in the Hierarchy. (1165052)

    • Prefabs: Improved error logging when importing Prefab files. The import errors are now collected and logged as one message instead of individual errors and most importantly the Prefab asset path is made clear to the user. Also clicking the message will frame the Prefab in the Project Browser. Also missing Prefabs will now be logged as an error. (1298338)

    • Prefabs: PrefabUtility.SavePrefabAsset is now robust against supplied objects being reloaded during AssetModificationProcessor.OnWillSaveAssets. (1276013)

    • Prefabs: Removed wrong error message. (1287903)

    • Prefabs: Set as first/last sibling cannot be undone to reorder the Prefab hierarchy. (1296698)

    • Prefabs: Updated documentation for OnPostprocessPrefab to reflect better the behavior. (1304102)

    • Prefabs: Updated documentation that scripts using OnValidate can only modify data on itself. (1333052)

    • Profiler: Enabled GPU profiling in the Editor (1315474)

    • Profiler: Fixed a material leak in the UISystemProfiler UI (1280162)

    • Profiler: Fixed an issue where creating a Memory snapshot file writer with a null or empty string would crash the Editor (1296217)

    • Profiler: Fixed an issue where we could no longer connect to tethered Android devices after they have been disconnected, without manually calling adb commands from the CLI. (1268987)

    • Profiler: Fixed crash due to Profiler code during Editor Shutdown

    • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes (1299569)

    • Profiler: Fixed Recorder reporting invalid data after being disabled and re-enabled. (1321813)

    • Profiler: Fixed selection of RestoreManagedReferences sample and its children in Profiler Window (1330206)

    • Profiler: Fixed standalone profiler shows editor update check dialogue on start. (1334264)

    • Profiler: Fixed systrace captures producing corrupted data when started in middle of frame, mismatch begin and end samples. (1270929)

    • Profiler: Fixed the Thread Selection Dropdown in Hierarchy view showing multiple threads as selected if they all share the same name.

    • Profiler: Profiler will now clear when entering playmode with the game view maximised. (1307042)

    • Profiler: Removed Total Time from GI Profiler Module chart as it duplicated time in the stacked chart (1305568)

    • Profiler: Truncated project name in the profiler broadcast to fit within the message buffer. (1322888)

    • Profiler: When disconnecting from and autoconnected device the profiler will now default back to playmode instead of the previous connection. (1268887)

    • Scene Manager: Added debouncing to the search field in the Hierarchy and Scene view for better search input experience in large scenes. Is also now consistent with Project Browser searching behavior. (1315731)

    • Scene Manager: Fix rename overlay in Hierarchy to support hierarchy changes while renaming. (1296235)

    • Scene Manager: Fix that prevent dragging gameobject in a scene that is not loaded (1291614)

    • Scene Manager: Fixed "PlayerLoop internal function has been called recursively" error is thrown when calling NewScene() from the Update function. (1258244)

    • Scene Manager: Fixed focus issue when using a secondary hidden Hierarchy. When creating a new GameObject a visible Hierarchy tab is focused, prioritizing the last interacted Hierarchy if visible. Focusing a hidden Hierarchy tab is therefore now prevented in this situation. (1190664)

    • Scene Manager: Fixed GameObjects in Hierarchy window not hidden when using HideFlags.HideInHierarchy until next Hierarchy rebuild. (1167675)

    • Scene Manager: Fixed SceneManager.GetSceneByName() returning null when buildsettings path to the Scene is given as a parameter. (1155473)

    • Scene Manager: Improved performance of updates on large arrays. (1272309)

    • Scene Manager: Paste as Child' now supports pasting gameObjects to SubScenes. (1316660)

    • Scene Manager: Updated dirtiness logic for undoing after save. (1221800)

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Added check before recursion that the gizmo is not already active. (1326407)

    • Scene/Game View: Adding a verification of the current mode (edit/play) to only display FPS when in playmode as the measured value does not mean anything in edit mode and can confuse some users. (1285123)

    • Scene/Game View: Bugfix for Instability in picking tests failure. (1329183)

    • Scene/Game View: Fix for built-in tool buttons toggling highlighted state when clicked consecutively. (1344813)

    • Scene/Game View: Fixed Camera Overlay lost when entering play mode. (1340455)

    • Scene/Game View: Fixed clicking on a non-prefab child of a prefab instance incorrectly selecting prefab root. (1305433)

    • Scene/Game View: Fixed custom tool button incorrectly showing a built-in tool in certain cases where EditorToolContext is active. (1339433)

    • Scene/Game View: Fixed fading between 2D and 3D modes with overlays. (1339978)

    • Scene/Game View: Fixed for IMGUI content not being displaced by overlay toolbars. (1339990)

    • Scene/Game View: Fixed for the default Overlays' preset not matching the intended design. (1339964)

    • Scene/Game View: Fixed Grid Axis field in the Grid Settings Overlay not accepting input. (1345036)

    • Scene/Game View: Fixed Hierarchy context menu showing empty submenu entries. (1319505)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Scene/Game View: Fixed issue with scene view overlay in some packages (1339984)

    • Scene/Game View: Fixed possible exception when removing a collider component while the collider editor tool is active. (1259502)

    • Scene/Game View: Fixed Scene Hierarchy context menu not showing separators in submenus. (1247305)

    • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

    • Scene/Game View: Fixed shortcut conflict between Scene View "Nudge Grid" and 2D "Flip X Y" axis. (1309850)

    • Scene/Game View: Fixed some Scene View Overlays incorrectly registering as applicable to any Editor Window. (1337371)

    • Scene/Game View: Fixing Gameview focus inconsistent when re-docking (1272795)

    • Scene/Game View: Fixing MissingReferenceException in the Scene overlay when deleting a selected Particle System. (1295035)

    • Scene/Game View: Fixing overlay placement when scene view is resizing (1341038)

    • Scene/Game View: Fixing selection outline not drawn for SRP objects in scene view (1294951)

    • Scene/Game View: Fixing selection outline not fading when behind other objects (1119607)

    • Scene/Game View: Fixing Slider1D Handle

    • Scene/Game View: Global tool buttons are disabled when not useable. (1310614)

    • Scene/Game View: Increased maximum Scene Camera fly speed to 1e+5. (1287220)

    • Scene/Game View: Overlay positioning optimization by using transform position and usageHints (1339973)

    • Scene/Game View: Scene/Game View: Fixed an exception when loading an Overlay preset with invalid window type. (1337897)

    • Scene/Game View: The Scene view camera was snapping back or forward when zooming in while holding the Alt key.
      This was due to a small error in the formula.
      There is no more jump in the zoom with this fix. (1293718)

    • Scripting: Added support for custom attribute types inheriting from RuntimeInitializeOnLoadMethodAttribute. (1334599)

    • Scripting: Added type and method information to exceptions raised by the assembly reference checker. (1307194)

    • Scripting: APIUpdaterManager can now handle more than 64 assemblies. (1308408)

    • Scripting: Avoid flooding the console when parsing a define expression fails and the Asmdef inspector is active.
      Also improve interaction with define expression parsing errors in the console. (1314026)

    • Scripting: Avoid GC allocation in UnitySynchronizationContext. (1276456)

    • Scripting: Build fails when there is a comma in path. (1325976)

    • Scripting: Change Roslyn Analyzers to be run part of normal Compilation Step.
      This will also result in Analyzer errors to be treated as an Compile Error.

    • Scripting: Disabled native test causing instabilities. (1322841)

    • Scripting: Enabled IPv6 sockets creation with the ICMP protocol. (1309061)

    • Scripting: Exclude readonly files from script execution order menu to reduce visual noise. (1281215)

    • Scripting: Fix a stack overflow occurring when a custom ILogHandler is throwing an exception in LogFormat/LogException methods (1241896)

    • Scripting: Fix crash on Stackoverflow, when instantiating infinitely in OnEnable (1263270)

    • Scripting: Fix invalid memory write in MonoBehaviour when it destroys its own instance within the OnDisable call. (1286736)

    • Scripting: Fix not being able to select external script editors that don't have the '.app' extension on OSX. (1250634)

    • Scripting: Fix possible exception after changing Roslyn Analyzers to be part of the initial compilation (1313026)

    • Scripting: Fix rare deadlock case in GC (1229776)

    • Scripting: Fixed a bug where adding a script to the list of custom-ordered scripts in "Project Settings" -> "Script Ordering" would pick up a totally unrelated script. (1327742)

    • Scripting: Fixed a crash happening when trying to enter an unsupported character (such as an emoji) in a field in a game built with IL2Cpp backend. (1314163)

    • Scripting: Fixed a memory leak happening when removing listeners from a UnityEvent that is never raised afterwards. (1303095)

    • Scripting: Fixed ApiUpdater incorrectly removing usings in some scenarios

    • Scripting: Fixed assemblies in non local/embedded packages triggering updater consent (1171778)

    • Scripting: Fixed condition on accessing a game object from a callback while it was being constructed that was leaving the original GameObject managed wrapper in a detached state. (1295939)

    • Scripting: Fixed crash in ScriptUpdater.exe when editor is installed in a path containing commas. (1341703)

    • Scripting: Fixed editor crash when an animation tries to pass an invalid scriptable object as a method parameter. (1252134)

    • Scripting: Fixed exceptions thrown from custom attributes' .ctor not handled. (1321144)

    • Scripting: Fixed nested aliases handling in ApiUpdater (1251569)

    • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.

    • Scripting: Fixed undoing changes to a prefab instance not triggering object change events. (1308479)

    • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

    • Scripting: Fixes HttpUtility.UrlEncode runtime exceptions (1296177)

    • Scripting: Ignore Visual Scripting assemblies when building for mobile devices, so no MouseEvent handler warning is raised.

    • Scripting: Improved diagnostic messages for unsupported cases of RuntimeInitializeOnLoadMethod usage. (1246081)

    • Scripting: Interpolated verbatim strings can start with both $@"..." and @$"..." as specified in C# 8.0. (1304285)

    • Scripting: NativeArray<T>.ReadOnly now implements IEnumerable<T>. (1319358)

    • Scripting: Performance improvements in ApiUpdater

    • Scripting: Prevented a potential race condition when threaded-loading is enabled and a scene is loaded in additive mode. (1327726)

    • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

    • Scripting: Self-referencing assemblies will give error during assembly validation

    • Scripting: UnityWebRequest no longer re-uses previous connections when custom certificate handler is changed. (1337019)

    • Scripting: When an editor-only precompiled assembly reference is ignored by the script compiler because the asmdef referencing it is not editor-only, a warning now appears in the console. (1220959)

    • Scripting: When inspecting a readonly asmdef file, the inspector fields are disabled and a small text indicates that the asmdef file is read-only. (1255405)

    • Search: Added a tree view to list and browse save searches.

    • Search: Added support to search references using an UnityEngine.Object instance ID, i.e. ref:-2458, -2458 can be a component instance ID. (1331890)

    • Search: Fix editor stall when the asset worker try to resolve a message log with an UnityEngine.Object in a non-main thread. (1316768)

    • Search: Fixed degenerative indexing issue with VFX assets.

    • Search: Fixed errors are thrown on enabling 'UI Toolkit Live Reload' in 'Search asset store' window. (1299600)

    • Search: Fixed floating point search expression parsing for non US locales.

    • Search: Fixed indexed prefab objects cannot be resolved using the search result global object id. (1328618)

    • Search: Fixed prefab subtypes not available in default project index. (1332948)

    • Search: Fixed search index incremental update merge issue.

    • Search: Fixed search item label and description in compact mode.

    • Search: Fixed search tab showing HTML <a> tags for the item count (1301148)

    • Search: Fixed search view error reporting in status bar when no group is selected.

    • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
      See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.

    • Search: Fixed too many objects being indexed and out of memory exception
      Reported on the forums: https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-7004042.

    • Serialization: Added pruning when an object with [SerializeReference] contains missing types. (1338952)

    • Serialization: Binary2Text adding support for SerializeReference/ReferenceRegistry. (1284031)

    • Serialization: Fix an issue where a SerializedObject is created with empty Objects. (1279513)

    • Serialization: Fix for ability to find assets derived from a Generic type in the object selector window (1288312)

    • Serialization: fix uninitialized member field reported by static analysis (1305542)

    • Serialization: Fixed clone/load/save performance regression. (1338713)

    • Serialization: Fixed regression where prefab override would not show up on SerializeReference instance and you could no longer remove contextually a single Override. (1348031)

    • Serialization: Fixed SerializedProperty to properly set a value across all selected objects when the value already present on the first object matches the specified value. (1228004)

    • Services: Analytics no longer auto-activates on new project link.

    • Services: Fixed Android app_build is 0 for reports in Cloud Diagnostics. (1217055)

    • Services: Fixed Cloud Diagnostics native crash reporting on tvOS. (1332243)

    • Services: Fixed Cloud Diagnostics sometimes failing to provide line numbers for Windows Native crashes. (1329172)

    • Services: Fixed iOS builds may fail in Xcode with error about USYM_UPLOAD_AUTH_TOKEN. (1329176)

    • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.

    • Services: Fixed upload of symbols to Cloud Diagnostics for Windows builds. (1329220)

    • Services: Updated PLCrashReporter version on iOS and tvOS to 1.8.1. (1317214)

    • Services: We suppress Analytics curl errors to the console but only in the editor. this change allows this same suppression to carry across into the development console (we still log to file). (1318074)

    • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

    • Shadergraph: Added padding to the blackboard window to prevent overlapping of resize region and scrollbars interfering with user interaction.

    • Shadergraph: Blackboard now properly handles selection persistence of items between undo and redos.

    • Shadergraph: Disconnected nodes with errors in ShaderGraph no longer cause the imports to fail. (1349311)

    • Shadergraph: Fixed "Disconnect All" option being grayed out on stack blocks. (1313201)

    • Shadergraph: Fixed a bug when a node was both vertex and fragment exclusive but could still be used causing a shader compiler error. (1316128)

    • Shadergraph: Fixed a bug where changing a Target setting would switch the inspector view to the Node Settings tab if any nodes were selected.

    • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

    • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

    • Shadergraph: Fixed a Shader Graph issue where property auto generated reference names were not consistent across all property types. (1336937)

    • Shadergraph: Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

    • Shadergraph: Fixed a ShaderGraph issue where a warning about an uninitialized value was being displayed on newly created graphs. (1331377)

    • Shadergraph: Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews. (1330302)

    • Shadergraph: Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu.. (1351733)

    • Shadergraph: Fixed a ShaderGraph issue where keyword properties could get stuck highlighted when deleted. (1333738)

    • Shadergraph: Fixed a ShaderGraph issue where ObjectField focus and Node selections would both capture deletion commands. (1313943)

    • Shadergraph: Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small. (1329247)

    • Shadergraph: Fixed a ShaderGraph issue where selecting a keyword property in the blackboard would invalidate all previews, causing them to recompile. (1347666)

    • Shadergraph: Fixed a ShaderGraph issue where the right click menu doesn't work when a stack block node is selected. (1320212)

    • Shadergraph: Fixed a warning in ShaderGraph about BuiltIn Shader Library assembly having no scripts.

    • Shadergraph: Fixed an issue where a requirement was placed on a fixed-function emission property. (1319637)

    • Shadergraph: Fixed an issue where an informational message could cause some UI controls on the graph inspector to be pushed outside the window. (1343124)

    • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float. (1330302)

    • Shadergraph: Fixed an issue where fog node density was incorrectly calculated.

    • Shadergraph: Fixed an issue where generated property reference names could conflict with Shader Graph reserved keywords. (1328762)

    • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

    • Shadergraph: Fixed an issue where the ShaderGraph transform node would generate incorrect results when transforming a direction from view space to object space. (1333781)

    • Shadergraph: Fixed an issue where users can't create multiple Boolean or Enum keywords on the blackboard. (1329021)

    • Shadergraph: Fixed an issue with how the transform node handled direction transforms from absolute world space in camera relative SRPs. (1323726)

    • Shadergraph: Fixed an unhelpful error message when custom function nodes didn't have a valid file. (1323493)

    • Shadergraph: Fixed default shadergraph precision so it matches what is displayed in the graph settings UI (single). (1325934)

    • Shadergraph: Fixed divide by zero warnings when using the Sample Gradient Node.

    • Shadergraph: Fixed how shadergraph's prompt for "unsaved changes" was handled to fix double messages and incorrect window sizes. (1319623)

    • Shadergraph: Fixed incorrect warning while using VFXTarget.

    • Shadergraph: Fixed indent level in shader graph target foldout. (1339025)

    • Shadergraph: Fixed inspector property header styling.

    • Shadergraph: Fixed issue where vertex generation was incorrect when only custom blocks were present. (1320695)

    • Shadergraph: Fixed issue with ShaderGraph custom interpolator node dependency ordering. (1332553)

    • Shadergraph: Fixed issues with double prompts for "do you want to save" when closing Shader Graph windows. (1316104)

    • Shadergraph: Fixed loading all materials from project when saving a ShaderGraph.

    • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

    • Shadergraph: Fixed ParallaxOcclusionMapping node to clamp very large step counts that could crash GPUs (max set to 256). (1329025)

    • Shadergraph: Fixed reordering when renaming enum keywords. (1328761)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not having collapsible foldouts in the material inspector. (1339256)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not to apply emission in the ForwardAdd pass to match surface shader results. (1345574)

    • Shadergraph: Fixed ShaderGraph exception when trying to set a texture to "main texture". (1350573)

    • Shadergraph: Fixed ShaderGraph isNaN node, which was always returning false on Vulkan and Metal platforms.

    • Shadergraph: Fixed ShaderGraph sub-graph stage limitations to be per slot instead of per sub-graph node. (1337137)

    • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

    • Shadergraph: Fixed the BuiltIn Target to perform shader variant stripping. (1345580)

    • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

    • Shadergraph: Fixed the default dimension (1) for vector material slots so that it is consistent with other nodes. (1328756)

    • Shadergraph: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

    • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

    • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

    • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

    • Shadergraph: ShaderGraph SubGraphs now report node warnings in the same way ShaderGraphs do. (1350282)

    • Shadergraph: Updated the ShaderGraph searcher package dependency to be in sync with the latest searcher package version i.e. 4.8.0.

    • Shaders: Added compute shader compilation logging during project builds or on "Compile and show code" usage. Added raytracing shader (.raytracing file) compile-time logging on import. (1321684)

    • Shaders: Added missing PDB data output for DXC DX12 debug shaders for use in external analysis tools. (1333848)

    • Shaders: Added tests for custom BFI and UBFE implementations in HLSLcc (1305543)

    • Shaders: Fixed ddx_fine and ddx_coarse on Vulkan and capable GLCore targets. (1323892)

    • Shaders: Fixed DXC validator error on Windows that would result from using '#pragma require WaveMultiPrefix'. (1333695)

    • Shaders: Fixed editor crash if shader error db fails to open. (1327429)

    • Shaders: Fixed inaccurate shader_feature usage tracking with shader stage specific keywords. (1255901)

    • Shaders: Fixed memory leaks in the shader compiler process when compiling ray tracing shaders. (1352198)

    • Shaders: Fixed PassIdentifier being erroneously invalid in some cases. (1348023)

    • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.

    • Shaders: It is now possible to determine which keywords are disabled in a given ShaderKeywordSet by using ShaderUtil.GetPassKeywords (1338833)

    • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.

    • Shaders: ShaderUtil now has an API to retrieve an array of local keywords valid for a particular shader stage of a Pass and an API to check whether a given keyword is valid for a Pass or a shader stage of a Pass. (1347380)

    • Terrain: Adds compatibility tags used to distinguish terrain supported shaders (1283086)

    • Terrain: Fixed Brush Preview rendering when a different hot control is active (1276282)

    • Terrain: Fixed Brush Preview rendering when mouse is outside of SceneView bounds (1281231)

    • Terrain: Fixed incorrect conditional statement when validating terrain material shaders. (1307951)

    • Terrain: Fixed Terrain Tools package discoverability in Package Manager.

    • Terrain: Fixed texture atlas bleeding that occurred on details. Added half pixel offset for grass texture UVs, and collapsed uvs for detail meshes without textures. (1268510)

    • Terrain: Moved TerrainCallbacks from UnityEngine.TerrainAPI to UnityEngine namespace.

    • Terrain: Performance improvement when adding many trees to a terrain (1225501)

    • Terrain: Tree Colliders are generated when entering playmode with EnterPlayModeOptions.DisableSceneReload set. (1290587)

    • Terrain: Trees with LOD groups will not warn the user that they don't have an LOD group when they have a mesh renderer within them. (1287964)

    • Terrain: Nature/Tree Soft Occlusion Leaves Shader correctly supports the render paths scene view mode. (1303714)

    • Tests: Fixed test failure EditorGUI.CanCloseNextWindowDuringOnDestroy on mac and linux platform. (992239)

    • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

    • Timeline: skip unstable test FrameLock_FollowsGameTimeClock for UWP (1342169)

    • TLS: MacOS TLS/SSL verification now checks also against (un)trusted certificates that were manually added to the keychain. (1306147)

    • uGUI: Fixed UI Components being selected when their child is selected. (1067993)

    • uGUI: Fixed undesired values for the Scrollbar by clamping and rounding it. (1312723)

    • uGUI: When multiple materials with multiple textures are assigned to a single UI Element, they are now rendered correctly. (1341814)

    • UI: Fixed an issue where a Unity GUI element would be stuck in the pressed state on resume. (1236185)

    • UI: Fixed duplicate USS files in the StyleSheets pane when editing-in-place (1299314)

    • UI: Fixed error in console when toggling isOn in inspector during playmode. (1307257)

    • UI: Fixed for ScreenPointToWorldPointInRectangle API not returning a valid value when the point is on the plane. which is the case when the canvas plane is on the cameras near plane. (1313831)

    • UI: Fixed issue where Canvas inspector would update incorrectly as the renderMode is based on the parentCanvas which is null when a Canvas is disabled. This lead to the inspector rendering the wrong options. (1311169)

    • UI: Fixed issue where wrong aspect was used when a explicit aspect is assigned.

    • UI: Fixing hard to repo issue where serialization would be a issue due to reuse of serialized name. (1309777)

    • UI: Fixing issue where selecting the padding title for a graphic wouldn't expand the area. (1308734)

    • UI: Make inputfield Text property multiline such that multiline input can be viewed easier when multiple lines are typed. (1300867)

    • UI Toolkit: Added importedWithErrors and importedWithWarnings APIs to USS assets and UXML assets to differentiate between a failed import and an import of an empty file. (1320914)

    • UI Toolkit: Added missing asset conversion information for Text Core generated assets. (1348577)

    • UI Toolkit: Added missing styling definition for dropdown in runtime stylesheet. (1314322)

    • UI Toolkit: Added support for RenderTexture for background-image in the UI Builder inspector. (1320359)

    • UI Toolkit: Added tooltip in StyleSheets pane when hovering a class selector that is trimmed (UI Builder) (1313198)

    • UI Toolkit: Allowed UIElements Debugger to pick elements from Game View outside of play mode

    • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events (1248669)

    • UI Toolkit: Changing choices programmatically after setting the value will show the correct selection, in RadioButtonGroup.

    • UI Toolkit: Child's reference is not renamed in parent UXML after renaming the child UXML file. (1319903)

    • UI Toolkit: Cleaned up the Theme menu. (1318600)

    • UI Toolkit: Elements hover and focused states are not properly reset when attaching to a new hierarchy (1287198)

    • UI Toolkit: Ensured that resizing by dragging Resize handles always produces dimensions with rounded values. (1322550)

    • UI Toolkit: Ensures the UI Builder no longer populate VisualElementAsset.stylesheetPaths when adding stylesheets. (1299464)

    • UI Toolkit: Fix add component button is overlapping on Default Material after undoing added component (1279830)

    • UI Toolkit: Fix Custom UIElements Inspector is editable when GameObject has its Flags set to NotEditable (1306242)

    • UI Toolkit: Fix PropertyField shows that it is actively selected when it has been disabled while being actively selected (1306238)

    • UI Toolkit: Fixed a bug where users were able to drag slider outside its container when a text field was present

    • UI Toolkit: Fixed a few problems with the showMixedValue property for BaseCompositeField:
      • Subfield's callback registration needs to be applied to the bind event, not the attach/detach panel event (see constructor code) --> this fixes a problem with field recycling that did not respond after being recycled
      • Remove boxing and closure issues on the current implementation of the callback in question
      • We should not use ve.userData to store the SerializedProperty (userData should be reserved for the user, not the field), use SetProperty() instead
      • showMixedValue does not need to be set on BaseField.SetValueWithoutNotify; it is set later by binding styles code.
    • UI Toolkit: Fixed adding templates in an empty document (UI Builder). (1322904)

    • UI Toolkit: Fixed an Error in the asset management of the StyleSheet that would show up in a build

    • UI Toolkit: Fixed API inconsistency of the ScrollView class not exposing the "mode" as a property. (1328093)

    • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder)

    • UI Toolkit: Fixed bug where multiple elements could be shown as being focused simultaneously due to delayed focus events not being well tracked when there is more than 1 of them in the queue. (1154256)

    • UI Toolkit: Fixed bug where runtime cursor should not be reset unless it was overridden. (1292577)

    • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder)

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed clipping with large rects when under a group transform. (1296815)

    • UI Toolkit: Fixed contentHash not being updated in UI Builder. (1336924)

    • UI Toolkit: Fixed ContextMenu and Tooltip event handling for disabled elements. Allowed UIDebugger to select disabled elements and modified Panel.Pick to return them. Allows disabled PropertyField Foldouts to react to clicks by using a new (internal) Clickable.m_AcceptClicksIfDisabled property. (1306245)

    • UI Toolkit: Fixed cursor not updating when changing it using a variable which has hotspot data. (1340471)

    • UI Toolkit: Fixed custom editor not showing as disabled for read-only inspectors (1299346)

    • UI Toolkit: Fixed custom element UXML factory not picked up in pre-compiled DLL. (1316913)

    • UI Toolkit: Fixed default clicking scroll amount in ScrollView. (1306562)

    • UI Toolkit: Fixed directional navigation bug where some elements could be skipped during horizontal navigation. Improved choice of next element when multiple candidates are valid. (1298017)

    • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder)

    • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder)

    • UI Toolkit: Fixed elements being added to the parent in builder hierarchy when editing a sub-document in place (UI Builder) (1306104)

    • UI Toolkit: Fixed empty name showing up in Memory Profiler for one of the UI Toolkit internal render texture (1307441)

    • UI Toolkit: Fixed EventSystem using InputSystem package sometimes sending large amounts of PointerMoveEvents during a single frame. (1295751)

    • UI Toolkit: Fixed exception on Text Settings coming from uninitialized Line Breaking Rules when text wrap is enabled. (1305483)

    • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder)

    • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder)

    • UI Toolkit: Fixed focus outline for the following controls: CurveField, GradientField, EnumField/PopupField (and derivatives), RadioButton (choice), ObjectField (when hovered). (1324381)

    • UI Toolkit: Fixed for unsetting min and max size in UI Builder. (1322457)

    • UI Toolkit: Fixed from UI Builder package 1.0.0-preview.13 to the editor.

    • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder)

    • UI Toolkit: Fixed highlighter positioning and draw order. (1174816)

    • UI Toolkit: Fixed how the USS styles are applied: we now skip unknown properties instead of breaking when applying a style. (1312500)

    • UI Toolkit: Fixed InspectorElement enabled state in EditorElement.Reinit (1221162)

    • UI Toolkit: Fixed InternalsVisibleTo for com.unity.ui.builder 1.0.0-preview.10

    • UI Toolkit: Fixed invalid property access after saving a document in UI Builder (UI Builder) (1281537)

    • UI Toolkit: Fixed issue where the layout of a document was getting corrupted after saved the document. (1348002)

    • UI Toolkit: Fixed issue where user could not override the text color and font-size of the Unity Default Runtime Theme using the ":root" or "VisualElement" selectors. (1335507)

    • UI Toolkit: Fixed Label Element is not resized when Display Style is changed from None to Flex (1293761)

    • UI Toolkit: Fixed left-click not opening EnumField after using ContextMenu on MacOS. (1311011)

    • UI Toolkit: Fixed ListView item selection through PointerMoveEvent, for example when holding right-click down while clicking. (1287031)

    • UI Toolkit: Fixed non-uniform scaling issues with UI Toolkit elements. (1336053)

    • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder)

    • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder)

    • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.

    • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

    • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder)

    • UI Toolkit: Fixed NullReferenceException on turning UI Toolkit Live Reload on/off on maximized docked Search window (1312367)

    • UI Toolkit: Fixed NullReferenceException with using TrackPropertyValue on BindingExtensions for ExposedReference and Generic serialized property types (1312147)

    • UI Toolkit: Fixed older GraphView still relying on old idsFlags field

    • UI Toolkit: Fixed pointer events not working correctly when multiple UI Documents have different Screen Match values. (1341135)

    • UI Toolkit: Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder, when first added.

    • UI Toolkit: Fixed rebuild logic on inspectors with culled elements. (1324058)

    • UI Toolkit: Fixed regression on the styling of the ProgressWindow's progress bars, removed usage of images in progress bar. (1297045)

    • UI Toolkit: Fixed scrollbar showing for no meaningful reason when the content of a scrollview is almost equal to the size of the scrollview. (1297053)

    • UI Toolkit: Fixed scrollview offset when Reordering the contents in hierarchy is not visible. (1341758)

    • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder)

    • UI Toolkit: Fixed SVG triangle clipping issue (1288416)

    • UI Toolkit: Fixed TextCore visual artifacts caused by ddx/ddy glitches on AMD Radeon hardware. (1317114)

    • UI Toolkit: Fixed the default value used for applying rotation and scaling using the VisualElement.transform interface. Instead of always use the top left corner of the VisualElement, the operation are now centered around the transform-origin value, which is the center of the object by default.

    • UI Toolkit: Fixed the focus handling so elements not displayed in the hierarchy cannot be focused. (1324376)

    • UI Toolkit: Fixed the hover and pressed color of buttons in the Runtime theme (1316380)

    • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder)

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed the refresh of the canvas's content when modifying properties of style selectors. (1323665)

    • UI Toolkit: Fixed the source path of template referenced in UXML getting cleared after saving (1288918)

    • UI Toolkit: Fixed Toolbar shrinking when there is another element filling the parent container. (1330415)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed ui builder layout broken when restarting unity. (1340218)

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • UI Toolkit: Fixed view data persistence not working inside custom inspectors that use UI Toolkit. (1311181)

    • UI Toolkit: Fixed VisualElement contains "null" stylesheet after deleted uss file from project (1290271)

    • UI Toolkit: Fixed window creator on linux caused a null reference and the new editor window was displayed corrupted. (1295140)

    • UI Toolkit: Fixed wrong mouse position on events when a UI Toolkit element has mouse capture, the mouse is outside the element's editor window and that window doesn't have the active mouse capture from the OS. (1342115)

    • UI Toolkit: Fixed wrong runtime touch event coordinates on panels with scaling

    • UI Toolkit: Fixes 1304581: [UIElements] ArgumentException is thrown when the PropertyField is bind to the BuildTarget enum
      Popup/Dropdown (Enum-compatible) fields now gracefully handle unselected/invalid values. (1304581)

    • UI Toolkit: Fixes undo of a change of Sort Order field value for a UI Document. (1337070)

    • UI Toolkit: Fixes [UI Builder] Saving a document that contains a one character name template fails. (1313509)

    • UI Toolkit: Implemented the missing support in the UI Builder for Rich Text' spacing USS properties.

    • UI Toolkit: Improved readability of USS import error/warnings. (1295682)

    • UI Toolkit: InputSystem fails to store ElementUnderPointer when a VisualElement is moving, creating flickering hover feedback. (1306526)

    • UI Toolkit: InspectorElement now correctly supports rebinding when used outside of the InspectorWindow (1299036)

    • UI Toolkit: Match text colors of UITK label and UITK field label with IMGUI label and IMGUI prefix label respectively. It also fixes the text color of buttons. (1310581)

    • UI Toolkit: Missing theme style sheet on PanelSettings now gets logged to console.

    • UI Toolkit: Nested UI Document allowed changing the Panel Settings once. (1315242)

    • UI Toolkit: On Windows, the position obtained by the mouse event callbacks is as expected while the mouse is outside of the view even if the mouse down was applied while a temporary window such as a pulldown menu was already opened. (1324369)

    • UI Toolkit: Overlay, "Show Layout" now works for Runtime panels in Edit Mode (and not only in Play Mode like before)

    • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

    • UI Toolkit: Prevented clicks from passing through runtime panels if they weren't used. (1314140)

    • UI Toolkit: Prevented infinite recursion using UIElements with nested property drawers. (1292133)

    • UI Toolkit: Removed an extra step from the RadioButtonGroup focus navigation. (1324373)

    • UI Toolkit: Scroll bars now use display instead of visibility to avoid scroll bars being visible when parent visibility is set to false. (1297886)

    • UI Toolkit: Template references get deleted when the assets are moved. (1337112)

    • UI Toolkit: The label of a focused Foldout now has its color changed. (1311200)

    • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

    • UI Toolkit: This completes the MVP list of improvements to the UI Toolkit Event Debugger.

    • UI Toolkit: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations

    • UI Toolkit: Value Change Callbacks for bound fields now happen after the value is applied to the target object. (1321156)

    • Undo System: Ensure interested systems are updated after undoing RectTransform changes. (1116058)

    • Undo System: Reduced register undo log. (1342970)

    • UNET: Fixed Multiplayer hlapi package is missing a declaration of its dependency on Physics2D. (1324449)

    • Universal: Fixed a case where shadow fade was clipped too early.

    • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

    • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

    • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.

    • Universal: Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. (1303572)

    • Universal: Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.

    • Universal: Fixed an issue where motion blur would allocate memory each frame. (1314613)

    • Universal: Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.

    • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

    • Universal: Fixed an issue where SSAO would sometimes not render with a recently imported renderer.

    • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

    • Universal: Fixed an issue where transparent objects sampled SSAO.

    • Universal: Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. (1307710)

    • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

    • Universal: Fixed base camera to keep display index in sync with camera stacks for canvas. (1291872)

    • Universal: Fixed base camera to keep display index in sync with camera stacks. (1252265)

    • Universal: Fixed base camera to keep render texture in sync with camera stacks. (1288105)

    • Universal: Fixed base camera to keep viewport in sync with camera stacks. (1311268)

    • Universal: Fixed Camera Inspector Stack list issues.

    • Universal: Fixed camera stack UI correctly work with prefabs. (1308717)

    • Universal: Fixed double sided and clear coat multi editing shader.

    • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs.

    • Universal: Fixed issue where copy depth depth pass for gizmos was being skipped in game view. (1302504)

    • Universal: Fixed lit shader property duplication issue. (1315032)

    • Universal: Fixed materials being constantly dirty.

    • Universal: Fixed multi editing of Bias property on lights. (1289620)

    • Universal: Fixed render pass reusage with camera stack on vulkan. (1226940)

    • Universal: Fixed SafeNormalize returning invalid vector when using half with zero length. (1315956)

    • Universal: Fixed shadow cascade blend culling factor.

    • Universal: Fixed shadowCoord error when main light shadow defined in unlit shader graph.

    • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

    • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

    • Universal: SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.

    • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

    • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)

    • Universal Windows Platform: Updated UWP PlayerSettings API documentation. (1325420)

    • URP: Fix indentation of Emission map on material editor.

    • URP: Fixed a case where camera dimension can be zero. (1321168)

    • URP: Fixed additional camera data help url.

    • URP: Fixed additional light data help url.

    • URP: Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. (1348882)

    • URP: Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.

    • URP: Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.

    • URP: Fixed an issue where Sprite type Light2Ds were missing a default sprite.

    • URP: Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite.

    • URP: Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. (1331392)

    • URP: Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.

    • URP: Fixed gizmos no longer allocate memory in game view. (1328852)

    • URP: Fixed issue where it will clear camera color if post processing is happening on XR. (1324451)

    • URP: Fixed issue with legacy stereo matrices with XR multipass. (1342416)

    • URP: Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0. (1328636)

    • URP: Fixed pixel perfect camera rect not being correctly initialized. (1312646)

    • URP: Fixed post processing to be enabled by default in the renderer when creating URP asset option. (1333461)

    • URP: Fixed renderer creation in playmode to have its property reloaded. (1333463)

    • URP: Fixed renderer post processing option to work with asset selector re-assing. (1319454)

    • URP: Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). (1312813)

    • URP: Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. (1335795)

    • URP: Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.

    • URP: Fixed unlit shader function name ambiguity.

    • URP: URP Global Settings can now be unassigned in the Graphics tab. (1343570)

    • URP: VFX: Compilation issue with ShaderGraph and planar lit outputs. (1349894)

    • URP: VFX: Fixed OpenGL soft particles fallback when depth texture isn't available.

    • URP: VFX: Fixed soft particles when HDR or Opaque texture isn't enabled.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • VFX Graph: An existing link can be remade.

    • VFX Graph: Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option.

    • VFX Graph: Deleted properties still show up in the inspector. (1320952)

    • VFX Graph: Deleting a context node and a block while both are selected throws a null ref exception.

    • VFX Graph: Deleting flow edge between Init and Update throw an invalid opeation exception. (1315593)

    • VFX Graph: Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix.

    • VFX Graph: Exception in VFXFilterWindow if search field is empty. (1235269)

    • VFX Graph: Fix CameraFade for shadow maps (1294073)

    • VFX Graph: Fix incorrect buffer type for strips.

    • VFX Graph: Fix unexpected Spawn context execution ordering.

    • VFX Graph: Fixed collision with depth buffer when using an orthographic camera (1309958)

    • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.

    • VFX Graph: Fixed Soft Particle depth computation when using an orthographic camera. (1309961)

    • VFX Graph: Fixed VFX with output mesh being always reimported. (1309753)

    • VFX Graph: Modified state in the VFX tab has now a correct state.

    • VFX Graph: Motion Vector map sampling for flipbooks were not using correct mips.

    • VFX Graph: Properties labels do not overlap anymore.

    • VFX Graph: Property Binder : Allow copy/past from a game object to another.

    • VFX Graph: Regression with some settings not always triggering a recompilation. (1322844)

    • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).

    • VFX Graph: Removed unexpected expression in spawn context evaluation. (1318412)

    • VFX Graph: Sample Mesh Color when value is stored as float.

    • VFX Graph: Sticky notes can now be deleted through contextual manual menu.

    • VFX Graph: Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. (1312178)

    • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

    • VFX Graph: Unexpected operator and block removal during migration. (1344645)

    • VFX Graph: VFX Graph operators keep the same width when expanded or collpased so that the button does not change position.

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way.

    • Video: Fixed an issue where undoing a property in the Video Clip Import Settings also undoes the parent Transcode checkbox. (1314433)

    • Video: Fixed audio bitrate value for medium quality in MediaEncoder when channel count is more than 2.

    • Video: Fixed source Info text of the video asset that was barely visible. (1328269)

    • Video: Fixed Video Player's 5.1 audio channel layout being incorrect when outputting to Audio Source. (1318983)

    • Video: Videos encoded in 601 or 709 colourspaces will now be rendered in the correct colorspace (1185335)

    • Video: [audio/AVFoundation] Low / Medium / High quality settings don't change the final audio bit rate (1092549)

    • Video: [audio] webm/vp8/vorbis encoding does not use audio bitrate (1092206)

    • Virtual Texturing: Completed requests now won't be incorrectly canceled if the last InvalidateRegion call is made before PopRequests.

    • WebGL: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • WebGL: Enabled the URP feature SRP Batcher for WebGL 2. (1344614)

    • WebGL: Fixed audio restarting when paused and resumed on timeline. (1204018)

    • WebGL: Fixed FMOD related error messages showing up in console when audio is played on Timeline. (1270635)

    • WebGL: Fixed handling of touch events. (1349226)

    • WebGL: Fixed hang on quit of the Unity Editor after a Build And Run of a WebGL project. (1352715)

    • WebGL: Fixed incorrect loading progress shown in Player when Brotli build compression is used. (1288367)

    • WebGL: Fixed input coordinates when config.matchWebGLToCanvasSize is false. (1325989)

    • WebGL: Fixed layout of WebGL template custom properties in the project settings. (1316210)

    • WebGL: Fixed Permission denied error during build (1345412)

    • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

    • WebGL: Fixed video textures not getting converted to linear color space. (1314263)

    • WebGL: Fixed WebGL pages on macOS with Safari 11. (1318420)

    • WebGL: Fixed WebGL project build when Exception support is None. (1343976)

    • WebGL: Implement Accelerometer and Gyroscope sensor support for mobile WebGL (1283206)

    • WebGL: Implement Attitude Sensor support for mobile WebGL

    • WebGL: Implement Gravity Sensor support for mobile WebGL

    • WebGL: Implement Linear Acceleration Sensor support for mobile WebGL

    • WebGL: Improved Webcam backend with added support for mobile devices, improved performance and fixes issues with input device selection and other bugs. (1273253)

    • WebGL: Show warnings when an embedded VideoClip is used with WebGL builds. Use Video Player component's URL option instead. (1241263)

    • WebGL: Support mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

    • WebGL: The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)

    • WebGL: WebGL1 shaders can fail to compile if they have large arrays (1298096)

    • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

    • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed performance issues caused by using a high input polling rate mouse (8000 Hz+). (1336740)

    • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.

    • Windows: Round Resolution.refreshRate. (1318053)

    • XR: Enable Vulkan lazy allocation for memory savings on Oculus Quest.

    • XR: Fix occlusion mesh showing up when stereo is disabled (1307273)

    • XR: Fixed an issue where terrain tree shadows would be culled when they are still in view. (1234785)

    • XR: Fixed MockHMD with single pass instancing on Vulkan does not match D3D11. (1287075)

    • XR: Fixed multiview is enabled when renderer is configured to SPI mode on PC.

    • XR: Fixed so XR Interaction Toolkit appears in Package Manager when pre-release packages are enabled.

    • XR: Fixed subsystem manifest json files not being found when use patch and run on Android. (1349953)

    • XR: Fixed XRDevice.fovZoomFactor does not work in URP and HDRP. (1278072)

    • XR: Fixed XRSettings.gameViewRenderMode does not work in SRPs (1279033)

    • XR: Fixed XRSettings.occlusionMaskScale not working in SRPs.

    • XR: Fixed XRSettings.showDeviceView not working in SRPs.

    • XR: Fixed XRSettings.useOcclusionMesh not working in SRPs.

    • XR: Updated OpenXR package to 1.2.3.

    • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.12. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.5 and 4.2.0-pre.4. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.3.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.

    • XR: Updated XR Legacy Input Helpers to 2.1.8.

    Apologies for the short delay on this one. We had an infrastructure issue last week which prevent us from getting a built to QA on time.

    Thanks for your patience,
     
    Last edited by a moderator: Sep 6, 2021
    cxode, NotaNaN, Ruchir and 1 other person like this.
  30. davidlovegrove

    davidlovegrove

    Unity Technologies

    Joined:
    Nov 20, 2017
    Posts:
    242
    Unity 2021.2.0 Beta 11 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b11

    Known Issues in 2021.2.0b11
    • NullReferenceException is thrown when typing in the Hierarchy window search bar (1360676)

    • Asset Bundles: Fixed Asset Bundle determinism. (1346263)
      Fixed in 2021.2.0b12.

    • Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset (1353925)

    • Audio: Fixed Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)
      Fixed in 2021.2.0b12.

    • CodeEditors: Crash on stopping debugging (1355156)

    • Customer QA Onboarding: Scrolling is jumping when scrolling in the Input Manager (1362327)

    • Customer QA Onboarding: Unity Editor crashes when editing "Base Map" color of a material (1358618)

    • Editor: Fixed EnumMaskField incorrectly using int.MaxValue for the Everything value, it now uses -~0 (-1). (1343837)
      First seen in 2021.2.0a17.
      Fixed in 2021.2.0b12.

    • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

    • Global Illumination: Unity 2021.2 crashes on some Windows7 PCs when tbb12.dll gets loaded (1361676)

    • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

    • Global Illumination: [GPU PLM] Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI (1356714)

    • Global Illumination: [PLM] Baking stalls after starting CPU PLM bake via the lightmapping API with enabled async shader compilation (1331268)

    • HD RP: HDRP Template fills the Console with "Shader error...couldn't open include file" messages after building the project (1342989)

    • IL2CPP: IL2CPP Player crash (1361232)

    • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

    • Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device (1341159)

    • Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. (1346205)
      Fixed in 2021.2.0b12.

    • Linux: Fixed issue where dismissing a context menu can cause a crash. (1347655)
      Fixed in 2021.2.0b12.

    • Linux: [XR][Linux] Editor Menu disappears when opening new AR or VR Template Project or when pressing "Show Tutorials" (1362449)

    • Metal: Changing Adaptive Resolution Level asks for unsupported texture format which causes Editor crash (1355775)

    • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

    • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

    • Mono: [Linux] [Mono Upgrade] Unity crashes when detaching the Managed Debugger after hitting a breakpoint (1345784)

    • Mono: [Mono Upgrade] CommandBuffer native plugin events hang in the Editor (1308216)

    • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

    • Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 (1361884)

    • Prefabs: Fix redoing Apply override to Prefab crashes Editor (1355538)
      First seen in 2021.2.0a14.
      Fixed in 2021.2.0b13.

    • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

    • Scene Management: Poor performance when loading or unloading a large Scene (1360901)

    • Scripting: Crash on PropertyUndoManager::Flush after recompiling scripts (1352394)

    • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

    • Scripting: Increased Script Assembly reload time (1323490)

    • Scripting: Performance degradation when activating or deactivating uGUI GameObject (1348763)

    • Settings Window: [Mobile Notifications] Editor crashes when clicking on any category while Mobile Notifications pane is open (1361351)

    • UI Builder: Changes in UI Builder are lost when editing a 2D sprite (1357086)

    • Vulkan: Editor crashes vk_optimusGetInstanceProcAddr after closing Build Settings window (1362844)

    • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

    • WebGL: Profiler does not autoconnect on WebGL builds (1360399)

    • WebGL: WebGL fails building on Windows 7 (1340260)

    • Windows: Fixed incorrect mouse Y position in the new input system when rendering at non-native resolution. (1345405)
      First seen in 2021.2.0b5.
      Fixed in 2021.2.0b12.

    • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)
    New 2021.2.0b11 Entries since 2021.2.0b10
    Improvements
    • 2D: Update 2D URP template starting folder structure for better clarification of usage.

    • Search: Improve asset indexer performances and index size.
    Changes
    • Animation: Updated Animation Rigging package to version 1.1.1

    • Package Manager: Change error and warning box to look like the info box.
    Fixes
    • Android: Fixed a bug where a looping, streaming video could cause a Unity app to drop frames or freeze, if network latency was really high. (1341573)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Fixed Patch not working on some newer Android devices due to permission issue. (1343844)

    • Asset Pipeline: Fixed crash inside Physics Manager when a Default Material is present and we shut down. (1356108)
      First seen in 2021.2.0b1.

    • Asset Pipeline: Fixed for crash that would occur if ImportAsset is called with "Assets\" path. Also fixes issue where any folder path ending with path separator doesn't get imported. (1354411)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Editor: Fixed a crash when creating a marquee selection that included Mesh Particle Systems. (1351135)
      First seen in 2021.2.0a21.

    • Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed. (1291991)

    • Editor: Fixed gradient swatches were not refreshed after undoing preset change. (1261595)

    • GI: LightProbes.needsRetetrahedralization doesn't get invoked in IL2CPP builds. (1338514)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Fixed crash when calling GetPixelData with invalid arguments. (1322485)

    • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

    • iOS: Fixes 'end Encoding' crash when force closing iOS application. (1329593)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Package: Updated com.unity.formats.alembic@2.2.1.

    • Package Manager: Hide reset feature button if the installed version is a patch of the lifecycle version. (1360446)

    • Particles: Automatically mark textures as readable, if used by the Particle System Shape module. (1344356)

    • Physics: Fixed an issue where "Physics2D.Distance()" always returned zero distance when an overlapped CapsuleCollider2D with a uniform (degenerate) size was used. (1354786)

    • Scene/Game View: Improve performance when opening Scene View window. (1343564)

    • Scripting: Correct C# compiler error CS0570 when the indexer of ReadOnlySpan is used with the .NET Framework Api Compatibility Level. (1355846)
      First seen in 2021.2.0b6.

    • Scripting: Fixed an issue when opening a project using rulesets, Error CS8035 is no longer thrown in the console. (1349517)

    • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

    • Scripting: Fixes globalgamemanagers.assets to only contain scripts that will be part of the player builds. (1335997)
      This has already been backported to older releases and will not be mentioned in final notes.

    • UI Toolkit: Drag and drop in ListView will not bind negative index. (1319543)
      This has already been backported to older releases and will not be mentioned in final notes.

    • UI Toolkit: Fixed exception in ListView when pressing page up key after hitting navigation keys. (1324806)

    • UI Toolkit: Fixed GraphView shader not compiling on Shader Model < 3.0. (1348285)

    • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)

    • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)

    • WebGL: WebGL's new input system handler was incorrectly returning the mouse position relative to the web page and not the Unity canvas. It also did not return the position in the middle of the canvas when the cursor was locked, so I added that as well. (1347311)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Windows: Fixed the new input system reporting incorrect keyboard key display names when using certain non-english keyboard layouts. (1337684)
      This has already been backported to older releases and will not be mentioned in final notes.
    Preview of Final 2021.2.0b11 Release Notes
    Features
    • 2D: Allow users to create and define scriptable tools for the Tile Palette window.

    • 2D: New template to allow users to start a new project with 2D Renderer setup.

    • Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices.

    • Android: Added option to configure the default texture compression format to PlayerSettings.

    • Android: Added the ability to support windowing concepts on Android. Split screen, pop up and freeform windows.
      Known issues:
      1. Devices may wake up from sleep when in split screen mode.
      2. Chrome OS devices that support tablet mode may not pause apps when they are no longer visible.
      3. Some Android devices may experience delayed resolution updates after resizing a window.
      4. Minimum window size may not be respected properly on all Android devices.
    • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

    • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

    • Asset Import: Added new Artifact File dependency system in the AssetImportContext.

    • Asset Import: Updated Alembic package to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.4.

    • Asset Pipeline: Accelerator authentication support using Genesis.

    • Asset Pipeline: ArtifactBrowser: Added ArtifactDifference Reporting messages.

    • Asset Pipeline: Import Activity Window: Allows inspection of import times, previous asset revisions, list of dependencies, importers used to import an artifact, import duration over time and much more!.

    • Asset Pipeline: Support for importing models and textures in parallel in external processes (off by default, enable in Project Settings -> Editor -> Refresh.

    • Burst: Add support for calling Burst code directly from C# without using function pointers.

    • Burst: Added a new OptimizeFor mode Balanced. This becomes the default optimization mode, and trades off slightly lower maximum performance for much faster compile times.

    • Burst: Added an OptimizeFor option to [BurstCompile], allowing users to say they want fast code, small code, or fastly compiled code.

    • Burst: Added experimental half precision floating point type f16.

    • Burst: Added experimental support for half precision floating point Arm Neon intrinsics.

    • Burst: Added source location metadata into hash cache.

    • Burst: Added support for creating profiler markers from Burst code

    • Burst: Added support for exceptions thrown from Burst to contain a callstack

    • Burst: Added support for having [return: MarshalAs(UnmanagedType.U1)] or [return: MarshalAs(UnmanagedType.I1)] on a bool return external function.

    • Burst: Added support for LLVM 11 to bring the latest and greatest code generation benefits to Burst

    • Burst: Added support for the C# 8.0 construct default(T) is null to Burst by transforming the generated Box + 'is the box non-null?' at compile time.

    • Burst: Added workarounds for known issue with Windows Native Debuggers and Dll numbers.

    • Burst: An additional warning about delegates being used by BurstCompiler.CompileFunctionPointer that are not decorated as expected. In most cases, Burst will automatically add the C-declaration attribute in IL Post Processing, but if the usage of CompileFunctionPointer is abstracted away behind an open generic implementation, then Burst will not be able to automatically correct the delegate declaration, and thus this warning will fire.

    • Burst: Apple silicon support

    • Burst: Assemblies are now allowed to have an [assembly: BurstCompile()] attribute to let users specify compile options that should apply assembly wide (for instance [assembly: BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)]).

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Burst 1.6 release cycle is RC for 2021.2.

    • Burst: Can now call BurstCompiler.CompileFunctionPointer() in Burst code.

    • Burst: Experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA)

    • Burst: full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental)

    • Burst: Intrinsics: Neon - Added support for basic vld1 APIs.

    • Burst: Made it possible to get a pointer to UTF-8 encoded string literal data in HPC# code via StringLiteral.UTF8().

    • Burst: New AotNativeLinkEmbeddedLinux for EmbeddedLinux.

    • Burst: New burst_TargetPlatform_EmbeddedLinux.

    • Burst: Preliminary support for loading additional burst compiled libraries in play mode/standalone - for modding support -

    • Burst: support for new intrinsics

    • Core: Added Screen.mainWindowPosition, Screen.mainWindowDisplayInfo, Screen.GetDisplayLayout() and Screen.MoveMainWindowTo() APIs. See Scripting API documentation for more information.

    • Editor: Add support for menu states (disabled, checked) in QuickSearch.

    • Editor: Added 'Diagnostics' section to Preferences window to help with remote troubleshooting. Please note that this section is not intended for users to interact with except when requested by Unity Support.

    • Graphics: Added anisotropic filtering to the built-in inline samplers.

    • Graphics: Added Graphics Buffer Support in VFX Graph.

    • Graphics: Added support of direct link event

    • Graphics: Allow for DX12 to work on Hololens with OpenXR.

    • Graphics: Introduced a tool to help set the bounds of a VFX.

    • IL2CPP: New option for "IL2CPP Code Generation" which can enable faster and smaller builds via better sharing of generics code, with potentially additional runtime overhead.

    • License: Introduced licensingIpc Editor CLI.

    • macOS: Added deep linking support.

    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.

    • Mono: Upgraded to a recent version of Mono (~6.12) which brings many bug fixes from upstream Mono project.

    • Package: (Recorder) Added support for arm64 macOS.

    • Package: (Recorder) Added support for recording accumulation, for motion blur and path tracer (HDRP).

    • Package: (Recorder) Integrated the AOV Recorder into the Recorder package.

    • Package: Added com.unity.live-capture 1.0.0-pre.400 package.

    • Package: Added com.unity.profiling.core 1.0.0-pre.1 package. The package introduces Unity Profiler markup API with metadata support and counters API. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html

    • Package: Added com.unity.sequences 1.0.0-pre.5 package.

    • Package: Added Visual Scripting (previously known as Bolt) as a default package

    • Package: Polybrush 1.1.2.

    • Package: Update to Polybrush 1.1.0-pre.1

    • Package Manager: Ability to install a package from a browser hyperlink (including an experimental package).

    • Package Manager: Added new UI support for features in the Package Manager window and added an initial list of features.

    • Package Manager: Complete UI support for feature sets in the Package Manager window:
      • Lock/Unlock mechanism on the packages that are part of a feature set
      • Reset a feature set dependencies to their default versions when the feature set was customized
      • Warn user if a feature set dependencies are already installed with a different version before installing it
      • Display a visual cue on a feature set when the dependencies versions have changed
      • Display the feature set information in the inspector
      • Fix bugs and cosmetic issues
      • Add analytics on feature sets.
    • Package Manager: If a user chooses to continue from the UPM dialog warning them of an entitlement error in one of their packages, then once the Editor is open, Package Manager window will immediately open to the first package with an entitlement error.

    • Package Manager: In the popup window, upon clicking 'Install' for a Full Project Asset, we want to give users the option to install the Asset into a new, temporary project.

    • Package Manager: Show the user's initials instead of the full name on the Account menu in the top bar of the editor.

    • Package Manager: Support Packages with Entitlements

    • Package Manager: Switched advanced settings and scoped registries management panel in project settings.

    • Particles: Added a mesh weighting field to the list of meshes, to control how many of each mesh to use.

    • Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used providing a complete customizable and fully featured 2D Collider.

    • Physics: Added Enable All/Disable All buttons to the Physics Settings layer collision matrix that allows to disable or enable all of the layer collisions

    • Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window.

    • Physics: Added the ability to read low-level 2D physics shapes (PhysicsShape2D) from any 2D Collider into a new shape container (PhysicsShapeGroup2D).

    • Physics: Exposed a set of functions to allow modifying the contact properties right before they are passed to the solver. Useful for creating sticky conveyor belts, making holes in anything, customizing the collision feedback and more.

    • Profiler: Added of File Access and Asset Loading Profiler modules.

    • Profiler: Added ProfilerModule API for extending the Profiler window with custom modules.

    • Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable. Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar.
      Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".
      Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. This is set through the Preferences->Anaylsis option or via the command line "-connection-id" when launching a player from the command line.

    • Scene/Game View: EditorToolContext now supports component tools.

    • Scene/Game View: Introduced new Overlays feature. Tools and contextual views are now available directly in the Scene View, and are completely customizable.

    • Search: Added a new explicit provider to search performance metrics.

    • Search: Added new extended search picker workflow and API.

    • Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operation.

    • Search: Added search table support to build advanced reports using complex search expressions.

    • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

    • Shaders: Introduced keyword space separation.
      Shaders, compute shaders and materials now operate in separate local keyword spaces. All keywords declared in a shader or in a compute shader using any of the multi_compile* or shader_feature* directives are local. Material and Compute Shader classes now operate with local keywords only.
      Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

    • Terrain: Introduced the new Instancing mode for Terrain details: This mode renders the detail objects with instanced draws using the material specified on the prototype prefab.

    • Terrain: Terrain Tools package 4.0.0-pre.2 added to pre-release set.

    • UI: Added settings for enabling/disabling extended Dynamic Hints.

    • UI Toolkit: Added contextual action to export an element from the builder hierarchy to a uxml file (UI Builder).

    • UI Toolkit: Added contextual action to unpack a template completely in UI Builder.

    • UI Toolkit: Added runtime access to the PanelSetting and UIDocument, making the package unnecessary for runtime UIToolkit rendering.

    • UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding.

    • UI Toolkit: Added support for up to 7 levels of stencil-based masking.

    • UI Toolkit: Added the contextual action of unpacking a template in a document in the UI Builder (UI Builder).

    • UI Toolkit: Added the DynamicColor usage hint that allows border/background/text color to change dynamically without having to regenerate the geometry.

    • UI Toolkit: Added transform-origin, rotate, scale and translate to the supported properties by UI Toolkit.

    • UI Toolkit: Added transitions properties to UI Toolkit.

    • UI Toolkit: Attribute overrides can be added, edited and removed in a template instance using UI Builder.

    • UI Toolkit: ListView now supports dynamic item height as a virtualization method.

    • UI Toolkit: Rendering antialiased vector shapes without MSAA in UI Toolkit.

    • UI Toolkit: Update UIElementsGenerator tool to the latest version

    • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
      • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
      • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
      • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
      • Plastic: Auto configuration of SSO
      • Plastic: Added date column in incoming changes
    • Version Control: Added auto sign in when logged into Unity account

    • WebGL: Added option to create release builds with embedded function symbols for improved profiling and error stack traces.

    • WebGL: Added the texture subtarget build setting to WebGL.

    • WebGL: Compressed audio support for WebGL.

    • WebGL: Enabled ETC/ETC2/ASTC/BC4/BC5/BC6/BC7 compressed texture formats for WebGL in editor, build and runtime.

    • XR: Reduced VR rendering latency using controller Late Latching with skinning and mesh renderer support

    • XR: Reducing rendering latency in URP with Late Latching.

    • XR: Release OpenXR 1.0.0-pre.1
    Improvements
    • 2D: 2D: Added folder support for SpriteAtlas V2.

    • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.

    • 2D: Improved performance for setting multiple Tiles on a Tilemap.

    • 2D: Improved performance of RuleTile caching

    • 2D: Potentially improves performance when importing large number of textures.

    • 2D: Prerelease SpriteShape and PSDImporter package for 2021.2.

    • 2D: Update 2D URP template starting folder structure for better clarification of usage.

    • 2D: Updated 2D template to use latest 2D verified packages.

    • 2D: Updated icons for Tile Palette Rotate and Flip tools.

    • 2D: Updated Skinning Editor tooltips text.

    • AI: Added the RasterizeModifierBox profiler marker for the NavMesh builder step that processes ModifierBox sources.

    • Android: Added a new Android/Chrome OS player setting, "Chrome OS Input Emulation". If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events. This allows an app to implement more complete support for these input devices. Also, fixed a bug with Android/Chrome OS touchpad scrolling.

    • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

    • Android: Added support for custom cursors to Android. The existing Unity player settings and C# functions related to custom cursors now work on Android 7.0 and later.

    • Android: Allow low-level configuration of Unity threads (priority, affinity)

    • Android: Big part of Android Build Pipeline is now incremental, the sequential builds with zero changes are much faster now. That also means builds are no longer created from scratch, but instead we update the files which dependencies have changed. A special care needs to be taken when IPostGenerateGradleAndroidProject callback is used, since it might be operating on files which were modified by IPostGenerateGradleAndroidProject from previous build.

    • Android: Bump Android Logcat package to 1.2.3

    • Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. (1349380)

    • Android: If a hardware keyboard is available, we now use it within our Unity UI systems, instead of always bringing up a virtual, on-screen keyboard.

    • Android: Unity gradle projects will have a new entry in gradle.properties, unityTemplateVersion. This property will be bumped whenever Unity gradle template files changes. That way if you build on top of the old folder and unityTemplateVersion is different, Unity will throw an error, saying that you need to update your gradle files or build to an empty folder.

    • Android: When generating manifest files, there are new files in Library\Bee\artifacts\Android\Manifest, LibraryManifestDiag.txt, LauncherManifestDiag.txt. They'll contain information about why a specific permission is added to manifest.

    • Asset Bundles: Added profile marker for CRC checks.

    • Asset Import: Documented MonoImporter class.

    • Asset Import: Improve Model Importing performance for files that contain lots of curves.

    • Asset Import: Improved FBX model importing speed.

    • Asset Import: Improved import speed for FBX files that use the ASCII file format.

    • Asset Import: Improved import speed for model files containing more than 1 mesh.

    • Asset Import: Improved model import speed by multithreading mesh triangulation.

    • Asset Import: Improved overall performance of FBX files import.

    • Asset Import: Improved performance of ASCII FBX files import.

    • Asset Import: Improved performance of the Model Importer material tab display. (1295743)

    • Asset Import: Improved speed of FBX model importing by skipping unused data.

    • Asset Import: Improved speed of model importing for files that contain multiple meshes.

    • Asset Import: Improved speed of Sketchup model file importing.

    • Asset Import: Made Asset Import faster when using mikktspace tangent generation on meshes containing degenerate triangles.

    • Asset Import: Optimized texture import mipmap calculation when Kaiser filtering is used (e.g. importing 16GB of textures with mostly Kaiser mip filters goes from 127 sec down to 109 sec).

    • Asset Import: Reduced peak memory usage during Model Importing.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Updated Sketchup SDK to version 2020.2.

    • Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset.

    • Asset Pipeline: Added summary in the editor log about what has happened during a refresh

    • Asset Pipeline: Added warnings and an automatic fix button where main object names are found not to match the corresponding filename.

    • Asset Pipeline: Do not show warning dialog when it is not possible to move import worker log files

    • Asset Pipeline: Improved directory enumeration by multi-threading it.

    • Asset Pipeline: Improved editor startup time by Prefetching AssetDatabases to reduce cost of Pagefaults.

    • Asset Pipeline: Improved startup performance for 900,000 file project by 18 seconds.

    • Asset Pipeline: Improved upload and download path

    • Asset Pipeline: Optimized UnityEngine.Hash128.ToString method.

    • Asset Pipeline: Project startup times have been improved. Projects with 900,000 files will load 30 seconds faster, at least.

    • Asset Pipeline: Speed up editor startup by fixing asset handling related code.

    • Audio: Added voice priority display in audio pane of profiler.

    • Audio: Added VU metering information from audio mixer groups in audio pane of profiler to make it easy to compare it against volume and audibility levels.

    • Audio: AudioMixer did not perform equal power panning for group attenuations when transitioning between snapshots. A new transition type "Attenuation" has been added. (1322673)

    • Audio: Improved the way audio mixers are displayed inside the audio profiler pane when the "Groups" and "Channels and Groups" view modes are enabled.
      Previously the column-based sorting from the "Channels" view mode was applied to the other view modes too which resulted in inconsistent ordering of channels and groups below mixers and even mixers changing order dynamically, making the profiler hard to read.
      Additionally the names of the mixers is now shown in the profiler where it currently only showed the ambiguous "Master" groups of the mixers below the "Audio Listener" group.
      Finally the triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order, and the arrow is now placed before the title instead of after it to avoid cutting it off when the columns are manually resized to fit the window.

    • Audio: Now displays target mixer groups in audio profiler.

    • Bug Reporter: Modified the Crash Handler window so that it now contains a stack trace, a button to open the crash log folder, and a button to restart the editor.

    • Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline. The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project.

    • Build Pipeline: Improved the performance of the build pipeline by allowing concurrent shader cache read access.

    • Build Pipeline: Linux now uses the incremental player build pipeline.

    • Build Pipeline: MacOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Build Pipeline: Make linking faster for big projects

    • Build Pipeline: WebGL now uses the incremental player build pipeline.

    • Build Pipeline: Will not ask to save untitled scene if it is not included in the build.

    • Build Pipeline: Windows Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Improved codegen

    • Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (1272168)

    • Core: Reduced number of memory alllocations and improved tracking of core allocations.

    • Documentation: Added a pop-up to Obsolete API labels in the Script Reference, explaining why something is obsolete, and pointing to the new API where possible.

    • Documentation: Improved documentation for GeometryUtility.TestPlanesAABB. Explain false positives.

    • DX12: Added the ability to set D3D12_RAYTRACING_GEOMETRY_FLAG_NO_DUPLICATE_ANYHIT_INVOCATION flag when adding Renderers to a RayTracingAccelerationStructure. This will allow implementation of robust colored ray traced shadows.

    • DX12: Bind dynamic lightmaps resources (Enlighten) to ray tracing shaders - unity_DynamicLightmap, unity_DynamicDirectionality and unity_DynamicLightmapST. DYNAMICLIGHTMAP_ON shader keyword is enabled when these resources are used by Renderers.

    • DX12: Optimize uniform setup in ray tracing shaders. Added a special case for UnityPerMaterial cbuffer.

    • Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown

    • Editor: Added "Open in Property Editor" menu item to the Inspector's kebab menu. (1334342)

    • Editor: Added missing USB device detection and reporting for Linux Editors.

    • Editor: Added new devices to the Device Simulator:
      • Apple iPad Air 2
      • Apple iPad Air (4th generation)
      • Apple iPhone 12 mini
      • Apple iPhone 12
      • Apple iPhone 12 Pro
      • Apple iPhone 12 Pro Max
      • Apple iPhone SE (2nd generation)
      • Google Pixel 5
      • Huawei P40 Pro
      • OnePlus 7 Pro
      • Samsung Galaxy Z Fold2 5G
      • Samsung Galaxy Note10
      • Samsung Galaxy Note10+ 5G
      • Samsung Galaxy Note20 Ultra 5G
      • Samsung Galaxy S8
      • Samsung Galaxy S9
      • vivo NEX 3 5G
      • Xiaomi Mi A3.
    • Editor: Added profiler markers around test setup, teardown, and execution.

    • Editor: Added the renderer type to the UpdateRendererBoundingVolumes profile marker tooltip.

    • Editor: Adding new features for Menu Items in the context of Editor Modes

    • Editor: Allow importing LOD meshes with indices that have preceding zeroes. Specifying a range, e.g. LOD1-3 will assign the mesh to all LOD levels in the range.

    • Editor: Assets in ProjectWindow can now be cut, copied and pasted. (1264821)

    • Editor: Avoid stall entering playmode if a scene contains sequential GameObject file ID hints. (1308128)

    • Editor: Build Settings window now has texture import overrides, with ability to globally reduce imported texture size and compression settings. This is mostly useful to speed up asset imports & platform switches during development, at expense of texture quality.

    • Editor: Cached the translation results, reducing GC pressure.

    • Editor: Clicking on a Material inside the Renderer component will highlight the Sub Meshes with that Material in the Scene View.

    • Editor: Console window now has a context menu option to use monospace font. (1276112)

    • Editor: Create Empty Parent' now matches selection rect for Rect Transforms.

    • Editor: Frame Debugger improvements. Clears display color/depth/stencil values. Compute shader dispatches display shader name, keywords and thread group size. Indirect draws display shader & property information. Mesh preview is no longer too dark on HDRP. SRP Batcher draws display names of meshes they render.

    • Editor: Frame Selected' now ignores audio source and reverb zone components.

    • Editor: Game View maximize on play toggle also got an option to not focus the game view upon play mode. Also, an editor preference to not create the game view on play was added.

    • Editor: Improved import times of SketchUp models (*.skp).

    • Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down

    • Editor: Improved model importing performance.

    • Editor: Improved performance of model importer by a small amount, by multi-threading the mesh triangulation step.

    • Editor: Improving UTF documentation (DSTR-120).

    • Editor: Inspector number fields support more math expressions now: functions (sqrt, sin, cos, tan, floor, ceil, round), distribution over multi-selection (L, R) and can refer to current value to change it across multi-selection (+=3, *=2).

    • Editor: Inspector property context menu 'Revert to Prefab' works with multiple selected objects now.

    • Editor: Made importing models with Blendshapes a bit faster if the Import Blendshapes setting is unchecked.

    • Editor: Multiple objects can now be dragged to the Project Window to have multiple prefabs created at once.

    • Editor: Optimized BC7 ("high quality" compression setting on PC/Console platforms) texture compression, now about 2-3 times faster. This is using a new texture compressor (bc7e), added option in Editor Settings to switch to the old one (ISPC) if needed.

    • Editor: Optimized drag selection in Editor scenes.

    • Editor: Optimized Gizmos performance in Editor - down from 6ms to 1.5ms for a complicated scene view.

    • Editor: Popup Menu does now trigger a GUI.changed event only if it has changed.

    • Editor: Reduced the per-test overhead of running tests in the editor.

    • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

    • Editor: Reduced time taken by filtering operations when only a subset of tests is run.

    • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package

    • Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. (1307483)

    • Editor: Settings can now be searched by their properties in Search.

    • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

    • Editor: Texture import settings UI indicates which platforms have override settings, via a blue override line on the platform tabs.

    • Editor: The popup progress bar now displays which assembly contains the code that is stalling the editor, if available.

    • Editor: Transform component Scale inspector field got the ability to constrain scale proportions. There's also an editor preference whether newly created objects should have constrain proportions scale on by default.

    • Editor: UI polish of Build Settings window (more logical sort of installed platforms, etc.)

    • Editor: UnityEvent callbacks can be reordered

    • Editor: Updated ASTC texture compressor for about 10% compression time speedup.

    • Editor: Updated ASTC texture compressor for about 30% compression time speedup.

    • GI: Add support for rectangular area lights to Enlighten precomputed Realtime GI. Will address a HDRP 4.1 to 10.0 upgrade regression because rectangular lights were represented by a point light in 4.1 and when upgrading to 10.0 bounce from the light disappeared.

    • GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes.

    • GI: Added exposure slider to the Enlighten lit clustering scene view mode in the Editor.

    • GI: Hide "Show Inactive Objects" and "Isolate Selection" checkboxes on the Static Emissives tabs of the Light Explorer. These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. (1331750)

    • GI: Lightmap analytics events now include bakes that fell back from GPU to CPU Lightmapper.

    • GI: Make it visible in the GI Profiler module what the state of Realtime GI support and enabled state is, when no data is captured.

    • GI: Move memory related logging from console to log file.

    • GI: Radeon Denoiser upgrade to version 1.7.0. Improves AI denoiser when running in HDR mode.

    • GI: Reduced ringing when using Open Image denoiser.

    • GI: Removed the logging of each Enlighten HLRT thread id, it spams too much on high core count systems.

    • GI: Reword Enlighten bounce warning in Light inspector because HDRP supports additional light shapes.

    • GI: Run GICache trimming jobs every 30 seconds instead of back to back. (1289849)

    • Graphics: Added "2D Lights" tab to the Light Explorer window.

    • Graphics: Added an error message when a custom render texture is using a material with an invalid or unsupported shader. (1304355)

    • Graphics: Added Color and Depth Load/Store actions support to the Frame Debugger

    • Graphics: Added support for "VFX.CameraBuffersFallback" preferences. It allows to select from 3 options:
      -None: Do nothing, keep outdated buffer info from the last rendered frame.
      -Prefer Main Camera (Default): Current behavior, use the buffer from Main camera when available, Scene camera otherwise.
      -Prefer Scene Camera: Use the buffer from the Scene camera when available, even if the Main camera is being rendered as well.

    • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

    • Graphics: Allow the default specular reflection cubemap to be a RenderTexture (with dimensions CUBE) (1281013)

    • Graphics: Change the Gear icon on the Asset Settings Provider for the more menu

    • Graphics: Fixed comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

    • Graphics: Improved error logging for the CopyTexture function.

    • Graphics: Improved performance of ASTC decompression by using multi-threading (around 6x using 8 threads).

    • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

    • Graphics: Making sure the render pipeline asset under graphic settings needs to be changed.

    • Graphics: Mesh and SkinnedMeshRenderer geometry data can now be accessed by compute shaders. See Mesh.GetVertexBuffer, SkinnedMeshRenderer.GetVertexBuffer etc.

    • Graphics: Optimize Material.FindPass. The speedup depends on the number of passed the Material has.

    • Graphics: Remove shader Passes that contain ray tracing shaders (closesthit, anyhit) when ray tracing is not supported by the system or graphics API.

    • Graphics: Removed redundant calls when setting shader program parameters.

    • Graphics: Render sorting code multi-threaded to speed up wall clock time.

    • Graphics: Renderer component can have custom world space or local space bounds now, via .bounds and .localBounds setter APIs.

    • Graphics: Setup unity_MotionVectorsParams built-in shader variable in Ray Tracing shaders.

    • Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.

    • Graphics: Support ASTC as texture format for Single Channel textures.

    • Graphics: Support for async readback when using OpenGL ES 3.0 or newer and GL core.

    • Graphics: VFX : Optimization while sending event to a VisualEffect by script.

    • Graphics: Virtual Texturing is now more robust when it comes to switching color space.

    • Graphics: [Metal] GPU-side error log improvement via enhanced command buffer error reporting

    • IL2CPP: Add full support for System.Reflection.MemberInfo.GetCustomAttributesData

    • IL2CPP: Added optimizations to Enum.HasFlag.

    • IL2CPP: Changed IL2CPP's internal build system to use bee on Android to prepare for improved player build performance.

    • IL2CPP: Changed il2cpp's internal buildsystem on Windows & Mac to prepare for improved player build performance.

    • IL2CPP: Corrected provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

    • IL2CPP: Made IL2CPP Conversion faster by using a new Data Model.

    • IL2CPP: Reduce executable size by reducing generic metadata output

    • IL2CPP: Reduce some internal metadata allocations related to array method naming.

    • IL2CPP: Updates IL2CPP to use the new bee distribution format.

    • IL2CPP: Upgraded IL2CPP to run on .NET 5.

    • IMGUI: Improved overall layout and repaint performance.

    • Input: Added "Use Physical Keys" setting in Input Manager for Input.KeyCode mapping to physical keys. For example, with the setting on KeyCode.Q is always the key to the right of Tab regardless of your keyboard language layout.

    • iOS: Depth RenderSurfaces now have private storageMode. (1339864)

    • iOS: Generated Xcode project now uses new build system.

    • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored.

    • Kernel: Improved code quality and amount of allocations in some of our base abstraction layers.

    • Kernel: Improved performance of parallel sorting code.

    • Kernel: Improved stability of player connection:
      • Receiving of messages may now be dispatched across multiple frames.
      • Fixed issue where player connection could corrupt message queue and reconnecting to app was required.
      • Better handled disconnection of app (situations like: app crash, force killing of app or loosing connection).
      • [Mobile Platforms] Initial support to suspending app.
    • Kernel: Memory Settings has been added to the project settings. This gives control of the internal memory setup in Unity. With this it is possible to tweak the memory setup to the individual project.

    • License: Sync access token with L-Client upon change

    • macOS: Append to Xcode project now works.

    • macOS: Generated Xcode project now uses new build system.

    • macOS: When generating Xcode project, it is now possible to pick the build config used for run action (can be changed in Xcode). Debug build config now has frame capture automatically enabled.

    • Mobile: Android Patch/Patch & Run is now less constraint and works for all types of changes (prior, this was part of Script Only Build which is now automatic).

    • Networking: UnityWebRequest on iOS no longer uses operation queue for uploads, upload data will request by a callback from system.

    • Package: (Recorder) Enabled alpha channel capture in projects that use HDRP.

    • Package: (VisualScripting) Names in different UI elements made to be more consistent with new naming schemes.

    • Package: (VisualScripting) User interface updated.

    • Package: backport com.unity.purchasing.udp@.2.2.2 to 2021.2

    • Package: Update Addressables to 1.18.13

    • Package: Update Addressables to 1.18.15

    • Package: Updated Addressables package to 1.17.17.

    • Package: Updated Addressables to 1.18.2 and SBP to 1.18.0.

    • Package: Updated Addressables to 1.18.4.

    • Package: Updated Advertisement package to 3.7.1.

    • Package: Updated com.unity.formats.alembic@2.2.0

    • Package: Updated OpenXR Plugin package to 1.1.1.

    • Package: Updated ProBuilder package to 5.0.3.

    • Package: Updated Purchasing package to 2.1.6.

    • Package: Updated to ProBuilder 5.0.0.

    • Package: Updated WebGL Publisher version to 4.2.1.

    • Package: Updated WebGL Publisher version to 4.2.2.

    • Package: Upgrade UDP package to 2.1.4. The main purpose is to release new doc.

    • Package: Upgrading input system package to 1.0.2

    • Package: Visual Scripting - Improved migration tools to allow users to migrate their project to recent Visual Scripting version.

    • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.

    • Package: [VisualScripting] A warning is raised when adding more than one Input unit in a SuperUnit

    • Package: [VisualScripting] Open inspector button and double clicking a graph in the project browser now opens the visual scripting editor

    • Package: [VisualScripting] Warn the user when an Input System Package event is referencing an action of the wrong type for that event

    • Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.

    • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

    • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

    • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

    • Package Manager: Improved performance when browsing "My Assets".

    • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

    • Package Manager: Increased the amount of information logged to upm.log at various levels.

    • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

    • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

    • Package Manager: Used translation on string literals at definition time and properly with string.Format.

    • Particles: Add exception if sending too much particle data to SetCustomParticleData.

    • Particles: GPU Instanced Mesh particles may not use the same shader for the main geometry and the trails. Show a warning to the user if they do this.

    • Physics: Added icon for Articulation Body Anchor Transform tool.

    • Physics: Added new Physics Profiler metrics.

    • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

    • Physics: Improved Articulation Body anchor limit gizmos.

    • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties

    • Prefabs: At a glance see in the Hierarchy which Prefab instances have non-default overrides. (1323680)

    • Prefabs: Disabled editing for missing Prefabs instances.

    • Prefabs: Updated documentation for Object.DontDestroyOnLoad

    • Prefabs: Warning was added to the PrefabAssetImporter editor if there are SerializeReference missing types within the Prefab. Also applying modifications from instance was disabled in case Prefab asset contains missing types. Editing the Prefab asset in isolation will now preserve MissingType information.

    • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.

    • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

    • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

    • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

    • Profiler: Improved Memory Profiler module UI to show more clearly how the high level memory stats contribute towards the total memory usage.

    • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html

    • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.

    • Profiler: Tethered Android devices no longer require manually calling ADB commands in the CLI, in order to be picked up as connection targets by the Editor. Multiple tethered android devices are now supported.

    • Scene/Game View: Added Shortcut Manager entries for "Toggle Selection Outline" and "Toggle Selection Wireframe."

    • Scene/Game View: Extending PlaceObject method to support SceneView grids and 2D.

    • Scene/Game View: Fresh icons for Scene View toolbars.

    • Scene/Game View: Improve documentation for EditorTool.

    • Scene/Game View: Improve documentation for HandleUtility.PickGameObject.

    • Scene/Game View: Improved API documentation for Overlays feature, including multiple new code examples.

    • Scene/Game View: Improved UI when working within an EditorToolContext.

    • Scripting: Allow user code to build against .NET Standard 2.1 and .NET Framework 4.8

    • Scripting: Certificate validation callbacks from .Net libraries pass now also previously identified root certificates along (i.e. the full validated chain if any). (1191987)

    • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

    • Scripting: Enabled scheduling managed jobs from non-main control threads.

    • Scripting: Ensure players using the Mono scripting runtime backend always use a JIT (Just-In-Time) friendly set of class libraries, even if the ".NET Standard 2.0" API Compatibility Level is chosen. This provides consistency for Mono players no matter what API Compatibility Level is chosen in the player settings.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the Mono scripting back-end: Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Multithreaded asset garbage collection and increased speed by up to 2.5x.

    • Scripting: OnChangedCallback is invoked when elements are duplicated in ReorderableList. (1307386)

    • Scripting: Reduce and optimize regex usage to improve performance

    • Scripting: The Managed Stripping Level for new projects when targeting the IL2CPP backend will be Minimal.

    • Scripting: Update Roslyn to 5.0.102, Update NetCore to 5.0.2

    • Scripting: Updated C# language version to 9.0 for compilation and IDE's
      We will support a subset of the language features from:
      https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-9
      These is the features that we support:
      • Pattern matching enhancements
      • Function pointers
      • Target-typed new expressions
      • Static anonymous functions
      • Target-typed conditional expressions
      • Extension GetEnumerator support for foreach loops
      • Lambda discard parameters
      • Attributes on local functions
      • New features for partial methods.
    • Scripting: Updated com.unity.ide.visualstudio to '2.0.9'.

    • Scripting: UX improved when setting up Unity version defines for asm definitions

    • Search: Improve asset indexer performances and index size.

    • Search: Improved asset search performances by ~4x.

    • Search: Share the same search debouncing threshold with the project browser and the quick search window. (1298380)

    • Search: Use a single search provider to search any indexed object.

    • Serialization: Objects referenced from SerializeReference fields now have stable ids, which reduces risk of conflicts when multiple users collaborate on a scene file. This also improves support for undo and prefabs, especially when SerializeReference is used inside arrays and lists. There is a new format for references, with backward compatibility support for older assets.

    • Serialization: SerializeReference now allow more granular handling of missing types. SerializeReference instances for which the type is missing will be replaced by null. Other instances will be editable and if fields who were previously referring to the missing type are still null the missing type will be preserved.

    • Shadergraph: Added View Vector Node doc.

    • Shaders: Reduced memory consumption when loading shaders.

    • Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space.

    • Shaders: Shader import artifacts are now cached, improving revert/zero change reimports and imports using cache server.

    • Terrain: Improved worst-case performance while painting on high-resolution (2k x 2k or higher) terrain heightmaps. (1283138)

    • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

    • Tests: Improved logging in iOS automation: clarify existing log messages and add new ones.

    • UI: Added a visual around the Graphic object if the raycast padding is set.

    • UI: Icon updates for Terrain's tool selection.

    • UI: If a tooltip is being displayed, hovering another ui control that can display a tooltip makes the new tooltip appear immediately. Previously, the new tooltip was displayed after a delay.

    • UI: Reused PropertyFields backing fields when possible.

    • UI Toolkit: Added a new RuntimeDefault theme with less overhead for runtime usage.

    • UI Toolkit: Allowed usage hints to be changed on a VisualElement without having to remove it from the hierarchy allowing styling and layout to be preserved.

    • UI Toolkit: Buttons are now focusable.

    • UI Toolkit: Improved UI Toolkit event debugger. Improvements include optimizations, adjustable UI, settings, event and callback filtering, event replay.

    • UI Toolkit: Improved USS validation to support more complex properties.

    • UI Toolkit: Reduced draw sprite allocations.

    • UI Toolkit: Set UIDocument's execution order to -100 to ensure root visual element is created when user's OnEnable runs.

    • UI Toolkit: TransitionEvents are now collapsed when relevant.

    • Version Control: - Stability and performance improvements

    • Version Control: Added Checkin and Update confirmation notification

    • Version Control: Improved load time performance

    • Video: VideoPlayer now has a better automatic selection of target material texture property. It detects [MainTexture] attributes, then falls back to _MainTex naming convention.

    • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.

    • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

    • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).

    • WebGL: Added support for Screen Orientation Locking and Auto-Rotating for mobile browsers which support The Screen Orientation API

    • WebGL: Refactored unityInstance.Quit() in UnityLoader.js and call QuitCleanup from both unityInstance.Quit() and Application.Quit().

    • WebGL: Updated WebGL compiler to Emscripten 2.0.19. This removes support for the now obsolete asm.js linker target.

    • Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.

    • XR: New reference objects can now be added at runtime. Added support for ARCore session recording and playback.

    • XR: Removed "Preview" text from UI display element.

    • XR: Update AR Foundation package dependencies to XR Management 4.0

    • XR: Update Magicleap XR Plugin package to 6.2.2

    • XR: Update Oculus XR Plugin package to 1.8.1

    • XR: Update WindowsMR to version 5.2.1

    • XR: Updated OpenXR Package to 1.2.0.

    • XR: Updated OpenXR Package to 1.2.2.

    • XR: Updated Windows MR package to 5.2.2.

    • XR: Updated XR Plug-in Management to 4.0.3.
    API Changes
    • 2D: Added: Add SetTile/s API using a TileChangeData struct to allow users to set a Tile at a position with color and transform at once instead of invoking 3 calls to do so.

    • 2D: Added: Added GetAnimationFrameCount, GetAnimationFrame, GetAnimationTime, SetAnimationFrame and SetAnimationTime to get and change the animation timings for Tiles on the Tilemap.

    • 2D: Added: Added GetTilesRangeCount and GetTilesRangeNonAlloc to get the positions and Tiles between a given start and end positions in a Tilemap.

    • 2D: Added: Adds a Vector3Int constructor accepting two integers for x and y, with z set to 0.

    • 2D: Added: Allow user to register for notification when the SpriteRenderer's Sprite property has changed.

    • 2D: Added: New API to query SpriteAtlas information IsIncludedInBuild and GetMasterAtlas.

    • 2D: Added: Support for default sprite mask material in URP and public api method to retrieve the default 2d mask material.

    • Android: Added: Added AndroidJavaObject.CloneReference to enable having multiple references to the same Java object. (1277152)

    • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

    • Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.

    • Animation: Changed: Marked obsolete AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount, bool normalizeWeights) due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount). (1332215)

    • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

    • Asset Bundles: Added: New API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

    • Asset Import: Added: Added removeConstantScaleCurves in Model Importer. (1252606)

    • Asset Import: Added: AssetPostprocessor.OnPreprocessCameraDescription and AssetPostprocessor.OnPreprocessLightDescription.

    • Asset Import: Added: New public methods MonoImporter.SetIcon/GetIcon and PluginImporter.SetIcon/GetIcon.

    • Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

    • Asset Pipeline: Added: AssetDatabase.SaveAssetIfDirty() to save a specific asset, rather than making a call to AssetDatabase.SaveAssets().

    • Build Pipeline: Added: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

    • Build Pipeline: Added: Callback function BuildPlayerProcessor.PrepareForBuild. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

    • Build Pipeline: Deprecated: PackedAsset.file has been deprecated. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report.

    • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs

    • Editor: Added: API on the QueryEngine to better control filtering.

    • Editor: Added: Callback to run validation step on materials using a ShaderGUI: `ValidateMaterial(Material).

    • Editor: Added: Introduced Control modifier key to ShortcutManager.

    • Editor: Added: Make DraganDrop API to allow user to cusmize drop in legacy window (ProjectBrowser, hierarchy, sceneview).

    • Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI.hyperLinkClicked to handle click on a TextField with <a></a> tag.

    • Editor: Changed: AndroidArchitecture.x86 and AndroidArchitecture.x86_64 have been renamed with capital X's. They are now AndroidArchitecture.X86 and AndroidArchitecture.X86_64.

    • Editor: Changed: Decorated EditorGUIUtility.GetIconForObject/SetIconForObject obj parameter with [NotNull].

    • Editor: Changed: PlayerSettings BuildTargetGroup dependent properties now receive NamedBuildTarget in the API.

    • Editor: Changed: Visibility of EditorGUIUtility.GetIconForObject/SetIconForObject from internal to public.

    • Editor: Obsoleted: Obsoleted internal method MonoImporter.CopyMonoScriptIconToImporters with [Obsolete] and a WarningMessage when called.

    • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.

    • GI: Added: Allow to opt out of automatic ambient probe and default reflection probe generation.

    • Graphics: Added: "Expand/Collapse All" buttons to Rendering Debugger window menu.

    • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

    • Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

    • Graphics: Added: Added a blitter utility class. Moved from HDRP to RP core.

    • Graphics: Added: Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added CommandBuffer.SetGlobalInteger().

    • Graphics: Added: Added common include file for meta pass functionality. (1211436)

    • Graphics: Added: Added Editor window that allow showing an icon to browse the documentation.

    • Graphics: Added: Added Fallback Material to DrawSettings.

    • Graphics: Added: Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.

    • Graphics: Added: Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.

    • Graphics: Added: Added new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).

    • Graphics: Added: Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

    • Graphics: Added: Added some getters for the Streaming Virtual Texturing settings.

    • Graphics: Added: Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering

    • Graphics: Added: Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.

    • Graphics: Added: Adding project-wide settings for RenderPipeline with RenderPipelineGlobalSettings.

    • Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.

    • Graphics: Added: AssetPostprocessor.OnPostprocessTexture3D ( Texture3D )
      AssetPostprocessor.OnPostprocessTexture2DArray ( Texture2DArray ).

    • Graphics: Added: Automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.

    • Graphics: Added: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Added: DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.

    • Graphics: Added: DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.

    • Graphics: Added: DefaultFormat is extended with the new DepthStencil and Shadow values. You can use SystemInfo.GetGraphicsFormat with these new values to get the default GraphicsFormat for a DepthStencil or Shadow RenderTexture on a platform.

    • Graphics: Added: Documentation links to Light Sections.

    • Graphics: Added: Introduce the RendererList API.

    • Graphics: Added: Made GetQualitySettings() method public. This method is used by internal code to implement undo functionality in the Unity Editor

    • Graphics: Added: Method to generate a Texture2D of 1x1 with a plain color.

    • Graphics: Added: Mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.

    • Graphics: Added: New API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

    • Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

    • Graphics: Added: New API to detect when Unity renders with a different type of Render Pipeline : RenderPipelineManager.activeRenderPipelineTypeChanged.

    • Graphics: Added: New Depth/Stencil formats to GraphicsFormat: D16_UNorm, D24_UNorm, D24_UNorm_S8_UInt, D32_SFloat, D32_SFloat_S8_UInt.

    • Graphics: Added: New draw API as a set of Graphics.RenderX() functions. All the old draw API Graphics.DrawX() functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:
      • Support custom per-instance data for RenderMeshInstanced(), per-instance motion vector and rendering layer mask definitions, and easy light probe setup
      • Support for multi-command indirect draws & future proofing for hardware implementation on supported platforms
      • Custom world bounds for all mesh rendering (e.g. to support mesh deformation in vertex shaders).
    • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors.

    • Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.

    • Graphics: Added: New SRPLensFlareData Asset.

    • Graphics: Added: New utility function GraphicsFormatUtility.GetDepthStencilFormat. This function lets you easily select the right format on each platform for a certain amount of depth and/or stencil bits.

    • Graphics: Added: Red, Green, Blue Texture2D on CoreEditorStyles.

    • Graphics: Added: Reminder if the data of probe volume might be obsolete.

    • Graphics: Added: Rendering.SupportedRenderingFeatures.reflectionProbesBlendDistance to provide SRPs with the ability to enable the blend distance fields in the ReflectionProbe inspector.

    • Graphics: Added: RenderTexture.depthStencilFormat and RenderTextureDescriptor.depthStencilFormat properties. You can now set the exact Depth/Stencil buffer format on a RenderTexture using the depthStencilFormat property. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. When upgrading RenderTexture assets from an older project, all Depth/Stencil buffers that had more than 16bits will be converted to D24_UNorm_S8_UInt. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts. You need to change the Depth/Stencil format on the RenderTexture asset if that is the case.

    • Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels.

    • Graphics: Added: ScriptableRenderContext.SubmitForRenderPassValidation added to validate whether RenderPass API calls inside the context are eligible for execution.

    • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

    • Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.

    • Graphics: Added: Support for additional properties for Volume Components without custom editor.

    • Graphics: Added: Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP.

    • Graphics: Added: SystemInfo. supportsMultisampleResolveDepth to query platforms Multisample resolve of depth attachments support.

    • Graphics: Added: SystemInfo.maxGraphicsBufferSize added for querying the maximum size of a Mesh/Graphics/Compute buffer. Creating larger ones now also throws exceptions (previously was often just crashing). (1319589, 1319594)

    • Graphics: Added: This PR adds a API function checking is all the systems of an Visual Effect are sleeping.

    • Graphics: Added: Unification of Material Editor Headers Scopes.

    • Graphics: Added: Unity.External.NVIDIA APIs to expose NVIDIA-specific plugin functionality (for controlling DLSS and other features). These APIs are available by enabling the NVIDIA native package on the package manager.

    • Graphics: Added: ReflectionProbe.UpdateCachedState() to update the internal data related to reflection probe used by the culling system.

    • Graphics: Changed: Exposed UseSceneFiltering API as public.

    • Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. (1312670)

    • Graphics: Changed: RenderBufferStoreActions.Resolve and RenderBufferStoreActions.StoreAndResolve can now be set using the RenderTarget API.

    • Graphics: Changed: VFX.VFXManager.PrepareCamera and VFX.VFXManager.ProcessCameraCommand now can take an optional parameter for camera XR settings.

    • Graphics: Deprecated: Most of BatchRenderGroup API will be fully deprecated in 2022.2 (and replaced by a new API).

    • Graphics: Obsoleted: ReflectionProbe.defaultReflectionSet has been deprecated in favor of ReflectionProbe.defaultReflectionTexture

    • Graphics: Removed: Removed GraphicsFormatUtility.GetDepthStencilFormat(int) after being public for two alpha releases.

    • HDRP: Added: "Conservative" mode for shader graph depth offset.

    • HDRP: Added: Ability to animate many physical camera properties with Timeline.

    • HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

    • HDRP: Added: Added a better support for LODs in the ray tracing acceleration structure.

    • HDRP: Added: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

    • HDRP: Added: Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur.

    • HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.

    • HDRP: Added: Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance.

    • HDRP: Added: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

    • HDRP: Added: Added a minimum motion vector length to the motion vector debug view.

    • HDRP: Added: Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (1342588)

    • HDRP: Added: Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size).

    • HDRP: Added: Added a shortcut to HDRP Wizard documentation.

    • HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.

    • HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

    • HDRP: Added: Added an option to have double sided GI be controlled separately from material double-sided option.

    • HDRP: Added: Added browsing of the documentation of Compositor Window.

    • HDRP: Added: Added color and intensity customization for Decals.

    • HDRP: Added: Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here.

    • HDRP: Added: Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset.

    • HDRP: Added: Added light unit slider for automatic and automatic histrogram exposure limits.

    • HDRP: Added: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

    • HDRP: Added: Added new API in CachedShadowManager.

    • HDRP: Added: Added pivot point manipulation for Decals (inspector and edit mode).

    • HDRP: Added: Added shader graph unit test for IsFrontFace node.

    • HDRP: Added: Added slides to control the shape noise offset.

    • HDRP: Added: Added support for internal plugin materials and HDSubTarget with their versioning system.

    • HDRP: Added: Added support for reflection probes as a fallback for ray traced reflections. (1338644)

    • HDRP: Added: Added support for the camera bridge in the graphics compositor

    • HDRP: Added: Added support for Unlit shadow mattes in Path Tracing. (1335487)

    • HDRP: Added: Added support of motion vector buffer in custom postprocess.

    • HDRP: Added: Added TargetMidGrayParameterDrawer.

    • HDRP: Added: Added the receiver motion rejection toggle to RTGI (1330168)

    • HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.

    • HDRP: Added: Added tooltips for content inside the Rendering Debugger window.

    • HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (1330168)

    • HDRP: Added: Added UV manipulation for Decals (edit mode).

    • HDRP: Added: Added ValidateMaterial callbacks to ShaderGUI.

    • HDRP: Added: Added View Bias for mesh decals.

    • HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

    • HDRP: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

    • HDRP: Added: Area Light support for Hair and Fabric master nodes.

    • HDRP: Added: Deferred shading debug visualization.

    • HDRP: Added: Documentation for volumetric clouds.

    • HDRP: Added: Exposed update upon light movement for directional light shadows in UI.

    • HDRP: Added: Global settings check in Wizard.

    • HDRP: Added: Help URL for volumetric clouds override.

    • HDRP: Added: Lens Flare Samples.

    • HDRP: Added: Localization on Wizard window.

    • HDRP: Added: LTC Fitting tools for all BRDFs that HDRP supports.

    • HDRP: Added: Mixed RayMarching/RayTracing mode for RTReflections and RTGI.

    • HDRP: Added: New checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • HDRP: Added: New control slider on RTR and RTGI to force the LOD Bias on both effects.

    • HDRP: Added: Path tracing support for AxF material.

    • HDRP: Added: Path tracing support for stacklit material.

    • HDRP: Added: Scale Mode setting for Decals.

    • HDRP: Added: Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.

    • HDRP: Added: Support for Fabric material in Path Tracing.

    • HDRP: Added: Support for lighting full screen debug mode in automated tests.

    • HDRP: Added: Support for mip bias override on texture samplers through the HDAdditionalCameraData component.

    • HDRP: Added: Support for multi volumetric cloud shadows.

    • HDRP: Added: Support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph.

    • HDRP: Added: Support for surface gradient based normal blending for decals.

    • HDRP: Added: Support for tessellation for all master node in shader graph.

    • HDRP: Added: Support for volumetric clouds in planar reflections.

    • HDRP: Added: Support of interpolators for SV_POSITION in shader graph.

    • HDRP: Added: Toggle to render the volumetric clouds locally or in the skybox.

    • HDRP: Added: Way for fitting a probe volume around either the scene contents or a selection.

    • IL2CPP: Removed: Removed IIl2CppProcessor interface.

    • IL2CPP: Removed: Removed IUnityLinkerProcessor.OnBeforeRun and IUnityLinkerProcessor.OnAfterRun interface methods.

    • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

    • iOS: Changed: EditorUserBuildSettings.symlinkLibraries renamed to EditorUserBuildSettings.symlinkSources, both Android and iOS will use this property.

    • iOS: Deprecated: ScreenOrientation.Landscape as it was a synonym for ScreenOrientation.LandscapeLeft, and not "some Landscape orientation", which is confusing. (1320447)

    • Linux: Added: LinuxServer value added to RuntimePlatform enum.

    • macOS: Added: OSXServer value added to RuntimePlatform enum.

    • Package: Added: (Recorder) Added public API for AOVRecorderSettings.

    • Package Manager: Added: Added a new AddAndRemove method to the UnityEditor.PackageManager.Client API which can be used to add and/or remove multiple packages to/from the project in a single operation.

    • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

    • Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer.

    • Physics: Added: Exposed a new property in RaycastHit called colliderInstanceID, which returns the instance ID of the collider the ray collided with.

    • Physics: Added: ForceMode argument to ArticulationBody.Add force and related functions.

    • Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody.

    • Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

    • Plugins: Added: New IUnityLog interface for message logging to Unity console and log in native plugins

    • Plugins: Added: New IUnityProfilerV2 interface with Profiler Counters API in native plugins

    • Prefabs: Added: Exposed FindAllInstancesOfPrefab to scripting.

    • Prefabs: Added: New API for source prefab apply/revert context menu hook on a property field.

    • Prefabs: Added: New API to define a C# scoped region in which prior to every inspector/editor imgui property being drawn a callback can be called with the associated Rect and SerializedProperty.

    • Prefabs: Changed: The classes PrefabStage and PrefabStageUtility have been moved out of the experimental namespace UnityEditor.Experimental.SceneManagement to the namespace UnityEditor.SceneManagement, leaving nothing left in UnityEditor.Experimental.SceneManagement. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1.3.0 to compile with this change all later versions can be fixed by the API Updater.

    • Profiler: Added: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

    • Profiler: Added: API to create GPU sampling ProfilerMarker.

    • Profiler: Added: New C# custom Categories API.

    • Profiler: Changed: Added GPU profiling capabilities to ProfilerRecorder API.

    • Scripting: Added: Add FileUtil.GetPhysicalPath and FileUtil.GetLogicalPath methods to convert logical paths to physical and vice versa.

    • Scripting: Added: APIs for the AsyncReadManager, to enable chaining and canceling of reads.

    • Scripting: Added: Component.GetComponentInParent(Type t, bool includeInactive) method to match GameObject. (1331778)

    • Search: Added: Add SearchService.ShowPicker API to pick any search item result.

    • Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host.

    • Serialization: Added: New SerializationUtility class for access to Managed Reference Ids.

    • Serialization: Added: Support "get" on SerializedProperty.managedReferenceValue.

    • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

    • Services: Changed: Updating analytics dashboard to point to new location

    • Shadergraph: Added: Ability to enable tiling and offset controls for a Texture2D input.

    • Shadergraph: Added: Ability to mark textures / colors as \[MainTexture\] and \[MainColor\].

    • Shadergraph: Added: Added a ShaderGraph animated preview framerate throttle.

    • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

    • Shadergraph: Added: Added custom interpolator documentation

    • Shadergraph: Added: Added custom interpolator thresholds on shadergraph project settings page.

    • Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.

    • Shadergraph: Added: Added selection highlight and picking shader passes for URP target.

    • Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.

    • Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

    • Shadergraph: Added: Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.

    • Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.

    • Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.

    • Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.

    • Shadergraph: Added: HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.

    • Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.

    • Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets.

    • Shadergraph: Added: Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.

    • Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.

    • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

    • Shadergraph: Added: Subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.

    • Shadergraph: Added: Toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.

    • Shadergraph: Added: Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.

    • Shadergraph: Added: Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.

    • Shadergraph: Added: Dropdown node per dropdown property, that can be used to configure the desired branch control.

    • Shadergraph: Added: Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.

    • Shadergraph: Added: Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.

    • Shaders: Added: Added a missing API to check shader compilation warnings.
      Added a missing API to get information about individual shaders. (1340374)

    • Shaders: Added: Added UnityEngine.Rendering.GlobalKeyword struct to represent keywords in the global keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent keywords in the local keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent the keyword space of a particular shader or compute shader.
      Added ComputeShader.enabledKeywords and Material.enabledKeywords to query or set all enabled keywords simultaneously.
      Added ComputeShader.keywordSpace and Shader.keywordSpace to query the local keyword space of the corresponding shader.
      Added optimized Material.EnableKeyword, Material.DisableKeyword, Material.IsKeywordEnabled, ComputeShader.EnableKeyword, ComputeShader.DisableKeyword and ComputeShader.IsKeywordEnabled overloads that work with the new LocalKeyword struct.
      Added optimized CommandBuffer.EnableKeyword, CommandBuffer.DisableKeyword, Shader.EnableKeyword, Shader.DisableKeyword and Shader.IsKeywordEnabled overloads that work with the new GlobalKeyword struct.
      Added Shader.enabledGlobalKeywords property to query the global keyword state.
      Added Shader.globalKeywords property to query the existing global keywords.

    • Shaders: Added: CommandBuffer.EnableKeyword,CommandBuffer.DisableKeyword can now be used to enable a local shader keyword.

    • Shaders: Added: LocalKeyword.isOverridable property to check whether a given local shader keyword can be overridden by global shader keyword state.

    • Shaders: Added: LocalKeyword.type can now be used to understand why the local shader keyword was added to the local keyword space of a shader or compute shader.

    • Shaders: Added: Material.SetKeyword, ComputeShader.SetKeyword, Shader.SetKeyword and CommandBuffer.SetKeyword can now be used to set the shader keyword state directly.

    • Shaders: Added: UnityEngine.Rendering.ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins.

    • Shaders: Deprecated: ShaderKeyword.GetGlobalKeywordName, ShaderKeyword.GetName and ShaderKeyword.GetKeywordType.

    • Terrain: Added: Added DetailPrototype.NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified. (1291809)

    • Terrain: Added: Added TerrainData.ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering.

    • Terrain: Changed: IOnInspectorGUI ShowBrushGUI overloads removed and replaced with a single ShowBrushGUI call with default parameters.

    • Terrain: Changed: TerrainAPI namespace is no longer part of an experimental namespace and has been renamed TerrainTools.

    • Terrain: Changed: TerrainPaintTool GetDesc changed to GetDescription.

    • Terrain: Changed: TerrainUtility moved to UnityEngine.TerrainUtils namespace.

    • Terrain: Changed: TerrainUtility.TerrainMap moved to UnityEditor.TerrainUtils.TerrainMap. TerrainMap.TileCoord moved to UnityEditor.TerrainUtils.TerrainTileCoord.

    • Terrain: Changed: UnityEditor.TerrainAPI.TerrainPaintUtilityEditor.BrushPreview changed to UnityEditor.TerrainTools.TerrainBrushPreviewMode.

    • UI: Added: GetPersistentListenerState added to UnityEvent.

    • UI Toolkit: Added: Added visualTreeAssetSource property to VisualElement to allow identifying the VisualTreeAsset a visual tree was cloned from

    • UI Toolkit: Added: Animated drag and drop support to ListView. Use reorderMode property.

    • UI Toolkit: Added: DestroyItem callback to ListView to have a counterpart for makeItem.

    • UI Toolkit: Added: Display options to ListView: showAddRemoveFooter, showFoldoutHeader, headerTitle.

    • UI Toolkit: Added: Expose ScrollView.mode property.

    • UI Toolkit: Added: New public UI Toolkit APIs:
      • Dropdownfield.choices
      • BasePopupField.choices
      • MaskField.choices
      • MaskField.choicesMasks.
    • UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions.

    • UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization.

    • UI Toolkit: Changed: ListView's itemHeight is now a float and was renamed to fixedItemHeight to enforce the fact that it is only used with FixedHeight virtualization method.

    • UI Toolkit: Changed: ListView's Refresh() was split into RefreshItems() which simply rebinds reused items and Rebuild() which recreates all items from scratch.

    • UI Toolkit: Deprecated: CurveField.borderUssClassName and GradientField.borderUssClassName are now deprecated since the related visual element is not required to render a border anymore.

    • UI Toolkit: Deprecated: Deprecated OnKeyDown method in ListView. Use the event system instead, see SendEvent.

    • UI Toolkit: Obsoleted: ListView's onItemChosen and onSelectionChanged are now obsolete.

    • Universal: Added: 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.

    • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

    • Universal: Added: Depth and DepthNormals passes to particles shaders.

    • Universal: Added: Enabled deferred renderer in UI.

    • Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. (1297013)

    • Universal: Added: SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

    • Universal: Added: Support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.

    • Universal: Added: Support for SSAO in Particle and Unlit shaders.

    • Universal: Added: _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.

    • URP: Added: "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).

    • URP: Added: Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.

    • URP: Added: Added Lights 2D to the Light Explorer window.

    • URP: Added: Added Motion Vector render pass for URP.

    • URP: Added: Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.

    • URP: Added: Added support for default sprite mask shaders for the 2D Renderer in URP.

    • URP: Added: Blending and box projection for reflection probes.

    • URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

    • URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.

    • URP: Added: New UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.

    • URP: Added: New URP Debug Views under Window/Analysis/Rendering Debugger.

    • URP: Added: Optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.

    • URP: Added: Possibility to rename light layer values.

    • URP: Added: Sections on Light Inspector.

    • URP: Added: Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.

    • URP: Added: Support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.

    • URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

    • URP: Added: URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.

    • URP: Added: VFX: Basic support of Lit output.

    • URP: Added: VFX: Fix light cookies integration.

    • URP: Added: XR: Added Late Latching support to reduce VR latency (Quest).

    • URP: Changed: Reorder camera inspector to be in the same order as HDRP.

    • Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor.VersionControl.VersionControlObject and related classes.

    • VFX Graph: Added: Added HDRP Decal output context.

    • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

    • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks.

    • VFX Graph: Added: Material Offset setting in inspector of the rendered outputs.

    • VFX Graph: Added: New tool : Signed Distance Field baker.

    • VFX Graph: Added: New tool to help set VFX Bounds.

    • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

    • VFX Graph: Added: Provide explicit access to spawnCount in graph

    • VFX Graph: Added: Restore "Exact Fixed Time Step" option on VisualEffectAsset.

    • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

    • VFX Graph: Added: Structured Graphics Buffer support as exposed type

    • VFX Graph: Added: Support 2D Renderer in URP for Unlit.

    • VFX Graph: Added: Support of direct link event to initialize context (which support several event within the same frame)

    • Video: Added: Advanced video encoding controls for H.264 (for Windows only) and VP8.

    • Windows: Added: WindowsServer value added to RuntimePlatform enum.

    • XR: Added: New API to the XRMeshSubsystem which allows a transform to be associated with each mesh. This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

    • XR: Added: Update XR Plug-in Management to 4.0.1

    • XR: Removed: Windows XR SDK Plug-in has been removed from Unity. Microsoft has transitioned support of Windows MR devices to OpenXR in Unity 2021, and recommends using Unity's OpenXR plugin.
    Changes
    • 2D: 2D Animation Package 6.0.0 as verified package.

    • 2D: 2D Pixel Perfect 5.0.0 as verified package.

    • 2D: 2D PSDImporter 5.0.0 as verified package.

    • 2D: 2D Sprite Shape 6.0.0 as verified package.

    • 2D: 2D Tilemap Extras 2.0.0 as verified package.

    • 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile

    • 2D: Replace usage of Triangle.Net with in house tessellation solution.

    • 2D: Update com.unity.2d.sprite package license

    • 2D: Update com.unity.2d.tilemap package license

    • 2D: Updated the SceneView overlays used by the Tile Palette to use UIToolkit/new Overlays framework instead of IMGUI. (1342226)

    • AI: Updated component-based workflow notice in the Navigation window.

    • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

    • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

    • Android: Auto Graphics API does no longer include OpenGL ES 2.0, the preferred API is not Vulkan

    • Android: Changed the logic how apk checks if obb is compatible, both apk and obb will have unity_obb_guid file inside, if the contents match between apk and obb, then obb is treated as compatible.

    • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

    • Android: Overwrite comment in gradle files and manifest files '// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN' was removed, please use templates if you want your changes to persist.

    • Android: Putting gradle resources in Assets/Plugins/Android/[res, assets] is no longer supported, you either need to use AAR, Android Library plugins or move those files to Streaming Assets.

    • Android: Raised the minimum Android version that Unity supports to 5.1 (API 22).

    • Android: Show Require ES3.1, Require ES3.1+AEP, Require ES 3.2 checkboxes in Android PlayerSettings when "Auto Graphics API" is enabled.

    • Android: When Exporting Project, symbols zip package no longer be created, since it was always missing libil2cpp.so symbols, after you build your project manually, please zip unityLibrary/symbols package if you wish to upload it to Google Play.

    • Animation: Updated Animation Rigging package to version 1.1.0.

    • Animation: Updated Animation Rigging package to version 1.1.1

    • Asset Import: Unity will not attempt to relaunch Maya or 3DsMax upon first timeout. (1281786)

    • Asset Pipeline: AssetPostprocessors calls are now ordered by their GetPostprocessOrder and then by their FullName (namespace.classname).
      It was not ordered by FullName before so some call orders between AssetPostprocessors with the same GetPostprocessOrder value may have changed.

    • Build Pipeline: Unity will no longer write unsaved changes from open scenes into player builds. Instead, it will ask to save changes to disk.

    • Burst: Armv8.2 Neon intrinsics are now fully supported.

    • Burst: Changed Burst minimum editor version to 2019.4.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how SLEEF global variables for trig functions are pulled into Burst to reduce duplications.

    • Burst: Changed how we resolve function references in the compiler to improve resolving an existing function reference by 3x.

    • Burst: Changed our link step to not use response files if the command line was smaller enough, saving the cost of the round-trip to the disk.

    • Burst: Changes to inliner heuristics to improve build time and reduce executable size.

    • Burst: Constant array data is now named after the static field it belongs to in assembly.

    • Burst: Disabled threading within the lld linker instances we use for in-editor and desktop cross compilation, because we're already threading seperate process instances of lld and it results in lot of OS context switching.

    • Burst: DOTS Runtime shares the logging code path with the general case

    • Burst: DOTS Runtime shares the logging code path with the general case.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Improved how we handle generic resolution in Cecil to cache the strictly resolved generic types and save a bunch of time in the compiler.

    • Burst: Improved iteration speed by reducing the time it takes for Burst to check if any Burst-compilable code has changed.

    • Burst: In order to prevent conflicts with the main Unity process, Burst is now inactive in secondary Unity processes, including the asset import worker and out-of-process profiler. This means that in those secondary processes, code that would normally be Burst-compiled will now run under Mono. In a future release of Burst, we hope to lift this restriction and allow Burst-compiled code to run in secondary Unity processes.

    • Burst: Made half <-> float / double conversions use native hardware where possible (Arm or AVX2 targets).

    • Burst: The Unity.Burst.Intrinsics.Common.Pause intrinsic is no longer experimental.

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Use rpmalloc as our native allocator on Windows to speed up concurrently executing LLVM work.

    • Burst: When Burst has previously compiled a method, and neither the assembly containing that method nor any of that assembly's dependencies have changed, it was possible after a domain reload for the Mono version of the method to be used for a short time before being replaced by the Burst version. This has now been improved such that the Burst version will be used immediately.

    • Editor: Add a Search Field to support dependency filtering.

    • Editor: Asset importing & cache server related preferences are now all under "Asset Pipeline" preferences window page.

    • Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked, and let each window define how they should adapt to the available space. (1269298)

    • Editor: Default Parent Object will no longer be displayed for all loaded scenes at once. The scene to which the object belongs will bet set as active when using Set Default Parent Object.

    • Editor: Deleting an object reference array entry in inspector now removes that array element. Previously first deletion was setting element reference to none, and only the second deletion was deleting the element.

    • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

    • Editor: Moved some main toolbar elements to the left align container.

    • Editor: Removed dependencies help box.

    • Editor: Removed limitation on TooltipAttribute so it can be applied anywhere. Only Tooltips on fields will currently be shown in the Editor though.

    • Editor: UI widget used for Light Cookies from the standard Property Field to the ObjectField that provides texture preview and asset directory search capabilities, across HDRP and built-in.

    • Editor: Updated Collaborate package to allow users to migrate to Plastic.

    • Editor: Updated com.unity.cinemachine to 2.8.0

    • GI: Removed Enlighten deprecation notice for precomputed realtime global illumination. It is now fully supported. Baked GI using Enlighten is still deprecated.

    • Graphics: Changed GameObject/Rendering/Decal Projector to GameObject/Decal Projector.

    • Graphics: Changed GameObject/Rendering/Density Volume to GameObject/Volume/Density Volume.

    • Graphics: Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume.

    • Graphics: Changed the handling of additional properties to base class.

    • Graphics: Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor.

    • Graphics: Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev.

    • Graphics: Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer.

    • Graphics: Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger.

    • Graphics: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Graphics: Cubemap pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: CubemapArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: D32_SFloat_S8_Uint and S8_Uint have been renamed to D32_SFloat_S8_UInt and S8_UInt in IUnityRenderingExtensions.h Native plugins that use these formats will break and need to use the new names.

    • Graphics: Do not resize unity_SpecCubeN_BoxMax and unity_SpecCubeN_BoxMin to encompass the bounds of the object itself if an SRP is active.

    • Graphics: Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth

    • Graphics: Improved load asset time for probe volumes.

    • Graphics: Improved quality of RGBM encoded ASTC textures and fallback to ETC2 was removed.

    • Graphics: LensFlare (SRP) can be now disabled per element

    • Graphics: LensFlare (SRP) tooltips now refer to meters.

    • Graphics: LensFlare Element editor now have Thumbnail preview

    • Graphics: LWRP package has been deprecated. LWRP package was maintaned with the sole purposed of providing an upgrade path to URP. Check URP 2021.2 documentation for notes on how to upgrade LWRP package to 2021.2.

    • Graphics: Make sure that IMGUI Debugger appears in the last position no matter what is above

    • Graphics: Modified VirtualTexturing resolver to always resize to the requested width and height.

    • Graphics: Move Assets > Create > Shader >Shader Variant Collection to Assets > Create > Shader Variant Collection.

    • Graphics: Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev).

    • Graphics: Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes.

    • Graphics: New projects that use the 3D project template now use 1920x1080 as the default resolution for Standalone build target.

    • Graphics: New projects that use the 3D project template use ASTC texture compression for Android build target.

    • Graphics: New projects that use the 3D project template use DXT5nm-style normal maps for Android, iOS, tvOS build targets.

    • Graphics: New projects that use the 3D project template use Normal quality lightmaps (RGBM-encoded) for Android, iOS, tvOS build target.

    • Graphics: Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.

    • Graphics: Removed postprocessing package from core packages list.

    • Graphics: Restricted DXT/BCn texture compression to textures with multiple-of-four width and height, in line with what is actually uploaded to GPU (needs uncompressed when uploading non-multiple-of-four textures) and with how the Texture Importer operates (also requires multiple-of-four dimensions for compression).

    • Graphics: Restricted NPOT (Non-Power-of-Two size) textures to a single mip level if the device does not fully support NPOT (in practice this affects WebGL 1 and some other OpenGLES 2.0-based devices).

    • Graphics: Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.

    • Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

    • Graphics: Texture2DArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: Texture3D pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.

    • Graphics: Unity_SpecCubeN_BoxMax.w now contains the blend distance of the reflection probe.
      unity_SpecCube1_BoxMin.w now contains information on the relative importance between SpecCube 0 and SpecCube1.

    • Graphics: Update icon for IES, LightAnchor and LensFlare

    • Graphics: Update postprocessing package to 3.0.3

    • Graphics: Updated postprocessing package to 3.1.0.

    • Graphics: Updated SRP templates to 12.0.0.

    • Graphics: Volume Gizmo alpha changed from 0.5 to 0.125.

    • Graphics: Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo.

    • Graphics: WebCamTexture pixel access functions (GetPixel/GetPixels/GetPixels32) now throw an ArgumentException when encountering an error. Calling these functions before the first frame update will throw an exception instead of returning blank data.

    • HDRP: Augmented debug visualization for probe volumes.

    • HDRP: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.

    • HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.

    • HDRP: Changed Allow dynamic resolution from Rendering to Output on the Camera Inspector.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph.

    • HDRP: Changed Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass.

    • HDRP: Changed Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume.

    • HDRP: Changed Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile.

    • HDRP: Changed Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset.

    • HDRP: Changed Density Volume for Local Volumetric Fog.

    • HDRP: Changed FOV Axis to Field of View Axis.

    • HDRP: Changed labels about scroll direction and cloud type.

    • HDRP: Changed light reset to preserve type.

    • HDRP: Changed Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section.

    • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

    • HDRP: Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (1304114)

    • HDRP: Changed some light unit slider value ranges to better reflect the lighting scenario.

    • HDRP: Changed the Channel Mixer Volume Component UI.Showing all the channels.

    • HDRP: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.

    • HDRP: Changed the convergence time of ssgi to 16 frames and the preset value.

    • HDRP: Changed the NVIDIA install button to the standard FixMeButton.

    • HDRP: Changed the storage format of volumetric clouds presets for easier editing.

    • HDRP: Changed the tooltip for color shadows and semi-transparent shadows. (1307704)

    • HDRP: Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard.

    • HDRP: Decreased the minimal Fog Distance value in the Density Volume to 0.05.

    • HDRP: Default black texture XR is now opaque (alpha = 1).

    • HDRP: Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog.

    • HDRP: Depth of field at half or quarter resolution is now computed consistently with the full resolution option. (1335687)

    • HDRP: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

    • HDRP: Disabled TAA sharpening on alpha channel.

    • HDRP: Display a warning help box when decal atlas is out of size.

    • HDRP: Display an info box and disable MSAA asset entry when ray tracing is enabled.

    • HDRP: Embed the HDRP config package instead of copying locally, the Packages folder is versionned by Collaborate. (1276518)

    • HDRP: Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided. (1323455)

    • HDRP: Film grain does not affect the alpha channel.

    • HDRP: Fixed upscaling issue that is exagerated by DLSS (1347250)

    • HDRP: Global Camera shader constants are now pushed when doing a custom render callback.

    • HDRP: Hair uses GGX LTC for area light specular.

    • HDRP: HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset.

    • HDRP: Ignore hybrid duplicated reflection probes during light baking.

    • HDRP: Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts.

    • HDRP: Improved lighting models for AxF shader area lights.

    • HDRP: Improved physically based Depth of Field with better near defocus blur quality.

    • HDRP: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • HDRP: Improved the Camera Inspector, new sections and better grouping of fields.

    • HDRP: Improved the fly through ghosting artifacts in the volumetric clouds.

    • HDRP: Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis).

    • HDRP: Improvements to the RTGI denoising.

    • HDRP: Improving the screen space global illumination.

    • HDRP: Increased the minimal density of the volumetric clouds.

    • HDRP: Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR.

    • HDRP: Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100.

    • HDRP: Move the Decal Gizmo Color initialization to preferences.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP".

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP.

    • HDRP: Moved invariants outside of loop for a minor CPU speedup in the light loop code.

    • HDRP: Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.

    • HDRP: Moved the HDRP render graph debug panel content to the Rendering debug panel.

    • HDRP: Moving MaterialHeaderScopes to Core.

    • HDRP: Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.

    • HDRP: Reduced the maximum distance per ray step of volumetric clouds.

    • HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    • HDRP: Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer

    • HDRP: Removed the material pass probe volumes evaluation mode.

    • HDRP: Renaming Decal Projector to HDRP Decal Projector.

    • HDRP: Replaced the context menu by a search window when adding custom pass.

    • HDRP: Restore old version of the RendererList structs/api for compatibility.

    • HDRP: Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore. (1330640)

    • HDRP: TAA jitter is disabled while using Frame Debugger now.

    • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.

    • HDRP: The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling.

    • HDRP: Tidy up of platform abstraction code for shader optimization.

    • HDRP: UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable.

    • HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

    • HDRP: Updated Light's shadow layer name in Editor.

    • HDRP: Updated the recursive rendering documentation

    • HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings.

    • HDRP: Use the new API for updating Reflection Probe state (fixes garbage allocation). (1290521)

    • HDRP: Various improvements to the volumetric clouds.

    • HDRP: Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity.

    • HDRP: When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss.

    • iOS: Changed default texture compression format from PVRTC to ASTC.

    • License: Disabled package entitlement feature.

    • Mobile: Changed minimum iOS/tvOS version to 12.

    • Package: (Recorder) Changed the package display name from "Unity Recorder" to "Recorder" in the package manager.

    • Package: (Recorder) Fixed a wrong label for the WebM codec.

    • Package: (Recorder) Made Recorder 3.0.0-pre.1 a Release Candidate instead of a pre-release.

    • Package: (Recorder) Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message.

    • Package: (Recorder) Removed legacy Recorders: MP4, EXR, PNG, WEBM and GIF Animation.

    • Package: Added Sequences (com.unity.sequences) to the Cinematic Studio feature set.

    • Package: Added the Code Coverage package to the Engineering feature set.

    • Package: Added the Localization package as pre-release.

    • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Update Sequences (com.unity.sequences) to 1.0.0.

    • Package: Updated Code Coverage package to v1.0.0-pre.3

    • Package: Updated Code Coverage package to v1.0.0-pre.4

    • Package: Updated Code Coverage package to v1.0.0.

    • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.

    • Package: Updated com.unity.cinemachine to 2.7.2

    • Package: Updated com.unity.cinemachine to 2.7.3.

    • Package: Updated com.unity.cinemachine to 2.8.0-pre.1.

    • Package: Updated com.unity.purchasing to 3.0.0-pre.6

    • Package: Updated com.unity.purchasing version to 3.0.1.

    • Package: Updated FBX Exporter package to 4.0.0-pre.4:
      https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.0.1: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0-pre.2: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated package to com.unity.live-capture 1.0.1-pre.465.

    • Package: Updated Sequences (com.unity.sequences) to 1.0.0-pre.6.

    • Package: Updates FBX Exporter package to 4.1.0: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html

    • Package: Version change to 3.1.0 for com.unity.purchasing.

    • Package: Visual Scripting https://github.cds.internal.unity3d...ckages/com.unity.visualscripting/CHANGELOG.md.

    • Package: Visual Scripting:
      • NotEquals node in non-scalar mode is now consistent with Equals.
    • Package Manager: Change error and warning box to look like the info box.

    • Package Manager: Changed "Import again" button text to "Reimport".

    • Package Manager: Purchasing package updated with missing documentation.

    • Physics: Adjusted anchor position based on anchor/parentAnchor transforms to better fit expected result.

    • Profiler: Changed profiler show threads only when they actually get any sample since profiler gets enabled.

    • Profiler: Stability and performance improvements of com.unity.performance.profile-analyzer@1.1.0-pre.1. See more details at https://docs.unity3d.com/Packages/c...profile-analyzer@1.0/changelog/CHANGELOG.html.

    • Scene/Game View: Default shortcut for "Show Overlay Menu" is now "Space Bar".

    • Scene/Game View: Default shortcut for toggle overlays is now "`".

    • Scene/Game View: Fixed styling issues with Overlays feature.

    • Scene/Game View: Remove Component Tools Overlay, these tools are now available in the regular Tools Overlay.

    • Scripting: Quaternion ToString() prints five decimal digits by default. (36265)

    • Scripting: Vector2, Vector3, Vector4, Bounds, Plane, Ray, Ray2D ToString by default prints two decimal digits (up from one). (1205206)

    • Search: ref:<asset_path> should only search results that has a direct dependency to <asset path>

    • Search: Removed the resource search provider (res:).

    • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

    • Shadergraph: Added borders to inspector items styling, to better differentiate between separate items.

    • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695).

    • Shadergraph: Adjusted Blackboard article to clarify multi-select functionality

    • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568).

    • Shadergraph: Changed "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to main stack context menu

    • Shadergraph: Changed Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph.

    • Shadergraph: Changed Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph.

    • Shadergraph: Changed Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph.

    • Shadergraph: Changed BranchOnInputNode to choose NotConnected branch when generating Preview.

    • Shadergraph: Limited max number of inspectable items in the Inspector View to 20 items.

    • Shadergraph: Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.

    • Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters. (1287335)

    • Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories allow for any combination of properties and keywords to be grouped together as the user defines.

    • Shadergraph: ShaderGraph SubGraphs will now report errors and warnings in a condensed single error.

    • Shadergraph: Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).

    • Shadergraph: Updated/corrected View Direction doc.

    • Shadergraph: Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type in the past.

    • Shaders: Added shader warning when reserved constants names with consecutive underscores are used.

    • Shaders: Bumped the global keyword limit to 384.

    • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

    • Shaders: Shader.DisableKeyword, Shader.IsKeywordEnabled and CommandBuffer.DisableKeyword API will no longer create a global keyword if it doesn't exist.

    • Tests: Used Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code.

    • Timeline: Updated Timeline package to version 1.6.0-pre.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.3.

    • Timeline: Updated Timeline package version to 1.6.1

    • UI Toolkit: Marked the com.unity.ui package, which is incompatible with 21.2 and above, as deprecated.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off, improving performance in loading VisualTreeAssets.

    • UI Toolkit: Rendering data of VisualElements with an opacity of zero will now be initially generated and will remain up-to-date, allowing opacity to be animated without causing performance drops.

    • UI Toolkit: URLs in UXML and USS files now support explicit GUID-based asset references. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. The UI Builder saves both UXML and USS files using this format. Note that this URL format is backward-compatible, but the URL query parameters are ignored in older Unity versions.

    • Universal: Added Depth and DepthNormals passes to particles shaders.

    • Universal: Advanced Options > Priority has been renamed to Sorting Priority.

    • Universal: Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph.

    • Universal: Changed UniversalRenderPipelineCameraEditor to URPCameraEditor.

    • Universal: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Universal: Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.

    • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

    • Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.

    • Universal: Enabled subsurface scattering with GI on handwritten Universal ST8 shader.

    • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • Universal: Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP.

    • Universal: Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.

    • Universal: Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

    • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

    • Universal: Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.

    • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

    • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

    • Universal: SSAO Texture is now R8 instead of ARGB32 if supported by the platform.

    • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

    • Universal: UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].

    • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using.

    • URP: 2D Lights now inherit from Light2DBase.

    • URP: Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.

    • URP: Improved PixelPerfectCamera UI/UX.

    • URP: Made 2D shadow casting more efficient.

    • URP: Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.

    • URP: Moved all 2D APIs out of experimental namespace.

    • URP: Stripping shader variants per renderer features instead of combined renderer features.

    • URP: The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.

    • URP: When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.

    • Version Control: ### Changed
      • Updating license to better conform with expected customer usage.
      • Updated documentation file to meet standards.
      • Updated third-party usage.
      • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
      • Usability improvements around checking in code
      • Improved update workspace tab UX
      • Plastic SCM context menu is now available even if the Plastic SCM window is closed
    • Version Control: Simplified UI: decluttered UI

    • VFX Graph: Allow remaking an existing link.

    • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool.

    • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator.

    • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs.

    • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.

    • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.

    • VFX Graph: Sphere and Cube outputs are now experimental.

    • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.

    • WebGL: Eliminate the Python dependency from the Brotli compressor.

    • XR: The Oculus XR Plugin package has been updated to 1.10.0.

    • XR: The Oculus XR Plugin package has been updated to 1.7.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.1.

    • XR: Updated OpenXR Package to 1.2.8

    • XR: Updated verified Windows Mixed Reality package to version 5.2.0.

    • XR: Updated Windows MR XR SDK Plug-in to 5.1.0

    • XR: Updated XR Plug-in Management to 3.2.17
    Fixes
    • 2D: 2D light is rendered in half in its Y-axis when two Sprite Shape objects with same Order In Layer are visible on the Screen (1274010)

    • 2D: Add null arguments checks for Sprite.GetPhysicsShape, Sprite.OverridePhysicsShape and Sprite.OverrideGeometry (1306258)

    • 2D: Call Tilemap.tilemapChanged callback when Tilemap component is reset or ResizeBounds is called. (1304936)

    • 2D: Fix crash when loading a scene with a GameObject with an invalid Tilemap and a TilemapCollider2D. (1314326)

    • 2D: Fix duplication of Tilemap Selection Box when the Grid and the Tilemap are offset in transform. (1293341)

    • 2D: Fix issue with the Sorting Group where the sorted renderers are not in hierarchical order when their sorting criteria are the same. (1309075)

    • 2D: Fix NullReferenceException from being thrown when doing a Grid Select on a Grid which is not enabled. (1295122)

    • 2D: Fix Sprite Preview in inspector becomes unrecognizable when Sprite size is big (1299189)

    • 2D: Fixed 2D Animation manual documentation.

    • 2D: Fixed 2D Animation package description.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed 2D PSDImporter package description.

    • 2D: Fixed an issue where Name and Texture fields were overlapping with each other in the Secondary Textures module of the Sprite Editor. (1284356)

    • 2D: Fixed exception when adding a new Rule when no Rule is selected.

    • 2D: Fixed extrusion of CompositeCollider2D when an offset distance has been set. (1328999)

    • 2D: Fixed GridSelection on a Tile Palette losing its target when the Tile Palette is saved. (1327582)

    • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.

    • 2D: Fixed issue when the size of a GridSelection is set to negative values. (1318891)

    • 2D: Fixed issue where Tilemap does not preserve transform changes or color when inserting or deleting cells. (1315084)

    • 2D: Fixed issue with setting a Spritesheet with padding between Sprites on a Tile Palette having a positional offset when there should not be one.

    • 2D: Fixed issue with sprite mask debug color when sprite renderers are batched. (1328538)

    • 2D: Fixed mouse position calculation after SceneView overlay changes.

    • 2D: Fixed MouseDrag including previous mouse positions from initial drag.

    • 2D: Fixed MouseDrag not including final mouse position after drag.

    • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.

    • 2D: Fixed on deselecting game object from the Inspector window leads to deselecting Sprite Shape Renderer. (1317728)

    • 2D: Fixed Paint tool triggering a Tile Palette edit when Paint tool is active and is removed from the Tile Palette default tools.

    • 2D: Fixed SpriteRect and Name File Id does not match in meta file. (1319819)

    • 2D: Make tooltips appear closer to the label for Tilemap Info in the Tilemap Editor rather than in the center. (1294929)

    • 2D: Mark com.unity.2d.tilemap.extras as discoverable

    • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.

    • 2D: Prevented users from selecting a disabled GameObject as an active target for the Tile Palette. (1327021)

    • 2D: Removes GC.Alloc when Tilemap.HasSyncTileCallback is called which is internally called for each SetTile/s.

    • 2D: Sprite Atlas importer does not show name on top (1300861)

    • 2D: Swapped behavior of rotating clockwise and counter-clockwise.

    • 2D: Unable to exclude Objects for Packing property from Sprite Atlas preset (1294393)

    • AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. (1297742)

    • AI: Fixed issue where the NavMeshModifierBox did not override the area type with existing higher index. (1078153)

    • AI: Fixed overshooting destination for agent without auto-braking. (1305780)

    • AI: Fixed the gizmos of navigation OffMeshLinks when the distance from start to end is small. (805223)

    • AI: Improved NavMeshAgent creation failure log, to help select the source object (1274983)

    • Android: Added a new AndroidDevice.hardwareType property, which is set to AndroidHardwareType.ChromeOS if running on a Chrome OS device. This is helpful if an app needs to run Chrome OS-specific code.

    • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

    • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

    • Android: Android: Fix lightmap quality warning text in PlayerSettings. (1337631)

    • Android: Bumped Android Logcat package version to 1.2.2.

    • Android: Clamp Android minimum bundle version to greater than 0 (1307476)

    • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

    • Android: Fix artifacts when exceeding geometry working set memory limit on Mali GPUs when using Vulkan GraphicsJobs

    • Android: Fix computeBufferStartIndex of ComputeBuffer.GetData being ignored when using Vulkan (1299902)

    • Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan (1300900)

    • Android: Fix Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

    • Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it (1312433)

    • Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below. (1340517)

    • Android: Fixed Build&Run when apk name contains duoble quote. (1323395)

    • Android: Fixed compatibility with OpenGL ES shaders in asset bundles built with Unity 2018.x or older. (1329702)

    • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos when using Vulkan "Apply display rotation during rendering". (1340975)

    • Android: Fixed crash during shutdown on Adreno devices when using Vulkan. (1330396)

    • Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. (1314282)

    • Android: Fixed incorrect resolution scaling on PowerVR devices when BlitType Auto is used (1287131)

    • Android: Fixed Patch not working on some newer Android devices due to permission issue. (1343844)

    • Android: Fixed runtime decompression of ASTC HDR cubemaps on devices that don't support ASTC HDR. (1323739)

    • Android: Fixed screen safe area values at startup. (1327752)

    • Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3.0 shader target. (1327731)

    • Android: Fixed shaders with bitfield operations compilation errors on Adreno3XX GPUs.

    • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

    • Android: Preserve ComputeBuffer data when doing partial updates using ComputeBuffer.SetData (1300424)

    • Android: Resolved an Android build failure when the Target SDK was set to below 24. (1340438)

    • Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3.1 with AEP but not 3.2.

    • Android: Update Android Logcat package to version 1.2.1

    • Android: Updated Kotlin version to fix potential compatibility problems in Android Studio. (1325245)

    • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

    • Animation: 1D BlendTree's threshold values were draggable when not the hot control. (1217253)

    • Animation: Added a tooltip for the auto live link button in the animator window (1283065)

    • Animation: Added checks to prevent and capture crash for the GetRootBlendTreeChildWeights function. (1282475)

    • Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. (1159548)

    • Animation: Fix slow performance depend on the first selected (1236353)

    • Animation: Fixed a bug where the .controller file would grow in size even after undoing states. (1194086)

    • Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window (1190190)

    • Animation: Fixed AddAssetToSameFile assert thrown on adding SMB on unpersisted AnimatorState or AnimatorStatemachine. (1233556)

    • Animation: Fixed an animation performance test failing on specific device (iOS/Android) (1307702)

    • Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. (1242410)

    • Animation: Fixed an issue where an animation playable events would still fire while it was paused (1227098)

    • Animation: Fixed an issue where the application would crash if modifying the graph while being traversed (1282046)

    • Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list (1259438)

    • Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window

    • Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise (1288823)

    • Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. (1245722)

    • Animation: Fixed an issue where the transition to a base layer state machine would be invisible (1287749)

    • Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. (1188984)

    • Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. (1333416)

    • Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. (1250904)

    • Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. (1292994)

    • Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. (1285405)

    • Animation: Fixed Animator MatchTarget to work correctly with longer time. (1052600)

    • Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. (1306710)

    • Animation: Fixed crash upon calling the MonoManager::TypeToScriptingClass(Unity::Type) method on a type that has been removed. The solution is to check if the type is valid first with type->HasValidRuntimeTypeIndex(). (1319992)

    • Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. (1171704)

    • Animation: Fixed for disappearing Animator State Machine information. (1307535)

    • Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. (1315029)

    • Animation: Fixed human pose offset in Animation C# Job when root node is scaled. (1266529)

    • Animation: Fixed human pose with missing bones shifting when used in an Animation C# Job. (1214897)

    • Animation: Fixed humanoid SetLookAtWeight method for weights larger than 0.5. (1307253)

    • Animation: Fixed manipulation of the Current Blend Value (the red line)in BlendTree Inspector.

    • Animation: Fixed nan appearing in AABB when root motion is enabled in a StateMachineBehaviour by initializing MotionXReference structure upon allocation. (1279206)

    • Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. (1243185)

    • Animation: Fixed static analysis warning. (1232341)

    • Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform (1154835)

    • Animation: Force grouped animation of GroupColor for material color in URP (1212805)

    • Animation: Improved SetTime and GetTime documentation for playables (1196250)

    • Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours. (1319708)

    • Animation: Removed multi edit on animator override controller (1082045)

    • Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. (1214031)

    • Animation: Updated documentation of playable to document feature of auto adding new port (1227724)

    • Asset Bundles: AssetBundle.Unload waits for all asset bundle async operations to be completed before proceeding.

    • Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. (1319389)

    • Asset Bundles: Fixed issue where Caching.IsVersionCached returns false when loading a previously cached bundle. (1186310)

    • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

    • Asset Import: Adding a ScriptedImporter attribute to a non-ScriptedImporter class no longer crashes the editor. (1308671)

    • Asset Import: Apply/Revert buttons in the inspector are correctly disabled after changing a value that is being overridden by the Importer script or an AssetPostprocessor. (1287345)

    • Asset Import: Assembly Ref / Definition files now have padding. (1311970)

    • Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. (1329621)

    • Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. (1304418)

    • Asset Import: Fixed crash when importing FOV animations from 3DsMax. (1324054)

    • Asset Import: Fixed crash/corruption when importing animations.

    • Asset Import: Fixed missing normal property values from materials imported from 3DsMax 2021's Physical materials. (1313450)

    • Asset Import: Fixed Texture Import Platform settings getting reset when multi editing.

    • Asset Import: GameObjects & Prefabs can no longer be duplicated using Ctrl + D. (1304106)

    • Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. (1203843)

    • Asset Import: ModelImporter now only renames sibling nodes with duplicate names. (1233702)

    • Asset Import: New flag to allow rigs with different topologies to be swapped. (974120)

    • Asset Import: Only call frame rate errors when animations are imported. (1222562)

    • Asset Import: Rename of Inspector labels to make them more consistent.

    • Asset Import: SearchAndRemap now functions as expected in packages. (1218857)

    • Asset Import: Switching Texture Importer tabs does not dirty the importer. (1321256)

    • Asset Import: The Default Clip selection no longer gets stuck. (1279563)

    • Asset Import: Unity no longer uploads texture data to the GPU during texture importing, fixing a video memory leak that happens in some long import cases. (1324536)

    • Asset Import: Updated Log Warning to include name / object reference (1304432)

    • Asset Pipeline: Enabled PluginSettingsWorks.WSASettings integration test (1086909)

    • Asset Pipeline: Fix for crash that could happen after safe mode exit

    • Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. (1310334)

    • Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

    • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

    • Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene. (1263621)

    • Asset Pipeline: Fixed an issue where AssetDatabase.SaveAssetIfDirty() wouldn't save the asset if a sub-object was dirty, but the main object wasn't. (1341834)

    • Asset Pipeline: Fixed issue where an invalid GUID was being reported, but the file in which it resided was not. (1275878)

    • Asset Pipeline: Fixed issue with incorrect progress bar text during startup. (1339167)

    • Asset Pipeline: Fixed issue with some FBX models being imported with a scale of 0 when 'Remove Constant Scale Curves' is enabled. (1348264)

    • Asset Pipeline: Fixed problem where artifact dependency could get ignored. (1318602)

    • Asset Pipeline: Fixed the progress bar being full during the import of assets. (1298760)

    • Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.Refresh(). (1186177, 1213291, 1255803, 1299716)

    • Asset Pipeline: Fixes to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. (1295635)

    • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed.

    • Asset Pipeline: Preview of material is now correctly regenerated when shader changes (1298200)

    • Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab (like texture) changes (1284853)

    • Asset Pipeline: Using the AssetDatabase.CreateAsset() API to create an asset from a TextAsset object where the file type specified is not a native Unity format such as .ASSET will now report an error about incorrect usage of CreateAsset. (1241343)

    • Audio: (OSX) Sound effects in Audio Mixer were not always selected when clicked. (1124032)

    • Audio: AudioClip reference was lost when loading a new Scene even if AudioSource was set to DontDestroyOnLoad. (1314527)

    • Audio: Fix DSPGraph playback not pausing when player is paused

    • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

    • Audio: Fixed AudioClip reference being lost when loading a new Scene even if AudioSource is set to DontDestroyOnLoad.

    • Audio: Fixed deadlock caused by interaction between output suspend/resume logic and DSPGraph output hooks

    • Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer.
      Fixed exception when deleting snapshots. (1324578)

    • Audio: Fixed microphone API not working when automatic output device suspension was active. (1318560)

    • Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. (1146312)

    • Audio: Topological changes such as adding/removing/moving effects in the audio mixer resulted in glitches and, depending on mixer configuration, loud bursts. (666910)

    • Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

    • Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. (1298484)

    • Bug Reporter: Multiple Qt library copies are no longer included.

    • Bug Reporter: Reset Bug Reporter style to match Windows styling (1296042)

    • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene. (1293228)

    • Build Pipeline: Added build target Dedicated Server.

    • Build System: Fixed a problem with the detection of Microsoft.VCLibs SDK extension for UWP builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Crash when extracting sequence point information for error reporting/debug information generation.

    • Burst: Direct Call extension methods that only differ on argument types are now supported (previously Burst's AssemblyLoader would complain about multiple matches).

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug with using multiple IsXXXSupported intrinsics in the same boolean condition would fail.

    • Burst: Fixed a minor debug information bug where built-in types with methods (like System.Int32) would generate incorrect debug information.

    • Burst: Fixed a possible DivideByZeroException due to race condition in TermInfoDriver initialization code.

    • Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where if a user used a math function (like cos, sin, etc) then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

    • Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. (1345235)

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Fixed managed implementation of sub_ss intrinsic

    • Burst: Fixed managed implementation of sub_ss intrinsic.

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.

    • Burst: Fixed multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) generating invalid instructions.

    • Burst: Fixed namespace issue triggering a warning in the editor.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed the 1.5 restriction that Direct Call methods can only be called from the main thread, now they work when called from any thread.

    • Burst: Fixes DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Function calls using in modifiers on blittable structs where being treated as non blittable.

    • Burst: Gracefully handle failing to find a particular assembly in the ILPP to prevent an ICE.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.

    • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.

    • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/com.unity.burst@1.5/changelog/CHANGELOG.html for a detailed list)

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.

    • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: Strings can now be passed between methods

    • Burst: The Direct Call injected delegate now has a unique suffix to avoid type-name clashes.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Documentation: Changed the documentation for HorizontalLayout and VerticalLayout. (1260855)

    • Documentation: Fixed html bug in TestRunnerApi API code snippet (DS-1973).
      Fix typo bug in PreBuildSetup code example (DS-1974).
      Fix incorrect syntax in command line reference (DS-1971).

    • Documentation: Fixed incorrect documentation for SaveCurrentModifiedScenesIfUserWantsTo. (1170364)

    • Documentation: Fixed missing function signatures from RayTracingAccelerationStructure.AddInstance C# API in 2021.2 documentation.

    • DX12: DX12 Standalone Player crashes at startup when using 32-bit player support. (1315964)

    • DX12: Fix int shader uniforms in .raytrace shaders being displayed as Floats in the Frame Debugger. (1305552)

    • DX12: Fixed wrong error message saying that vertex format SNorm16 is not supported when building a Ray Tracing Acceleration Structure. The format is supported.

    • DX12: Significant performance cost of using SRP batcher on DX12 reduced. (1286694)

    • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser

    • Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor. (1307652)

    • Editor: Added API Updater rule to update global API AssetModificationProcessor to UnityEditor namespace (1064480)

    • Editor: Added new functionality to decouple the PlayerLoop() when the targetFrameRate is set to a finite value, so that it does not effect/slow down the other Editor windows. (1158168)

    • Editor: Added playerGraphicsAPI TestSettings parameter.

    • Editor: Added support for GameCoreXboxOne and GameCoreXboxSeries reduced location path length.

    • Editor: Added tooltips in the Scene template Inspector. (1324637)

    • Editor: Added tooltips to the buttons of the Simulator view Control Bar. (1288711)

    • Editor: Adds support for dragging across delayed UI fields to change variables. (1263630)

    • Editor: Allow hierarchy search to find scripts which share names of internal types. (1252479)

    • Editor: Allow multiple Unity versions to display in the "Open With..." menu and dialog. Allow the user to choose one as the default. (1202338)

    • Editor: close add ratio window after selecting from aspect ratio menu (1284690)

    • Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. (1312714)

    • Editor: Create default index when opening the index manager if it was never created before.

    • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

    • Editor: Default PropertyDrawer.OnGUI no longer renders multiple overlapping labels. (1335958)

    • Editor: Deleting search query from project browser won't break the search window (1336787)

    • Editor: Disabled preset for ThemeStyleSheet (1298540)

    • Editor: Display the menu item name when its execution time is longer than the user wait threshold (i.e. 3 seconds) (1313062)

    • Editor: Displayed a warning when the min and max values are equal for the Slider. (1328583)

    • Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt (1299846)

    • Editor: Ensure invalid Sketchup model UVs are initialized to zero.

    • Editor: Ensured RootEditor API behaves as expected and allows to totally highjack the inspector. (1346788)

    • Editor: Event.current.type scrollWheel pointerType value is now registered as PointerType.Mouse in the mac editor (1261326)

    • Editor: Favorite star is always visible for favorited items (1336789)

    • Editor: Fix arrow key functionality in dialogs in the Mac Editor. (1279832)

    • Editor: Fix dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items. (1294910)

    • Editor: Fix for detecting and warning the user on imbalanced GUI layout groups (1289223)

    • Editor: Fix for layer names being clipped in Culling Mask and Volume Mask dropdowns of a HDRP project (1307655)

    • Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor (1294722)

    • Editor: Fix so that touch input in the gameview is processed. (1258785)

    • Editor: fix so that undocked windows can exit full screen/unmaximize (1293516)

    • Editor: Fix styling of selected search query if hovering (1336784)

    • Editor: Fix the issue with missing tooltip for Editor tools button (1296952)

    • Editor: Fix top of Game View is black when "Use display in HDR mode" is enabled and "Color Space" is set to "Linear" (1285015)

    • Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode. (1312446)

    • Editor: Fixed a bug where test filter would match project or player path (DSTP-412).

    • Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. (1316870)

    • Editor: Fixed a memory leak while using SerializedObjects in the AssetImporter inspectors. (1232758)

    • Editor: Fixed add an extra null check for monitor enumeration. (1320164)

    • Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of 2020.2 project is opened. (1273439)

    • Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen. (1323332)

    • Editor: Fixed an issue to avoid difference in Width and Height for EditorGUI.RectIntField fields compared to other fields in the Transform section. (1297283)

    • Editor: Fixed an issue to avoid MinMaxSlider disappears for UI Slider. (1323384)

    • Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. (1331001)

    • Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name. (1333540)

    • Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value (1299181)

    • Editor: Fixed an issue to display Color32 Picker Context Menu at right position on right click. (1334328)

    • Editor: Fixed an issue to display Normalmap Encoding PlayerSetting only in supported platforms. (1330505)

    • Editor: Fixed an issue to display proper LayerMask properties value on selection. (1308984)

    • Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked (1221384)

    • Editor: Fixed an issue to display tooltip for "Maximum LOD Level" and "LOD Bias" Properties under Quality settings. (1296474)

    • Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. (1290634)

    • Editor: Fixed an issue to set top bit flag of an uint enum with inspector. (1298289)

    • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector.

    • Editor: Fixed an issue to stop sharing Player Settings properties between Player Settings window and Serialized Preset. (1263069)

    • Editor: Fixed an issue where an empty column is expanded when detaching/attaching UISystemPreviewWindow in the Profiler. (1241234)

    • Editor: Fixed an issue where calling EditorGUI.PropertyField with a serialized LayerMask and GUIContent.none prints a label. (1304172)

    • Editor: Fixed an issue where check box is shown on Inspector Titlebar for ScriptableObjects (1301335)

    • Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. (1328458)

    • Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project. (1310784)

    • Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. (1201105)

    • Editor: Fixed an issue where Shift-Delete does not delete the property for Object field. (1286390)

    • Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. (1309567)

    • Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. (1314173, 1314177)

    • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730)

    • Editor: Fixed an issue where warning appears when Scrollbar Navigation is set to Vertical and Direction is set to "Top To Bottom" (1245473)

    • Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode. (1317240)

    • Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window (1283915)

    • Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX (1299763)

    • Editor: Fixed ArgumentNullException when selecting 'Static-dropdown' in the Prefab Overrides window. (1295412)

    • Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. (1318098)

    • Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed. (1291991)

    • Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. (1300081)

    • Editor: Fixed Ctrl-click on macOS editor not bringing up "Properties..." context menu on inspector object reference fields properly. (1316779)

    • Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. (1295344)

    • Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. (1282412)

    • Editor: Fixed debug assert message in MenuControllerLinux.cpp's OnSizeAllocate() call to GetGtkWindowSize(). (1319050)

    • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

    • Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. (1312440)

    • Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. (1322299)

    • Editor: Fixed File->Open Recent Scene menu entries not working correctly after upgrading project from versions earlier than 2021.2.0a5. (1338322)

    • Editor: Fixed floating windowing jumping desktop spaces when using cmd + tab to refocus the editor on mac. (1298279)

    • Editor: Fixed for Canvas Group Interactable flag being applied to the GameObject even when the Canvas Group component is disabled. (1324097)

    • Editor: Fixed gradient swatches were not refreshed after undoing preset change. (1261595)

    • Editor: Fixed GUIToScreenpoint being inconsistent between play mode and standalone. (1305557)

    • Editor: Fixed hierarchy window top Scene header foldout not visible when scrolled. (1298679)

    • Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated (1288693)

    • Editor: Fixed infinite layout error loop when Editor UI is broken. (1327876)

    • Editor: Fixed instancing being ignored in the Shadow Pass when using the Mobile Diffuse shader. (1318675)

    • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

    • Editor: Fixed issue where the Intensity parameter of a Default Light Preset is not applied after creating Directional Light Game object. (1199933)

    • Editor: Fixed issue with CRTL Drag not working when a single item is selected in project browser one-column layout. (1222445)

    • Editor: fixed issue with Reference Icon overlapping with Preset Manager text on decreasing the width of the Project Settings window. (1282739)

    • Editor: Fixed issue with Stack trace input Field being Misaligned on resizing Player setting Preset (1276715)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed missing comma in the manifest file used by the guardian tool

    • Editor: Fixed null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

    • Editor: Fixed NullReferenceException error is thrown when pressing up/down arrow key in the Project's search bar while in Play Mode. (1318065)

    • Editor: Fixed NullReferenceException when trying to open Object Picker for ScriptableObject variable. (1293117)

    • Editor: Fixed Profile Analyzer - Mac keyboard commands not updating correct chart. (1327944)

    • Editor: Fixed ReorderableList having wrong label/field width ratio

    • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

    • Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. (1271518)

    • Editor: Fixed selection issues with Shift + Arrow Up/Down in the Hierarchy. (1320614)

    • Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab (1293497)

    • Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. (1308128)

    • Editor: Fixed some styling issues with the main editor toolbar (1296757)

    • Editor: Fixed Terrain dependency cloning.

    • Editor: Fixed the background color of toolbar dropdowns when hovered and pressed (1313159)

    • Editor: Fixed the behavior where anchor preset window remains open even after a double click (1302650)

    • Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. (1301332)

    • Editor: Fixed the gradient picker closing when clicking on the gradient field (1285035)

    • Editor: Fixed the GUI error in the console when a media file is opened. (1294494)

    • Editor: Fixed the issue where editor doesn't show unsaved changes pop up if editor is closed using Unity -> Quit menu item. (1320565)

    • Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus. (1219099)

    • Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. (1276638)

    • Editor: Fixed the LOD Group Inspector frames being too dark when using the Light Skin. (1311960)

    • Editor: Fixed the path to the scene template icon when querying icon from template path. (1325888)

    • Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked.

    • Editor: Fixed the Scene View not updating when the LineRenderer Show Wireframe option was changed.

    • Editor: Fixed tooltips being misaligned. (1325676)

    • Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value. (1336998)

    • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

    • Editor: Generate Release Notes URL according to unity version (1301927)

    • Editor: Improved model import performance by a tiny amount.

    • Editor: Improved performance of copy/paste when duplicating large numbers of objects. (1208321)

    • Editor: Initializing the static Progress class from a thread no longer throws exceptions. (1337421)

    • Editor: Limited the length of the error messages in the UserRetryDialogs to not more than 200 characters per line. (1167593)

    • Editor: Menu Bar doesn't flicker anymore when dragging across monitors (1219094)

    • Editor: Multiple improvements around automatic test-run of tests

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar. (1336292)

    • Editor: Open Prefab' button now uses less inspector space. (1270965)

    • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform

    • Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. (1322149)

    • Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. (1301807)

    • Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused (1309702)

    • Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen. (1297362)

    • Editor: release mouse if it is dragging when a dialog is opened in the windows editor (1271832)

    • Editor: Remove XDK Xbox One platform after Unity 2020.3.

    • Editor: Resolve variables before reading style values (1297227)

    • Editor: set gdk cursor invisible when forcing software cursor in editor playmode (1212108)

    • Editor: Show disable index in the index manager. (1307781)

    • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options

    • Editor: support Hungarian (and other) unicode characters in editor (1184456)

    • Editor: The arrow cursor in the Linux Editor is no longer slightly offset (1256724)

    • Editor: The background task window is no longer repositioned and resized when opened from the status bar. (1337646)

    • Editor: The EditorSceneManager now gets the correct build index for Scenes of the same name upon calls to SceneManager.GetScenesAt in Play mode. (1128653)

    • Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than 12000 hits are shown. (1331728)

    • Editor: The progress bar in the status bar no longer gets stuck in an empty state. The progress bar in the status bar no longer shows instantaneous progresses. (1341616)

    • Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. (921689)

    • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

    • Editor: Transform rotations from asset bundles are now correctly shown in the inspector. (958333)

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • Editor: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window.
      iOS resolution presets that were removed:
      • iPhone 4/4S Portrait
      • iPhone 4/4S Landscape
      • iPad 2/Mini Portrait
      • iPad 2/Mini Landscape
        iOS resolution presets that were added:
      • iPhone 12 mini 2340x1080 Portrait
      • iPhone 12 mini 2340x1080 Landscape
      • iPhone 12/12 Pro 2532x1170 Portrait
      • iPhone 12/12 Pro 2532x1170 Landscape
      • iPhone 12 Pro Max 2778x1284 Portrait
      • iPhone 12 Pro Max 2778x1284 Landscape
      • iPad (7th-8th gen) 2160x1620 Portrait
      • iPad (7th-8th gen) 2160x1620 Landscape
      • iPad Air (4th gen) 2360x1640 Portrait
      • iPad Air (4th gen) 2360x1640 Landscape
      • iPad Pro 11-inch 2388x1668 Portrait
      • iPad Pro 11-inch 2388x1668 Landscape. (1321829)
    • Editor: Updated the style of some buttons and button groups when hovered, pressed and focused (1314662)

    • Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore (1263313)

    • Editor: Wrong ShaderGUI for crosspipeline shaders. (1339817)

    • GI: Fix case 1291662: OIDN crashes on AVX512 on MacOS (1291662)

    • GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. (1292192)

    • GI: Fix crash when baking 4K lightmap with maximum AA setting. (1318800)

    • GI: Fix issue with experimental lightmapping.BakeAsync(Scene) interface getting stuck when baking reflection probes in additively opened scenes in the Editor. (1303788)

    • GI: Fix Reflection probe (gizmo and texture inspector) appearance in linear color space mode. (1293558)

    • GI: Fixed an issue where sometimes the callstack in Editor.log was incomplete on Windows. (1221524)

    • GI: Fixed automated GI tests in HDRP and URP where multiple editors are used.

    • GI: Fixed baked lighting on terrain holes and better performance. (1307459)

    • GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. (1324641)

    • GI: Fixed fallback to CPU lightmapper when writing LightCookies buffer and using Clear baked Data. (1321887)

    • GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

    • GI: Fixed memory usage and performance regression when baking light probes. (1324307)

    • GI: Fixed out of bounds access in probeDepthOctahedronExpandedBuffer when generating Probe Volumes 1.0 data via experimental API. (1321881)

    • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

    • GI: Fixed rare crash when entering play mode while running a GI lightbake. (1301678)

    • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

    • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

    • GI: Fixed some fallbacks from GPULM to CPULM when using baked lighting and cookies. (1320169)

    • GI: Fixed unused return value during remapping of scene object id's. (1300323)

    • GI: Fixedcorruption in Probe baking when lightmap UVs are not provided. (1337226)

    • GI: Fixes an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. (1258690)

    • GI: Ignore OpenCL CPU devices that are incompatible with the GPU lightmapper on macOS due to insufficient local workgroup size. (1293520)

    • GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. (1327322)

    • GI: Introduced a full tiled-based baking system to the GPULM to reduce memory pressure.
      Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
      Reduced the memory consumption of probe baking using the GPULM (4Bytes per probe).
      Better estimation of the GPULM memory consumption even when tiling is off, making it less likely to fallback to CPULM.

    • GI: Make emission tooltip take Enlighten realtime GI state into account. (1329323)

    • GI: Make GPU lightmapper detect Intel IRIS Xe MAX GPU with 4GB memory. (1331794)

    • GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. (1276653)

    • GI: Make the compression label in Lighting Window - Baked Lightmaps better. (1297198)

    • GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. (1320277)

    • GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed. (1195551)

    • GI: Removed erroneous asserts in scene object identifier remapping code.

    • GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. (1313354)

    • GI: Removes terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. (1295410)

    • GI: Support high intensity skyboxes for baking. (1222492)

    • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Add CameraBuffer VFX type to encapsulate camera buffers that can be Texture2D or Texture2DArray depending on the platform (1213482)

    • Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
      Clearing depth does not implicitly clear stencil anymore.

    • Graphics: Add support for having multiple different Renderers on the same Game Object when using ray tracing. (1305305)

    • Graphics: Added check for Vulkan support in Unity player. (1308206)

    • Graphics: added exception when creating 3d textures with depth/stencil format on metal, as this is not supported (1296524)

    • Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation. (1324062)

    • Graphics: Added Metal Compute Pipeline Validation to the Editor (1283446)

    • Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every 100 frames. (1296777)

    • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Creating a RenderTexture in D3D12 with RenderTexture.antiAliasing value higher than supported by hardware will no longer crash the editor. (1310791)

    • Graphics: Disable "create material" button in terrain inspector when viewed through a preset. (1290453)

    • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

    • Graphics: Disabled ShadowCaster pass in Output Meshes if castShadows is disabled.

    • Graphics: Fix bug where in some situations the AsyncUploadBuffer was not persisting even when QualitySettings.asyncUploadPersistentBuffer was set to true. (1150408)

    • Graphics: Fix CPU performance issue when light probes and ray tracing effects are used together.

    • Graphics: Fix crash when using RenderPass without depth on Metal devices

    • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1295408)

    • Graphics: Fix rare deadlock that can occur when a texture fails to load. (1265360)

    • Graphics: Fix readback/blit from backbuffer in Editor when running GLES (1301446)

    • Graphics: Fix selection of sRGB format for rendertextures inspector (1295276)

    • Graphics: Fix shadow normal bias slider getting clamped at 3. (1213200)

    • Graphics: Fix Simplify button clipping in the LineRenderer Inspector when the window was narrow. (1308478)

    • Graphics: Fix skybox cubemap corruption in Vulkan (1195394)

    • Graphics: Fix SystemInfo.supportsRenderTargetArrayIndexFromVertexShader when using Vulkan (1269732)

    • Graphics: Fixed a bug in SRPs where models appeared white in the preview window. (1297670)

    • Graphics: Fixed a bug with Cubemap.GetPixel(CubemapFace face, int x, int y) not passing its parameters correctly. (1305539)

    • Graphics: Fixed a case that render thread calls main thread only API in editor. (1317190)

    • Graphics: Fixed a crash that would occur when trying to create a VT GPU cache larger than the available GPU memory. (1293468)

    • Graphics: Fixed a crash when passing in DepthAuto or ShadowAuto into SystemInfo.GetCompatibleFormat. (1343093)

    • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

    • Graphics: Fixed a regression where calling the the Texture2D.Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. (1312670)

    • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.

    • Graphics: Fixed ACES filter artefact due to half float error on some mobile platforms.

    • Graphics: Fixed alignment in Volume Components.

    • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

    • Graphics: Fixed an incorrect error check in the BC7 decompressor. (1339809)

    • Graphics: Fixed an issue with ReadPixels() over 3 API's, where the first slice would always be returned instead of the specified depth slice. The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face. (979487)

    • Graphics: Fixed an uninitialized value problem found by Vulkan. (1309741)

    • Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. (1180254)

    • Graphics: Fixed assertion failure when releasing rendererlists in certain scenes. (1342215)

    • Graphics: Fixed assertion on compression of L1 coefficients for Probe Volume.

    • Graphics: Fixed bug where ComputeShader.IsSupported for OpenGL (ES) would only return false on the first call for kernel that did not compiler at runtime. (1334034)

    • Graphics: Fixed crash when a compute shader does not compile when using OpenGL. (1324695)

    • Graphics: Fixed crash when calling AsyncGPUReadback.RequestIntoNativeArray with a temp allocated array. (1336583)

    • Graphics: Fixed crash when calling GetPixelData with invalid arguments. (1322485)

    • Graphics: Fixed crash when DX12 Hardware Dynamic Resolution Scaling is enabled on XR. (1323531)

    • Graphics: Fixed crash when executing CommandBuffer.DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer. (1323447)

    • Graphics: Fixed crash when launching tutorials on Linux with AMD/Intel cards. (1323204)

    • Graphics: fixed crash wrong format desc of GraphicsFormat.VideoAuto on metal (1296529)

    • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation

    • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

    • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.

    • Graphics: Fixed empty RenderTexture.ResolveAA debug marker appearing in Frame Debugger and other frame capture tools on mobile platforms. (1330944)

    • Graphics: Fixed error when change Lens Flare Element Count followed by undo. (1346894)

    • Graphics: Fixed explicit half precision not working even when Unified Shader Precision Model is enabled.

    • Graphics: Fixed false-positive error message during ReadbackImage on GLCore (1297065)

    • Graphics: Fixed frame debugger crash when using the RenderPass API with MSAA enabled. (1317665)

    • Graphics: Fixed gizmo rendering in SRP when wireframe mode is selected (1251022)

    • Graphics: Fixed GPU crash on Intel integrated cards when opening the editor with a scene that had VFX. (1332956)

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed HDRP Runtime test failure in Vulkan caused by incorrect shader code generation. (1323529)

    • Graphics: Fixed IES Importer related to new API on core.

    • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.

    • Graphics: Fixed incorrect shader code generation when using half precision SV_POSITION. (1323558)

    • Graphics: Fixed incorrect warning in when creating a texture from script with a compressed format that is not supported on the Editor platform. (1317998)

    • Graphics: Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.

    • Graphics: Fixed L2 for Probe Volumes.

    • Graphics: Fixed layered rendering (and validation errors) with 3D Textures when using Vulkan. (1323740)

    • Graphics: Fixed layered rendering to mips of 3D textures when using Vulkan. (1329180)

    • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

    • Graphics: Fixed Lens Flare rotation for Curve Distribution.

    • Graphics: Fixed Lens Flare Thumbnails.

    • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

    • Graphics: Fixed Light Layers with duplicate names being hidden in Light or Renderer component. (1335982)

    • Graphics: Fixed Light Probe evaluation in ray tracing shaders resulting in wrong ambient colors. Fixed Light Probe Proxy Volume setup not binding SH2 L2 band uniforms in ray tracing shaders. (1330711)

    • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

    • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

    • Graphics: Fixed Metal DebugGroups during Xcode GPU Frame Capture getting incorrectly nested when using RenderPass API. (1330942)

    • Graphics: Fixed Metal multisample depth resolve not working. (1330714)

    • Graphics: Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.

    • Graphics: Fixed missing support for coarse/fine derivatives in shader code.

    • Graphics: Fixed normal bias field of reference volume being wrong until the profile UI was displayed.

    • Graphics: Fixed performance regression when changing Mesh vertices or indices. (1326091)

    • Graphics: Fixed problem on domain reload of Volume Parameter Ranges and UI values.

    • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

    • Graphics: Fixed random crash when reloading VFX under special circumstances. (1291710)

    • Graphics: Fixed regression where RenderTextureDescriptor.depthBufferBits or RenderTexture.depth could return GraphicsFormat.None when setting the properties to 24 or 32 bit. (1340405)

    • Graphics: Fixed RenderPass API MSAA and clear action issues when writing to the backbuffer on Android (1315433)

    • Graphics: Fixed Right Align of additional properties on Volume Components Editors.

    • Graphics: Fixed rotation issue now all flare rotate on positive direction. (1348570)

    • Graphics: Fixed ScriptableRenderContext.ExecuteCommandBuffer crashing when called with a disposed command buffer (1306222)

    • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data

    • Graphics: Fixed spacing between property fields on the Volume Component Editors.

    • Graphics: Fixed static batching bug related to rendering layer mask. Meshes that are set up with different rendering layer masks (unity_RenderingLayer uniform variable in shader code), are now correctly split when static batching is enabled instead of being merged, which would otherwise generate incorrect rendering if unity_RenderingLayer was accessed by the shader code.

    • Graphics: Fixed tessellation factors access in domain shaders on Metal/Vulkan. (1337590)

    • Graphics: Fixed Texture resource state that can be incorrect when the destination texture of Graphics.Blit() is also set as _MainTex of the blit material. (1323521)

    • Graphics: Fixed Texture2D.GetPixel(int x, int y, int miplevel) internally passing the miplevel parameter incorrectly. (1284757)

    • Graphics: Fixed Texture3D.CreateExternalTexture to work correctly with Vulkan. (1322987)

    • Graphics: Fixed TextureGenerator.GenerateTexture throws null pointer exception when running with enablePostProcessor to true. (1283888)

    • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.

    • Graphics: Fixed the documentation of CommandBuffer.EndSample. (1264605)

    • Graphics: Fixed the location of the "Shader Graph" asset create menu to be next to the "Shader" menu. (1337080)

    • Graphics: Fixed the multicamera tests on Linux. (1318477)

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.

    • Graphics: Fixed unable to store light layer mask in preset. (1335979)

    • Graphics: Fixed Undo from script refreshing thumbnail.

    • Graphics: Fixed unstable async readback test. (1288678)

    • Graphics: fixed Unwrap crash when automatic margin calculation results in very small margin (1308365)

    • Graphics: Fixed Volume Gizmo size when rescaling parent GameObject.

    • Graphics: Fixed Vulkan API AccessTextureByID which was failing due to an incorrect internal implementation.

    • Graphics: Fixing bug were a very strong emissive could leak if placed behind a canvas surface in the scene. (1295722)

    • Graphics: Flagged kFormatB10G11R11_UFloatPack32 as a HDR format (1310527)

    • Graphics: Force reload of VFX graph compute shaders when reloading assembly (1107178)

    • Graphics: Game View Stats Saved by Batching is always 0 when using SRPBatcher. (1329391)

    • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API (1300054)

    • Graphics: GetPixels,SetPixels,GetPixels32,SetPixels32 will now throw exceptions when failing instead of printing error messages. A number of bugs were fixed that could crash unity. (1293040)

    • Graphics: Graphics: Fixing DLSS vulkan black pixels / frame corruption of first frame. (1335735)

    • Graphics: GUIView.GrabPixels() on Metal will now fill the RenderTexture with valid content (1223120)

    • Graphics: make metal query max tessellation factor from the driver instead of clamping to 16 always (1289859)

    • Graphics: Metal shaders will compile correctly when referencing tessellation factors in the domain shader. (1139698)

    • Graphics: Missing objects when highly static batched scene + SRP Batcher (1294742)

    • Graphics: NVIDIA package no longer gets enabled when a project is updated to a new version of unity. This was the result of a bad configuration. (1342012)

    • Graphics: On Metal, enforce depth clearing when "Don't care" load action is used, to avoid potential subtle issues later on. (1330613)

    • Graphics: Order of DLSS quality enumerations changed for better and more intuitive user experience. This change does not break API. (1335732)

    • Graphics: Partially fix limitation of sending only one event per frame : the direct link supports multiple event sent within the same frame.

    • Graphics: Pause VFX when frame debugger is enabled. (1195088)

    • Graphics: Properly handle terrain pixel error calculations for orthographic cameras (1244606)

    • Graphics: Provided an appropriate API to update builtin reflection probes internal data. (1207660)

    • Graphics: Put objects with negative scale into separate static batch. This makes normal maps display correctly on those objects. (1205209)

    • Graphics: Removed GraphicsFormat warning for RenderTextures when changing color space to gamma. (1284779)

    • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12.

    • Graphics: Removed the unneeded data copy of the initialised memory to video memory when creating a texture from script. (1337186)

    • Graphics: Removed unnecessary api files for NVIDIA Module.

    • Graphics: RenderTextures are no longer forced to use Clamp border sampling if a format with depth is used. (1292651)

    • Graphics: Resolved exact fixed time step flickering while using strip (and other unexpected behavior). (1289829)

    • Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.

    • Graphics: Skip wind calculations for Speed Tree 8 when wind vector is zero. (1335487)

    • Graphics: Support undo of Global Settings assignation (1342987)

    • Graphics: Updated Postprocessing v2 package to 3.1.1.

    • Graphics: Updated SpeedTree importer editor to correctly regenerate materials with custom render pipelines. Only shows the "Receive Shadows" toggle if that functionality is supported by the current SupportedRenderingFeatures. (1338973)

    • Graphics: Using CopyTexture on textures with different MSAA sample counts throws an error. (1308132)

    • Graphics: Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.

    • Graphics: Visual Effects in prefabs always show as modified (1285787)

    • Graphics: Visual effects will continue to cast shadows even when they are not visible in camera. (1279851)

    • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

    • Graphics: When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.

    • Graphics: When creating PVRTC texture which is not POT and square throw an exception, as it is not supported and might result in crashes later on. (1329461)

    • HDRP: Assets going through the migration system are now dirtied.

    • HDRP: Cleanup Shader UI.

    • HDRP: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a compilation issue for AxF carpaints on Vulkan

    • HDRP: Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).

    • HDRP: Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data.

    • HDRP: Fixed a limit case when the camera is exactly at the lower cloud level. (1316988)

    • HDRP: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

    • HDRP: Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle.

    • HDRP: Fixed a NaN generating in Area light code.

    • HDRP: Fixed a null ref exception when adding a new environment to the Look Dev library.

    • HDRP: Fixed a nullref in volume system after deleting a volume object. (1348374)

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed access to main directional light from script.

    • HDRP: Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds. (1340731)

    • HDRP: Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (1339330)

    • HDRP: Fixed an incompatibility between MSAA and Volumetric Clouds.

    • HDRP: Fixed an issue in the planar reflection probe convolution.

    • HDRP: Fixed an issue that made camera motion vectors unavailable in custom passes.

    • HDRP: Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph.

    • HDRP: Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.

    • HDRP: Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster.

    • HDRP: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

    • HDRP: Fixed an issue where runtime debug window UI would leak game objects.

    • HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

    • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

    • HDRP: Fixed an issue with debug overriding emissive material color for deferred path. (1313123)

    • HDRP: Fixed an issue with Decal normal blending producing NaNs.

    • HDRP: Fixed an issue with half res ssgi upscale.

    • HDRP: Fixed an issue with normal management for recursive rendering (1324082)

    • HDRP: Fixed an issue with reflection probe normalization via APV when no probes are in scene.

    • HDRP: Fixed an issue with resolution dependence for physically based depth of field.

    • HDRP: Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases).

    • HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values.

    • HDRP: Fixed an issue with the capture callback (now includes post processing results).

    • HDRP: Fixed an issue with the mipmap generation internal format after rendering format change.

    • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.

    • HDRP: Fixed AxF debug output in certain configurations (1333780)

    • HDRP: Fixed bad feedback loop occuring when auto exposure adaptation time was too small.

    • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.

    • HDRP: Fixed box light attenuation.

    • HDRP: Fixed cases in which object and camera motion vectors would cancel out, but didn't.

    • HDRP: Fixed Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures.

    • HDRP: Fixed computation of geometric normal in path tracing (1293029)

    • HDRP: Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey.

    • HDRP: Fixed contact shadow debug views not displaying correctly upon resizing of view.

    • HDRP: Fixed contact shadows tile coordinates calculations.

    • HDRP: Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.

    • HDRP: Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP

    • HDRP: Fixed cropping issue with the compositor camera bridge (1340549)

    • HDRP: Fixed custom pass volume not executed in scene view because of the volume culling mask.

    • HDRP: Fixed custom pass workflow for single camera effects.

    • HDRP: Fixed custom post process name not displayed correctly in GPU markers.

    • HDRP: Fixed custom post process template not working with Blit method.

    • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.

    • HDRP: Fixed decal draw order for ShaderGraph decal materials.

    • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.

    • HDRP: Fixed Decal's UV edit mode with negative UV.

    • HDRP: Fixed decals in material debug display.

    • HDRP: Fixed diffusion profile breaking after upgrading HDRP (1337892)

    • HDRP: Fixed diffusion profile displayed in the inspector.

    • HDRP: Fixed distortion when resizing the graphics compositor window in builds. (1328968)

    • HDRP: Fixed enabling a lensflare in playmode.

    • HDRP: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

    • HDRP: Fixed error with motion blur and small render targets.

    • HDRP: Fixed exposure issues with volumetric clouds on planar reflection.

    • HDRP: Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR). (1346383)

    • HDRP: Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth).

    • HDRP: Fixed failures on platforms that do not support ray tracing due to an engine behavior change.

    • HDRP: Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

    • HDRP: Fixed for wrong cached area light initialization.

    • HDRP: Fixed Force RGBA16 when scene filtering is active. (1228736)

    • HDRP: Fixed GBuffer clear option in FrameSettings not working.

    • HDRP: Fixed gbuffer depth debug mode for materials not rendered during the prepass.

    • HDRP: Fixed GC allocations from XR occlusion mesh when using multipass.

    • HDRP: Fixed ghosting issues if the exposure changed too much (RTGI).

    • HDRP: Fixed gizmo rendering when wireframe mode is selected.

    • HDRP: Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy.

    • HDRP: Fixed HDRP material being constantly dirty.

    • HDRP: Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material. (1339865)

    • HDRP: Fixed HDRP's ShaderGraphVersion migration management which was broken.

    • HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

    • HDRP: Fixed incorrect RTHandle scale in DoF when TAA is enabled.

    • HDRP: Fixed infinite propagation of nans for RTGI and SSGI. (1349738)

    • HDRP: Fixed Intensity Multiplier not affecting realtime global illumination.

    • HDRP: Fixed invalid pass index 1 in DrawProcedural error.

    • HDRP: Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.

    • HDRP: Fixed issue in wizard when resource folder don't exist.

    • HDRP: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.

    • HDRP: Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

    • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.

    • HDRP: Fixed issue with automatic exposure settings not updating scene view.

    • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.

    • HDRP: Fixed issue with Depth of Field CoC debug view.

    • HDRP: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

    • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.

    • HDRP: Fixed issue with hierarchy object filtering.

    • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.

    • HDRP: Fixed issue with NaNs in Volumetric Clouds on some platforms.

    • HDRP: Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time.

    • HDRP: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.

    • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.

    • HDRP: Fixed issue with shadow mask and area lights.

    • HDRP: Fixed issue with velocity rejection when using physically-based DoF.

    • HDRP: Fixed label style in pbr sky editor.

    • HDRP: Fixed LayerMask editor for volume parameters.

    • HDRP: Fixed light gizmo showing shadow near plane when shadows are disabled.

    • HDRP: Fixed light layer issue when performing editing on multiple lights.

    • HDRP: Fixed LightCluster debug view for ray tracing.

    • HDRP: Fixed lights shadow frustum near and far planes.

    • HDRP: Fixed LookDev environment library assignement after leaving playmode.

    • HDRP: Fixed material keywords with fbx importer.

    • HDRP: Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset.

    • HDRP: Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering.

    • HDRP: Fixed missing API documentation for LTC area light code.

    • HDRP: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

    • HDRP: Fixed missing global wind parameters in the visual environment.

    • HDRP: Fixed Missing lighting quality settings for SSGI. (1312067)

    • HDRP: Fixed missing option to use POM on emissive for tessellated shaders.

    • HDRP: Fixed missing Update in Wizard's DXR Documentation.

    • HDRP: Fixed model import by adding additional data if needed.

    • HDRP: Fixed multi cameras using cloud layers shadows.

    • HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.

    • HDRP: Fixed multiple any hit occuring on transparent objects. (1294927)

    • HDRP: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.

    • HDRP: Fixed normals provided in object space or world space, when using double sided materials.

    • HDRP: Fixed null reference exception in Raytracing SSS volume component.

    • HDRP: Fixed nullref in layered lit shader editor.

    • HDRP: Fixed nullref when enabling fullscreen passthrough in HDRP Camera.

    • HDRP: Fixed object outline flickering with TAA.

    • HDRP: Fixed objects disappearing from Lookdev window when entering playmode. (1309368)

    • HDRP: Fixed overdraw in custom pass utils blur and Copy functions (1333648)

    • HDRP: Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture.

    • HDRP: Fixed parameter ranges in HDRP Asset settings.

    • HDRP: Fixed path traced transparent unlit material (1335500)

    • HDRP: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

    • HDRP: Fixed PCSS filtering issues with cached shadow maps.

    • HDRP: Fixed performance issue with ShaderGraph and Alpha Test.

    • HDRP: Fixed Pixel Displacement that could be set on tessellation shader while it's not supported.

    • HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on.

    • HDRP: Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data.

    • HDRP: Fixed potential NaN on apply distortion pass.

    • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.

    • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

    • HDRP: Fixed reflection probes being injected into the ray tracing light cluster even if not baked (1329083)

    • HDRP: Fixed register spilling on FXC in light list shaders.

    • HDRP: Fixed remapping of depth pyramid debug view.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.

    • HDRP: Fixed rendering of objects just after the TAA pass (before post process injection point).

    • HDRP: Fixed ResourceReloader that was not call anymore at pipeline construction.

    • HDRP: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.

    • HDRP: Fixed rounding issue when accessing the color buffer in the DoF shader.

    • HDRP: Fixed sceneview debug mode rendering. (1211436)

    • HDRP: Fixed screen being over-exposed when changing very different skies.

    • HDRP: Fixed screen-space shadows with XR single-pass and camera relative rendering. (1348260)

    • HDRP: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    • HDRP: Fixed side effect on styles during compositor rendering.

    • HDRP: Fixed skybox for ortho cameras.

    • HDRP: Fixed some aliasing ussues with the volumetric clouds.

    • HDRP: Fixed some depth comparison instabilities with volumetric clouds.

    • HDRP: Fixed some labels being clipped in the Render Graph Viewer

    • HDRP: Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass.

    • HDRP: Fixed some reference to old frame settings names in HDRP Wizard.

    • HDRP: Fixed some render texture leaks.

    • HDRP: Fixed some resolution aliasing for physically based depth of field. (1340551)

    • HDRP: Fixed spacing on LayerListMaterialUIBlock.

    • HDRP: Fixed spot light radius not changed when editing the inner or outer angle of a multi selection. (1345264)

    • HDRP: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.

    • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.

    • HDRP: Fixed SSR Precision for 4K Screen.

    • HDRP: Fixed SSS on console platforms.

    • HDRP: Fixed sub-shadow rendering for cached shadow maps.

    • HDRP: Fixed support for instanced motion vector rendering.

    • HDRP: Fixed support for ray binning for ray tracing in XR (case ). (1346374)

    • HDRP: Fixed support of Distortion with MSAA

    • HDRP: Fixed support of multi-editing on custom pass volumes.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed tessellation displacement with planar mapping.

    • HDRP: Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume.

    • HDRP: Fixed the double sided option moving when toggling it in the material UI (1328877)

    • HDRP: Fixed the fallback to custom went changing a quality settings not workings properly (1338657)

    • HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate. (1352679)

    • HDRP: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • HDRP: Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute.

    • HDRP: Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (1332904)

    • HDRP: Fixed the RTAO debug view being broken.

    • HDRP: Fixed the shader graph files that was still dirty after the first save. (1342039)

    • HDRP: Fixed the transparent cutoff not working properly in semi-transparent and color shadows. (1340234)

    • HDRP: Fixed the various history buffers being discarded when the fog was enabled/disabled. (1316072)

    • HDRP: Fixed tiled artifacts in refraction at borders between two reflection probes.

    • HDRP: Fixed timing issues with accumulation motion blur

    • HDRP: Fixed undo of some properties on light editor.

    • HDRP: Fixed undo on light anchor.

    • HDRP: Fixed undo-redo on layered lit editor.

    • HDRP: Fixed Undo/Redo instability of light temperature.

    • HDRP: Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (1333947)

    • HDRP: Fixed update upon light movement for directional light rotation.

    • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.

    • HDRP: Fixed various issues with non-temporal SSAO and rendergraph.

    • HDRP: Fixed various SSGI issues. (1327919, 1339297, 1340851)

    • HDRP: Fixed Vertex Color Mode documentation for layered lit shader.

    • HDRP: Fixed VFX flag "Exclude From TAA" not working for some particle types.

    • HDRP: Fixed VfX lit particle AOV output color space.

    • HDRP: Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog in planar reflections.

    • HDRP: Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing.

    • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).

    • HDRP: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

    • HDRP: Fixed white flash when camera is reset and SSR Accumulation mode is on.

    • HDRP: Fixed white flash with SSR when resetting camera history. (1335263)

    • HDRP: Fixed white flashes on camera cuts on volumetric fog.

    • HDRP: Fixed white flashes when history is reset due to changes on type of upsampler.

    • HDRP: Fixed wizard checking FrameSettings not in HDRP Default Settings.

    • HDRP: Fixed wobbling/tearing-like artifacts with SSAO.

    • HDRP: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

    • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.

    • HDRP: Fixed XR depth copy (1286908)

    • HDRP: Fixed XR depth copy when using MSAA.

    • HDRP: Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time.

    • HDRP: HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline.

    • HDRP: Indentation of the HDRenderPipelineAsset inspector UI for quality.

    • HDRP: Only display HDRP Camera Preview if HDRP is the active pipeline. (1350767)

    • HDRP: Prevent any unwanted light sync when not in HDRP. (1217575)

    • HDRP: Prevented user from spamming and corrupting installation of nvidia package.

    • HDRP: The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.

    • HDRP: The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline.

    • HDRP: VFX : Debug material view incorrect depth test. (1293291)

    • HDRP: VFX : Debug material view were rendering pink for albedo. (1290752)

    • HDRP: VFX: Fixed LPPV with lit particles in deferred. (1293608)

    • IL2CPP: Added support for array values as custom attribute arguments. (1174903)

    • IL2CPP: Allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

    • IL2CPP: Fixed compiler error calling Enum.GetHashCode with System.Enum arguments. (1354855)

    • IL2CPP: Fixed issue that could lead to builds not re-building when certain files or settings were updated. (1343625)

    • IL2CPP: Fixed issue with non-ASCII characters in installation path or project path that could cause builds to fail. (1322529)

    • IL2CPP: Fixed issue with UnityLinker that would cause Windows Runtime assemblies to be incorrectly loaded and parsed, causing builds to fail. (1315830)

    • IL2CPP: Fixed UnityLinker bug that caused callvirt instruction to be removed without removing the corresponding constrained instruction. (1297609)

    • IMGUI: Fixed an issue where custom editor without CanEditMultipleObjects attribute is not displaying the script fields. (1279145)

    • IMGUI: Fixed an issue where the layers dropdown menu window is not closed while dragging the editor window. (1308381)

    • IMGUI: Fixed Gridview image of Texture not updating in ProjectBrowser when color space is updated in PlayerSettings. (1198127)

    • IMGUI: Fixed Project Window going blank when the objects are dragged between folders in Favourites. (1206532)

    • IMGUI: Hide the MaterialEditor in inspector when a MeshRenderer is hidden. (1289980)

    • iOS: Added missing API file updates.

    • iOS: Disabled audio output on pre-iOS14 simulators, as audio is broken here completely and causes a crash on startup. (1325806)

    • iOS: EditorUserBuildSettings.symlinkLibraries will affect sources in packages which are referenced by file tag in Packages/manifest.json (1301157)

    • iOS: Fixed an issue where display length is not updated when external display is disconnected. Users now can access only active displays (previously there was a possibility of caching known but inactive display indices). (1330759)

    • iOS: Fixed crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

    • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

    • iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal (1299759)

    • iOS: Fixed tweaking WebCamTexture sampler setup resulting in GPU error on older devices. (1309523)

    • iOS: Provide Compass.headingAccuracy data. (1338663)

    • iOS: UaaL displays properly if embedded in app with SceneDelegate support. (1266702)

    • iOS: Update the list of available frameworks in Plugin Inspector. (1194821)

    • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).

    • Kernel: Fixed issue where running player with auto connect on mobile device with disabled WiFi, disabling player connection. Then any attempt to connect to device manually will fail. (1311781)

    • Kernel: Fixed potential crash while extracting detangled name on OSX. (1308423)

    • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.

    • License: Add Licensing Client version into Editor Analytics.

    • License: Fix serverDirectory in license server configuration file

    • License: Fixed memory leak in Licensing Module.

    • Linux: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • Linux: Fix "Not Responding" dialog window opens up in the Player when the splash screen's logo duration is set to 4.65 or higher. (1249666)

    • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

    • Linux: Fix recognition of game controllers with same usd product id. (1300415)

    • Linux: Fixed automated batch mode test from failing due to Unity exiting with error code 133 before all it's threads have shut down. (1303886)

    • Linux: Fixed gizmo dropdown not closing when clicking on the scene or game view. (1289590)

    • Linux: Fixed inspector prefab overrides window from drawing beyond the usable workarea (1119679)

    • Linux: Fixed main editor window from scrolling when using larger Gnome font sizes. (1311302)

    • Linux: Fixed mismatch BeginSample/EndSample profiler errors when using a modal file save dialog while profiling. (1322750)

    • Linux: Fixed mismatch profiler BeginSample/EndSample errors when interacting with a modal dialog while the profiler is active in Editor mode. (1306180)

    • Linux: Fixed mouse clicks incrementing scroll x/y. (1308873)

    • Linux: Fixed plugin header files not being copied to the editor installer. (1345891)

    • Linux: Fixed shifted key events in the old input system. (1316748)

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • Linux: Keep the window that had focus last in focus after a modal dialog closes. (1319180)

    • Linux: Keyboard API now correctly displays non-US keyboard displaynames when using Keyboard.current.<key>.displayName (1266943)

    • Linux: Made updates to min/max size blocking if it results in a resized window to help ensure a window is ready after it's size has been changed. (1319323)

    • Linux: Make GUIViews obey the min/max constraints of the window they are in. (1327222)

    • Linux: NullReferenceException no longer appears when clicking the "Setting icon" under the "Profiler Module" dropdown (1290647)

    • Linux: Removed broken gamepad auto mapping from SDL 2.0.14. (1322165)

    • Linux: Updated from SDL 2.0.12 to 2.0.14

    • macOS: Fix Screen.resolutions refreshRate property. (1284854)

    • macOS: Fixed a bug related to 8 monitors connected at one time. (1272030)

    • macOS: Fixed crash if user unplugs a secondary display while running player. (1325384)

    • macOS: Fixed crash in pthread_wait_cond when launching Unity with -importPackage option (1301071)

    • macOS: Fixed IMGUI mouse position when using the New Input System. (1298110)

    • macOS: Fixed Input.inputString doesn't convert input to the suggestions from IME. (1305843)

    • macOS: Fixed Input.inputString not updating when cmd key is held down (1296862)

    • macOS: Fixed install path regression that resulted in iOS support not being able to be installed. (1337753)

    • macOS: Fixed memory leak in HDR Display related code

    • macOS: Fixed scene view lagging when the tile palette window was focused. (1316068)

    • macOS: Fixed Screen.currentResolution when Mac Retina Support Player Setting is off. (1286140)

    • macOS: If running under Rosetta 2, <Rosetta> will appear in the title bar next to the graphics mode. (1329708)

    • macOS: We now log basic system information when launching the Editor to the log file.

    • macOS: We now prompt for to save changes even when the window is minimized. (1320569)

    • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Mobile: No more MSAA and Pixel Light count warnings when building URP on Mobile platforms (1300605)

    • Mobile: Show provider icon and info text correctly.

    • Mono: Assembly.Load now loads distinct assemblies correctly. (1073523)

    • Mono: Fixed "Loading assembly failed. File does not contain a valid CIL image" errors. (1336618)

    • Mono: Fixed FileSystemEventArgs.Name to be a relative path. (1344552)

    • Mono: Fixed issue in the mono web request stack where it would incorrectly wait on the Unity synchronization context for an asynchronous call to complete leading to the request being aborted on timeout. (1338465)

    • Mono: Fixed regression where a MissingMethodException would be thrown when IsComObject was called. (1346334)

    • Mono: Prevent unnecessary files from being copied into the Managed directory when managed code stripping is enabled. (1302474)

    • Multiplayer: Marked uNET HLAPI as deprecated.

    • N/A (internal): Fixed native test instability CanLoadMesh. (1330725)

    • Networking: UnityWebRequest: fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)

    • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

    • Package: (Recorder) (macOS) Fixed an image stride issue for ProRes formats 4444 and 4444XQ.

    • Package: (Recorder) Do not perform the color space conversion from linear to sRGB for RenderTextures that are already sRGB.

    • Package: (Recorder) Ensured that the color space conversion from sRGB to linear is performed when required for EXR files

    • Package: (Recorder) Ensured that the Image Recorder encodes in sRGB when requested, even if the scripted render pipeline provides linear data.

    • Package: (Recorder) Fixed a memory leak in the AOV Recorder.

    • Package: (Recorder) Fixed an exception that occurred when sending a RenderTexture to a Recorder before creating this RenderTexture.

    • Package: (Recorder) Fixed an exception that occurred when the user performed the undo action after deleting a Recorder.

    • Package: (Recorder) Fixed audio recording issue when the frame interval is not starting at 0.

    • Package: (Recorder) Fixed invalid values in the alpha channel when performing texture sampling for different rendering and output resolutions.

    • Package: (Recorder) Fixed issues with the Recorder samples about synchronizing multiple recordings and resetting the Game view resolution.

    • Package: (Recorder) Fixed the Tagged Camera capture process to follow any camera changes that might occur.

    • Package: (Recorder) Fixed vertically flipped outputs on OpenGL hardware.

    • Package: (Recorder) Perform the appropriate color space conversion for Texture Sampling sources when required.

    • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.].

    • Package: Updated com.unity.formats.alembic@2.2.1.

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package: Visual Scripting :
      • Fixed long values not preserved in literal nodes.
      • Fixed root icons in breadcrumbs in the graph editor window.
      • Fixed graph nodes icons
      • Fixed project settings will not show when looking for graphs
      • Fixed exception when user double clicks on a graph
      • Raised warnings at edit time when a MouseEvent node is used when targeting handheld devices instead of build time.
    • Package: [VisualScripting] "Restore to Defaults" buttons in the Project Settings window

    • Package: [VisualScripting] Console errors when deleting a Prefab with a Visual Script

    • Package: [VisualScripting] Console errors when editing nested graphs during Play Mode

    • Package: [VisualScripting] Dropdown icon is not clipped with TextField under "Get Variable"

    • Package: [VisualScripting] Error message when custom inspectors are generated

    • Package: [VisualScripting] Error when executing "Fix Missing Scripts" in a HDRP project

    • Package: [VisualScripting] FlowMachine type is now back in usable types.

    • Package: [VisualScripting] Fuzzy finder no longer blinks when trying to add a node [BOLT-1157]

    • Package: [VisualScripting] Fuzzy finder search window no longer remains above all other windows [BOLT-1197]

    • Package: [VisualScripting] Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214]

    • Package: [VisualScripting] Generated folder is removed when removing the VisualScripting package.

    • Package: [VisualScripting] Graph getting corrupted when adding "Get Action Map" unit

    • Package: [VisualScripting] GraphPointerException occurs when nesting graph within itself [BOLT-1257]

    • Package: [VisualScripting] Help button in the visual scripting Assets and Behaviours inspector now link to the package documentation.

    • Package: [VisualScripting] Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725]

    • Package: [VisualScripting] Node description being sometimes clipped

    • Package: [VisualScripting] Object Variables tabs not updated when creating a Prefab

    • Package: [VisualScripting] Open the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159]

    • Package: [VisualScripting] Preferences being searchable [BOLT-1218]

    • Package: [VisualScripting] Preferences spacing has been adjusted to avoid overlaps

    • Package: [VisualScripting] RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149]

    • Package: [VisualScripting] Rendering of inactive ObjectFields

    • Package: [VisualScripting] Resize cursor rect on group when graph window is zoomed

    • Package: [VisualScripting] ScalarAdd unit migration from 1.4.13 to 1.4.14 and above

    • Package: [VisualScripting] Scale groups when zoom is not at 1x

    • Package: [VisualScripting] Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed

    • Package: [VisualScripting] ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder

    • Package: [VisualScripting] Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed

    • Package: [VisualScripting] Warnings overflow in the console when deleting and adding a boolean variable in the blackboard

    • Package: [VisualScripting] Warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing

    • Package Manager: Add an info icon will warn users when the package version they are using is not recommended for their Unity version. (1335740)

    • Package Manager: Added missing tooltip to the refresh icon.

    • Package Manager: Deletion of root package folders from Project Browser is now prohibited. Users should use Package Manager Window to ensure proper removal of packages from their projects. (1285197)

    • Package Manager: Enabled Update button for packages installed from Git, will check if any updates are available and update the Git package.

    • Package Manager: Errors are now automatically refreshed once packages are updated to fix the issue. (1342141)

    • Package Manager: Fix sample display name error info box when package is not in development and package manager set to lowest width.

    • Package Manager: Fix size of add bouton

    • Package Manager: Fix the button text being clipped and properties going out of panel under the foldout of Scoped Registries in Project Settings window.

    • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

    • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

    • Package Manager: Fixed an issue where if the user has many asset store packages loaded in My Assets view, selecting the last package and scrolls up list show items with empty package name.

    • Package Manager: Fixed an issue where manually embedded packages from the project cache are not added in Perforce. (1314073)

    • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

    • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

    • Package Manager: Fixed confusing error message when 'View changelog' not available (1282094)

    • Package Manager: Fixed random stack overflow issue when installing and uninstalling packages. (1327700)

    • Package Manager: Fixed tests compilation warnings.

    • Package Manager: Fixed the issue when sorting by "Update date" and filtering by "Downloaded", the order of the assets is inconsistent in My Assets tab. (1343200)

    • Package Manager: Fixed the issue where modifying sort option breaks package list ordering in the My Assets tab. (1343198)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Package Manager: Fixed the UX issue where after a user installs a version of a package that does not match the version used after dependency resolution, it looks like the install did not happen. (1271576)

    • Package Manager: Hide reset feature button if the installed version is a patch of the lifecycle version. (1360446)

    • Package Manager: If user install same version as feature set required locally, we don't show it as customized. (1342339)

    • Package Manager: Implemented undo/redo in Scoped Registries Management. (1285075)

    • Package Manager: Put a descriptive error message when open asset with different account

    • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled. (1297779)

    • Package Manager: Show package update icon and update button when there is a latest update available. Remove update icon and update button when there is a recommended update available that is not the latest update.

    • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

    • Package Manager: The expanded/collapsed state of Packages folder in Project Browser will now persist on Editor restart. (1307883)

    • Package Manager: There are no more missing packages in a Feature's dependencies list. (1344819)

    • Particles: Add texel size and mask interaction shader properties to particle system renderer. (1296392)

    • Particles: Added missing tooltips to + and - buttons. (1332732)

    • Particles: Apply Start Delay to Rate over Distance emission. (1314672)

    • Particles: Automatically mark textures as readable, if used by the Particle System Shape module. (1344356)

    • Particles: Disable error dialog for incorrect Vertex Stream setup, because it is not possible to provide accurate information. (1304215)

    • Particles: Ensure ParticleSystem.Particle.angularVelocity gets applied properly when set via script. (1322645)

    • Particles: Fix incorrect evaluation of the end of stepped curves in Particle Systems. (1314389)

    • Particles: Fixed culling issue if a Particle System mesh changes. (1329097)

    • Particles: Fixed Mesh (+) button overlapping in Renderer Material field. (1332484)

    • Particles: Fixed misplaced object selector buttons under Trigger, Collision, and External Force modules. (1331893)

    • Particles: Fixed orientation of GPU instanced mesh particle shadows. (1036174)

    • Particles: Keep Particle System curve editor labels within the GUI box, to avoid any clipping. (1323617)

    • Particles: Prevent errors and invalid particle simulations, when using an Arc of 0 and Ping-Pong mode in the Shape module. (1278594)

    • Particles: Run the Trigger Module on newly spawned particles in case they need removing, or a callback firing. (1328141)

    • Particles: The create button("+") is now hidden in the Particles Window when editing a Prefab Asset. (1287185)

    • Particles: Update emitter velocity as soon as the property is changed, not on the next frame. (1342626)

    • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

    • Physics: Changed the PhysX PVD connection code so that it can connect to a running PVD instance, and does set the visualization flags correctly.

    • Physics: Fix Rigidbody.angularVelocity setter that constrained the velocity wrongly; it's now doing it in mass-space to match what should happen actually (1083573)

    • Physics: Fixed a crash when adding more than 65534 Colliders to a Rigidbody or an Articulation Body. (1325575)

    • Physics: Fixed an issue where "Physics2D.Distance()" always returned zero distance when an overlapped CapsuleCollider2D with a uniform (degenerate) size was used. (1354786)

    • Physics: Fixed an issue where, when using "Collision2D.GetContacts(List<ContactPoint2D>)", the list size was incorrectly set the same as the list capacity rather than the number of results returned. (1352777)

    • Physics: Fixed Articulation Bodies not changing collision detection mode via Script. (1330429)

    • Physics: Fixed Character Controller returning incorrect closest points when the center is offset. (1339454)

    • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable. (1006742)

    • Physics: Fixed Physics Debugger not showing up in Prefab Mode. (1158611)

    • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

    • Physics: Prevented the ConnectedAnchor to be detected as property modification when AutoConfigureConnectedAnchor is set and ConnectedAnchor gets a generated value than happens to be different than the corresponding ConnectedAnchor value in the prefab. (1308880)

    • Prefabs: A component added to a Prefab in Prefab Mode which is found to conflict with a pre-existing component on an instance is now suppressed so the Inspector displays only the pre-existing component instead of both. (1148404)

    • Prefabs: Added error message to prevent entering playmode when the scene contains missing Prefabs instances. Added option to Unpack Prefabs when deleting them.

    • Prefabs: An open ComparisonViewPopup is now closed if undo operations cause selection changes which affect the content of the Overrides Window's tree view and render the popup's visibility redundant. (1325826)

    • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

    • Prefabs: Checked that the GameObject pointed by a component, during scene loading, is actually a valid GameObject. (1333374)

    • Prefabs: Components that are suppressed on a Prefab instance by added components, now reappear when the suppressor is destroyed. (1295687)

    • Prefabs: Corrected API documentation for SceneManager.activeSceneChanged. (1038093)

    • Prefabs: Fix that creating a Prefab by dragging did not handle missing scripts gracefully. (1259961)

    • Prefabs: Fixed an issue where OnValidate() could be called on an inactive Prefab. (1271820)

    • Prefabs: Fixed case 1085603: Undoing the 'Create/Replace prefab' action does not revert the Prefab to its previous state' (1085603)

    • Prefabs: Fixed crash when apply GameObjects or Components to Prefab while the Asset Pipeline is paused. (1324978)

    • Prefabs: Fixed Crash when Exiting Play mode with Multiple scenes loaded (1298007)

    • Prefabs: Fixed FindAllInstancesOfPrefab to filter persistent instances.

    • Prefabs: Fixed multiple selection of added GameObjects not being applied to Prefabs (or reverted) via the Hierarchy context menu. (1313939)

    • Prefabs: Fixed prefabs don't visually show their HideFlags.NotEditable state in the Hierarchy window. (1324446)

    • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

    • Prefabs: Fixed that changes to Prefab instances in the Scene are not reflected when dragging Materials/Scripts onto the Asset in the Project Window. (1311622)

    • Prefabs: Fixed that Overrides window does not refresh state after changing GameObject name in the comparison popup. (1300152)

    • Prefabs: Fixed undo not working when Renaming a Missing Prefab in the Hierarchy. (1165052)

    • Prefabs: Improved error logging when importing Prefab files. The import errors are now collected and logged as one message instead of individual errors and most importantly the Prefab asset path is made clear to the user. Also clicking the message will frame the Prefab in the Project Browser. Also missing Prefabs will now be logged as an error. (1298338)

    • Prefabs: PrefabUtility.SavePrefabAsset is now robust against supplied objects being reloaded during AssetModificationProcessor.OnWillSaveAssets. (1276013)

    • Prefabs: Removed wrong error message. (1287903)

    • Prefabs: Set as first/last sibling cannot be undone to reorder the Prefab hierarchy. (1296698)

    • Prefabs: Updated documentation for OnPostprocessPrefab to reflect better the behavior. (1304102)

    • Prefabs: Updated documentation that scripts using OnValidate can only modify data on itself. (1333052)

    • Profiler: Enabled GPU profiling in the Editor (1315474)

    • Profiler: Fixed a material leak in the UISystemProfiler UI (1280162)

    • Profiler: Fixed an issue where creating a Memory snapshot file writer with a null or empty string would crash the Editor (1296217)

    • Profiler: Fixed an issue where we could no longer connect to tethered Android devices after they have been disconnected, without manually calling adb commands from the CLI. (1268987)

    • Profiler: Fixed crash due to Profiler code during Editor Shutdown

    • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes (1299569)

    • Profiler: Fixed Recorder reporting invalid data after being disabled and re-enabled. (1321813)

    • Profiler: Fixed selection of RestoreManagedReferences sample and its children in Profiler Window (1330206)

    • Profiler: Fixed standalone profiler shows editor update check dialogue on start. (1334264)

    • Profiler: Fixed systrace captures producing corrupted data when started in middle of frame, mismatch begin and end samples. (1270929)

    • Profiler: Fixed the Thread Selection Dropdown in Hierarchy view showing multiple threads as selected if they all share the same name.

    • Profiler: Profiler will now clear when entering playmode with the game view maximised. (1307042)

    • Profiler: Removed Total Time from GI Profiler Module chart as it duplicated time in the stacked chart (1305568)

    • Profiler: Truncated project name in the profiler broadcast to fit within the message buffer. (1322888)

    • Profiler: When disconnecting from and autoconnected device the profiler will now default back to playmode instead of the previous connection. (1268887)

    • Scene Manager: Added debouncing to the search field in the Hierarchy and Scene view for better search input experience in large scenes. Is also now consistent with Project Browser searching behavior. (1315731)

    • Scene Manager: Fix rename overlay in Hierarchy to support hierarchy changes while renaming. (1296235)

    • Scene Manager: Fix that prevent dragging gameobject in a scene that is not loaded (1291614)

    • Scene Manager: Fixed "PlayerLoop internal function has been called recursively" error is thrown when calling NewScene() from the Update function. (1258244)

    • Scene Manager: Fixed focus issue when using a secondary hidden Hierarchy. When creating a new GameObject a visible Hierarchy tab is focused, prioritizing the last interacted Hierarchy if visible. Focusing a hidden Hierarchy tab is therefore now prevented in this situation. (1190664)

    • Scene Manager: Fixed GameObjects in Hierarchy window not hidden when using HideFlags.HideInHierarchy until next Hierarchy rebuild. (1167675)

    • Scene Manager: Fixed SceneManager.GetSceneByName() returning null when buildsettings path to the Scene is given as a parameter. (1155473)

    • Scene Manager: Improved performance of updates on large arrays. (1272309)

    • Scene Manager: Paste as Child' now supports pasting gameObjects to SubScenes. (1316660)

    • Scene Manager: Updated dirtiness logic for undoing after save. (1221800)

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Added check before recursion that the gizmo is not already active. (1326407)

    • Scene/Game View: Adding a verification of the current mode (edit/play) to only display FPS when in playmode as the measured value does not mean anything in edit mode and can confuse some users. (1285123)

    • Scene/Game View: Bugfix for Instability in picking tests failure. (1329183)

    • Scene/Game View: Fix for built-in tool buttons toggling highlighted state when clicked consecutively. (1344813)

    • Scene/Game View: Fixed Camera Overlay lost when entering play mode. (1340455)

    • Scene/Game View: Fixed clicking on a non-prefab child of a prefab instance incorrectly selecting prefab root. (1305433)

    • Scene/Game View: Fixed custom tool button incorrectly showing a built-in tool in certain cases where EditorToolContext is active. (1339433)

    • Scene/Game View: Fixed fading between 2D and 3D modes with overlays. (1339978)

    • Scene/Game View: Fixed for IMGUI content not being displaced by overlay toolbars. (1339990)

    • Scene/Game View: Fixed for the default Overlays' preset not matching the intended design. (1339964)

    • Scene/Game View: Fixed Grid Axis field in the Grid Settings Overlay not accepting input. (1345036)

    • Scene/Game View: Fixed Hierarchy context menu showing empty submenu entries. (1319505)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Scene/Game View: Fixed issue with scene view overlay in some packages (1339984)

    • Scene/Game View: Fixed possible exception when removing a collider component while the collider editor tool is active. (1259502)

    • Scene/Game View: Fixed Scene Hierarchy context menu not showing separators in submenus. (1247305)

    • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

    • Scene/Game View: Fixed shortcut conflict between Scene View "Nudge Grid" and 2D "Flip X Y" axis. (1309850)

    • Scene/Game View: Fixed some Scene View Overlays incorrectly registering as applicable to any Editor Window. (1337371)

    • Scene/Game View: Fixing Gameview focus inconsistent when re-docking (1272795)

    • Scene/Game View: Fixing MissingReferenceException in the Scene overlay when deleting a selected Particle System. (1295035)

    • Scene/Game View: Fixing overlay placement when scene view is resizing (1341038)

    • Scene/Game View: Fixing selection outline not drawn for SRP objects in scene view (1294951)

    • Scene/Game View: Fixing selection outline not fading when behind other objects (1119607)

    • Scene/Game View: Fixing Slider1D Handle

    • Scene/Game View: Global tool buttons are disabled when not useable. (1310614)

    • Scene/Game View: Improve performance when opening Scene View window. (1343564)

    • Scene/Game View: Increased maximum Scene Camera fly speed to 1e+5. (1287220)

    • Scene/Game View: Overlay positioning optimization by using transform position and usageHints (1339973)

    • Scene/Game View: Scene/Game View: Fixed an exception when loading an Overlay preset with invalid window type. (1337897)

    • Scene/Game View: The Scene view camera was snapping back or forward when zooming in while holding the Alt key.
      This was due to a small error in the formula.
      There is no more jump in the zoom with this fix. (1293718)

    • Scripting: Added support for custom attribute types inheriting from RuntimeInitializeOnLoadMethodAttribute. (1334599)

    • Scripting: Added type and method information to exceptions raised by the assembly reference checker. (1307194)

    • Scripting: APIUpdaterManager can now handle more than 64 assemblies. (1308408)

    • Scripting: Avoid flooding the console when parsing a define expression fails and the Asmdef inspector is active.
      Also improve interaction with define expression parsing errors in the console. (1314026)

    • Scripting: Avoid GC allocation in UnitySynchronizationContext. (1276456)

    • Scripting: Build fails when there is a comma in path. (1325976)

    • Scripting: Change Roslyn Analyzers to be run part of normal Compilation Step.
      This will also result in Analyzer errors to be treated as an Compile Error.

    • Scripting: Disabled native test causing instabilities. (1322841)

    • Scripting: Enabled IPv6 sockets creation with the ICMP protocol. (1309061)

    • Scripting: Exclude readonly files from script execution order menu to reduce visual noise. (1281215)

    • Scripting: Fix a stack overflow occurring when a custom ILogHandler is throwing an exception in LogFormat/LogException methods (1241896)

    • Scripting: Fix crash on Stackoverflow, when instantiating infinitely in OnEnable (1263270)

    • Scripting: Fix invalid memory write in MonoBehaviour when it destroys its own instance within the OnDisable call. (1286736)

    • Scripting: Fix not being able to select external script editors that don't have the '.app' extension on OSX. (1250634)

    • Scripting: Fix possible exception after changing Roslyn Analyzers to be part of the initial compilation (1313026)

    • Scripting: Fix rare deadlock case in GC (1229776)

    • Scripting: Fixed a bug where adding a script to the list of custom-ordered scripts in "Project Settings" -> "Script Ordering" would pick up a totally unrelated script. (1327742)

    • Scripting: Fixed a crash happening when trying to enter an unsupported character (such as an emoji) in a field in a game built with IL2Cpp backend. (1314163)

    • Scripting: Fixed a memory leak happening when removing listeners from a UnityEvent that is never raised afterwards. (1303095)

    • Scripting: Fixed an issue when opening a project using rulesets, Error CS8035 is no longer thrown in the console. (1349517)

    • Scripting: Fixed ApiUpdater incorrectly removing usings in some scenarios

    • Scripting: Fixed assemblies in non local/embedded packages triggering updater consent (1171778)

    • Scripting: Fixed condition on accessing a game object from a callback while it was being constructed that was leaving the original GameObject managed wrapper in a detached state. (1295939)

    • Scripting: Fixed crash in ScriptUpdater.exe when editor is installed in a path containing commas. (1341703)

    • Scripting: Fixed editor crash when an animation tries to pass an invalid scriptable object as a method parameter. (1252134)

    • Scripting: Fixed exceptions thrown from custom attributes' .ctor not handled. (1321144)

    • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

    • Scripting: Fixed nested aliases handling in ApiUpdater (1251569)

    • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.

    • Scripting: Fixed undoing changes to a prefab instance not triggering object change events. (1308479)

    • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

    • Scripting: Fixes HttpUtility.UrlEncode runtime exceptions (1296177)

    • Scripting: Ignore Visual Scripting assemblies when building for mobile devices, so no MouseEvent handler warning is raised.

    • Scripting: Improved diagnostic messages for unsupported cases of RuntimeInitializeOnLoadMethod usage. (1246081)

    • Scripting: Interpolated verbatim strings can start with both $@"..." and @$"..." as specified in C# 8.0. (1304285)

    • Scripting: NativeArray<T>.ReadOnly now implements IEnumerable<T>. (1319358)

    • Scripting: Performance improvements in ApiUpdater

    • Scripting: Prevented a potential race condition when threaded-loading is enabled and a scene is loaded in additive mode. (1327726)

    • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

    • Scripting: Self-referencing assemblies will give error during assembly validation

    • Scripting: UnityWebRequest no longer re-uses previous connections when custom certificate handler is changed. (1337019)

    • Scripting: When an editor-only precompiled assembly reference is ignored by the script compiler because the asmdef referencing it is not editor-only, a warning now appears in the console. (1220959)

    • Scripting: When inspecting a readonly asmdef file, the inspector fields are disabled and a small text indicates that the asmdef file is read-only. (1255405)

    • Search: Added a tree view to list and browse save searches.

    • Search: Added support to search references using an UnityEngine.Object instance ID, i.e. ref:-2458, -2458 can be a component instance ID. (1331890)

    • Search: Fix editor stall when the asset worker try to resolve a message log with an UnityEngine.Object in a non-main thread. (1316768)

    • Search: Fixed degenerative indexing issue with VFX assets.

    • Search: Fixed errors are thrown on enabling 'UI Toolkit Live Reload' in 'Search asset store' window. (1299600)

    • Search: Fixed floating point search expression parsing for non US locales.

    • Search: Fixed indexed prefab objects cannot be resolved using the search result global object id. (1328618)

    • Search: Fixed prefab subtypes not available in default project index. (1332948)

    • Search: Fixed search index incremental update merge issue.

    • Search: Fixed search item label and description in compact mode.

    • Search: Fixed search tab showing HTML <a> tags for the item count (1301148)

    • Search: Fixed search view error reporting in status bar when no group is selected.

    • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
      See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.

    • Search: Fixed too many objects being indexed and out of memory exception
      Reported on the forums: https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-7004042.

    • Serialization: Added pruning when an object with [SerializeReference] contains missing types. (1338952)

    • Serialization: Binary2Text adding support for SerializeReference/ReferenceRegistry. (1284031)

    • Serialization: Fix an issue where a SerializedObject is created with empty Objects. (1279513)

    • Serialization: Fix for ability to find assets derived from a Generic type in the object selector window (1288312)

    • Serialization: fix uninitialized member field reported by static analysis (1305542)

    • Serialization: Fixed clone/load/save performance regression. (1338713)

    • Serialization: Fixed regression where prefab override would not show up on SerializeReference instance and you could no longer remove contextually a single Override. (1348031)

    • Serialization: Fixed SerializedProperty to properly set a value across all selected objects when the value already present on the first object matches the specified value. (1228004)

    • Services: Analytics no longer auto-activates on new project link.

    • Services: Fixed Android app_build is 0 for reports in Cloud Diagnostics. (1217055)

    • Services: Fixed Cloud Diagnostics native crash reporting on tvOS. (1332243)

    • Services: Fixed Cloud Diagnostics sometimes failing to provide line numbers for Windows Native crashes. (1329172)

    • Services: Fixed iOS builds may fail in Xcode with error about USYM_UPLOAD_AUTH_TOKEN. (1329176)

    • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.

    • Services: Fixed upload of symbols to Cloud Diagnostics for Windows builds. (1329220)

    • Services: Updated PLCrashReporter version on iOS and tvOS to 1.8.1. (1317214)

    • Services: We suppress Analytics curl errors to the console but only in the editor. this change allows this same suppression to carry across into the development console (we still log to file). (1318074)

    • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

    • Shadergraph: Added padding to the blackboard window to prevent overlapping of resize region and scrollbars interfering with user interaction.

    • Shadergraph: Blackboard now properly handles selection persistence of items between undo and redos.

    • Shadergraph: Disconnected nodes with errors in ShaderGraph no longer cause the imports to fail. (1349311)

    • Shadergraph: Fixed "Disconnect All" option being grayed out on stack blocks. (1313201)

    • Shadergraph: Fixed a bug when a node was both vertex and fragment exclusive but could still be used causing a shader compiler error. (1316128)

    • Shadergraph: Fixed a bug where changing a Target setting would switch the inspector view to the Node Settings tab if any nodes were selected.

    • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

    • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

    • Shadergraph: Fixed a Shader Graph issue where property auto generated reference names were not consistent across all property types. (1336937)

    • Shadergraph: Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

    • Shadergraph: Fixed a ShaderGraph issue where a warning about an uninitialized value was being displayed on newly created graphs. (1331377)

    • Shadergraph: Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews. (1330302)

    • Shadergraph: Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu.. (1351733)

    • Shadergraph: Fixed a ShaderGraph issue where keyword properties could get stuck highlighted when deleted. (1333738)

    • Shadergraph: Fixed a ShaderGraph issue where ObjectField focus and Node selections would both capture deletion commands. (1313943)

    • Shadergraph: Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small. (1329247)

    • Shadergraph: Fixed a ShaderGraph issue where selecting a keyword property in the blackboard would invalidate all previews, causing them to recompile. (1347666)

    • Shadergraph: Fixed a ShaderGraph issue where the right click menu doesn't work when a stack block node is selected. (1320212)

    • Shadergraph: Fixed a warning in ShaderGraph about BuiltIn Shader Library assembly having no scripts.

    • Shadergraph: Fixed an issue where a requirement was placed on a fixed-function emission property. (1319637)

    • Shadergraph: Fixed an issue where an informational message could cause some UI controls on the graph inspector to be pushed outside the window. (1343124)

    • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float. (1330302)

    • Shadergraph: Fixed an issue where fog node density was incorrectly calculated.

    • Shadergraph: Fixed an issue where generated property reference names could conflict with Shader Graph reserved keywords. (1328762)

    • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

    • Shadergraph: Fixed an issue where the ShaderGraph transform node would generate incorrect results when transforming a direction from view space to object space. (1333781)

    • Shadergraph: Fixed an issue where users can't create multiple Boolean or Enum keywords on the blackboard. (1329021)

    • Shadergraph: Fixed an issue with how the transform node handled direction transforms from absolute world space in camera relative SRPs. (1323726)

    • Shadergraph: Fixed an unhelpful error message when custom function nodes didn't have a valid file. (1323493)

    • Shadergraph: Fixed default shadergraph precision so it matches what is displayed in the graph settings UI (single). (1325934)

    • Shadergraph: Fixed divide by zero warnings when using the Sample Gradient Node.

    • Shadergraph: Fixed how shadergraph's prompt for "unsaved changes" was handled to fix double messages and incorrect window sizes. (1319623)

    • Shadergraph: Fixed incorrect warning while using VFXTarget.

    • Shadergraph: Fixed indent level in shader graph target foldout. (1339025)

    • Shadergraph: Fixed inspector property header styling.

    • Shadergraph: Fixed issue where vertex generation was incorrect when only custom blocks were present. (1320695)

    • Shadergraph: Fixed issue with ShaderGraph custom interpolator node dependency ordering. (1332553)

    • Shadergraph: Fixed issues with double prompts for "do you want to save" when closing Shader Graph windows. (1316104)

    • Shadergraph: Fixed loading all materials from project when saving a ShaderGraph.

    • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

    • Shadergraph: Fixed ParallaxOcclusionMapping node to clamp very large step counts that could crash GPUs (max set to 256). (1329025)

    • Shadergraph: Fixed reordering when renaming enum keywords. (1328761)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not having collapsible foldouts in the material inspector. (1339256)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not to apply emission in the ForwardAdd pass to match surface shader results. (1345574)

    • Shadergraph: Fixed ShaderGraph exception when trying to set a texture to "main texture". (1350573)

    • Shadergraph: Fixed ShaderGraph isNaN node, which was always returning false on Vulkan and Metal platforms.

    • Shadergraph: Fixed ShaderGraph sub-graph stage limitations to be per slot instead of per sub-graph node. (1337137)

    • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

    • Shadergraph: Fixed the BuiltIn Target to perform shader variant stripping. (1345580)

    • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

    • Shadergraph: Fixed the default dimension (1) for vector material slots so that it is consistent with other nodes. (1328756)

    • Shadergraph: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

    • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

    • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

    • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

    • Shadergraph: ShaderGraph SubGraphs now report node warnings in the same way ShaderGraphs do. (1350282)

    • Shadergraph: Updated the ShaderGraph searcher package dependency to be in sync with the latest searcher package version i.e. 4.8.0.

    • Shaders: Added compute shader compilation logging during project builds or on "Compile and show code" usage. Added raytracing shader (.raytracing file) compile-time logging on import. (1321684)

    • Shaders: Added missing PDB data output for DXC DX12 debug shaders for use in external analysis tools. (1333848)

    • Shaders: Added tests for custom BFI and UBFE implementations in HLSLcc (1305543)

    • Shaders: Fixed ddx_fine and ddx_coarse on Vulkan and capable GLCore targets. (1323892)

    • Shaders: Fixed DXC validator error on Windows that would result from using '#pragma require WaveMultiPrefix'. (1333695)

    • Shaders: Fixed editor crash if shader error db fails to open. (1327429)

    • Shaders: Fixed inaccurate shader_feature usage tracking with shader stage specific keywords. (1255901)

    • Shaders: Fixed memory leaks in the shader compiler process when compiling ray tracing shaders. (1352198)

    • Shaders: Fixed PassIdentifier being erroneously invalid in some cases. (1348023)

    • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.

    • Shaders: It is now possible to determine which keywords are disabled in a given ShaderKeywordSet by using ShaderUtil.GetPassKeywords (1338833)

    • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.

    • Shaders: ShaderUtil now has an API to retrieve an array of local keywords valid for a particular shader stage of a Pass and an API to check whether a given keyword is valid for a Pass or a shader stage of a Pass. (1347380)

    • Terrain: Adds compatibility tags used to distinguish terrain supported shaders (1283086)

    • Terrain: Fixed Brush Preview rendering when a different hot control is active (1276282)

    • Terrain: Fixed Brush Preview rendering when mouse is outside of SceneView bounds (1281231)

    • Terrain: Fixed incorrect conditional statement when validating terrain material shaders. (1307951)

    • Terrain: Fixed Terrain Tools package discoverability in Package Manager.

    • Terrain: Fixed texture atlas bleeding that occurred on details. Added half pixel offset for grass texture UVs, and collapsed uvs for detail meshes without textures. (1268510)

    • Terrain: Moved TerrainCallbacks from UnityEngine.TerrainAPI to UnityEngine namespace.

    • Terrain: Performance improvement when adding many trees to a terrain (1225501)

    • Terrain: Tree Colliders are generated when entering playmode with EnterPlayModeOptions.DisableSceneReload set. (1290587)

    • Terrain: Trees with LOD groups will not warn the user that they don't have an LOD group when they have a mesh renderer within them. (1287964)

    • Terrain: Nature/Tree Soft Occlusion Leaves Shader correctly supports the render paths scene view mode. (1303714)

    • Tests: Fixed test failure EditorGUI.CanCloseNextWindowDuringOnDestroy on mac and linux platform. (992239)

    • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

    • Timeline: skip unstable test FrameLock_FollowsGameTimeClock for UWP (1342169)

    • TLS: MacOS TLS/SSL verification now checks also against (un)trusted certificates that were manually added to the keychain. (1306147)

    • uGUI: Fixed UI Components being selected when their child is selected. (1067993)

    • uGUI: Fixed undesired values for the Scrollbar by clamping and rounding it. (1312723)

    • uGUI: When multiple materials with multiple textures are assigned to a single UI Element, they are now rendered correctly. (1341814)

    • UI: Fixed an issue where a Unity GUI element would be stuck in the pressed state on resume. (1236185)

    • UI: Fixed duplicate USS files in the StyleSheets pane when editing-in-place (1299314)

    • UI: Fixed error in console when toggling isOn in inspector during playmode. (1307257)

    • UI: Fixed for ScreenPointToWorldPointInRectangle API not returning a valid value when the point is on the plane. which is the case when the canvas plane is on the cameras near plane. (1313831)

    • UI: Fixed issue where Canvas inspector would update incorrectly as the renderMode is based on the parentCanvas which is null when a Canvas is disabled. This lead to the inspector rendering the wrong options. (1311169)

    • UI: Fixed issue where wrong aspect was used when a explicit aspect is assigned.

    • UI: Fixing hard to repo issue where serialization would be a issue due to reuse of serialized name. (1309777)

    • UI: Fixing issue where selecting the padding title for a graphic wouldn't expand the area. (1308734)

    • UI: Make inputfield Text property multiline such that multiline input can be viewed easier when multiple lines are typed. (1300867)

    • UI Toolkit: Added importedWithErrors and importedWithWarnings APIs to USS assets and UXML assets to differentiate between a failed import and an import of an empty file. (1320914)

    • UI Toolkit: Added missing asset conversion information for Text Core generated assets. (1348577)

    • UI Toolkit: Added missing styling definition for dropdown in runtime stylesheet. (1314322)

    • UI Toolkit: Added support for RenderTexture for background-image in the UI Builder inspector. (1320359)

    • UI Toolkit: Added tooltip in StyleSheets pane when hovering a class selector that is trimmed (UI Builder) (1313198)

    • UI Toolkit: Allowed UIElements Debugger to pick elements from Game View outside of play mode

    • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events (1248669)

    • UI Toolkit: Changing choices programmatically after setting the value will show the correct selection, in RadioButtonGroup.

    • UI Toolkit: Child's reference is not renamed in parent UXML after renaming the child UXML file. (1319903)

    • UI Toolkit: Cleaned up the Theme menu. (1318600)

    • UI Toolkit: Elements hover and focused states are not properly reset when attaching to a new hierarchy (1287198)

    • UI Toolkit: Ensured that resizing by dragging Resize handles always produces dimensions with rounded values. (1322550)

    • UI Toolkit: Ensures the UI Builder no longer populate VisualElementAsset.stylesheetPaths when adding stylesheets. (1299464)

    • UI Toolkit: Fix add component button is overlapping on Default Material after undoing added component (1279830)

    • UI Toolkit: Fix Custom UIElements Inspector is editable when GameObject has its Flags set to NotEditable (1306242)

    • UI Toolkit: Fix PropertyField shows that it is actively selected when it has been disabled while being actively selected (1306238)

    • UI Toolkit: Fixed a bug where users were able to drag slider outside its container when a text field was present

    • UI Toolkit: Fixed a few problems with the showMixedValue property for BaseCompositeField:
      • Subfield's callback registration needs to be applied to the bind event, not the attach/detach panel event (see constructor code) --> this fixes a problem with field recycling that did not respond after being recycled
      • Remove boxing and closure issues on the current implementation of the callback in question
      • We should not use ve.userData to store the SerializedProperty (userData should be reserved for the user, not the field), use SetProperty() instead
      • showMixedValue does not need to be set on BaseField.SetValueWithoutNotify; it is set later by binding styles code.
    • UI Toolkit: Fixed adding templates in an empty document (UI Builder). (1322904)

    • UI Toolkit: Fixed an Error in the asset management of the StyleSheet that would show up in a build

    • UI Toolkit: Fixed API inconsistency of the ScrollView class not exposing the "mode" as a property. (1328093)

    • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder)

    • UI Toolkit: Fixed bug where multiple elements could be shown as being focused simultaneously due to delayed focus events not being well tracked when there is more than 1 of them in the queue. (1154256)

    • UI Toolkit: Fixed bug where runtime cursor should not be reset unless it was overridden. (1292577)

    • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder)

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed clipping with large rects when under a group transform. (1296815)

    • UI Toolkit: Fixed contentHash not being updated in UI Builder. (1336924)

    • UI Toolkit: Fixed ContextMenu and Tooltip event handling for disabled elements. Allowed UIDebugger to select disabled elements and modified Panel.Pick to return them. Allows disabled PropertyField Foldouts to react to clicks by using a new (internal) Clickable.m_AcceptClicksIfDisabled property. (1306245)

    • UI Toolkit: Fixed cursor not updating when changing it using a variable which has hotspot data. (1340471)

    • UI Toolkit: Fixed custom editor not showing as disabled for read-only inspectors (1299346)

    • UI Toolkit: Fixed custom element UXML factory not picked up in pre-compiled DLL. (1316913)

    • UI Toolkit: Fixed default clicking scroll amount in ScrollView. (1306562)

    • UI Toolkit: Fixed directional navigation bug where some elements could be skipped during horizontal navigation. Improved choice of next element when multiple candidates are valid. (1298017)

    • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder)

    • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder)

    • UI Toolkit: Fixed elements being added to the parent in builder hierarchy when editing a sub-document in place (UI Builder) (1306104)

    • UI Toolkit: Fixed empty name showing up in Memory Profiler for one of the UI Toolkit internal render texture (1307441)

    • UI Toolkit: Fixed EventSystem using InputSystem package sometimes sending large amounts of PointerMoveEvents during a single frame. (1295751)

    • UI Toolkit: Fixed exception in ListView when pressing page up key after hitting navigation keys. (1324806)

    • UI Toolkit: Fixed exception on Text Settings coming from uninitialized Line Breaking Rules when text wrap is enabled. (1305483)

    • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder)

    • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder)

    • UI Toolkit: Fixed focus outline for the following controls: CurveField, GradientField, EnumField/PopupField (and derivatives), RadioButton (choice), ObjectField (when hovered). (1324381)

    • UI Toolkit: Fixed for unsetting min and max size in UI Builder. (1322457)

    • UI Toolkit: Fixed from UI Builder package 1.0.0-preview.13 to the editor.

    • UI Toolkit: Fixed GraphView shader not compiling on Shader Model < 3.0. (1348285)

    • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder)

    • UI Toolkit: Fixed highlighter positioning and draw order. (1174816)

    • UI Toolkit: Fixed how the USS styles are applied: we now skip unknown properties instead of breaking when applying a style. (1312500)

    • UI Toolkit: Fixed InspectorElement enabled state in EditorElement.Reinit (1221162)

    • UI Toolkit: Fixed InternalsVisibleTo for com.unity.ui.builder 1.0.0-preview.10

    • UI Toolkit: Fixed invalid property access after saving a document in UI Builder (UI Builder) (1281537)

    • UI Toolkit: Fixed issue where the layout of a document was getting corrupted after saved the document. (1348002)

    • UI Toolkit: Fixed issue where user could not override the text color and font-size of the Unity Default Runtime Theme using the ":root" or "VisualElement" selectors. (1335507)

    • UI Toolkit: Fixed Label Element is not resized when Display Style is changed from None to Flex (1293761)

    • UI Toolkit: Fixed left-click not opening EnumField after using ContextMenu on MacOS. (1311011)

    • UI Toolkit: Fixed ListView item selection through PointerMoveEvent, for example when holding right-click down while clicking. (1287031)

    • UI Toolkit: Fixed non-uniform scaling issues with UI Toolkit elements. (1336053)

    • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder)

    • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder)

    • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.

    • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

    • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder)

    • UI Toolkit: Fixed NullReferenceException on turning UI Toolkit Live Reload on/off on maximized docked Search window (1312367)

    • UI Toolkit: Fixed NullReferenceException with using TrackPropertyValue on BindingExtensions for ExposedReference and Generic serialized property types (1312147)

    • UI Toolkit: Fixed older GraphView still relying on old idsFlags field

    • UI Toolkit: Fixed pointer events not working correctly when multiple UI Documents have different Screen Match values. (1341135)

    • UI Toolkit: Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder, when first added.

    • UI Toolkit: Fixed rebuild logic on inspectors with culled elements. (1324058)

    • UI Toolkit: Fixed regression on the styling of the ProgressWindow's progress bars, removed usage of images in progress bar. (1297045)

    • UI Toolkit: Fixed scrollbar showing for no meaningful reason when the content of a scrollview is almost equal to the size of the scrollview. (1297053)

    • UI Toolkit: Fixed scrollview offset when Reordering the contents in hierarchy is not visible. (1341758)

    • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)

    • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder)

    • UI Toolkit: Fixed SVG triangle clipping issue (1288416)

    • UI Toolkit: Fixed TextCore visual artifacts caused by ddx/ddy glitches on AMD Radeon hardware. (1317114)

    • UI Toolkit: Fixed the default value used for applying rotation and scaling using the VisualElement.transform interface. Instead of always use the top left corner of the VisualElement, the operation are now centered around the transform-origin value, which is the center of the object by default.

    • UI Toolkit: Fixed the focus handling so elements not displayed in the hierarchy cannot be focused. (1324376)

    • UI Toolkit: Fixed the hover and pressed color of buttons in the Runtime theme (1316380)

    • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder)

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed the refresh of the canvas's content when modifying properties of style selectors. (1323665)

    • UI Toolkit: Fixed the source path of template referenced in UXML getting cleared after saving (1288918)

    • UI Toolkit: Fixed Toolbar shrinking when there is another element filling the parent container. (1330415)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed ui builder layout broken when restarting unity. (1340218)

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • UI Toolkit: Fixed view data persistence not working inside custom inspectors that use UI Toolkit. (1311181)

    • UI Toolkit: Fixed VisualElement contains "null" stylesheet after deleted uss file from project (1290271)

    • UI Toolkit: Fixed window creator on linux caused a null reference and the new editor window was displayed corrupted. (1295140)

    • UI Toolkit: Fixed wrong mouse position on events when a UI Toolkit element has mouse capture, the mouse is outside the element's editor window and that window doesn't have the active mouse capture from the OS. (1342115)

    • UI Toolkit: Fixed wrong runtime touch event coordinates on panels with scaling

    • UI Toolkit: Fixes 1304581: [UIElements] ArgumentException is thrown when the PropertyField is bind to the BuildTarget enum
      Popup/Dropdown (Enum-compatible) fields now gracefully handle unselected/invalid values. (1304581)

    • UI Toolkit: Fixes undo of a change of Sort Order field value for a UI Document. (1337070)

    • UI Toolkit: Fixes [UI Builder] Saving a document that contains a one character name template fails. (1313509)

    • UI Toolkit: Implemented the missing support in the UI Builder for Rich Text' spacing USS properties.

    • UI Toolkit: Improved readability of USS import error/warnings. (1295682)

    • UI Toolkit: InputSystem fails to store ElementUnderPointer when a VisualElement is moving, creating flickering hover feedback. (1306526)

    • UI Toolkit: InspectorElement now correctly supports rebinding when used outside of the InspectorWindow (1299036)

    • UI Toolkit: Match text colors of UITK label and UITK field label with IMGUI label and IMGUI prefix label respectively. It also fixes the text color of buttons. (1310581)

    • UI Toolkit: Missing theme style sheet on PanelSettings now gets logged to console.

    • UI Toolkit: Nested UI Document allowed changing the Panel Settings once. (1315242)

    • UI Toolkit: On Windows, the position obtained by the mouse event callbacks is as expected while the mouse is outside of the view even if the mouse down was applied while a temporary window such as a pulldown menu was already opened. (1324369)

    • UI Toolkit: Overlay, "Show Layout" now works for Runtime panels in Edit Mode (and not only in Play Mode like before)

    • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

    • UI Toolkit: Prevented clicks from passing through runtime panels if they weren't used. (1314140)

    • UI Toolkit: Prevented infinite recursion using UIElements with nested property drawers. (1292133)

    • UI Toolkit: Removed an extra step from the RadioButtonGroup focus navigation. (1324373)

    • UI Toolkit: Scroll bars now use display instead of visibility to avoid scroll bars being visible when parent visibility is set to false. (1297886)

    • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)

    • UI Toolkit: Template references get deleted when the assets are moved. (1337112)

    • UI Toolkit: The label of a focused Foldout now has its color changed. (1311200)

    • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

    • UI Toolkit: This completes the MVP list of improvements to the UI Toolkit Event Debugger.

    • UI Toolkit: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations

    • UI Toolkit: Value Change Callbacks for bound fields now happen after the value is applied to the target object. (1321156)

    • Undo System: Ensure interested systems are updated after undoing RectTransform changes. (1116058)

    • Undo System: Reduced register undo log. (1342970)

    • UNET: Fixed Multiplayer hlapi package is missing a declaration of its dependency on Physics2D. (1324449)

    • Universal: Fixed a case where shadow fade was clipped too early.

    • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

    • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

    • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.

    • Universal: Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. (1303572)

    • Universal: Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.

    • Universal: Fixed an issue where motion blur would allocate memory each frame. (1314613)

    • Universal: Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.

    • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

    • Universal: Fixed an issue where SSAO would sometimes not render with a recently imported renderer.

    • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

    • Universal: Fixed an issue where transparent objects sampled SSAO.

    • Universal: Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. (1307710)

    • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

    • Universal: Fixed base camera to keep display index in sync with camera stacks for canvas. (1291872)

    • Universal: Fixed base camera to keep display index in sync with camera stacks. (1252265)

    • Universal: Fixed base camera to keep render texture in sync with camera stacks. (1288105)

    • Universal: Fixed base camera to keep viewport in sync with camera stacks. (1311268)

    • Universal: Fixed Camera Inspector Stack list issues.

    • Universal: Fixed camera stack UI correctly work with prefabs. (1308717)

    • Universal: Fixed double sided and clear coat multi editing shader.

    • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs.

    • Universal: Fixed issue where copy depth depth pass for gizmos was being skipped in game view. (1302504)

    • Universal: Fixed lit shader property duplication issue. (1315032)

    • Universal: Fixed materials being constantly dirty.

    • Universal: Fixed multi editing of Bias property on lights. (1289620)

    • Universal: Fixed render pass reusage with camera stack on vulkan. (1226940)

    • Universal: Fixed SafeNormalize returning invalid vector when using half with zero length. (1315956)

    • Universal: Fixed shadow cascade blend culling factor.

    • Universal: Fixed shadowCoord error when main light shadow defined in unlit shader graph.

    • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

    • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

    • Universal: SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.

    • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

    • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)

    • Universal Windows Platform: Updated UWP PlayerSettings API documentation. (1325420)

    • URP: Fix indentation of Emission map on material editor.

    • URP: Fixed a case where camera dimension can be zero. (1321168)

    • URP: Fixed additional camera data help url.

    • URP: Fixed additional light data help url.

    • URP: Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. (1348882)

    • URP: Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.

    • URP: Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.

    • URP: Fixed an issue where Sprite type Light2Ds were missing a default sprite.

    • URP: Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite.

    • URP: Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. (1331392)

    • URP: Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.

    • URP: Fixed gizmos no longer allocate memory in game view. (1328852)

    • URP: Fixed issue where it will clear camera color if post processing is happening on XR. (1324451)

    • URP: Fixed issue with legacy stereo matrices with XR multipass. (1342416)

    • URP: Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0. (1328636)

    • URP: Fixed pixel perfect camera rect not being correctly initialized. (1312646)

    • URP: Fixed post processing to be enabled by default in the renderer when creating URP asset option. (1333461)

    • URP: Fixed renderer creation in playmode to have its property reloaded. (1333463)

    • URP: Fixed renderer post processing option to work with asset selector re-assing. (1319454)

    • URP: Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). (1312813)

    • URP: Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. (1335795)

    • URP: Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.

    • URP: Fixed unlit shader function name ambiguity.

    • URP: URP Global Settings can now be unassigned in the Graphics tab. (1343570)

    • URP: VFX: Compilation issue with ShaderGraph and planar lit outputs. (1349894)

    • URP: VFX: Fixed OpenGL soft particles fallback when depth texture isn't available.

    • URP: VFX: Fixed soft particles when HDR or Opaque texture isn't enabled.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • VFX Graph: An existing link can be remade.

    • VFX Graph: Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option.

    • VFX Graph: Deleted properties still show up in the inspector. (1320952)

    • VFX Graph: Deleting a context node and a block while both are selected throws a null ref exception.

    • VFX Graph: Deleting flow edge between Init and Update throw an invalid opeation exception. (1315593)

    • VFX Graph: Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix.

    • VFX Graph: Exception in VFXFilterWindow if search field is empty. (1235269)

    • VFX Graph: Fix CameraFade for shadow maps (1294073)

    • VFX Graph: Fix incorrect buffer type for strips.

    • VFX Graph: Fix unexpected Spawn context execution ordering.

    • VFX Graph: Fixed collision with depth buffer when using an orthographic camera (1309958)

    • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.

    • VFX Graph: Fixed Soft Particle depth computation when using an orthographic camera. (1309961)

    • VFX Graph: Fixed VFX with output mesh being always reimported. (1309753)

    • VFX Graph: Modified state in the VFX tab has now a correct state.

    • VFX Graph: Motion Vector map sampling for flipbooks were not using correct mips.

    • VFX Graph: Properties labels do not overlap anymore.

    • VFX Graph: Property Binder : Allow copy/past from a game object to another.

    • VFX Graph: Regression with some settings not always triggering a recompilation. (1322844)

    • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).

    • VFX Graph: Removed unexpected expression in spawn context evaluation. (1318412)

    • VFX Graph: Sample Mesh Color when value is stored as float.

    • VFX Graph: Sticky notes can now be deleted through contextual manual menu.

    • VFX Graph: Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. (1312178)

    • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

    • VFX Graph: Unexpected operator and block removal during migration. (1344645)

    • VFX Graph: VFX Graph operators keep the same width when expanded or collpased so that the button does not change position.

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way.

    • Video: Fixed an issue where undoing a property in the Video Clip Import Settings also undoes the parent Transcode checkbox. (1314433)

    • Video: Fixed audio bitrate value for medium quality in MediaEncoder when channel count is more than 2.

    • Video: Fixed source Info text of the video asset that was barely visible. (1328269)

    • Video: Fixed Video Player's 5.1 audio channel layout being incorrect when outputting to Audio Source. (1318983)

    • Video: Videos encoded in 601 or 709 colourspaces will now be rendered in the correct colorspace (1185335)

    • Video: [audio/AVFoundation] Low / Medium / High quality settings don't change the final audio bit rate (1092549)

    • Video: [audio] webm/vp8/vorbis encoding does not use audio bitrate (1092206)

    • Virtual Texturing: Completed requests now won't be incorrectly canceled if the last InvalidateRegion call is made before PopRequests.

    • WebGL: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • WebGL: Enabled the URP feature SRP Batcher for WebGL 2. (1344614)

    • WebGL: Fixed audio restarting when paused and resumed on timeline. (1204018)

    • WebGL: Fixed FMOD related error messages showing up in console when audio is played on Timeline. (1270635)

    • WebGL: Fixed handling of touch events. (1349226)

    • WebGL: Fixed hang on quit of the Unity Editor after a Build And Run of a WebGL project. (1352715)

    • WebGL: Fixed incorrect loading progress shown in Player when Brotli build compression is used. (1288367)

    • WebGL: Fixed input coordinates when config.matchWebGLToCanvasSize is false. (1325989)

    • WebGL: Fixed layout of WebGL template custom properties in the project settings. (1316210)

    • WebGL: Fixed Permission denied error during build (1345412)

    • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

    • WebGL: Fixed video textures not getting converted to linear color space. (1314263)

    • WebGL: Fixed WebGL pages on macOS with Safari 11. (1318420)

    • WebGL: Fixed WebGL project build when Exception support is None. (1343976)

    • WebGL: Implement Accelerometer and Gyroscope sensor support for mobile WebGL (1283206)

    • WebGL: Implement Attitude Sensor support for mobile WebGL

    • WebGL: Implement Gravity Sensor support for mobile WebGL

    • WebGL: Implement Linear Acceleration Sensor support for mobile WebGL

    • WebGL: Improved Webcam backend with added support for mobile devices, improved performance and fixes issues with input device selection and other bugs. (1273253)

    • WebGL: Show warnings when an embedded VideoClip is used with WebGL builds. Use Video Player component's URL option instead. (1241263)

    • WebGL: Support mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

    • WebGL: The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)

    • WebGL: WebGL1 shaders can fail to compile if they have large arrays (1298096)

    • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

    • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed performance issues caused by using a high input polling rate mouse (8000 Hz+). (1336740)

    • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.

    • Windows: Round Resolution.refreshRate. (1318053)

    • XR: Enable Vulkan lazy allocation for memory savings on Oculus Quest.

    • XR: Fix occlusion mesh showing up when stereo is disabled (1307273)

    • XR: Fixed an issue where terrain tree shadows would be culled when they are still in view. (1234785)

    • XR: Fixed MockHMD with single pass instancing on Vulkan does not match D3D11. (1287075)

    • XR: Fixed multiview is enabled when renderer is configured to SPI mode on PC.

    • XR: Fixed so XR Interaction Toolkit appears in Package Manager when pre-release packages are enabled.

    • XR: Fixed subsystem manifest json files not being found when use patch and run on Android. (1349953)

    • XR: Fixed XRDevice.fovZoomFactor does not work in URP and HDRP. (1278072)

    • XR: Fixed XRSettings.gameViewRenderMode does not work in SRPs (1279033)

    • XR: Fixed XRSettings.occlusionMaskScale not working in SRPs.

    • XR: Fixed XRSettings.showDeviceView not working in SRPs.

    • XR: Fixed XRSettings.useOcclusionMesh not working in SRPs.

    • XR: Updated OpenXR package to 1.2.3.

    • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.12. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.5 and 4.2.0-pre.4. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.3.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.

    • XR: Updated XR Legacy Input Helpers to 2.1.8.

    Apologies for the short delay on this one. We had an infrastructure issue last week which prevent us from getting a built to QA on time.

    Thanks for your patience,
     
    Last edited: Sep 9, 2021
    adamgolden and NotaNaN like this.
  31. davidlovegrove

    davidlovegrove

    Unity Technologies

    Joined:
    Nov 20, 2017
    Posts:
    242
    Unity 2021.2.0 Beta 12 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b12

    Known Issues in 2021.2.0b12
    • CodeEditors: Crash on stopping debugging (1355156)

    • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

    • Global Illumination: Unity 2021.2 crashes on some Windows7 PCs when tbb12.dll gets loaded (1361676)

    • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

    • Global Illumination: [GPU PLM] Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI (1356714)

    • Global Illumination: [PLM] Baking stalls after starting CPU PLM bake via the lightmapping API with enabled async shader compilation (1331268)

    • HD RP: HDRP Template fills the Console with "Shader error...couldn't open include file" messages after building the project (1342989)

    • IL2CPP: IL2CPP Player crash (1361232)

    • IMGUI: Scrolling is jumping when scrolling in the Input Manager (1362327)

    • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

    • Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device (1341159)

    • Linux: Unity Editor crashes when editing "Base Map" color of a material (1358618)

    • Linux: [XR][Linux] Editor Menu disappears when opening new AR or VR Template Project or when pressing "Show Tutorials" (1362449)

    • Metal: Changing Adaptive Resolution Level asks for unsupported texture format which causes Editor crash (1355775)

    • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

    • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

    • Mono: Fixed hang while entering play mode due to calling a marshaled delegate in native code. (1308216)
      Fixed in 2021.2.0b13.

    • Mono: [Linux] [Mono Upgrade] Unity crashes when detaching the Managed Debugger after hitting a breakpoint (1345784)

    • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

    • Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 (1361884)

    • Prefabs: Fix redoing Apply override to Prefab crashes Editor (1355538)
      First seen in 2021.2.0a14.
      Fixed in 2021.2.0b13.

    • Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled (1364443)

    • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

    • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

    • Scene Management: Poor performance when loading or unloading a large Scene (1360901)

    • Scripting: Crash on PropertyUndoManager::Flush after recompiling scripts (1352394)

    • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

    • Scripting: Increased Script Assembly reload time (1323490)

    • Scripting: Internal package modules that are not used in a project do not get stripped from player builds. (1332465)

    • Scripting: Performance degradation when activating or deactivating uGUI GameObject (1348763)

    • UI Builder: Changes in UI Builder are lost when editing a 2D sprite (1357086)

    • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

    • Vulkan: Editor crashes vk_optimusGetInstanceProcAddr after closing Build Settings window (1362844)

    • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

    • WebGL: WebGL fails building on Windows 7 (1340260)

    • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)
    New 2021.2.0b12 Entries since 2021.2.0b11
    Improvements
    • GI: Lightmap compression is no longer affected by the "Lightmap Encoding" project setting. Instead, a new setting, "Lightmap Compression" has been introduced to the Lighting Settings Asset. This replaces the previous "Compress Lightmaps" checkbox. (1230918)

    • Package Manager: Terrain Tools package is now included in the Worldbuilding 3D feature set.
    API Changes
    • GI: Added: LightingSettings.lightmapCompression has been added and determines the quality of compression used for lightmaps.

    • GI: Deprecated: LightmapSettings.textureCompression has been deprecated in favor of LightingSettings.lightmapCompression.

    • Graphics: Deprecated: Deprecated ShadowAuto, DepthAuto and VideoAuto graphics formats and introduce a new alternative api. (See the Upgrade Guide for details.)
    Fixes
    • 2D: Fixed potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Asset Bundles: Fixed Asset Bundle determinism. (1346263)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Asset Pipeline: All domain reloads are now done inside asset db. This fixes problem with reloading of asset objects when doing manual refresh. (1341910)

    • Asset Pipeline: Asset loading is safe in this callback (1267939)

    • Asset Pipeline: Fixed an issue where renaming an asset in the Project Browser could cause the selection highlight to disappear. (1351301)

    • Asset Pipeline: Fixed issue with EditorApplication.projectChanged not being called when asset is moved or deleted. (1355831)
      First seen in 2022.1.0a4.

    • Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1279619)

    • Asset Pipeline: New version of OnPostProcessAllAssets with didDomainReload parameter added. This callback should be used for domain reload related initialization that requires asset operations such as asset loading. InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1274994)

    • Asset Pipeline: PostProcessAllAssets callback now supports all asset db operations (1144276)

    • Audio: Fixed Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

    • Core: Fixed issue where Profiler/Memory Profiler cannot be connected to Standalone build when Run in Background is disabled. (1355728)

    • Editor: Fixed EnumMaskField incorrectly using int.MaxValue for the Everything value, it now uses -~0 (-1). (1343837)
      First seen in 2021.2.0a17.

    • Editor: Reorderable list null item is now displayed correctly. (1339759)

    • Editor: This fix makes sure to unify the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High)

    • Graphics: Fixed a rare crash in shadow rendering. (1350950)

    • Graphics: Fixed crash when switching resolutions rapidly on the unity editor when hardware DRS is enabled on HDRP. (1353948)

    • Graphics: Fixed in crash for software DRS for DLSS in dx12 when changing the resolution mid frame (1352848)

    • Graphics: Fixed various issues wrt uploading Virtual texturing tiles when using non-native texture formats (1337269)

    • iOS: Analytics temporary data no longer stored in a user accessible folder (1211659)
      This has already been backported to older releases and will not be mentioned in final notes.

    • iOS: Bluetooth keyboards now handle input outside of text entry again. (1355543)
      This has already been backported to older releases and will not be mentioned in final notes.

    • iOS: Fixed presentation controller dismissal resulting in black screen when allowed orientations were changed while showing it (1304313)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. (1346205)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Linux: Fixed issue where dismissing a context menu can cause a crash. (1347655)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Scene/Game View: Fixed case where clicking on a popup button while the popup was open would not close the existing window. (1335070)

    • Scripting: Prevent context menus near the edge of the screen from popping far away from the context-click on macOS (1355608)
      First seen in 2021.2.0.

    • Scripting: Registering AsmDefs does not cause recompilation of contained scripts (1334286)
      First seen in 2021.2.0a6.

    • Shaders: Added a LevelOfDetail read-only property to ShaderData.Subshader (1352774)

    • Shaders: Fixed a rare Editor crash when loading shaders (1352326)
      First seen in 2021.2.0.

    • Shaders: Fixed Editor being nearly unusable when compiling heavy compute shaders in the background (1348455)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Shaders: Fixed spacing when drawing material UI for Integer based enum properties (1355315)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Shaders: Fixed UI sliders only allowing end values for ranges with the left value greater than the right value (1351151)
      This has already been backported to older releases and will not be mentioned in final notes.

    • uGUI: Fixed some UGUI editor fields not showing prefab override indicators. (1290387)

    • UI Toolkit: Fixed ExecutiveCommand commandName being stripped when a sent event require a new layout pass. (1329303)

    • UI Toolkit: Fixed inconsistencies in the visuals of text underline/strikethrough. (1349202)

    • Windows: Fixed incorrect mouse Y position in the new input system when rendering at non-native resolution. (1345405)
      First seen in 2021.2.0b5.

    • Windows: Fixed mouse position being off-by-1 pixel when rendering at lower than native resolution in certain cases.

    • Windows: Fixed resolution resetting to native resolution on primary window when trying to move the secondary window use Display.SetParams.
    Preview of Final 2021.2.0b12 Release Notes
    Features
    • 2D: Allow users to create and define scriptable tools for the Tile Palette window.

    • 2D: New template to allow users to start a new project with 2D Renderer setup.

    • Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices.

    • Android: Added option to configure the default texture compression format to PlayerSettings.

    • Android: Added the ability to support windowing concepts on Android. Split screen, pop up and freeform windows.
      Known issues:
      1. Devices may wake up from sleep when in split screen mode.
      2. Chrome OS devices that support tablet mode may not pause apps when they are no longer visible.
      3. Some Android devices may experience delayed resolution updates after resizing a window.
      4. Minimum window size may not be respected properly on all Android devices.
    • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

    • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

    • Asset Import: Added new Artifact File dependency system in the AssetImportContext.

    • Asset Import: Updated Alembic package to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.4.

    • Asset Pipeline: Accelerator authentication support using Genesis.

    • Asset Pipeline: ArtifactBrowser: Added ArtifactDifference Reporting messages.

    • Asset Pipeline: Import Activity Window: Allows inspection of import times, previous asset revisions, list of dependencies, importers used to import an artifact, import duration over time and much more!.

    • Asset Pipeline: Support for importing models and textures in parallel in external processes (off by default, enable in Project Settings -> Editor -> Refresh.

    • Burst: Add support for calling Burst code directly from C# without using function pointers.

    • Burst: Added a new OptimizeFor mode Balanced. This becomes the default optimization mode, and trades off slightly lower maximum performance for much faster compile times.

    • Burst: Added an OptimizeFor option to [BurstCompile], allowing users to say they want fast code, small code, or fastly compiled code.

    • Burst: Added experimental half precision floating point type f16.

    • Burst: Added experimental support for half precision floating point Arm Neon intrinsics.

    • Burst: Added source location metadata into hash cache.

    • Burst: Added support for creating profiler markers from Burst code

    • Burst: Added support for exceptions thrown from Burst to contain a callstack

    • Burst: Added support for having [return: MarshalAs(UnmanagedType.U1)] or [return: MarshalAs(UnmanagedType.I1)] on a bool return external function.

    • Burst: Added support for LLVM 11 to bring the latest and greatest code generation benefits to Burst

    • Burst: Added support for the C# 8.0 construct default(T) is null to Burst by transforming the generated Box + 'is the box non-null?' at compile time.

    • Burst: Added workarounds for known issue with Windows Native Debuggers and Dll numbers.

    • Burst: An additional warning about delegates being used by BurstCompiler.CompileFunctionPointer that are not decorated as expected. In most cases, Burst will automatically add the C-declaration attribute in IL Post Processing, but if the usage of CompileFunctionPointer is abstracted away behind an open generic implementation, then Burst will not be able to automatically correct the delegate declaration, and thus this warning will fire.

    • Burst: Apple silicon support

    • Burst: Assemblies are now allowed to have an [assembly: BurstCompile()] attribute to let users specify compile options that should apply assembly wide (for instance [assembly: BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)]).

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Burst 1.6 release cycle is RC for 2021.2.

    • Burst: Can now call BurstCompiler.CompileFunctionPointer() in Burst code.

    • Burst: Experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA)

    • Burst: full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental)

    • Burst: Intrinsics: Neon - Added support for basic vld1 APIs.

    • Burst: Made it possible to get a pointer to UTF-8 encoded string literal data in HPC# code via StringLiteral.UTF8().

    • Burst: New AotNativeLinkEmbeddedLinux for EmbeddedLinux.

    • Burst: New burst_TargetPlatform_EmbeddedLinux.

    • Burst: Preliminary support for loading additional burst compiled libraries in play mode/standalone - for modding support -

    • Burst: support for new intrinsics

    • Core: Added Screen.mainWindowPosition, Screen.mainWindowDisplayInfo, Screen.GetDisplayLayout() and Screen.MoveMainWindowTo() APIs. See Scripting API documentation for more information.

    • Editor: Add support for menu states (disabled, checked) in QuickSearch.

    • Editor: Added 'Diagnostics' section to Preferences window to help with remote troubleshooting. Please note that this section is not intended for users to interact with except when requested by Unity Support.

    • Graphics: Added anisotropic filtering to the built-in inline samplers.

    • Graphics: Added Graphics Buffer Support in VFX Graph.

    • Graphics: Added support of direct link event

    • Graphics: Allow for DX12 to work on Hololens with OpenXR.

    • Graphics: Introduced a tool to help set the bounds of a VFX.

    • IL2CPP: New option for "IL2CPP Code Generation" which can enable faster and smaller builds via better sharing of generics code, with potentially additional runtime overhead.

    • License: Introduced licensingIpc Editor CLI.

    • macOS: Added deep linking support.

    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.

    • Mono: Upgraded to a recent version of Mono (~6.12) which brings many bug fixes from upstream Mono project.

    • Package: (Recorder) Added support for arm64 macOS.

    • Package: (Recorder) Added support for recording accumulation, for motion blur and path tracer (HDRP).

    • Package: (Recorder) Integrated the AOV Recorder into the Recorder package.

    • Package: Added com.unity.live-capture 1.0.0-pre.400 package.

    • Package: Added com.unity.profiling.core 1.0.0-pre.1 package. The package introduces Unity Profiler markup API with metadata support and counters API. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html

    • Package: Added com.unity.sequences 1.0.0-pre.5 package.

    • Package: Added Visual Scripting (previously known as Bolt) as a default package

    • Package: Polybrush 1.1.2.

    • Package: Update to Polybrush 1.1.0-pre.1

    • Package Manager: Ability to install a package from a browser hyperlink (including an experimental package).

    • Package Manager: Added new UI support for features in the Package Manager window and added an initial list of features.

    • Package Manager: Complete UI support for feature sets in the Package Manager window:
      • Lock/Unlock mechanism on the packages that are part of a feature set
      • Reset a feature set dependencies to their default versions when the feature set was customized
      • Warn user if a feature set dependencies are already installed with a different version before installing it
      • Display a visual cue on a feature set when the dependencies versions have changed
      • Display the feature set information in the inspector
      • Fix bugs and cosmetic issues
      • Add analytics on feature sets.
    • Package Manager: If a user chooses to continue from the UPM dialog warning them of an entitlement error in one of their packages, then once the Editor is open, Package Manager window will immediately open to the first package with an entitlement error.

    • Package Manager: In the popup window, upon clicking 'Install' for a Full Project Asset, we want to give users the option to install the Asset into a new, temporary project.

    • Package Manager: Show the user's initials instead of the full name on the Account menu in the top bar of the editor.

    • Package Manager: Support Packages with Entitlements

    • Package Manager: Switched advanced settings and scoped registries management panel in project settings.

    • Particles: Added a mesh weighting field to the list of meshes, to control how many of each mesh to use.

    • Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used providing a complete customizable and fully featured 2D Collider.

    • Physics: Added Enable All/Disable All buttons to the Physics Settings layer collision matrix that allows to disable or enable all of the layer collisions

    • Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window.

    • Physics: Added the ability to read low-level 2D physics shapes (PhysicsShape2D) from any 2D Collider into a new shape container (PhysicsShapeGroup2D).

    • Physics: Exposed a set of functions to allow modifying the contact properties right before they are passed to the solver. Useful for creating sticky conveyor belts, making holes in anything, customizing the collision feedback and more.

    • Profiler: Added of File Access and Asset Loading Profiler modules.

    • Profiler: Added ProfilerModule API for extending the Profiler window with custom modules.

    • Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable. Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar.
      Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".
      Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. This is set through the Preferences->Anaylsis option or via the command line "-connection-id" when launching a player from the command line.

    • Scene/Game View: EditorToolContext now supports component tools.

    • Scene/Game View: Introduced new Overlays feature. Tools and contextual views are now available directly in the Scene View, and are completely customizable.

    • Search: Added a new explicit provider to search performance metrics.

    • Search: Added new extended search picker workflow and API.

    • Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operation.

    • Search: Added search table support to build advanced reports using complex search expressions.

    • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

    • Shaders: Introduced keyword space separation.
      Shaders, compute shaders and materials now operate in separate local keyword spaces. All keywords declared in a shader or in a compute shader using any of the multi_compile* or shader_feature* directives are local. Material and Compute Shader classes now operate with local keywords only.
      Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

    • Terrain: Introduced the new Instancing mode for Terrain details: This mode renders the detail objects with instanced draws using the material specified on the prototype prefab.

    • Terrain: Terrain Tools package 4.0.0-pre.2 added to pre-release set.

    • UI: Added settings for enabling/disabling extended Dynamic Hints.

    • UI Toolkit: Added contextual action to export an element from the builder hierarchy to a uxml file (UI Builder).

    • UI Toolkit: Added contextual action to unpack a template completely in UI Builder.

    • UI Toolkit: Added runtime access to the PanelSetting and UIDocument, making the package unnecessary for runtime UIToolkit rendering.

    • UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding.

    • UI Toolkit: Added support for up to 7 levels of stencil-based masking.

    • UI Toolkit: Added the contextual action of unpacking a template in a document in the UI Builder (UI Builder).

    • UI Toolkit: Added the DynamicColor usage hint that allows border/background/text color to change dynamically without having to regenerate the geometry.

    • UI Toolkit: Added transform-origin, rotate, scale and translate to the supported properties by UI Toolkit.

    • UI Toolkit: Added transitions properties to UI Toolkit.

    • UI Toolkit: Attribute overrides can be added, edited and removed in a template instance using UI Builder.

    • UI Toolkit: ListView now supports dynamic item height as a virtualization method.

    • UI Toolkit: Rendering antialiased vector shapes without MSAA in UI Toolkit.

    • UI Toolkit: Update UIElementsGenerator tool to the latest version

    • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
      • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
      • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
      • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
      • Plastic: Auto configuration of SSO
      • Plastic: Added date column in incoming changes
    • Version Control: Added auto sign in when logged into Unity account

    • WebGL: Added option to create release builds with embedded function symbols for improved profiling and error stack traces.

    • WebGL: Added the texture subtarget build setting to WebGL.

    • WebGL: Compressed audio support for WebGL.

    • WebGL: Enabled ETC/ETC2/ASTC/BC4/BC5/BC6/BC7 compressed texture formats for WebGL in editor, build and runtime.

    • XR: Reduced VR rendering latency using controller Late Latching with skinning and mesh renderer support

    • XR: Reducing rendering latency in URP with Late Latching.

    • XR: Release OpenXR 1.0.0-pre.1
    Improvements
    • 2D: 2D: Added folder support for SpriteAtlas V2.

    • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.

    • 2D: Improved performance for setting multiple Tiles on a Tilemap.

    • 2D: Improved performance of RuleTile caching

    • 2D: Potentially improves performance when importing large number of textures.

    • 2D: Prerelease SpriteShape and PSDImporter package for 2021.2.

    • 2D: Update 2D URP template starting folder structure for better clarification of usage.

    • 2D: Updated 2D template to use latest 2D verified packages.

    • 2D: Updated icons for Tile Palette Rotate and Flip tools.

    • 2D: Updated Skinning Editor tooltips text.

    • AI: Added the RasterizeModifierBox profiler marker for the NavMesh builder step that processes ModifierBox sources.

    • Android: Added a new Android/Chrome OS player setting, "Chrome OS Input Emulation". If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events. This allows an app to implement more complete support for these input devices. Also, fixed a bug with Android/Chrome OS touchpad scrolling.

    • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

    • Android: Added support for custom cursors to Android. The existing Unity player settings and C# functions related to custom cursors now work on Android 7.0 and later.

    • Android: Allow low-level configuration of Unity threads (priority, affinity)

    • Android: Big part of Android Build Pipeline is now incremental, the sequential builds with zero changes are much faster now. That also means builds are no longer created from scratch, but instead we update the files which dependencies have changed. A special care needs to be taken when IPostGenerateGradleAndroidProject callback is used, since it might be operating on files which were modified by IPostGenerateGradleAndroidProject from previous build.

    • Android: Bump Android Logcat package to 1.2.3

    • Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. (1349380)

    • Android: If a hardware keyboard is available, we now use it within our Unity UI systems, instead of always bringing up a virtual, on-screen keyboard.

    • Android: Unity gradle projects will have a new entry in gradle.properties, unityTemplateVersion. This property will be bumped whenever Unity gradle template files changes. That way if you build on top of the old folder and unityTemplateVersion is different, Unity will throw an error, saying that you need to update your gradle files or build to an empty folder.

    • Android: When generating manifest files, there are new files in Library\Bee\artifacts\Android\Manifest, LibraryManifestDiag.txt, LauncherManifestDiag.txt. They'll contain information about why a specific permission is added to manifest.

    • Asset Bundles: Added profile marker for CRC checks.

    • Asset Import: Documented MonoImporter class.

    • Asset Import: Improve Model Importing performance for files that contain lots of curves.

    • Asset Import: Improved FBX model importing speed.

    • Asset Import: Improved import speed for FBX files that use the ASCII file format.

    • Asset Import: Improved import speed for model files containing more than 1 mesh.

    • Asset Import: Improved model import speed by multithreading mesh triangulation.

    • Asset Import: Improved overall performance of FBX files import.

    • Asset Import: Improved performance of ASCII FBX files import.

    • Asset Import: Improved performance of the Model Importer material tab display. (1295743)

    • Asset Import: Improved speed of FBX model importing by skipping unused data.

    • Asset Import: Improved speed of model importing for files that contain multiple meshes.

    • Asset Import: Improved speed of Sketchup model file importing.

    • Asset Import: Made Asset Import faster when using mikktspace tangent generation on meshes containing degenerate triangles.

    • Asset Import: Optimized texture import mipmap calculation when Kaiser filtering is used (e.g. importing 16GB of textures with mostly Kaiser mip filters goes from 127 sec down to 109 sec).

    • Asset Import: Reduced peak memory usage during Model Importing.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Updated Sketchup SDK to version 2020.2.

    • Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset.

    • Asset Pipeline: Added summary in the editor log about what has happened during a refresh

    • Asset Pipeline: Added warnings and an automatic fix button where main object names are found not to match the corresponding filename.

    • Asset Pipeline: Do not show warning dialog when it is not possible to move import worker log files

    • Asset Pipeline: Improved directory enumeration by multi-threading it.

    • Asset Pipeline: Improved editor startup time by Prefetching AssetDatabases to reduce cost of Pagefaults.

    • Asset Pipeline: Improved startup performance for 900,000 file project by 18 seconds.

    • Asset Pipeline: Improved upload and download path

    • Asset Pipeline: Optimized UnityEngine.Hash128.ToString method.

    • Asset Pipeline: Project startup times have been improved. Projects with 900,000 files will load 30 seconds faster, at least.

    • Asset Pipeline: Speed up editor startup by fixing asset handling related code.

    • Audio: Added voice priority display in audio pane of profiler.

    • Audio: Added VU metering information from audio mixer groups in audio pane of profiler to make it easy to compare it against volume and audibility levels.

    • Audio: AudioMixer did not perform equal power panning for group attenuations when transitioning between snapshots. A new transition type "Attenuation" has been added. (1322673)

    • Audio: Improved the way audio mixers are displayed inside the audio profiler pane when the "Groups" and "Channels and Groups" view modes are enabled.
      Previously the column-based sorting from the "Channels" view mode was applied to the other view modes too which resulted in inconsistent ordering of channels and groups below mixers and even mixers changing order dynamically, making the profiler hard to read.
      Additionally the names of the mixers is now shown in the profiler where it currently only showed the ambiguous "Master" groups of the mixers below the "Audio Listener" group.
      Finally the triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order, and the arrow is now placed before the title instead of after it to avoid cutting it off when the columns are manually resized to fit the window.

    • Audio: Now displays target mixer groups in audio profiler.

    • Bug Reporter: Modified the Crash Handler window so that it now contains a stack trace, a button to open the crash log folder, and a button to restart the editor.

    • Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline. The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project.

    • Build Pipeline: Improved the performance of the build pipeline by allowing concurrent shader cache read access.

    • Build Pipeline: Linux now uses the incremental player build pipeline.

    • Build Pipeline: MacOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Build Pipeline: Make linking faster for big projects

    • Build Pipeline: WebGL now uses the incremental player build pipeline.

    • Build Pipeline: Will not ask to save untitled scene if it is not included in the build.

    • Build Pipeline: Windows Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Improved codegen

    • Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (1272168)

    • Core: Reduced number of memory alllocations and improved tracking of core allocations.

    • Documentation: Added a pop-up to Obsolete API labels in the Script Reference, explaining why something is obsolete, and pointing to the new API where possible.

    • Documentation: Improved documentation for GeometryUtility.TestPlanesAABB. Explain false positives.

    • DX12: Added the ability to set D3D12_RAYTRACING_GEOMETRY_FLAG_NO_DUPLICATE_ANYHIT_INVOCATION flag when adding Renderers to a RayTracingAccelerationStructure. This will allow implementation of robust colored ray traced shadows.

    • DX12: Bind dynamic lightmaps resources (Enlighten) to ray tracing shaders - unity_DynamicLightmap, unity_DynamicDirectionality and unity_DynamicLightmapST. DYNAMICLIGHTMAP_ON shader keyword is enabled when these resources are used by Renderers.

    • DX12: Optimize uniform setup in ray tracing shaders. Added a special case for UnityPerMaterial cbuffer.

    • Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown

    • Editor: Added "Open in Property Editor" menu item to the Inspector's kebab menu. (1334342)

    • Editor: Added missing USB device detection and reporting for Linux Editors.

    • Editor: Added new devices to the Device Simulator:
      • Apple iPad Air 2
      • Apple iPad Air (4th generation)
      • Apple iPhone 12 mini
      • Apple iPhone 12
      • Apple iPhone 12 Pro
      • Apple iPhone 12 Pro Max
      • Apple iPhone SE (2nd generation)
      • Google Pixel 5
      • Huawei P40 Pro
      • OnePlus 7 Pro
      • Samsung Galaxy Z Fold2 5G
      • Samsung Galaxy Note10
      • Samsung Galaxy Note10+ 5G
      • Samsung Galaxy Note20 Ultra 5G
      • Samsung Galaxy S8
      • Samsung Galaxy S9
      • vivo NEX 3 5G
      • Xiaomi Mi A3.
    • Editor: Added profiler markers around test setup, teardown, and execution.

    • Editor: Added the renderer type to the UpdateRendererBoundingVolumes profile marker tooltip.

    • Editor: Adding new features for Menu Items in the context of Editor Modes

    • Editor: Allow importing LOD meshes with indices that have preceding zeroes. Specifying a range, e.g. LOD1-3 will assign the mesh to all LOD levels in the range.

    • Editor: Assets in ProjectWindow can now be cut, copied and pasted. (1264821)

    • Editor: Avoid stall entering playmode if a scene contains sequential GameObject file ID hints. (1308128)

    • Editor: Build Settings window now has texture import overrides, with ability to globally reduce imported texture size and compression settings. This is mostly useful to speed up asset imports & platform switches during development, at expense of texture quality.

    • Editor: Cached the translation results, reducing GC pressure.

    • Editor: Clicking on a Material inside the Renderer component will highlight the Sub Meshes with that Material in the Scene View.

    • Editor: Console window now has a context menu option to use monospace font. (1276112)

    • Editor: Create Empty Parent' now matches selection rect for Rect Transforms.

    • Editor: Frame Debugger improvements. Clears display color/depth/stencil values. Compute shader dispatches display shader name, keywords and thread group size. Indirect draws display shader & property information. Mesh preview is no longer too dark on HDRP. SRP Batcher draws display names of meshes they render.

    • Editor: Frame Selected' now ignores audio source and reverb zone components.

    • Editor: Game View maximize on play toggle also got an option to not focus the game view upon play mode. Also, an editor preference to not create the game view on play was added.

    • Editor: Improved import times of SketchUp models (*.skp).

    • Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down

    • Editor: Improved model importing performance.

    • Editor: Improved performance of model importer by a small amount, by multi-threading the mesh triangulation step.

    • Editor: Improving UTF documentation (DSTR-120).

    • Editor: Inspector number fields support more math expressions now: functions (sqrt, sin, cos, tan, floor, ceil, round), distribution over multi-selection (L, R) and can refer to current value to change it across multi-selection (+=3, *=2).

    • Editor: Inspector property context menu 'Revert to Prefab' works with multiple selected objects now.

    • Editor: Made importing models with Blendshapes a bit faster if the Import Blendshapes setting is unchecked.

    • Editor: Multiple objects can now be dragged to the Project Window to have multiple prefabs created at once.

    • Editor: Optimized BC7 ("high quality" compression setting on PC/Console platforms) texture compression, now about 2-3 times faster. This is using a new texture compressor (bc7e), added option in Editor Settings to switch to the old one (ISPC) if needed.

    • Editor: Optimized drag selection in Editor scenes.

    • Editor: Optimized Gizmos performance in Editor - down from 6ms to 1.5ms for a complicated scene view.

    • Editor: Popup Menu does now trigger a GUI.changed event only if it has changed.

    • Editor: Reduced the per-test overhead of running tests in the editor.

    • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

    • Editor: Reduced time taken by filtering operations when only a subset of tests is run.

    • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package

    • Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. (1307483)

    • Editor: Settings can now be searched by their properties in Search.

    • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

    • Editor: Texture import settings UI indicates which platforms have override settings, via a blue override line on the platform tabs.

    • Editor: The popup progress bar now displays which assembly contains the code that is stalling the editor, if available.

    • Editor: Transform component Scale inspector field got the ability to constrain scale proportions. There's also an editor preference whether newly created objects should have constrain proportions scale on by default.

    • Editor: UI polish of Build Settings window (more logical sort of installed platforms, etc.)

    • Editor: UnityEvent callbacks can be reordered

    • Editor: Updated ASTC texture compressor for about 10% compression time speedup.

    • Editor: Updated ASTC texture compressor for about 30% compression time speedup.

    • GI: Add support for rectangular area lights to Enlighten precomputed Realtime GI. Will address a HDRP 4.1 to 10.0 upgrade regression because rectangular lights were represented by a point light in 4.1 and when upgrading to 10.0 bounce from the light disappeared.

    • GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes.

    • GI: Added exposure slider to the Enlighten lit clustering scene view mode in the Editor.

    • GI: Hide "Show Inactive Objects" and "Isolate Selection" checkboxes on the Static Emissives tabs of the Light Explorer. These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. (1331750)

    • GI: Lightmap analytics events now include bakes that fell back from GPU to CPU Lightmapper.

    • GI: Lightmap compression is no longer affected by the "Lightmap Encoding" project setting. Instead, a new setting, "Lightmap Compression" has been introduced to the Lighting Settings Asset. This replaces the previous "Compress Lightmaps" checkbox. (1230918)

    • GI: Make it visible in the GI Profiler module what the state of Realtime GI support and enabled state is, when no data is captured.

    • GI: Move memory related logging from console to log file.

    • GI: Radeon Denoiser upgrade to version 1.7.0. Improves AI denoiser when running in HDR mode.

    • GI: Reduced ringing when using Open Image denoiser.

    • GI: Removed the logging of each Enlighten HLRT thread id, it spams too much on high core count systems.

    • GI: Reword Enlighten bounce warning in Light inspector because HDRP supports additional light shapes.

    • GI: Run GICache trimming jobs every 30 seconds instead of back to back. (1289849)

    • Graphics: Added "2D Lights" tab to the Light Explorer window.

    • Graphics: Added an error message when a custom render texture is using a material with an invalid or unsupported shader. (1304355)

    • Graphics: Added Color and Depth Load/Store actions support to the Frame Debugger

    • Graphics: Added support for "VFX.CameraBuffersFallback" preferences. It allows to select from 3 options:
      -None: Do nothing, keep outdated buffer info from the last rendered frame.
      -Prefer Main Camera (Default): Current behavior, use the buffer from Main camera when available, Scene camera otherwise.
      -Prefer Scene Camera: Use the buffer from the Scene camera when available, even if the Main camera is being rendered as well.

    • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

    • Graphics: Allow the default specular reflection cubemap to be a RenderTexture (with dimensions CUBE) (1281013)

    • Graphics: Change the Gear icon on the Asset Settings Provider for the more menu

    • Graphics: Fixed comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

    • Graphics: Improved error logging for the CopyTexture function.

    • Graphics: Improved performance of ASTC decompression by using multi-threading (around 6x using 8 threads).

    • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

    • Graphics: Making sure the render pipeline asset under graphic settings needs to be changed.

    • Graphics: Mesh and SkinnedMeshRenderer geometry data can now be accessed by compute shaders. See Mesh.GetVertexBuffer, SkinnedMeshRenderer.GetVertexBuffer etc.

    • Graphics: Optimize Material.FindPass. The speedup depends on the number of passed the Material has.

    • Graphics: Remove shader Passes that contain ray tracing shaders (closesthit, anyhit) when ray tracing is not supported by the system or graphics API.

    • Graphics: Removed redundant calls when setting shader program parameters.

    • Graphics: Render sorting code multi-threaded to speed up wall clock time.

    • Graphics: Renderer component can have custom world space or local space bounds now, via .bounds and .localBounds setter APIs.

    • Graphics: Setup unity_MotionVectorsParams built-in shader variable in Ray Tracing shaders.

    • Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.

    • Graphics: Support ASTC as texture format for Single Channel textures.

    • Graphics: Support for async readback when using OpenGL ES 3.0 or newer and GL core.

    • Graphics: VFX : Optimization while sending event to a VisualEffect by script.

    • Graphics: Virtual Texturing is now more robust when it comes to switching color space.

    • Graphics: [Metal] GPU-side error log improvement via enhanced command buffer error reporting

    • IL2CPP: Add full support for System.Reflection.MemberInfo.GetCustomAttributesData

    • IL2CPP: Added optimizations to Enum.HasFlag.

    • IL2CPP: Changed IL2CPP's internal build system to use bee on Android to prepare for improved player build performance.

    • IL2CPP: Changed il2cpp's internal buildsystem on Windows & Mac to prepare for improved player build performance.

    • IL2CPP: Corrected provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

    • IL2CPP: Made IL2CPP Conversion faster by using a new Data Model.

    • IL2CPP: Reduce executable size by reducing generic metadata output

    • IL2CPP: Reduce some internal metadata allocations related to array method naming.

    • IL2CPP: Updates IL2CPP to use the new bee distribution format.

    • IL2CPP: Upgraded IL2CPP to run on .NET 5.

    • IMGUI: Improved overall layout and repaint performance.

    • Input: Added "Use Physical Keys" setting in Input Manager for Input.KeyCode mapping to physical keys. For example, with the setting on KeyCode.Q is always the key to the right of Tab regardless of your keyboard language layout.

    • iOS: Depth RenderSurfaces now have private storageMode. (1339864)

    • iOS: Generated Xcode project now uses new build system.

    • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored.

    • Kernel: Improved code quality and amount of allocations in some of our base abstraction layers.

    • Kernel: Improved performance of parallel sorting code.

    • Kernel: Improved stability of player connection:
      • Receiving of messages may now be dispatched across multiple frames.
      • Fixed issue where player connection could corrupt message queue and reconnecting to app was required.
      • Better handled disconnection of app (situations like: app crash, force killing of app or loosing connection).
      • [Mobile Platforms] Initial support to suspending app.
    • Kernel: Memory Settings has been added to the project settings. This gives control of the internal memory setup in Unity. With this it is possible to tweak the memory setup to the individual project.

    • License: Sync access token with L-Client upon change

    • macOS: Append to Xcode project now works.

    • macOS: Generated Xcode project now uses new build system.

    • macOS: When generating Xcode project, it is now possible to pick the build config used for run action (can be changed in Xcode). Debug build config now has frame capture automatically enabled.

    • Mobile: Android Patch/Patch & Run is now less constraint and works for all types of changes (prior, this was part of Script Only Build which is now automatic).

    • Networking: UnityWebRequest on iOS no longer uses operation queue for uploads, upload data will request by a callback from system.

    • Package: (Recorder) Enabled alpha channel capture in projects that use HDRP.

    • Package: (VisualScripting) Names in different UI elements made to be more consistent with new naming schemes.

    • Package: (VisualScripting) User interface updated.

    • Package: backport com.unity.purchasing.udp@.2.2.2 to 2021.2

    • Package: Update Addressables to 1.18.13

    • Package: Update Addressables to 1.18.15

    • Package: Updated Addressables package to 1.17.17.

    • Package: Updated Addressables to 1.18.2 and SBP to 1.18.0.

    • Package: Updated Addressables to 1.18.4.

    • Package: Updated Advertisement package to 3.7.1.

    • Package: Updated com.unity.formats.alembic@2.2.0

    • Package: Updated OpenXR Plugin package to 1.1.1.

    • Package: Updated ProBuilder package to 5.0.3.

    • Package: Updated Purchasing package to 2.1.6.

    • Package: Updated to ProBuilder 5.0.0.

    • Package: Updated WebGL Publisher version to 4.2.1.

    • Package: Updated WebGL Publisher version to 4.2.2.

    • Package: Upgrade UDP package to 2.1.4. The main purpose is to release new doc.

    • Package: Upgrading input system package to 1.0.2

    • Package: Visual Scripting - Improved migration tools to allow users to migrate their project to recent Visual Scripting version.

    • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.

    • Package: [VisualScripting] A warning is raised when adding more than one Input unit in a SuperUnit

    • Package: [VisualScripting] Open inspector button and double clicking a graph in the project browser now opens the visual scripting editor

    • Package: [VisualScripting] Warn the user when an Input System Package event is referencing an action of the wrong type for that event

    • Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.

    • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

    • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

    • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

    • Package Manager: Improved performance when browsing "My Assets".

    • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

    • Package Manager: Increased the amount of information logged to upm.log at various levels.

    • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

    • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

    • Package Manager: Terrain Tools package is now included in the Worldbuilding 3D feature set.

    • Package Manager: Used translation on string literals at definition time and properly with string.Format.

    • Particles: Add exception if sending too much particle data to SetCustomParticleData.

    • Particles: GPU Instanced Mesh particles may not use the same shader for the main geometry and the trails. Show a warning to the user if they do this.

    • Physics: Added icon for Articulation Body Anchor Transform tool.

    • Physics: Added new Physics Profiler metrics.

    • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

    • Physics: Improved Articulation Body anchor limit gizmos.

    • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties

    • Prefabs: At a glance see in the Hierarchy which Prefab instances have non-default overrides. (1323680)

    • Prefabs: Disabled editing for missing Prefabs instances.

    • Prefabs: Updated documentation for Object.DontDestroyOnLoad

    • Prefabs: Warning was added to the PrefabAssetImporter editor if there are SerializeReference missing types within the Prefab. Also applying modifications from instance was disabled in case Prefab asset contains missing types. Editing the Prefab asset in isolation will now preserve MissingType information.

    • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.

    • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

    • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

    • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

    • Profiler: Improved Memory Profiler module UI to show more clearly how the high level memory stats contribute towards the total memory usage.

    • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html

    • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.

    • Profiler: Tethered Android devices no longer require manually calling ADB commands in the CLI, in order to be picked up as connection targets by the Editor. Multiple tethered android devices are now supported.

    • Scene/Game View: Added Shortcut Manager entries for "Toggle Selection Outline" and "Toggle Selection Wireframe."

    • Scene/Game View: Extending PlaceObject method to support SceneView grids and 2D.

    • Scene/Game View: Fresh icons for Scene View toolbars.

    • Scene/Game View: Improve documentation for EditorTool.

    • Scene/Game View: Improve documentation for HandleUtility.PickGameObject.

    • Scene/Game View: Improved API documentation for Overlays feature, including multiple new code examples.

    • Scene/Game View: Improved UI when working within an EditorToolContext.

    • Scripting: Allow user code to build against .NET Standard 2.1 and .NET Framework 4.8

    • Scripting: Certificate validation callbacks from .Net libraries pass now also previously identified root certificates along (i.e. the full validated chain if any). (1191987)

    • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

    • Scripting: Enabled scheduling managed jobs from non-main control threads.

    • Scripting: Ensure players using the Mono scripting runtime backend always use a JIT (Just-In-Time) friendly set of class libraries, even if the ".NET Standard 2.0" API Compatibility Level is chosen. This provides consistency for Mono players no matter what API Compatibility Level is chosen in the player settings.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the Mono scripting back-end: Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Multithreaded asset garbage collection and increased speed by up to 2.5x.

    • Scripting: OnChangedCallback is invoked when elements are duplicated in ReorderableList. (1307386)

    • Scripting: Reduce and optimize regex usage to improve performance

    • Scripting: The Managed Stripping Level for new projects when targeting the IL2CPP backend will be Minimal.

    • Scripting: Update Roslyn to 5.0.102, Update NetCore to 5.0.2

    • Scripting: Updated C# language version to 9.0 for compilation and IDE's
      We will support a subset of the language features from:
      https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-9
      These is the features that we support:
      • Pattern matching enhancements
      • Function pointers
      • Target-typed new expressions
      • Static anonymous functions
      • Target-typed conditional expressions
      • Extension GetEnumerator support for foreach loops
      • Lambda discard parameters
      • Attributes on local functions
      • New features for partial methods.
    • Scripting: Updated com.unity.ide.visualstudio to '2.0.9'.

    • Scripting: UX improved when setting up Unity version defines for asm definitions

    • Search: Improve asset indexer performances and index size.

    • Search: Improved asset search performances by ~4x.

    • Search: Share the same search debouncing threshold with the project browser and the quick search window. (1298380)

    • Search: Use a single search provider to search any indexed object.

    • Serialization: Objects referenced from SerializeReference fields now have stable ids, which reduces risk of conflicts when multiple users collaborate on a scene file. This also improves support for undo and prefabs, especially when SerializeReference is used inside arrays and lists. There is a new format for references, with backward compatibility support for older assets.

    • Serialization: SerializeReference now allow more granular handling of missing types. SerializeReference instances for which the type is missing will be replaced by null. Other instances will be editable and if fields who were previously referring to the missing type are still null the missing type will be preserved.

    • Shadergraph: Added View Vector Node doc.

    • Shaders: Reduced memory consumption when loading shaders.

    • Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space.

    • Shaders: Shader import artifacts are now cached, improving revert/zero change reimports and imports using cache server.

    • Terrain: Improved worst-case performance while painting on high-resolution (2k x 2k or higher) terrain heightmaps. (1283138)

    • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

    • Tests: Improved logging in iOS automation: clarify existing log messages and add new ones.

    • UI: Added a visual around the Graphic object if the raycast padding is set.

    • UI: Icon updates for Terrain's tool selection.

    • UI: If a tooltip is being displayed, hovering another ui control that can display a tooltip makes the new tooltip appear immediately. Previously, the new tooltip was displayed after a delay.

    • UI: Reused PropertyFields backing fields when possible.

    • UI Toolkit: Added a new RuntimeDefault theme with less overhead for runtime usage.

    • UI Toolkit: Allowed usage hints to be changed on a VisualElement without having to remove it from the hierarchy allowing styling and layout to be preserved.

    • UI Toolkit: Buttons are now focusable.

    • UI Toolkit: Improved UI Toolkit event debugger. Improvements include optimizations, adjustable UI, settings, event and callback filtering, event replay.

    • UI Toolkit: Improved USS validation to support more complex properties.

    • UI Toolkit: Reduced draw sprite allocations.

    • UI Toolkit: Set UIDocument's execution order to -100 to ensure root visual element is created when user's OnEnable runs.

    • UI Toolkit: TransitionEvents are now collapsed when relevant.

    • Version Control: - Stability and performance improvements

    • Version Control: Added Checkin and Update confirmation notification

    • Version Control: Improved load time performance

    • Video: VideoPlayer now has a better automatic selection of target material texture property. It detects [MainTexture] attributes, then falls back to _MainTex naming convention.

    • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.

    • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

    • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).

    • WebGL: Added support for Screen Orientation Locking and Auto-Rotating for mobile browsers which support The Screen Orientation API

    • WebGL: Refactored unityInstance.Quit() in UnityLoader.js and call QuitCleanup from both unityInstance.Quit() and Application.Quit().

    • WebGL: Updated WebGL compiler to Emscripten 2.0.19. This removes support for the now obsolete asm.js linker target.

    • Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.

    • XR: New reference objects can now be added at runtime. Added support for ARCore session recording and playback.

    • XR: Removed "Preview" text from UI display element.

    • XR: Update AR Foundation package dependencies to XR Management 4.0

    • XR: Update Magicleap XR Plugin package to 6.2.2

    • XR: Update Oculus XR Plugin package to 1.8.1

    • XR: Update WindowsMR to version 5.2.1

    • XR: Updated OpenXR Package to 1.2.0.

    • XR: Updated OpenXR Package to 1.2.2.

    • XR: Updated Windows MR package to 5.2.2.

    • XR: Updated XR Plug-in Management to 4.0.3.
    API Changes
    • 2D: Added: Add SetTile/s API using a TileChangeData struct to allow users to set a Tile at a position with color and transform at once instead of invoking 3 calls to do so.

    • 2D: Added: Added GetAnimationFrameCount, GetAnimationFrame, GetAnimationTime, SetAnimationFrame and SetAnimationTime to get and change the animation timings for Tiles on the Tilemap.

    • 2D: Added: Added GetTilesRangeCount and GetTilesRangeNonAlloc to get the positions and Tiles between a given start and end positions in a Tilemap.

    • 2D: Added: Adds a Vector3Int constructor accepting two integers for x and y, with z set to 0.

    • 2D: Added: Allow user to register for notification when the SpriteRenderer's Sprite property has changed.

    • 2D: Added: New API to query SpriteAtlas information IsIncludedInBuild and GetMasterAtlas.

    • 2D: Added: Support for default sprite mask material in URP and public api method to retrieve the default 2d mask material.

    • Android: Added: Added AndroidJavaObject.CloneReference to enable having multiple references to the same Java object. (1277152)

    • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

    • Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.

    • Animation: Changed: Marked obsolete AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount, bool normalizeWeights) due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount). (1332215)

    • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

    • Asset Bundles: Added: New API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

    • Asset Import: Added: Added removeConstantScaleCurves in Model Importer. (1252606)

    • Asset Import: Added: AssetPostprocessor.OnPreprocessCameraDescription and AssetPostprocessor.OnPreprocessLightDescription.

    • Asset Import: Added: New public methods MonoImporter.SetIcon/GetIcon and PluginImporter.SetIcon/GetIcon.

    • Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

    • Asset Pipeline: Added: AssetDatabase.SaveAssetIfDirty() to save a specific asset, rather than making a call to AssetDatabase.SaveAssets().

    • Build Pipeline: Added: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

    • Build Pipeline: Added: Callback function BuildPlayerProcessor.PrepareForBuild. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

    • Build Pipeline: Deprecated: PackedAsset.file has been deprecated. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report.

    • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs

    • Editor: Added: API on the QueryEngine to better control filtering.

    • Editor: Added: Callback to run validation step on materials using a ShaderGUI: `ValidateMaterial(Material).

    • Editor: Added: Introduced Control modifier key to ShortcutManager.

    • Editor: Added: Make DraganDrop API to allow user to cusmize drop in legacy window (ProjectBrowser, hierarchy, sceneview).

    • Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI.hyperLinkClicked to handle click on a TextField with <a></a> tag.

    • Editor: Changed: AndroidArchitecture.x86 and AndroidArchitecture.x86_64 have been renamed with capital X's. They are now AndroidArchitecture.X86 and AndroidArchitecture.X86_64.

    • Editor: Changed: Decorated EditorGUIUtility.GetIconForObject/SetIconForObject obj parameter with [NotNull].

    • Editor: Changed: PlayerSettings BuildTargetGroup dependent properties now receive NamedBuildTarget in the API.

    • Editor: Changed: Visibility of EditorGUIUtility.GetIconForObject/SetIconForObject from internal to public.

    • Editor: Obsoleted: Obsoleted internal method MonoImporter.CopyMonoScriptIconToImporters with [Obsolete] and a WarningMessage when called.

    • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.

    • GI: Added: Allow to opt out of automatic ambient probe and default reflection probe generation.

    • GI: Added: LightingSettings.lightmapCompression has been added and determines the quality of compression used for lightmaps.

    • GI: Deprecated: LightmapSettings.textureCompression has been deprecated in favor of LightingSettings.lightmapCompression.

    • Graphics: Added: "Expand/Collapse All" buttons to Rendering Debugger window menu.

    • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

    • Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

    • Graphics: Added: Added a blitter utility class. Moved from HDRP to RP core.

    • Graphics: Added: Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added CommandBuffer.SetGlobalInteger().

    • Graphics: Added: Added common include file for meta pass functionality. (1211436)

    • Graphics: Added: Added Editor window that allow showing an icon to browse the documentation.

    • Graphics: Added: Added Fallback Material to DrawSettings.

    • Graphics: Added: Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.

    • Graphics: Added: Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.

    • Graphics: Added: Added new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).

    • Graphics: Added: Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

    • Graphics: Added: Added some getters for the Streaming Virtual Texturing settings.

    • Graphics: Added: Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering

    • Graphics: Added: Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.

    • Graphics: Added: Adding project-wide settings for RenderPipeline with RenderPipelineGlobalSettings.

    • Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.

    • Graphics: Added: AssetPostprocessor.OnPostprocessTexture3D ( Texture3D )
      AssetPostprocessor.OnPostprocessTexture2DArray ( Texture2DArray ).

    • Graphics: Added: Automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.

    • Graphics: Added: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Added: DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.

    • Graphics: Added: DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.

    • Graphics: Added: DefaultFormat is extended with the new DepthStencil and Shadow values. You can use SystemInfo.GetGraphicsFormat with these new values to get the default GraphicsFormat for a DepthStencil or Shadow RenderTexture on a platform.

    • Graphics: Added: Documentation links to Light Sections.

    • Graphics: Added: Introduce the RendererList API.

    • Graphics: Added: Made GetQualitySettings() method public. This method is used by internal code to implement undo functionality in the Unity Editor

    • Graphics: Added: Method to generate a Texture2D of 1x1 with a plain color.

    • Graphics: Added: Mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.

    • Graphics: Added: New API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

    • Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

    • Graphics: Added: New API to detect when Unity renders with a different type of Render Pipeline : RenderPipelineManager.activeRenderPipelineTypeChanged.

    • Graphics: Added: New Depth/Stencil formats to GraphicsFormat: D16_UNorm, D24_UNorm, D24_UNorm_S8_UInt, D32_SFloat, D32_SFloat_S8_UInt.

    • Graphics: Added: New draw API as a set of Graphics.RenderX() functions. All the old draw API Graphics.DrawX() functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:
      • Support custom per-instance data for RenderMeshInstanced(), per-instance motion vector and rendering layer mask definitions, and easy light probe setup
      • Support for multi-command indirect draws & future proofing for hardware implementation on supported platforms
      • Custom world bounds for all mesh rendering (e.g. to support mesh deformation in vertex shaders).
    • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors.

    • Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.

    • Graphics: Added: New SRPLensFlareData Asset.

    • Graphics: Added: New utility function GraphicsFormatUtility.GetDepthStencilFormat. This function lets you easily select the right format on each platform for a certain amount of depth and/or stencil bits.

    • Graphics: Added: Red, Green, Blue Texture2D on CoreEditorStyles.

    • Graphics: Added: Reminder if the data of probe volume might be obsolete.

    • Graphics: Added: Rendering.SupportedRenderingFeatures.reflectionProbesBlendDistance to provide SRPs with the ability to enable the blend distance fields in the ReflectionProbe inspector.

    • Graphics: Added: RenderTexture.depthStencilFormat and RenderTextureDescriptor.depthStencilFormat properties. You can now set the exact Depth/Stencil buffer format on a RenderTexture using the depthStencilFormat property. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. When upgrading RenderTexture assets from an older project, all Depth/Stencil buffers that had more than 16bits will be converted to D24_UNorm_S8_UInt. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts. You need to change the Depth/Stencil format on the RenderTexture asset if that is the case.

    • Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels.

    • Graphics: Added: ScriptableRenderContext.SubmitForRenderPassValidation added to validate whether RenderPass API calls inside the context are eligible for execution.

    • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

    • Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.

    • Graphics: Added: Support for additional properties for Volume Components without custom editor.

    • Graphics: Added: Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP.

    • Graphics: Added: SystemInfo. supportsMultisampleResolveDepth to query platforms Multisample resolve of depth attachments support.

    • Graphics: Added: SystemInfo.maxGraphicsBufferSize added for querying the maximum size of a Mesh/Graphics/Compute buffer. Creating larger ones now also throws exceptions (previously was often just crashing). (1319589, 1319594)

    • Graphics: Added: This PR adds a API function checking is all the systems of an Visual Effect are sleeping.

    • Graphics: Added: Unification of Material Editor Headers Scopes.

    • Graphics: Added: Unity.External.NVIDIA APIs to expose NVIDIA-specific plugin functionality (for controlling DLSS and other features). These APIs are available by enabling the NVIDIA native package on the package manager.

    • Graphics: Added: ReflectionProbe.UpdateCachedState() to update the internal data related to reflection probe used by the culling system.

    • Graphics: Changed: Exposed UseSceneFiltering API as public.

    • Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. (1312670)

    • Graphics: Changed: RenderBufferStoreActions.Resolve and RenderBufferStoreActions.StoreAndResolve can now be set using the RenderTarget API.

    • Graphics: Changed: VFX.VFXManager.PrepareCamera and VFX.VFXManager.ProcessCameraCommand now can take an optional parameter for camera XR settings.

    • Graphics: Deprecated: Deprecated ShadowAuto, DepthAuto and VideoAuto graphics formats and introduce a new alternative api. (See the Upgrade Guide for details.)

    • Graphics: Deprecated: Most of BatchRenderGroup API will be fully deprecated in 2022.2 (and replaced by a new API).

    • Graphics: Obsoleted: ReflectionProbe.defaultReflectionSet has been deprecated in favor of ReflectionProbe.defaultReflectionTexture

    • Graphics: Removed: Removed GraphicsFormatUtility.GetDepthStencilFormat(int) after being public for two alpha releases.

    • HDRP: Added: "Conservative" mode for shader graph depth offset.

    • HDRP: Added: Ability to animate many physical camera properties with Timeline.

    • HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

    • HDRP: Added: Added a better support for LODs in the ray tracing acceleration structure.

    • HDRP: Added: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

    • HDRP: Added: Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur.

    • HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.

    • HDRP: Added: Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance.

    • HDRP: Added: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

    • HDRP: Added: Added a minimum motion vector length to the motion vector debug view.

    • HDRP: Added: Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (1342588)

    • HDRP: Added: Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size).

    • HDRP: Added: Added a shortcut to HDRP Wizard documentation.

    • HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.

    • HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

    • HDRP: Added: Added an option to have double sided GI be controlled separately from material double-sided option.

    • HDRP: Added: Added browsing of the documentation of Compositor Window.

    • HDRP: Added: Added color and intensity customization for Decals.

    • HDRP: Added: Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here.

    • HDRP: Added: Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset.

    • HDRP: Added: Added light unit slider for automatic and automatic histrogram exposure limits.

    • HDRP: Added: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

    • HDRP: Added: Added new API in CachedShadowManager.

    • HDRP: Added: Added pivot point manipulation for Decals (inspector and edit mode).

    • HDRP: Added: Added shader graph unit test for IsFrontFace node.

    • HDRP: Added: Added slides to control the shape noise offset.

    • HDRP: Added: Added support for internal plugin materials and HDSubTarget with their versioning system.

    • HDRP: Added: Added support for reflection probes as a fallback for ray traced reflections. (1338644)

    • HDRP: Added: Added support for the camera bridge in the graphics compositor

    • HDRP: Added: Added support for Unlit shadow mattes in Path Tracing. (1335487)

    • HDRP: Added: Added support of motion vector buffer in custom postprocess.

    • HDRP: Added: Added TargetMidGrayParameterDrawer.

    • HDRP: Added: Added the receiver motion rejection toggle to RTGI (1330168)

    • HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.

    • HDRP: Added: Added tooltips for content inside the Rendering Debugger window.

    • HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (1330168)

    • HDRP: Added: Added UV manipulation for Decals (edit mode).

    • HDRP: Added: Added ValidateMaterial callbacks to ShaderGUI.

    • HDRP: Added: Added View Bias for mesh decals.

    • HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

    • HDRP: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

    • HDRP: Added: Area Light support for Hair and Fabric master nodes.

    • HDRP: Added: Deferred shading debug visualization.

    • HDRP: Added: Documentation for volumetric clouds.

    • HDRP: Added: Exposed update upon light movement for directional light shadows in UI.

    • HDRP: Added: Global settings check in Wizard.

    • HDRP: Added: Help URL for volumetric clouds override.

    • HDRP: Added: Lens Flare Samples.

    • HDRP: Added: Localization on Wizard window.

    • HDRP: Added: LTC Fitting tools for all BRDFs that HDRP supports.

    • HDRP: Added: Mixed RayMarching/RayTracing mode for RTReflections and RTGI.

    • HDRP: Added: New checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • HDRP: Added: New control slider on RTR and RTGI to force the LOD Bias on both effects.

    • HDRP: Added: Path tracing support for AxF material.

    • HDRP: Added: Path tracing support for stacklit material.

    • HDRP: Added: Scale Mode setting for Decals.

    • HDRP: Added: Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.

    • HDRP: Added: Support for Fabric material in Path Tracing.

    • HDRP: Added: Support for lighting full screen debug mode in automated tests.

    • HDRP: Added: Support for mip bias override on texture samplers through the HDAdditionalCameraData component.

    • HDRP: Added: Support for multi volumetric cloud shadows.

    • HDRP: Added: Support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph.

    • HDRP: Added: Support for surface gradient based normal blending for decals.

    • HDRP: Added: Support for tessellation for all master node in shader graph.

    • HDRP: Added: Support for volumetric clouds in planar reflections.

    • HDRP: Added: Support of interpolators for SV_POSITION in shader graph.

    • HDRP: Added: Toggle to render the volumetric clouds locally or in the skybox.

    • HDRP: Added: Way for fitting a probe volume around either the scene contents or a selection.

    • IL2CPP: Removed: Removed IIl2CppProcessor interface.

    • IL2CPP: Removed: Removed IUnityLinkerProcessor.OnBeforeRun and IUnityLinkerProcessor.OnAfterRun interface methods.

    • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

    • iOS: Changed: EditorUserBuildSettings.symlinkLibraries renamed to EditorUserBuildSettings.symlinkSources, both Android and iOS will use this property.

    • iOS: Deprecated: ScreenOrientation.Landscape as it was a synonym for ScreenOrientation.LandscapeLeft, and not "some Landscape orientation", which is confusing. (1320447)

    • Linux: Added: LinuxServer value added to RuntimePlatform enum.

    • macOS: Added: OSXServer value added to RuntimePlatform enum.

    • Package: Added: (Recorder) Added public API for AOVRecorderSettings.

    • Package Manager: Added: Added a new AddAndRemove method to the UnityEditor.PackageManager.Client API which can be used to add and/or remove multiple packages to/from the project in a single operation.

    • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

    • Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer.

    • Physics: Added: Exposed a new property in RaycastHit called colliderInstanceID, which returns the instance ID of the collider the ray collided with.

    • Physics: Added: ForceMode argument to ArticulationBody.Add force and related functions.

    • Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody.

    • Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

    • Plugins: Added: New IUnityLog interface for message logging to Unity console and log in native plugins

    • Plugins: Added: New IUnityProfilerV2 interface with Profiler Counters API in native plugins

    • Prefabs: Added: Exposed FindAllInstancesOfPrefab to scripting.

    • Prefabs: Added: New API for source prefab apply/revert context menu hook on a property field.

    • Prefabs: Added: New API to define a C# scoped region in which prior to every inspector/editor imgui property being drawn a callback can be called with the associated Rect and SerializedProperty.

    • Prefabs: Changed: The classes PrefabStage and PrefabStageUtility have been moved out of the experimental namespace UnityEditor.Experimental.SceneManagement to the namespace UnityEditor.SceneManagement, leaving nothing left in UnityEditor.Experimental.SceneManagement. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1.3.0 to compile with this change all later versions can be fixed by the API Updater.

    • Profiler: Added: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

    • Profiler: Added: API to create GPU sampling ProfilerMarker.

    • Profiler: Added: New C# custom Categories API.

    • Profiler: Changed: Added GPU profiling capabilities to ProfilerRecorder API.

    • Scripting: Added: Add FileUtil.GetPhysicalPath and FileUtil.GetLogicalPath methods to convert logical paths to physical and vice versa.

    • Scripting: Added: APIs for the AsyncReadManager, to enable chaining and canceling of reads.

    • Scripting: Added: Component.GetComponentInParent(Type t, bool includeInactive) method to match GameObject. (1331778)

    • Search: Added: Add SearchService.ShowPicker API to pick any search item result.

    • Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host.

    • Serialization: Added: New SerializationUtility class for access to Managed Reference Ids.

    • Serialization: Added: Support "get" on SerializedProperty.managedReferenceValue.

    • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

    • Services: Changed: Updating analytics dashboard to point to new location

    • Shadergraph: Added: Ability to enable tiling and offset controls for a Texture2D input.

    • Shadergraph: Added: Ability to mark textures / colors as \[MainTexture\] and \[MainColor\].

    • Shadergraph: Added: Added a ShaderGraph animated preview framerate throttle.

    • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

    • Shadergraph: Added: Added custom interpolator documentation

    • Shadergraph: Added: Added custom interpolator thresholds on shadergraph project settings page.

    • Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.

    • Shadergraph: Added: Added selection highlight and picking shader passes for URP target.

    • Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.

    • Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

    • Shadergraph: Added: Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.

    • Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.

    • Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.

    • Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.

    • Shadergraph: Added: HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.

    • Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.

    • Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets.

    • Shadergraph: Added: Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.

    • Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.

    • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

    • Shadergraph: Added: Subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.

    • Shadergraph: Added: Toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.

    • Shadergraph: Added: Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.

    • Shadergraph: Added: Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.

    • Shadergraph: Added: Dropdown node per dropdown property, that can be used to configure the desired branch control.

    • Shadergraph: Added: Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.

    • Shadergraph: Added: Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.

    • Shaders: Added: Added a missing API to check shader compilation warnings.
      Added a missing API to get information about individual shaders. (1340374)

    • Shaders: Added: Added UnityEngine.Rendering.GlobalKeyword struct to represent keywords in the global keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent keywords in the local keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent the keyword space of a particular shader or compute shader.
      Added ComputeShader.enabledKeywords and Material.enabledKeywords to query or set all enabled keywords simultaneously.
      Added ComputeShader.keywordSpace and Shader.keywordSpace to query the local keyword space of the corresponding shader.
      Added optimized Material.EnableKeyword, Material.DisableKeyword, Material.IsKeywordEnabled, ComputeShader.EnableKeyword, ComputeShader.DisableKeyword and ComputeShader.IsKeywordEnabled overloads that work with the new LocalKeyword struct.
      Added optimized CommandBuffer.EnableKeyword, CommandBuffer.DisableKeyword, Shader.EnableKeyword, Shader.DisableKeyword and Shader.IsKeywordEnabled overloads that work with the new GlobalKeyword struct.
      Added Shader.enabledGlobalKeywords property to query the global keyword state.
      Added Shader.globalKeywords property to query the existing global keywords.

    • Shaders: Added: CommandBuffer.EnableKeyword,CommandBuffer.DisableKeyword can now be used to enable a local shader keyword.

    • Shaders: Added: LocalKeyword.isOverridable property to check whether a given local shader keyword can be overridden by global shader keyword state.

    • Shaders: Added: LocalKeyword.type can now be used to understand why the local shader keyword was added to the local keyword space of a shader or compute shader.

    • Shaders: Added: Material.SetKeyword, ComputeShader.SetKeyword, Shader.SetKeyword and CommandBuffer.SetKeyword can now be used to set the shader keyword state directly.

    • Shaders: Added: UnityEngine.Rendering.ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins.

    • Shaders: Deprecated: ShaderKeyword.GetGlobalKeywordName, ShaderKeyword.GetName and ShaderKeyword.GetKeywordType.

    • Terrain: Added: Added DetailPrototype.NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified. (1291809)

    • Terrain: Added: Added TerrainData.ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering.

    • Terrain: Changed: IOnInspectorGUI ShowBrushGUI overloads removed and replaced with a single ShowBrushGUI call with default parameters.

    • Terrain: Changed: TerrainAPI namespace is no longer part of an experimental namespace and has been renamed TerrainTools.

    • Terrain: Changed: TerrainPaintTool GetDesc changed to GetDescription.

    • Terrain: Changed: TerrainUtility moved to UnityEngine.TerrainUtils namespace.

    • Terrain: Changed: TerrainUtility.TerrainMap moved to UnityEditor.TerrainUtils.TerrainMap. TerrainMap.TileCoord moved to UnityEditor.TerrainUtils.TerrainTileCoord.

    • Terrain: Changed: UnityEditor.TerrainAPI.TerrainPaintUtilityEditor.BrushPreview changed to UnityEditor.TerrainTools.TerrainBrushPreviewMode.

    • UI: Added: GetPersistentListenerState added to UnityEvent.

    • UI Toolkit: Added: Added visualTreeAssetSource property to VisualElement to allow identifying the VisualTreeAsset a visual tree was cloned from

    • UI Toolkit: Added: Animated drag and drop support to ListView. Use reorderMode property.

    • UI Toolkit: Added: DestroyItem callback to ListView to have a counterpart for makeItem.

    • UI Toolkit: Added: Display options to ListView: showAddRemoveFooter, showFoldoutHeader, headerTitle.

    • UI Toolkit: Added: Expose ScrollView.mode property.

    • UI Toolkit: Added: New public UI Toolkit APIs:
      • Dropdownfield.choices
      • BasePopupField.choices
      • MaskField.choices
      • MaskField.choicesMasks.
    • UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions.

    • UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization.

    • UI Toolkit: Changed: ListView's itemHeight is now a float and was renamed to fixedItemHeight to enforce the fact that it is only used with FixedHeight virtualization method.

    • UI Toolkit: Changed: ListView's Refresh() was split into RefreshItems() which simply rebinds reused items and Rebuild() which recreates all items from scratch.

    • UI Toolkit: Deprecated: CurveField.borderUssClassName and GradientField.borderUssClassName are now deprecated since the related visual element is not required to render a border anymore.

    • UI Toolkit: Deprecated: Deprecated OnKeyDown method in ListView. Use the event system instead, see SendEvent.

    • UI Toolkit: Obsoleted: ListView's onItemChosen and onSelectionChanged are now obsolete.

    • Universal: Added: 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.

    • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

    • Universal: Added: Depth and DepthNormals passes to particles shaders.

    • Universal: Added: Enabled deferred renderer in UI.

    • Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. (1297013)

    • Universal: Added: SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

    • Universal: Added: Support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.

    • Universal: Added: Support for SSAO in Particle and Unlit shaders.

    • Universal: Added: _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.

    • URP: Added: "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).

    • URP: Added: Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.

    • URP: Added: Added Lights 2D to the Light Explorer window.

    • URP: Added: Added Motion Vector render pass for URP.

    • URP: Added: Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.

    • URP: Added: Added support for default sprite mask shaders for the 2D Renderer in URP.

    • URP: Added: Blending and box projection for reflection probes.

    • URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

    • URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.

    • URP: Added: New UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.

    • URP: Added: New URP Debug Views under Window/Analysis/Rendering Debugger.

    • URP: Added: Optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.

    • URP: Added: Possibility to rename light layer values.

    • URP: Added: Sections on Light Inspector.

    • URP: Added: Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.

    • URP: Added: Support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.

    • URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

    • URP: Added: URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.

    • URP: Added: VFX: Basic support of Lit output.

    • URP: Added: VFX: Fix light cookies integration.

    • URP: Added: XR: Added Late Latching support to reduce VR latency (Quest).

    • URP: Changed: Reorder camera inspector to be in the same order as HDRP.

    • Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor.VersionControl.VersionControlObject and related classes.

    • VFX Graph: Added: Added HDRP Decal output context.

    • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

    • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks.

    • VFX Graph: Added: Material Offset setting in inspector of the rendered outputs.

    • VFX Graph: Added: New tool : Signed Distance Field baker.

    • VFX Graph: Added: New tool to help set VFX Bounds.

    • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

    • VFX Graph: Added: Provide explicit access to spawnCount in graph

    • VFX Graph: Added: Restore "Exact Fixed Time Step" option on VisualEffectAsset.

    • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

    • VFX Graph: Added: Structured Graphics Buffer support as exposed type

    • VFX Graph: Added: Support 2D Renderer in URP for Unlit.

    • VFX Graph: Added: Support of direct link event to initialize context (which support several event within the same frame)

    • Video: Added: Advanced video encoding controls for H.264 (for Windows only) and VP8.

    • Windows: Added: WindowsServer value added to RuntimePlatform enum.

    • XR: Added: New API to the XRMeshSubsystem which allows a transform to be associated with each mesh. This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

    • XR: Added: Update XR Plug-in Management to 4.0.1

    • XR: Removed: Windows XR SDK Plug-in has been removed from Unity. Microsoft has transitioned support of Windows MR devices to OpenXR in Unity 2021, and recommends using Unity's OpenXR plugin.
    Changes
    • 2D: 2D Animation Package 6.0.0 as verified package.

    • 2D: 2D Pixel Perfect 5.0.0 as verified package.

    • 2D: 2D PSDImporter 5.0.0 as verified package.

    • 2D: 2D Sprite Shape 6.0.0 as verified package.

    • 2D: 2D Tilemap Extras 2.0.0 as verified package.

    • 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile

    • 2D: Replace usage of Triangle.Net with in house tessellation solution.

    • 2D: Update com.unity.2d.sprite package license

    • 2D: Update com.unity.2d.tilemap package license

    • 2D: Updated the SceneView overlays used by the Tile Palette to use UIToolkit/new Overlays framework instead of IMGUI. (1342226)

    • AI: Updated component-based workflow notice in the Navigation window.

    • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

    • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

    • Android: Auto Graphics API does no longer include OpenGL ES 2.0, the preferred API is not Vulkan

    • Android: Changed the logic how apk checks if obb is compatible, both apk and obb will have unity_obb_guid file inside, if the contents match between apk and obb, then obb is treated as compatible.

    • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

    • Android: Overwrite comment in gradle files and manifest files '// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN' was removed, please use templates if you want your changes to persist.

    • Android: Putting gradle resources in Assets/Plugins/Android/[res, assets] is no longer supported, you either need to use AAR, Android Library plugins or move those files to Streaming Assets.

    • Android: Raised the minimum Android version that Unity supports to 5.1 (API 22).

    • Android: Show Require ES3.1, Require ES3.1+AEP, Require ES 3.2 checkboxes in Android PlayerSettings when "Auto Graphics API" is enabled.

    • Android: When Exporting Project, symbols zip package no longer be created, since it was always missing libil2cpp.so symbols, after you build your project manually, please zip unityLibrary/symbols package if you wish to upload it to Google Play.

    • Animation: Updated Animation Rigging package to version 1.1.0.

    • Animation: Updated Animation Rigging package to version 1.1.1

    • Asset Import: Unity will not attempt to relaunch Maya or 3DsMax upon first timeout. (1281786)

    • Asset Pipeline: AssetPostprocessors calls are now ordered by their GetPostprocessOrder and then by their FullName (namespace.classname).
      It was not ordered by FullName before so some call orders between AssetPostprocessors with the same GetPostprocessOrder value may have changed.

    • Build Pipeline: Unity will no longer write unsaved changes from open scenes into player builds. Instead, it will ask to save changes to disk.

    • Burst: Armv8.2 Neon intrinsics are now fully supported.

    • Burst: Changed Burst minimum editor version to 2019.4.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how SLEEF global variables for trig functions are pulled into Burst to reduce duplications.

    • Burst: Changed how we resolve function references in the compiler to improve resolving an existing function reference by 3x.

    • Burst: Changed our link step to not use response files if the command line was smaller enough, saving the cost of the round-trip to the disk.

    • Burst: Changes to inliner heuristics to improve build time and reduce executable size.

    • Burst: Constant array data is now named after the static field it belongs to in assembly.

    • Burst: Disabled threading within the lld linker instances we use for in-editor and desktop cross compilation, because we're already threading seperate process instances of lld and it results in lot of OS context switching.

    • Burst: DOTS Runtime shares the logging code path with the general case

    • Burst: DOTS Runtime shares the logging code path with the general case.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Improved how we handle generic resolution in Cecil to cache the strictly resolved generic types and save a bunch of time in the compiler.

    • Burst: Improved iteration speed by reducing the time it takes for Burst to check if any Burst-compilable code has changed.

    • Burst: In order to prevent conflicts with the main Unity process, Burst is now inactive in secondary Unity processes, including the asset import worker and out-of-process profiler. This means that in those secondary processes, code that would normally be Burst-compiled will now run under Mono. In a future release of Burst, we hope to lift this restriction and allow Burst-compiled code to run in secondary Unity processes.

    • Burst: Made half <-> float / double conversions use native hardware where possible (Arm or AVX2 targets).

    • Burst: The Unity.Burst.Intrinsics.Common.Pause intrinsic is no longer experimental.

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Use rpmalloc as our native allocator on Windows to speed up concurrently executing LLVM work.

    • Burst: When Burst has previously compiled a method, and neither the assembly containing that method nor any of that assembly's dependencies have changed, it was possible after a domain reload for the Mono version of the method to be used for a short time before being replaced by the Burst version. This has now been improved such that the Burst version will be used immediately.

    • Editor: Add a Search Field to support dependency filtering.

    • Editor: Asset importing & cache server related preferences are now all under "Asset Pipeline" preferences window page.

    • Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked, and let each window define how they should adapt to the available space. (1269298)

    • Editor: Default Parent Object will no longer be displayed for all loaded scenes at once. The scene to which the object belongs will bet set as active when using Set Default Parent Object.

    • Editor: Deleting an object reference array entry in inspector now removes that array element. Previously first deletion was setting element reference to none, and only the second deletion was deleting the element.

    • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

    • Editor: Moved some main toolbar elements to the left align container.

    • Editor: Removed dependencies help box.

    • Editor: Removed limitation on TooltipAttribute so it can be applied anywhere. Only Tooltips on fields will currently be shown in the Editor though.

    • Editor: UI widget used for Light Cookies from the standard Property Field to the ObjectField that provides texture preview and asset directory search capabilities, across HDRP and built-in.

    • Editor: Updated Collaborate package to allow users to migrate to Plastic.

    • Editor: Updated com.unity.cinemachine to 2.8.0

    • GI: Removed Enlighten deprecation notice for precomputed realtime global illumination. It is now fully supported. Baked GI using Enlighten is still deprecated.

    • Graphics: Changed GameObject/Rendering/Decal Projector to GameObject/Decal Projector.

    • Graphics: Changed GameObject/Rendering/Density Volume to GameObject/Volume/Density Volume.

    • Graphics: Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume.

    • Graphics: Changed the handling of additional properties to base class.

    • Graphics: Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor.

    • Graphics: Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev.

    • Graphics: Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer.

    • Graphics: Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger.

    • Graphics: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Graphics: Cubemap pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: CubemapArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: D32_SFloat_S8_Uint and S8_Uint have been renamed to D32_SFloat_S8_UInt and S8_UInt in IUnityRenderingExtensions.h Native plugins that use these formats will break and need to use the new names.

    • Graphics: Do not resize unity_SpecCubeN_BoxMax and unity_SpecCubeN_BoxMin to encompass the bounds of the object itself if an SRP is active.

    • Graphics: Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth

    • Graphics: Improved load asset time for probe volumes.

    • Graphics: Improved quality of RGBM encoded ASTC textures and fallback to ETC2 was removed.

    • Graphics: LensFlare (SRP) can be now disabled per element

    • Graphics: LensFlare (SRP) tooltips now refer to meters.

    • Graphics: LensFlare Element editor now have Thumbnail preview

    • Graphics: LWRP package has been deprecated. LWRP package was maintaned with the sole purposed of providing an upgrade path to URP. Check URP 2021.2 documentation for notes on how to upgrade LWRP package to 2021.2.

    • Graphics: Make sure that IMGUI Debugger appears in the last position no matter what is above

    • Graphics: Modified VirtualTexturing resolver to always resize to the requested width and height.

    • Graphics: Move Assets > Create > Shader >Shader Variant Collection to Assets > Create > Shader Variant Collection.

    • Graphics: Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev).

    • Graphics: Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes.

    • Graphics: New projects that use the 3D project template now use 1920x1080 as the default resolution for Standalone build target.

    • Graphics: New projects that use the 3D project template use ASTC texture compression for Android build target.

    • Graphics: New projects that use the 3D project template use DXT5nm-style normal maps for Android, iOS, tvOS build targets.

    • Graphics: New projects that use the 3D project template use Normal quality lightmaps (RGBM-encoded) for Android, iOS, tvOS build target.

    • Graphics: Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.

    • Graphics: Removed postprocessing package from core packages list.

    • Graphics: Restricted DXT/BCn texture compression to textures with multiple-of-four width and height, in line with what is actually uploaded to GPU (needs uncompressed when uploading non-multiple-of-four textures) and with how the Texture Importer operates (also requires multiple-of-four dimensions for compression).

    • Graphics: Restricted NPOT (Non-Power-of-Two size) textures to a single mip level if the device does not fully support NPOT (in practice this affects WebGL 1 and some other OpenGLES 2.0-based devices).

    • Graphics: Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.

    • Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

    • Graphics: Texture2DArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: Texture3D pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.

    • Graphics: Unity_SpecCubeN_BoxMax.w now contains the blend distance of the reflection probe.
      unity_SpecCube1_BoxMin.w now contains information on the relative importance between SpecCube 0 and SpecCube1.

    • Graphics: Update icon for IES, LightAnchor and LensFlare

    • Graphics: Update postprocessing package to 3.0.3

    • Graphics: Updated postprocessing package to 3.1.0.

    • Graphics: Updated SRP templates to 12.0.0.

    • Graphics: Volume Gizmo alpha changed from 0.5 to 0.125.

    • Graphics: Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo.

    • Graphics: WebCamTexture pixel access functions (GetPixel/GetPixels/GetPixels32) now throw an ArgumentException when encountering an error. Calling these functions before the first frame update will throw an exception instead of returning blank data.

    • HDRP: Augmented debug visualization for probe volumes.

    • HDRP: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.

    • HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.

    • HDRP: Changed Allow dynamic resolution from Rendering to Output on the Camera Inspector.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph.

    • HDRP: Changed Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass.

    • HDRP: Changed Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume.

    • HDRP: Changed Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile.

    • HDRP: Changed Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset.

    • HDRP: Changed Density Volume for Local Volumetric Fog.

    • HDRP: Changed FOV Axis to Field of View Axis.

    • HDRP: Changed labels about scroll direction and cloud type.

    • HDRP: Changed light reset to preserve type.

    • HDRP: Changed Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section.

    • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

    • HDRP: Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (1304114)

    • HDRP: Changed some light unit slider value ranges to better reflect the lighting scenario.

    • HDRP: Changed the Channel Mixer Volume Component UI.Showing all the channels.

    • HDRP: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.

    • HDRP: Changed the convergence time of ssgi to 16 frames and the preset value.

    • HDRP: Changed the NVIDIA install button to the standard FixMeButton.

    • HDRP: Changed the storage format of volumetric clouds presets for easier editing.

    • HDRP: Changed the tooltip for color shadows and semi-transparent shadows. (1307704)

    • HDRP: Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard.

    • HDRP: Decreased the minimal Fog Distance value in the Density Volume to 0.05.

    • HDRP: Default black texture XR is now opaque (alpha = 1).

    • HDRP: Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog.

    • HDRP: Depth of field at half or quarter resolution is now computed consistently with the full resolution option. (1335687)

    • HDRP: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

    • HDRP: Disabled TAA sharpening on alpha channel.

    • HDRP: Display a warning help box when decal atlas is out of size.

    • HDRP: Display an info box and disable MSAA asset entry when ray tracing is enabled.

    • HDRP: Embed the HDRP config package instead of copying locally, the Packages folder is versionned by Collaborate. (1276518)

    • HDRP: Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided. (1323455)

    • HDRP: Film grain does not affect the alpha channel.

    • HDRP: Fixed upscaling issue that is exagerated by DLSS (1347250)

    • HDRP: Global Camera shader constants are now pushed when doing a custom render callback.

    • HDRP: Hair uses GGX LTC for area light specular.

    • HDRP: HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset.

    • HDRP: Ignore hybrid duplicated reflection probes during light baking.

    • HDRP: Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts.

    • HDRP: Improved lighting models for AxF shader area lights.

    • HDRP: Improved physically based Depth of Field with better near defocus blur quality.

    • HDRP: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • HDRP: Improved the Camera Inspector, new sections and better grouping of fields.

    • HDRP: Improved the fly through ghosting artifacts in the volumetric clouds.

    • HDRP: Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis).

    • HDRP: Improvements to the RTGI denoising.

    • HDRP: Improving the screen space global illumination.

    • HDRP: Increased the minimal density of the volumetric clouds.

    • HDRP: Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR.

    • HDRP: Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100.

    • HDRP: Move the Decal Gizmo Color initialization to preferences.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP".

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP.

    • HDRP: Moved invariants outside of loop for a minor CPU speedup in the light loop code.

    • HDRP: Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.

    • HDRP: Moved the HDRP render graph debug panel content to the Rendering debug panel.

    • HDRP: Moving MaterialHeaderScopes to Core.

    • HDRP: Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.

    • HDRP: Reduced the maximum distance per ray step of volumetric clouds.

    • HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    • HDRP: Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer

    • HDRP: Removed the material pass probe volumes evaluation mode.

    • HDRP: Renaming Decal Projector to HDRP Decal Projector.

    • HDRP: Replaced the context menu by a search window when adding custom pass.

    • HDRP: Restore old version of the RendererList structs/api for compatibility.

    • HDRP: Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore. (1330640)

    • HDRP: TAA jitter is disabled while using Frame Debugger now.

    • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.

    • HDRP: The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling.

    • HDRP: Tidy up of platform abstraction code for shader optimization.

    • HDRP: UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable.

    • HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

    • HDRP: Updated Light's shadow layer name in Editor.

    • HDRP: Updated the recursive rendering documentation

    • HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings.

    • HDRP: Use the new API for updating Reflection Probe state (fixes garbage allocation). (1290521)

    • HDRP: Various improvements to the volumetric clouds.

    • HDRP: Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity.

    • HDRP: When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss.

    • iOS: Changed default texture compression format from PVRTC to ASTC.

    • License: Disabled package entitlement feature.

    • Mobile: Changed minimum iOS/tvOS version to 12.

    • Package: (Recorder) Changed the package display name from "Unity Recorder" to "Recorder" in the package manager.

    • Package: (Recorder) Fixed a wrong label for the WebM codec.

    • Package: (Recorder) Made Recorder 3.0.0-pre.1 a Release Candidate instead of a pre-release.

    • Package: (Recorder) Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message.

    • Package: (Recorder) Removed legacy Recorders: MP4, EXR, PNG, WEBM and GIF Animation.

    • Package: Added Sequences (com.unity.sequences) to the Cinematic Studio feature set.

    • Package: Added the Code Coverage package to the Engineering feature set.

    • Package: Added the Localization package as pre-release.

    • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Update Sequences (com.unity.sequences) to 1.0.0.

    • Package: Updated Code Coverage package to v1.0.0-pre.3

    • Package: Updated Code Coverage package to v1.0.0-pre.4

    • Package: Updated Code Coverage package to v1.0.0.

    • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.

    • Package: Updated com.unity.cinemachine to 2.7.2

    • Package: Updated com.unity.cinemachine to 2.7.3.

    • Package: Updated com.unity.cinemachine to 2.8.0-pre.1.

    • Package: Updated com.unity.purchasing to 3.0.0-pre.6

    • Package: Updated com.unity.purchasing version to 3.0.1.

    • Package: Updated FBX Exporter package to 4.0.0-pre.4:
      https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.0.1: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0-pre.2: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated package to com.unity.live-capture 1.0.1-pre.465.

    • Package: Updated Sequences (com.unity.sequences) to 1.0.0-pre.6.

    • Package: Updates FBX Exporter package to 4.1.0: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html

    • Package: Version change to 3.1.0 for com.unity.purchasing.

    • Package: Visual Scripting https://github.cds.internal.unity3d...ckages/com.unity.visualscripting/CHANGELOG.md.

    • Package: Visual Scripting:
      • NotEquals node in non-scalar mode is now consistent with Equals.
    • Package Manager: Change error and warning box to look like the info box.

    • Package Manager: Changed "Import again" button text to "Reimport".

    • Package Manager: Purchasing package updated with missing documentation.

    • Physics: Adjusted anchor position based on anchor/parentAnchor transforms to better fit expected result.

    • Profiler: Changed profiler show threads only when they actually get any sample since profiler gets enabled.

    • Profiler: Stability and performance improvements of com.unity.performance.profile-analyzer@1.1.0-pre.1. See more details at https://docs.unity3d.com/Packages/c...profile-analyzer@1.0/changelog/CHANGELOG.html.

    • Scene/Game View: Default shortcut for "Show Overlay Menu" is now "Space Bar".

    • Scene/Game View: Default shortcut for toggle overlays is now "`".

    • Scene/Game View: Fixed styling issues with Overlays feature.

    • Scene/Game View: Remove Component Tools Overlay, these tools are now available in the regular Tools Overlay.

    • Scripting: Quaternion ToString() prints five decimal digits by default. (36265)

    • Scripting: Vector2, Vector3, Vector4, Bounds, Plane, Ray, Ray2D ToString by default prints two decimal digits (up from one). (1205206)

    • Search: ref:<asset_path> should only search results that has a direct dependency to <asset path>

    • Search: Removed the resource search provider (res:).

    • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

    • Shadergraph: Added borders to inspector items styling, to better differentiate between separate items.

    • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695).

    • Shadergraph: Adjusted Blackboard article to clarify multi-select functionality

    • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568).

    • Shadergraph: Changed "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to main stack context menu

    • Shadergraph: Changed Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph.

    • Shadergraph: Changed Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph.

    • Shadergraph: Changed Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph.

    • Shadergraph: Changed BranchOnInputNode to choose NotConnected branch when generating Preview.

    • Shadergraph: Limited max number of inspectable items in the Inspector View to 20 items.

    • Shadergraph: Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.

    • Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters. (1287335)

    • Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories allow for any combination of properties and keywords to be grouped together as the user defines.

    • Shadergraph: ShaderGraph SubGraphs will now report errors and warnings in a condensed single error.

    • Shadergraph: Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).

    • Shadergraph: Updated/corrected View Direction doc.

    • Shadergraph: Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type in the past.

    • Shaders: Added shader warning when reserved constants names with consecutive underscores are used.

    • Shaders: Bumped the global keyword limit to 384.

    • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

    • Shaders: Shader.DisableKeyword, Shader.IsKeywordEnabled and CommandBuffer.DisableKeyword API will no longer create a global keyword if it doesn't exist.

    • Tests: Used Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code.

    • Timeline: Updated Timeline package to version 1.6.0-pre.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.3.

    • Timeline: Updated Timeline package version to 1.6.1

    • UI Toolkit: Marked the com.unity.ui package, which is incompatible with 21.2 and above, as deprecated.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off, improving performance in loading VisualTreeAssets.

    • UI Toolkit: Rendering data of VisualElements with an opacity of zero will now be initially generated and will remain up-to-date, allowing opacity to be animated without causing performance drops.

    • UI Toolkit: URLs in UXML and USS files now support explicit GUID-based asset references. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. The UI Builder saves both UXML and USS files using this format. Note that this URL format is backward-compatible, but the URL query parameters are ignored in older Unity versions.

    • Universal: Added Depth and DepthNormals passes to particles shaders.

    • Universal: Advanced Options > Priority has been renamed to Sorting Priority.

    • Universal: Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph.

    • Universal: Changed UniversalRenderPipelineCameraEditor to URPCameraEditor.

    • Universal: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Universal: Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.

    • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

    • Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.

    • Universal: Enabled subsurface scattering with GI on handwritten Universal ST8 shader.

    • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • Universal: Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP.

    • Universal: Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.

    • Universal: Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

    • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

    • Universal: Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.

    • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

    • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

    • Universal: SSAO Texture is now R8 instead of ARGB32 if supported by the platform.

    • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

    • Universal: UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].

    • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using.

    • URP: 2D Lights now inherit from Light2DBase.

    • URP: Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.

    • URP: Improved PixelPerfectCamera UI/UX.

    • URP: Made 2D shadow casting more efficient.

    • URP: Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.

    • URP: Moved all 2D APIs out of experimental namespace.

    • URP: Stripping shader variants per renderer features instead of combined renderer features.

    • URP: The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.

    • URP: When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.

    • Version Control: ### Changed
      • Updating license to better conform with expected customer usage.
      • Updated documentation file to meet standards.
      • Updated third-party usage.
      • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
      • Usability improvements around checking in code
      • Improved update workspace tab UX
      • Plastic SCM context menu is now available even if the Plastic SCM window is closed
    • Version Control: Simplified UI: decluttered UI

    • VFX Graph: Allow remaking an existing link.

    • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool.

    • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator.

    • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs.

    • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.

    • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.

    • VFX Graph: Sphere and Cube outputs are now experimental.

    • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.

    • WebGL: Eliminate the Python dependency from the Brotli compressor.

    • XR: The Oculus XR Plugin package has been updated to 1.10.0.

    • XR: The Oculus XR Plugin package has been updated to 1.7.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.1.

    • XR: Updated OpenXR Package to 1.2.8

    • XR: Updated verified Windows Mixed Reality package to version 5.2.0.

    • XR: Updated Windows MR XR SDK Plug-in to 5.1.0

    • XR: Updated XR Plug-in Management to 3.2.17
    Fixes
    • 2D: 2D light is rendered in half in its Y-axis when two Sprite Shape objects with same Order In Layer are visible on the Screen (1274010)

    • 2D: Add null arguments checks for Sprite.GetPhysicsShape, Sprite.OverridePhysicsShape and Sprite.OverrideGeometry (1306258)

    • 2D: Call Tilemap.tilemapChanged callback when Tilemap component is reset or ResizeBounds is called. (1304936)

    • 2D: Fix crash when loading a scene with a GameObject with an invalid Tilemap and a TilemapCollider2D. (1314326)

    • 2D: Fix duplication of Tilemap Selection Box when the Grid and the Tilemap are offset in transform. (1293341)

    • 2D: Fix issue with the Sorting Group where the sorted renderers are not in hierarchical order when their sorting criteria are the same. (1309075)

    • 2D: Fix NullReferenceException from being thrown when doing a Grid Select on a Grid which is not enabled. (1295122)

    • 2D: Fix Sprite Preview in inspector becomes unrecognizable when Sprite size is big (1299189)

    • 2D: Fixed 2D Animation manual documentation.

    • 2D: Fixed 2D Animation package description.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed 2D PSDImporter package description.

    • 2D: Fixed an issue where Name and Texture fields were overlapping with each other in the Secondary Textures module of the Sprite Editor. (1284356)

    • 2D: Fixed exception when adding a new Rule when no Rule is selected.

    • 2D: Fixed extrusion of CompositeCollider2D when an offset distance has been set. (1328999)

    • 2D: Fixed GridSelection on a Tile Palette losing its target when the Tile Palette is saved. (1327582)

    • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.

    • 2D: Fixed issue when the size of a GridSelection is set to negative values. (1318891)

    • 2D: Fixed issue where Tilemap does not preserve transform changes or color when inserting or deleting cells. (1315084)

    • 2D: Fixed issue with setting a Spritesheet with padding between Sprites on a Tile Palette having a positional offset when there should not be one.

    • 2D: Fixed issue with sprite mask debug color when sprite renderers are batched. (1328538)

    • 2D: Fixed mouse position calculation after SceneView overlay changes.

    • 2D: Fixed MouseDrag including previous mouse positions from initial drag.

    • 2D: Fixed MouseDrag not including final mouse position after drag.

    • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.

    • 2D: Fixed on deselecting game object from the Inspector window leads to deselecting Sprite Shape Renderer. (1317728)

    • 2D: Fixed Paint tool triggering a Tile Palette edit when Paint tool is active and is removed from the Tile Palette default tools.

    • 2D: Fixed SpriteRect and Name File Id does not match in meta file. (1319819)

    • 2D: Make tooltips appear closer to the label for Tilemap Info in the Tilemap Editor rather than in the center. (1294929)

    • 2D: Mark com.unity.2d.tilemap.extras as discoverable

    • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.

    • 2D: Prevented users from selecting a disabled GameObject as an active target for the Tile Palette. (1327021)

    • 2D: Removes GC.Alloc when Tilemap.HasSyncTileCallback is called which is internally called for each SetTile/s.

    • 2D: Sprite Atlas importer does not show name on top (1300861)

    • 2D: Swapped behavior of rotating clockwise and counter-clockwise.

    • 2D: Unable to exclude Objects for Packing property from Sprite Atlas preset (1294393)

    • AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. (1297742)

    • AI: Fixed issue where the NavMeshModifierBox did not override the area type with existing higher index. (1078153)

    • AI: Fixed overshooting destination for agent without auto-braking. (1305780)

    • AI: Fixed the gizmos of navigation OffMeshLinks when the distance from start to end is small. (805223)

    • AI: Improved NavMeshAgent creation failure log, to help select the source object (1274983)

    • Android: Added a new AndroidDevice.hardwareType property, which is set to AndroidHardwareType.ChromeOS if running on a Chrome OS device. This is helpful if an app needs to run Chrome OS-specific code.

    • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

    • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

    • Android: Android: Fix lightmap quality warning text in PlayerSettings. (1337631)

    • Android: Bumped Android Logcat package version to 1.2.2.

    • Android: Clamp Android minimum bundle version to greater than 0 (1307476)

    • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

    • Android: Fix artifacts when exceeding geometry working set memory limit on Mali GPUs when using Vulkan GraphicsJobs

    • Android: Fix computeBufferStartIndex of ComputeBuffer.GetData being ignored when using Vulkan (1299902)

    • Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan (1300900)

    • Android: Fix Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

    • Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it (1312433)

    • Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below. (1340517)

    • Android: Fixed Build&Run when apk name contains duoble quote. (1323395)

    • Android: Fixed compatibility with OpenGL ES shaders in asset bundles built with Unity 2018.x or older. (1329702)

    • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos when using Vulkan "Apply display rotation during rendering". (1340975)

    • Android: Fixed crash during shutdown on Adreno devices when using Vulkan. (1330396)

    • Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. (1314282)

    • Android: Fixed incorrect resolution scaling on PowerVR devices when BlitType Auto is used (1287131)

    • Android: Fixed Patch not working on some newer Android devices due to permission issue. (1343844)

    • Android: Fixed runtime decompression of ASTC HDR cubemaps on devices that don't support ASTC HDR. (1323739)

    • Android: Fixed screen safe area values at startup. (1327752)

    • Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3.0 shader target. (1327731)

    • Android: Fixed shaders with bitfield operations compilation errors on Adreno3XX GPUs.

    • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

    • Android: Preserve ComputeBuffer data when doing partial updates using ComputeBuffer.SetData (1300424)

    • Android: Resolved an Android build failure when the Target SDK was set to below 24. (1340438)

    • Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3.1 with AEP but not 3.2.

    • Android: Update Android Logcat package to version 1.2.1

    • Android: Updated Kotlin version to fix potential compatibility problems in Android Studio. (1325245)

    • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

    • Animation: 1D BlendTree's threshold values were draggable when not the hot control. (1217253)

    • Animation: Added a tooltip for the auto live link button in the animator window (1283065)

    • Animation: Added checks to prevent and capture crash for the GetRootBlendTreeChildWeights function. (1282475)

    • Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. (1159548)

    • Animation: Fix slow performance depend on the first selected (1236353)

    • Animation: Fixed a bug where the .controller file would grow in size even after undoing states. (1194086)

    • Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window (1190190)

    • Animation: Fixed AddAssetToSameFile assert thrown on adding SMB on unpersisted AnimatorState or AnimatorStatemachine. (1233556)

    • Animation: Fixed an animation performance test failing on specific device (iOS/Android) (1307702)

    • Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. (1242410)

    • Animation: Fixed an issue where an animation playable events would still fire while it was paused (1227098)

    • Animation: Fixed an issue where the application would crash if modifying the graph while being traversed (1282046)

    • Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list (1259438)

    • Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window

    • Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise (1288823)

    • Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. (1245722)

    • Animation: Fixed an issue where the transition to a base layer state machine would be invisible (1287749)

    • Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. (1188984)

    • Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. (1333416)

    • Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. (1250904)

    • Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. (1292994)

    • Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. (1285405)

    • Animation: Fixed Animator MatchTarget to work correctly with longer time. (1052600)

    • Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. (1306710)

    • Animation: Fixed crash upon calling the MonoManager::TypeToScriptingClass(Unity::Type) method on a type that has been removed. The solution is to check if the type is valid first with type->HasValidRuntimeTypeIndex(). (1319992)

    • Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. (1171704)

    • Animation: Fixed for disappearing Animator State Machine information. (1307535)

    • Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. (1315029)

    • Animation: Fixed human pose offset in Animation C# Job when root node is scaled. (1266529)

    • Animation: Fixed human pose with missing bones shifting when used in an Animation C# Job. (1214897)

    • Animation: Fixed humanoid SetLookAtWeight method for weights larger than 0.5. (1307253)

    • Animation: Fixed manipulation of the Current Blend Value (the red line)in BlendTree Inspector.

    • Animation: Fixed nan appearing in AABB when root motion is enabled in a StateMachineBehaviour by initializing MotionXReference structure upon allocation. (1279206)

    • Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. (1243185)

    • Animation: Fixed static analysis warning. (1232341)

    • Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform (1154835)

    • Animation: Force grouped animation of GroupColor for material color in URP (1212805)

    • Animation: Improved SetTime and GetTime documentation for playables (1196250)

    • Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours. (1319708)

    • Animation: Removed multi edit on animator override controller (1082045)

    • Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. (1214031)

    • Animation: Updated documentation of playable to document feature of auto adding new port (1227724)

    • Asset Bundles: AssetBundle.Unload waits for all asset bundle async operations to be completed before proceeding.

    • Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. (1319389)

    • Asset Bundles: Fixed issue where Caching.IsVersionCached returns false when loading a previously cached bundle. (1186310)

    • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

    • Asset Import: Adding a ScriptedImporter attribute to a non-ScriptedImporter class no longer crashes the editor. (1308671)

    • Asset Import: Apply/Revert buttons in the inspector are correctly disabled after changing a value that is being overridden by the Importer script or an AssetPostprocessor. (1287345)

    • Asset Import: Assembly Ref / Definition files now have padding. (1311970)

    • Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. (1329621)

    • Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. (1304418)

    • Asset Import: Fixed crash when importing FOV animations from 3DsMax. (1324054)

    • Asset Import: Fixed crash/corruption when importing animations.

    • Asset Import: Fixed missing normal property values from materials imported from 3DsMax 2021's Physical materials. (1313450)

    • Asset Import: Fixed Texture Import Platform settings getting reset when multi editing.

    • Asset Import: GameObjects & Prefabs can no longer be duplicated using Ctrl + D. (1304106)

    • Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. (1203843)

    • Asset Import: ModelImporter now only renames sibling nodes with duplicate names. (1233702)

    • Asset Import: New flag to allow rigs with different topologies to be swapped. (974120)

    • Asset Import: Only call frame rate errors when animations are imported. (1222562)

    • Asset Import: Rename of Inspector labels to make them more consistent.

    • Asset Import: SearchAndRemap now functions as expected in packages. (1218857)

    • Asset Import: Switching Texture Importer tabs does not dirty the importer. (1321256)

    • Asset Import: The Default Clip selection no longer gets stuck. (1279563)

    • Asset Import: Unity no longer uploads texture data to the GPU during texture importing, fixing a video memory leak that happens in some long import cases. (1324536)

    • Asset Import: Updated Log Warning to include name / object reference (1304432)

    • Asset Pipeline: All domain reloads are now done inside asset db. This fixes problem with reloading of asset objects when doing manual refresh. (1341910)

    • Asset Pipeline: Asset loading is safe in this callback (1267939)

    • Asset Pipeline: Enabled PluginSettingsWorks.WSASettings integration test (1086909)

    • Asset Pipeline: Fix for crash that could happen after safe mode exit

    • Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. (1310334)

    • Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

    • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

    • Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene. (1263621)

    • Asset Pipeline: Fixed an issue where AssetDatabase.SaveAssetIfDirty() wouldn't save the asset if a sub-object was dirty, but the main object wasn't. (1341834)

    • Asset Pipeline: Fixed an issue where renaming an asset in the Project Browser could cause the selection highlight to disappear. (1351301)

    • Asset Pipeline: Fixed issue where an invalid GUID was being reported, but the file in which it resided was not. (1275878)

    • Asset Pipeline: Fixed issue with incorrect progress bar text during startup. (1339167)

    • Asset Pipeline: Fixed issue with some FBX models being imported with a scale of 0 when 'Remove Constant Scale Curves' is enabled. (1348264)

    • Asset Pipeline: Fixed problem where artifact dependency could get ignored. (1318602)

    • Asset Pipeline: Fixed the progress bar being full during the import of assets. (1298760)

    • Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.Refresh(). (1186177, 1213291, 1255803, 1299716)

    • Asset Pipeline: Fixes to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. (1295635)

    • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed.

    • Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1279619)

    • Asset Pipeline: New version of OnPostProcessAllAssets with didDomainReload parameter added. This callback should be used for domain reload related initialization that requires asset operations such as asset loading. InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1274994)

    • Asset Pipeline: PostProcessAllAssets callback now supports all asset db operations (1144276)

    • Asset Pipeline: Preview of material is now correctly regenerated when shader changes (1298200)

    • Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab (like texture) changes (1284853)

    • Asset Pipeline: Using the AssetDatabase.CreateAsset() API to create an asset from a TextAsset object where the file type specified is not a native Unity format such as .ASSET will now report an error about incorrect usage of CreateAsset. (1241343)

    • Audio: (OSX) Sound effects in Audio Mixer were not always selected when clicked. (1124032)

    • Audio: AudioClip reference was lost when loading a new Scene even if AudioSource was set to DontDestroyOnLoad. (1314527)

    • Audio: Fix DSPGraph playback not pausing when player is paused

    • Audio: Fixed AudioClip reference being lost when loading a new Scene even if AudioSource is set to DontDestroyOnLoad.

    • Audio: Fixed Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

    • Audio: Fixed deadlock caused by interaction between output suspend/resume logic and DSPGraph output hooks

    • Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer.
      Fixed exception when deleting snapshots. (1324578)

    • Audio: Fixed microphone API not working when automatic output device suspension was active. (1318560)

    • Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. (1146312)

    • Audio: Topological changes such as adding/removing/moving effects in the audio mixer resulted in glitches and, depending on mixer configuration, loud bursts. (666910)

    • Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

    • Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. (1298484)

    • Bug Reporter: Multiple Qt library copies are no longer included.

    • Bug Reporter: Reset Bug Reporter style to match Windows styling (1296042)

    • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene. (1293228)

    • Build Pipeline: Added build target Dedicated Server.

    • Build System: Fixed a problem with the detection of Microsoft.VCLibs SDK extension for UWP builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Crash when extracting sequence point information for error reporting/debug information generation.

    • Burst: Direct Call extension methods that only differ on argument types are now supported (previously Burst's AssemblyLoader would complain about multiple matches).

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug with using multiple IsXXXSupported intrinsics in the same boolean condition would fail.

    • Burst: Fixed a minor debug information bug where built-in types with methods (like System.Int32) would generate incorrect debug information.

    • Burst: Fixed a possible DivideByZeroException due to race condition in TermInfoDriver initialization code.

    • Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where if a user used a math function (like cos, sin, etc) then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

    • Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. (1345235)

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Fixed managed implementation of sub_ss intrinsic

    • Burst: Fixed managed implementation of sub_ss intrinsic.

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.

    • Burst: Fixed multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) generating invalid instructions.

    • Burst: Fixed namespace issue triggering a warning in the editor.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed the 1.5 restriction that Direct Call methods can only be called from the main thread, now they work when called from any thread.

    • Burst: Fixes DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Function calls using in modifiers on blittable structs where being treated as non blittable.

    • Burst: Gracefully handle failing to find a particular assembly in the ILPP to prevent an ICE.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.

    • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.

    • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/com.unity.burst@1.5/changelog/CHANGELOG.html for a detailed list)

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.

    • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: Strings can now be passed between methods

    • Burst: The Direct Call injected delegate now has a unique suffix to avoid type-name clashes.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Core: Fixed issue where Profiler/Memory Profiler cannot be connected to Standalone build when Run in Background is disabled. (1355728)

    • Documentation: Changed the documentation for HorizontalLayout and VerticalLayout. (1260855)

    • Documentation: Fixed html bug in TestRunnerApi API code snippet (DS-1973).
      Fix typo bug in PreBuildSetup code example (DS-1974).
      Fix incorrect syntax in command line reference (DS-1971).

    • Documentation: Fixed incorrect documentation for SaveCurrentModifiedScenesIfUserWantsTo. (1170364)

    • Documentation: Fixed missing function signatures from RayTracingAccelerationStructure.AddInstance C# API in 2021.2 documentation.

    • DX12: DX12 Standalone Player crashes at startup when using 32-bit player support. (1315964)

    • DX12: Fix int shader uniforms in .raytrace shaders being displayed as Floats in the Frame Debugger. (1305552)

    • DX12: Fixed wrong error message saying that vertex format SNorm16 is not supported when building a Ray Tracing Acceleration Structure. The format is supported.

    • DX12: Significant performance cost of using SRP batcher on DX12 reduced. (1286694)

    • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser

    • Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor. (1307652)

    • Editor: Added API Updater rule to update global API AssetModificationProcessor to UnityEditor namespace (1064480)

    • Editor: Added new functionality to decouple the PlayerLoop() when the targetFrameRate is set to a finite value, so that it does not effect/slow down the other Editor windows. (1158168)

    • Editor: Added playerGraphicsAPI TestSettings parameter.

    • Editor: Added support for GameCoreXboxOne and GameCoreXboxSeries reduced location path length.

    • Editor: Added tooltips in the Scene template Inspector. (1324637)

    • Editor: Added tooltips to the buttons of the Simulator view Control Bar. (1288711)

    • Editor: Adds support for dragging across delayed UI fields to change variables. (1263630)

    • Editor: Allow hierarchy search to find scripts which share names of internal types. (1252479)

    • Editor: Allow multiple Unity versions to display in the "Open With..." menu and dialog. Allow the user to choose one as the default. (1202338)

    • Editor: close add ratio window after selecting from aspect ratio menu (1284690)

    • Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. (1312714)

    • Editor: Create default index when opening the index manager if it was never created before.

    • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

    • Editor: Default PropertyDrawer.OnGUI no longer renders multiple overlapping labels. (1335958)

    • Editor: Deleting search query from project browser won't break the search window (1336787)

    • Editor: Disabled preset for ThemeStyleSheet (1298540)

    • Editor: Display the menu item name when its execution time is longer than the user wait threshold (i.e. 3 seconds) (1313062)

    • Editor: Displayed a warning when the min and max values are equal for the Slider. (1328583)

    • Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt (1299846)

    • Editor: Ensure invalid Sketchup model UVs are initialized to zero.

    • Editor: Ensured RootEditor API behaves as expected and allows to totally highjack the inspector. (1346788)

    • Editor: Event.current.type scrollWheel pointerType value is now registered as PointerType.Mouse in the mac editor (1261326)

    • Editor: Favorite star is always visible for favorited items (1336789)

    • Editor: Fix arrow key functionality in dialogs in the Mac Editor. (1279832)

    • Editor: Fix dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items. (1294910)

    • Editor: Fix for detecting and warning the user on imbalanced GUI layout groups (1289223)

    • Editor: Fix for layer names being clipped in Culling Mask and Volume Mask dropdowns of a HDRP project (1307655)

    • Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor (1294722)

    • Editor: Fix so that touch input in the gameview is processed. (1258785)

    • Editor: fix so that undocked windows can exit full screen/unmaximize (1293516)

    • Editor: Fix styling of selected search query if hovering (1336784)

    • Editor: Fix the issue with missing tooltip for Editor tools button (1296952)

    • Editor: Fix top of Game View is black when "Use display in HDR mode" is enabled and "Color Space" is set to "Linear" (1285015)

    • Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode. (1312446)

    • Editor: Fixed a bug where test filter would match project or player path (DSTP-412).

    • Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. (1316870)

    • Editor: Fixed a memory leak while using SerializedObjects in the AssetImporter inspectors. (1232758)

    • Editor: Fixed add an extra null check for monitor enumeration. (1320164)

    • Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of 2020.2 project is opened. (1273439)

    • Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen. (1323332)

    • Editor: Fixed an issue to avoid difference in Width and Height for EditorGUI.RectIntField fields compared to other fields in the Transform section. (1297283)

    • Editor: Fixed an issue to avoid MinMaxSlider disappears for UI Slider. (1323384)

    • Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. (1331001)

    • Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name. (1333540)

    • Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value (1299181)

    • Editor: Fixed an issue to display Color32 Picker Context Menu at right position on right click. (1334328)

    • Editor: Fixed an issue to display Normalmap Encoding PlayerSetting only in supported platforms. (1330505)

    • Editor: Fixed an issue to display proper LayerMask properties value on selection. (1308984)

    • Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked (1221384)

    • Editor: Fixed an issue to display tooltip for "Maximum LOD Level" and "LOD Bias" Properties under Quality settings. (1296474)

    • Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. (1290634)

    • Editor: Fixed an issue to set top bit flag of an uint enum with inspector. (1298289)

    • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector.

    • Editor: Fixed an issue to stop sharing Player Settings properties between Player Settings window and Serialized Preset. (1263069)

    • Editor: Fixed an issue where an empty column is expanded when detaching/attaching UISystemPreviewWindow in the Profiler. (1241234)

    • Editor: Fixed an issue where calling EditorGUI.PropertyField with a serialized LayerMask and GUIContent.none prints a label. (1304172)

    • Editor: Fixed an issue where check box is shown on Inspector Titlebar for ScriptableObjects (1301335)

    • Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. (1328458)

    • Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project. (1310784)

    • Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. (1201105)

    • Editor: Fixed an issue where Shift-Delete does not delete the property for Object field. (1286390)

    • Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. (1309567)

    • Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. (1314173, 1314177)

    • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730)

    • Editor: Fixed an issue where warning appears when Scrollbar Navigation is set to Vertical and Direction is set to "Top To Bottom" (1245473)

    • Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode. (1317240)

    • Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window (1283915)

    • Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX (1299763)

    • Editor: Fixed ArgumentNullException when selecting 'Static-dropdown' in the Prefab Overrides window. (1295412)

    • Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. (1318098)

    • Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed. (1291991)

    • Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. (1300081)

    • Editor: Fixed Ctrl-click on macOS editor not bringing up "Properties..." context menu on inspector object reference fields properly. (1316779)

    • Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. (1295344)

    • Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. (1282412)

    • Editor: Fixed debug assert message in MenuControllerLinux.cpp's OnSizeAllocate() call to GetGtkWindowSize(). (1319050)

    • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

    • Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. (1312440)

    • Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. (1322299)

    • Editor: Fixed File->Open Recent Scene menu entries not working correctly after upgrading project from versions earlier than 2021.2.0a5. (1338322)

    • Editor: Fixed floating windowing jumping desktop spaces when using cmd + tab to refocus the editor on mac. (1298279)

    • Editor: Fixed for Canvas Group Interactable flag being applied to the GameObject even when the Canvas Group component is disabled. (1324097)

    • Editor: Fixed gradient swatches were not refreshed after undoing preset change. (1261595)

    • Editor: Fixed GUIToScreenpoint being inconsistent between play mode and standalone. (1305557)

    • Editor: Fixed hierarchy window top Scene header foldout not visible when scrolled. (1298679)

    • Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated (1288693)

    • Editor: Fixed infinite layout error loop when Editor UI is broken. (1327876)

    • Editor: Fixed instancing being ignored in the Shadow Pass when using the Mobile Diffuse shader. (1318675)

    • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

    • Editor: Fixed issue where the Intensity parameter of a Default Light Preset is not applied after creating Directional Light Game object. (1199933)

    • Editor: Fixed issue with CRTL Drag not working when a single item is selected in project browser one-column layout. (1222445)

    • Editor: fixed issue with Reference Icon overlapping with Preset Manager text on decreasing the width of the Project Settings window. (1282739)

    • Editor: Fixed issue with Stack trace input Field being Misaligned on resizing Player setting Preset (1276715)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed missing comma in the manifest file used by the guardian tool

    • Editor: Fixed null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

    • Editor: Fixed NullReferenceException error is thrown when pressing up/down arrow key in the Project's search bar while in Play Mode. (1318065)

    • Editor: Fixed NullReferenceException when trying to open Object Picker for ScriptableObject variable. (1293117)

    • Editor: Fixed Profile Analyzer - Mac keyboard commands not updating correct chart. (1327944)

    • Editor: Fixed ReorderableList having wrong label/field width ratio

    • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

    • Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. (1271518)

    • Editor: Fixed selection issues with Shift + Arrow Up/Down in the Hierarchy. (1320614)

    • Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab (1293497)

    • Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. (1308128)

    • Editor: Fixed some styling issues with the main editor toolbar (1296757)

    • Editor: Fixed Terrain dependency cloning.

    • Editor: Fixed the background color of toolbar dropdowns when hovered and pressed (1313159)

    • Editor: Fixed the behavior where anchor preset window remains open even after a double click (1302650)

    • Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. (1301332)

    • Editor: Fixed the gradient picker closing when clicking on the gradient field (1285035)

    • Editor: Fixed the GUI error in the console when a media file is opened. (1294494)

    • Editor: Fixed the issue where editor doesn't show unsaved changes pop up if editor is closed using Unity -> Quit menu item. (1320565)

    • Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus. (1219099)

    • Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. (1276638)

    • Editor: Fixed the LOD Group Inspector frames being too dark when using the Light Skin. (1311960)

    • Editor: Fixed the path to the scene template icon when querying icon from template path. (1325888)

    • Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked.

    • Editor: Fixed the Scene View not updating when the LineRenderer Show Wireframe option was changed.

    • Editor: Fixed tooltips being misaligned. (1325676)

    • Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value. (1336998)

    • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

    • Editor: Generate Release Notes URL according to unity version (1301927)

    • Editor: Improved model import performance by a tiny amount.

    • Editor: Improved performance of copy/paste when duplicating large numbers of objects. (1208321)

    • Editor: Initializing the static Progress class from a thread no longer throws exceptions. (1337421)

    • Editor: Limited the length of the error messages in the UserRetryDialogs to not more than 200 characters per line. (1167593)

    • Editor: Menu Bar doesn't flicker anymore when dragging across monitors (1219094)

    • Editor: Multiple improvements around automatic test-run of tests

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar. (1336292)

    • Editor: Open Prefab' button now uses less inspector space. (1270965)

    • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform

    • Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. (1322149)

    • Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. (1301807)

    • Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused (1309702)

    • Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen. (1297362)

    • Editor: release mouse if it is dragging when a dialog is opened in the windows editor (1271832)

    • Editor: Remove XDK Xbox One platform after Unity 2020.3.

    • Editor: Reorderable list null item is now displayed correctly. (1339759)

    • Editor: Resolve variables before reading style values (1297227)

    • Editor: set gdk cursor invisible when forcing software cursor in editor playmode (1212108)

    • Editor: Show disable index in the index manager. (1307781)

    • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options

    • Editor: support Hungarian (and other) unicode characters in editor (1184456)

    • Editor: The arrow cursor in the Linux Editor is no longer slightly offset (1256724)

    • Editor: The background task window is no longer repositioned and resized when opened from the status bar. (1337646)

    • Editor: The EditorSceneManager now gets the correct build index for Scenes of the same name upon calls to SceneManager.GetScenesAt in Play mode. (1128653)

    • Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than 12000 hits are shown. (1331728)

    • Editor: The progress bar in the status bar no longer gets stuck in an empty state. The progress bar in the status bar no longer shows instantaneous progresses. (1341616)

    • Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. (921689)

    • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

    • Editor: This fix makes sure to unify the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High)

    • Editor: Transform rotations from asset bundles are now correctly shown in the inspector. (958333)

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • Editor: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window.
      iOS resolution presets that were removed:
      • iPhone 4/4S Portrait
      • iPhone 4/4S Landscape
      • iPad 2/Mini Portrait
      • iPad 2/Mini Landscape
        iOS resolution presets that were added:
      • iPhone 12 mini 2340x1080 Portrait
      • iPhone 12 mini 2340x1080 Landscape
      • iPhone 12/12 Pro 2532x1170 Portrait
      • iPhone 12/12 Pro 2532x1170 Landscape
      • iPhone 12 Pro Max 2778x1284 Portrait
      • iPhone 12 Pro Max 2778x1284 Landscape
      • iPad (7th-8th gen) 2160x1620 Portrait
      • iPad (7th-8th gen) 2160x1620 Landscape
      • iPad Air (4th gen) 2360x1640 Portrait
      • iPad Air (4th gen) 2360x1640 Landscape
      • iPad Pro 11-inch 2388x1668 Portrait
      • iPad Pro 11-inch 2388x1668 Landscape. (1321829)
    • Editor: Updated the style of some buttons and button groups when hovered, pressed and focused (1314662)

    • Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore (1263313)

    • Editor: Wrong ShaderGUI for crosspipeline shaders. (1339817)

    • GI: Fix case 1291662: OIDN crashes on AVX512 on MacOS (1291662)

    • GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. (1292192)

    • GI: Fix crash when baking 4K lightmap with maximum AA setting. (1318800)

    • GI: Fix issue with experimental lightmapping.BakeAsync(Scene) interface getting stuck when baking reflection probes in additively opened scenes in the Editor. (1303788)

    • GI: Fix Reflection probe (gizmo and texture inspector) appearance in linear color space mode. (1293558)

    • GI: Fixed an issue where sometimes the callstack in Editor.log was incomplete on Windows. (1221524)

    • GI: Fixed automated GI tests in HDRP and URP where multiple editors are used.

    • GI: Fixed baked lighting on terrain holes and better performance. (1307459)

    • GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. (1324641)

    • GI: Fixed fallback to CPU lightmapper when writing LightCookies buffer and using Clear baked Data. (1321887)

    • GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

    • GI: Fixed memory usage and performance regression when baking light probes. (1324307)

    • GI: Fixed out of bounds access in probeDepthOctahedronExpandedBuffer when generating Probe Volumes 1.0 data via experimental API. (1321881)

    • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

    • GI: Fixed rare crash when entering play mode while running a GI lightbake. (1301678)

    • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

    • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

    • GI: Fixed some fallbacks from GPULM to CPULM when using baked lighting and cookies. (1320169)

    • GI: Fixed unused return value during remapping of scene object id's. (1300323)

    • GI: Fixedcorruption in Probe baking when lightmap UVs are not provided. (1337226)

    • GI: Fixes an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. (1258690)

    • GI: Ignore OpenCL CPU devices that are incompatible with the GPU lightmapper on macOS due to insufficient local workgroup size. (1293520)

    • GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. (1327322)

    • GI: Introduced a full tiled-based baking system to the GPULM to reduce memory pressure.
      Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
      Reduced the memory consumption of probe baking using the GPULM (4Bytes per probe).
      Better estimation of the GPULM memory consumption even when tiling is off, making it less likely to fallback to CPULM.

    • GI: Make emission tooltip take Enlighten realtime GI state into account. (1329323)

    • GI: Make GPU lightmapper detect Intel IRIS Xe MAX GPU with 4GB memory. (1331794)

    • GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. (1276653)

    • GI: Make the compression label in Lighting Window - Baked Lightmaps better. (1297198)

    • GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. (1320277)

    • GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed. (1195551)

    • GI: Removed erroneous asserts in scene object identifier remapping code.

    • GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. (1313354)

    • GI: Removes terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. (1295410)

    • GI: Support high intensity skyboxes for baking. (1222492)

    • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Add CameraBuffer VFX type to encapsulate camera buffers that can be Texture2D or Texture2DArray depending on the platform (1213482)

    • Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
      Clearing depth does not implicitly clear stencil anymore.

    • Graphics: Add support for having multiple different Renderers on the same Game Object when using ray tracing. (1305305)

    • Graphics: Added check for Vulkan support in Unity player. (1308206)

    • Graphics: added exception when creating 3d textures with depth/stencil format on metal, as this is not supported (1296524)

    • Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation. (1324062)

    • Graphics: Added Metal Compute Pipeline Validation to the Editor (1283446)

    • Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every 100 frames. (1296777)

    • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Creating a RenderTexture in D3D12 with RenderTexture.antiAliasing value higher than supported by hardware will no longer crash the editor. (1310791)

    • Graphics: Disable "create material" button in terrain inspector when viewed through a preset. (1290453)

    • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

    • Graphics: Disabled ShadowCaster pass in Output Meshes if castShadows is disabled.

    • Graphics: Fix bug where in some situations the AsyncUploadBuffer was not persisting even when QualitySettings.asyncUploadPersistentBuffer was set to true. (1150408)

    • Graphics: Fix CPU performance issue when light probes and ray tracing effects are used together.

    • Graphics: Fix crash when using RenderPass without depth on Metal devices

    • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1295408)

    • Graphics: Fix rare deadlock that can occur when a texture fails to load. (1265360)

    • Graphics: Fix readback/blit from backbuffer in Editor when running GLES (1301446)

    • Graphics: Fix selection of sRGB format for rendertextures inspector (1295276)

    • Graphics: Fix shadow normal bias slider getting clamped at 3. (1213200)

    • Graphics: Fix Simplify button clipping in the LineRenderer Inspector when the window was narrow. (1308478)

    • Graphics: Fix skybox cubemap corruption in Vulkan (1195394)

    • Graphics: Fix SystemInfo.supportsRenderTargetArrayIndexFromVertexShader when using Vulkan (1269732)

    • Graphics: Fixed a bug in SRPs where models appeared white in the preview window. (1297670)

    • Graphics: Fixed a bug with Cubemap.GetPixel(CubemapFace face, int x, int y) not passing its parameters correctly. (1305539)

    • Graphics: Fixed a case that render thread calls main thread only API in editor. (1317190)

    • Graphics: Fixed a crash that would occur when trying to create a VT GPU cache larger than the available GPU memory. (1293468)

    • Graphics: Fixed a crash when passing in DepthAuto or ShadowAuto into SystemInfo.GetCompatibleFormat. (1343093)

    • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

    • Graphics: Fixed a rare crash in shadow rendering. (1350950)

    • Graphics: Fixed a regression where calling the the Texture2D.Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. (1312670)

    • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.

    • Graphics: Fixed ACES filter artefact due to half float error on some mobile platforms.

    • Graphics: Fixed alignment in Volume Components.

    • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

    • Graphics: Fixed an incorrect error check in the BC7 decompressor. (1339809)

    • Graphics: Fixed an issue with ReadPixels() over 3 API's, where the first slice would always be returned instead of the specified depth slice. The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face. (979487)

    • Graphics: Fixed an uninitialized value problem found by Vulkan. (1309741)

    • Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. (1180254)

    • Graphics: Fixed assertion failure when releasing rendererlists in certain scenes. (1342215)

    • Graphics: Fixed assertion on compression of L1 coefficients for Probe Volume.

    • Graphics: Fixed bug where ComputeShader.IsSupported for OpenGL (ES) would only return false on the first call for kernel that did not compiler at runtime. (1334034)

    • Graphics: Fixed crash when a compute shader does not compile when using OpenGL. (1324695)

    • Graphics: Fixed crash when calling AsyncGPUReadback.RequestIntoNativeArray with a temp allocated array. (1336583)

    • Graphics: Fixed crash when calling GetPixelData with invalid arguments. (1322485)

    • Graphics: Fixed crash when DX12 Hardware Dynamic Resolution Scaling is enabled on XR. (1323531)

    • Graphics: Fixed crash when executing CommandBuffer.DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer. (1323447)

    • Graphics: Fixed crash when launching tutorials on Linux with AMD/Intel cards. (1323204)

    • Graphics: Fixed crash when switching resolutions rapidly on the unity editor when hardware DRS is enabled on HDRP. (1353948)

    • Graphics: fixed crash wrong format desc of GraphicsFormat.VideoAuto on metal (1296529)

    • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation

    • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

    • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.

    • Graphics: Fixed empty RenderTexture.ResolveAA debug marker appearing in Frame Debugger and other frame capture tools on mobile platforms. (1330944)

    • Graphics: Fixed error when change Lens Flare Element Count followed by undo. (1346894)

    • Graphics: Fixed explicit half precision not working even when Unified Shader Precision Model is enabled.

    • Graphics: Fixed false-positive error message during ReadbackImage on GLCore (1297065)

    • Graphics: Fixed frame debugger crash when using the RenderPass API with MSAA enabled. (1317665)

    • Graphics: Fixed gizmo rendering in SRP when wireframe mode is selected (1251022)

    • Graphics: Fixed GPU crash on Intel integrated cards when opening the editor with a scene that had VFX. (1332956)

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed HDRP Runtime test failure in Vulkan caused by incorrect shader code generation. (1323529)

    • Graphics: Fixed IES Importer related to new API on core.

    • Graphics: Fixed in crash for software DRS for DLSS in dx12 when changing the resolution mid frame (1352848)

    • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.

    • Graphics: Fixed incorrect warning in when creating a texture from script with a compressed format that is not supported on the Editor platform. (1317998)

    • Graphics: Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.

    • Graphics: Fixed L2 for Probe Volumes.

    • Graphics: Fixed layered rendering (and validation errors) with 3D Textures when using Vulkan. (1323740)

    • Graphics: Fixed layered rendering to mips of 3D textures when using Vulkan. (1329180)

    • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

    • Graphics: Fixed Lens Flare rotation for Curve Distribution.

    • Graphics: Fixed Lens Flare Thumbnails.

    • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

    • Graphics: Fixed Light Layers with duplicate names being hidden in Light or Renderer component. (1335982)

    • Graphics: Fixed Light Probe evaluation in ray tracing shaders resulting in wrong ambient colors. Fixed Light Probe Proxy Volume setup not binding SH2 L2 band uniforms in ray tracing shaders. (1330711)

    • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

    • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

    • Graphics: Fixed Metal DebugGroups during Xcode GPU Frame Capture getting incorrectly nested when using RenderPass API. (1330942)

    • Graphics: Fixed Metal multisample depth resolve not working. (1330714)

    • Graphics: Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.

    • Graphics: Fixed missing support for coarse/fine derivatives in shader code.

    • Graphics: Fixed normal bias field of reference volume being wrong until the profile UI was displayed.

    • Graphics: Fixed performance regression when changing Mesh vertices or indices. (1326091)

    • Graphics: Fixed problem on domain reload of Volume Parameter Ranges and UI values.

    • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

    • Graphics: Fixed random crash when reloading VFX under special circumstances. (1291710)

    • Graphics: Fixed regression where RenderTextureDescriptor.depthBufferBits or RenderTexture.depth could return GraphicsFormat.None when setting the properties to 24 or 32 bit. (1340405)

    • Graphics: Fixed renderingLayerMask issue with terrain tree rendering. (1324480)

    • Graphics: Fixed RenderPass API MSAA and clear action issues when writing to the backbuffer on Android (1315433)

    • Graphics: Fixed Right Align of additional properties on Volume Components Editors.

    • Graphics: Fixed rotation issue now all flare rotate on positive direction. (1348570)

    • Graphics: Fixed ScriptableRenderContext.ExecuteCommandBuffer crashing when called with a disposed command buffer (1306222)

    • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data

    • Graphics: Fixed spacing between property fields on the Volume Component Editors.

    • Graphics: Fixed static batching bug related to rendering layer mask. Meshes that are set up with different rendering layer masks (unity_RenderingLayer uniform variable in shader code), are now correctly split when static batching is enabled instead of being merged, which would otherwise generate incorrect rendering if unity_RenderingLayer was accessed by the shader code.

    • Graphics: Fixed tessellation factors access in domain shaders on Metal/Vulkan. (1337590)

    • Graphics: Fixed Texture resource state that can be incorrect when the destination texture of Graphics.Blit() is also set as _MainTex of the blit material. (1323521)

    • Graphics: Fixed Texture2D.GetPixel(int x, int y, int miplevel) internally passing the miplevel parameter incorrectly. (1284757)

    • Graphics: Fixed Texture3D.CreateExternalTexture to work correctly with Vulkan. (1322987)

    • Graphics: Fixed TextureGenerator.GenerateTexture throws null pointer exception when running with enablePostProcessor to true. (1283888)

    • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.

    • Graphics: Fixed the documentation of CommandBuffer.EndSample. (1264605)

    • Graphics: Fixed the location of the "Shader Graph" asset create menu to be next to the "Shader" menu. (1337080)

    • Graphics: Fixed the multicamera tests on Linux. (1318477)

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.

    • Graphics: Fixed Undo from script refreshing thumbnail.

    • Graphics: Fixed unstable async readback test. (1288678)

    • Graphics: fixed Unwrap crash when automatic margin calculation results in very small margin (1308365)

    • Graphics: Fixed various issues wrt uploading Virtual texturing tiles when using non-native texture formats (1337269)

    • Graphics: Fixed Volume Gizmo size when rescaling parent GameObject.

    • Graphics: Fixed Vulkan API AccessTextureByID which was failing due to an incorrect internal implementation.

    • Graphics: Fixing bug were a very strong emissive could leak if placed behind a canvas surface in the scene. (1295722)

    • Graphics: Flagged kFormatB10G11R11_UFloatPack32 as a HDR format (1310527)

    • Graphics: Force reload of VFX graph compute shaders when reloading assembly (1107178)

    • Graphics: Game View Stats Saved by Batching is always 0 when using SRPBatcher. (1329391)

    • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API (1300054)

    • Graphics: GetPixels,SetPixels,GetPixels32,SetPixels32 will now throw exceptions when failing instead of printing error messages. A number of bugs were fixed that could crash unity. (1293040)

    • Graphics: Graphics: Fixing DLSS vulkan black pixels / frame corruption of first frame. (1335735)

    • Graphics: GUIView.GrabPixels() on Metal will now fill the RenderTexture with valid content (1223120)

    • Graphics: make metal query max tessellation factor from the driver instead of clamping to 16 always (1289859)

    • Graphics: Metal shaders will compile correctly when referencing tessellation factors in the domain shader. (1139698)

    • Graphics: Missing objects when highly static batched scene + SRP Batcher (1294742)

    • Graphics: NVIDIA package no longer gets enabled when a project is updated to a new version of unity. This was the result of a bad configuration. (1342012)

    • Graphics: On Metal, enforce depth clearing when "Don't care" load action is used, to avoid potential subtle issues later on. (1330613)

    • Graphics: Order of DLSS quality enumerations changed for better and more intuitive user experience. This change does not break API. (1335732)

    • Graphics: Partially fix limitation of sending only one event per frame : the direct link supports multiple event sent within the same frame.

    • Graphics: Pause VFX when frame debugger is enabled. (1195088)

    • Graphics: Properly handle terrain pixel error calculations for orthographic cameras (1244606)

    • Graphics: Provided an appropriate API to update builtin reflection probes internal data. (1207660)

    • Graphics: Put objects with negative scale into separate static batch. This makes normal maps display correctly on those objects. (1205209)

    • Graphics: Removed GraphicsFormat warning for RenderTextures when changing color space to gamma. (1284779)

    • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12.

    • Graphics: Removed the unneeded data copy of the initialised memory to video memory when creating a texture from script. (1337186)

    • Graphics: Removed unnecessary api files for NVIDIA Module.

    • Graphics: RenderTextures are no longer forced to use Clamp border sampling if a format with depth is used. (1292651)

    • Graphics: Resolved exact fixed time step flickering while using strip (and other unexpected behavior). (1289829)

    • Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.

    • Graphics: Skip wind calculations for Speed Tree 8 when wind vector is zero. (1335487)

    • Graphics: Support undo of Global Settings assignation (1342987)

    • Graphics: Updated Postprocessing v2 package to 3.1.1.

    • Graphics: Updated SpeedTree importer editor to correctly regenerate materials with custom render pipelines. Only shows the "Receive Shadows" toggle if that functionality is supported by the current SupportedRenderingFeatures. (1338973)

    • Graphics: Using CopyTexture on textures with different MSAA sample counts throws an error. (1308132)

    • Graphics: Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.

    • Graphics: Visual Effects in prefabs always show as modified (1285787)

    • Graphics: Visual effects will continue to cast shadows even when they are not visible in camera. (1279851)

    • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

    • Graphics: When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.

    • Graphics: When creating PVRTC texture which is not POT and square throw an exception, as it is not supported and might result in crashes later on. (1329461)

    • HDRP: Assets going through the migration system are now dirtied.

    • HDRP: Cleanup Shader UI.

    • HDRP: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a compilation issue for AxF carpaints on Vulkan

    • HDRP: Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).

    • HDRP: Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data.

    • HDRP: Fixed a limit case when the camera is exactly at the lower cloud level. (1316988)

    • HDRP: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

    • HDRP: Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle.

    • HDRP: Fixed a NaN generating in Area light code.

    • HDRP: Fixed a null ref exception when adding a new environment to the Look Dev library.

    • HDRP: Fixed a nullref in volume system after deleting a volume object. (1348374)

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed access to main directional light from script.

    • HDRP: Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds. (1340731)

    • HDRP: Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (1339330)

    • HDRP: Fixed an incompatibility between MSAA and Volumetric Clouds.

    • HDRP: Fixed an issue in the planar reflection probe convolution.

    • HDRP: Fixed an issue that made camera motion vectors unavailable in custom passes.

    • HDRP: Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph.

    • HDRP: Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.

    • HDRP: Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster.

    • HDRP: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

    • HDRP: Fixed an issue where runtime debug window UI would leak game objects.

    • HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

    • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

    • HDRP: Fixed an issue with debug overriding emissive material color for deferred path. (1313123)

    • HDRP: Fixed an issue with Decal normal blending producing NaNs.

    • HDRP: Fixed an issue with half res ssgi upscale.

    • HDRP: Fixed an issue with normal management for recursive rendering (1324082)

    • HDRP: Fixed an issue with reflection probe normalization via APV when no probes are in scene.

    • HDRP: Fixed an issue with resolution dependence for physically based depth of field.

    • HDRP: Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases).

    • HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values.

    • HDRP: Fixed an issue with the capture callback (now includes post processing results).

    • HDRP: Fixed an issue with the mipmap generation internal format after rendering format change.

    • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.

    • HDRP: Fixed AxF debug output in certain configurations (1333780)

    • HDRP: Fixed bad feedback loop occuring when auto exposure adaptation time was too small.

    • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.

    • HDRP: Fixed box light attenuation.

    • HDRP: Fixed cases in which object and camera motion vectors would cancel out, but didn't.

    • HDRP: Fixed Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures.

    • HDRP: Fixed computation of geometric normal in path tracing (1293029)

    • HDRP: Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey.

    • HDRP: Fixed contact shadow debug views not displaying correctly upon resizing of view.

    • HDRP: Fixed contact shadows tile coordinates calculations.

    • HDRP: Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.

    • HDRP: Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP

    • HDRP: Fixed cropping issue with the compositor camera bridge (1340549)

    • HDRP: Fixed custom pass volume not executed in scene view because of the volume culling mask.

    • HDRP: Fixed custom pass workflow for single camera effects.

    • HDRP: Fixed custom post process name not displayed correctly in GPU markers.

    • HDRP: Fixed custom post process template not working with Blit method.

    • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.

    • HDRP: Fixed decal draw order for ShaderGraph decal materials.

    • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.

    • HDRP: Fixed Decal's UV edit mode with negative UV.

    • HDRP: Fixed decals in material debug display.

    • HDRP: Fixed diffusion profile breaking after upgrading HDRP (1337892)

    • HDRP: Fixed diffusion profile displayed in the inspector.

    • HDRP: Fixed distortion when resizing the graphics compositor window in builds. (1328968)

    • HDRP: Fixed enabling a lensflare in playmode.

    • HDRP: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

    • HDRP: Fixed error with motion blur and small render targets.

    • HDRP: Fixed exposure issues with volumetric clouds on planar reflection.

    • HDRP: Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR). (1346383)

    • HDRP: Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth).

    • HDRP: Fixed failures on platforms that do not support ray tracing due to an engine behavior change.

    • HDRP: Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

    • HDRP: Fixed for wrong cached area light initialization.

    • HDRP: Fixed Force RGBA16 when scene filtering is active. (1228736)

    • HDRP: Fixed GBuffer clear option in FrameSettings not working.

    • HDRP: Fixed gbuffer depth debug mode for materials not rendered during the prepass.

    • HDRP: Fixed GC allocations from XR occlusion mesh when using multipass.

    • HDRP: Fixed ghosting issues if the exposure changed too much (RTGI).

    • HDRP: Fixed gizmo rendering when wireframe mode is selected.

    • HDRP: Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy.

    • HDRP: Fixed HDRP material being constantly dirty.

    • HDRP: Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material. (1339865)

    • HDRP: Fixed HDRP's ShaderGraphVersion migration management which was broken.

    • HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

    • HDRP: Fixed incorrect RTHandle scale in DoF when TAA is enabled.

    • HDRP: Fixed infinite propagation of nans for RTGI and SSGI. (1349738)

    • HDRP: Fixed Intensity Multiplier not affecting realtime global illumination.

    • HDRP: Fixed invalid pass index 1 in DrawProcedural error.

    • HDRP: Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.

    • HDRP: Fixed issue in wizard when resource folder don't exist.

    • HDRP: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.

    • HDRP: Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

    • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.

    • HDRP: Fixed issue with automatic exposure settings not updating scene view.

    • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.

    • HDRP: Fixed issue with Depth of Field CoC debug view.

    • HDRP: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

    • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.

    • HDRP: Fixed issue with hierarchy object filtering.

    • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.

    • HDRP: Fixed issue with NaNs in Volumetric Clouds on some platforms.

    • HDRP: Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time.

    • HDRP: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.

    • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.

    • HDRP: Fixed issue with shadow mask and area lights.

    • HDRP: Fixed issue with velocity rejection when using physically-based DoF.

    • HDRP: Fixed label style in pbr sky editor.

    • HDRP: Fixed LayerMask editor for volume parameters.

    • HDRP: Fixed light gizmo showing shadow near plane when shadows are disabled.

    • HDRP: Fixed light layer issue when performing editing on multiple lights.

    • HDRP: Fixed LightCluster debug view for ray tracing.

    • HDRP: Fixed lights shadow frustum near and far planes.

    • HDRP: Fixed LookDev environment library assignement after leaving playmode.

    • HDRP: Fixed material keywords with fbx importer.

    • HDRP: Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset.

    • HDRP: Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering.

    • HDRP: Fixed missing API documentation for LTC area light code.

    • HDRP: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

    • HDRP: Fixed missing global wind parameters in the visual environment.

    • HDRP: Fixed Missing lighting quality settings for SSGI. (1312067)

    • HDRP: Fixed missing option to use POM on emissive for tessellated shaders.

    • HDRP: Fixed missing Update in Wizard's DXR Documentation.

    • HDRP: Fixed model import by adding additional data if needed.

    • HDRP: Fixed multi cameras using cloud layers shadows.

    • HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.

    • HDRP: Fixed multiple any hit occuring on transparent objects. (1294927)

    • HDRP: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.

    • HDRP: Fixed normals provided in object space or world space, when using double sided materials.

    • HDRP: Fixed null reference exception in Raytracing SSS volume component.

    • HDRP: Fixed nullref in layered lit shader editor.

    • HDRP: Fixed nullref when enabling fullscreen passthrough in HDRP Camera.

    • HDRP: Fixed object outline flickering with TAA.

    • HDRP: Fixed objects disappearing from Lookdev window when entering playmode. (1309368)

    • HDRP: Fixed overdraw in custom pass utils blur and Copy functions (1333648)

    • HDRP: Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture.

    • HDRP: Fixed parameter ranges in HDRP Asset settings.

    • HDRP: Fixed path traced transparent unlit material (1335500)

    • HDRP: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

    • HDRP: Fixed PCSS filtering issues with cached shadow maps.

    • HDRP: Fixed performance issue with ShaderGraph and Alpha Test.

    • HDRP: Fixed Pixel Displacement that could be set on tessellation shader while it's not supported.

    • HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on.

    • HDRP: Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data.

    • HDRP: Fixed potential NaN on apply distortion pass.

    • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.

    • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

    • HDRP: Fixed reflection probes being injected into the ray tracing light cluster even if not baked (1329083)

    • HDRP: Fixed register spilling on FXC in light list shaders.

    • HDRP: Fixed remapping of depth pyramid debug view.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.

    • HDRP: Fixed rendering of objects just after the TAA pass (before post process injection point).

    • HDRP: Fixed ResourceReloader that was not call anymore at pipeline construction.

    • HDRP: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.

    • HDRP: Fixed rounding issue when accessing the color buffer in the DoF shader.

    • HDRP: Fixed sceneview debug mode rendering. (1211436)

    • HDRP: Fixed screen being over-exposed when changing very different skies.

    • HDRP: Fixed screen-space shadows with XR single-pass and camera relative rendering. (1348260)

    • HDRP: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    • HDRP: Fixed side effect on styles during compositor rendering.

    • HDRP: Fixed skybox for ortho cameras.

    • HDRP: Fixed some aliasing ussues with the volumetric clouds.

    • HDRP: Fixed some depth comparison instabilities with volumetric clouds.

    • HDRP: Fixed some labels being clipped in the Render Graph Viewer

    • HDRP: Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass.

    • HDRP: Fixed some reference to old frame settings names in HDRP Wizard.

    • HDRP: Fixed some render texture leaks.

    • HDRP: Fixed some resolution aliasing for physically based depth of field. (1340551)

    • HDRP: Fixed spacing on LayerListMaterialUIBlock.

    • HDRP: Fixed spot light radius not changed when editing the inner or outer angle of a multi selection. (1345264)

    • HDRP: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.

    • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.

    • HDRP: Fixed SSR Precision for 4K Screen.

    • HDRP: Fixed SSS on console platforms.

    • HDRP: Fixed sub-shadow rendering for cached shadow maps.

    • HDRP: Fixed support for instanced motion vector rendering.

    • HDRP: Fixed support for ray binning for ray tracing in XR (case ). (1346374)

    • HDRP: Fixed support of Distortion with MSAA

    • HDRP: Fixed support of multi-editing on custom pass volumes.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed tessellation displacement with planar mapping.

    • HDRP: Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume.

    • HDRP: Fixed the double sided option moving when toggling it in the material UI (1328877)

    • HDRP: Fixed the fallback to custom went changing a quality settings not workings properly (1338657)

    • HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate. (1352679)

    • HDRP: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • HDRP: Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute.

    • HDRP: Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (1332904)

    • HDRP: Fixed the RTAO debug view being broken.

    • HDRP: Fixed the shader graph files that was still dirty after the first save. (1342039)

    • HDRP: Fixed the transparent cutoff not working properly in semi-transparent and color shadows. (1340234)

    • HDRP: Fixed the various history buffers being discarded when the fog was enabled/disabled. (1316072)

    • HDRP: Fixed tiled artifacts in refraction at borders between two reflection probes.

    • HDRP: Fixed timing issues with accumulation motion blur

    • HDRP: Fixed undo of some properties on light editor.

    • HDRP: Fixed undo on light anchor.

    • HDRP: Fixed undo-redo on layered lit editor.

    • HDRP: Fixed Undo/Redo instability of light temperature.

    • HDRP: Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (1333947)

    • HDRP: Fixed update upon light movement for directional light rotation.

    • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.

    • HDRP: Fixed various issues with non-temporal SSAO and rendergraph.

    • HDRP: Fixed various SSGI issues. (1327919, 1339297, 1340851)

    • HDRP: Fixed Vertex Color Mode documentation for layered lit shader.

    • HDRP: Fixed VFX flag "Exclude From TAA" not working for some particle types.

    • HDRP: Fixed VfX lit particle AOV output color space.

    • HDRP: Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog in planar reflections.

    • HDRP: Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing.

    • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).

    • HDRP: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

    • HDRP: Fixed white flash when camera is reset and SSR Accumulation mode is on.

    • HDRP: Fixed white flash with SSR when resetting camera history. (1335263)

    • HDRP: Fixed white flashes on camera cuts on volumetric fog.

    • HDRP: Fixed white flashes when history is reset due to changes on type of upsampler.

    • HDRP: Fixed wizard checking FrameSettings not in HDRP Default Settings.

    • HDRP: Fixed wobbling/tearing-like artifacts with SSAO.

    • HDRP: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

    • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.

    • HDRP: Fixed XR depth copy (1286908)

    • HDRP: Fixed XR depth copy when using MSAA.

    • HDRP: Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time.

    • HDRP: HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline.

    • HDRP: Indentation of the HDRenderPipelineAsset inspector UI for quality.

    • HDRP: Only display HDRP Camera Preview if HDRP is the active pipeline. (1350767)

    • HDRP: Prevent any unwanted light sync when not in HDRP. (1217575)

    • HDRP: Prevented user from spamming and corrupting installation of nvidia package.

    • HDRP: The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.

    • HDRP: The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline.

    • HDRP: VFX : Debug material view incorrect depth test. (1293291)

    • HDRP: VFX : Debug material view were rendering pink for albedo. (1290752)

    • HDRP: VFX: Fixed LPPV with lit particles in deferred. (1293608)

    • IL2CPP: Added support for array values as custom attribute arguments. (1174903)

    • IL2CPP: Allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

    • IL2CPP: Fixed compiler error calling Enum.GetHashCode with System.Enum arguments. (1354855)

    • IL2CPP: Fixed issue that could lead to builds not re-building when certain files or settings were updated. (1343625)

    • IL2CPP: Fixed issue with non-ASCII characters in installation path or project path that could cause builds to fail. (1322529)

    • IL2CPP: Fixed issue with UnityLinker that would cause Windows Runtime assemblies to be incorrectly loaded and parsed, causing builds to fail. (1315830)

    • IL2CPP: Fixed UnityLinker bug that caused callvirt instruction to be removed without removing the corresponding constrained instruction. (1297609)

    • IMGUI: Fixed an issue where custom editor without CanEditMultipleObjects attribute is not displaying the script fields. (1279145)

    • IMGUI: Fixed an issue where the layers dropdown menu window is not closed while dragging the editor window. (1308381)

    • IMGUI: Fixed Gridview image of Texture not updating in ProjectBrowser when color space is updated in PlayerSettings. (1198127)

    • IMGUI: Fixed Project Window going blank when the objects are dragged between folders in Favourites. (1206532)

    • IMGUI: Hide the MaterialEditor in inspector when a MeshRenderer is hidden. (1289980)

    • iOS: Added missing API file updates.

    • iOS: Disabled audio output on pre-iOS14 simulators, as audio is broken here completely and causes a crash on startup. (1325806)

    • iOS: EditorUserBuildSettings.symlinkLibraries will affect sources in packages which are referenced by file tag in Packages/manifest.json (1301157)

    • iOS: Fixed an issue where display length is not updated when external display is disconnected. Users now can access only active displays (previously there was a possibility of caching known but inactive display indices). (1330759)

    • iOS: Fixed crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

    • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

    • iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal (1299759)

    • iOS: Fixed tweaking WebCamTexture sampler setup resulting in GPU error on older devices. (1309523)

    • iOS: Provide Compass.headingAccuracy data. (1338663)

    • iOS: UaaL displays properly if embedded in app with SceneDelegate support. (1266702)

    • iOS: Update the list of available frameworks in Plugin Inspector. (1194821)

    • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).

    • Kernel: Fixed issue where running player with auto connect on mobile device with disabled WiFi, disabling player connection. Then any attempt to connect to device manually will fail. (1311781)

    • Kernel: Fixed potential crash while extracting detangled name on OSX. (1308423)

    • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.

    • License: Add Licensing Client version into Editor Analytics.

    • License: Fix serverDirectory in license server configuration file

    • License: Fixed memory leak in Licensing Module.

    • Linux: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • Linux: Fix "Not Responding" dialog window opens up in the Player when the splash screen's logo duration is set to 4.65 or higher. (1249666)

    • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

    • Linux: Fix recognition of game controllers with same usd product id. (1300415)

    • Linux: Fixed automated batch mode test from failing due to Unity exiting with error code 133 before all it's threads have shut down. (1303886)

    • Linux: Fixed gizmo dropdown not closing when clicking on the scene or game view. (1289590)

    • Linux: Fixed inspector prefab overrides window from drawing beyond the usable workarea (1119679)

    • Linux: Fixed main editor window from scrolling when using larger Gnome font sizes. (1311302)

    • Linux: Fixed mismatch BeginSample/EndSample profiler errors when using a modal file save dialog while profiling. (1322750)

    • Linux: Fixed mismatch profiler BeginSample/EndSample errors when interacting with a modal dialog while the profiler is active in Editor mode. (1306180)

    • Linux: Fixed mouse clicks incrementing scroll x/y. (1308873)

    • Linux: Fixed plugin header files not being copied to the editor installer. (1345891)

    • Linux: Fixed shifted key events in the old input system. (1316748)

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • Linux: Keep the window that had focus last in focus after a modal dialog closes. (1319180)

    • Linux: Keyboard API now correctly displays non-US keyboard displaynames when using Keyboard.current.<key>.displayName (1266943)

    • Linux: Made updates to min/max size blocking if it results in a resized window to help ensure a window is ready after it's size has been changed. (1319323)

    • Linux: Make GUIViews obey the min/max constraints of the window they are in. (1327222)

    • Linux: NullReferenceException no longer appears when clicking the "Setting icon" under the "Profiler Module" dropdown (1290647)

    • Linux: Removed broken gamepad auto mapping from SDL 2.0.14. (1322165)

    • Linux: Updated from SDL 2.0.12 to 2.0.14

    • macOS: Fix Screen.resolutions refreshRate property. (1284854)

    • macOS: Fixed a bug related to 8 monitors connected at one time. (1272030)

    • macOS: Fixed crash if user unplugs a secondary display while running player. (1325384)

    • macOS: Fixed crash in pthread_wait_cond when launching Unity with -importPackage option (1301071)

    • macOS: Fixed IMGUI mouse position when using the New Input System. (1298110)

    • macOS: Fixed Input.inputString doesn't convert input to the suggestions from IME. (1305843)

    • macOS: Fixed Input.inputString not updating when cmd key is held down (1296862)

    • macOS: Fixed install path regression that resulted in iOS support not being able to be installed. (1337753)

    • macOS: Fixed memory leak in HDR Display related code

    • macOS: Fixed scene view lagging when the tile palette window was focused. (1316068)

    • macOS: Fixed Screen.currentResolution when Mac Retina Support Player Setting is off. (1286140)

    • macOS: If running under Rosetta 2, <Rosetta> will appear in the title bar next to the graphics mode. (1329708)

    • macOS: We now log basic system information when launching the Editor to the log file.

    • macOS: We now prompt for to save changes even when the window is minimized. (1320569)

    • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Mobile: No more MSAA and Pixel Light count warnings when building URP on Mobile platforms (1300605)

    • Mobile: Show provider icon and info text correctly.

    • Mono: Assembly.Load now loads distinct assemblies correctly. (1073523)

    • Mono: Fixed "Loading assembly failed. File does not contain a valid CIL image" errors. (1336618)

    • Mono: Fixed FileSystemEventArgs.Name to be a relative path. (1344552)

    • Mono: Fixed issue in the mono web request stack where it would incorrectly wait on the Unity synchronization context for an asynchronous call to complete leading to the request being aborted on timeout. (1338465)

    • Mono: Fixed regression where a MissingMethodException would be thrown when IsComObject was called. (1346334)

    • Mono: Prevent unnecessary files from being copied into the Managed directory when managed code stripping is enabled. (1302474)

    • Multiplayer: Marked uNET HLAPI as deprecated.

    • N/A (internal): Fixed native test instability CanLoadMesh. (1330725)

    • Networking: UnityWebRequest: fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)

    • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

    • Package: (Recorder) (macOS) Fixed an image stride issue for ProRes formats 4444 and 4444XQ.

    • Package: (Recorder) Do not perform the color space conversion from linear to sRGB for RenderTextures that are already sRGB.

    • Package: (Recorder) Ensured that the color space conversion from sRGB to linear is performed when required for EXR files

    • Package: (Recorder) Ensured that the Image Recorder encodes in sRGB when requested, even if the scripted render pipeline provides linear data.

    • Package: (Recorder) Fixed a memory leak in the AOV Recorder.

    • Package: (Recorder) Fixed an exception that occurred when sending a RenderTexture to a Recorder before creating this RenderTexture.

    • Package: (Recorder) Fixed an exception that occurred when the user performed the undo action after deleting a Recorder.

    • Package: (Recorder) Fixed audio recording issue when the frame interval is not starting at 0.

    • Package: (Recorder) Fixed invalid values in the alpha channel when performing texture sampling for different rendering and output resolutions.

    • Package: (Recorder) Fixed issues with the Recorder samples about synchronizing multiple recordings and resetting the Game view resolution.

    • Package: (Recorder) Fixed the Tagged Camera capture process to follow any camera changes that might occur.

    • Package: (Recorder) Fixed vertically flipped outputs on OpenGL hardware.

    • Package: (Recorder) Perform the appropriate color space conversion for Texture Sampling sources when required.

    • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.].

    • Package: Updated com.unity.formats.alembic@2.2.1.

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package: Visual Scripting :
      • Fixed long values not preserved in literal nodes.
      • Fixed root icons in breadcrumbs in the graph editor window.
      • Fixed graph nodes icons
      • Fixed project settings will not show when looking for graphs
      • Fixed exception when user double clicks on a graph
      • Raised warnings at edit time when a MouseEvent node is used when targeting handheld devices instead of build time.
    • Package: [VisualScripting] "Restore to Defaults" buttons in the Project Settings window

    • Package: [VisualScripting] Console errors when deleting a Prefab with a Visual Script

    • Package: [VisualScripting] Console errors when editing nested graphs during Play Mode

    • Package: [VisualScripting] Dropdown icon is not clipped with TextField under "Get Variable"

    • Package: [VisualScripting] Error message when custom inspectors are generated

    • Package: [VisualScripting] Error when executing "Fix Missing Scripts" in a HDRP project

    • Package: [VisualScripting] FlowMachine type is now back in usable types.

    • Package: [VisualScripting] Fuzzy finder no longer blinks when trying to add a node [BOLT-1157]

    • Package: [VisualScripting] Fuzzy finder search window no longer remains above all other windows [BOLT-1197]

    • Package: [VisualScripting] Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214]

    • Package: [VisualScripting] Generated folder is removed when removing the VisualScripting package.

    • Package: [VisualScripting] Graph getting corrupted when adding "Get Action Map" unit

    • Package: [VisualScripting] GraphPointerException occurs when nesting graph within itself [BOLT-1257]

    • Package: [VisualScripting] Help button in the visual scripting Assets and Behaviours inspector now link to the package documentation.

    • Package: [VisualScripting] Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725]

    • Package: [VisualScripting] Node description being sometimes clipped

    • Package: [VisualScripting] Object Variables tabs not updated when creating a Prefab

    • Package: [VisualScripting] Open the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159]

    • Package: [VisualScripting] Preferences being searchable [BOLT-1218]

    • Package: [VisualScripting] Preferences spacing has been adjusted to avoid overlaps

    • Package: [VisualScripting] RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149]

    • Package: [VisualScripting] Rendering of inactive ObjectFields

    • Package: [VisualScripting] Resize cursor rect on group when graph window is zoomed

    • Package: [VisualScripting] ScalarAdd unit migration from 1.4.13 to 1.4.14 and above

    • Package: [VisualScripting] Scale groups when zoom is not at 1x

    • Package: [VisualScripting] Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed

    • Package: [VisualScripting] ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder

    • Package: [VisualScripting] Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed

    • Package: [VisualScripting] Warnings overflow in the console when deleting and adding a boolean variable in the blackboard

    • Package: [VisualScripting] Warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing

    • Package Manager: Add an info icon will warn users when the package version they are using is not recommended for their Unity version. (1335740)

    • Package Manager: Added missing tooltip to the refresh icon.

    • Package Manager: Deletion of root package folders from Project Browser is now prohibited. Users should use Package Manager Window to ensure proper removal of packages from their projects. (1285197)

    • Package Manager: Enabled Update button for packages installed from Git, will check if any updates are available and update the Git package.

    • Package Manager: Errors are now automatically refreshed once packages are updated to fix the issue. (1342141)

    • Package Manager: Fix sample display name error info box when package is not in development and package manager set to lowest width.

    • Package Manager: Fix size of add bouton

    • Package Manager: Fix the button text being clipped and properties going out of panel under the foldout of Scoped Registries in Project Settings window.

    • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

    • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

    • Package Manager: Fixed an issue where if the user has many asset store packages loaded in My Assets view, selecting the last package and scrolls up list show items with empty package name.

    • Package Manager: Fixed an issue where manually embedded packages from the project cache are not added in Perforce. (1314073)

    • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

    • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

    • Package Manager: Fixed confusing error message when 'View changelog' not available (1282094)

    • Package Manager: Fixed random stack overflow issue when installing and uninstalling packages. (1327700)

    • Package Manager: Fixed tests compilation warnings.

    • Package Manager: Fixed the issue when sorting by "Update date" and filtering by "Downloaded", the order of the assets is inconsistent in My Assets tab. (1343200)

    • Package Manager: Fixed the issue where modifying sort option breaks package list ordering in the My Assets tab. (1343198)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Package Manager: Fixed the UX issue where after a user installs a version of a package that does not match the version used after dependency resolution, it looks like the install did not happen. (1271576)

    • Package Manager: Hide reset feature button if the installed version is a patch of the lifecycle version. (1360446)

    • Package Manager: If user install same version as feature set required locally, we don't show it as customized. (1342339)

    • Package Manager: Implemented undo/redo in Scoped Registries Management. (1285075)

    • Package Manager: Put a descriptive error message when open asset with different account

    • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled. (1297779)

    • Package Manager: Show package update icon and update button when there is a latest update available. Remove update icon and update button when there is a recommended update available that is not the latest update.

    • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

    • Package Manager: The expanded/collapsed state of Packages folder in Project Browser will now persist on Editor restart. (1307883)

    • Package Manager: There are no more missing packages in a Feature's dependencies list. (1344819)

    • Particles: Add texel size and mask interaction shader properties to particle system renderer. (1296392)

    • Particles: Added missing tooltips to + and - buttons. (1332732)

    • Particles: Apply Start Delay to Rate over Distance emission. (1314672)

    • Particles: Disable error dialog for incorrect Vertex Stream setup, because it is not possible to provide accurate information. (1304215)

    • Particles: Ensure ParticleSystem.Particle.angularVelocity gets applied properly when set via script. (1322645)

    • Particles: Fix incorrect evaluation of the end of stepped curves in Particle Systems. (1314389)

    • Particles: Fixed culling issue if a Particle System mesh changes. (1329097)

    • Particles: Fixed Mesh (+) button overlapping in Renderer Material field. (1332484)

    • Particles: Fixed misplaced object selector buttons under Trigger, Collision, and External Force modules. (1331893)

    • Particles: Fixed orientation of GPU instanced mesh particle shadows. (1036174)

    • Particles: Keep Particle System curve editor labels within the GUI box, to avoid any clipping. (1323617)

    • Particles: Prevent errors and invalid particle simulations, when using an Arc of 0 and Ping-Pong mode in the Shape module. (1278594)

    • Particles: Run the Trigger Module on newly spawned particles in case they need removing, or a callback firing. (1328141)

    • Particles: The create button("+") is now hidden in the Particles Window when editing a Prefab Asset. (1287185)

    • Particles: Update emitter velocity as soon as the property is changed, not on the next frame. (1342626)

    • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

    • Physics: Changed the PhysX PVD connection code so that it can connect to a running PVD instance, and does set the visualization flags correctly.

    • Physics: Fix Rigidbody.angularVelocity setter that constrained the velocity wrongly; it's now doing it in mass-space to match what should happen actually (1083573)

    • Physics: Fixed a crash when adding more than 65534 Colliders to a Rigidbody or an Articulation Body. (1325575)

    • Physics: Fixed an issue where, when using "Collision2D.GetContacts(List<ContactPoint2D>)", the list size was incorrectly set the same as the list capacity rather than the number of results returned. (1352777)

    • Physics: Fixed Articulation Bodies not changing collision detection mode via Script. (1330429)

    • Physics: Fixed Character Controller returning incorrect closest points when the center is offset. (1339454)

    • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable. (1006742)

    • Physics: Fixed Physics Debugger not showing up in Prefab Mode. (1158611)

    • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

    • Physics: Prevented the ConnectedAnchor to be detected as property modification when AutoConfigureConnectedAnchor is set and ConnectedAnchor gets a generated value than happens to be different than the corresponding ConnectedAnchor value in the prefab. (1308880)

    • Prefabs: A component added to a Prefab in Prefab Mode which is found to conflict with a pre-existing component on an instance is now suppressed so the Inspector displays only the pre-existing component instead of both. (1148404)

    • Prefabs: Added error message to prevent entering playmode when the scene contains missing Prefabs instances. Added option to Unpack Prefabs when deleting them.

    • Prefabs: An open ComparisonViewPopup is now closed if undo operations cause selection changes which affect the content of the Overrides Window's tree view and render the popup's visibility redundant. (1325826)

    • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

    • Prefabs: Checked that the GameObject pointed by a component, during scene loading, is actually a valid GameObject. (1333374)

    • Prefabs: Components that are suppressed on a Prefab instance by added components, now reappear when the suppressor is destroyed. (1295687)

    • Prefabs: Corrected API documentation for SceneManager.activeSceneChanged. (1038093)

    • Prefabs: Fix that creating a Prefab by dragging did not handle missing scripts gracefully. (1259961)

    • Prefabs: Fixed an issue where OnValidate() could be called on an inactive Prefab. (1271820)

    • Prefabs: Fixed case 1085603: Undoing the 'Create/Replace prefab' action does not revert the Prefab to its previous state' (1085603)

    • Prefabs: Fixed Crash when Exiting Play mode with Multiple scenes loaded (1298007)

    • Prefabs: Fixed FindAllInstancesOfPrefab to filter persistent instances.

    • Prefabs: Fixed multiple selection of added GameObjects not being applied to Prefabs (or reverted) via the Hierarchy context menu. (1313939)

    • Prefabs: Fixed prefabs don't visually show their HideFlags.NotEditable state in the Hierarchy window. (1324446)

    • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

    • Prefabs: Fixed that changes to Prefab instances in the Scene are not reflected when dragging Materials/Scripts onto the Asset in the Project Window. (1311622)

    • Prefabs: Fixed that Overrides window does not refresh state after changing GameObject name in the comparison popup. (1300152)

    • Prefabs: Fixed undo not working when Renaming a Missing Prefab in the Hierarchy. (1165052)

    • Prefabs: Improved error logging when importing Prefab files. The import errors are now collected and logged as one message instead of individual errors and most importantly the Prefab asset path is made clear to the user. Also clicking the message will frame the Prefab in the Project Browser. Also missing Prefabs will now be logged as an error. (1298338)

    • Prefabs: PrefabUtility.SavePrefabAsset is now robust against supplied objects being reloaded during AssetModificationProcessor.OnWillSaveAssets. (1276013)

    • Prefabs: Removed wrong error message. (1287903)

    • Prefabs: Set as first/last sibling cannot be undone to reorder the Prefab hierarchy. (1296698)

    • Prefabs: Updated documentation for OnPostprocessPrefab to reflect better the behavior. (1304102)

    • Prefabs: Updated documentation that scripts using OnValidate can only modify data on itself. (1333052)

    • Profiler: Enabled GPU profiling in the Editor (1315474)

    • Profiler: Fixed a material leak in the UISystemProfiler UI (1280162)

    • Profiler: Fixed an issue where creating a Memory snapshot file writer with a null or empty string would crash the Editor (1296217)

    • Profiler: Fixed an issue where we could no longer connect to tethered Android devices after they have been disconnected, without manually calling adb commands from the CLI. (1268987)

    • Profiler: Fixed crash due to Profiler code during Editor Shutdown

    • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes (1299569)

    • Profiler: Fixed Recorder reporting invalid data after being disabled and re-enabled. (1321813)

    • Profiler: Fixed selection of RestoreManagedReferences sample and its children in Profiler Window (1330206)

    • Profiler: Fixed standalone profiler shows editor update check dialogue on start. (1334264)

    • Profiler: Fixed systrace captures producing corrupted data when started in middle of frame, mismatch begin and end samples. (1270929)

    • Profiler: Fixed the Thread Selection Dropdown in Hierarchy view showing multiple threads as selected if they all share the same name.

    • Profiler: Profiler will now clear when entering playmode with the game view maximised. (1307042)

    • Profiler: Removed Total Time from GI Profiler Module chart as it duplicated time in the stacked chart (1305568)

    • Profiler: Truncated project name in the profiler broadcast to fit within the message buffer. (1322888)

    • Profiler: When disconnecting from and autoconnected device the profiler will now default back to playmode instead of the previous connection. (1268887)

    • Scene Manager: Added debouncing to the search field in the Hierarchy and Scene view for better search input experience in large scenes. Is also now consistent with Project Browser searching behavior. (1315731)

    • Scene Manager: Fix rename overlay in Hierarchy to support hierarchy changes while renaming. (1296235)

    • Scene Manager: Fix that prevent dragging gameobject in a scene that is not loaded (1291614)

    • Scene Manager: Fixed "PlayerLoop internal function has been called recursively" error is thrown when calling NewScene() from the Update function. (1258244)

    • Scene Manager: Fixed focus issue when using a secondary hidden Hierarchy. When creating a new GameObject a visible Hierarchy tab is focused, prioritizing the last interacted Hierarchy if visible. Focusing a hidden Hierarchy tab is therefore now prevented in this situation. (1190664)

    • Scene Manager: Fixed GameObjects in Hierarchy window not hidden when using HideFlags.HideInHierarchy until next Hierarchy rebuild. (1167675)

    • Scene Manager: Fixed SceneManager.GetSceneByName() returning null when buildsettings path to the Scene is given as a parameter. (1155473)

    • Scene Manager: Improved performance of updates on large arrays. (1272309)

    • Scene Manager: Paste as Child' now supports pasting gameObjects to SubScenes. (1316660)

    • Scene Manager: Updated dirtiness logic for undoing after save. (1221800)

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Added check before recursion that the gizmo is not already active. (1326407)

    • Scene/Game View: Adding a verification of the current mode (edit/play) to only display FPS when in playmode as the measured value does not mean anything in edit mode and can confuse some users. (1285123)

    • Scene/Game View: Bugfix for Instability in picking tests failure. (1329183)

    • Scene/Game View: Fix for built-in tool buttons toggling highlighted state when clicked consecutively. (1344813)

    • Scene/Game View: Fixed Camera Overlay lost when entering play mode. (1340455)

    • Scene/Game View: Fixed case where clicking on a popup button while the popup was open would not close the existing window. (1335070)

    • Scene/Game View: Fixed clicking on a non-prefab child of a prefab instance incorrectly selecting prefab root. (1305433)

    • Scene/Game View: Fixed custom tool button incorrectly showing a built-in tool in certain cases where EditorToolContext is active. (1339433)

    • Scene/Game View: Fixed fading between 2D and 3D modes with overlays. (1339978)

    • Scene/Game View: Fixed for IMGUI content not being displaced by overlay toolbars. (1339990)

    • Scene/Game View: Fixed for the default Overlays' preset not matching the intended design. (1339964)

    • Scene/Game View: Fixed Grid Axis field in the Grid Settings Overlay not accepting input. (1345036)

    • Scene/Game View: Fixed Hierarchy context menu showing empty submenu entries. (1319505)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Scene/Game View: Fixed issue with scene view overlay in some packages (1339984)

    • Scene/Game View: Fixed possible exception when removing a collider component while the collider editor tool is active. (1259502)

    • Scene/Game View: Fixed Scene Hierarchy context menu not showing separators in submenus. (1247305)

    • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

    • Scene/Game View: Fixed shortcut conflict between Scene View "Nudge Grid" and 2D "Flip X Y" axis. (1309850)

    • Scene/Game View: Fixed some Scene View Overlays incorrectly registering as applicable to any Editor Window. (1337371)

    • Scene/Game View: Fixing Gameview focus inconsistent when re-docking (1272795)

    • Scene/Game View: Fixing MissingReferenceException in the Scene overlay when deleting a selected Particle System. (1295035)

    • Scene/Game View: Fixing overlay placement when scene view is resizing (1341038)

    • Scene/Game View: Fixing selection outline not drawn for SRP objects in scene view (1294951)

    • Scene/Game View: Fixing selection outline not fading when behind other objects (1119607)

    • Scene/Game View: Fixing Slider1D Handle

    • Scene/Game View: Global tool buttons are disabled when not useable. (1310614)

    • Scene/Game View: Improve performance when opening Scene View window. (1343564)

    • Scene/Game View: Increased maximum Scene Camera fly speed to 1e+5. (1287220)

    • Scene/Game View: Overlay positioning optimization by using transform position and usageHints (1339973)

    • Scene/Game View: Scene/Game View: Fixed an exception when loading an Overlay preset with invalid window type. (1337897)

    • Scene/Game View: The Scene view camera was snapping back or forward when zooming in while holding the Alt key.
      This was due to a small error in the formula.
      There is no more jump in the zoom with this fix. (1293718)

    • Scripting: Added support for custom attribute types inheriting from RuntimeInitializeOnLoadMethodAttribute. (1334599)

    • Scripting: Added type and method information to exceptions raised by the assembly reference checker. (1307194)

    • Scripting: APIUpdaterManager can now handle more than 64 assemblies. (1308408)

    • Scripting: Avoid flooding the console when parsing a define expression fails and the Asmdef inspector is active.
      Also improve interaction with define expression parsing errors in the console. (1314026)

    • Scripting: Avoid GC allocation in UnitySynchronizationContext. (1276456)

    • Scripting: Build fails when there is a comma in path. (1325976)

    • Scripting: Change Roslyn Analyzers to be run part of normal Compilation Step.
      This will also result in Analyzer errors to be treated as an Compile Error.

    • Scripting: Disabled native test causing instabilities. (1322841)

    • Scripting: Enabled IPv6 sockets creation with the ICMP protocol. (1309061)

    • Scripting: Exclude readonly files from script execution order menu to reduce visual noise. (1281215)

    • Scripting: Fix a stack overflow occurring when a custom ILogHandler is throwing an exception in LogFormat/LogException methods (1241896)

    • Scripting: Fix crash on Stackoverflow, when instantiating infinitely in OnEnable (1263270)

    • Scripting: Fix invalid memory write in MonoBehaviour when it destroys its own instance within the OnDisable call. (1286736)

    • Scripting: Fix not being able to select external script editors that don't have the '.app' extension on OSX. (1250634)

    • Scripting: Fix possible exception after changing Roslyn Analyzers to be part of the initial compilation (1313026)

    • Scripting: Fix rare deadlock case in GC (1229776)

    • Scripting: Fixed a bug where adding a script to the list of custom-ordered scripts in "Project Settings" -> "Script Ordering" would pick up a totally unrelated script. (1327742)

    • Scripting: Fixed a crash happening when trying to enter an unsupported character (such as an emoji) in a field in a game built with IL2Cpp backend. (1314163)

    • Scripting: Fixed a memory leak happening when removing listeners from a UnityEvent that is never raised afterwards. (1303095)

    • Scripting: Fixed ApiUpdater incorrectly removing usings in some scenarios

    • Scripting: Fixed assemblies in non local/embedded packages triggering updater consent (1171778)

    • Scripting: Fixed condition on accessing a game object from a callback while it was being constructed that was leaving the original GameObject managed wrapper in a detached state. (1295939)

    • Scripting: Fixed crash in ScriptUpdater.exe when editor is installed in a path containing commas. (1341703)

    • Scripting: Fixed editor crash when an animation tries to pass an invalid scriptable object as a method parameter. (1252134)

    • Scripting: Fixed exceptions thrown from custom attributes' .ctor not handled. (1321144)

    • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

    • Scripting: Fixed nested aliases handling in ApiUpdater (1251569)

    • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.

    • Scripting: Fixed undoing changes to a prefab instance not triggering object change events. (1308479)

    • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

    • Scripting: Fixes HttpUtility.UrlEncode runtime exceptions (1296177)

    • Scripting: Ignore Visual Scripting assemblies when building for mobile devices, so no MouseEvent handler warning is raised.

    • Scripting: Improved diagnostic messages for unsupported cases of RuntimeInitializeOnLoadMethod usage. (1246081)

    • Scripting: Interpolated verbatim strings can start with both $@"..." and @$"..." as specified in C# 8.0. (1304285)

    • Scripting: NativeArray<T>.ReadOnly now implements IEnumerable<T>. (1319358)

    • Scripting: Performance improvements in ApiUpdater

    • Scripting: Prevented a potential race condition when threaded-loading is enabled and a scene is loaded in additive mode. (1327726)

    • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

    • Scripting: Self-referencing assemblies will give error during assembly validation

    • Scripting: UnityWebRequest no longer re-uses previous connections when custom certificate handler is changed. (1337019)

    • Scripting: When an editor-only precompiled assembly reference is ignored by the script compiler because the asmdef referencing it is not editor-only, a warning now appears in the console. (1220959)

    • Scripting: When inspecting a readonly asmdef file, the inspector fields are disabled and a small text indicates that the asmdef file is read-only. (1255405)

    • Search: Added a tree view to list and browse save searches.

    • Search: Added support to search references using an UnityEngine.Object instance ID, i.e. ref:-2458, -2458 can be a component instance ID. (1331890)

    • Search: Fix editor stall when the asset worker try to resolve a message log with an UnityEngine.Object in a non-main thread. (1316768)

    • Search: Fixed degenerative indexing issue with VFX assets.

    • Search: Fixed errors are thrown on enabling 'UI Toolkit Live Reload' in 'Search asset store' window. (1299600)

    • Search: Fixed floating point search expression parsing for non US locales.

    • Search: Fixed indexed prefab objects cannot be resolved using the search result global object id. (1328618)

    • Search: Fixed prefab subtypes not available in default project index. (1332948)

    • Search: Fixed search index incremental update merge issue.

    • Search: Fixed search item label and description in compact mode.

    • Search: Fixed search tab showing HTML <a> tags for the item count (1301148)

    • Search: Fixed search view error reporting in status bar when no group is selected.

    • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
      See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.

    • Search: Fixed too many objects being indexed and out of memory exception
      Reported on the forums: https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-7004042.

    • Serialization: Added pruning when an object with [SerializeReference] contains missing types. (1338952)

    • Serialization: Binary2Text adding support for SerializeReference/ReferenceRegistry. (1284031)

    • Serialization: Fix an issue where a SerializedObject is created with empty Objects. (1279513)

    • Serialization: Fix for ability to find assets derived from a Generic type in the object selector window (1288312)

    • Serialization: fix uninitialized member field reported by static analysis (1305542)

    • Serialization: Fixed clone/load/save performance regression. (1338713)

    • Serialization: Fixed regression where prefab override would not show up on SerializeReference instance and you could no longer remove contextually a single Override. (1348031)

    • Serialization: Fixed SerializedProperty to properly set a value across all selected objects when the value already present on the first object matches the specified value. (1228004)

    • Services: Analytics no longer auto-activates on new project link.

    • Services: Fixed Android app_build is 0 for reports in Cloud Diagnostics. (1217055)

    • Services: Fixed Cloud Diagnostics native crash reporting on tvOS. (1332243)

    • Services: Fixed Cloud Diagnostics sometimes failing to provide line numbers for Windows Native crashes. (1329172)

    • Services: Fixed iOS builds may fail in Xcode with error about USYM_UPLOAD_AUTH_TOKEN. (1329176)

    • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.

    • Services: Fixed upload of symbols to Cloud Diagnostics for Windows builds. (1329220)

    • Services: Updated PLCrashReporter version on iOS and tvOS to 1.8.1. (1317214)

    • Services: We suppress Analytics curl errors to the console but only in the editor. this change allows this same suppression to carry across into the development console (we still log to file). (1318074)

    • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

    • Shadergraph: Added padding to the blackboard window to prevent overlapping of resize region and scrollbars interfering with user interaction.

    • Shadergraph: Blackboard now properly handles selection persistence of items between undo and redos.

    • Shadergraph: Disconnected nodes with errors in ShaderGraph no longer cause the imports to fail. (1349311)

    • Shadergraph: Fixed "Disconnect All" option being grayed out on stack blocks. (1313201)

    • Shadergraph: Fixed a bug when a node was both vertex and fragment exclusive but could still be used causing a shader compiler error. (1316128)

    • Shadergraph: Fixed a bug where changing a Target setting would switch the inspector view to the Node Settings tab if any nodes were selected.

    • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

    • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

    • Shadergraph: Fixed a Shader Graph issue where property auto generated reference names were not consistent across all property types. (1336937)

    • Shadergraph: Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

    • Shadergraph: Fixed a ShaderGraph issue where a warning about an uninitialized value was being displayed on newly created graphs. (1331377)

    • Shadergraph: Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews. (1330302)

    • Shadergraph: Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu.. (1351733)

    • Shadergraph: Fixed a ShaderGraph issue where keyword properties could get stuck highlighted when deleted. (1333738)

    • Shadergraph: Fixed a ShaderGraph issue where ObjectField focus and Node selections would both capture deletion commands. (1313943)

    • Shadergraph: Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small. (1329247)

    • Shadergraph: Fixed a ShaderGraph issue where selecting a keyword property in the blackboard would invalidate all previews, causing them to recompile. (1347666)

    • Shadergraph: Fixed a ShaderGraph issue where the right click menu doesn't work when a stack block node is selected. (1320212)

    • Shadergraph: Fixed a warning in ShaderGraph about BuiltIn Shader Library assembly having no scripts.

    • Shadergraph: Fixed an issue where a requirement was placed on a fixed-function emission property. (1319637)

    • Shadergraph: Fixed an issue where an informational message could cause some UI controls on the graph inspector to be pushed outside the window. (1343124)

    • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float. (1330302)

    • Shadergraph: Fixed an issue where fog node density was incorrectly calculated.

    • Shadergraph: Fixed an issue where generated property reference names could conflict with Shader Graph reserved keywords. (1328762)

    • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

    • Shadergraph: Fixed an issue where the ShaderGraph transform node would generate incorrect results when transforming a direction from view space to object space. (1333781)

    • Shadergraph: Fixed an issue where users can't create multiple Boolean or Enum keywords on the blackboard. (1329021)

    • Shadergraph: Fixed an issue with how the transform node handled direction transforms from absolute world space in camera relative SRPs. (1323726)

    • Shadergraph: Fixed an unhelpful error message when custom function nodes didn't have a valid file. (1323493)

    • Shadergraph: Fixed default shadergraph precision so it matches what is displayed in the graph settings UI (single). (1325934)

    • Shadergraph: Fixed divide by zero warnings when using the Sample Gradient Node.

    • Shadergraph: Fixed how shadergraph's prompt for "unsaved changes" was handled to fix double messages and incorrect window sizes. (1319623)

    • Shadergraph: Fixed incorrect warning while using VFXTarget.

    • Shadergraph: Fixed indent level in shader graph target foldout. (1339025)

    • Shadergraph: Fixed inspector property header styling.

    • Shadergraph: Fixed issue where vertex generation was incorrect when only custom blocks were present. (1320695)

    • Shadergraph: Fixed issue with ShaderGraph custom interpolator node dependency ordering. (1332553)

    • Shadergraph: Fixed issues with double prompts for "do you want to save" when closing Shader Graph windows. (1316104)

    • Shadergraph: Fixed loading all materials from project when saving a ShaderGraph.

    • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

    • Shadergraph: Fixed ParallaxOcclusionMapping node to clamp very large step counts that could crash GPUs (max set to 256). (1329025)

    • Shadergraph: Fixed reordering when renaming enum keywords. (1328761)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not having collapsible foldouts in the material inspector. (1339256)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not to apply emission in the ForwardAdd pass to match surface shader results. (1345574)

    • Shadergraph: Fixed ShaderGraph exception when trying to set a texture to "main texture". (1350573)

    • Shadergraph: Fixed ShaderGraph isNaN node, which was always returning false on Vulkan and Metal platforms.

    • Shadergraph: Fixed ShaderGraph sub-graph stage limitations to be per slot instead of per sub-graph node. (1337137)

    • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

    • Shadergraph: Fixed the BuiltIn Target to perform shader variant stripping. (1345580)

    • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

    • Shadergraph: Fixed the default dimension (1) for vector material slots so that it is consistent with other nodes. (1328756)

    • Shadergraph: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

    • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

    • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

    • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

    • Shadergraph: ShaderGraph SubGraphs now report node warnings in the same way ShaderGraphs do. (1350282)

    • Shadergraph: Updated the ShaderGraph searcher package dependency to be in sync with the latest searcher package version i.e. 4.8.0.

    • Shaders: Added a LevelOfDetail read-only property to ShaderData.Subshader (1352774)

    • Shaders: Added compute shader compilation logging during project builds or on "Compile and show code" usage. Added raytracing shader (.raytracing file) compile-time logging on import. (1321684)

    • Shaders: Added missing PDB data output for DXC DX12 debug shaders for use in external analysis tools. (1333848)

    • Shaders: Added tests for custom BFI and UBFE implementations in HLSLcc (1305543)

    • Shaders: Fixed ddx_fine and ddx_coarse on Vulkan and capable GLCore targets. (1323892)

    • Shaders: Fixed DXC validator error on Windows that would result from using '#pragma require WaveMultiPrefix'. (1333695)

    • Shaders: Fixed editor crash if shader error db fails to open. (1327429)

    • Shaders: Fixed inaccurate shader_feature usage tracking with shader stage specific keywords. (1255901)

    • Shaders: Fixed memory leaks in the shader compiler process when compiling ray tracing shaders. (1352198)

    • Shaders: Fixed PassIdentifier being erroneously invalid in some cases. (1348023)

    • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.

    • Shaders: It is now possible to determine which keywords are disabled in a given ShaderKeywordSet by using ShaderUtil.GetPassKeywords (1338833)

    • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.

    • Shaders: ShaderUtil now has an API to retrieve an array of local keywords valid for a particular shader stage of a Pass and an API to check whether a given keyword is valid for a Pass or a shader stage of a Pass. (1347380)

    • Terrain: Adds compatibility tags used to distinguish terrain supported shaders (1283086)

    • Terrain: Fixed Brush Preview rendering when a different hot control is active (1276282)

    • Terrain: Fixed Brush Preview rendering when mouse is outside of SceneView bounds (1281231)

    • Terrain: Fixed incorrect conditional statement when validating terrain material shaders. (1307951)

    • Terrain: Fixed Terrain Tools package discoverability in Package Manager.

    • Terrain: Fixed texture atlas bleeding that occurred on details. Added half pixel offset for grass texture UVs, and collapsed uvs for detail meshes without textures. (1268510)

    • Terrain: Moved TerrainCallbacks from UnityEngine.TerrainAPI to UnityEngine namespace.

    • Terrain: Performance improvement when adding many trees to a terrain (1225501)

    • Terrain: Tree Colliders are generated when entering playmode with EnterPlayModeOptions.DisableSceneReload set. (1290587)

    • Terrain: Trees with LOD groups will not warn the user that they don't have an LOD group when they have a mesh renderer within them. (1287964)

    • Terrain: Nature/Tree Soft Occlusion Leaves Shader correctly supports the render paths scene view mode. (1303714)

    • Tests: Fixed test failure EditorGUI.CanCloseNextWindowDuringOnDestroy on mac and linux platform. (992239)

    • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

    • Timeline: skip unstable test FrameLock_FollowsGameTimeClock for UWP (1342169)

    • TLS: MacOS TLS/SSL verification now checks also against (un)trusted certificates that were manually added to the keychain. (1306147)

    • uGUI: Fixed some UGUI editor fields not showing prefab override indicators. (1290387)

    • uGUI: Fixed UI Components being selected when their child is selected. (1067993)

    • uGUI: Fixed undesired values for the Scrollbar by clamping and rounding it. (1312723)

    • UI: Fixed an issue where a Unity GUI element would be stuck in the pressed state on resume. (1236185)

    • UI: Fixed duplicate USS files in the StyleSheets pane when editing-in-place (1299314)

    • UI: Fixed error in console when toggling isOn in inspector during playmode. (1307257)

    • UI: Fixed for ScreenPointToWorldPointInRectangle API not returning a valid value when the point is on the plane. which is the case when the canvas plane is on the cameras near plane. (1313831)

    • UI: Fixed issue where Canvas inspector would update incorrectly as the renderMode is based on the parentCanvas which is null when a Canvas is disabled. This lead to the inspector rendering the wrong options. (1311169)

    • UI: Fixed issue where wrong aspect was used when a explicit aspect is assigned.

    • UI: Fixing hard to repo issue where serialization would be a issue due to reuse of serialized name. (1309777)

    • UI: Fixing issue where selecting the padding title for a graphic wouldn't expand the area. (1308734)

    • UI: Make inputfield Text property multiline such that multiline input can be viewed easier when multiple lines are typed. (1300867)

    • UI Toolkit: Added importedWithErrors and importedWithWarnings APIs to USS assets and UXML assets to differentiate between a failed import and an import of an empty file. (1320914)

    • UI Toolkit: Added missing asset conversion information for Text Core generated assets. (1348577)

    • UI Toolkit: Added missing styling definition for dropdown in runtime stylesheet. (1314322)

    • UI Toolkit: Added support for RenderTexture for background-image in the UI Builder inspector. (1320359)

    • UI Toolkit: Added tooltip in StyleSheets pane when hovering a class selector that is trimmed (UI Builder) (1313198)

    • UI Toolkit: Allowed UIElements Debugger to pick elements from Game View outside of play mode

    • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events (1248669)

    • UI Toolkit: Changing choices programmatically after setting the value will show the correct selection, in RadioButtonGroup.

    • UI Toolkit: Child's reference is not renamed in parent UXML after renaming the child UXML file. (1319903)

    • UI Toolkit: Cleaned up the Theme menu. (1318600)

    • UI Toolkit: Elements hover and focused states are not properly reset when attaching to a new hierarchy (1287198)

    • UI Toolkit: Ensured that resizing by dragging Resize handles always produces dimensions with rounded values. (1322550)

    • UI Toolkit: Ensures the UI Builder no longer populate VisualElementAsset.stylesheetPaths when adding stylesheets. (1299464)

    • UI Toolkit: Fix add component button is overlapping on Default Material after undoing added component (1279830)

    • UI Toolkit: Fix Custom UIElements Inspector is editable when GameObject has its Flags set to NotEditable (1306242)

    • UI Toolkit: Fix PropertyField shows that it is actively selected when it has been disabled while being actively selected (1306238)

    • UI Toolkit: Fixed a bug where users were able to drag slider outside its container when a text field was present

    • UI Toolkit: Fixed a few problems with the showMixedValue property for BaseCompositeField:
      • Subfield's callback registration needs to be applied to the bind event, not the attach/detach panel event (see constructor code) --> this fixes a problem with field recycling that did not respond after being recycled
      • Remove boxing and closure issues on the current implementation of the callback in question
      • We should not use ve.userData to store the SerializedProperty (userData should be reserved for the user, not the field), use SetProperty() instead
      • showMixedValue does not need to be set on BaseField.SetValueWithoutNotify; it is set later by binding styles code.
    • UI Toolkit: Fixed adding templates in an empty document (UI Builder). (1322904)

    • UI Toolkit: Fixed an Error in the asset management of the StyleSheet that would show up in a build

    • UI Toolkit: Fixed API inconsistency of the ScrollView class not exposing the "mode" as a property. (1328093)

    • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder)

    • UI Toolkit: Fixed bug where multiple elements could be shown as being focused simultaneously due to delayed focus events not being well tracked when there is more than 1 of them in the queue. (1154256)

    • UI Toolkit: Fixed bug where runtime cursor should not be reset unless it was overridden. (1292577)

    • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder)

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed clipping with large rects when under a group transform. (1296815)

    • UI Toolkit: Fixed contentHash not being updated in UI Builder. (1336924)

    • UI Toolkit: Fixed ContextMenu and Tooltip event handling for disabled elements. Allowed UIDebugger to select disabled elements and modified Panel.Pick to return them. Allows disabled PropertyField Foldouts to react to clicks by using a new (internal) Clickable.m_AcceptClicksIfDisabled property. (1306245)

    • UI Toolkit: Fixed cursor not updating when changing it using a variable which has hotspot data. (1340471)

    • UI Toolkit: Fixed custom editor not showing as disabled for read-only inspectors (1299346)

    • UI Toolkit: Fixed custom element UXML factory not picked up in pre-compiled DLL. (1316913)

    • UI Toolkit: Fixed default clicking scroll amount in ScrollView. (1306562)

    • UI Toolkit: Fixed directional navigation bug where some elements could be skipped during horizontal navigation. Improved choice of next element when multiple candidates are valid. (1298017)

    • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder)

    • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder)

    • UI Toolkit: Fixed elements being added to the parent in builder hierarchy when editing a sub-document in place (UI Builder) (1306104)

    • UI Toolkit: Fixed empty name showing up in Memory Profiler for one of the UI Toolkit internal render texture (1307441)

    • UI Toolkit: Fixed EventSystem using InputSystem package sometimes sending large amounts of PointerMoveEvents during a single frame. (1295751)

    • UI Toolkit: Fixed exception in ListView when pressing page up key after hitting navigation keys. (1324806)

    • UI Toolkit: Fixed exception on Text Settings coming from uninitialized Line Breaking Rules when text wrap is enabled. (1305483)

    • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder)

    • UI Toolkit: Fixed ExecutiveCommand commandName being stripped when a sent event require a new layout pass. (1329303)

    • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder)

    • UI Toolkit: Fixed focus outline for the following controls: CurveField, GradientField, EnumField/PopupField (and derivatives), RadioButton (choice), ObjectField (when hovered). (1324381)

    • UI Toolkit: Fixed for unsetting min and max size in UI Builder. (1322457)

    • UI Toolkit: Fixed from UI Builder package 1.0.0-preview.13 to the editor.

    • UI Toolkit: Fixed GraphView shader not compiling on Shader Model < 3.0. (1348285)

    • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder)

    • UI Toolkit: Fixed highlighter positioning and draw order. (1174816)

    • UI Toolkit: Fixed how the USS styles are applied: we now skip unknown properties instead of breaking when applying a style. (1312500)

    • UI Toolkit: Fixed inconsistencies in the visuals of text underline/strikethrough. (1349202)

    • UI Toolkit: Fixed InspectorElement enabled state in EditorElement.Reinit (1221162)

    • UI Toolkit: Fixed InternalsVisibleTo for com.unity.ui.builder 1.0.0-preview.10

    • UI Toolkit: Fixed invalid property access after saving a document in UI Builder (UI Builder) (1281537)

    • UI Toolkit: Fixed issue where the layout of a document was getting corrupted after saved the document. (1348002)

    • UI Toolkit: Fixed issue where user could not override the text color and font-size of the Unity Default Runtime Theme using the ":root" or "VisualElement" selectors. (1335507)

    • UI Toolkit: Fixed Label Element is not resized when Display Style is changed from None to Flex (1293761)

    • UI Toolkit: Fixed left-click not opening EnumField after using ContextMenu on MacOS. (1311011)

    • UI Toolkit: Fixed ListView item selection through PointerMoveEvent, for example when holding right-click down while clicking. (1287031)

    • UI Toolkit: Fixed non-uniform scaling issues with UI Toolkit elements. (1336053)

    • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder)

    • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder)

    • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.

    • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

    • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder)

    • UI Toolkit: Fixed NullReferenceException on turning UI Toolkit Live Reload on/off on maximized docked Search window (1312367)

    • UI Toolkit: Fixed NullReferenceException with using TrackPropertyValue on BindingExtensions for ExposedReference and Generic serialized property types (1312147)

    • UI Toolkit: Fixed older GraphView still relying on old idsFlags field

    • UI Toolkit: Fixed pointer events not working correctly when multiple UI Documents have different Screen Match values. (1341135)

    • UI Toolkit: Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder, when first added.

    • UI Toolkit: Fixed rebuild logic on inspectors with culled elements. (1324058)

    • UI Toolkit: Fixed regression on the styling of the ProgressWindow's progress bars, removed usage of images in progress bar. (1297045)

    • UI Toolkit: Fixed scrollbar showing for no meaningful reason when the content of a scrollview is almost equal to the size of the scrollview. (1297053)

    • UI Toolkit: Fixed scrollview offset when Reordering the contents in hierarchy is not visible. (1341758)

    • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)

    • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder)

    • UI Toolkit: Fixed SVG triangle clipping issue (1288416)

    • UI Toolkit: Fixed TextCore visual artifacts caused by ddx/ddy glitches on AMD Radeon hardware. (1317114)

    • UI Toolkit: Fixed the default value used for applying rotation and scaling using the VisualElement.transform interface. Instead of always use the top left corner of the VisualElement, the operation are now centered around the transform-origin value, which is the center of the object by default.

    • UI Toolkit: Fixed the focus handling so elements not displayed in the hierarchy cannot be focused. (1324376)

    • UI Toolkit: Fixed the hover and pressed color of buttons in the Runtime theme (1316380)

    • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder)

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed the refresh of the canvas's content when modifying properties of style selectors. (1323665)

    • UI Toolkit: Fixed the source path of template referenced in UXML getting cleared after saving (1288918)

    • UI Toolkit: Fixed Toolbar shrinking when there is another element filling the parent container. (1330415)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed ui builder layout broken when restarting unity. (1340218)

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • UI Toolkit: Fixed view data persistence not working inside custom inspectors that use UI Toolkit. (1311181)

    • UI Toolkit: Fixed VisualElement contains "null" stylesheet after deleted uss file from project (1290271)

    • UI Toolkit: Fixed window creator on linux caused a null reference and the new editor window was displayed corrupted. (1295140)

    • UI Toolkit: Fixed wrong mouse position on events when a UI Toolkit element has mouse capture, the mouse is outside the element's editor window and that window doesn't have the active mouse capture from the OS. (1342115)

    • UI Toolkit: Fixed wrong runtime touch event coordinates on panels with scaling

    • UI Toolkit: Fixes 1304581: [UIElements] ArgumentException is thrown when the PropertyField is bind to the BuildTarget enum
      Popup/Dropdown (Enum-compatible) fields now gracefully handle unselected/invalid values. (1304581)

    • UI Toolkit: Fixes undo of a change of Sort Order field value for a UI Document. (1337070)

    • UI Toolkit: Fixes [UI Builder] Saving a document that contains a one character name template fails. (1313509)

    • UI Toolkit: Implemented the missing support in the UI Builder for Rich Text' spacing USS properties.

    • UI Toolkit: Improved readability of USS import error/warnings. (1295682)

    • UI Toolkit: InputSystem fails to store ElementUnderPointer when a VisualElement is moving, creating flickering hover feedback. (1306526)

    • UI Toolkit: InspectorElement now correctly supports rebinding when used outside of the InspectorWindow (1299036)

    • UI Toolkit: Match text colors of UITK label and UITK field label with IMGUI label and IMGUI prefix label respectively. It also fixes the text color of buttons. (1310581)

    • UI Toolkit: Missing theme style sheet on PanelSettings now gets logged to console.

    • UI Toolkit: Nested UI Document allowed changing the Panel Settings once. (1315242)

    • UI Toolkit: On Windows, the position obtained by the mouse event callbacks is as expected while the mouse is outside of the view even if the mouse down was applied while a temporary window such as a pulldown menu was already opened. (1324369)

    • UI Toolkit: Overlay, "Show Layout" now works for Runtime panels in Edit Mode (and not only in Play Mode like before)

    • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

    • UI Toolkit: Prevented clicks from passing through runtime panels if they weren't used. (1314140)

    • UI Toolkit: Prevented infinite recursion using UIElements with nested property drawers. (1292133)

    • UI Toolkit: Removed an extra step from the RadioButtonGroup focus navigation. (1324373)

    • UI Toolkit: Scroll bars now use display instead of visibility to avoid scroll bars being visible when parent visibility is set to false. (1297886)

    • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)

    • UI Toolkit: Template references get deleted when the assets are moved. (1337112)

    • UI Toolkit: The label of a focused Foldout now has its color changed. (1311200)

    • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

    • UI Toolkit: This completes the MVP list of improvements to the UI Toolkit Event Debugger.

    • UI Toolkit: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations

    • UI Toolkit: Value Change Callbacks for bound fields now happen after the value is applied to the target object. (1321156)

    • Undo System: Ensure interested systems are updated after undoing RectTransform changes. (1116058)

    • Undo System: Reduced register undo log. (1342970)

    • UNET: Fixed Multiplayer hlapi package is missing a declaration of its dependency on Physics2D. (1324449)

    • Universal: Fixed a case where shadow fade was clipped too early.

    • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

    • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

    • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.

    • Universal: Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.

    • Universal: Fixed an issue where motion blur would allocate memory each frame. (1314613)

    • Universal: Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.

    • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

    • Universal: Fixed an issue where SSAO would sometimes not render with a recently imported renderer.

    • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

    • Universal: Fixed an issue where transparent objects sampled SSAO.

    • Universal: Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. (1307710)

    • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

    • Universal: Fixed base camera to keep display index in sync with camera stacks for canvas. (1291872)

    • Universal: Fixed base camera to keep display index in sync with camera stacks. (1252265)

    • Universal: Fixed base camera to keep render texture in sync with camera stacks. (1288105)

    • Universal: Fixed base camera to keep viewport in sync with camera stacks. (1311268)

    • Universal: Fixed Camera Inspector Stack list issues.

    • Universal: Fixed camera stack UI correctly work with prefabs. (1308717)

    • Universal: Fixed double sided and clear coat multi editing shader.

    • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs.

    • Universal: Fixed issue where copy depth depth pass for gizmos was being skipped in game view. (1302504)

    • Universal: Fixed lit shader property duplication issue. (1315032)

    • Universal: Fixed materials being constantly dirty.

    • Universal: Fixed multi editing of Bias property on lights. (1289620)

    • Universal: Fixed render pass reusage with camera stack on vulkan. (1226940)

    • Universal: Fixed SafeNormalize returning invalid vector when using half with zero length. (1315956)

    • Universal: Fixed shadow cascade blend culling factor.

    • Universal: Fixed shadowCoord error when main light shadow defined in unlit shader graph.

    • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

    • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

    • Universal: SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.

    • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

    • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)

    • Universal Windows Platform: Updated UWP PlayerSettings API documentation. (1325420)

    • URP: Fix indentation of Emission map on material editor.

    • URP: Fixed a case where camera dimension can be zero. (1321168)

    • URP: Fixed additional camera data help url.

    • URP: Fixed additional light data help url.

    • URP: Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. (1348882)

    • URP: Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.

    • URP: Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.

    • URP: Fixed an issue where Sprite type Light2Ds were missing a default sprite.

    • URP: Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite.

    • URP: Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. (1331392)

    • URP: Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.

    • URP: Fixed gizmos no longer allocate memory in game view. (1328852)

    • URP: Fixed issue where it will clear camera color if post processing is happening on XR. (1324451)

    • URP: Fixed issue with legacy stereo matrices with XR multipass. (1342416)

    • URP: Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0. (1328636)

    • URP: Fixed pixel perfect camera rect not being correctly initialized. (1312646)

    • URP: Fixed post processing to be enabled by default in the renderer when creating URP asset option. (1333461)

    • URP: Fixed renderer creation in playmode to have its property reloaded. (1333463)

    • URP: Fixed renderer post processing option to work with asset selector re-assing. (1319454)

    • URP: Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). (1312813)

    • URP: Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. (1335795)

    • URP: Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.

    • URP: Fixed unlit shader function name ambiguity.

    • URP: URP Global Settings can now be unassigned in the Graphics tab. (1343570)

    • URP: VFX: Compilation issue with ShaderGraph and planar lit outputs. (1349894)

    • URP: VFX: Fixed OpenGL soft particles fallback when depth texture isn't available.

    • URP: VFX: Fixed soft particles when HDR or Opaque texture isn't enabled.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • VFX Graph: An existing link can be remade.

    • VFX Graph: Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option.

    • VFX Graph: Deleted properties still show up in the inspector. (1320952)

    • VFX Graph: Deleting a context node and a block while both are selected throws a null ref exception.

    • VFX Graph: Deleting flow edge between Init and Update throw an invalid opeation exception. (1315593)

    • VFX Graph: Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix.

    • VFX Graph: Exception in VFXFilterWindow if search field is empty. (1235269)

    • VFX Graph: Fix CameraFade for shadow maps (1294073)

    • VFX Graph: Fix incorrect buffer type for strips.

    • VFX Graph: Fix unexpected Spawn context execution ordering.

    • VFX Graph: Fixed collision with depth buffer when using an orthographic camera (1309958)

    • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.

    • VFX Graph: Fixed Soft Particle depth computation when using an orthographic camera. (1309961)

    • VFX Graph: Fixed VFX with output mesh being always reimported. (1309753)

    • VFX Graph: Modified state in the VFX tab has now a correct state.

    • VFX Graph: Motion Vector map sampling for flipbooks were not using correct mips.

    • VFX Graph: Properties labels do not overlap anymore.

    • VFX Graph: Property Binder : Allow copy/past from a game object to another.

    • VFX Graph: Regression with some settings not always triggering a recompilation. (1322844)

    • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).

    • VFX Graph: Removed unexpected expression in spawn context evaluation. (1318412)

    • VFX Graph: Sample Mesh Color when value is stored as float.

    • VFX Graph: Sticky notes can now be deleted through contextual manual menu.

    • VFX Graph: Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. (1312178)

    • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

    • VFX Graph: Unexpected operator and block removal during migration. (1344645)

    • VFX Graph: VFX Graph operators keep the same width when expanded or collpased so that the button does not change position.

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way.

    • Video: Fixed an issue where undoing a property in the Video Clip Import Settings also undoes the parent Transcode checkbox. (1314433)

    • Video: Fixed audio bitrate value for medium quality in MediaEncoder when channel count is more than 2.

    • Video: Fixed source Info text of the video asset that was barely visible. (1328269)

    • Video: Fixed Video Player's 5.1 audio channel layout being incorrect when outputting to Audio Source. (1318983)

    • Video: Videos encoded in 601 or 709 colourspaces will now be rendered in the correct colorspace (1185335)

    • Video: [audio/AVFoundation] Low / Medium / High quality settings don't change the final audio bit rate (1092549)

    • Video: [audio] webm/vp8/vorbis encoding does not use audio bitrate (1092206)

    • Virtual Texturing: Completed requests now won't be incorrectly canceled if the last InvalidateRegion call is made before PopRequests.

    • WebGL: Add handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer

    • WebGL: Enabled the URP feature SRP Batcher for WebGL 2. (1344614)

    • WebGL: Fixed audio restarting when paused and resumed on timeline. (1204018)

    • WebGL: Fixed FMOD related error messages showing up in console when audio is played on Timeline. (1270635)

    • WebGL: Fixed handling of touch events. (1349226)

    • WebGL: Fixed hang on quit of the Unity Editor after a Build And Run of a WebGL project. (1352715)

    • WebGL: Fixed incorrect loading progress shown in Player when Brotli build compression is used. (1288367)

    • WebGL: Fixed input coordinates when config.matchWebGLToCanvasSize is false. (1325989)

    • WebGL: Fixed layout of WebGL template custom properties in the project settings. (1316210)

    • WebGL: Fixed Permission denied error during build (1345412)

    • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

    • WebGL: Fixed video textures not getting converted to linear color space. (1314263)

    • WebGL: Fixed WebGL pages on macOS with Safari 11. (1318420)

    • WebGL: Fixed WebGL project build when Exception support is None. (1343976)

    • WebGL: Implement Accelerometer and Gyroscope sensor support for mobile WebGL (1283206)

    • WebGL: Implement Attitude Sensor support for mobile WebGL

    • WebGL: Implement Gravity Sensor support for mobile WebGL

    • WebGL: Implement Linear Acceleration Sensor support for mobile WebGL

    • WebGL: Improved Webcam backend with added support for mobile devices, improved performance and fixes issues with input device selection and other bugs. (1273253)

    • WebGL: Show warnings when an embedded VideoClip is used with WebGL builds. Use Video Player component's URL option instead. (1241263)

    • WebGL: Support mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

    • WebGL: The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)

    • WebGL: WebGL1 shaders can fail to compile if they have large arrays (1298096)

    • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

    • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed mouse position being off-by-1 pixel when rendering at lower than native resolution in certain cases.

    • Windows: Fixed performance issues caused by using a high input polling rate mouse (8000 Hz+). (1336740)

    • Windows: Fixed resolution resetting to native resolution on primary window when trying to move the secondary window use Display.SetParams.

    • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.

    • Windows: Round Resolution.refreshRate. (1318053)

    • XR: Enable Vulkan lazy allocation for memory savings on Oculus Quest.

    • XR: Fix occlusion mesh showing up when stereo is disabled (1307273)

    • XR: Fixed an issue where terrain tree shadows would be culled when they are still in view. (1234785)

    • XR: Fixed MockHMD with single pass instancing on Vulkan does not match D3D11. (1287075)

    • XR: Fixed multiview is enabled when renderer is configured to SPI mode on PC.

    • XR: Fixed so XR Interaction Toolkit appears in Package Manager when pre-release packages are enabled.

    • XR: Fixed subsystem manifest json files not being found when use patch and run on Android. (1349953)

    • XR: Fixed XRDevice.fovZoomFactor does not work in URP and HDRP. (1278072)

    • XR: Fixed XRSettings.gameViewRenderMode does not work in SRPs (1279033)

    • XR: Fixed XRSettings.occlusionMaskScale not working in SRPs.

    • XR: Fixed XRSettings.showDeviceView not working in SRPs.

    • XR: Fixed XRSettings.useOcclusionMesh not working in SRPs.

    • XR: Updated OpenXR package to 1.2.3.

    • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.12. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.5 and 4.2.0-pre.4. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.3.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.

    • XR: Updated XR Legacy Input Helpers to 2.1.8.

    Thanks,
     
    KyleOlsen, Wattosan, NotaNaN and 2 others like this.
  32. davidlovegrove

    davidlovegrove

    Unity Technologies

    Joined:
    Nov 20, 2017
    Posts:
    242
    Unity 2021.2.0 Beta 13is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b13

    Known Issues in 2021.2.0b13
    • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

    • CodeEditors: Crash on stopping debugging (1355156)

    • Editor: Fixed Adaptive Performance render textures scaling sometimes resulting in crash (1355775)
      First seen in 2021.2.0a20.
      Fixed in 2021.2.0b14.

    • GI: Fix issue with light baker locking up the editor when invoked from the C# API in projects with async shader compilation enabled. (1331268)
      First seen in 2021.2.0a5.
      Fixed in 2021.2.0b14.

    • GI: Fixed a crash occurring while sculpting terrain and baking. (1266511)
      Fixed in 2021.2.0b14.

    • GI: Fixed crash when closing editor while generating lighting. (1354238)
      Fixed in 2021.2.0b14.

    • Global Illumination: Unity 2021.2 crashes on some Windows7 PCs when tbb12.dll gets loaded (1361676)

    • Global Illumination: [GPU PLM] Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI (1356714)

    • Graphics: Fixed sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan. (1362844)
      First seen in 2021.2.0.
      Fixed in 2021.2.0b14.

    • HD RP: Black albedo when using Enlighten Realtime GI in HDRP Player (1367133)

    • HD RP: HDRP Template fills the Console with "Shader error...couldn't open include file" messages after building the project (1342989)

    • HD RP: Texcoord2 is missing in the vertex shader input in HDRP with Realtime GI (1366791)

    • IL2CPP: IL2CPP Player crash (1361232)

    • IMGUI: Scrolling is jumping when scrolling in the Input Manager (1362327)

    • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

    • Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device (1341159)

    • Linux: Fixed editor crashing when closing a standalone profiler, or closing the editor after a standalone profiler was launched. (1347024)
      First seen in 2021.2.0.
      Fixed in 2021.2.0b14.

    • Linux: Unity Editor crashes when editing "Base Map" color of a material (1358618)

    • Linux: [XR][Linux] Editor Menu disappears when opening new AR or VR Template Project or when pressing "Show Tutorials" (1362449)

    • MacOS: Port count never stops increasing in Standalone build on Mac Standalone (1365570)

    • Mono: [Linux] [Mono Upgrade] Unity crashes when detaching the Managed Debugger after hitting a breakpoint (1345784)

    • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

    • Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 (1361884)

    • Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled (1364443)

    • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

    • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

    • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

    • Scripting: Increased Script Assembly reload time (1323490)

    • Scripting: Internal package modules that are not used in a project do not get stripped from player builds. (1332465)

    • Scripting: Performance degradation when activating or deactivating uGUI GameObject (1348763)

    • Shadergraph: Fixed a bug with Sprite Targets in ShaderGraph not rendering correctly in game view (1352225)
      First seen in 2021.2.0b2.
      Fixed in 2021.2.0b14.

    • UI Builder: Changes in UI Builder are lost when editing a 2D sprite (1357086)

    • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

    • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

    • WebGL: WebGL fails building on Windows 7 (1340260)

    • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)
    New 2021.2.0b13 Entries since 2021.2.0b12
    Features
    Improvements
    • Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.

    • IL2CPP: Improved Span Indexer performance. Added an intrinsic for Span get_Item/indexer to improve performance when accessing a large number of Span items.

    • Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version.
    Changes
    • 2D: Changed some of PSDImporter settings to use checkboxes instead of drop down.

    • Package: Com.unity.live-capture 1.0.1-pre.465 package to com.unity.live-capture 1.0.1.

    • Package: Com.unity.purchasing updated to 4.0.0. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html.

    • Package: Updated Sequences to 1.0.2.

    • Package Manager: The Git LFS cache enabled by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.
    Fixes
    • 2D: Fixed Bone and Sprite influence lists to display correctly. (1349041)

    • 2D: Fixed case where all open Scenes were dirtied when editing a SpriteShape Spline. (1346430)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed case where Triangular spriteshape with 0 offset collider does not generate collision shape. (1343836)
      This has already been backported to older releases and will not be mentioned in final notes.

    • 2D: Fixed exception thrown when manually adding vertices in the Skinning Editor to a Sprite without mesh. (1340105)

    • 2D: Fixed performance regression in PSDImporter Editor. (1349148)

    • 2D: Fixed potential Sprite reference lost when upgrading from 2021.1. (1358979)

    • 2D: Fixed selected Sprite outline in the Skinning Editor is now rendered based on Sprite's geometry. (1335586)
      This has already been backported to older releases and will not be mentioned in final notes.

    • AI: Fixed crashes from building from meshes larger than the allowed size threshold. (1298356)

    • Android: Fixed issue where too large no compress settings list will break apk build procedure. (1272592)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Ignore CPU values for plugins which are CPU agnostic, for ex., .jar plugins. (1355377)
      First seen in 2021.2.0a18.

    • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. (1353925)

    • Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets. (1227555)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened. (1353678)

    • Build Pipeline: Subtarget property added to BuildSummary. (1350924)
      First seen in 2021.2.0.

    • Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to math.acos.

    • Editor: Editor: Editor target can be selected in the plugins importer UI. (1350929)
      First seen in 2022.1.0.

    • Editor: Editor: Fix infinite notification in Settingswindow. (1361351)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Editor: Fixed an issue where tooltips are not displayed for the reorderable lists. (1345236)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Editor: Fixed nested property field context menu not showing apply/revert if only the first property has changes. (1338670)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Game Core: Respect Vsync values set in editor.

    • GI: Fixed a crash that happens when GPULM tiling is ON, exporting the training data is ON and Ambient occlusion is OFF. (1341803)

    • Graphics: Disabled Built-in renderer Lens Flares in Scene View for projects that use a Scriptable Render Pipeline. (1346881)
      First seen in 2021.2.0b2.

    • Graphics: Fixed crash when uploading large number of texture assets in DX12. (1324699)

    • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

    • Graphics: Fixed shader code generation when using Texture2D/Texture2DArray Load with offset. (1357095)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Metal editor on OSX now uses CVDisplayLink to time frame presents; this fixes the performance spikes in OSX while using an external monitor. (1327408)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Graphics: Reduced main thread hitching caused by Shader loading.

    • IL2CPP: Fixed compilation error when using an interface with static fields. (1356753)
      First seen in 2021.2.0.

    • IL2CPP: Fixed conversion error on an unused interface that referenced a generic type. (1356746)
      First seen in 2021.2.0b6.

    • IL2CPP: Fixed issue that could cause finally blocks to run more than once. (1357806)
      First seen in 2021.2.0b7.

    • IL2CPP: Fixed possible deadlock on player shutdown. (1357806)
      First seen in 2021.2.0b7.

    • iOS: Reduced memory usage for small uploads in UnityWebRequest. (1355235)
      This has already been backported to older releases and will not be mentioned in final notes.

    • macOS: Added support for Apple silicon Editor plugins. Fixed error where x64 plugins report a naming conflict with Apple silicon plugins. (1332566)

    • macOS: Fixed Cursor.lockState registers input movement as if the mouse is moved to the center first before following the actual mouse movement. (1283506)

    • Mono: Avoid runtime abort when JIT encounters a callvirt on a static method. (1353003)
      First seen in 2021.2.0a18.

    • Mono: Fixed crash that would occur occasionally when either disconnecting the debugger or closing the editor on linux and OSX. (1354671)
      First seen in 2021.2.0a19.

    • Mono: Fixed hang while entering play mode due to calling a marshaled delegate in native code. (1308216)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Mono: Fixed issue where the C# runtime profile that the Editor ran with incorrectly included Mono.Cecil and other unneeded libraries causing conflicts with user projects. (1342390)
      First seen in 2021.2.0a18.

    • Mono: Fixed performance regression caused by using a slower randomized hashing algorithm in String.GetHashCode. (1358838)
      First seen in 2021.2.0a18.

    • N/A (internal): Fixed exception caused by EmbeddedLinuxPreProcessor, by only executing checks when EmbeddedLinux platform is selected.
      Fixes the removal of unneeded EmbeddedLinux support files (e.g. unstripped debug symbols), to minimize the resulting archive size.

    • Package: Added Live Capture [1.0.1]. Use the Live Capture package to connect to the Unity Virtual Camera and Unity Face Capture companion apps to capture and record camera motion and face performances.

    • Package Manager: Dependencies' state is automatically refreshed in the list when installed or removed by default. (1360937)

    • Package Manager: Fixed a bug where a non-discoverable package is displayed as released on the user's Editor version. (1335740)

    • Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Physics: Anchored prismatic limit handles in screen space to avoid them occluding small Articulation Body links.

    • Physics: Ensure that a Rigidbody2D never alters current Transform Z position at the point we perform interpolation write-back to the Transform position. (1362840)

    • Physics: Ensure that the EdgeCollider2D Gizmo only draws the capsule outline when its EdgeRadius is greater than zero. (1362527)
      First seen in 2021.2.0.

    • Prefabs: Fixed redoing Apply override to Prefab crashes Editor. (1355538)
      First seen in 2021.2.0a14.

    • Prefabs: Fixed regression where if your Prefab contained a MonoBehaviour with a single SerializeReference Array/List field being empty, applying modifications would fail on load and you would get the following error message "Your prefab instances will not be correctly updated because of an editor error. The data buffer is smaller than the expected minimum based on the TypeTree.". (1356059)
      First seen in 2021.2.0a18.

    • Profiler: Added error message when trying to load old profiler data format and direct users to load the data in unity 2018.4. (1341972)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Profiler: Fixed Application.targetFrameRate frames visualization in the Editor when profiling Play mode. (1355826)

    • Profiler: Fixed CPU Usage Profiler Chart not showing Vsync as the category when we are waiting in WaitForTargetFPS->TimeUpdate.WaitForLastPresentationAndUpdateTime for PS4, PS5, D3D11 and D3D12. (1335370)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Profiler: Fixed gaps in script-driven profiler counters in the Editor when profiling Play mode. (1343692)

    • Profiler: Fixed performance test instability. (1351859)

    • Profiler: Profiler charts now correctly render user-defined Profiler Counters in the Network category captured when UNet is disabled. (1360925)

    • Profiler: Removed unrelated stack trace lines for GC Alloc call stacks in Profiler. (1355812)
      First seen in 2021.2.0a18.

    • Profiler: The Profiler window can no longer be shrunk small enough to hide some of the toolbar options. (1354357)

    • Serialization: Fixed for name conversion not working in specific code path. (1352617)

    • Serialization: Keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

    • Serialization: Reference from Prefab to missing asset becomes valid once asset is added back to project, without reimport. (1270634)

    • Shaders: Enabling "Optimize mesh data" in player settings no longer makes the build process significantly slower. (1349093)
      This has already been backported to older releases and will not be mentioned in final notes.

    • UI: Backout a optimization of caching the change count where the layout is changed during a layout call. (1324089)
      This has already been backported to older releases and will not be mentioned in final notes.

    • UI Toolkit: Fixed first visible items in the ListView sometimes not refreshing properly. (1343183)
      First seen in 2021.2.0a19.

    • UI Toolkit: Fixed ScrollToItem after a rebind. (1343187)
      First seen in 2021.2.0a19.

    • Undo System: Prevent crashing when attempting to finalize an undo that is already being finalized. (1352394)

    • Universal Windows Platform: Fixed CultureInfo.CurrentCulture and CultureInfo.CurrentUICulture to return languages from the preferred UWP language list in system settings. It now matches .NET Native behavior. (1170029)

    • Universal Windows Platform: Fixed race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. (1345877)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field. (1360514)
      This has already been backported to older releases and will not be mentioned in final notes.

    • WebGL: Fixed Unity profiler auto-connect for WebGL builds. (1360399)

    • XR: Updated the verified AR Foundation related packages to 4.2.0. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.5.
    Preview of Final 2021.2.0b13 Release Notes
    Features
    • 2D: Allow users to create and define scriptable tools for the Tile Palette window.

    • 2D: New template to allow users to start a new project with 2D Renderer setup.

    • Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices.

    • Android: Added option to configure the default texture compression format to PlayerSettings.

    • Android: Added the ability to support windowing concepts on Android. Split screen, pop up and freeform windows.
      Known issues:
      1. Devices may wake up from sleep when in split screen mode.
      2. Chrome OS devices that support tablet mode may not pause apps when they are no longer visible.
      3. Some Android devices may experience delayed resolution updates after resizing a window.
      4. Minimum window size may not be respected properly on all Android devices.
    • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

    • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

    • Asset Import: Added a new Artifact File dependency system in the AssetImportContext.

    • Asset Import: Updated Alembic package to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.4.

    • Asset Pipeline: Accelerator authentication support using Genesis.

    • Asset Pipeline: ArtifactBrowser: Added ArtifactDifference Reporting messages.

    • Asset Pipeline: Import Activity Window: Allows inspection of import times, previous asset revisions, list of dependencies, importers used to import an artifact, import duration over time and much more!.

    • Asset Pipeline: Support for importing models and textures in parallel in external processes (off by default, enable in Project Settings -> Editor -> Refresh.

    • Burst: Added a new OptimizeFor mode Balanced. This becomes the default optimization mode, and trades off slightly lower maximum performance for much faster compile times.

    • Burst: Added an OptimizeFor option to [BurstCompile], allowing users to say they want fast code, small code, or fastly compiled code.

    • Burst: Added experimental half precision floating point type f16.

    • Burst: Added experimental support for half precision floating point Arm Neon intrinsics.

    • Burst: Added source location metadata into hash cache.

    • Burst: Added support for calling Burst code directly from C# without using function pointers.

    • Burst: Added support for creating profiler markers from Burst code.

    • Burst: Added support for exceptions thrown from Burst to contain a callstack.

    • Burst: Added support for having [return: MarshalAs(UnmanagedType.U1)] or [return: MarshalAs(UnmanagedType.I1)] on a bool return external function.

    • Burst: Added support for LLVM 11 to bring the latest and greatest code generation benefits to Burst.

    • Burst: Added support for the C# 8.0 construct default(T) is null to Burst by transforming the generated Box + 'is the box non-null?' at compile time.

    • Burst: Added workarounds for known issue with Windows Native Debuggers and Dll numbers.

    • Burst: An additional warning about delegates being used by BurstCompiler.CompileFunctionPointer that are not decorated as expected. In most cases, Burst will automatically add the C-declaration attribute in IL Post Processing, but if the usage of CompileFunctionPointer is abstracted away behind an open generic implementation, then Burst will not be able to automatically correct the delegate declaration, and thus this warning will fire.

    • Burst: Apple silicon support.

    • Burst: Assemblies are now allowed to have an [assembly: BurstCompile()] attribute to let users specify compile options that should apply assembly wide (for instance [assembly: BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)]).

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Burst 1.6 release cycle is RC for 2021.2.

    • Burst: Can now call BurstCompiler.CompileFunctionPointer() in Burst code.

    • Burst: Experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA).

    • Burst: Full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental).

    • Burst: Intrinsics: Neon - Added support for basic vld1 APIs.

    • Burst: Made it possible to get a pointer to UTF-8 encoded string literal data in HPC# code via StringLiteral.UTF8().

    • Burst: New AotNativeLinkEmbeddedLinux for EmbeddedLinux.

    • Burst: New burst_TargetPlatform_EmbeddedLinux.

    • Burst: Preliminary support for loading additional burst compiled libraries in play mode/standalone - for modding support -.

    • Burst: Support for new intrinsics.

    • Core: Added Screen.mainWindowPosition, Screen.mainWindowDisplayInfo, Screen.GetDisplayLayout() and Screen.MoveMainWindowTo() APIs. See Scripting API documentation for more information.

    • Editor: Add support for menu states (disabled, checked) in QuickSearch.

    • Editor: Added 'Diagnostics' section to Preferences window to help with remote troubleshooting. Please note that this section is not intended for users to interact with except when requested by Unity Support.

    • Graphics: Added anisotropic filtering to the built-in inline samplers.

    • Graphics: Added Graphics Buffer Support in VFX Graph.

    • Graphics: Added support of direct link event.

    • Graphics: Allow for DX12 to work on Hololens with OpenXR.

    • Graphics: Introduced a tool to help set the bounds of a VFX.

    • IL2CPP: New option for "IL2CPP Code Generation" which can enable faster and smaller builds via better sharing of generics code, with potentially additional runtime overhead.

    • Input System: Released 1.1 of the Input System package with many fixes and improvements. Details at https://github.com/Unity-Technologi...p/Packages/com.unity.inputsystem/CHANGELOG.md.

    • License: Introduced licensingIpc Editor CLI.

    • macOS: Added deep linking support.

    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.

    • Mono: Upgraded to a recent version of Mono (~6.12) which brings many bug fixes from upstream Mono project.

    • Package: (Recorder) Added support for arm64 macOS.

    • Package: (Recorder) Added support for recording accumulation, for motion blur and path tracer (HDRP).

    • Package: (Recorder) Integrated the AOV Recorder into the Recorder package.

    • Package: Added com.unity.live-capture 1.0.0-pre.400 package.

    • Package: Added com.unity.profiling.core 1.0.0-pre.1 package. The package introduces Unity Profiler markup API with metadata support and counters API. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html.

    • Package: Added com.unity.sequences 1.0.0-pre.5 package.

    • Package: Added Visual Scripting (previously known as Bolt) as a default package.

    • Package: Polybrush 1.1.2.

    • Package: Updated to Polybrush 1.1.0-pre.1.

    • Package Manager: Ability to install a package from a browser hyperlink (including an experimental package).

    • Package Manager: Added new UI support for features in the Package Manager window and added an initial list of features.

    • Package Manager: Complete UI support for feature sets in the Package Manager window:
      • Lock/Unlock mechanism on the packages that are part of a feature set
      • Reset a feature set dependencies to their default versions when the feature set was customized
      • Warn user if a feature set dependencies are already installed with a different version before installing it
      • Display a visual cue on a feature set when the dependencies versions have changed
      • Display the feature set information in the inspector
      • Fix bugs and cosmetic issues
      • Add analytics on feature sets.
    • Package Manager: If a user chooses to continue from the UPM dialog warning them of an entitlement error in one of their packages, then once the Editor is open, Package Manager window will immediately open to the first package with an entitlement error.

    • Package Manager: In the popup window, upon clicking 'Install' for a Full Project Asset, we want to give users the option to install the Asset into a new, temporary project.

    • Package Manager: Show the user's initials instead of the full name on the Account menu in the top bar of the editor.

    • Package Manager: Support Packages with Entitlements

    • Package Manager: Switched advanced settings and scoped registries management panel in project settings.

    • Particles: Added a mesh weighting field to the list of meshes, to control how many of each mesh to use.

    • Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used providing a complete customizable and fully featured 2D Collider.

    • Physics: Added Enable All/Disable All buttons to the Physics Settings layer collision matrix that allows to disable or enable all of the layer collisions.

    • Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window.

    • Physics: Added the ability to read low-level 2D physics shapes (PhysicsShape2D) from any 2D Collider into a new shape container (PhysicsShapeGroup2D).

    • Physics: Exposed a set of functions to allow modifying the contact properties right before they are passed to the solver. Useful for creating sticky conveyor belts, making holes in anything, customizing the collision feedback and more.

    • Profiler: Added File Access and Asset Loading Profiler modules.

    • Profiler: Added ProfilerModule API for extending the Profiler window with custom modules.

    • Profiler: Released com.unity.profiling.core@1.0.0. The package enables advanced markup for Unity Profiler markers and counters. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html.

    • Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable. Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar.
      Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".
      Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. This is set through the Preferences->Anaylsis option or via the command line "-connection-id" when launching a player from the command line.

    • Scene/Game View: EditorToolContext now supports component tools.

    • Scene/Game View: Introduced new Overlays feature. Tools and contextual views are now available directly in the Scene View, and are completely customizable.

    • Search: Added a new explicit provider to search performance metrics.

    • Search: Added new extended search picker workflow and API.

    • Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operation.

    • Search: Added search table support to build advanced reports using complex search expressions.

    • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

    • Shaders: Introduced keyword space separation.
      Shaders, compute shaders and materials now operate in separate local keyword spaces. All keywords declared in a shader or in a compute shader using any of the multi_compile* or shader_feature* directives are local. Material and Compute Shader classes now operate with local keywords only.
      Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

    • Terrain: Added the Terrain Tools package 4.0.0-pre.2 to pre-release set.

    • Terrain: Introduced the new Instancing mode for Terrain details: This mode renders the detail objects with instanced draws using the material specified on the prototype prefab.

    • UI: Added settings for enabling/disabling extended Dynamic Hints.

    • UI Toolkit: Added contextual action to export an element from the builder hierarchy to a uxml file (UI Builder).

    • UI Toolkit: Added contextual action to unpack a template completely in UI Builder.

    • UI Toolkit: Added runtime access to the PanelSetting and UIDocument, making the package unnecessary for runtime UIToolkit rendering.

    • UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding.

    • UI Toolkit: Added support for up to 7 levels of stencil-based masking.

    • UI Toolkit: Added the contextual action of unpacking a template in a document in the UI Builder (UI Builder).

    • UI Toolkit: Added the DynamicColor usage hint that allows border/background/text color to change dynamically without having to regenerate the geometry.

    • UI Toolkit: Added transform-origin, rotate, scale and translate to the supported properties by UI Toolkit.

    • UI Toolkit: Added transitions properties to UI Toolkit.

    • UI Toolkit: Attribute overrides can be added, edited and removed in a template instance using UI Builder.

    • UI Toolkit: ListView now supports dynamic item height as a virtualization method.

    • UI Toolkit: Rendering antialiased vector shapes without MSAA in UI Toolkit.

    • UI Toolkit: Update UIElementsGenerator tool to the latest version

    • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
      • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
      • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
      • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
      • Plastic: Auto configuration of SSO
      • Plastic: Added date column in incoming changes
    • Version Control: Added auto sign in when logged into Unity account.

    • WebGL: Added option to create release builds with embedded function symbols for improved profiling and error stack traces.

    • WebGL: Added the texture subtarget build setting to WebGL.

    • WebGL: Compressed audio support for WebGL.

    • WebGL: Enabled ETC/ETC2/ASTC/BC4/BC5/BC6/BC7 compressed texture formats for WebGL in editor, build and runtime.

    • XR: Reduced VR rendering latency using controller Late Latching with skinning and mesh renderer support

    • XR: Reducing rendering latency in URP with Late Latching.

    • XR: Release OpenXR 1.0.0-pre.1
    Improvements
    • 2D: 2D: Added folder support for SpriteAtlas V2.

    • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.

    • 2D: Improved performance for setting multiple Tiles on a Tilemap.

    • 2D: Improved performance of RuleTile caching.

    • 2D: Potentially improves performance when importing large number of textures.

    • 2D: Prerelease SpriteShape and PSDImporter package for 2021.2.

    • 2D: Updated 2D template to use latest 2D verified packages.

    • 2D: Updated 2D URP template starting folder structure for better clarification of usage.

    • 2D: Updated icons for Tile Palette Rotate and Flip tools.

    • 2D: Updated Skinning Editor tooltips text.

    • AI: Added the RasterizeModifierBox profiler marker for the NavMesh builder step that processes ModifierBox sources.

    • Android: Added a new Android/Chrome OS player setting, "Chrome OS Input Emulation". If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events. This allows an app to implement more complete support for these input devices. Also, fixed a bug with Android/Chrome OS touchpad scrolling.

    • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

    • Android: Added support for custom cursors to Android. The existing Unity player settings and C# functions related to custom cursors now work on Android 7.0 and later.

    • Android: Allow low-level configuration of Unity threads (priority, affinity)

    • Android: Big part of Android Build Pipeline is now incremental, the sequential builds with zero changes are much faster now. That also means builds are no longer created from scratch, but instead we update the files which dependencies have changed. A special care needs to be taken when IPostGenerateGradleAndroidProject callback is used, since it might be operating on files which were modified by IPostGenerateGradleAndroidProject from previous build.

    • Android: Bump Android Logcat package to 1.2.3

    • Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. (1349380)

    • Android: If a hardware keyboard is available, we now use it within our Unity UI systems, instead of always bringing up a virtual, on-screen keyboard.

    • Android: Unity gradle projects will have a new entry in gradle.properties, unityTemplateVersion. This property will be bumped whenever Unity gradle template files changes. That way if you build on top of the old folder and unityTemplateVersion is different, Unity will throw an error, saying that you need to update your gradle files or build to an empty folder.

    • Android: When generating manifest files, there are new files in Library\Bee\artifacts\Android\Manifest, LibraryManifestDiag.txt, LauncherManifestDiag.txt. They'll contain information about why a specific permission is added to manifest.

    • Asset Bundles: Added profile marker for CRC checks.

    • Asset Import: Documented MonoImporter class.

    • Asset Import: Improve Model Importing performance for files that contain lots of curves.

    • Asset Import: Improved FBX model importing speed.

    • Asset Import: Improved import speed for FBX files that use the ASCII file format.

    • Asset Import: Improved import speed for model files containing more than 1 mesh.

    • Asset Import: Improved model import speed by multithreading mesh triangulation.

    • Asset Import: Improved overall performance of FBX files import.

    • Asset Import: Improved performance of ASCII FBX files import.

    • Asset Import: Improved performance of the Model Importer material tab display. (1295743)

    • Asset Import: Improved speed of FBX model importing by skipping unused data.

    • Asset Import: Improved speed of model importing for files that contain multiple meshes.

    • Asset Import: Improved speed of Sketchup model file importing.

    • Asset Import: Made Asset Import faster when using mikktspace tangent generation on meshes containing degenerate triangles.

    • Asset Import: Optimized texture import mipmap calculation when Kaiser filtering is used (e.g. importing 16GB of textures with mostly Kaiser mip filters goes from 127 sec down to 109 sec).

    • Asset Import: Reduced peak memory usage during Model Importing.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Updated Sketchup SDK to version 2020.2.

    • Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset.

    • Asset Pipeline: Added summary in the editor log about what has happened during a refresh.

    • Asset Pipeline: Added warnings and an automatic fix button where main object names are found not to match the corresponding filename.

    • Asset Pipeline: Do not show warning dialog when it is not possible to move import worker log files.

    • Asset Pipeline: Improved directory enumeration by multi-threading it.

    • Asset Pipeline: Improved editor startup time by Prefetching AssetDatabases to reduce cost of Pagefaults.

    • Asset Pipeline: Improved startup performance for 900,000 file project by 18 seconds.

    • Asset Pipeline: Improved upload and download path

    • Asset Pipeline: Optimized UnityEngine.Hash128.ToString method.

    • Asset Pipeline: Project startup times have been improved. Projects with 900,000 files will load 30 seconds faster, at least.

    • Asset Pipeline: Speed up editor startup by fixing asset handling related code.

    • Audio: Added voice priority display in audio pane of profiler.

    • Audio: Added VU metering information from audio mixer groups in audio pane of profiler to make it easy to compare it against volume and audibility levels.

    • Audio: AudioMixer did not perform equal power panning for group attenuations when transitioning between snapshots. A new transition type "Attenuation" has been added. (1322673)

    • Audio: Improved the way audio mixers are displayed inside the audio profiler pane when the "Groups" and "Channels and Groups" view modes are enabled.
      Previously the column-based sorting from the "Channels" view mode was applied to the other view modes too which resulted in inconsistent ordering of channels and groups below mixers and even mixers changing order dynamically, making the profiler hard to read.
      Additionally the names of the mixers is now shown in the profiler where it currently only showed the ambiguous "Master" groups of the mixers below the "Audio Listener" group.
      Finally the triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order, and the arrow is now placed before the title instead of after it to avoid cutting it off when the columns are manually resized to fit the window.

    • Audio: Now displays target mixer groups in audio profiler.

    • Bug Reporter: Modified the Crash Handler window so that it now contains a stack trace, a button to open the crash log folder, and a button to restart the editor.

    • Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline. The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project.

    • Build Pipeline: Improved the performance of the build pipeline by allowing concurrent shader cache read access.

    • Build Pipeline: Linux now uses the incremental player build pipeline.

    • Build Pipeline: MacOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Build Pipeline: Make linking faster for big projects

    • Build Pipeline: WebGL now uses the incremental player build pipeline.

    • Build Pipeline: Will not ask to save untitled scene if it is not included in the build.

    • Build Pipeline: Windows Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Improved codegen.

    • Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (1272168)

    • Core: Reduced number of memory alllocations and improved tracking of core allocations.

    • Documentation: Added a pop-up to Obsolete API labels in the Script Reference, explaining why something is obsolete, and pointing to the new API where possible.

    • Documentation: Improved documentation for GeometryUtility.TestPlanesAABB. Explain false positives.

    • DX12: Added the ability to set D3D12_RAYTRACING_GEOMETRY_FLAG_NO_DUPLICATE_ANYHIT_INVOCATION flag when adding Renderers to a RayTracingAccelerationStructure. This will allow implementation of robust colored ray traced shadows.

    • DX12: Bind dynamic lightmaps resources (Enlighten) to ray tracing shaders - unity_DynamicLightmap, unity_DynamicDirectionality and unity_DynamicLightmapST. DYNAMICLIGHTMAP_ON shader keyword is enabled when these resources are used by Renderers.

    • DX12: Optimize uniform setup in ray tracing shaders. Added a special case for UnityPerMaterial cbuffer.

    • Editor: (Dynamic Hints) If the target window of a Dynamic Hint is available but unfocused, it becomes focused before the Dynamic Hint is shown

    • Editor: Added "Open in Property Editor" menu item to the Inspector's kebab menu. (1334342)

    • Editor: Added missing USB device detection and reporting for Linux Editors.

    • Editor: Added new devices to the Device Simulator:
      • Apple iPad Air 2
      • Apple iPad Air (4th generation)
      • Apple iPhone 12 mini
      • Apple iPhone 12
      • Apple iPhone 12 Pro
      • Apple iPhone 12 Pro Max
      • Apple iPhone SE (2nd generation)
      • Google Pixel 5
      • Huawei P40 Pro
      • OnePlus 7 Pro
      • Samsung Galaxy Z Fold2 5G
      • Samsung Galaxy Note10
      • Samsung Galaxy Note10+ 5G
      • Samsung Galaxy Note20 Ultra 5G
      • Samsung Galaxy S8
      • Samsung Galaxy S9
      • vivo NEX 3 5G
      • Xiaomi Mi A3.
    • Editor: Added new features for Menu Items in the context of Editor Modes.

    • Editor: Added profiler markers around test setup, teardown, and execution.

    • Editor: Added the renderer type to the UpdateRendererBoundingVolumes profile marker tooltip.

    • Editor: Allow importing LOD meshes with indices that have preceding zeroes. Specifying a range, e.g. LOD1-3 will assign the mesh to all LOD levels in the range.

    • Editor: Assets in ProjectWindow can now be cut, copied and pasted. (1264821)

    • Editor: Avoid stall entering playmode if a scene contains sequential GameObject file ID hints. (1308128)

    • Editor: Build Settings window now has texture import overrides, with ability to globally reduce imported texture size and compression settings. This is mostly useful to speed up asset imports & platform switches during development, at expense of texture quality.

    • Editor: Cached the translation results, reducing GC pressure.

    • Editor: Clicking on a Material inside the Renderer component will highlight the Sub Meshes with that Material in the Scene View.

    • Editor: Console window now has a context menu option to use monospace font. (1276112)

    • Editor: Create Empty Parent' now matches selection rect for Rect Transforms.

    • Editor: Frame Debugger improvements. Clears display color/depth/stencil values. Compute shader dispatches display shader name, keywords and thread group size. Indirect draws display shader & property information. Mesh preview is no longer too dark on HDRP. SRP Batcher draws display names of meshes they render.

    • Editor: Game View maximize on play toggle also got an option to not focus the game view upon play mode. Also, an editor preference to not create the game view on play was added.

    • Editor: Improved import times of SketchUp models (*.skp).

    • Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases where the ADB process might have already shut down.

    • Editor: Improved model importing performance.

    • Editor: Improved performance of model importer by a small amount, by multi-threading the mesh triangulation step.

    • Editor: Improving UTF documentation (DSTR-120).

    • Editor: Inspector number fields support more math expressions now: functions (sqrt, sin, cos, tan, floor, ceil, round), distribution over multi-selection (L, R) and can refer to current value to change it across multi-selection (+=3, *=2).

    • Editor: Inspector property context menu 'Revert to Prefab' works with multiple selected objects now.

    • Editor: Made importing models with Blendshapes a bit faster if the Import Blendshapes setting is unchecked.

    • Editor: Multiple objects can now be dragged to the Project Window to have multiple prefabs created at once.

    • Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.

    • Editor: Optimized BC7 ("high quality" compression setting on PC/Console platforms) texture compression, now about 2-3 times faster. This is using a new texture compressor (bc7e), added option in Editor Settings to switch to the old one (ISPC) if needed.

    • Editor: Optimized drag selection in Editor scenes.

    • Editor: Optimized Gizmos performance in Editor - down from 6ms to 1.5ms for a complicated scene view.

    • Editor: Popup Menu does now trigger a GUI.changed event only if it has changed.

    • Editor: Reduced the per-test overhead of running tests in the editor.

    • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

    • Editor: Reduced time taken by filtering operations when only a subset of tests is run.

    • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package

    • Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. (1307483)

    • Editor: Settings can now be searched by their properties in Search.

    • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

    • Editor: Texture import settings UI indicates which platforms have override settings, via a blue override line on the platform tabs.

    • Editor: The Frame Selected command now ignores Audio Source and Reverb Zone components.

    • Editor: The popup progress bar now displays which assembly contains the code that is stalling the editor, if available.

    • Editor: Transform component Scale inspector field got the ability to constrain scale proportions. There's also an editor preference whether newly created objects should have constrain proportions scale on by default.

    • Editor: UI polish of Build Settings window (more logical sort of installed platforms, etc.).

    • Editor: UnityEvent callbacks can be reordered

    • Editor: Updated ASTC texture compressor for about 10% compression time speedup.

    • Editor: Updated ASTC texture compressor for about 30% compression time speedup.

    • GI: Add support for rectangular area lights to Enlighten precomputed Realtime GI. Will address a HDRP 4.1 to 10.0 upgrade regression because rectangular lights were represented by a point light in 4.1 and when upgrading to 10.0 bounce from the light disappeared.

    • GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes.

    • GI: Added exposure slider to the Enlighten lit clustering scene view mode in the Editor.

    • GI: Hide "Show Inactive Objects" and "Isolate Selection" checkboxes on the Static Emissives tabs of the Light Explorer. These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. (1331750)

    • GI: Lightmap analytics events now include bakes that fell back from GPU to CPU Lightmapper.

    • GI: Lightmap compression is no longer affected by the "Lightmap Encoding" project setting. Instead, a new setting, "Lightmap Compression" has been introduced to the Lighting Settings Asset. This replaces the previous "Compress Lightmaps" checkbox. (1230918)

    • GI: Make it visible in the GI Profiler module what the state of Realtime GI support and enabled state is, when no data is captured.

    • GI: Move memory related logging from console to log file.

    • GI: Radeon Denoiser upgrade to version 1.7.0. Improves AI denoiser when running in HDR mode.

    • GI: Reduced ringing when using Open Image denoiser.

    • GI: Removed the logging of each Enlighten HLRT thread id, it spams too much on high core count systems.

    • GI: Reword Enlighten bounce warning in Light inspector because HDRP supports additional light shapes.

    • GI: Run GICache trimming jobs every 30 seconds instead of back to back. (1289849)

    • Graphics: Added "2D Lights" tab to the Light Explorer window.

    • Graphics: Added an error message when a custom render texture is using a material with an invalid or unsupported shader. (1304355)

    • Graphics: Added Color and Depth Load/Store actions support to the Frame Debugger.

    • Graphics: Added support for "VFX.CameraBuffersFallback" preferences. It allows to select from 3 options:
      -None: Do nothing, keep outdated buffer info from the last rendered frame.
      -Prefer Main Camera (Default): Current behavior, use the buffer from Main camera when available, Scene camera otherwise.
      -Prefer Scene Camera: Use the buffer from the Scene camera when available, even if the Main camera is being rendered as well.

    • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

    • Graphics: Allow the default specular reflection cubemap to be a RenderTexture (with dimensions CUBE) (1281013)

    • Graphics: Changed the Gear icon on the Asset Settings Provider for the more menu.

    • Graphics: Fixed comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

    • Graphics: Improved error logging for the CopyTexture function.

    • Graphics: Improved performance of ASTC decompression by using multi-threading (around 6x using 8 threads).

    • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

    • Graphics: Making sure the render pipeline asset under graphic settings needs to be changed.

    • Graphics: Mesh and SkinnedMeshRenderer geometry data can now be accessed by compute shaders. See Mesh.GetVertexBuffer, SkinnedMeshRenderer.GetVertexBuffer etc.

    • Graphics: Optimize Material.FindPass. The speedup depends on the number of passed the Material has.

    • Graphics: Remove shader Passes that contain ray tracing shaders (closesthit, anyhit) when ray tracing is not supported by the system or graphics API.

    • Graphics: Removed redundant calls when setting shader program parameters.

    • Graphics: Render sorting code multi-threaded to speed up wall clock time.

    • Graphics: Renderer component can have custom world space or local space bounds now, via .bounds and .localBounds setter APIs.

    • Graphics: Setup unity_MotionVectorsParams built-in shader variable in Ray Tracing shaders.

    • Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.

    • Graphics: Support ASTC as texture format for Single Channel textures.

    • Graphics: Support for async readback when using OpenGL ES 3.0 or newer and GL core.

    • Graphics: VFX : Optimization while sending event to a VisualEffect by script.

    • Graphics: Virtual Texturing is now more robust when it comes to switching color space.

    • Graphics: [Metal] GPU-side error log improvement via enhanced command buffer error reporting.

    • IL2CPP: Added full support for System.Reflection.MemberInfo.GetCustomAttributesData.

    • IL2CPP: Added optimizations to Enum.HasFlag.

    • IL2CPP: Changed IL2CPP's internal build system to use bee on Android to prepare for improved player build performance.

    • IL2CPP: Changed il2cpp's internal buildsystem on Windows & Mac to prepare for improved player build performance.

    • IL2CPP: Corrected provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

    • IL2CPP: Improved Span Indexer performance. Added an intrinsic for Span get_Item/indexer to improve performance when accessing a large number of Span items.

    • IL2CPP: Made IL2CPP Conversion faster by using a new Data Model.

    • IL2CPP: Reduce some internal metadata allocations related to array method naming.

    • IL2CPP: Reduced executable size by reducing generic metadata output.

    • IL2CPP: Updated IL2CPP to use the new bee distribution format.

    • IL2CPP: Upgraded IL2CPP to run on .NET 5.

    • IMGUI: Improved overall layout and repaint performance.

    • Input: Added "Use Physical Keys" setting in Input Manager for Input.KeyCode mapping to physical keys. For example, with the setting on KeyCode.Q is always the key to the right of Tab regardless of your keyboard language layout.

    • iOS: Depth RenderSurfaces now have private storageMode. (1339864)

    • iOS: Generated Xcode project now uses new build system.

    • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored.

    • Kernel: Improved code quality and amount of allocations in some of our base abstraction layers.

    • Kernel: Improved performance of parallel sorting code.

    • Kernel: Improved stability of player connection:
      • Receiving of messages may now be dispatched across multiple frames.
      • Fixed issue where player connection could corrupt message queue and reconnecting to app was required.
      • Better handled disconnection of app (situations like: app crash, force killing of app or loosing connection).
      • [Mobile Platforms] Initial support to suspending app.
    • Kernel: Memory Settings has been added to the project settings. This gives control of the internal memory setup in Unity. With this it is possible to tweak the memory setup to the individual project.

    • License: Sync access token with L-Client upon change.

    • macOS: Append to Xcode project now works.

    • macOS: Generated Xcode project now uses new build system.

    • macOS: When generating Xcode project, it is now possible to pick the build config used for run action (can be changed in Xcode). Debug build config now has frame capture automatically enabled.

    • Mobile: Android Patch/Patch & Run is now less constraint and works for all types of changes (prior, this was part of Script Only Build which is now automatic).

    • Networking: UnityWebRequest on iOS no longer uses operation queue for uploads, upload data will request by a callback from system.

    • Package: (Recorder) Enabled alpha channel capture in projects that use HDRP.

    • Package: (VisualScripting) Names in different UI elements made to be more consistent with new naming schemes.

    • Package: (VisualScripting) User interface updated.

    • Package: Backport com.unity.purchasing.udp@.2.2.2 to 2021.2.

    • Package: Update Addressables to 1.18.13

    • Package: Updated Addressables package to 1.17.17.

    • Package: Updated Addressables to 1.18.15.

    • Package: Updated Addressables to 1.18.2 and Scriptable Build Pipeline (SBP) to 1.18.0.

    • Package: Updated Addressables to 1.18.4.

    • Package: Updated Advertisement package to 3.7.1.

    • Package: Updated com.unity.formats.alembic@2.2.0

    • Package: Updated OpenXR Plugin package to 1.1.1.

    • Package: Updated ProBuilder package to 5.0.3.

    • Package: Updated Purchasing package to 2.1.6.

    • Package: Updated to ProBuilder 5.0.0.

    • Package: Updated WebGL Publisher version to 4.2.1.

    • Package: Updated WebGL Publisher version to 4.2.2.

    • Package: Upgraded UDP package to 2.1.4. The main purpose is to release new doc.

    • Package: Upgrading input system package to 1.0.2

    • Package: Visual Scripting - Improved migration tools to allow users to migrate their project to recent Visual Scripting version.

    • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.

    • Package: [VisualScripting] A warning is raised when adding more than one Input unit in a SuperUnit

    • Package: [VisualScripting] Open inspector button and double clicking a graph in the project browser now opens the visual scripting editor

    • Package: [VisualScripting] Warn the user when an Input System Package event is referencing an action of the wrong type for that event

    • Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.

    • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

    • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

    • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

    • Package Manager: Improved performance when browsing "My Assets".

    • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

    • Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version.

    • Package Manager: Increased the amount of information logged to upm.log at various levels.

    • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

    • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

    • Package Manager: Terrain Tools package is now included in the Worldbuilding 3D feature set.

    • Package Manager: Used translation on string literals at definition time and properly with string.Format.

    • Particles: Add exception if sending too much particle data to SetCustomParticleData.

    • Particles: GPU Instanced Mesh particles may not use the same shader for the main geometry and the trails. Show a warning to the user if they do this.

    • Physics: Added icon for Articulation Body Anchor Transform tool.

    • Physics: Added new Physics Profiler metrics.

    • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

    • Physics: Improved Articulation Body anchor limit gizmos.

    • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties.

    • Prefabs: At a glance see in the Hierarchy which Prefab instances have non-default overrides. (1323680)

    • Prefabs: Disabled editing for missing Prefabs instances.

    • Prefabs: Updated documentation for Object.DontDestroyOnLoad

    • Prefabs: Warning was added to the PrefabAssetImporter editor if there are SerializeReference missing types within the Prefab. Also applying modifications from instance was disabled in case Prefab asset contains missing types. Editing the Prefab asset in isolation will now preserve MissingType information.

    • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.

    • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

    • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

    • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

    • Profiler: Improved Memory Profiler module UI to show more clearly how the high level memory stats contribute towards the total memory usage.

    • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html.

    • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.

    • Profiler: Tethered Android devices no longer require manually calling ADB commands in the CLI, in order to be picked up as connection targets by the Editor. Multiple tethered android devices are now supported.

    • Scene/Game View: Added Shortcut Manager entries for "Toggle Selection Outline" and "Toggle Selection Wireframe."

    • Scene/Game View: Extending PlaceObject method to support SceneView grids and 2D.

    • Scene/Game View: Fresh icons for Scene View toolbars.

    • Scene/Game View: Improve documentation for EditorTool.

    • Scene/Game View: Improve documentation for HandleUtility.PickGameObject.

    • Scene/Game View: Improved API documentation for Overlays feature, including multiple new code examples.

    • Scene/Game View: Improved UI when working within an EditorToolContext.

    • Scripting: Allow user code to build against .NET Standard 2.1 and .NET Framework 4.8

    • Scripting: Certificate validation callbacks from .Net libraries pass now also previously identified root certificates along (i.e. the full validated chain if any). (1191987)

    • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

    • Scripting: Enabled scheduling managed jobs from non-main control threads.

    • Scripting: Ensure players using the Mono scripting runtime backend always use a JIT (Just-In-Time) friendly set of class libraries, even if the ".NET Standard 2.0" API Compatibility Level is chosen. This provides consistency for Mono players no matter what API Compatibility Level is chosen in the player settings.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the Mono scripting back-end: Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Multithreaded asset garbage collection and increased speed by up to 2.5x.

    • Scripting: OnChangedCallback is invoked when elements are duplicated in ReorderableList. (1307386)

    • Scripting: Reduce and optimize regex usage to improve performance

    • Scripting: The Managed Stripping Level for new projects when targeting the IL2CPP backend will be Minimal.

    • Scripting: Update Roslyn to 5.0.102, Update NetCore to 5.0.2

    • Scripting: Updated C# language version to 9.0 for compilation and IDE's
      We will support a subset of the language features from:
      https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-9
      These is the features that we support:
      • Pattern matching enhancements
      • Function pointers
      • Target-typed new expressions
      • Static anonymous functions
      • Target-typed conditional expressions
      • Extension GetEnumerator support for foreach loops
      • Lambda discard parameters
      • Attributes on local functions
      • New features for partial methods.
    • Scripting: Updated com.unity.ide.visualstudio to '2.0.9'.

    • Scripting: UX improved when setting up Unity version defines for asm definitions.

    • Search: Improved asset indexer performances and index size.

    • Search: Improved asset search performances by ~4x.

    • Search: Share the same search debouncing threshold with the project browser and the quick search window. (1298380)

    • Search: Use a single search provider to search any indexed object.

    • Serialization: Objects referenced from SerializeReference fields now have stable ids, which reduces risk of conflicts when multiple users collaborate on a scene file. This also improves support for undo and prefabs, especially when SerializeReference is used inside arrays and lists. There is a new format for references, with backward compatibility support for older assets.

    • Serialization: SerializeReference now allow more granular handling of missing types. SerializeReference instances for which the type is missing will be replaced by null. Other instances will be editable and if fields who were previously referring to the missing type are still null the missing type will be preserved.

    • Shadergraph: Added View Vector Node doc.

    • Shaders: Reduced memory consumption when loading shaders.

    • Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space.

    • Shaders: Shader import artifacts are now cached, improving revert/zero change reimports and imports using cache server.

    • Terrain: Improved worst-case performance while painting on high-resolution (2k x 2k or higher) terrain heightmaps. (1283138)

    • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

    • Tests: Improved logging in iOS automation: clarify existing log messages and add new ones.

    • UI: Added a visual around the Graphic object if the raycast padding is set.

    • UI: Icon updates for Terrain's tool selection.

    • UI: If a tooltip is being displayed, hovering another ui control that can display a tooltip makes the new tooltip appear immediately. Previously, the new tooltip was displayed after a delay.

    • UI: Reused PropertyFields backing fields when possible.

    • UI Toolkit: Added a new RuntimeDefault theme with less overhead for runtime usage.

    • UI Toolkit: Allowed usage hints to be changed on a VisualElement without having to remove it from the hierarchy allowing styling and layout to be preserved.

    • UI Toolkit: Buttons are now focusable.

    • UI Toolkit: Improved UI Toolkit event debugger. Improvements include optimizations, adjustable UI, settings, event and callback filtering, event replay.

    • UI Toolkit: Improved USS validation to support more complex properties.

    • UI Toolkit: Reduced draw sprite allocations.

    • UI Toolkit: Set UIDocument's execution order to -100 to ensure root visual element is created when user's OnEnable runs.

    • UI Toolkit: TransitionEvents are now collapsed when relevant.

    • Version Control: - Stability and performance improvements

    • Version Control: Added Checkin and Update confirmation notification.

    • Version Control: Improved load time performance.

    • Video: VideoPlayer now has a better automatic selection of target material texture property. It detects [MainTexture] attributes, then falls back to _MainTex naming convention.

    • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.

    • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

    • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).

    • WebGL: Added support for Screen Orientation Locking and Auto-Rotating for mobile browsers which support The Screen Orientation API.

    • WebGL: Refactored unityInstance.Quit() in UnityLoader.js and call QuitCleanup from both unityInstance.Quit() and Application.Quit().

    • WebGL: Updated WebGL compiler to Emscripten 2.0.19. This removes support for the now obsolete asm.js linker target.

    • Windows: Alt + Enter now defaults to native resolution rather than the resolution that the window was in windowed mode. This makes the image more crisp and reduces the chance of letterboxing.

    • XR: New reference objects can now be added at runtime. Added support for ARCore session recording and playback.

    • XR: Removed "Preview" text from UI display element.

    • XR: Update AR Foundation package dependencies to XR Management 4.0

    • XR: Update Magicleap XR Plugin package to 6.2.2

    • XR: Update Oculus XR Plugin package to 1.8.1

    • XR: Update WindowsMR to version 5.2.1

    • XR: Updated OpenXR Package to 1.2.0.

    • XR: Updated OpenXR Package to 1.2.2.

    • XR: Updated Windows MR package to 5.2.2.

    • XR: Updated XR Plug-in Management to 4.0.3.
    API Changes
    • 2D: Added: Add SetTile/s API using a TileChangeData struct to allow users to set a Tile at a position with color and transform at once instead of invoking 3 calls to do so.

    • 2D: Added: Added GetAnimationFrameCount, GetAnimationFrame, GetAnimationTime, SetAnimationFrame and SetAnimationTime to get and change the animation timings for Tiles on the Tilemap.

    • 2D: Added: Added GetTilesRangeCount and GetTilesRangeNonAlloc to get the positions and Tiles between a given start and end positions in a Tilemap.

    • 2D: Added: Adds a Vector3Int constructor accepting two integers for x and y, with z set to 0.

    • 2D: Added: Allow user to register for notification when the SpriteRenderer's Sprite property has changed.

    • 2D: Added: New API to query SpriteAtlas information IsIncludedInBuild and GetMasterAtlas.

    • 2D: Added: Support for default sprite mask material in URP and public api method to retrieve the default 2d mask material.

    • Android: Added: Added AndroidJavaObject.CloneReference to enable having multiple references to the same Java object. (1277152)

    • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

    • Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.

    • Animation: Changed: Marked obsolete AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount, bool normalizeWeights) due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount). (1332215)

    • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

    • Asset Bundles: Added: New API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

    • Asset Import: Added: Added removeConstantScaleCurves in Model Importer. (1252606)

    • Asset Import: Added: AssetPostprocessor.OnPreprocessCameraDescription and AssetPostprocessor.OnPreprocessLightDescription.

    • Asset Import: Added: New public methods MonoImporter.SetIcon/GetIcon and PluginImporter.SetIcon/GetIcon.

    • Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

    • Asset Pipeline: Added: AssetDatabase.SaveAssetIfDirty() to save a specific asset, rather than making a call to AssetDatabase.SaveAssets().

    • Build Pipeline: Added: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

    • Build Pipeline: Added: Callback function BuildPlayerProcessor.PrepareForBuild. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

    • Build Pipeline: Deprecated: PackedAsset.file has been deprecated. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report.

    • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs

    • Editor: Added: API on the QueryEngine to better control filtering.

    • Editor: Added: Callback to run validation step on materials using a ShaderGUI: `ValidateMaterial(Material).

    • Editor: Added: Introduced Control modifier key to ShortcutManager.

    • Editor: Added: Make DraganDrop API to allow user to cusmize drop in legacy window (ProjectBrowser, hierarchy, sceneview).

    • Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI.hyperLinkClicked to handle click on a TextField with <a></a> tag.

    • Editor: Changed: AndroidArchitecture.x86 and AndroidArchitecture.x86_64 have been renamed with capital X's. They are now AndroidArchitecture.X86 and AndroidArchitecture.X86_64.

    • Editor: Changed: Decorated EditorGUIUtility.GetIconForObject/SetIconForObject obj parameter with [NotNull].

    • Editor: Changed: PlayerSettings BuildTargetGroup dependent properties now receive NamedBuildTarget in the API.

    • Editor: Changed: Visibility of EditorGUIUtility.GetIconForObject/SetIconForObject from internal to public.

    • Editor: Obsoleted: Obsoleted internal method MonoImporter.CopyMonoScriptIconToImporters with [Obsolete] and a WarningMessage when called.

    • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.

    • GI: Added: Allow to opt out of automatic ambient probe and default reflection probe generation.

    • GI: Added: LightingSettings.lightmapCompression has been added and determines the quality of compression used for lightmaps.

    • GI: Deprecated: LightmapSettings.textureCompression has been deprecated in favor of LightingSettings.lightmapCompression.

    • Graphics: Added: "Expand/Collapse All" buttons to Rendering Debugger window menu.

    • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

    • Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

    • Graphics: Added: Added a blitter utility class. Moved from HDRP to RP core.

    • Graphics: Added: Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added CommandBuffer.SetGlobalInteger().

    • Graphics: Added: Added common include file for meta pass functionality. (1211436)

    • Graphics: Added: Added Editor window that allow showing an icon to browse the documentation.

    • Graphics: Added: Added Fallback Material to DrawSettings.

    • Graphics: Added: Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.

    • Graphics: Added: Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.

    • Graphics: Added: Added new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).

    • Graphics: Added: Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

    • Graphics: Added: Added some getters for the Streaming Virtual Texturing settings.

    • Graphics: Added: Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering.

    • Graphics: Added: Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.

    • Graphics: Added: Adding project-wide settings for RenderPipeline with RenderPipelineGlobalSettings.

    • Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.

    • Graphics: Added: AssetPostprocessor.OnPostprocessTexture3D ( Texture3D )
      AssetPostprocessor.OnPostprocessTexture2DArray ( Texture2DArray ).

    • Graphics: Added: Automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.

    • Graphics: Added: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Added: DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.

    • Graphics: Added: DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.

    • Graphics: Added: DefaultFormat is extended with the new DepthStencil and Shadow values. You can use SystemInfo.GetGraphicsFormat with these new values to get the default GraphicsFormat for a DepthStencil or Shadow RenderTexture on a platform.

    • Graphics: Added: Documentation links to Light Sections.

    • Graphics: Added: Introduce the RendererList API.

    • Graphics: Added: Made GetQualitySettings() method public. This method is used by internal code to implement undo functionality in the Unity Editor

    • Graphics: Added: Method to generate a Texture2D of 1x1 with a plain color.

    • Graphics: Added: Mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.

    • Graphics: Added: New API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

    • Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

    • Graphics: Added: New API to detect when Unity renders with a different type of Render Pipeline : RenderPipelineManager.activeRenderPipelineTypeChanged.

    • Graphics: Added: New Depth/Stencil formats to GraphicsFormat: D16_UNorm, D24_UNorm, D24_UNorm_S8_UInt, D32_SFloat, D32_SFloat_S8_UInt.

    • Graphics: Added: New draw API as a set of Graphics.RenderX() functions. All the old draw API Graphics.DrawX() functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:
      • Support custom per-instance data for RenderMeshInstanced(), per-instance motion vector and rendering layer mask definitions, and easy light probe setup
      • Support for multi-command indirect draws & future proofing for hardware implementation on supported platforms
      • Custom world bounds for all mesh rendering (e.g. to support mesh deformation in vertex shaders).
    • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors.

    • Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.

    • Graphics: Added: New SRPLensFlareData Asset.

    • Graphics: Added: New utility function GraphicsFormatUtility.GetDepthStencilFormat. This function lets you easily select the right format on each platform for a certain amount of depth and/or stencil bits.

    • Graphics: Added: Red, Green, Blue Texture2D on CoreEditorStyles.

    • Graphics: Added: Reminder if the data of probe volume might be obsolete.

    • Graphics: Added: Rendering.SupportedRenderingFeatures.reflectionProbesBlendDistance to provide SRPs with the ability to enable the blend distance fields in the ReflectionProbe inspector.

    • Graphics: Added: RenderTexture.depthStencilFormat and RenderTextureDescriptor.depthStencilFormat properties. You can now set the exact Depth/Stencil buffer format on a RenderTexture using the depthStencilFormat property. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. When upgrading RenderTexture assets from an older project, all Depth/Stencil buffers that had more than 16bits will be converted to D24_UNorm_S8_UInt. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts. You need to change the Depth/Stencil format on the RenderTexture asset if that is the case.

    • Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels.

    • Graphics: Added: ScriptableRenderContext.SubmitForRenderPassValidation added to validate whether RenderPass API calls inside the context are eligible for execution.

    • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

    • Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.

    • Graphics: Added: Support for additional properties for Volume Components without custom editor.

    • Graphics: Added: Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP.

    • Graphics: Added: SystemInfo. supportsMultisampleResolveDepth to query platforms Multisample resolve of depth attachments support.

    • Graphics: Added: SystemInfo.maxGraphicsBufferSize added for querying the maximum size of a Mesh/Graphics/Compute buffer. Creating larger ones now also throws exceptions (previously was often just crashing). (1319589, 1319594)

    • Graphics: Added: This PR adds a API function checking is all the systems of an Visual Effect are sleeping.

    • Graphics: Added: Unification of Material Editor Headers Scopes.

    • Graphics: Added: Unity.External.NVIDIA APIs to expose NVIDIA-specific plugin functionality (for controlling DLSS and other features). These APIs are available by enabling the NVIDIA native package on the package manager.

    • Graphics: Added: ReflectionProbe.UpdateCachedState() to update the internal data related to reflection probe used by the culling system.

    • Graphics: Changed: Exposed UseSceneFiltering API as public.

    • Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. (1312670)

    • Graphics: Changed: RenderBufferStoreActions.Resolve and RenderBufferStoreActions.StoreAndResolve can now be set using the RenderTarget API.

    • Graphics: Changed: VFX.VFXManager.PrepareCamera and VFX.VFXManager.ProcessCameraCommand now can take an optional parameter for camera XR settings.

    • Graphics: Deprecated: Deprecated ShadowAuto, DepthAuto and VideoAuto graphics formats and introduce a new alternative api. (See the Upgrade Guide for details.).

    • Graphics: Deprecated: Most of BatchRenderGroup API will be fully deprecated in 2022.2 (and replaced by a new API).

    • Graphics: Obsoleted: ReflectionProbe.defaultReflectionSet has been deprecated in favor of ReflectionProbe.defaultReflectionTexture

    • Graphics: Removed: Removed GraphicsFormatUtility.GetDepthStencilFormat(int) after being public for two alpha releases.

    • HDRP: Added: "Conservative" mode for shader graph depth offset.

    • HDRP: Added: Ability to animate many physical camera properties with Timeline.

    • HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

    • HDRP: Added: Added a better support for LODs in the ray tracing acceleration structure.

    • HDRP: Added: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

    • HDRP: Added: Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur.

    • HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.

    • HDRP: Added: Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance.

    • HDRP: Added: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

    • HDRP: Added: Added a minimum motion vector length to the motion vector debug view.

    • HDRP: Added: Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages. (1342588)

    • HDRP: Added: Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size).

    • HDRP: Added: Added a shortcut to HDRP Wizard documentation.

    • HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.

    • HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

    • HDRP: Added: Added an option to have double sided GI be controlled separately from material double-sided option.

    • HDRP: Added: Added browsing of the documentation of Compositor Window.

    • HDRP: Added: Added color and intensity customization for Decals.

    • HDRP: Added: Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here.

    • HDRP: Added: Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset.

    • HDRP: Added: Added light unit slider for automatic and automatic histrogram exposure limits.

    • HDRP: Added: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

    • HDRP: Added: Added new API in CachedShadowManager.

    • HDRP: Added: Added pivot point manipulation for Decals (inspector and edit mode).

    • HDRP: Added: Added shader graph unit test for IsFrontFace node.

    • HDRP: Added: Added slides to control the shape noise offset.

    • HDRP: Added: Added support for internal plugin materials and HDSubTarget with their versioning system.

    • HDRP: Added: Added support for reflection probes as a fallback for ray traced reflections. (1338644)

    • HDRP: Added: Added support for the camera bridge in the graphics compositor

    • HDRP: Added: Added support for Unlit shadow mattes in Path Tracing. (1335487)

    • HDRP: Added: Added support of motion vector buffer in custom postprocess.

    • HDRP: Added: Added TargetMidGrayParameterDrawer.

    • HDRP: Added: Added the receiver motion rejection toggle to RTGI (1330168)

    • HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.

    • HDRP: Added: Added tooltips for content inside the Rendering Debugger window.

    • HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (1330168)

    • HDRP: Added: Added UV manipulation for Decals (edit mode).

    • HDRP: Added: Added ValidateMaterial callbacks to ShaderGUI.

    • HDRP: Added: Added View Bias for mesh decals.

    • HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

    • HDRP: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

    • HDRP: Added: Area Light support for Hair and Fabric master nodes.

    • HDRP: Added: Deferred shading debug visualization.

    • HDRP: Added: Documentation for volumetric clouds.

    • HDRP: Added: Exposed update upon light movement for directional light shadows in UI.

    • HDRP: Added: Global settings check in Wizard.

    • HDRP: Added: Help URL for volumetric clouds override.

    • HDRP: Added: Lens Flare Samples.

    • HDRP: Added: Localization on Wizard window.

    • HDRP: Added: LTC Fitting tools for all BRDFs that HDRP supports.

    • HDRP: Added: Mixed RayMarching/RayTracing mode for RTReflections and RTGI.

    • HDRP: Added: New checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • HDRP: Added: New control slider on RTR and RTGI to force the LOD Bias on both effects.

    • HDRP: Added: Path tracing support for AxF material.

    • HDRP: Added: Path tracing support for stacklit material.

    • HDRP: Added: Scale Mode setting for Decals.

    • HDRP: Added: Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.

    • HDRP: Added: Support for Fabric material in Path Tracing.

    • HDRP: Added: Support for lighting full screen debug mode in automated tests.

    • HDRP: Added: Support for mip bias override on texture samplers through the HDAdditionalCameraData component.

    • HDRP: Added: Support for multi volumetric cloud shadows.

    • HDRP: Added: Support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph.

    • HDRP: Added: Support for surface gradient based normal blending for decals.

    • HDRP: Added: Support for tessellation for all master node in shader graph.

    • HDRP: Added: Support for volumetric clouds in planar reflections.

    • HDRP: Added: Support of interpolators for SV_POSITION in shader graph.

    • HDRP: Added: Toggle to render the volumetric clouds locally or in the skybox.

    • HDRP: Added: Way for fitting a probe volume around either the scene contents or a selection.

    • IL2CPP: Removed: Removed IIl2CppProcessor interface.

    • IL2CPP: Removed: Removed IUnityLinkerProcessor.OnBeforeRun and IUnityLinkerProcessor.OnAfterRun interface methods.

    • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

    • iOS: Changed: EditorUserBuildSettings.symlinkLibraries renamed to EditorUserBuildSettings.symlinkSources, both Android and iOS will use this property.

    • iOS: Deprecated: ScreenOrientation.Landscape as it was a synonym for ScreenOrientation.LandscapeLeft, and not "some Landscape orientation", which is confusing. (1320447)

    • Linux: Added: LinuxServer value added to RuntimePlatform enum.

    • macOS: Added: OSXServer value added to RuntimePlatform enum.

    • Package: Added: (Recorder) Added public API for AOVRecorderSettings.

    • Package Manager: Added: Added a new AddAndRemove method to the UnityEditor.PackageManager.Client API which can be used to add and/or remove multiple packages to/from the project in a single operation.

    • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

    • Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer.

    • Physics: Added: Exposed a new property in RaycastHit called colliderInstanceID, which returns the instance ID of the collider the ray collided with.

    • Physics: Added: ForceMode argument to ArticulationBody.Add force and related functions.

    • Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody.

    • Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

    • Plugins: Added: New IUnityLog interface for message logging to Unity console and log in native plugins

    • Plugins: Added: New IUnityProfilerV2 interface with Profiler Counters API in native plugins

    • Prefabs: Added: Exposed FindAllInstancesOfPrefab to scripting.

    • Prefabs: Added: New API for source prefab apply/revert context menu hook on a property field.

    • Prefabs: Added: New API to define a C# scoped region in which prior to every inspector/editor imgui property being drawn a callback can be called with the associated Rect and SerializedProperty.

    • Prefabs: Changed: The classes PrefabStage and PrefabStageUtility have been moved out of the experimental namespace UnityEditor.Experimental.SceneManagement to the namespace UnityEditor.SceneManagement, leaving nothing left in UnityEditor.Experimental.SceneManagement. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1.3.0 to compile with this change all later versions can be fixed by the API Updater.

    • Profiler: Added: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

    • Profiler: Added: API to create GPU sampling ProfilerMarker.

    • Profiler: Added: New C# custom Categories API.

    • Profiler: Changed: Added GPU profiling capabilities to ProfilerRecorder API.

    • Scripting: Added: Add FileUtil.GetPhysicalPath and FileUtil.GetLogicalPath methods to convert logical paths to physical and vice versa.

    • Scripting: Added: APIs for the AsyncReadManager, to enable chaining and canceling of reads.

    • Scripting: Added: Component.GetComponentInParent(Type t, bool includeInactive) method to match GameObject. (1331778)

    • Search: Added: Add SearchService.ShowPicker API to pick any search item result.

    • Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host.

    • Serialization: Added: New SerializationUtility class for access to Managed Reference Ids.

    • Serialization: Added: Support "get" on SerializedProperty.managedReferenceValue.

    • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

    • Services: Changed: Updating analytics dashboard to point to new location

    • Shadergraph: Added: Ability to enable tiling and offset controls for a Texture2D input.

    • Shadergraph: Added: Ability to mark textures / colors as \[MainTexture\] and \[MainColor\].

    • Shadergraph: Added: Added a ShaderGraph animated preview framerate throttle.

    • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

    • Shadergraph: Added: Added custom interpolator documentation

    • Shadergraph: Added: Added custom interpolator thresholds on shadergraph project settings page.

    • Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.

    • Shadergraph: Added: Added selection highlight and picking shader passes for URP target.

    • Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.

    • Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

    • Shadergraph: Added: Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.

    • Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.

    • Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.

    • Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.

    • Shadergraph: Added: HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.

    • Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.

    • Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets.

    • Shadergraph: Added: Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.

    • Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.

    • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

    • Shadergraph: Added: Subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.

    • Shadergraph: Added: Toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.

    • Shadergraph: Added: Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.

    • Shadergraph: Added: Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.

    • Shadergraph: Added: Dropdown node per dropdown property, that can be used to configure the desired branch control.

    • Shadergraph: Added: Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.

    • Shadergraph: Added: Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.

    • Shaders: Added: Added a missing API to check shader compilation warnings.
      Added a missing API to get information about individual shaders. (1340374)

    • Shaders: Added: Added UnityEngine.Rendering.GlobalKeyword struct to represent keywords in the global keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent keywords in the local keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent the keyword space of a particular shader or compute shader.
      Added ComputeShader.enabledKeywords and Material.enabledKeywords to query or set all enabled keywords simultaneously.
      Added ComputeShader.keywordSpace and Shader.keywordSpace to query the local keyword space of the corresponding shader.
      Added optimized Material.EnableKeyword, Material.DisableKeyword, Material.IsKeywordEnabled, ComputeShader.EnableKeyword, ComputeShader.DisableKeyword and ComputeShader.IsKeywordEnabled overloads that work with the new LocalKeyword struct.
      Added optimized CommandBuffer.EnableKeyword, CommandBuffer.DisableKeyword, Shader.EnableKeyword, Shader.DisableKeyword and Shader.IsKeywordEnabled overloads that work with the new GlobalKeyword struct.
      Added Shader.enabledGlobalKeywords property to query the global keyword state.
      Added Shader.globalKeywords property to query the existing global keywords.

    • Shaders: Added: CommandBuffer.EnableKeyword,CommandBuffer.DisableKeyword can now be used to enable a local shader keyword.

    • Shaders: Added: LocalKeyword.isOverridable property to check whether a given local shader keyword can be overridden by global shader keyword state.

    • Shaders: Added: LocalKeyword.type can now be used to understand why the local shader keyword was added to the local keyword space of a shader or compute shader.

    • Shaders: Added: Material.SetKeyword, ComputeShader.SetKeyword, Shader.SetKeyword and CommandBuffer.SetKeyword can now be used to set the shader keyword state directly.

    • Shaders: Added: UnityEngine.Rendering.ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins.

    • Shaders: Deprecated: ShaderKeyword.GetGlobalKeywordName, ShaderKeyword.GetName and ShaderKeyword.GetKeywordType.

    • Terrain: Added: Added DetailPrototype.NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified. (1291809)

    • Terrain: Added: Added TerrainData.ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering.

    • Terrain: Changed: IOnInspectorGUI ShowBrushGUI overloads removed and replaced with a single ShowBrushGUI call with default parameters.

    • Terrain: Changed: TerrainAPI namespace is no longer part of an experimental namespace and has been renamed TerrainTools.

    • Terrain: Changed: TerrainPaintTool GetDesc changed to GetDescription.

    • Terrain: Changed: TerrainUtility moved to UnityEngine.TerrainUtils namespace.

    • Terrain: Changed: TerrainUtility.TerrainMap moved to UnityEditor.TerrainUtils.TerrainMap. TerrainMap.TileCoord moved to UnityEditor.TerrainUtils.TerrainTileCoord.

    • Terrain: Changed: UnityEditor.TerrainAPI.TerrainPaintUtilityEditor.BrushPreview changed to UnityEditor.TerrainTools.TerrainBrushPreviewMode.

    • UI: Added: GetPersistentListenerState added to UnityEvent.

    • UI Toolkit: Added: Added visualTreeAssetSource property to VisualElement to allow identifying the VisualTreeAsset a visual tree was cloned from

    • UI Toolkit: Added: Animated drag and drop support to ListView. Use reorderMode property.

    • UI Toolkit: Added: DestroyItem callback to ListView to have a counterpart for makeItem.

    • UI Toolkit: Added: Display options to ListView: showAddRemoveFooter, showFoldoutHeader, headerTitle.

    • UI Toolkit: Added: Expose ScrollView.mode property.

    • UI Toolkit: Added: New public UI Toolkit APIs:
      • Dropdownfield.choices
      • BasePopupField.choices
      • MaskField.choices
      • MaskField.choicesMasks.
    • UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions.

    • UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization.

    • UI Toolkit: Changed: ListView's itemHeight is now a float and was renamed to fixedItemHeight to enforce the fact that it is only used with FixedHeight virtualization method.

    • UI Toolkit: Changed: ListView's Refresh() was split into RefreshItems() which simply rebinds reused items and Rebuild() which recreates all items from scratch.

    • UI Toolkit: Deprecated: CurveField.borderUssClassName and GradientField.borderUssClassName are now deprecated since the related visual element is not required to render a border anymore.

    • UI Toolkit: Deprecated: Deprecated OnKeyDown method in ListView. Use the event system instead, see SendEvent.

    • UI Toolkit: Obsoleted: ListView's onItemChosen and onSelectionChanged are now obsolete.

    • Universal: Added: 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.

    • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

    • Universal: Added: Depth and DepthNormals passes to particles shaders.

    • Universal: Added: Enabled deferred renderer in UI.

    • Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. (1297013)

    • Universal: Added: SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

    • Universal: Added: Support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.

    • Universal: Added: Support for SSAO in Particle and Unlit shaders.

    • Universal: Added: _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.

    • URP: Added: "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).

    • URP: Added: Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.

    • URP: Added: Added Lights 2D to the Light Explorer window.

    • URP: Added: Added Motion Vector render pass for URP.

    • URP: Added: Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.

    • URP: Added: Added support for default sprite mask shaders for the 2D Renderer in URP.

    • URP: Added: Blending and box projection for reflection probes.

    • URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

    • URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.

    • URP: Added: New UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.

    • URP: Added: New URP Debug Views under Window/Analysis/Rendering Debugger.

    • URP: Added: Optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.

    • URP: Added: Possibility to rename light layer values.

    • URP: Added: Sections on Light Inspector.

    • URP: Added: Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.

    • URP: Added: Support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.

    • URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

    • URP: Added: URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.

    • URP: Added: VFX: Basic support of Lit output.

    • URP: Added: VFX: Fix light cookies integration.

    • URP: Added: XR: Added Late Latching support to reduce VR latency (Quest).

    • URP: Changed: Reorder camera inspector to be in the same order as HDRP.

    • Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor.VersionControl.VersionControlObject and related classes.

    • VFX Graph: Added: Added HDRP Decal output context.

    • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

    • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks.

    • VFX Graph: Added: Material Offset setting in inspector of the rendered outputs.

    • VFX Graph: Added: New tool : Signed Distance Field baker.

    • VFX Graph: Added: New tool to help set VFX Bounds.

    • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

    • VFX Graph: Added: Provide explicit access to spawnCount in graph

    • VFX Graph: Added: Restore "Exact Fixed Time Step" option on VisualEffectAsset.

    • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

    • VFX Graph: Added: Structured Graphics Buffer support as exposed type

    • VFX Graph: Added: Support 2D Renderer in URP for Unlit.

    • VFX Graph: Added: Support of direct link event to initialize context (which support several event within the same frame)

    • Video: Added: Advanced video encoding controls for H.264 (for Windows only) and VP8.

    • Windows: Added: WindowsServer value added to RuntimePlatform enum.

    • XR: Added: New API to the XRMeshSubsystem which allows a transform to be associated with each mesh. This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

    • XR: Added: Update XR Plug-in Management to 4.0.1

    • XR: Removed: Windows XR SDK Plug-in has been removed from Unity. Microsoft has transitioned support of Windows MR devices to OpenXR in Unity 2021, and recommends using Unity's OpenXR plugin.
    Changes
    • 2D: 2D Animation Package 6.0.0 as verified package.

    • 2D: 2D Pixel Perfect 5.0.0 as verified package.

    • 2D: 2D PSDImporter 5.0.0 as verified package.

    • 2D: 2D Sprite Shape 6.0.0 as verified package.

    • 2D: 2D Tilemap Extras 2.0.0 as verified package.

    • 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile.

    • 2D: Changed some of PSDImporter settings to use checkboxes instead of drop down.

    • 2D: Replace usage of Triangle.Net with in house tessellation solution.

    • 2D: Update com.unity.2d.sprite package license

    • 2D: Update com.unity.2d.tilemap package license

    • 2D: Updated the SceneView overlays used by the Tile Palette to use UIToolkit/new Overlays framework instead of IMGUI. (1342226)

    • AI: Updated component-based workflow notice in the Navigation window.

    • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

    • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

    • Android: Auto Graphics API does no longer include OpenGL ES 2.0, the preferred API is not Vulkan

    • Android: Changed the logic how apk checks if obb is compatible, both apk and obb will have unity_obb_guid file inside, if the contents match between apk and obb, then obb is treated as compatible.

    • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

    • Android: Overwrite comment in gradle files and manifest files '// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN' was removed, please use templates if you want your changes to persist.

    • Android: Putting gradle resources in Assets/Plugins/Android/[res, assets] is no longer supported, you either need to use AAR, Android Library plugins or move those files to Streaming Assets.

    • Android: Raised the minimum Android version that Unity supports to 5.1 (API 22).

    • Android: Show Require ES3.1, Require ES3.1+AEP, Require ES 3.2 checkboxes in Android PlayerSettings when "Auto Graphics API" is enabled.

    • Android: When Exporting Project, symbols zip package no longer be created, since it was always missing libil2cpp.so symbols, after you build your project manually, please zip unityLibrary/symbols package if you wish to upload it to Google Play.

    • Animation: Updated Animation Rigging package to version 1.1.0.

    • Animation: Updated Animation Rigging package to version 1.1.1.

    • Asset Import: Unity will not attempt to relaunch Maya or 3DsMax upon first timeout. (1281786)

    • Asset Pipeline: AssetPostprocessors calls are now ordered by their GetPostprocessOrder and then by their FullName (namespace.classname).
      It was not ordered by FullName before so some call orders between AssetPostprocessors with the same GetPostprocessOrder value may have changed.

    • Build Pipeline: Unity will no longer write unsaved changes from open scenes into player builds. Instead, it will ask to save changes to disk.

    • Burst: Armv8.2 Neon intrinsics are now fully supported.

    • Burst: Changed Burst minimum editor version to 2019.4.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how SLEEF global variables for trig functions are pulled into Burst to reduce duplications.

    • Burst: Changed how we resolve function references in the compiler to improve resolving an existing function reference by 3x.

    • Burst: Changed our link step to not use response files if the command line was smaller enough, saving the cost of the round-trip to the disk.

    • Burst: Changed to inliner heuristics to improve build time and reduce executable size.

    • Burst: Constant array data is now named after the static field it belongs to in assembly.

    • Burst: Disabled threading within the lld linker instances we use for in-editor and desktop cross compilation, because we're already threading seperate process instances of lld and it results in lot of OS context switching.

    • Burst: DOTS Runtime shares the logging code path with the general case

    • Burst: DOTS Runtime shares the logging code path with the general case.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.

    • Burst: Improved how we handle generic resolution in Cecil to cache the strictly resolved generic types and save a bunch of time in the compiler.

    • Burst: Improved iteration speed by reducing the time it takes for Burst to check if any Burst-compilable code has changed.

    • Burst: In order to prevent conflicts with the main Unity process, Burst is now inactive in secondary Unity processes, including the asset import worker and out-of-process profiler. This means that in those secondary processes, code that would normally be Burst-compiled will now run under Mono. In a future release of Burst, we hope to lift this restriction and allow Burst-compiled code to run in secondary Unity processes.

    • Burst: Made half <-> float / double conversions use native hardware where possible (Arm or AVX2 targets).

    • Burst: The Unity.Burst.Intrinsics.Common.Pause intrinsic is no longer experimental.

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Use rpmalloc as our native allocator on Windows to speed up concurrently executing LLVM work.

    • Burst: When Burst has previously compiled a method, and neither the assembly containing that method nor any of that assembly's dependencies have changed, it was possible after a domain reload for the Mono version of the method to be used for a short time before being replaced by the Burst version. This has now been improved such that the Burst version will be used immediately.

    • Editor: Add a Search Field to support dependency filtering.

    • Editor: Asset importing & cache server related preferences are now all under "Asset Pipeline" preferences window page.

    • Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked, and let each window define how they should adapt to the available space. (1269298)

    • Editor: Default Parent Object will no longer be displayed for all loaded scenes at once. The scene to which the object belongs will bet set as active when using Set Default Parent Object.

    • Editor: Deleting an object reference array entry in inspector now removes that array element. Previously first deletion was setting element reference to none, and only the second deletion was deleting the element.

    • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

    • Editor: Moved some main toolbar elements to the left align container.

    • Editor: Removed dependencies help box.

    • Editor: Removed limitation on TooltipAttribute so it can be applied anywhere. Only Tooltips on fields will currently be shown in the Editor though.

    • Editor: UI widget used for Light Cookies from the standard Property Field to the ObjectField that provides texture preview and asset directory search capabilities, across HDRP and built-in.

    • Editor: Updated Collaborate package to allow users to migrate to Plastic.

    • Editor: Updated com.unity.cinemachine to 2.8.0.

    • GI: Removed Enlighten deprecation notice for precomputed realtime global illumination. It is now fully supported. Baked GI using Enlighten is still deprecated.

    • Graphics: Changed GameObject/Rendering/Decal Projector to GameObject/Decal Projector.

    • Graphics: Changed GameObject/Rendering/Density Volume to GameObject/Volume/Density Volume.

    • Graphics: Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume.

    • Graphics: Changed the handling of additional properties to base class.

    • Graphics: Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor.

    • Graphics: Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev.

    • Graphics: Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer.

    • Graphics: Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger.

    • Graphics: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Graphics: Cubemap pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: CubemapArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: D32_SFloat_S8_Uint and S8_Uint have been renamed to D32_SFloat_S8_UInt and S8_UInt in IUnityRenderingExtensions.h Native plugins that use these formats will break and need to use the new names.

    • Graphics: Do not resize unity_SpecCubeN_BoxMax and unity_SpecCubeN_BoxMin to encompass the bounds of the object itself if an SRP is active.

    • Graphics: Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth.

    • Graphics: Improved load asset time for probe volumes.

    • Graphics: Improved quality of RGBM encoded ASTC textures and fallback to ETC2 was removed.

    • Graphics: LensFlare (SRP) can be now disabled per element

    • Graphics: LensFlare (SRP) tooltips now refer to meters.

    • Graphics: LensFlare Element editor now have Thumbnail preview

    • Graphics: LWRP package has been deprecated. LWRP package was maintaned with the sole purposed of providing an upgrade path to URP. Check URP 2021.2 documentation for notes on how to upgrade LWRP package to 2021.2.

    • Graphics: Make sure that IMGUI Debugger appears in the last position no matter what is above

    • Graphics: Modified VirtualTexturing resolver to always resize to the requested width and height.

    • Graphics: Move Assets > Create > Shader >Shader Variant Collection to Assets > Create > Shader Variant Collection.

    • Graphics: Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev).

    • Graphics: Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes.

    • Graphics: New projects that use the 3D project template now use 1920x1080 as the default resolution for Standalone build target.

    • Graphics: New projects that use the 3D project template use ASTC texture compression for Android build target.

    • Graphics: New projects that use the 3D project template use DXT5nm-style normal maps for Android, iOS, tvOS build targets.

    • Graphics: New projects that use the 3D project template use Normal quality lightmaps (RGBM-encoded) for Android, iOS, tvOS build target.

    • Graphics: Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.

    • Graphics: Removed postprocessing package from core packages list.

    • Graphics: Restricted DXT/BCn texture compression to textures with multiple-of-four width and height, in line with what is actually uploaded to GPU (needs uncompressed when uploading non-multiple-of-four textures) and with how the Texture Importer operates (also requires multiple-of-four dimensions for compression).

    • Graphics: Restricted NPOT (Non-Power-of-Two size) textures to a single mip level if the device does not fully support NPOT (in practice this affects WebGL 1 and some other OpenGLES 2.0-based devices).

    • Graphics: Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.

    • Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

    • Graphics: Texture2DArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: Texture3D pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) now throw an ArgumentException when encountering an error.

    • Graphics: The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.

    • Graphics: Unity_SpecCubeN_BoxMax.w now contains the blend distance of the reflection probe.
      unity_SpecCube1_BoxMin.w now contains information on the relative importance between SpecCube 0 and SpecCube1.

    • Graphics: Update icon for IES, LightAnchor and LensFlare

    • Graphics: Update postprocessing package to 3.0.3

    • Graphics: Updated postprocessing package to 3.1.0.

    • Graphics: Updated SRP templates to 12.0.0.

    • Graphics: Volume Gizmo alpha changed from 0.5 to 0.125.

    • Graphics: Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo.

    • Graphics: WebCamTexture pixel access functions (GetPixel/GetPixels/GetPixels32) now throw an ArgumentException when encountering an error. Calling these functions before the first frame update will throw an exception instead of returning blank data.

    • HDRP: Augmented debug visualization for probe volumes.

    • HDRP: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.

    • HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.

    • HDRP: Changed Allow dynamic resolution from Rendering to Output on the Camera Inspector.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph.

    • HDRP: Changed Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph.

    • HDRP: Changed Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass.

    • HDRP: Changed Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume.

    • HDRP: Changed Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile.

    • HDRP: Changed Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset.

    • HDRP: Changed Density Volume for Local Volumetric Fog.

    • HDRP: Changed FOV Axis to Field of View Axis.

    • HDRP: Changed labels about scroll direction and cloud type.

    • HDRP: Changed light reset to preserve type.

    • HDRP: Changed Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section.

    • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

    • HDRP: Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (1304114)

    • HDRP: Changed some light unit slider value ranges to better reflect the lighting scenario.

    • HDRP: Changed the Channel Mixer Volume Component UI.Showing all the channels.

    • HDRP: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.

    • HDRP: Changed the convergence time of ssgi to 16 frames and the preset value.

    • HDRP: Changed the NVIDIA install button to the standard FixMeButton.

    • HDRP: Changed the storage format of volumetric clouds presets for easier editing.

    • HDRP: Changed the tooltip for color shadows and semi-transparent shadows. (1307704)

    • HDRP: Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard.

    • HDRP: Decreased the minimal Fog Distance value in the Density Volume to 0.05.

    • HDRP: Default black texture XR is now opaque (alpha = 1).

    • HDRP: Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog.

    • HDRP: Depth of field at half or quarter resolution is now computed consistently with the full resolution option. (1335687)

    • HDRP: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

    • HDRP: Disabled TAA sharpening on alpha channel.

    • HDRP: Display a warning help box when decal atlas is out of size.

    • HDRP: Display an info box and disable MSAA asset entry when ray tracing is enabled.

    • HDRP: Embed the HDRP config package instead of copying locally, the Packages folder is versionned by Collaborate. (1276518)

    • HDRP: Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided. (1323455)

    • HDRP: Film grain does not affect the alpha channel.

    • HDRP: Fixed upscaling issue that is exagerated by DLSS. (1347250)

    • HDRP: Global Camera shader constants are now pushed when doing a custom render callback.

    • HDRP: Hair uses GGX LTC for area light specular.

    • HDRP: HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset.

    • HDRP: Ignore hybrid duplicated reflection probes during light baking.

    • HDRP: Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts.

    • HDRP: Improved lighting models for AxF shader area lights.

    • HDRP: Improved physically based Depth of Field with better near defocus blur quality.

    • HDRP: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • HDRP: Improved the Camera Inspector, new sections and better grouping of fields.

    • HDRP: Improved the fly through ghosting artifacts in the volumetric clouds.

    • HDRP: Improved to the RTGI denoising.

    • HDRP: Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis).

    • HDRP: Improving the screen space global illumination.

    • HDRP: Increased the minimal density of the volumetric clouds.

    • HDRP: Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR.

    • HDRP: Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100.

    • HDRP: Move the Decal Gizmo Color initialization to preferences.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP".

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP.

    • HDRP: Moved invariants outside of loop for a minor CPU speedup in the light loop code.

    • HDRP: Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.

    • HDRP: Moved the HDRP render graph debug panel content to the Rendering debug panel.

    • HDRP: Moving MaterialHeaderScopes to Core.

    • HDRP: Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.

    • HDRP: Reduced the maximum distance per ray step of volumetric clouds.

    • HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    • HDRP: Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer

    • HDRP: Removed the material pass probe volumes evaluation mode.

    • HDRP: Renaming Decal Projector to HDRP Decal Projector.

    • HDRP: Replaced the context menu by a search window when adding custom pass.

    • HDRP: Restore old version of the RendererList structs/api for compatibility.

    • HDRP: Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore. (1330640)

    • HDRP: TAA jitter is disabled while using Frame Debugger now.

    • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.

    • HDRP: The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling.

    • HDRP: Tidy up of platform abstraction code for shader optimization.

    • HDRP: UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable.

    • HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

    • HDRP: Updated Light's shadow layer name in Editor.

    • HDRP: Updated the recursive rendering documentation

    • HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings.

    • HDRP: Use the new API for updating Reflection Probe state (fixes garbage allocation). (1290521)

    • HDRP: Various improvements to the volumetric clouds.

    • HDRP: Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity.

    • HDRP: When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss.

    • iOS: Changed default texture compression format from PVRTC to ASTC.

    • License: Disabled package entitlement feature.

    • Mobile: Changed minimum iOS/tvOS version to 12.

    • Package: (Recorder) Changed the package display name from "Unity Recorder" to "Recorder" in the package manager.

    • Package: (Recorder) Fixed a wrong label for the WebM codec.

    • Package: (Recorder) Made Recorder 3.0.0-pre.1 a Release Candidate instead of a pre-release.

    • Package: (Recorder) Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message.

    • Package: (Recorder) Removed legacy Recorders: MP4, EXR, PNG, WEBM and GIF Animation.

    • Package: Added Sequences (com.unity.sequences) to the Cinematic Studio feature set.

    • Package: Added the Code Coverage package to the Engineering feature set.

    • Package: Added the Localization package as pre-release.

    • Package: Com.unity.live-capture 1.0.1-pre.465 package to com.unity.live-capture 1.0.1.

    • Package: Com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 4.0.0. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html.

    • Package: Updated Code Coverage package to v1.0.0-pre.3

    • Package: Updated Code Coverage package to v1.0.0-pre.4

    • Package: Updated Code Coverage package to v1.0.0.

    • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.

    • Package: Updated com.unity.cinemachine to 2.7.2

    • Package: Updated com.unity.cinemachine to 2.7.3.

    • Package: Updated com.unity.cinemachine to 2.8.0-pre.1.

    • Package: Updated com.unity.purchasing to 3.0.0-pre.6

    • Package: Updated com.unity.purchasing version to 3.0.1.

    • Package: Updated FBX Exporter package to 4.0.0-pre.4:
      https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.0.1: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0-pre.2: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated package to com.unity.live-capture 1.0.1-pre.465.

    • Package: Updated Sequences (com.unity.sequences) to 1.0.0-pre.6.

    • Package: Updated Sequences (com.unity.sequences) to 1.0.0.

    • Package: Updated Sequences to 1.0.2.

    • Package: Version change to 3.1.0 for com.unity.purchasing.

    • Package: Visual Scripting https://github.cds.internal.unity3d...ckages/com.unity.visualscripting/CHANGELOG.md.

    • Package: Visual Scripting:
      • NotEquals node in non-scalar mode is now consistent with Equals.
    • Package Manager: Changed "Import again" button text to "Reimport".

    • Package Manager: Changed error and warning box to look like the info box.

    • Package Manager: Purchasing package updated with missing documentation.

    • Package Manager: The Git LFS cache enabled by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.

    • Physics: Adjusted anchor position based on anchor/parentAnchor transforms to better fit expected result.

    • Profiler: Changed profiler show threads only when they actually get any sample since profiler gets enabled.

    • Profiler: Stability and performance improvements of com.unity.performance.profile-analyzer@1.1.0-pre.1. See more details at https://docs.unity3d.com/Packages/c...profile-analyzer@1.0/changelog/CHANGELOG.html.

    • Scene/Game View: Default shortcut for "Show Overlay Menu" is now "Space Bar".

    • Scene/Game View: Default shortcut for toggle overlays is now "`".

    • Scene/Game View: Fixed styling issues with Overlays feature.

    • Scene/Game View: Remove Component Tools Overlay, these tools are now available in the regular Tools Overlay.

    • Scripting: Quaternion ToString() prints five decimal digits by default. (36265)

    • Scripting: Vector2, Vector3, Vector4, Bounds, Plane, Ray, Ray2D ToString by default prints two decimal digits (up from one). (1205206)

    • Search: ref:<asset_path> should only search results that has a direct dependency to <asset path>

    • Search: Removed the resource search provider (res:).

    • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

    • Shadergraph: Added borders to inspector items styling, to better differentiate between separate items.

    • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695).

    • Shadergraph: Adjusted Blackboard article to clarify multi-select functionality

    • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568).

    • Shadergraph: Changed "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to main stack context menu.

    • Shadergraph: Changed Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph.

    • Shadergraph: Changed Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph.

    • Shadergraph: Changed Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph.

    • Shadergraph: Changed BranchOnInputNode to choose NotConnected branch when generating Preview.

    • Shadergraph: Limited max number of inspectable items in the Inspector View to 20 items.

    • Shadergraph: Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.

    • Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters. (1287335)

    • Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories allow for any combination of properties and keywords to be grouped together as the user defines.

    • Shadergraph: ShaderGraph SubGraphs will now report errors and warnings in a condensed single error.

    • Shadergraph: Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).

    • Shadergraph: Updated/corrected View Direction doc.

    • Shadergraph: Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type in the past.

    • Shaders: Added shader warning when reserved constants names with consecutive underscores are used.

    • Shaders: Bumped the global keyword limit to 384.

    • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

    • Shaders: Shader.DisableKeyword, Shader.IsKeywordEnabled and CommandBuffer.DisableKeyword API will no longer create a global keyword if it doesn't exist.

    • Tests: Used Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code.

    • Timeline: Updated Timeline package to version 1.6.0-pre.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.3.

    • Timeline: Updated Timeline package version to 1.6.1

    • UI Toolkit: Marked the com.unity.ui package, which is incompatible with 21.2 and above, as deprecated.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off, improving performance in loading VisualTreeAssets.

    • UI Toolkit: Rendering data of VisualElements with an opacity of zero will now be initially generated and will remain up-to-date, allowing opacity to be animated without causing performance drops.

    • UI Toolkit: URLs in UXML and USS files now support explicit GUID-based asset references. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. The UI Builder saves both UXML and USS files using this format. Note that this URL format is backward-compatible, but the URL query parameters are ignored in older Unity versions.

    • Universal: Added Depth and DepthNormals passes to particles shaders.

    • Universal: Advanced Options > Priority has been renamed to Sorting Priority.

    • Universal: Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph.

    • Universal: Changed UniversalRenderPipelineCameraEditor to URPCameraEditor.

    • Universal: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Universal: Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.

    • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

    • Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.

    • Universal: Enabled subsurface scattering with GI on handwritten Universal ST8 shader.

    • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • Universal: Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP.

    • Universal: Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.

    • Universal: Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

    • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

    • Universal: Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.

    • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

    • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

    • Universal: SSAO Texture is now R8 instead of ARGB32 if supported by the platform.

    • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

    • Universal: UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].

    • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using.

    • URP: 2D Lights now inherit from Light2DBase.

    • URP: Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.

    • URP: Improved PixelPerfectCamera UI/UX.

    • URP: Made 2D shadow casting more efficient.

    • URP: Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.

    • URP: Moved all 2D APIs out of experimental namespace.

    • URP: Stripping shader variants per renderer features instead of combined renderer features.

    • URP: The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.

    • URP: When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.

    • Version Control: ### Changed
      • Updating license to better conform with expected customer usage.
      • Updated documentation file to meet standards.
      • Updated third-party usage.
      • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
      • Usability improvements around checking in code
      • Improved update workspace tab UX
      • Plastic SCM context menu is now available even if the Plastic SCM window is closed
    • Version Control: Simplified UI: decluttered UI.

    • VFX Graph: Allow remaking an existing link.

    • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool.

    • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator.

    • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs.

    • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.

    • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.

    • VFX Graph: Sphere and Cube outputs are now experimental.

    • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.

    • WebGL: Eliminate the Python dependency from the Brotli compressor.

    • XR: The Oculus XR Plugin package has been updated to 1.10.0.

    • XR: The Oculus XR Plugin package has been updated to 1.7.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.0.

    • XR: The Oculus XR Plugin package has been updated to 1.9.1.

    • XR: Updated OpenXR Package to 1.2.8.

    • XR: Updated verified Windows Mixed Reality package to version 5.2.0.

    • XR: Updated Windows MR XR SDK Plug-in to 5.1.0.

    • XR: Updated XR Plug-in Management to 3.2.17.
    Fixes
    • 2D: 2D light is rendered in half in its Y-axis when two Sprite Shape objects with same Order In Layer are visible on the Screen (1274010)

    • 2D: Add null arguments checks for Sprite.GetPhysicsShape, Sprite.OverridePhysicsShape and Sprite.OverrideGeometry (1306258)

    • 2D: Call Tilemap.tilemapChanged callback when Tilemap component is reset or ResizeBounds is called. (1304936)

    • 2D: Fix crash when loading a scene with a GameObject with an invalid Tilemap and a TilemapCollider2D. (1314326)

    • 2D: Fix issue with the Sorting Group where the sorted renderers are not in hierarchical order when their sorting criteria are the same. (1309075)

    • 2D: Fix Sprite Preview in inspector becomes unrecognizable when Sprite size is big (1299189)

    • 2D: Fixed 2D Animation manual documentation.

    • 2D: Fixed 2D Animation package description.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed 2D PSDImporter package description.

    • 2D: Fixed an issue where Name and Texture fields were overlapping with each other in the Secondary Textures module of the Sprite Editor. (1284356)

    • 2D: Fixed Bone and Sprite influence lists to display correctly. (1349041)

    • 2D: Fixed duplication of Tilemap Selection Box when the Grid and the Tilemap are offset in transform. (1293341)

    • 2D: Fixed exception thrown when manually adding vertices in the Skinning Editor to a Sprite without mesh. (1340105)

    • 2D: Fixed exception when adding a new Rule when no Rule is selected.

    • 2D: Fixed extrusion of CompositeCollider2D when an offset distance has been set. (1328999)

    • 2D: Fixed GridSelection on a Tile Palette losing its target when the Tile Palette is saved. (1327582)

    • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.

    • 2D: Fixed issue when the size of a GridSelection is set to negative values. (1318891)

    • 2D: Fixed issue where Tilemap does not preserve transform changes or color when inserting or deleting cells. (1315084)

    • 2D: Fixed issue with setting a Spritesheet with padding between Sprites on a Tile Palette having a positional offset when there should not be one.

    • 2D: Fixed issue with sprite mask debug color when sprite renderers are batched. (1328538)

    • 2D: Fixed mouse position calculation after SceneView overlay changes.

    • 2D: Fixed MouseDrag including previous mouse positions from initial drag.

    • 2D: Fixed MouseDrag not including final mouse position after drag.

    • 2D: Fixed NullReferenceException from being thrown when doing a Grid Select on a Grid which is not enabled. (1295122)

    • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.

    • 2D: Fixed on deselecting game object from the Inspector window leads to deselecting Sprite Shape Renderer. (1317728)

    • 2D: Fixed Paint tool triggering a Tile Palette edit when Paint tool is active and is removed from the Tile Palette default tools.

    • 2D: Fixed performance regression in PSDImporter Editor. (1349148)

    • 2D: Fixed potential Sprite reference lost when upgrading from 2021.1. (1358979)

    • 2D: Fixed SpriteRect and Name File Id does not match in meta file. (1319819)

    • 2D: Make tooltips appear closer to the label for Tilemap Info in the Tilemap Editor rather than in the center. (1294929)

    • 2D: Mark com.unity.2d.tilemap.extras as discoverable

    • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.

    • 2D: Prevented users from selecting a disabled GameObject as an active target for the Tile Palette. (1327021)

    • 2D: Removes GC.Alloc when Tilemap.HasSyncTileCallback is called which is internally called for each SetTile/s.

    • 2D: Sprite Atlas importer does not show name on top (1300861)

    • 2D: Swapped behavior of rotating clockwise and counter-clockwise.

    • 2D: Unable to exclude Objects for Packing property from Sprite Atlas preset (1294393)

    • AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. (1297742)

    • AI: Fixed crashes from building from meshes larger than the allowed size threshold. (1298356)

    • AI: Fixed issue where the NavMeshModifierBox did not override the area type with existing higher index. (1078153)

    • AI: Fixed the gizmos of navigation OffMeshLinks when the distance from start to end is small. (805223)

    • AI: Improved NavMeshAgent creation failure log, to help select the source object (1274983)

    • Android: Added a new AndroidDevice.hardwareType property, which is set to AndroidHardwareType.ChromeOS if running on a Chrome OS device. This is helpful if an app needs to run Chrome OS-specific code.

    • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

    • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

    • Android: Android: Fix lightmap quality warning text in PlayerSettings. (1337631)

    • Android: Bumped Android Logcat package version to 1.2.2.

    • Android: Clamp Android minimum bundle version to greater than 0 (1307476)

    • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

    • Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan (1300900)

    • Android: Fix Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

    • Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it (1312433)

    • Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below. (1340517)

    • Android: Fixed artifacts when exceeding geometry working set memory limit on Mali GPUs when using Vulkan GraphicsJobs.

    • Android: Fixed Build&Run when apk name contains duoble quote. (1323395)

    • Android: Fixed compatibility with OpenGL ES shaders in asset bundles built with Unity 2018.x or older. (1329702)

    • Android: Fixed computeBufferStartIndex of ComputeBuffer.GetData being ignored when using Vulkan. (1299902)

    • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos when using Vulkan "Apply display rotation during rendering". (1340975)

    • Android: Fixed crash during shutdown on Adreno devices when using Vulkan. (1330396)

    • Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. (1314282)

    • Android: Fixed incorrect resolution scaling on PowerVR devices when BlitType Auto is used (1287131)

    • Android: Fixed Patch not working on some newer Android devices due to permission issue. (1343844)

    • Android: Fixed runtime decompression of ASTC HDR cubemaps on devices that don't support ASTC HDR. (1323739)

    • Android: Fixed screen safe area values at startup. (1327752)

    • Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3.0 shader target. (1327731)

    • Android: Fixed shaders with bitfield operations compilation errors on Adreno3XX GPUs.

    • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

    • Android: Preserve ComputeBuffer data when doing partial updates using ComputeBuffer.SetData (1300424)

    • Android: Resolved an Android build failure when the Target SDK was set to below 24. (1340438)

    • Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3.1 with AEP but not 3.2.

    • Android: Update Android Logcat package to version 1.2.1

    • Android: Updated Kotlin version to fix potential compatibility problems in Android Studio. (1325245)

    • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

    • Animation: 1D BlendTree's threshold values were draggable when not the hot control. (1217253)

    • Animation: Added a tooltip for the auto live link button in the animator window. (1283065)

    • Animation: Added checks to prevent and capture crash for the GetRootBlendTreeChildWeights function. (1282475)

    • Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. (1159548)

    • Animation: Fixed a bug where the .controller file would grow in size even after undoing states. (1194086)

    • Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window. (1190190)

    • Animation: Fixed AddAssetToSameFile assert thrown on adding SMB on unpersisted AnimatorState or AnimatorStatemachine. (1233556)

    • Animation: Fixed an animation performance test failing on specific device (iOS/Android) (1307702)

    • Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. (1242410)

    • Animation: Fixed an issue where an animation playable events would still fire while it was paused. (1227098)

    • Animation: Fixed an issue where the application would crash if modifying the graph while being traversed. (1282046)

    • Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list. (1259438)

    • Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window

    • Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise (1288823)

    • Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. (1245722)

    • Animation: Fixed an issue where the transition to a base layer state machine would be invisible (1287749)

    • Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. (1188984)

    • Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. (1333416)

    • Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. (1250904)

    • Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. (1292994)

    • Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. (1285405)

    • Animation: Fixed Animator MatchTarget to work correctly with longer time. (1052600)

    • Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. (1306710)

    • Animation: Fixed crash upon calling the MonoManager::TypeToScriptingClass(Unity::Type) method on a type that has been removed. The solution is to check if the type is valid first with type->HasValidRuntimeTypeIndex(). (1319992)

    • Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. (1171704)

    • Animation: Fixed for disappearing Animator State Machine information. (1307535)

    • Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. (1315029)

    • Animation: Fixed human pose offset in Animation C# Job when root node is scaled. (1266529)

    • Animation: Fixed human pose with missing bones shifting when used in an Animation C# Job. (1214897)

    • Animation: Fixed humanoid SetLookAtWeight method for weights larger than 0.5. (1307253)

    • Animation: Fixed manipulation of the Current Blend Value (the red line)in BlendTree Inspector.

    • Animation: Fixed nan appearing in AABB when root motion is enabled in a StateMachineBehaviour by initializing MotionXReference structure upon allocation. (1279206)

    • Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. (1243185)

    • Animation: Fixed slow performance depend on the first selected. (1236353)

    • Animation: Fixed static analysis warning. (1232341)

    • Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform (1154835)

    • Animation: Force grouped animation of GroupColor for material color in URP. (1212805)

    • Animation: Improved SetTime and GetTime documentation for playables (1196250)

    • Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours. (1319708)

    • Animation: Removed multi edit on animator override controller (1082045)

    • Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. (1214031)

    • Animation: Updated documentation of playable to document feature of auto adding new port (1227724)

    • Asset Bundles: AssetBundle.Unload waits for all asset bundle async operations to be completed before proceeding.

    • Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. (1319389)

    • Asset Bundles: Fixed issue where Caching.IsVersionCached returns false when loading a previously cached bundle. (1186310)

    • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

    • Asset Import: Adding a ScriptedImporter attribute to a non-ScriptedImporter class no longer crashes the editor. (1308671)

    • Asset Import: Apply/Revert buttons in the inspector are correctly disabled after changing a value that is being overridden by the Importer script or an AssetPostprocessor. (1287345)

    • Asset Import: Assembly Ref / Definition files now have padding. (1311970)

    • Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. (1329621)

    • Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. (1304418)

    • Asset Import: Fixed crash when importing FOV animations from 3DsMax. (1324054)

    • Asset Import: Fixed crash/corruption when importing animations.

    • Asset Import: Fixed missing normal property values from materials imported from 3DsMax 2021's Physical materials. (1313450)

    • Asset Import: Fixed Texture Import Platform settings getting reset when multi editing.

    • Asset Import: GameObjects & Prefabs can no longer be duplicated using Ctrl + D. (1304106)

    • Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. (1203843)

    • Asset Import: ModelImporter now only renames sibling nodes with duplicate names. (1233702)

    • Asset Import: New flag to allow rigs with different topologies to be swapped. (974120)

    • Asset Import: Only call frame rate errors when animations are imported. (1222562)

    • Asset Import: Rename of Inspector labels to make them more consistent.

    • Asset Import: SearchAndRemap now functions as expected in packages. (1218857)

    • Asset Import: Switching Texture Importer tabs does not dirty the importer. (1321256)

    • Asset Import: The Default Clip selection no longer gets stuck. (1279563)

    • Asset Import: Unity no longer uploads texture data to the GPU during texture importing, fixing a video memory leak that happens in some long import cases. (1324536)

    • Asset Import: Updated Log Warning to include name / object reference (1304432)

    • Asset Pipeline: All domain reloads are now done inside asset db. This fixes problem with reloading of asset objects when doing manual refresh. (1341910)

    • Asset Pipeline: Asset loading is safe in this callback. (1267939)

    • Asset Pipeline: Enabled PluginSettingsWorks.WSASettings integration test (1086909)

    • Asset Pipeline: Fix for crash that could happen after safe mode exit

    • Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. (1310334)

    • Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

    • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

    • Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene. (1263621)

    • Asset Pipeline: Fixed an issue where AssetDatabase.SaveAssetIfDirty() wouldn't save the asset if a sub-object was dirty, but the main object wasn't. (1341834)

    • Asset Pipeline: Fixed an issue where renaming an asset in the Project Browser could cause the selection highlight to disappear. (1351301)

    • Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. (1353925)

    • Asset Pipeline: Fixed issue where an invalid GUID was being reported, but the file in which it resided was not. (1275878)

    • Asset Pipeline: Fixed issue with incorrect progress bar text during startup. (1339167)

    • Asset Pipeline: Fixed issue with some FBX models being imported with a scale of 0 when 'Remove Constant Scale Curves' is enabled. (1348264)

    • Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened. (1353678)

    • Asset Pipeline: Fixed problem where artifact dependency could get ignored. (1318602)

    • Asset Pipeline: Fixed the progress bar being full during the import of assets. (1298760)

    • Asset Pipeline: Fixed to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. (1295635)

    • Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.Refresh(). (1186177, 1213291, 1255803, 1299716)

    • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed.

    • Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1279619)

    • Asset Pipeline: New version of OnPostProcessAllAssets with didDomainReload parameter added. This callback should be used for domain reload related initialization that requires asset operations such as asset loading. InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1274994)

    • Asset Pipeline: PostProcessAllAssets callback now supports all asset db operations. (1144276)

    • Asset Pipeline: Preview of material is now correctly regenerated when shader changes (1298200)

    • Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab (like texture) changes (1284853)

    • Asset Pipeline: Using the AssetDatabase.CreateAsset() API to create an asset from a TextAsset object where the file type specified is not a native Unity format such as .ASSET will now report an error about incorrect usage of CreateAsset. (1241343)

    • Audio: (OSX) Sound effects in Audio Mixer were not always selected when clicked. (1124032)

    • Audio: AudioClip reference was lost when loading a new Scene even if AudioSource was set to DontDestroyOnLoad. (1314527)

    • Audio: Fixed AudioClip reference being lost when loading a new Scene even if AudioSource is set to DontDestroyOnLoad.

    • Audio: Fixed Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

    • Audio: Fixed deadlock caused by interaction between output suspend/resume logic and DSPGraph output hooks.

    • Audio: Fixed DSPGraph playback not pausing when player is paused.

    • Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer.
      Fixed exception when deleting snapshots. (1324578)

    • Audio: Fixed microphone API not working when automatic output device suspension was active. (1318560)

    • Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. (1146312)

    • Audio: Topological changes such as adding/removing/moving effects in the audio mixer resulted in glitches and, depending on mixer configuration, loud bursts. (666910)

    • Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

    • Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. (1298484)

    • Bug Reporter: Multiple Qt library copies are no longer included.

    • Bug Reporter: Reset Bug Reporter style to match Windows styling (1296042)

    • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene. (1293228)

    • Build Pipeline: Added build target Dedicated Server.

    • Build System: Fixed a problem with the detection of Microsoft.VCLibs SDK extension for UWP builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Crash when extracting sequence point information for error reporting/debug information generation.

    • Burst: Direct Call extension methods that only differ on argument types are now supported (previously Burst's AssemblyLoader would complain about multiple matches).

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to math.acos.

    • Burst: Fixed a bug with using multiple IsXXXSupported intrinsics in the same boolean condition would fail.

    • Burst: Fixed a minor debug information bug where built-in types with methods (like System.Int32) would generate incorrect debug information.

    • Burst: Fixed a possible DivideByZeroException due to race condition in TermInfoDriver initialization code.

    • Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where if a user used a math function (like cos, sin, etc) then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

    • Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. (1345235)

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Fixed managed implementation of sub_ss intrinsic

    • Burst: Fixed managed implementation of sub_ss intrinsic.

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.

    • Burst: Fixed multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) generating invalid instructions.

    • Burst: Fixed namespace issue triggering a warning in the editor.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed the 1.5 restriction that Direct Call methods can only be called from the main thread, now they work when called from any thread.

    • Burst: Fixes DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Function calls using in modifiers on blittable structs where being treated as non blittable.

    • Burst: Gracefully handle failing to find a particular assembly in the ILPP to prevent an ICE.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.

    • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.

    • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/com.unity.burst@1.5/changelog/CHANGELOG.html for a detailed list).

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.

    • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: Strings can now be passed between methods.

    • Burst: The Direct Call injected delegate now has a unique suffix to avoid type-name clashes.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Core: Fixed issue where Profiler/Memory Profiler cannot be connected to Standalone build when Run in Background is disabled. (1355728)

    • Documentation: Changed the documentation for HorizontalLayout and VerticalLayout. (1260855)

    • Documentation: Fixed html bug in TestRunnerApi API code snippet (DS-1973).
      Fix typo bug in PreBuildSetup code example (DS-1974).
      Fix incorrect syntax in command line reference (DS-1971).

    • Documentation: Fixed incorrect documentation for SaveCurrentModifiedScenesIfUserWantsTo. (1170364)

    • Documentation: Fixed missing function signatures from RayTracingAccelerationStructure.AddInstance C# API in 2021.2 documentation.

    • DX12: DX12 Standalone Player crashes at startup when using 32-bit player support. (1315964)

    • DX12: Fix int shader uniforms in .raytrace shaders being displayed as Floats in the Frame Debugger. (1305552)

    • DX12: Fixed wrong error message saying that vertex format SNorm16 is not supported when building a Ray Tracing Acceleration Structure. The format is supported.

    • DX12: Significant performance cost of using SRP batcher on DX12 reduced. (1286694)

    • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser

    • Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor. (1307652)

    • Editor: Added API Updater rule to update global API AssetModificationProcessor to UnityEditor namespace (1064480)

    • Editor: Added new functionality to decouple the PlayerLoop() when the targetFrameRate is set to a finite value, so that it does not effect/slow down the other Editor windows. (1158168)

    • Editor: Added playerGraphicsAPI TestSettings parameter.

    • Editor: Added support for dragging across delayed UI fields to change variables. (1263630)

    • Editor: Added support for GameCoreXboxOne and GameCoreXboxSeries reduced location path length.

    • Editor: Added tooltips in the Scene template Inspector. (1324637)

    • Editor: Added tooltips to the buttons of the Simulator view Control Bar. (1288711)

    • Editor: Allow hierarchy search to find scripts which share names of internal types. (1252479)

    • Editor: Allow multiple Unity versions to display in the "Open With..." menu and dialog. Allow the user to choose one as the default. (1202338)

    • Editor: Close add ratio window after selecting from aspect ratio menu. (1284690)

    • Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. (1312714)

    • Editor: Create default index when opening the index manager if it was never created before.

    • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

    • Editor: Default PropertyDrawer.OnGUI no longer renders multiple overlapping labels. (1335958)

    • Editor: Deleting search query from project browser won't break the search window (1336787)

    • Editor: Disabled preset for ThemeStyleSheet. (1298540)

    • Editor: Display the menu item name when its execution time is longer than the user wait threshold (i.e. 3 seconds) (1313062)

    • Editor: Displayed a warning when the min and max values are equal for the Slider. (1328583)

    • Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt (1299846)

    • Editor: Ensure invalid Sketchup model UVs are initialized to zero.

    • Editor: Ensured RootEditor API behaves as expected and allows to totally highjack the inspector. (1346788)

    • Editor: Event.current.type scrollWheel pointerType value is now registered as PointerType.Mouse in the mac editor (1261326)

    • Editor: Favorite star is always visible for favorited items (1336789)

    • Editor: Fix arrow key functionality in dialogs in the Mac Editor. (1279832)

    • Editor: Fix for detecting and warning the user on imbalanced GUI layout groups (1289223)

    • Editor: Fix for layer names being clipped in Culling Mask and Volume Mask dropdowns of a HDRP project (1307655)

    • Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor (1294722)

    • Editor: Fix so that touch input in the gameview is processed. (1258785)

    • Editor: Fix styling of selected search query if hovering (1336784)

    • Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode. (1312446)

    • Editor: Fixed a bug where test filter would match project or player path (DSTP-412).

    • Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. (1316870)

    • Editor: Fixed a memory leak while using SerializedObjects in the AssetImporter inspectors. (1232758)

    • Editor: Fixed add an extra null check for monitor enumeration. (1320164)

    • Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of 2020.2 project is opened. (1273439)

    • Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen. (1323332)

    • Editor: Fixed an issue to avoid difference in Width and Height for EditorGUI.RectIntField fields compared to other fields in the Transform section. (1297283)

    • Editor: Fixed an issue to avoid MinMaxSlider disappears for UI Slider. (1323384)

    • Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. (1331001)

    • Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name. (1333540)

    • Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value (1299181)

    • Editor: Fixed an issue to display Color32 Picker Context Menu at right position on right click. (1334328)

    • Editor: Fixed an issue to display Normalmap Encoding PlayerSetting only in supported platforms. (1330505)

    • Editor: Fixed an issue to display proper LayerMask properties value on selection. (1308984)

    • Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked. (1221384)

    • Editor: Fixed an issue to display tooltip for "Maximum LOD Level" and "LOD Bias" Properties under Quality settings. (1296474)

    • Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. (1290634)

    • Editor: Fixed an issue to set top bit flag of an uint enum with inspector. (1298289)

    • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector.

    • Editor: Fixed an issue to stop sharing Player Settings properties between Player Settings window and Serialized Preset. (1263069)

    • Editor: Fixed an issue where an empty column is expanded when detaching/attaching UISystemPreviewWindow in the Profiler. (1241234)

    • Editor: Fixed an issue where calling EditorGUI.PropertyField with a serialized LayerMask and GUIContent.none prints a label. (1304172)

    • Editor: Fixed an issue where check box is shown on Inspector Titlebar for ScriptableObjects (1301335)

    • Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. (1328458)

    • Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project. (1310784)

    • Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. (1201105)

    • Editor: Fixed an issue where Shift-Delete does not delete the property for Object field. (1286390)

    • Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. (1309567)

    • Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. (1314173, 1314177)

    • Editor: Fixed an issue where warning appears when Scrollbar Navigation is set to Vertical and Direction is set to "Top To Bottom" (1245473)

    • Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode. (1317240)

    • Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window. (1283915)

    • Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX. (1299763)

    • Editor: Fixed ArgumentNullException when selecting 'Static-dropdown' in the Prefab Overrides window. (1295412)

    • Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. (1318098)

    • Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed. (1291991)

    • Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. (1300081)

    • Editor: Fixed Ctrl-click on macOS editor not bringing up "Properties..." context menu on inspector object reference fields properly. (1316779)

    • Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. (1295344)

    • Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. (1282412)

    • Editor: Fixed debug assert message in MenuControllerLinux.cpp's OnSizeAllocate() call to GetGtkWindowSize(). (1319050)

    • Editor: Fixed dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items. (1294910)

    • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

    • Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. (1312440)

    • Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. (1322299)

    • Editor: Fixed File->Open Recent Scene menu entries not working correctly after upgrading project from versions earlier than 2021.2.0a5. (1338322)

    • Editor: Fixed floating windowing jumping desktop spaces when using cmd + tab to refocus the editor on mac. (1298279)

    • Editor: Fixed for Canvas Group Interactable flag being applied to the GameObject even when the Canvas Group component is disabled. (1324097)

    • Editor: Fixed gradient swatches were not refreshed after undoing preset change. (1261595)

    • Editor: Fixed GUIToScreenpoint being inconsistent between play mode and standalone. (1305557)

    • Editor: Fixed hierarchy window top Scene header foldout not visible when scrolled. (1298679)

    • Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated. (1288693)

    • Editor: Fixed infinite layout error loop when Editor UI is broken. (1327876)

    • Editor: Fixed instancing being ignored in the Shadow Pass when using the Mobile Diffuse shader. (1318675)

    • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

    • Editor: Fixed issue where the Intensity parameter of a Default Light Preset is not applied after creating Directional Light Game object. (1199933)

    • Editor: Fixed issue with CRTL Drag not working when a single item is selected in project browser one-column layout. (1222445)

    • Editor: Fixed issue with Reference Icon overlapping with Preset Manager text on decreasing the width of the Project Settings window. (1282739)

    • Editor: Fixed issue with Stack trace input Field being Misaligned on resizing Player setting Preset. (1276715)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed missing comma in the manifest file used by the guardian tool.

    • Editor: Fixed null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

    • Editor: Fixed NullReferenceException error is thrown when pressing up/down arrow key in the Project's search bar while in Play Mode. (1318065)

    • Editor: Fixed NullReferenceException when trying to open Object Picker for ScriptableObject variable. (1293117)

    • Editor: Fixed Profile Analyzer - Mac keyboard commands not updating correct chart. (1327944)

    • Editor: Fixed ReorderableList having wrong label/field width ratio.

    • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

    • Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. (1271518)

    • Editor: Fixed selection issues with Shift + Arrow Up/Down in the Hierarchy. (1320614)

    • Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab. (1293497)

    • Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. (1308128)

    • Editor: Fixed so that undocked windows can exit full screen/unmaximize. (1293516)

    • Editor: Fixed some styling issues with the main editor toolbar (1296757)

    • Editor: Fixed Terrain dependency cloning.

    • Editor: Fixed the background color of toolbar dropdowns when hovered and pressed (1313159)

    • Editor: Fixed the behavior where anchor preset window remains open even after a double click. (1302650)

    • Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. (1301332)

    • Editor: Fixed the gradient picker closing when clicking on the gradient field. (1285035)

    • Editor: Fixed the GUI error in the console when a media file is opened. (1294494)

    • Editor: Fixed the issue where editor doesn't show unsaved changes pop up if editor is closed using Unity -> Quit menu item. (1320565)

    • Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus. (1219099)

    • Editor: Fixed the issue with missing tooltip for Editor tools button. (1296952)

    • Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. (1276638)

    • Editor: Fixed the LOD Group Inspector frames being too dark when using the Light Skin. (1311960)

    • Editor: Fixed the path to the scene template icon when querying icon from template path. (1325888)

    • Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked.

    • Editor: Fixed the Scene View not updating when the LineRenderer Show Wireframe option was changed.

    • Editor: Fixed tooltips being misaligned. (1325676)

    • Editor: Fixed top of Game View is black when "Use display in HDR mode" is enabled and "Color Space" is set to "Linear". (1285015)

    • Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value. (1336998)

    • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

    • Editor: Generate Release Notes URL according to unity version (1301927)

    • Editor: Improved model import performance by a tiny amount.

    • Editor: Improved performance of copy/paste when duplicating large numbers of objects. (1208321)

    • Editor: Initializing the static Progress class from a thread no longer throws exceptions. (1337421)

    • Editor: Limited the length of the error messages in the UserRetryDialogs to not more than 200 characters per line. (1167593)

    • Editor: Menu Bar doesn't flicker anymore when dragging across monitors. (1219094)

    • Editor: Multiple improvements around automatic test-run of tests

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar. (1336292)

    • Editor: Open Prefab' button now uses less inspector space. (1270965)

    • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform

    • Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. (1322149)

    • Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. (1301807)

    • Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused (1309702)

    • Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen. (1297362)

    • Editor: Release mouse if it is dragging when a dialog is opened in the windows editor. (1271832)

    • Editor: Removed XDK Xbox One platform after Unity 2020.3.

    • Editor: Reorderable list null item is now displayed correctly. (1339759)

    • Editor: Resolve variables before reading style values. (1297227)

    • Editor: set gdk cursor invisible when forcing software cursor in editor playmode (1212108)

    • Editor: Show disable index in the index manager. (1307781)

    • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options.

    • Editor: support Hungarian (and other) unicode characters in editor (1184456)

    • Editor: The arrow cursor in the Linux Editor is no longer slightly offset. (1256724)

    • Editor: The background task window is no longer repositioned and resized when opened from the status bar. (1337646)

    • Editor: The EditorSceneManager now gets the correct build index for Scenes of the same name upon calls to SceneManager.GetScenesAt in Play mode. (1128653)

    • Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than 12000 hits are shown. (1331728)

    • Editor: The progress bar in the status bar no longer gets stuck in an empty state. The progress bar in the status bar no longer shows instantaneous progresses. (1341616)

    • Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. (921689)

    • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

    • Editor: This fix makes sure to unify the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High).

    • Editor: Transform rotations from asset bundles are now correctly shown in the inspector. (958333)

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • Editor: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window.
      iOS resolution presets that were removed:
      • iPhone 4/4S Portrait
      • iPhone 4/4S Landscape
      • iPad 2/Mini Portrait
      • iPad 2/Mini Landscape
        iOS resolution presets that were added:
      • iPhone 12 mini 2340x1080 Portrait
      • iPhone 12 mini 2340x1080 Landscape
      • iPhone 12/12 Pro 2532x1170 Portrait
      • iPhone 12/12 Pro 2532x1170 Landscape
      • iPhone 12 Pro Max 2778x1284 Portrait
      • iPhone 12 Pro Max 2778x1284 Landscape
      • iPad (7th-8th gen) 2160x1620 Portrait
      • iPad (7th-8th gen) 2160x1620 Landscape
      • iPad Air (4th gen) 2360x1640 Portrait
      • iPad Air (4th gen) 2360x1640 Landscape
      • iPad Pro 11-inch 2388x1668 Portrait
      • iPad Pro 11-inch 2388x1668 Landscape. (1321829)
    • Editor: Updated the style of some buttons and button groups when hovered, pressed and focused (1314662)

    • Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore. (1263313)

    • Editor: Wrong ShaderGUI for crosspipeline shaders. (1339817)

    • Game Core: Respect Vsync values set in editor.

    • GI: Fix case 1291662: OIDN crashes on AVX512 on MacOS (1291662)

    • GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. (1292192)

    • GI: Fix issue with experimental lightmapping.BakeAsync(Scene) interface getting stuck when baking reflection probes in additively opened scenes in the Editor. (1303788)

    • GI: Fix Reflection probe (gizmo and texture inspector) appearance in linear color space mode. (1293558)

    • GI: Fixed a crash that happens when GPULM tiling is ON, exporting the training data is ON and Ambient occlusion is OFF. (1341803)

    • GI: Fixed an issue where sometimes the callstack in Editor.log was incomplete on Windows. (1221524)

    • GI: Fixed an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. (1258690)

    • GI: Fixed automated GI tests in HDRP and URP where multiple editors are used.

    • GI: Fixed baked lighting on terrain holes and better performance. (1307459)

    • GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. (1324641)

    • GI: Fixed crash when baking 4K lightmap with maximum AA setting. (1318800)

    • GI: Fixed fallback to CPU lightmapper when writing LightCookies buffer and using Clear baked Data. (1321887)

    • GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

    • GI: Fixed memory usage and performance regression when baking light probes. (1324307)

    • GI: Fixed out of bounds access in probeDepthOctahedronExpandedBuffer when generating Probe Volumes 1.0 data via experimental API. (1321881)

    • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

    • GI: Fixed rare crash when entering play mode while running a GI lightbake. (1301678)

    • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

    • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

    • GI: Fixed some fallbacks from GPULM to CPULM when using baked lighting and cookies. (1320169)

    • GI: Fixed unused return value during remapping of scene object id's. (1300323)

    • GI: Fixedcorruption in Probe baking when lightmap UVs are not provided. (1337226)

    • GI: Ignore OpenCL CPU devices that are incompatible with the GPU lightmapper on macOS due to insufficient local workgroup size. (1293520)

    • GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. (1327322)

    • GI: Introduced a full tiled-based baking system to the GPULM to reduce memory pressure.
      Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
      Reduced the memory consumption of probe baking using the GPULM (4Bytes per probe).
      Better estimation of the GPULM memory consumption even when tiling is off, making it less likely to fallback to CPULM.

    • GI: Make emission tooltip take Enlighten realtime GI state into account. (1329323)

    • GI: Make GPU lightmapper detect Intel IRIS Xe MAX GPU with 4GB memory. (1331794)

    • GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. (1276653)

    • GI: Make the compression label in Lighting Window - Baked Lightmaps better. (1297198)

    • GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. (1320277)

    • GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed. (1195551)

    • GI: Removed erroneous asserts in scene object identifier remapping code.

    • GI: Removed terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. (1295410)

    • GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. (1313354)

    • GI: Support high intensity skyboxes for baking. (1222492)

    • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Add CameraBuffer VFX type to encapsulate camera buffers that can be Texture2D or Texture2DArray depending on the platform (1213482)

    • Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
      Clearing depth does not implicitly clear stencil anymore.

    • Graphics: Added check for Vulkan support in Unity player. (1308206)

    • Graphics: Added exception when creating 3d textures with depth/stencil format on metal, as this is not supported. (1296524)

    • Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation. (1324062)

    • Graphics: Added Metal Compute Pipeline Validation to the Editor (1283446)

    • Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every 100 frames. (1296777)

    • Graphics: Added support for having multiple different Renderers on the same Game Object when using ray tracing. (1305305)

    • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Creating a RenderTexture in D3D12 with RenderTexture.antiAliasing value higher than supported by hardware will no longer crash the editor. (1310791)

    • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

    • Graphics: Disabled "create material" button in terrain inspector when viewed through a preset. (1290453)

    • Graphics: Disabled ShadowCaster pass in Output Meshes if castShadows is disabled.

    • Graphics: Fix bug where in some situations the AsyncUploadBuffer was not persisting even when QualitySettings.asyncUploadPersistentBuffer was set to true. (1150408)

    • Graphics: Fix CPU performance issue when light probes and ray tracing effects are used together.

    • Graphics: Fix crash when using RenderPass without depth on Metal devices

    • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1295408)

    • Graphics: Fix rare deadlock that can occur when a texture fails to load. (1265360)

    • Graphics: Fix shadow normal bias slider getting clamped at 3. (1213200)

    • Graphics: Fix Simplify button clipping in the LineRenderer Inspector when the window was narrow. (1308478)

    • Graphics: Fixed a bug in SRPs where models appeared white in the preview window. (1297670)

    • Graphics: Fixed a bug with Cubemap.GetPixel(CubemapFace face, int x, int y) not passing its parameters correctly. (1305539)

    • Graphics: Fixed a case that render thread calls main thread only API in editor. (1317190)

    • Graphics: Fixed a crash that would occur when trying to create a VT GPU cache larger than the available GPU memory. (1293468)

    • Graphics: Fixed a crash when passing in DepthAuto or ShadowAuto into SystemInfo.GetCompatibleFormat. (1343093)

    • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

    • Graphics: Fixed a rare crash in shadow rendering. (1350950)

    • Graphics: Fixed a regression where calling the the Texture2D.Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. (1312670)

    • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.

    • Graphics: Fixed ACES filter artefact due to half float error on some mobile platforms.

    • Graphics: Fixed alignment in Volume Components.

    • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

    • Graphics: Fixed an incorrect error check in the BC7 decompressor. (1339809)

    • Graphics: Fixed an issue with ReadPixels() over 3 API's, where the first slice would always be returned instead of the specified depth slice. The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face. (979487)

    • Graphics: Fixed an uninitialized value problem found by Vulkan. (1309741)

    • Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. (1180254)

    • Graphics: Fixed assertion failure when releasing rendererlists in certain scenes. (1342215)

    • Graphics: Fixed assertion on compression of L1 coefficients for Probe Volume.

    • Graphics: Fixed bug where ComputeShader.IsSupported for OpenGL (ES) would only return false on the first call for kernel that did not compiler at runtime. (1334034)

    • Graphics: Fixed crash when a compute shader does not compile when using OpenGL. (1324695)

    • Graphics: Fixed crash when calling AsyncGPUReadback.RequestIntoNativeArray with a temp allocated array. (1336583)

    • Graphics: Fixed crash when calling GetPixelData with invalid arguments. (1322485)

    • Graphics: Fixed crash when DX12 Hardware Dynamic Resolution Scaling is enabled on XR. (1323531)

    • Graphics: Fixed crash when executing CommandBuffer.DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer. (1323447)

    • Graphics: Fixed crash when launching tutorials on Linux with AMD/Intel cards. (1323204)

    • Graphics: Fixed crash when switching resolutions rapidly on the unity editor when hardware DRS is enabled on HDRP. (1353948)

    • Graphics: Fixed crash when uploading large number of texture assets in DX12. (1324699)

    • Graphics: Fixed crash wrong format desc of GraphicsFormat.VideoAuto on metal. (1296529)

    • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation

    • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

    • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.

    • Graphics: Fixed empty RenderTexture.ResolveAA debug marker appearing in Frame Debugger and other frame capture tools on mobile platforms. (1330944)

    • Graphics: Fixed error when change Lens Flare Element Count followed by undo. (1346894)

    • Graphics: Fixed explicit half precision not working even when Unified Shader Precision Model is enabled.

    • Graphics: Fixed false-positive error message during ReadbackImage on GLCore. (1297065)

    • Graphics: Fixed frame debugger crash when using the RenderPass API with MSAA enabled. (1317665)

    • Graphics: Fixed gizmo rendering in SRP when wireframe mode is selected (1251022)

    • Graphics: Fixed GPU crash on Intel integrated cards when opening the editor with a scene that had VFX. (1332956)

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed HDRP Runtime test failure in Vulkan caused by incorrect shader code generation. (1323529)

    • Graphics: Fixed IES Importer related to new API on core.

    • Graphics: Fixed in crash for software DRS for DLSS in dx12 when changing the resolution mid frame. (1352848)

    • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.

    • Graphics: Fixed incorrect warning in when creating a texture from script with a compressed format that is not supported on the Editor platform. (1317998)

    • Graphics: Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.

    • Graphics: Fixed L2 for Probe Volumes.

    • Graphics: Fixed layered rendering (and validation errors) with 3D Textures when using Vulkan. (1323740)

    • Graphics: Fixed layered rendering to mips of 3D textures when using Vulkan. (1329180)

    • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

    • Graphics: Fixed Lens Flare rotation for Curve Distribution.

    • Graphics: Fixed Lens Flare Thumbnails.

    • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

    • Graphics: Fixed Light Layers with duplicate names being hidden in Light or Renderer component. (1335982)

    • Graphics: Fixed Light Probe evaluation in ray tracing shaders resulting in wrong ambient colors. Fixed Light Probe Proxy Volume setup not binding SH2 L2 band uniforms in ray tracing shaders. (1330711)

    • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

    • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

    • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

    • Graphics: Fixed Metal DebugGroups during Xcode GPU Frame Capture getting incorrectly nested when using RenderPass API. (1330942)

    • Graphics: Fixed Metal multisample depth resolve not working. (1330714)

    • Graphics: Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.

    • Graphics: Fixed missing support for coarse/fine derivatives in shader code.

    • Graphics: Fixed normal bias field of reference volume being wrong until the profile UI was displayed.

    • Graphics: Fixed performance regression when changing Mesh vertices or indices. (1326091)

    • Graphics: Fixed problem on domain reload of Volume Parameter Ranges and UI values.

    • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

    • Graphics: Fixed random crash when reloading VFX under special circumstances. (1291710)

    • Graphics: Fixed readback/blit from backbuffer in Editor when running GLES. (1301446)

    • Graphics: Fixed regression where RenderTextureDescriptor.depthBufferBits or RenderTexture.depth could return GraphicsFormat.None when setting the properties to 24 or 32 bit. (1340405)

    • Graphics: Fixed RenderPass API MSAA and clear action issues when writing to the backbuffer on Android (1315433)

    • Graphics: Fixed Right Align of additional properties on Volume Components Editors.

    • Graphics: Fixed rotation issue now all flare rotate on positive direction. (1348570)

    • Graphics: Fixed ScriptableRenderContext.ExecuteCommandBuffer crashing when called with a disposed command buffer (1306222)

    • Graphics: Fixed selection of sRGB format for rendertextures inspector. (1295276)

    • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data.

    • Graphics: Fixed skybox cubemap corruption in Vulkan. (1195394)

    • Graphics: Fixed spacing between property fields on the Volume Component Editors.

    • Graphics: Fixed static batching bug related to rendering layer mask. Meshes that are set up with different rendering layer masks (unity_RenderingLayer uniform variable in shader code), are now correctly split when static batching is enabled instead of being merged, which would otherwise generate incorrect rendering if unity_RenderingLayer was accessed by the shader code.

    • Graphics: Fixed SystemInfo.supportsRenderTargetArrayIndexFromVertexShader when using Vulkan. (1269732)

    • Graphics: Fixed tessellation factors access in domain shaders on Metal/Vulkan. (1337590)

    • Graphics: Fixed Texture resource state that can be incorrect when the destination texture of Graphics.Blit() is also set as _MainTex of the blit material. (1323521)

    • Graphics: Fixed Texture2D.GetPixel(int x, int y, int miplevel) internally passing the miplevel parameter incorrectly. (1284757)

    • Graphics: Fixed Texture3D.CreateExternalTexture to work correctly with Vulkan. (1322987)

    • Graphics: Fixed TextureGenerator.GenerateTexture throws null pointer exception when running with enablePostProcessor to true. (1283888)

    • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.

    • Graphics: Fixed the documentation of CommandBuffer.EndSample. (1264605)

    • Graphics: Fixed the location of the "Shader Graph" asset create menu to be next to the "Shader" menu. (1337080)

    • Graphics: Fixed the multicamera tests on Linux. (1318477)

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.

    • Graphics: Fixed Undo from script refreshing thumbnail.

    • Graphics: Fixed unstable async readback test. (1288678)

    • Graphics: fixed Unwrap crash when automatic margin calculation results in very small margin (1308365)

    • Graphics: Fixed various issues wrt uploading Virtual texturing tiles when using non-native texture formats. (1337269)

    • Graphics: Fixed Volume Gizmo size when rescaling parent GameObject.

    • Graphics: Fixed Vulkan API AccessTextureByID which was failing due to an incorrect internal implementation.

    • Graphics: Fixing bug were a very strong emissive could leak if placed behind a canvas surface in the scene. (1295722)

    • Graphics: Flagged kFormatB10G11R11_UFloatPack32 as a HDR format (1310527)

    • Graphics: Force reload of VFX graph compute shaders when reloading assembly. (1107178)

    • Graphics: Game View Stats Saved by Batching is always 0 when using SRPBatcher. (1329391)

    • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API. (1300054)

    • Graphics: GetPixels,SetPixels,GetPixels32,SetPixels32 will now throw exceptions when failing instead of printing error messages. A number of bugs were fixed that could crash unity. (1293040)

    • Graphics: Graphics: Fixing DLSS vulkan black pixels / frame corruption of first frame. (1335735)

    • Graphics: GUIView.GrabPixels() on Metal will now fill the RenderTexture with valid content (1223120)

    • Graphics: Make metal query max tessellation factor from the driver instead of clamping to 16 always. (1289859)

    • Graphics: Metal shaders will compile correctly when referencing tessellation factors in the domain shader. (1139698)

    • Graphics: Missing objects when highly static batched scene + SRP Batcher (1294742)

    • Graphics: NVIDIA package no longer gets enabled when a project is updated to a new version of unity. This was the result of a bad configuration. (1342012)

    • Graphics: On Metal, enforce depth clearing when "Don't care" load action is used, to avoid potential subtle issues later on. (1330613)

    • Graphics: Order of DLSS quality enumerations changed for better and more intuitive user experience. This change does not break API. (1335732)

    • Graphics: Partially fix limitation of sending only one event per frame : the direct link supports multiple event sent within the same frame.

    • Graphics: Pause VFX when frame debugger is enabled. (1195088)

    • Graphics: Properly handle terrain pixel error calculations for orthographic cameras. (1244606)

    • Graphics: Provided an appropriate API to update builtin reflection probes internal data. (1207660)

    • Graphics: Put objects with negative scale into separate static batch. This makes normal maps display correctly on those objects. (1205209)

    • Graphics: Reduced main thread hitching caused by Shader loading.

    • Graphics: Removed GraphicsFormat warning for RenderTextures when changing color space to gamma. (1284779)

    • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12.

    • Graphics: Removed the unneeded data copy of the initialised memory to video memory when creating a texture from script. (1337186)

    • Graphics: Removed unnecessary api files for NVIDIA Module.

    • Graphics: RenderTextures are no longer forced to use Clamp border sampling if a format with depth is used. (1292651)

    • Graphics: Resolved exact fixed time step flickering while using strip (and other unexpected behavior). (1289829)

    • Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.

    • Graphics: Skip wind calculations for Speed Tree 8 when wind vector is zero. (1335487)

    • Graphics: Support undo of Global Settings assignation (1342987)

    • Graphics: Updated Postprocessing v2 package to 3.1.1.

    • Graphics: Updated SpeedTree importer editor to correctly regenerate materials with custom render pipelines. Only shows the "Receive Shadows" toggle if that functionality is supported by the current SupportedRenderingFeatures. (1338973)

    • Graphics: Using CopyTexture on textures with different MSAA sample counts throws an error. (1308132)

    • Graphics: Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.

    • Graphics: Visual Effects in prefabs always show as modified. (1285787)

    • Graphics: Visual effects will continue to cast shadows even when they are not visible in camera. (1279851)

    • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

    • Graphics: When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.

    • Graphics: When creating PVRTC texture which is not POT and square throw an exception, as it is not supported and might result in crashes later on. (1329461)

    • HDRP: Assets going through the migration system are now dirtied.

    • HDRP: Cleanup Shader UI.

    • HDRP: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a compilation issue for AxF carpaints on Vulkan

    • HDRP: Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).

    • HDRP: Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data.

    • HDRP: Fixed a limit case when the camera is exactly at the lower cloud level. (1316988)

    • HDRP: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

    • HDRP: Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle.

    • HDRP: Fixed a NaN generating in Area light code.

    • HDRP: Fixed a null ref exception when adding a new environment to the Look Dev library.

    • HDRP: Fixed a nullref in volume system after deleting a volume object. (1348374)

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed access to main directional light from script.

    • HDRP: Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds. (1340731)

    • HDRP: Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (1339330)

    • HDRP: Fixed an incompatibility between MSAA and Volumetric Clouds.

    • HDRP: Fixed an issue in the planar reflection probe convolution.

    • HDRP: Fixed an issue that made camera motion vectors unavailable in custom passes.

    • HDRP: Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph.

    • HDRP: Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.

    • HDRP: Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster.

    • HDRP: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

    • HDRP: Fixed an issue where runtime debug window UI would leak game objects.

    • HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

    • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

    • HDRP: Fixed an issue with debug overriding emissive material color for deferred path. (1313123)

    • HDRP: Fixed an issue with Decal normal blending producing NaNs.

    • HDRP: Fixed an issue with half res ssgi upscale.

    • HDRP: Fixed an issue with normal management for recursive rendering (1324082)

    • HDRP: Fixed an issue with reflection probe normalization via APV when no probes are in scene.

    • HDRP: Fixed an issue with resolution dependence for physically based depth of field.

    • HDRP: Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases).

    • HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values.

    • HDRP: Fixed an issue with the capture callback (now includes post processing results).

    • HDRP: Fixed an issue with the mipmap generation internal format after rendering format change.

    • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.

    • HDRP: Fixed AxF debug output in certain configurations (1333780)

    • HDRP: Fixed bad feedback loop occuring when auto exposure adaptation time was too small.

    • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.

    • HDRP: Fixed box light attenuation.

    • HDRP: Fixed cases in which object and camera motion vectors would cancel out, but didn't.

    • HDRP: Fixed Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures.

    • HDRP: Fixed computation of geometric normal in path tracing (1293029)

    • HDRP: Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey.

    • HDRP: Fixed contact shadow debug views not displaying correctly upon resizing of view.

    • HDRP: Fixed contact shadows tile coordinates calculations.

    • HDRP: Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.

    • HDRP: Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP

    • HDRP: Fixed cropping issue with the compositor camera bridge (1340549)

    • HDRP: Fixed custom pass volume not executed in scene view because of the volume culling mask.

    • HDRP: Fixed custom pass workflow for single camera effects.

    • HDRP: Fixed custom post process name not displayed correctly in GPU markers.

    • HDRP: Fixed custom post process template not working with Blit method.

    • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.

    • HDRP: Fixed decal draw order for ShaderGraph decal materials.

    • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.

    • HDRP: Fixed Decal's UV edit mode with negative UV.

    • HDRP: Fixed decals in material debug display.

    • HDRP: Fixed diffusion profile breaking after upgrading HDRP (1337892)

    • HDRP: Fixed diffusion profile displayed in the inspector.

    • HDRP: Fixed distortion when resizing the graphics compositor window in builds. (1328968)

    • HDRP: Fixed enabling a lensflare in playmode.

    • HDRP: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

    • HDRP: Fixed error with motion blur and small render targets.

    • HDRP: Fixed exposure issues with volumetric clouds on planar reflection.

    • HDRP: Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR). (1346383)

    • HDRP: Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth).

    • HDRP: Fixed failures on platforms that do not support ray tracing due to an engine behavior change.

    • HDRP: Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

    • HDRP: Fixed for wrong cached area light initialization.

    • HDRP: Fixed Force RGBA16 when scene filtering is active. (1228736)

    • HDRP: Fixed GBuffer clear option in FrameSettings not working.

    • HDRP: Fixed gbuffer depth debug mode for materials not rendered during the prepass.

    • HDRP: Fixed GC allocations from XR occlusion mesh when using multipass.

    • HDRP: Fixed ghosting issues if the exposure changed too much (RTGI).

    • HDRP: Fixed gizmo rendering when wireframe mode is selected.

    • HDRP: Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy.

    • HDRP: Fixed HDRP material being constantly dirty.

    • HDRP: Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material. (1339865)

    • HDRP: Fixed HDRP's ShaderGraphVersion migration management which was broken.

    • HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

    • HDRP: Fixed incorrect RTHandle scale in DoF when TAA is enabled.

    • HDRP: Fixed infinite propagation of nans for RTGI and SSGI. (1349738)

    • HDRP: Fixed Intensity Multiplier not affecting realtime global illumination.

    • HDRP: Fixed invalid pass index 1 in DrawProcedural error.

    • HDRP: Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.

    • HDRP: Fixed issue in wizard when resource folder don't exist.

    • HDRP: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.

    • HDRP: Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

    • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.

    • HDRP: Fixed issue with automatic exposure settings not updating scene view.

    • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.

    • HDRP: Fixed issue with Depth of Field CoC debug view.

    • HDRP: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

    • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.

    • HDRP: Fixed issue with hierarchy object filtering.

    • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.

    • HDRP: Fixed issue with NaNs in Volumetric Clouds on some platforms.

    • HDRP: Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time.

    • HDRP: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.

    • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.

    • HDRP: Fixed issue with shadow mask and area lights.

    • HDRP: Fixed issue with velocity rejection when using physically-based DoF.

    • HDRP: Fixed label style in pbr sky editor.

    • HDRP: Fixed LayerMask editor for volume parameters.

    • HDRP: Fixed light gizmo showing shadow near plane when shadows are disabled.

    • HDRP: Fixed light layer issue when performing editing on multiple lights.

    • HDRP: Fixed LightCluster debug view for ray tracing.

    • HDRP: Fixed lights shadow frustum near and far planes.

    • HDRP: Fixed LookDev environment library assignement after leaving playmode.

    • HDRP: Fixed material keywords with fbx importer.

    • HDRP: Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset.

    • HDRP: Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering.

    • HDRP: Fixed missing API documentation for LTC area light code.

    • HDRP: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

    • HDRP: Fixed missing global wind parameters in the visual environment.

    • HDRP: Fixed Missing lighting quality settings for SSGI. (1312067)

    • HDRP: Fixed missing option to use POM on emissive for tessellated shaders.

    • HDRP: Fixed missing Update in Wizard's DXR Documentation.

    • HDRP: Fixed model import by adding additional data if needed.

    • HDRP: Fixed multi cameras using cloud layers shadows.

    • HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.

    • HDRP: Fixed multiple any hit occuring on transparent objects. (1294927)

    • HDRP: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.

    • HDRP: Fixed normals provided in object space or world space, when using double sided materials.

    • HDRP: Fixed null reference exception in Raytracing SSS volume component.

    • HDRP: Fixed nullref in layered lit shader editor.

    • HDRP: Fixed nullref when enabling fullscreen passthrough in HDRP Camera.

    • HDRP: Fixed object outline flickering with TAA.

    • HDRP: Fixed objects disappearing from Lookdev window when entering playmode. (1309368)

    • HDRP: Fixed overdraw in custom pass utils blur and Copy functions (1333648)

    • HDRP: Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture.

    • HDRP: Fixed parameter ranges in HDRP Asset settings.

    • HDRP: Fixed path traced transparent unlit material (1335500)

    • HDRP: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

    • HDRP: Fixed PCSS filtering issues with cached shadow maps.

    • HDRP: Fixed performance issue with ShaderGraph and Alpha Test.

    • HDRP: Fixed Pixel Displacement that could be set on tessellation shader while it's not supported.

    • HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on.

    • HDRP: Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data.

    • HDRP: Fixed potential NaN on apply distortion pass.

    • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.

    • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

    • HDRP: Fixed reflection probes being injected into the ray tracing light cluster even if not baked (1329083)

    • HDRP: Fixed register spilling on FXC in light list shaders.

    • HDRP: Fixed remapping of depth pyramid debug view.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.

    • HDRP: Fixed rendering of objects just after the TAA pass (before post process injection point).

    • HDRP: Fixed ResourceReloader that was not call anymore at pipeline construction.

    • HDRP: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.

    • HDRP: Fixed rounding issue when accessing the color buffer in the DoF shader.

    • HDRP: Fixed sceneview debug mode rendering. (1211436)

    • HDRP: Fixed screen being over-exposed when changing very different skies.

    • HDRP: Fixed screen-space shadows with XR single-pass and camera relative rendering. (1348260)

    • HDRP: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    • HDRP: Fixed side effect on styles during compositor rendering.

    • HDRP: Fixed skybox for ortho cameras.

    • HDRP: Fixed some aliasing ussues with the volumetric clouds.

    • HDRP: Fixed some depth comparison instabilities with volumetric clouds.

    • HDRP: Fixed some labels being clipped in the Render Graph Viewer

    • HDRP: Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass.

    • HDRP: Fixed some reference to old frame settings names in HDRP Wizard.

    • HDRP: Fixed some render texture leaks.

    • HDRP: Fixed some resolution aliasing for physically based depth of field. (1340551)

    • HDRP: Fixed spacing on LayerListMaterialUIBlock.

    • HDRP: Fixed spot light radius not changed when editing the inner or outer angle of a multi selection. (1345264)

    • HDRP: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.

    • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.

    • HDRP: Fixed SSR Precision for 4K Screen.

    • HDRP: Fixed SSS on console platforms.

    • HDRP: Fixed sub-shadow rendering for cached shadow maps.

    • HDRP: Fixed support for instanced motion vector rendering.

    • HDRP: Fixed support for ray binning for ray tracing in XR (case ). (1346374)

    • HDRP: Fixed support of Distortion with MSAA

    • HDRP: Fixed support of multi-editing on custom pass volumes.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed tessellation displacement with planar mapping.

    • HDRP: Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume.

    • HDRP: Fixed the double sided option moving when toggling it in the material UI (1328877)

    • HDRP: Fixed the fallback to custom went changing a quality settings not workings properly (1338657)

    • HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate. (1352679)

    • HDRP: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • HDRP: Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute.

    • HDRP: Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (1332904)

    • HDRP: Fixed the RTAO debug view being broken.

    • HDRP: Fixed the shader graph files that was still dirty after the first save. (1342039)

    • HDRP: Fixed the transparent cutoff not working properly in semi-transparent and color shadows. (1340234)

    • HDRP: Fixed the various history buffers being discarded when the fog was enabled/disabled. (1316072)

    • HDRP: Fixed tiled artifacts in refraction at borders between two reflection probes.

    • HDRP: Fixed timing issues with accumulation motion blur

    • HDRP: Fixed undo of some properties on light editor.

    • HDRP: Fixed undo on light anchor.

    • HDRP: Fixed undo-redo on layered lit editor.

    • HDRP: Fixed Undo/Redo instability of light temperature.

    • HDRP: Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (1333947)

    • HDRP: Fixed update upon light movement for directional light rotation.

    • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.

    • HDRP: Fixed various issues with non-temporal SSAO and rendergraph.

    • HDRP: Fixed various SSGI issues. (1327919, 1339297, 1340851)

    • HDRP: Fixed Vertex Color Mode documentation for layered lit shader.

    • HDRP: Fixed VFX flag "Exclude From TAA" not working for some particle types.

    • HDRP: Fixed VfX lit particle AOV output color space.

    • HDRP: Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog in planar reflections.

    • HDRP: Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing.

    • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).

    • HDRP: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

    • HDRP: Fixed white flash when camera is reset and SSR Accumulation mode is on.

    • HDRP: Fixed white flash with SSR when resetting camera history. (1335263)

    • HDRP: Fixed white flashes on camera cuts on volumetric fog.

    • HDRP: Fixed white flashes when history is reset due to changes on type of upsampler.

    • HDRP: Fixed wizard checking FrameSettings not in HDRP Default Settings.

    • HDRP: Fixed wobbling/tearing-like artifacts with SSAO.

    • HDRP: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

    • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.

    • HDRP: Fixed XR depth copy (1286908)

    • HDRP: Fixed XR depth copy when using MSAA.

    • HDRP: Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time.

    • HDRP: HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline.

    • HDRP: Indentation of the HDRenderPipelineAsset inspector UI for quality.

    • HDRP: Only display HDRP Camera Preview if HDRP is the active pipeline. (1350767)

    • HDRP: Prevent any unwanted light sync when not in HDRP. (1217575)

    • HDRP: Prevented user from spamming and corrupting installation of nvidia package.

    • HDRP: The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.

    • HDRP: The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline.

    • HDRP: VFX : Debug material view incorrect depth test. (1293291)

    • HDRP: VFX : Debug material view were rendering pink for albedo. (1290752)

    • HDRP: VFX: Fixed LPPV with lit particles in deferred. (1293608)

    • IL2CPP: Added support for array values as custom attribute arguments. (1174903)

    • IL2CPP: Allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

    • IL2CPP: Fixed compiler error calling Enum.GetHashCode with System.Enum arguments. (1354855)

    • IL2CPP: Fixed issue that could lead to builds not re-building when certain files or settings were updated. (1343625)

    • IL2CPP: Fixed issue with non-ASCII characters in installation path or project path that could cause builds to fail. (1322529)

    • IL2CPP: Fixed issue with UnityLinker that would cause Windows Runtime assemblies to be incorrectly loaded and parsed, causing builds to fail. (1315830)

    • IL2CPP: Fixed UnityLinker bug that caused callvirt instruction to be removed without removing the corresponding constrained instruction. (1297609)

    • IMGUI: Fixed an issue where custom editor without CanEditMultipleObjects attribute is not displaying the script fields. (1279145)

    • IMGUI: Fixed an issue where the layers dropdown menu window is not closed while dragging the editor window. (1308381)

    • IMGUI: Fixed Gridview image of Texture not updating in ProjectBrowser when color space is updated in PlayerSettings. (1198127)

    • IMGUI: Fixed Project Window going blank when the objects are dragged between folders in Favourites. (1206532)

    • IMGUI: Hide the MaterialEditor in inspector when a MeshRenderer is hidden. (1289980)

    • iOS: Added missing API file updates.

    • iOS: Disabled audio output on pre-iOS14 simulators, as audio is broken here completely and causes a crash on startup. (1325806)

    • iOS: EditorUserBuildSettings.symlinkLibraries will affect sources in packages which are referenced by file tag in Packages/manifest.json (1301157)

    • iOS: Fixed an issue where display length is not updated when external display is disconnected. Users now can access only active displays (previously there was a possibility of caching known but inactive display indices). (1330759)

    • iOS: Fixed crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

    • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations. (1287862)

    • iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal (1299759)

    • iOS: Fixed tweaking WebCamTexture sampler setup resulting in GPU error on older devices. (1309523)

    • iOS: Provide Compass.headingAccuracy data. (1338663)

    • iOS: UaaL displays properly if embedded in app with SceneDelegate support. (1266702)

    • iOS: Updated the list of available frameworks in Plugin Inspector. (1194821)

    • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).

    • Kernel: Fixed issue where running player with auto connect on mobile device with disabled WiFi, disabling player connection. Then any attempt to connect to device manually will fail. (1311781)

    • Kernel: Fixed potential crash while extracting detangled name on OSX. (1308423)

    • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.

    • License: Added Licensing Client version into Editor Analytics.

    • License: Fixed memory leak in Licensing Module.

    • License: Fixed serverDirectory in license server configuration file.

    • Linux: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer.

    • Linux: Fix "Not Responding" dialog window opens up in the Player when the splash screen's logo duration is set to 4.65 or higher. (1249666)

    • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

    • Linux: Fix recognition of game controllers with same usd product id. (1300415)

    • Linux: Fixed automated batch mode test from failing due to Unity exiting with error code 133 before all it's threads have shut down. (1303886)

    • Linux: Fixed gizmo dropdown not closing when clicking on the scene or game view. (1289590)

    • Linux: Fixed inspector prefab overrides window from drawing beyond the usable workarea (1119679)

    • Linux: Fixed main editor window from scrolling when using larger Gnome font sizes. (1311302)

    • Linux: Fixed mismatch BeginSample/EndSample profiler errors when using a modal file save dialog while profiling. (1322750)

    • Linux: Fixed mismatch profiler BeginSample/EndSample errors when interacting with a modal dialog while the profiler is active in Editor mode. (1306180)

    • Linux: Fixed mouse clicks incrementing scroll x/y. (1308873)

    • Linux: Fixed plugin header files not being copied to the editor installer. (1345891)

    • Linux: Fixed shifted key events in the old input system. (1316748)

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • Linux: Keep the window that had focus last in focus after a modal dialog closes. (1319180)

    • Linux: Keyboard API now correctly displays non-US keyboard displaynames when using Keyboard.current.<key>.displayName (1266943)

    • Linux: Made updates to min/max size blocking if it results in a resized window to help ensure a window is ready after it's size has been changed. (1319323)

    • Linux: Make GUIViews obey the min/max constraints of the window they are in. (1327222)

    • Linux: NullReferenceException no longer appears when clicking the "Setting icon" under the "Profiler Module" dropdown. (1290647)

    • Linux: Removed broken gamepad auto mapping from SDL 2.0.14. (1322165)

    • Linux: Updated from SDL 2.0.12 to 2.0.14

    • macOS: Added support for Apple silicon Editor plugins. Fixed error where x64 plugins report a naming conflict with Apple silicon plugins. (1332566)

    • macOS: Fix Screen.resolutions refreshRate property. (1284854)

    • macOS: Fixed a bug related to 8 monitors connected at one time. (1272030)

    • macOS: Fixed crash if user unplugs a secondary display while running player. (1325384)

    • macOS: Fixed Cursor.lockState registers input movement as if the mouse is moved to the center first before following the actual mouse movement. (1283506)

    • macOS: Fixed IMGUI mouse position when using the New Input System. (1298110)

    • macOS: Fixed Input.inputString doesn't convert input to the suggestions from IME. (1305843)

    • macOS: Fixed Input.inputString not updating when cmd key is held down (1296862)

    • macOS: Fixed install path regression that resulted in iOS support not being able to be installed. (1337753)

    • macOS: Fixed memory leak in HDR Display related code

    • macOS: Fixed scene view lagging when the tile palette window was focused. (1316068)

    • macOS: Fixed Screen.currentResolution when Mac Retina Support Player Setting is off. (1286140)

    • macOS: If running under Rosetta 2, <Rosetta> will appear in the title bar next to the graphics mode. (1329708)

    • macOS: We now log basic system information when launching the Editor to the log file.

    • macOS: We now prompt for to save changes even when the window is minimized. (1320569)

    • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Mobile: No more MSAA and Pixel Light count warnings when building URP on Mobile platforms (1300605)

    • Mobile: Show provider icon and info text correctly.

    • Mono: Assembly.Load now loads distinct assemblies correctly. (1073523)

    • Mono: Fixed "Loading assembly failed. File does not contain a valid CIL image" errors. (1336618)

    • Mono: Fixed FileSystemEventArgs.Name to be a relative path. (1344552)

    • Mono: Fixed issue in the mono web request stack where it would incorrectly wait on the Unity synchronization context for an asynchronous call to complete leading to the request being aborted on timeout. (1338465)

    • Mono: Fixed regression where a MissingMethodException would be thrown when IsComObject was called. (1346334)

    • Mono: Prevent unnecessary files from being copied into the Managed directory when managed code stripping is enabled. (1302474)

    • Multiplayer: Marked uNET HLAPI as deprecated.

    • N/A (internal): Fixed exception caused by EmbeddedLinuxPreProcessor, by only executing checks when EmbeddedLinux platform is selected.
      Fixes the removal of unneeded EmbeddedLinux support files (e.g. unstripped debug symbols), to minimize the resulting archive size.

    • N/A (internal): Fixed native test instability CanLoadMesh. (1330725)

    • Networking: UnityWebRequest: fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)

    • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

    • Package: (Recorder) (macOS) Fixed an image stride issue for ProRes formats 4444 and 4444XQ.

    • Package: (Recorder) Do not perform the color space conversion from linear to sRGB for RenderTextures that are already sRGB.

    • Package: (Recorder) Ensured that the color space conversion from sRGB to linear is performed when required for EXR files

    • Package: (Recorder) Ensured that the Image Recorder encodes in sRGB when requested, even if the scripted render pipeline provides linear data.

    • Package: (Recorder) Fixed a memory leak in the AOV Recorder.

    • Package: (Recorder) Fixed an exception that occurred when sending a RenderTexture to a Recorder before creating this RenderTexture.

    • Package: (Recorder) Fixed an exception that occurred when the user performed the undo action after deleting a Recorder.

    • Package: (Recorder) Fixed audio recording issue when the frame interval is not starting at 0.

    • Package: (Recorder) Fixed invalid values in the alpha channel when performing texture sampling for different rendering and output resolutions.

    • Package: (Recorder) Fixed issues with the Recorder samples about synchronizing multiple recordings and resetting the Game view resolution.

    • Package: (Recorder) Fixed the Tagged Camera capture process to follow any camera changes that might occur.

    • Package: (Recorder) Fixed vertically flipped outputs on OpenGL hardware.

    • Package: (Recorder) Perform the appropriate color space conversion for Texture Sampling sources when required.

    • Package: Added Live Capture [1.0.1]. Use the Live Capture package to connect to the Unity Virtual Camera and Unity Face Capture companion apps to capture and record camera motion and face performances.

    • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.].

    • Package: Updated com.unity.formats.alembic@2.2.1.

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package: Visual Scripting :
      • Fixed long values not preserved in literal nodes.
      • Fixed root icons in breadcrumbs in the graph editor window.
      • Fixed graph nodes icons
      • Fixed project settings will not show when looking for graphs
      • Fixed exception when user double clicks on a graph
      • Raised warnings at edit time when a MouseEvent node is used when targeting handheld devices instead of build time.
    • Package: [VisualScripting] "Restore to Defaults" buttons in the Project Settings window

    • Package: [VisualScripting] Console errors when deleting a Prefab with a Visual Script

    • Package: [VisualScripting] Console errors when editing nested graphs during Play Mode

    • Package: [VisualScripting] Dropdown icon is not clipped with TextField under "Get Variable"

    • Package: [VisualScripting] Error message when custom inspectors are generated

    • Package: [VisualScripting] Error when executing "Fix Missing Scripts" in a HDRP project

    • Package: [VisualScripting] FlowMachine type is now back in usable types.

    • Package: [VisualScripting] Fuzzy finder no longer blinks when trying to add a node [BOLT-1157]

    • Package: [VisualScripting] Fuzzy finder search window no longer remains above all other windows [BOLT-1197]

    • Package: [VisualScripting] Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214]

    • Package: [VisualScripting] Generated folder is removed when removing the VisualScripting package.

    • Package: [VisualScripting] Graph getting corrupted when adding "Get Action Map" unit

    • Package: [VisualScripting] GraphPointerException occurs when nesting graph within itself [BOLT-1257]

    • Package: [VisualScripting] Help button in the visual scripting Assets and Behaviours inspector now link to the package documentation.

    • Package: [VisualScripting] Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725]

    • Package: [VisualScripting] Node description being sometimes clipped

    • Package: [VisualScripting] Object Variables tabs not updated when creating a Prefab

    • Package: [VisualScripting] Open the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159]

    • Package: [VisualScripting] Preferences being searchable [BOLT-1218]

    • Package: [VisualScripting] Preferences spacing has been adjusted to avoid overlaps

    • Package: [VisualScripting] RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149]

    • Package: [VisualScripting] Rendering of inactive ObjectFields

    • Package: [VisualScripting] Resize cursor rect on group when graph window is zoomed

    • Package: [VisualScripting] ScalarAdd unit migration from 1.4.13 to 1.4.14 and above

    • Package: [VisualScripting] Scale groups when zoom is not at 1x

    • Package: [VisualScripting] Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed

    • Package: [VisualScripting] ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder

    • Package: [VisualScripting] Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed

    • Package: [VisualScripting] Warnings overflow in the console when deleting and adding a boolean variable in the blackboard

    • Package: [VisualScripting] Warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing

    • Package Manager: Added an info icon will warn users when the package version they are using is not recommended for their Unity version. (1335740)

    • Package Manager: Added missing tooltip to the refresh icon.

    • Package Manager: Deletion of root package folders from Project Browser is now prohibited. Users should use Package Manager Window to ensure proper removal of packages from their projects. (1285197)

    • Package Manager: Dependencies' state is automatically refreshed in the list when installed or removed by default. (1360937)

    • Package Manager: Enabled Update button for packages installed from Git, will check if any updates are available and update the Git package.

    • Package Manager: Errors are now automatically refreshed once packages are updated to fix the issue. (1342141)

    • Package Manager: Fix the button text being clipped and properties going out of panel under the foldout of Scoped Registries in Project Settings window.

    • Package Manager: Fixed a bug where a non-discoverable package is displayed as released on the user's Editor version. (1335740)

    • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

    • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

    • Package Manager: Fixed an issue where if the user has many asset store packages loaded in My Assets view, selecting the last package and scrolls up list show items with empty package name.

    • Package Manager: Fixed an issue where manually embedded packages from the project cache are not added in Perforce. (1314073)

    • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

    • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

    • Package Manager: Fixed confusing error message when 'View changelog' not available (1282094)

    • Package Manager: Fixed random stack overflow issue when installing and uninstalling packages. (1327700)

    • Package Manager: Fixed sample display name error info box when package is not in development and package manager set to lowest width.

    • Package Manager: Fixed size of add bouton.

    • Package Manager: Fixed tests compilation warnings.

    • Package Manager: Fixed the issue when sorting by "Update date" and filtering by "Downloaded", the order of the assets is inconsistent in My Assets tab. (1343200)

    • Package Manager: Fixed the issue where modifying sort option breaks package list ordering in the My Assets tab. (1343198)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Package Manager: Fixed the UX issue where after a user installs a version of a package that does not match the version used after dependency resolution, it looks like the install did not happen. (1271576)

    • Package Manager: Hide reset feature button if the installed version is a patch of the lifecycle version. (1360446)

    • Package Manager: If user install same version as feature set required locally, we don't show it as customized. (1342339)

    • Package Manager: Implemented undo/redo in Scoped Registries Management. (1285075)

    • Package Manager: Put a descriptive error message when open asset with different account.

    • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled. (1297779)

    • Package Manager: Show package update icon and update button when there is a latest update available. Remove update icon and update button when there is a recommended update available that is not the latest update.

    • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

    • Package Manager: The expanded/collapsed state of Packages folder in Project Browser will now persist on Editor restart. (1307883)

    • Package Manager: There are no more missing packages in a Feature's dependencies list. (1344819)

    • Particles: Add texel size and mask interaction shader properties to particle system renderer. (1296392)

    • Particles: Added missing tooltips to + and - buttons. (1332732)

    • Particles: Apply Start Delay to Rate over Distance emission. (1314672)

    • Particles: Disable error dialog for incorrect Vertex Stream setup, because it is not possible to provide accurate information. (1304215)

    • Particles: Ensure ParticleSystem.Particle.angularVelocity gets applied properly when set via script. (1322645)

    • Particles: Fix incorrect evaluation of the end of stepped curves in Particle Systems. (1314389)

    • Particles: Fixed culling issue if a Particle System mesh changes. (1329097)

    • Particles: Fixed Mesh (+) button overlapping in Renderer Material field. (1332484)

    • Particles: Fixed misplaced object selector buttons under Trigger, Collision, and External Force modules. (1331893)

    • Particles: Fixed orientation of GPU instanced mesh particle shadows. (1036174)

    • Particles: Keep Particle System curve editor labels within the GUI box, to avoid any clipping. (1323617)

    • Particles: Prevent errors and invalid particle simulations, when using an Arc of 0 and Ping-Pong mode in the Shape module. (1278594)

    • Particles: Run the Trigger Module on newly spawned particles in case they need removing, or a callback firing. (1328141)

    • Particles: The create button("+") is now hidden in the Particles Window when editing a Prefab Asset. (1287185)

    • Particles: Updated emitter velocity as soon as the property is changed, not on the next frame. (1342626)

    • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

    • Physics: Anchored prismatic limit handles in screen space to avoid them occluding small Articulation Body links.

    • Physics: Changed the PhysX PVD connection code so that it can connect to a running PVD instance, and does set the visualization flags correctly.

    • Physics: Ensure that a Rigidbody2D never alters current Transform Z position at the point we perform interpolation write-back to the Transform position. (1362840)

    • Physics: Fixed a crash when adding more than 65534 Colliders to a Rigidbody or an Articulation Body. (1325575)

    • Physics: Fixed an issue where, when using "Collision2D.GetContacts(List<ContactPoint2D>)", the list size was incorrectly set the same as the list capacity rather than the number of results returned. (1352777)

    • Physics: Fixed Articulation Bodies not changing collision detection mode via Script. (1330429)

    • Physics: Fixed Character Controller returning incorrect closest points when the center is offset. (1339454)

    • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable. (1006742)

    • Physics: Fixed Physics Debugger not showing up in Prefab Mode. (1158611)

    • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

    • Physics: Fixed Rigidbody.angularVelocity setter that constrained the velocity wrongly; it's now doing it in mass-space to match what should happen actually. (1083573)

    • Physics: Prevented the ConnectedAnchor to be detected as property modification when AutoConfigureConnectedAnchor is set and ConnectedAnchor gets a generated value than happens to be different than the corresponding ConnectedAnchor value in the prefab. (1308880)

    • Prefabs: A component added to a Prefab in Prefab Mode which is found to conflict with a pre-existing component on an instance is now suppressed so the Inspector displays only the pre-existing component instead of both. (1148404)

    • Prefabs: Added error message to prevent entering playmode when the scene contains missing Prefabs instances. Added option to Unpack Prefabs when deleting them.

    • Prefabs: An open ComparisonViewPopup is now closed if undo operations cause selection changes which affect the content of the Overrides Window's tree view and render the popup's visibility redundant. (1325826)

    • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

    • Prefabs: Checked that the GameObject pointed by a component, during scene loading, is actually a valid GameObject. (1333374)

    • Prefabs: Components that are suppressed on a Prefab instance by added components, now reappear when the suppressor is destroyed. (1295687)

    • Prefabs: Corrected API documentation for SceneManager.activeSceneChanged. (1038093)

    • Prefabs: Fixed an issue where OnValidate() could be called on an inactive Prefab. (1271820)

    • Prefabs: Fixed case 1085603: Undoing the 'Create/Replace prefab' action does not revert the Prefab to its previous state'. (1085603)

    • Prefabs: Fixed Crash when Exiting Play mode with Multiple scenes loaded (1298007)

    • Prefabs: Fixed FindAllInstancesOfPrefab to filter persistent instances.

    • Prefabs: Fixed multiple selection of added GameObjects not being applied to Prefabs (or reverted) via the Hierarchy context menu. (1313939)

    • Prefabs: Fixed prefabs don't visually show their HideFlags.NotEditable state in the Hierarchy window. (1324446)

    • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

    • Prefabs: Fixed that changes to Prefab instances in the Scene are not reflected when dragging Materials/Scripts onto the Asset in the Project Window. (1311622)

    • Prefabs: Fixed that creating a Prefab by dragging did not handle missing scripts gracefully. (1259961)

    • Prefabs: Fixed that Overrides window does not refresh state after changing GameObject name in the comparison popup. (1300152)

    • Prefabs: Fixed undo not working when Renaming a Missing Prefab in the Hierarchy. (1165052)

    • Prefabs: Improved error logging when importing Prefab files. The import errors are now collected and logged as one message instead of individual errors and most importantly the Prefab asset path is made clear to the user. Also clicking the message will frame the Prefab in the Project Browser. Also missing Prefabs will now be logged as an error. (1298338)

    • Prefabs: PrefabUtility.SavePrefabAsset is now robust against supplied objects being reloaded during AssetModificationProcessor.OnWillSaveAssets. (1276013)

    • Prefabs: Removed wrong error message. (1287903)

    • Prefabs: Set as first/last sibling cannot be undone to reorder the Prefab hierarchy. (1296698)

    • Prefabs: Updated documentation for OnPostprocessPrefab to reflect better the behavior. (1304102)

    • Prefabs: Updated documentation that scripts using OnValidate can only modify data on itself. (1333052)

    • Profiler: Enabled GPU profiling in the Editor (1315474)

    • Profiler: Fixed a material leak in the UISystemProfiler UI (1280162)

    • Profiler: Fixed an issue where creating a Memory snapshot file writer with a null or empty string would crash the Editor. (1296217)

    • Profiler: Fixed an issue where we could no longer connect to tethered Android devices after they have been disconnected, without manually calling adb commands from the CLI. (1268987)

    • Profiler: Fixed Application.targetFrameRate frames visualization in the Editor when profiling Play mode. (1355826)

    • Profiler: Fixed crash due to Profiler code during Editor Shutdown

    • Profiler: Fixed gaps in script-driven profiler counters in the Editor when profiling Play mode. (1343692)

    • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes (1299569)

    • Profiler: Fixed performance test instability. (1351859)

    • Profiler: Fixed Recorder reporting invalid data after being disabled and re-enabled. (1321813)

    • Profiler: Fixed selection of RestoreManagedReferences sample and its children in Profiler Window (1330206)

    • Profiler: Fixed standalone profiler shows editor update check dialogue on start. (1334264)

    • Profiler: Fixed systrace captures producing corrupted data when started in middle of frame, mismatch begin and end samples. (1270929)

    • Profiler: Fixed the Thread Selection Dropdown in Hierarchy view showing multiple threads as selected if they all share the same name.

    • Profiler: Profiler charts now correctly render user-defined Profiler Counters in the Network category captured when UNet is disabled. (1360925)

    • Profiler: Profiler will now clear when entering playmode with the game view maximised. (1307042)

    • Profiler: Removed Total Time from GI Profiler Module chart as it duplicated time in the stacked chart (1305568)

    • Profiler: The Profiler window can no longer be shrunk small enough to hide some of the toolbar options. (1354357)

    • Profiler: Truncated project name in the profiler broadcast to fit within the message buffer. (1322888)

    • Profiler: When disconnecting from and autoconnected device the profiler will now default back to playmode instead of the previous connection. (1268887)

    • Scene Manager: Added debouncing to the search field in the Hierarchy and Scene view for better search input experience in large scenes. Is also now consistent with Project Browser searching behavior. (1315731)

    • Scene Manager: Fix rename overlay in Hierarchy to support hierarchy changes while renaming. (1296235)

    • Scene Manager: Fix that prevent dragging gameobject in a scene that is not loaded (1291614)

    • Scene Manager: Fixed "PlayerLoop internal function has been called recursively" error is thrown when calling NewScene() from the Update function. (1258244)

    • Scene Manager: Fixed focus issue when using a secondary hidden Hierarchy. When creating a new GameObject a visible Hierarchy tab is focused, prioritizing the last interacted Hierarchy if visible. Focusing a hidden Hierarchy tab is therefore now prevented in this situation. (1190664)

    • Scene Manager: Fixed GameObjects in Hierarchy window not hidden when using HideFlags.HideInHierarchy until next Hierarchy rebuild. (1167675)

    • Scene Manager: Fixed SceneManager.GetSceneByName() returning null when buildsettings path to the Scene is given as a parameter. (1155473)

    • Scene Manager: Improved performance of updates on large arrays. (1272309)

    • Scene Manager: Paste as Child' now supports pasting gameObjects to SubScenes. (1316660)

    • Scene Manager: Updated dirtiness logic for undoing after save. (1221800)

    • Scene/Game View: Added a verification of the current mode (edit/play) to only display FPS when in playmode as the measured value does not mean anything in edit mode and can confuse some users. (1285123)

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Added check before recursion that the gizmo is not already active. (1326407)

    • Scene/Game View: Bugfix for Instability in picking tests failure. (1329183)

    • Scene/Game View: Fix for built-in tool buttons toggling highlighted state when clicked consecutively. (1344813)

    • Scene/Game View: Fixed Camera Overlay lost when entering play mode. (1340455)

    • Scene/Game View: Fixed case where clicking on a popup button while the popup was open would not close the existing window. (1335070)

    • Scene/Game View: Fixed clicking on a non-prefab child of a prefab instance incorrectly selecting prefab root. (1305433)

    • Scene/Game View: Fixed custom tool button incorrectly showing a built-in tool in certain cases where EditorToolContext is active. (1339433)

    • Scene/Game View: Fixed fading between 2D and 3D modes with overlays. (1339978)

    • Scene/Game View: Fixed for IMGUI content not being displaced by overlay toolbars. (1339990)

    • Scene/Game View: Fixed for the default Overlays' preset not matching the intended design. (1339964)

    • Scene/Game View: Fixed Gameview focus inconsistent when re-docking. (1272795)

    • Scene/Game View: Fixed Grid Axis field in the Grid Settings Overlay not accepting input. (1345036)

    • Scene/Game View: Fixed Hierarchy context menu showing empty submenu entries. (1319505)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Scene/Game View: Fixed issue with scene view overlay in some packages (1339984)

    • Scene/Game View: Fixed possible exception when removing a collider component while the collider editor tool is active. (1259502)

    • Scene/Game View: Fixed Scene Hierarchy context menu not showing separators in submenus. (1247305)

    • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

    • Scene/Game View: Fixed shortcut conflict between Scene View "Nudge Grid" and 2D "Flip X Y" axis. (1309850)

    • Scene/Game View: Fixed some Scene View Overlays incorrectly registering as applicable to any Editor Window. (1337371)

    • Scene/Game View: Fixing MissingReferenceException in the Scene overlay when deleting a selected Particle System. (1295035)

    • Scene/Game View: Fixing overlay placement when scene view is resizing (1341038)

    • Scene/Game View: Fixing selection outline not drawn for SRP objects in scene view (1294951)

    • Scene/Game View: Fixing selection outline not fading when behind other objects (1119607)

    • Scene/Game View: Fixing Slider1D Handle

    • Scene/Game View: Global tool buttons are disabled when not useable. (1310614)

    • Scene/Game View: Improved performance when opening Scene View window. (1343564)

    • Scene/Game View: Increased maximum Scene Camera fly speed to 1e+5. (1287220)

    • Scene/Game View: Overlay positioning optimization by using transform position and usageHints (1339973)

    • Scene/Game View: Scene/Game View: Fixed an exception when loading an Overlay preset with invalid window type. (1337897)

    • Scene/Game View: The Scene view camera was snapping back or forward when zooming in while holding the Alt key.
      This was due to a small error in the formula.
      There is no more jump in the zoom with this fix. (1293718)

    • Scripting: Added support for custom attribute types inheriting from RuntimeInitializeOnLoadMethodAttribute. (1334599)

    • Scripting: Added type and method information to exceptions raised by the assembly reference checker. (1307194)

    • Scripting: APIUpdaterManager can now handle more than 64 assemblies. (1308408)

    • Scripting: Avoid flooding the console when parsing a define expression fails and the Asmdef inspector is active.
      Also improve interaction with define expression parsing errors in the console. (1314026)

    • Scripting: Avoid GC allocation in UnitySynchronizationContext. (1276456)

    • Scripting: Build fails when there is a comma in path. (1325976)

    • Scripting: Change Roslyn Analyzers to be run part of normal Compilation Step.
      This will also result in Analyzer errors to be treated as an Compile Error.

    • Scripting: Disabled native test causing instabilities. (1322841)

    • Scripting: Enabled IPv6 sockets creation with the ICMP protocol. (1309061)

    • Scripting: Exclude readonly files from script execution order menu to reduce visual noise. (1281215)

    • Scripting: Fix a stack overflow occurring when a custom ILogHandler is throwing an exception in LogFormat/LogException methods (1241896)

    • Scripting: Fix crash on Stackoverflow, when instantiating infinitely in OnEnable (1263270)

    • Scripting: Fix not being able to select external script editors that don't have the '.app' extension on OSX. (1250634)

    • Scripting: Fix possible exception after changing Roslyn Analyzers to be part of the initial compilation (1313026)

    • Scripting: Fixed a bug where adding a script to the list of custom-ordered scripts in "Project Settings" -> "Script Ordering" would pick up a totally unrelated script. (1327742)

    • Scripting: Fixed a crash happening when trying to enter an unsupported character (such as an emoji) in a field in a game built with IL2Cpp backend. (1314163)

    • Scripting: Fixed a memory leak happening when removing listeners from a UnityEvent that is never raised afterwards. (1303095)

    • Scripting: Fixed ApiUpdater incorrectly removing usings in some scenarios

    • Scripting: Fixed assemblies in non local/embedded packages triggering updater consent (1171778)

    • Scripting: Fixed condition on accessing a game object from a callback while it was being constructed that was leaving the original GameObject managed wrapper in a detached state. (1295939)

    • Scripting: Fixed crash in ScriptUpdater.exe when editor is installed in a path containing commas. (1341703)

    • Scripting: Fixed editor crash when an animation tries to pass an invalid scriptable object as a method parameter. (1252134)

    • Scripting: Fixed exceptions thrown from custom attributes' .ctor not handled. (1321144)

    • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

    • Scripting: Fixed invalid memory write in MonoBehaviour when it destroys its own instance within the OnDisable call. (1286736)

    • Scripting: Fixed nested aliases handling in ApiUpdater (1251569)

    • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.

    • Scripting: Fixed rare deadlock case in GC. (1229776)

    • Scripting: Fixed undoing changes to a prefab instance not triggering object change events. (1308479)

    • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

    • Scripting: Fixes HttpUtility.UrlEncode runtime exceptions (1296177)

    • Scripting: Ignore Visual Scripting assemblies when building for mobile devices, so no MouseEvent handler warning is raised.

    • Scripting: Improved diagnostic messages for unsupported cases of RuntimeInitializeOnLoadMethod usage. (1246081)

    • Scripting: Interpolated verbatim strings can start with both $@"..." and @$"..." as specified in C# 8.0. (1304285)

    • Scripting: NativeArray<T>.ReadOnly now implements IEnumerable<T>. (1319358)

    • Scripting: Performance improvements in ApiUpdater.

    • Scripting: Prevented a potential race condition when threaded-loading is enabled and a scene is loaded in additive mode. (1327726)

    • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

    • Scripting: Self-referencing assemblies will give error during assembly validation.

    • Scripting: UnityWebRequest no longer re-uses previous connections when custom certificate handler is changed. (1337019)

    • Scripting: When an editor-only precompiled assembly reference is ignored by the script compiler because the asmdef referencing it is not editor-only, a warning now appears in the console. (1220959)

    • Scripting: When inspecting a readonly asmdef file, the inspector fields are disabled and a small text indicates that the asmdef file is read-only. (1255405)

    • Search: Added a tree view to list and browse save searches.

    • Search: Added support to search references using an UnityEngine.Object instance ID, i.e. ref:-2458, -2458 can be a component instance ID. (1331890)

    • Search: Fix editor stall when the asset worker try to resolve a message log with an UnityEngine.Object in a non-main thread. (1316768)

    • Search: Fixed degenerative indexing issue with VFX assets.

    • Search: Fixed errors are thrown on enabling 'UI Toolkit Live Reload' in 'Search asset store' window. (1299600)

    • Search: Fixed floating point search expression parsing for non US locales.

    • Search: Fixed indexed prefab objects cannot be resolved using the search result global object id. (1328618)

    • Search: Fixed prefab subtypes not available in default project index. (1332948)

    • Search: Fixed search index incremental update merge issue.

    • Search: Fixed search item label and description in compact mode.

    • Search: Fixed search tab showing HTML <a> tags for the item count. (1301148)

    • Search: Fixed search view error reporting in status bar when no group is selected.

    • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
      See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.

    • Search: Fixed too many objects being indexed and out of memory exception
      Reported on the forums: https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-7004042.

    • Serialization: Added pruning when an object with [SerializeReference] contains missing types. (1338952)

    • Serialization: Binary2Text adding support for SerializeReference/ReferenceRegistry. (1284031)

    • Serialization: fix uninitialized member field reported by static analysis (1305542)

    • Serialization: Fixed an issue where a SerializedObject is created with empty Objects. (1279513)

    • Serialization: Fixed clone/load/save performance regression. (1338713)

    • Serialization: Fixed for ability to find assets derived from a Generic type in the object selector window. (1288312)

    • Serialization: Fixed for name conversion not working in specific code path. (1352617)

    • Serialization: Fixed regression where prefab override would not show up on SerializeReference instance and you could no longer remove contextually a single Override. (1348031)

    • Serialization: Fixed SerializedProperty to properly set a value across all selected objects when the value already present on the first object matches the specified value. (1228004)

    • Serialization: Keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

    • Serialization: Reference from Prefab to missing asset becomes valid once asset is added back to project, without reimport. (1270634)

    • Services: Analytics no longer auto-activates on new project link.

    • Services: Fixed Android app_build is 0 for reports in Cloud Diagnostics. (1217055)

    • Services: Fixed Cloud Diagnostics native crash reporting on tvOS. (1332243)

    • Services: Fixed Cloud Diagnostics sometimes failing to provide line numbers for Windows Native crashes. (1329172)

    • Services: Fixed iOS builds may fail in Xcode with error about USYM_UPLOAD_AUTH_TOKEN. (1329176)

    • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.

    • Services: Fixed upload of symbols to Cloud Diagnostics for Windows builds. (1329220)

    • Services: Updated PLCrashReporter version on iOS and tvOS to 1.8.1. (1317214)

    • Services: We suppress Analytics curl errors to the console but only in the editor. this change allows this same suppression to carry across into the development console (we still log to file). (1318074)

    • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

    • Shadergraph: Added padding to the blackboard window to prevent overlapping of resize region and scrollbars interfering with user interaction.

    • Shadergraph: Blackboard now properly handles selection persistence of items between undo and redos.

    • Shadergraph: Disconnected nodes with errors in ShaderGraph no longer cause the imports to fail. (1349311)

    • Shadergraph: Fixed "Disconnect All" option being grayed out on stack blocks. (1313201)

    • Shadergraph: Fixed a bug when a node was both vertex and fragment exclusive but could still be used causing a shader compiler error. (1316128)

    • Shadergraph: Fixed a bug where changing a Target setting would switch the inspector view to the Node Settings tab if any nodes were selected.

    • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

    • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

    • Shadergraph: Fixed a Shader Graph issue where property auto generated reference names were not consistent across all property types. (1336937)

    • Shadergraph: Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

    • Shadergraph: Fixed a ShaderGraph issue where a warning about an uninitialized value was being displayed on newly created graphs. (1331377)

    • Shadergraph: Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews. (1330302)

    • Shadergraph: Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu.. (1351733)

    • Shadergraph: Fixed a ShaderGraph issue where keyword properties could get stuck highlighted when deleted. (1333738)

    • Shadergraph: Fixed a ShaderGraph issue where ObjectField focus and Node selections would both capture deletion commands. (1313943)

    • Shadergraph: Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small. (1329247)

    • Shadergraph: Fixed a ShaderGraph issue where selecting a keyword property in the blackboard would invalidate all previews, causing them to recompile. (1347666)

    • Shadergraph: Fixed a ShaderGraph issue where the right click menu doesn't work when a stack block node is selected. (1320212)

    • Shadergraph: Fixed a warning in ShaderGraph about BuiltIn Shader Library assembly having no scripts.

    • Shadergraph: Fixed an issue where a requirement was placed on a fixed-function emission property. (1319637)

    • Shadergraph: Fixed an issue where an informational message could cause some UI controls on the graph inspector to be pushed outside the window. (1343124)

    • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float. (1330302)

    • Shadergraph: Fixed an issue where fog node density was incorrectly calculated.

    • Shadergraph: Fixed an issue where generated property reference names could conflict with Shader Graph reserved keywords. (1328762)

    • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

    • Shadergraph: Fixed an issue where the ShaderGraph transform node would generate incorrect results when transforming a direction from view space to object space. (1333781)

    • Shadergraph: Fixed an issue where users can't create multiple Boolean or Enum keywords on the blackboard. (1329021)

    • Shadergraph: Fixed an issue with how the transform node handled direction transforms from absolute world space in camera relative SRPs. (1323726)

    • Shadergraph: Fixed an unhelpful error message when custom function nodes didn't have a valid file. (1323493)

    • Shadergraph: Fixed default shadergraph precision so it matches what is displayed in the graph settings UI (single). (1325934)

    • Shadergraph: Fixed divide by zero warnings when using the Sample Gradient Node.

    • Shadergraph: Fixed how shadergraph's prompt for "unsaved changes" was handled to fix double messages and incorrect window sizes. (1319623)

    • Shadergraph: Fixed incorrect warning while using VFXTarget.

    • Shadergraph: Fixed indent level in shader graph target foldout. (1339025)

    • Shadergraph: Fixed inspector property header styling.

    • Shadergraph: Fixed issue where vertex generation was incorrect when only custom blocks were present. (1320695)

    • Shadergraph: Fixed issue with ShaderGraph custom interpolator node dependency ordering. (1332553)

    • Shadergraph: Fixed issues with double prompts for "do you want to save" when closing Shader Graph windows. (1316104)

    • Shadergraph: Fixed loading all materials from project when saving a ShaderGraph.

    • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

    • Shadergraph: Fixed ParallaxOcclusionMapping node to clamp very large step counts that could crash GPUs (max set to 256). (1329025)

    • Shadergraph: Fixed reordering when renaming enum keywords. (1328761)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not having collapsible foldouts in the material inspector. (1339256)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not to apply emission in the ForwardAdd pass to match surface shader results. (1345574)

    • Shadergraph: Fixed ShaderGraph exception when trying to set a texture to "main texture". (1350573)

    • Shadergraph: Fixed ShaderGraph isNaN node, which was always returning false on Vulkan and Metal platforms.

    • Shadergraph: Fixed ShaderGraph sub-graph stage limitations to be per slot instead of per sub-graph node. (1337137)

    • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

    • Shadergraph: Fixed the BuiltIn Target to perform shader variant stripping. (1345580)

    • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

    • Shadergraph: Fixed the default dimension (1) for vector material slots so that it is consistent with other nodes. (1328756)

    • Shadergraph: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

    • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

    • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

    • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

    • Shadergraph: ShaderGraph SubGraphs now report node warnings in the same way ShaderGraphs do. (1350282)

    • Shadergraph: Updated the ShaderGraph searcher package dependency to be in sync with the latest searcher package version i.e. 4.8.0.

    • Shaders: Added a LevelOfDetail read-only property to ShaderData.Subshader. (1352774)

    • Shaders: Added compute shader compilation logging during project builds or on "Compile and show code" usage. Added raytracing shader (.raytracing file) compile-time logging on import. (1321684)

    • Shaders: Added missing PDB data output for DXC DX12 debug shaders for use in external analysis tools. (1333848)

    • Shaders: Added tests for custom BFI and UBFE implementations in HLSLcc (1305543)

    • Shaders: Fixed ddx_fine and ddx_coarse on Vulkan and capable GLCore targets. (1323892)

    • Shaders: Fixed DXC validator error on Windows that would result from using '#pragma require WaveMultiPrefix'. (1333695)

    • Shaders: Fixed editor crash if shader error db fails to open. (1327429)

    • Shaders: Fixed inaccurate shader_feature usage tracking with shader stage specific keywords. (1255901)

    • Shaders: Fixed memory leaks in the shader compiler process when compiling ray tracing shaders. (1352198)

    • Shaders: Fixed PassIdentifier being erroneously invalid in some cases. (1348023)

    • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.

    • Shaders: It is now possible to determine which keywords are disabled in a given ShaderKeywordSet by using ShaderUtil.GetPassKeywords (1338833)

    • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.

    • Shaders: ShaderUtil now has an API to retrieve an array of local keywords valid for a particular shader stage of a Pass and an API to check whether a given keyword is valid for a Pass or a shader stage of a Pass. (1347380)

    • Terrain: Added compatibility tags used to distinguish terrain supported shaders. (1283086)

    • Terrain: Fixed Brush Preview rendering when a different hot control is active (1276282)

    • Terrain: Fixed Brush Preview rendering when mouse is outside of SceneView bounds (1281231)

    • Terrain: Fixed incorrect conditional statement when validating terrain material shaders. (1307951)

    • Terrain: Fixed Terrain Tools package discoverability in Package Manager.

    • Terrain: Fixed texture atlas bleeding that occurred on details. Added half pixel offset for grass texture UVs, and collapsed uvs for detail meshes without textures. (1268510)

    • Terrain: Moved TerrainCallbacks from UnityEngine.TerrainAPI to UnityEngine namespace.

    • Terrain: Performance improvement when adding many trees to a terrain. (1225501)

    • Terrain: Tree Colliders are generated when entering playmode with EnterPlayModeOptions.DisableSceneReload set. (1290587)

    • Terrain: Trees with LOD groups will not warn the user that they don't have an LOD group when they have a mesh renderer within them. (1287964)

    • Terrain: Nature/Tree Soft Occlusion Leaves Shader correctly supports the render paths scene view mode. (1303714)

    • Tests: Fixed test failure EditorGUI.CanCloseNextWindowDuringOnDestroy on mac and linux platform. (992239)

    • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

    • Timeline: skip unstable test FrameLock_FollowsGameTimeClock for UWP (1342169)

    • TLS: MacOS TLS/SSL verification now checks also against (un)trusted certificates that were manually added to the keychain. (1306147)

    • uGUI: Fixed some UGUI editor fields not showing prefab override indicators. (1290387)

    • uGUI: Fixed UI Components being selected when their child is selected. (1067993)

    • uGUI: Fixed undesired values for the Scrollbar by clamping and rounding it. (1312723)

    • UI: Fixed an issue where a Unity GUI element would be stuck in the pressed state on resume. (1236185)

    • UI: Fixed duplicate USS files in the StyleSheets pane when editing-in-place (1299314)

    • UI: Fixed error in console when toggling isOn in inspector during playmode. (1307257)

    • UI: Fixed for ScreenPointToWorldPointInRectangle API not returning a valid value when the point is on the plane. which is the case when the canvas plane is on the cameras near plane. (1313831)

    • UI: Fixed issue where Canvas inspector would update incorrectly as the renderMode is based on the parentCanvas which is null when a Canvas is disabled. This lead to the inspector rendering the wrong options. (1311169)

    • UI: Fixed issue where wrong aspect was used when a explicit aspect is assigned.

    • UI: Fixing hard to repo issue where serialization would be a issue due to reuse of serialized name. (1309777)

    • UI: Fixing issue where selecting the padding title for a graphic wouldn't expand the area. (1308734)

    • UI: Make inputfield Text property multiline such that multiline input can be viewed easier when multiple lines are typed. (1300867)

    • UI Toolkit: Added importedWithErrors and importedWithWarnings APIs to USS assets and UXML assets to differentiate between a failed import and an import of an empty file. (1320914)

    • UI Toolkit: Added missing asset conversion information for Text Core generated assets. (1348577)

    • UI Toolkit: Added missing styling definition for dropdown in runtime stylesheet. (1314322)

    • UI Toolkit: Added support for RenderTexture for background-image in the UI Builder inspector. (1320359)

    • UI Toolkit: Added tooltip in StyleSheets pane when hovering a class selector that is trimmed (UI Builder) (1313198)

    • UI Toolkit: Allowed UIElements Debugger to pick elements from Game View outside of play mode

    • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events (1248669)

    • UI Toolkit: Changing choices programmatically after setting the value will show the correct selection, in RadioButtonGroup.

    • UI Toolkit: Child's reference is not renamed in parent UXML after renaming the child UXML file. (1319903)

    • UI Toolkit: Cleaned up the Theme menu. (1318600)

    • UI Toolkit: Elements hover and focused states are not properly reset when attaching to a new hierarchy (1287198)

    • UI Toolkit: Ensured that resizing by dragging Resize handles always produces dimensions with rounded values. (1322550)

    • UI Toolkit: Ensures the UI Builder no longer populate VisualElementAsset.stylesheetPaths when adding stylesheets. (1299464)

    • UI Toolkit: Fix add component button is overlapping on Default Material after undoing added component (1279830)

    • UI Toolkit: Fix Custom UIElements Inspector is editable when GameObject has its Flags set to NotEditable (1306242)

    • UI Toolkit: Fix PropertyField shows that it is actively selected when it has been disabled while being actively selected (1306238)

    • UI Toolkit: Fixed a bug where users were able to drag slider outside its container when a text field was present

    • UI Toolkit: Fixed a few problems with the showMixedValue property for BaseCompositeField:
      • Subfield's callback registration needs to be applied to the bind event, not the attach/detach panel event (see constructor code) --> this fixes a problem with field recycling that did not respond after being recycled
      • Remove boxing and closure issues on the current implementation of the callback in question
      • We should not use ve.userData to store the SerializedProperty (userData should be reserved for the user, not the field), use SetProperty() instead
      • showMixedValue does not need to be set on BaseField.SetValueWithoutNotify; it is set later by binding styles code.
    • UI Toolkit: Fixed adding templates in an empty document (UI Builder). (1322904)

    • UI Toolkit: Fixed an Error in the asset management of the StyleSheet that would show up in a build

    • UI Toolkit: Fixed API inconsistency of the ScrollView class not exposing the "mode" as a property. (1328093)

    • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder)

    • UI Toolkit: Fixed bug where multiple elements could be shown as being focused simultaneously due to delayed focus events not being well tracked when there is more than 1 of them in the queue. (1154256)

    • UI Toolkit: Fixed bug where runtime cursor should not be reset unless it was overridden. (1292577)

    • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder)

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed clipping with large rects when under a group transform. (1296815)

    • UI Toolkit: Fixed contentHash not being updated in UI Builder. (1336924)

    • UI Toolkit: Fixed ContextMenu and Tooltip event handling for disabled elements. Allowed UIDebugger to select disabled elements and modified Panel.Pick to return them. Allows disabled PropertyField Foldouts to react to clicks by using a new (internal) Clickable.m_AcceptClicksIfDisabled property. (1306245)

    • UI Toolkit: Fixed cursor not updating when changing it using a variable which has hotspot data. (1340471)

    • UI Toolkit: Fixed custom editor not showing as disabled for read-only inspectors (1299346)

    • UI Toolkit: Fixed custom element UXML factory not picked up in pre-compiled DLL. (1316913)

    • UI Toolkit: Fixed default clicking scroll amount in ScrollView. (1306562)

    • UI Toolkit: Fixed directional navigation bug where some elements could be skipped during horizontal navigation. Improved choice of next element when multiple candidates are valid. (1298017)

    • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder)

    • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder)

    • UI Toolkit: Fixed elements being added to the parent in builder hierarchy when editing a sub-document in place (UI Builder) (1306104)

    • UI Toolkit: Fixed empty name showing up in Memory Profiler for one of the UI Toolkit internal render texture (1307441)

    • UI Toolkit: Fixed EventSystem using InputSystem package sometimes sending large amounts of PointerMoveEvents during a single frame. (1295751)

    • UI Toolkit: Fixed exception in ListView when pressing page up key after hitting navigation keys. (1324806)

    • UI Toolkit: Fixed exception on Text Settings coming from uninitialized Line Breaking Rules when text wrap is enabled. (1305483)

    • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder)

    • UI Toolkit: Fixed ExecutiveCommand commandName being stripped when a sent event require a new layout pass. (1329303)

    • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder)

    • UI Toolkit: Fixed focus outline for the following controls: CurveField, GradientField, EnumField/PopupField (and derivatives), RadioButton (choice), ObjectField (when hovered). (1324381)

    • UI Toolkit: Fixed for unsetting min and max size in UI Builder. (1322457)

    • UI Toolkit: Fixed from UI Builder package 1.0.0-preview.13 to the editor.

    • UI Toolkit: Fixed GraphView shader not compiling on Shader Model < 3.0. (1348285)

    • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder)

    • UI Toolkit: Fixed how the USS styles are applied: we now skip unknown properties instead of breaking when applying a style. (1312500)

    • UI Toolkit: Fixed inconsistencies in the visuals of text underline/strikethrough. (1349202)

    • UI Toolkit: Fixed InspectorElement enabled state in EditorElement.Reinit (1221162)

    • UI Toolkit: Fixed InternalsVisibleTo for com.unity.ui.builder 1.0.0-preview.10

    • UI Toolkit: Fixed invalid property access after saving a document in UI Builder (UI Builder) (1281537)

    • UI Toolkit: Fixed issue where the layout of a document was getting corrupted after saved the document. (1348002)

    • UI Toolkit: Fixed issue where user could not override the text color and font-size of the Unity Default Runtime Theme using the ":root" or "VisualElement" selectors. (1335507)

    • UI Toolkit: Fixed Label Element is not resized when Display Style is changed from None to Flex (1293761)

    • UI Toolkit: Fixed left-click not opening EnumField after using ContextMenu on MacOS. (1311011)

    • UI Toolkit: Fixed ListView item selection through PointerMoveEvent, for example when holding right-click down while clicking. (1287031)

    • UI Toolkit: Fixed non-uniform scaling issues with UI Toolkit elements. (1336053)

    • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder)

    • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder)

    • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.

    • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

    • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder)

    • UI Toolkit: Fixed NullReferenceException on turning UI Toolkit Live Reload on/off on maximized docked Search window (1312367)

    • UI Toolkit: Fixed NullReferenceException with using TrackPropertyValue on BindingExtensions for ExposedReference and Generic serialized property types (1312147)

    • UI Toolkit: Fixed older GraphView still relying on old idsFlags field

    • UI Toolkit: Fixed pointer events not working correctly when multiple UI Documents have different Screen Match values. (1341135)

    • UI Toolkit: Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder, when first added.

    • UI Toolkit: Fixed rebuild logic on inspectors with culled elements. (1324058)

    • UI Toolkit: Fixed regression on the styling of the ProgressWindow's progress bars, removed usage of images in progress bar. (1297045)

    • UI Toolkit: Fixed scrollbar showing for no meaningful reason when the content of a scrollview is almost equal to the size of the scrollview. (1297053)

    • UI Toolkit: Fixed scrollview offset when Reordering the contents in hierarchy is not visible. (1341758)

    • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)

    • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder)

    • UI Toolkit: Fixed SVG triangle clipping issue (1288416)

    • UI Toolkit: Fixed TextCore visual artifacts caused by ddx/ddy glitches on AMD Radeon hardware. (1317114)

    • UI Toolkit: Fixed the default value used for applying rotation and scaling using the VisualElement.transform interface. Instead of always use the top left corner of the VisualElement, the operation are now centered around the transform-origin value, which is the center of the object by default.

    • UI Toolkit: Fixed the focus handling so elements not displayed in the hierarchy cannot be focused. (1324376)

    • UI Toolkit: Fixed the hover and pressed color of buttons in the Runtime theme (1316380)

    • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder)

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed the refresh of the canvas's content when modifying properties of style selectors. (1323665)

    • UI Toolkit: Fixed the source path of template referenced in UXML getting cleared after saving (1288918)

    • UI Toolkit: Fixed Toolbar shrinking when there is another element filling the parent container. (1330415)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed ui builder layout broken when restarting unity. (1340218)

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • UI Toolkit: Fixed view data persistence not working inside custom inspectors that use UI Toolkit. (1311181)

    • UI Toolkit: Fixed VisualElement contains "null" stylesheet after deleted uss file from project (1290271)

    • UI Toolkit: Fixed window creator on linux caused a null reference and the new editor window was displayed corrupted. (1295140)

    • UI Toolkit: Fixed wrong mouse position on events when a UI Toolkit element has mouse capture, the mouse is outside the element's editor window and that window doesn't have the active mouse capture from the OS. (1342115)

    • UI Toolkit: Fixed wrong runtime touch event coordinates on panels with scaling

    • UI Toolkit: Fixes 1304581: [UIElements] ArgumentException is thrown when the PropertyField is bind to the BuildTarget enum
      Popup/Dropdown (Enum-compatible) fields now gracefully handle unselected/invalid values. (1304581)

    • UI Toolkit: Fixes undo of a change of Sort Order field value for a UI Document. (1337070)

    • UI Toolkit: Fixes [UI Builder] Saving a document that contains a one character name template fails. (1313509)

    • UI Toolkit: Implemented the missing support in the UI Builder for Rich Text' spacing USS properties.

    • UI Toolkit: Improved readability of USS import error/warnings. (1295682)

    • UI Toolkit: InputSystem fails to store ElementUnderPointer when a VisualElement is moving, creating flickering hover feedback. (1306526)

    • UI Toolkit: InspectorElement now correctly supports rebinding when used outside of the InspectorWindow (1299036)

    • UI Toolkit: Match text colors of UITK label and UITK field label with IMGUI label and IMGUI prefix label respectively. It also fixes the text color of buttons. (1310581)

    • UI Toolkit: Missing theme style sheet on PanelSettings now gets logged to console.

    • UI Toolkit: Nested UI Document allowed changing the Panel Settings once. (1315242)

    • UI Toolkit: On Windows, the position obtained by the mouse event callbacks is as expected while the mouse is outside of the view even if the mouse down was applied while a temporary window such as a pulldown menu was already opened. (1324369)

    • UI Toolkit: Overlay, "Show Layout" now works for Runtime panels in Edit Mode (and not only in Play Mode like before)

    • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

    • UI Toolkit: Prevented clicks from passing through runtime panels if they weren't used. (1314140)

    • UI Toolkit: Prevented infinite recursion using UIElements with nested property drawers. (1292133)

    • UI Toolkit: Removed an extra step from the RadioButtonGroup focus navigation. (1324373)

    • UI Toolkit: Scroll bars now use display instead of visibility to avoid scroll bars being visible when parent visibility is set to false. (1297886)

    • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)

    • UI Toolkit: Template references get deleted when the assets are moved. (1337112)

    • UI Toolkit: The label of a focused Foldout now has its color changed. (1311200)

    • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

    • UI Toolkit: This completes the MVP list of improvements to the UI Toolkit Event Debugger.

    • UI Toolkit: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations

    • UI Toolkit: Value Change Callbacks for bound fields now happen after the value is applied to the target object. (1321156)

    • Undo System: Ensure interested systems are updated after undoing RectTransform changes. (1116058)

    • Undo System: Prevent crashing when attempting to finalize an undo that is already being finalized. (1352394)

    • Undo System: Reduced register undo log. (1342970)

    • UNET: Fixed Multiplayer hlapi package is missing a declaration of its dependency on Physics2D. (1324449)

    • Universal: Fixed a case where shadow fade was clipped too early.

    • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

    • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

    • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.

    • Universal: Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.

    • Universal: Fixed an issue where motion blur would allocate memory each frame. (1314613)

    • Universal: Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.

    • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

    • Universal: Fixed an issue where SSAO would sometimes not render with a recently imported renderer.

    • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

    • Universal: Fixed an issue where transparent objects sampled SSAO.

    • Universal: Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. (1307710)

    • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

    • Universal: Fixed base camera to keep display index in sync with camera stacks for canvas. (1291872)

    • Universal: Fixed base camera to keep display index in sync with camera stacks. (1252265)

    • Universal: Fixed base camera to keep render texture in sync with camera stacks. (1288105)

    • Universal: Fixed base camera to keep viewport in sync with camera stacks. (1311268)

    • Universal: Fixed Camera Inspector Stack list issues.

    • Universal: Fixed camera stack UI correctly work with prefabs. (1308717)

    • Universal: Fixed double sided and clear coat multi editing shader.

    • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs.

    • Universal: Fixed issue where copy depth depth pass for gizmos was being skipped in game view. (1302504)

    • Universal: Fixed lit shader property duplication issue. (1315032)

    • Universal: Fixed materials being constantly dirty.

    • Universal: Fixed multi editing of Bias property on lights. (1289620)

    • Universal: Fixed render pass reusage with camera stack on vulkan. (1226940)

    • Universal: Fixed SafeNormalize returning invalid vector when using half with zero length. (1315956)

    • Universal: Fixed shadow cascade blend culling factor.

    • Universal: Fixed shadowCoord error when main light shadow defined in unlit shader graph.

    • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

    • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

    • Universal: SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.

    • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

    • Universal Windows Platform: Fixed CultureInfo.CurrentCulture and CultureInfo.CurrentUICulture to return languages from the preferred UWP language list in system settings. It now matches .NET Native behavior. (1170029)

    • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)

    • Universal Windows Platform: Updated UWP PlayerSettings API documentation. (1325420)

    • URP: Fixed a case where camera dimension can be zero. (1321168)

    • URP: Fixed additional camera data help url.

    • URP: Fixed additional light data help url.

    • URP: Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. (1348882)

    • URP: Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.

    • URP: Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.

    • URP: Fixed an issue where Sprite type Light2Ds were missing a default sprite.

    • URP: Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite.

    • URP: Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. (1331392)

    • URP: Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.

    • URP: Fixed gizmos no longer allocate memory in game view. (1328852)

    • URP: Fixed indentation of Emission map on material editor.

    • URP: Fixed issue where it will clear camera color if post processing is happening on XR. (1324451)

    • URP: Fixed issue with legacy stereo matrices with XR multipass. (1342416)

    • URP: Fixed pixel perfect camera rect not being correctly initialized. (1312646)

    • URP: Fixed post processing to be enabled by default in the renderer when creating URP asset option. (1333461)

    • URP: Fixed renderer creation in playmode to have its property reloaded. (1333463)

    • URP: Fixed renderer post processing option to work with asset selector re-assing. (1319454)

    • URP: Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). (1312813)

    • URP: Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. (1335795)

    • URP: Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.

    • URP: Fixed unlit shader function name ambiguity.

    • URP: URP Global Settings can now be unassigned in the Graphics tab. (1343570)

    • URP: VFX: Compilation issue with ShaderGraph and planar lit outputs. (1349894)

    • URP: VFX: Fixed OpenGL soft particles fallback when depth texture isn't available.

    • URP: VFX: Fixed soft particles when HDR or Opaque texture isn't enabled.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • VFX Graph: An existing link can be remade.

    • VFX Graph: Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option.

    • VFX Graph: Deleting a context node and a block while both are selected throws a null ref exception.

    • VFX Graph: Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix.

    • VFX Graph: Fix CameraFade for shadow maps (1294073)

    • VFX Graph: Fix incorrect buffer type for strips.

    • VFX Graph: Fix unexpected Spawn context execution ordering.

    • VFX Graph: Fixed collision with depth buffer when using an orthographic camera (1309958)

    • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.

    • VFX Graph: Modified state in the VFX tab has now a correct state.

    • VFX Graph: Motion Vector map sampling for flipbooks were not using correct mips.

    • VFX Graph: Properties labels do not overlap anymore.

    • VFX Graph: Property Binder : Allow copy/past from a game object to another.

    • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).

    • VFX Graph: Sample Mesh Color when value is stored as float.

    • VFX Graph: Sticky notes can now be deleted through contextual manual menu.

    • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

    • VFX Graph: Unexpected operator and block removal during migration. (1344645)

    • VFX Graph: VFX Graph operators keep the same width when expanded or collpased so that the button does not change position.

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way.

    • Video: Fixed an issue where undoing a property in the Video Clip Import Settings also undoes the parent Transcode checkbox. (1314433)

    • Video: Fixed audio bitrate value for medium quality in MediaEncoder when channel count is more than 2.

    • Video: Fixed source Info text of the video asset that was barely visible. (1328269)

    • Video: Fixed Video Player's 5.1 audio channel layout being incorrect when outputting to Audio Source. (1318983)

    • Video: Videos encoded in 601 or 709 colourspaces will now be rendered in the correct colorspace. (1185335)

    • Video: [audio/AVFoundation] Low / Medium / High quality settings don't change the final audio bit rate. (1092549)

    • Video: [audio] webm/vp8/vorbis encoding does not use audio bitrate. (1092206)

    • Virtual Texturing: Completed requests now won't be incorrectly canceled if the last InvalidateRegion call is made before PopRequests.

    • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer.

    • WebGL: Enabled the URP feature SRP Batcher for WebGL 2. (1344614)

    • WebGL: Fixed audio restarting when paused and resumed on timeline. (1204018)

    • WebGL: Fixed FMOD related error messages showing up in console when audio is played on Timeline. (1270635)

    • WebGL: Fixed handling of touch events. (1349226)

    • WebGL: Fixed hang on quit of the Unity Editor after a Build And Run of a WebGL project. (1352715)

    • WebGL: Fixed incorrect loading progress shown in Player when Brotli build compression is used. (1288367)

    • WebGL: Fixed input coordinates when config.matchWebGLToCanvasSize is false. (1325989)

    • WebGL: Fixed layout of WebGL template custom properties in the project settings. (1316210)

    • WebGL: Fixed Permission denied error during build (1345412)

    • WebGL: Fixed Unity profiler auto-connect for WebGL builds. (1360399)

    • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

    • WebGL: Fixed video textures not getting converted to linear color space. (1314263)

    • WebGL: Fixed WebGL pages on macOS with Safari 11. (1318420)

    • WebGL: Fixed WebGL project build when Exception support is None. (1343976)

    • WebGL: Implement Accelerometer and Gyroscope sensor support for mobile WebGL (1283206)

    • WebGL: Implement Attitude Sensor support for mobile WebGL

    • WebGL: Implement Gravity Sensor support for mobile WebGL

    • WebGL: Implement Linear Acceleration Sensor support for mobile WebGL

    • WebGL: Improved Webcam backend with added support for mobile devices, improved performance and fixes issues with input device selection and other bugs. (1273253)

    • WebGL: Show warnings when an embedded VideoClip is used with WebGL builds. Use Video Player component's URL option instead. (1241263)

    • WebGL: Support mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

    • WebGL: The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)

    • WebGL: WebGL1 shaders can fail to compile if they have large arrays. (1298096)

    • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

    • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed mouse position being off-by-1 pixel when rendering at lower than native resolution in certain cases.

    • Windows: Fixed performance issues caused by using a high input polling rate mouse (8000 Hz+). (1336740)

    • Windows: Fixed resolution resetting to native resolution on primary window when trying to move the secondary window use Display.SetParams.

    • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.

    • Windows: Round Resolution.refreshRate. (1318053)

    • XR: Enabled Vulkan lazy allocation for memory savings on Oculus Quest.

    • XR: Fix occlusion mesh showing up when stereo is disabled (1307273)

    • XR: Fixed an issue where terrain tree shadows would be culled when they are still in view. (1234785)

    • XR: Fixed MockHMD with single pass instancing on Vulkan does not match D3D11. (1287075)

    • XR: Fixed multiview is enabled when renderer is configured to SPI mode on PC.

    • XR: Fixed so XR Interaction Toolkit appears in Package Manager when pre-release packages are enabled.

    • XR: Fixed subsystem manifest json files not being found when use patch and run on Android. (1349953)

    • XR: Fixed XRDevice.fovZoomFactor does not work in URP and HDRP. (1278072)

    • XR: Fixed XRSettings.gameViewRenderMode does not work in SRPs. (1279033)

    • XR: Fixed XRSettings.occlusionMaskScale not working in SRPs.

    • XR: Fixed XRSettings.showDeviceView not working in SRPs.

    • XR: Fixed XRSettings.useOcclusionMesh not working in SRPs.

    • XR: Updated OpenXR package to 1.2.3.

    • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.12. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.5 and 4.2.0-pre.4. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.3.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.5.

    • XR: Updated XR Legacy Input Helpers to 2.1.8.

    Thanks,
     
  33. BrianRodway

    BrianRodway

    Unity Technologies

    Joined:
    Oct 22, 2020
    Posts:
    96
    Greetings users!
    Unity 2021.2.0b14 is now available.
    Installers and release notes available at:
    https://unity3d.com/unity/beta/2021.2.0b14

    Known Issues in 2021.2.0b14
    • Android: * Devices might wake up from sleep when in split screen mode.
      • Chrome OS devices that support tablet mode might not pause apps when they are no longer visible.
      • Some Android devices may experience delayed resolution updates after resizing a window.
      • Minimum window size might not be respected properly on all Android devices.
    • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

    • Asset Pipeline: Fixed issue with missing domain reload when entering play mode and LockReloadAssemblies is set. (1367222)
      Fixed in 2021.2.0b15.

    • CodeEditors: Crash on stopping debugging (1355156)

    • Customer QA Onboarding: Instantiated FBX through code throws error after leaving Play Mode (1363573)

    • Editor: Fixed plugin path detection to be case insensitive. (1367554)
      First seen in 2021.2.0b13.
      Fixed in 2021.2.0b15.

    • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

    • Global Illumination: [GPU PLM] Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI (1356714)

    • HD RP: Black albedo when using Enlighten Realtime GI in HDRP Player (1367133)

    • HD RP: HDRP Template fills the Console with "Shader error...couldn't open include file" messages after building the project (1342989)

    • IL2CPP: IL2CPP Player crash (1361232)

    • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

    • Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device (1341159)

    • Linux: Unity Editor crashes when editing "Base Map" color of a material (1358618)

    • Linux: [XR][Linux] Editor Menu disappears when opening new AR or VR Template Project or when pressing "Show Tutorials" (1362449)

    • MacOS: Port count never stops increasing in Standalone build on Mac Standalone (1365570)

    • Mono: .NETStandard 2.1 in the editor is missing System.Memory, System.Buffers at runtime (1367105)

    • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

    • Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 (1361884)

    • Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled (1364443)

    • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

    • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

    • Quality of Life: Scrolling is jumping when scrolling in the Input Manager (1362327)

    • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

    • Scripting: Increased Script Assembly reload time (1323490)

    • UI Builder: Changes in UI Builder are lost when editing a 2D sprite (1357086)

    • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

    • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

    • WebGL: WebGL fails building on Windows 7 (1340260)

    • Windows: GameObject Transform position changes on the Y axis when running a build of the project (1362362)

    • Windows: Old input system misses some mouse movement if the new input system is also enabled (1368808)

    • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)
    New 2021.2.0b14 Entries since 2021.2.0b13
    Features
    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.
    Improvements
    • 2D: Cache internal reflection to speed up Sprite editing data access.

    • GI: Ensured analytics about a cancelled bake is sent when closing the editor while generating lighting. (1354238)

    • N/A (internal): Default texture compression for EmbeddedLinux is configurable from the player settings.

    • Package: Upgraded FBX Exporter and FBX SDK to 4.1.1.

    • Undo System: Explorable undo history UI.
    API Changes
    • Graphics: Added: Added an option to change the visibilty of the Volumes Gizmos (Solid, Wireframe, Everything), available at Preferences > Core Render Pipeline.

    • Graphics: Added: Added helper for Volumes (Enable All Overrides, Disable All Overrides, Remove All Overrides).

    • Graphics: Added: Added new API to customize the rtHandleProperties of a particular RTHandle. This is a temporary work around to assist with viewport setup of Custom post process when dealing with DLSS or TAAU.

    • HDRP: Added: Added a built-in custom pass to draw object IDs.

    • HDRP: Added: Added a parameter to control the vertical shape offset of the volumetric clouds. (1358528)

    • HDRP: Added: Added a property to control the fallback of the last bounce of a RTGI, RTR, RR ray to keep a previously existing side effect on user demand.

    • HDRP: Added: Added an option to render screen space global illumination in half resolution to achieve real-time compatible performance in high resolutions. (1353727)

    • HDRP: Added: Added the support of volumetric clouds for baked and realtime reflection probes.

    • Shadergraph: Added: Added many node synonyms for the Create Node search so that it's easier to find nodes.

    • URP: Added: Added a help button on material editor to show the shader documentation page.

    • URP: Added: Fixed incorrect shadow fade in deferred rendering mode.

    • VFX Graph: Added: Added Is Inside subgraph into VFX Graph additions package.

    • VFX Graph: Added: Motion vectors enabled for particle strips.

    • VFX Graph: Added: The VFX editor automatically attach to the current selection if the selected gameobject uses the currently edited VFX asset.

    • VFX Graph: Added: Two new buttons are available in the editor's tool bar. One will display a popup panel to handle attachement and one to lock/unlock the current attachement.
    Changes
    • Graphics: DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input.

    • Graphics: Improved the warning messages for Volumes and their Colliders.

    • Graphics: Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader.

    • HDRP: Added debug setting to Rendering Debugger Window to list the active XR views.

    • HDRP: Added Material validator in Rendering Debugger.

    • HDRP: Added XR single-pass test mode to Rendering Debugger Window.

    • HDRP: Changed Debug windows name and location. Now located at: Windows -> General -> Rendering Debugger.

    • HDRP: Fixed a null ref exception when running playmode tests with the Rendering Debugger window opened.

    • HDRP: Made debug panel mip bias functions internal, not public.

    • HDRP: Make some volumetric clouds properties additional to reduce the number default parameters. (1357926)

    • HDRP: Move Rendering Debugger "Windows from Windows->General-> Rendering Debugger windows" to "Windows from Windows->Analysis-> Rendering Debugger windows".

    • HDRP: Removed Bilinear and Lanczos upscale filter.

    • HDRP: Renamed the Cloud Offset to Cloud Map Offset in the volumetric clouds volume component. (1358528)

    • HDRP: Visual Environment ambient mode is now Dynamic by default.

    • URP: Changed the default name when a new urp asset is created.

    • URP: Refactored some of the array resizing code around decal projector rendering to use new APIs in render core.

    • URP: UniversalRendererData and ForwardRendererData GUIDs have been reversed so that users coming from 2019LTS, 2020LTS and 2021.1 have a smooth upgrade path, you may encounter issues coming from 2021.2 Alpha/Beta versions and are recommended to start with a fresh library if initial upgrade fails.

    • URP: URP Asset Inspector - Advanced settings have been reordered under Show Additional Properties on each section.

    • URP: URP Asset Inspector - General section has been renamed to Rendering.

    • VFX Graph: Transform integrated to VFXTypes : Circle, ArcCircle, Sphere, ArcSphere, Torus, ArcTorus, Cone, ArcCone.
    Fixes
    • 2D: Fixed Sprite Editor Window to be disabled when readonly assets are selected. (1364044)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Android: Make Android on-screen keyboard dismiss behavior match iOS. (1274669)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Animation: Fixed use of PropertyStreamHandle with Addressable AnimatorController. (1341031)

    • Asset Pipeline: Fixed missing automatic scale down or import workers in order to not use excess system resources. (1343401)

    • Asset Pipeline: Updated reload tests to cover async domain reload.

    • Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. (1352803)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources.

    • Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds.

    • Build Pipeline: Fixed a potential file name issue on windows in incremental player builds.

    • Editor: Fixed Adaptive Performance render textures scaling sometimes resulting in crash. (1355775)
      First seen in 2021.2.0a20.

    • Editor: Fixed the issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds 1000. (1343433)

    • GI: Fixed a crash occurring while sculpting terrain and baking. (1266511)

    • GI: Fixed crash when closing editor while generating lighting. (1354238)

    • GI: Fixed issue with light baker locking up the editor when invoked from the C# API in projects with async shader compilation enabled. (1331268)
      First seen in 2021.2.0a5.

    • GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. (1331427)

    • Graphics: Backport sllowing for Depth Sharing in Vulkan.

    • Graphics: Fixed double underscores in Hybrid Renderer shader constant names.

    • Graphics: Fixed incompatible render pass validation error in built-in pipeline project when graphics API is set to Vulkan. (1355666)
      First seen in 2022.1.0a1.

    • Graphics: Fixed potentially conflicting runtime Rendering Debugger UI command by adding an option to disable runtime UI altogether. (1345783)

    • Graphics: Fixed sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan. (1362844)
      First seen in 2021.2.0.

    • Graphics: Help boxes with fix buttons do not crop the label.

    • Graphics: Minor UX improvements on Quality Settings Panel.

    • HDRP: Added a new property to control the ghosting reduction for volumetric clouds. (1357702)

    • HDRP: Allow negative wind speed parameter.

    • HDRP: Fixed a nullref when binding a RTHandle allocated from a RenderTextureIdentifier with CoreUtils.SetRenderTarget.

    • HDRP: Fixed Additional Velocity for Alembic not taking correctly into account vertex animation.

    • HDRP: Fixed an inconsistency between perf mode and quality mode for material simplification in RTGI.

    • HDRP: Fixed an inconsistency between perf mode and quality mode for sky lighting.

    • HDRP: Fixed an issue that clamped the volumetric clouds offset value. (1357318)

    • HDRP: Fixed an issue with volumetric clouds on vulkan. (1354802)

    • HDRP: Fixed assert failure when enabling the probe volume system for the first time.

    • HDRP: Fixed banding in the volumetric clouds. (1353672)

    • HDRP: Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game. (1354129)

    • HDRP: Fixed controls for clouds fade in. (1353548)

    • HDRP: Fixed CPU performance on DLSS, avoiding to recreate state whenever a target can fall into the safe min/max resolution specified by the system.

    • HDRP: Fixed custom pass delete operation. (1354871)

    • HDRP: Fixed CustomPassUtils.Copy function not working on depth buffers.

    • HDRP: Fixed for allowing to change dynamic resolution upscale filter via script.

    • HDRP: Fixed impossibility to release the cursor in the template.

    • HDRP: Fixed incorrect light list indexing when TAA is enabled. (1352444)

    • HDRP: Fixed issue when switching between non-persistent cameras when path tarcing is enabled. (1337843)

    • HDRP: Fixed issue with a compute dispatch being with 0 threads on extremely small resolutions.

    • HDRP: Fixed issue with change in lens model (perfect or imperfect) wouldn't be taken into account unless the HDRP asset was rebuilt.

    • HDRP: Fixed issue with the LayerMaskParameter class storing an erroneous mask value. (1345515)

    • HDRP: Fixed issue with vertex color defaulting to 0.0 when not defined, in ray/path tracing. (1348821)

    • HDRP: Fixed lens flare not rendering correctly with TAAU or DLSS.

    • HDRP: Fixed light anchor min distance value + properties not working with prefabs. (1345509)

    • HDRP: Fixed material inspector that allowed setting intensity to an infinite value.

    • HDRP: Fixed motion vector for custom meshes loaded from compute buffer in shader graph (like Hair).

    • HDRP: Fixed off by 1 error when calculating the depth pyramid texture size when DRS is on.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Rendering Debugger.

    • HDRP: Fixed specular occlusion sharpness and over darkening at grazing angles.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed the camera near plane not being taken into account when rendering the clouds. (1353548)

    • HDRP: Fixed the clouds missing in the ambient probe and in the static and dynamic sky.

    • HDRP: Fixed the earth curvature not being properly taken into account when evaluating the sun attenuation. (1357927)

    • HDRP: Fixed the fallback sun for volumetric clouds having a non null intensity. (1353955)

    • HDRP: Fixed the volumetric clouds having no control over the vertical wind. (1354920)

    • HDRP: Fixed ThreadMapDetail to saturate AO & smoothness strength inputs to prevent out-of-bounds values set by users. (1357740)

    • HDRP: Fixed update order in Graphics Compositor causing jumpy camera updates. (1345566)

    • HDRP: Fixed viewport size when TAA is executed after dynamic res upscale. (1348541)

    • HDRP: Fixed volume interpolation issue with ScalableSettingLevelParameter.

    • HDRP: Fixed wrong LUT initialization in Wireframe mode.

    • HDRP: Fixed wrong ordering in FrameSettings (Normalize Reflection Probes).

    • HDRP: Reduced the number shader variants for the volumetric clouds.

    • HDRP: Reduced the volumetric clouds pattern repetition frequency. (1358717)

    • HDRP: Removed DLSS keyword in settings search when NVIDIA package is not installed. (1358409)

    • HDRP: Removed unsupported fields from Presets of Light, Camera, and Reflection Probes. (1335979)

    • HDRP: Significantly improved performance of APV probe debug.

    • HDRP: Support undo of HDRP Global Settings asset assignation.

    • HDRP: Viewport and scaling of Custom post process when TAAU or DLSS are enabled. (1352407)

    • HDRP: When the HDProjectSettings was being loaded on some cases the load of the ScriptableObject was calling the method Reset from the HDProjectSettings, simply rename the method to avoid an error log from the loading.

    • Input System: Fixed input events being lost on Android.
      Optimized input processing performance. (1337296)

    • Linux: Fixed editor crashing when closing a standalone profiler, or closing the editor after a standalone profiler was launched. (1347024)
      First seen in 2021.2.0.

    • Package: Com.unity.purchasing updated to 4.0.3. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html.

    • Package Manager: Fixed the issue where Open in Unity from the asset store website does not always work the first time. (1355418)

    • Profiler: Fixed player name label width in Player Connection dropdown to accommodate long strings. Fixed player name reported in Console window on connection to be consistent with Player Connection dropdown. Values in columns will now truncate with elipses if they are too large too fit in the column. When a player is selected the dropdown will now close to mimic the old dropdown behaviour.

    • Profiler: Player names are no longer aggresively cut off. (1345540)

    • Scene/Game View: Fixed Hierarchy not allowing drag and drop references to be placed between root objects marked as not editable. (1337512)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Scripting: Fixed Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings. (1354586)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Scripting: Fixed performance regression when activating/deactivating panels in a canvas. (1348763)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. (1357823)

    • Shadergraph: Fixed a bug with Sprite Targets in ShaderGraph not rendering correctly in game view. (1352225)
      First seen in 2021.2.0b2.

    • Shadergraph: Fixed a serialization bug wrt PVT property flags when using subgraphs. This fixes SRP batcher compatibility.

    • Shadergraph: Fixed compilation problems on preview shader when using hybrid renderer v2 and property desc override Hybrid Per Instance.

    • Stadia: Building project with Stadia was broken. Fixed now. (1356829)

    • Stadia: Fixed for validation error during splash screen display on Stadia. (1343397)
      This has already been backported to older releases and will not be mentioned in final notes.

    • Stadia: Running a project on Stadia kit got broken. Fixed now. (1356798)

    • uGUI: UGUI: This PR fixes a CPU performance issue, were the UI re-renders from scratch every time we select a delayed floating point component (on the IMGUI stack).
      The reason is quite simple, a floating point comparison between the string representation and the double value is incorrect, causing to always be false.
      This in turn causes the UI to always be tagged as dirty, and unleashes draw calls / flushing and many bad performance issues on the Editor loop. (1353802)

    • UI Toolkit: Fixed animated reorderable ListView that was having broken item heights when they were dragged too fast. (1361734)

    • UI Toolkit: Fixed bad bounding box calculation causing clicking on rotated elements sometimes resulting in no click. (1345300)

    • UI Toolkit: Fixed ClickEvent unpredictably not being sent on Android and iOS when the touch sequence spans over multiple update frames. (1359485)

    • UI Toolkit: Fixed corrupted atlas for Inter. (1330758)

    • UI Toolkit: Fixed hover state remaining after a touch event on iOS and Android. UI Toolkit runtime now ignores simulated mouse events if no mouse is present on the device. (1326493)

    • UI Toolkit: Fixed infinite loop in CreateInspectorGUI if Editor contains a child InspectorElement targetting a different SerializedObject. (1336093)

    • UI Toolkit: Fixed scroll wheel event modifiers not assigned when using EventSystem and StandaloneInputModule combination in UI Toolkit. (1347855)

    • UI Toolkit: Fixed the missing Unicode arrow on ShaderGraph Transform Node. (1333774)

    • UI Toolkit: TextField text selection area is displayed incorrectly. (1347904)

    • URP: Fixed an issue where TerrainLit was rendering color lighter than Lit. (1340751)

    • URP: Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass.

    • URP: Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading. (1348407)
      This has already been backported to older releases and will not be mentioned in final notes.

    • URP: Fixed Camera rendering when capture action and post processing present. (1350313)

    • URP: Fixed graphical artefact when terrain height map is used with rendering layer mask for lighting.

    • URP: Fixed soft shadows shader variants not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).

    • URP: Fixed sporadic NaN when using normal maps with XYZ-encoding. (1351020)

    • URP: Removed unsupported fields from Presets of Light and Camera. (1335979)

    • URP: Support undo of URP Global Settings asset assignation.

    • VFX Graph: Compilation error undeclared identifier 'Infinity'. (1328592)

    • VFX Graph: Compilation issue when normal is used in shadergraph for opacity with unlit output.

    • VFX Graph: Don't open an empty VFX Graph Editor when assigning a VFX Asset to a Visual Effect GameObject from the inspector. (1347399)

    • VFX Graph: Exception using gizmo on exposed properties. (1340818)

    • VFX Graph: Exposed Parameter placement can be moved after sanitize.

    • VFX Graph: Eye dropper in the color fields kept updating after pressing the Esc key.

    • VFX Graph: Fixed Collision with Depth Buffer when using Orthographic camera. (1309958)

    • VFX Graph: Fixed compilation failure on OpenGLES. (1348666)

    • VFX Graph: Fixed crash when loading SDF Baker settings holding a mesh prefab. (1343898)

    • VFX Graph: Fixed culling of point output. (1225764)

    • VFX Graph: Fixed Exception on trying to invert a degenerate TRS matrix. (1307068)

    • VFX Graph: Fixed IsFrontFace shader graph node for VFX.

    • VFX Graph: Fixed rendering artifacts on some mobile devices. (1149057)

    • VFX Graph: GPU hang on some initialize dispatch during dichotomy (platform specific).

    • VFX Graph: In the Gradient editor undo will now properly refresh the gradient preview (color swatches).

    • VFX Graph: Inspector group headers now have a better indentation and alignment.

    • VFX Graph: Random crash using subgraph. (1345426)

    • VFX Graph: Visual Effect inspector input fields don't lose focus anymore while typing (Random seed).

    • VFX Graph: Zoom and warning icons were blurry in the "Play Controls" and "Visual Effect Model" scene overlays.

    • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.
    Preview of Final 2021.2.0b14 Release Notes
    Features
    • 2D: Added a new template to allow users to start a new project with 2D Renderer set up.

    • 2D: Added support for users to create and define scriptable tools for the Tile Palette window.

    • Android: Added a default texture compression format option to Player Settings.

    • Android: Added support for building and running Android apps on Chrome OS devices with x86 and x86-64 CPUs.

    • Android: Added support on Android for the following windowing concepts: Split screen, pop up and freeform windows.
      Known issues:
      1. Devices may wake up from sleep when in split screen mode.
      2. Chrome OS devices that support tablet mode may not pause apps when they are no longer visible.
      3. Some Android devices may experience delayed resolution updates after resizing a window.
      4. Minimum window size may not be respected properly on all Android devices.
    • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

    • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

    • Asset Import: Added an artifact file dependency system to the AssetImportContext. For more information, see AssetImportContext.GetArtifactFilePath and AssetImportContext.GetOutputArtifactFilePath.

    • Asset Import: Updated Alembic package to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.3.

    • Asset Import: Updated com.unity.formats.alembic to 2.2.0-pre.4.

    • Asset Pipeline: Added ArtifactDifference Reporting messages to the Artifact Browser.

    • Asset Pipeline: Added Accelerator authentication support using Unity ID.

    • Asset Pipeline: Added Import Activity Window. This allows you to look at import times, previous revisions, list dependencies, see importers used and import duration over time.

    • Asset Pipeline: Support for importing models and textures in parallel in external processes (off by default, enable in Project Settings -> Editor -> Refresh.

    • Burst: Added a new optimization mode, Balanced. This is now the default optimization mode, and trades off slightly lower maximum performance for much faster compile times.

    • Burst: Added an OptimizeFor option to [BurstCompile], allowing users to specify whether they want to prioritize runtime speed, runtime size, or compilation time.

    • Burst: Added Embedded Linux as a new target platform for Burst.

    • Burst: Added Embedded Linux toolchain resolution mechanism.

    • Burst: Added experimental half precision floating point type f16.

    • Burst: Added experimental support for Arm Neon intrinsics half precision floating point.

    • Burst: Added source location metadata into hash cache.

    • Burst: Added support for basic vld1 ARM Neon intrinsics.

    • Burst: Added support for calling Burst code directly from C# without using function pointers.

    • Burst: Added support for creating profiler markers from Burst code.

    • Burst: Added support for exceptions thrown from Burst to contain a callstack.

    • Burst: Added support for having [return: MarshalAs(UnmanagedType.U1)] or [return: MarshalAs(UnmanagedType.I1)] on external functions with a bool return type.

    • Burst: Added support for LLVM 11 to bring the latest and greatest code generation benefits to Burst.

    • Burst: Added support for the C# 8.0 construct default(T) is null

    • Burst: Added the option to call BurstCompiler.CompileFunctionPointer() in Burst code.

    • Burst: Added warnings about delegates being used by BurstCompiler.CompileFunctionPointer that are not decorated as expected. In most cases, Burst will automatically add the C-declaration attribute in IL Post Processing, but if the usage of CompileFunctionPointer is abstracted away behind an open generic implementation, then Burst will not be able to automatically correct the delegate declaration, and thus this warning will be displayed.

    • Burst: Added workarounds for issues where Windows Native Debuggers restrict the number of messages and DLLs that can be sent to the debugger when attaching.

    • Burst: Apple silicon support.

    • Burst: Assemblies are now allowed to have an [assembly: BurstCompile()] attribute which allows you to specify compile options that apply assembly wide. For example, [assembly: BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)].

    • Burst: Burst 1.6 release cycle is RC for 2021.2.

    • Burst: Experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA).

    • Burst: Full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental).

    • Burst: Made it possible to get a pointer to UTF-8 encoded string literal data in HPC# code via StringLiteral.UTF8().

    • Burst: Preliminary support for loading additional burst compiled libraries in play mode/standalone - for modding support -.

    • Burst: Support for new intrinsics.

    • Burst: Unity now automatically adds the [UnmanagedFunctionPointer(CallingConvention.Cdecl)] attribute to any delegates that are used for BurstCompiler.CompileFunctionPointer<>(). An error occurs if a delegate has the attribute but is not Cdecl.

    • Core: Added Screen.mainWindowPosition, Screen.mainWindowDisplayInfo, Screen.GetDisplayLayout() and Screen.MoveMainWindowTo() APIs. See Scripting API documentation for more information.

    • Editor: Added a Diagnostics section to the Preferences window to help with remote troubleshooting. You shouldn't interact with this section unless instructed to by Unity Support.

    • Editor: Added support for two new menu states, "disabled" and "checked", in Unity Search.

    • Graphics: Added Graphics Buffer Support in VFX Graph.

    • Graphics: Added a new tool to set the bounds of a VFX Graph system.

    • Graphics: Added anisotropic filtering to the built-in inline samplers.

    • Graphics: Added support for DX12 on Hololens with OpenXR.

    • Graphics: Added support of direct link event.

    • IL2CPP: Added new option for "IL2CPP Code Generation" which enables faster and smaller builds by using better sharing of generics code and additional runtime overhead.

    • Input System: Released 1.1 of the Input System package with many fixes and improvements. Details at https://github.com/Unity-Technologi...p/Packages/com.unity.inputsystem/CHANGELOG.md.

    • License: Introduced licensingIpc Editor CLI.

    • macOS: Added deep linking support.

    • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

    • Mobile: Added boost mode for Samsung devices. This increases CPU and GPU performance for short periods of time.

    • Mobile: Added predefined scalar profiles that you can use to easily define and change Adaptive Performance scalers.

    • Mobile: Added the ability to enable boost mode during engine startup. This increases CPU and GPU performance for a short period of time as the application starts.

    • Mobile: Added the ability to request information about which and how many cores are available on the device.

    • Mobile: Added the Adaptive Performance feature API. This checks which Adaptive Performance features are available on the current platform.

    • Mobile: Added the Adaptive view distance scaler. This scaler changes the Camera.main view distance automatically.

    • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

    • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

    • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

    • Mobile: Integrated Adaptive Performance into the Unity Profiler.

    • Mobile: Profiler Integration - Profile Adaptive Performance easily from the Unity Profiler.

    • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

    • Mobile: Startup Boost mode - Enables boost mode during engine startup.

    • Mono: Upgraded to a recent version of Mono (~6.12), which brings most bug fixes from the upstream Mono project.

    • Package: (Recorder) Added support for recording accumulation, for motion blur and path tracer (HDRP).

    • Package: (Recorder) Integrated the AOV Recorder into the Recorder package.

    • Package: Added com.unity.live-capture 1.0.0 package for capturing and recording camera motion, and face performances.

    • Package: Added com.unity.profiling.core 1.0.0-pre.1 package. This package introduces the Unity Profiler markup API with metadata support and the new counters API. For more information, see https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html.

    • Package: Added com.unity.sequences 1.0.0-pre.5 package.

    • Package: Added support for macOS arm64.

    • Package: Added Visual Scripting, which was previously known as Bolt, as a default package.

    • Package: Released Polybrush version 1.1.2.

    • Package: Updated Polybrush to version 1.1.0-pre.1.

    • Package Manager: Added new UI support for features in the Package Manager window. Added an initial list of features.

    • Package Manager: Added the ability to install a package from a browser hyperlink, including experimental packages.

    • Package Manager: Added UI support for feature sets in the Package Manager window:
      • Added a Lock/Unlock mechanism on packages that are part of a feature set.
      • Reset a feature set dependencies to their default versions when the feature set was customized.
      • Added a warning message if a feature set dependencies are already installed with a different version before installing it.
      • Added a visual cue on feature sets when the dependency versions change.
      • Added feature set information to the Inspector.
      • Added analytics on feature sets.
    • Package Manager: Changed account menu in the top bar of the editor to show your initials instead of full name.

    • Package Manager: Changed the Package Manager window so that when users choose to continue from the UPM dialog warning that shows an entitlement error, then launch the Editor, the Package Manager window immediately opens to the first package with an entitlement error.

    • Package Manager: In the popup window, upon clicking 'Install' for a Full Project Asset, we want to give users the option to install the Asset into a new, temporary project.

    • Package Manager: Support Packages with Entitlements

    • Package Manager: Swapped the advanced settings panel and the scoped registries management panel in project settings.

    • Particles: Added a mesh weighting field to the list of meshes in a Particle System component, to control how likely Unity is to assign each mesh to a particle.

    • Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used with a fully customizable and featured 2D Collider.

    • Physics: Added an Enable All and Disable All button to the Physics Project Settings' Layer Collision Matrix, which allows enabling or disabling all layer collisions.

    • Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window.

    • Physics: Added the ability to read low-level 2D physics shapes (PhysicsShape2D) from any 2D Collider into a new shape container (PhysicsShapeGroup2D).

    • Physics: Exposed a set of functions to enable you to modify the contact properties of a collision before the solver receives them.

    • Profiler: Added ProfilerModule API to extend the Profiler window with custom modules.

    • Profiler: Added the File Access Profiler and Asset Loading Profiler modules to the Unity Profiler.

    • Profiler: Released com.unity.profiling.core@1.0.0. The package enables advanced markup for Unity Profiler markers and counters. See more details at https://docs.unity3d.com/Packages/com.unity.profiling.core@1.0/manual/index.html.

    • Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable. Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar.
      Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".
      Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. This is set through the Preferences->Anaylsis option or via the command line "-connection-id" when launching a player from the command line.

    • Scene/Game View: Added support for component tools to the EditorToolContext.

    • Scene/Game View: Introduced new Overlays feature. Tools and contextual views are now available directly in the Scene View, and are completely customizable.

    • Search: Added a new explicit provider to search performance metrics.

    • Search: Added new extended search picker workflow and API.

    • Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operations.

    • Search: Added search table support to build advanced reports using complex search expressions.

    • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

    • Shaders: Introduced keyword space separation.
      Shaders, compute shaders and materials now operate in separate local keyword spaces. All keywords declared in a shader or in a compute shader using any of the multi_compile* or shader_feature* directives are local. Material and Compute Shader classes now operate with local keywords only.
      Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

    • Terrain: Added a new instancing mode for Terrain details, which uses the material specified on the prototype prefab to render detail objects with instanced draws.

    • Terrain: Added the Terrain Tools package 4.0.0-pre.2 to the pre-release set.

    • UI: Added preference to enable or disable extended Dynamic Hints.

    • UI Toolkit: Added a context action in the UI Builder Hierarchy to export an element to a UXML file.

    • UI Toolkit: Added a contextual action to unpack a template in a document in the UI Builder.

    • UI Toolkit: Added contextual actions to unpack a template completely in UI Builder.

    • UI Toolkit: Added runtime access to the PanelSetting and UIDocument, making the package unnecessary for runtime UIToolkit rendering.

    • UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding.

    • UI Toolkit: Added support for rendering antialiased vector shapes without MSAA in UI Toolkit.

    • UI Toolkit: Added support for up to 7 levels of stencil-based masking.

    • UI Toolkit: Added the DynamicColor usage hint that allows border/background/text color to change dynamically without having to regenerate the geometry.

    • UI Toolkit: Added transform-origin, rotate, scale and translate to the supported properties by UI Toolkit.

    • UI Toolkit: Added Transitions properties to the UI Toolkit.

    • UI Toolkit: Attribute overrides can be added, edited and removed in a template instance using UI Builder.

    • UI Toolkit: ListView now supports dynamic item height as a virtualization method. For more information, see ListView and CollectionVirtualizationMethod.

    • UI Toolkit: Updated the UIElementsGenerator tool to the latest version.

    • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
      • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
      • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
      • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
      • Plastic: Auto configuration of SSO
      • Plastic: Added date column in incoming changes
    • Version Control: Added auto sign in when logged into Unity account.

    • WebGL: Added support for compressed audio in WebGL.

    • WebGL: Added the Debug Symbols player setting to create release builds with embedded function symbols for improved profiling and error stack traces.

    • WebGL: Added the texture subtarget build setting to WebGL.

    • WebGL: Enabled ETC/ETC2/ASTC/BC4/BC5/BC6/BC7 compressed texture formats for WebGL in editor, build and runtime.

    • XR: Added support for controller late latching, which can reduce latency between rendering and tracked input (head and hand-held controller) in XR. Can be used with the Mesh Renderer and the Skinned Mesh Renderer.

    • XR: Reduced render latency in URP with Late Latching.

    • XR: Released OpenXR version 1.0.0-pre.1.
    Improvements
    • 2D: Added folder support for SpriteAtlas V2 in 2D.

    • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.

    • 2D: Cache internal reflection to speed up Sprite editing data access.

    • 2D: Improved performance for setting multiple Tiles on a Tilemap.

    • 2D: Improved performance of RuleTile caching.

    • 2D: Potentially improves performance when importing large number of textures.

    • 2D: Prerelease SpriteShape and PSDImporter package for 2021.2.

    • 2D: Updated 2D URP template starting folder structure for better clarification of usage.

    • 2D: Updated icons for the Tile Palette Rotate and Flip tools.

    • 2D: Updated Skinning Editor tooltips text.

    • 2D: Updated the 2D template to use the latest verified 2D packages.

    • AI: Added the RasterizeModifierBox profiler marker for the NavMesh builder step that processes ModifierBox sources.

    • Android: Added a new Android/Chrome OS player setting, "Chrome OS Input Emulation". If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events. This allows an app to implement more complete support for these input devices. Also, fixed a bug with Android/Chrome OS touchpad scrolling.

    • Android: Added boot-config/command-line switch platform-android-cpucapacity-threshold. This specifies which CPU cores to treat as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

    • Android: Added support for custom cursors to Android to support Player Settings and C# functions on Android version 7.0 and later.

    • Android: Allow low-level configuration of Unity threads (priority, affinity)

    • Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. (1349380)

    • Android: If a hardware keyboard is available, Unity now uses it within UI systems, instead of always bringing up a virtual, on-screen keyboard.

    • Android: Made a large part of the Android Build Pipeline incremental which means sequential builds with zero changes are now much faster. That also means Unity no longer creates builds from scratch, but instead updates the files which dependencies have changed. If you use the IPostGenerateGradleAndroidProject callback, note that it might be operating on files which were modified by IPostGenerateGradleAndroidProject from a previous build.

    • Android: Unity gradle projects now have a new entry in gradle.properties, unityTemplateVersion. Unity increments this property whenever Unity gradle template files change. That way if you build on top of the old folder and the unityTemplateVersion is different, Unity throws an error, saying that you need to update your gradle files or build to an empty folder.

    • Android: Updated Android Logcat package to 1.2.3.

    • Android: When generating manifest files, there are new files in Library\Bee\artifacts\Android\Manifest, LibraryManifestDiag.txt, LauncherManifestDiag.txt. They contain information about why a specific permission is added to manifest.

    • Asset Bundles: Added profile marker for CRC checks.

    • Asset Import: Documented MonoImporter class.

    • Asset Import: Improve Model Importing performance for files that contain lots of curves.

    • Asset Import: Improved FBX model importing speed.

    • Asset Import: Improved import speed for FBX files that use the ASCII file format.

    • Asset Import: Improved import speed for model files containing more than 1 mesh.

    • Asset Import: Improved model import speed by multithreading mesh triangulation.

    • Asset Import: Improved Model Importer material tab display performance. (1295743)

    • Asset Import: Improved overall performance of FBX files import.

    • Asset Import: Improved performance of ASCII FBX files import.

    • Asset Import: Improved speed of FBX model importing by skipping unused data.

    • Asset Import: Improved speed of model importing for files that contain multiple meshes.

    • Asset Import: Improved speed of Sketchup model file importing.

    • Asset Import: Improved the model import times slightly for models that contain animations.

    • Asset Import: Increased the speed of Asset Import when using mikktspace tangent generation on meshes containing degenerate triangles.

    • Asset Import: Optimized texture import mipmap calculation when Kaiser filtering is used (e.g. importing 16GB of textures with mostly Kaiser mip filters goes from 127 sec down to 109 sec).

    • Asset Import: Reduced peak memory usage during Model Importing.

    • Asset Import: Small improvement to model import times for models that contain animations.

    • Asset Import: Updated Sketchup SDK to version 2020.2.

    • Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset.

    • Asset Pipeline: Added summary in the editor log about what has happened during a refresh.

    • Asset Pipeline: Added warnings and an Automatic Fix button where main object names do not match the corresponding filename.

    • Asset Pipeline: Do not show warning dialog when it is not possible to move import worker log files.

    • Asset Pipeline: Improved directory enumeration by multi-threading it.

    • Asset Pipeline: Improved speed of Editor startup by fixing Asset handling related code.

    • Asset Pipeline: Improved startup performance for 900,000 file project by 18 seconds.

    • Asset Pipeline: Improved upload and download path

    • Asset Pipeline: Optimized the UnityEngine.Hash128.ToString method.

    • Asset Pipeline: Project startup times have been improved. Projects with 900,000 files will load 30 seconds faster, at least.

    • Asset Pipeline: Unity prefetches Asset Databases to improve Editor startup time and reduce cost of page faults.

    • Audio: Added voice priority display in the audio pane of profiler.

    • Audio: Added VU metering information from audio mixer groups in the audio pane of profiler to make it easier to compare it against volume and audibility levels.

    • Audio: AudioMixer did not perform equal power panning for group attenuations when transitioning between snapshots. A new transition type "Attenuation" has been added. (1322673)

    • Audio: Improved the way audio mixers are displayed inside the audio profiler pane when the "Groups" and "Channels and Groups" view modes are enabled.
      Previously the column-based sorting from the "Channels" view mode was applied to the other view modes too which resulted in inconsistent ordering of channels and groups below mixers and even mixers changing order dynamically, making the profiler hard to read.
      Additionally the names of the mixers is now shown in the profiler where it currently only showed the ambiguous "Master" groups of the mixers below the "Audio Listener" group.
      Finally the triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order, and the arrow is now placed before the title instead of after it to avoid cutting it off when the columns are manually resized to fit the window.

    • Audio: Target mixer groups are now displayed in the audio profiler.

    • Bug Reporter: The Crash Handler window now includes the following UI changes:
      • Stack trace field
      • Go to crash logs button
      • Report a Bug… button
      • Open Unity Hub button
        Note that clicking the Open Unity Hub button restarts the Editor.
    • Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline. The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project.

    • Build Pipeline: Improved linking speed for big projects

    • Build Pipeline: Improved the performance of the build pipeline by allowing concurrent shader cache read access.

    • Build Pipeline: Linux now uses the incremental player build pipeline.

    • Build Pipeline: MacOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Build Pipeline: WebGL now uses the incremental Player build pipeline.

    • Build Pipeline: Will not ask to save untitled scene if it is not included in the build.

    • Build Pipeline: Windows Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

    • Burst: Automatically add [UnmanagedFunctionPointer(CallingConvention.Cdecl)] to any delegates that are used for BurstCompiler.CompileFunctionPointer<>() or error if the delegate has the attribute and it is not Cdecl.

    • Burst: Improved codegen.

    • Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (1272168)

    • Core: Reduced number of memory alllocations and improved tracking of core allocations.

    • Documentation: Added a pop-up to Obsolete API labels in the Script Reference, explaining why something is obsolete, and pointing to the new API where possible.

    • Documentation: Improved documentation for GeometryUtility.TestPlanesAABB. Explain false positives.

    • DX12: Added the ability to set D3D12_RAYTRACING_GEOMETRY_FLAG_NO_DUPLICATE_ANYHIT_INVOCATION flag when adding Renderers to a RayTracingAccelerationStructure. This will allow implementation of robust colored ray traced shadows.

    • DX12: Binded dynamic lightmaps resources (Enlighten) to ray tracing shaders: unity_DynamicLightmap, unity_DynamicDirectionality and unity_DynamicLightmapST. Enabled DYNAMICLIGHTMAP_ON shader keyword for when these resources are used by Renderers.

    • DX12: Optimized uniform setup in ray tracing shaders, and added a special case for the UnityPerMaterial cbuffer.

    • Editor: Added ability to reorder UnityEvent callbacks.

    • Editor: Added missing USB device detection and reporting for Linux Editors.

    • Editor: Added new devices to the Device Simulator:
      • Apple iPad Air 2
      • Apple iPad Air (4th generation)
      • Apple iPhone 12 mini
      • Apple iPhone 12
      • Apple iPhone 12 Pro
      • Apple iPhone 12 Pro Max
      • Apple iPhone SE (2nd generation)
      • Google Pixel 5
      • Huawei P40 Pro
      • OnePlus 7 Pro
      • Samsung Galaxy Z Fold2 5G
      • Samsung Galaxy Note10
      • Samsung Galaxy Note10+ 5G
      • Samsung Galaxy Note20 Ultra 5G
      • Samsung Galaxy S8
      • Samsung Galaxy S9
      • vivo NEX 3 5G
      • Xiaomi Mi A3.
    • Editor: Added new features for Menu Items in the context of Editor Modes.

    • Editor: Added Open in Property Editor menu item to the Inspector's kebab menu. (1334342)

    • Editor: Added profiler markers around test setup, teardown, and execution.

    • Editor: Added the Play Unfocused option to the Game view, to stop the Game view from focusing when entering Play mode. Also added an option to Edit &gt; Preferences &gt; General to enable or disable automatically creating a Game view on entering Play mode.

    • Editor: Added the renderer type to the UpdateRendererBoundingVolumes profile marker tooltip.

    • Editor: Allowed the importing of LOD meshes with indices that have preceding zeroes. By specifying a range, e.g., LOD1-3 will assign the mesh to all LOD levels in the range.

    • Editor: Assets in ProjectWindow can now be cut, copied and pasted. (1264821)

    • Editor: Avoid stall entering playmode if a scene contains sequential GameObject file ID hints. (1308128)

    • Editor: Build Settings window now has texture import overrides, with ability to globally reduce imported texture size and compression settings. This is mostly useful to speed up asset imports & platform switches during development, at expense of texture quality.

    • Editor: Cached the translation results, reducing GC pressure.

    • Editor: Changed the popup menu behaviour to only trigger a GUI.changed event if it has changed.

    • Editor: Clicking on a Material inside the Renderer component will highlight the Sub Meshes with that Material in the Scene View.

    • Editor: Console window now has a context menu option to use monospace font. (1276112)

    • Editor: Frame Debugger improvements. Clears display color/depth/stencil values. Compute shader dispatches display shader name, keywords and thread group size. Indirect draws display shader & property information. Mesh preview is no longer too dark on HDRP. SRP Batcher draws display names of meshes they render.

    • Editor: If the assembly containing code that is stalling the editor is available, it's now displayed in the popup progress bar.

    • Editor: Improved Gizmos performance in Editor.

    • Editor: Improved import times of SketchUp models (*.skp).

    • Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases before shutting down.

    • Editor: Improved model importing performance.

    • Editor: Improved performance importing models with Blendshapes if the Import Blendshapes setting is unchecked.

    • Editor: Improved the performance of the model importer by multi-threading the mesh triangulation step.

    • Editor: Improving UTF documentation (DSTR-120).

    • Editor: Inspector number fields support more math expressions now: functions (sqrt, sin, cos, tan, floor, ceil, round), distribution over multi-selection (L, R) and can refer to current value to change it across multi-selection (+=3, *=2).

    • Editor: Inspector property context menu 'Revert to Prefab' works with multiple selected objects now.

    • Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.

    • Editor: Optimized BC7 ("high quality" compression setting on PC/Console platforms) texture compression. Performance is 2-3 times faster. This optimization uses a new texture compressor (bc7e). An option is available in Editor Settings to switch to the old one (ISPC) if needed.

    • Editor: Optimized drag selection in Editor scenes.

    • Editor: Reduced the per-test overhead of running tests in the editor.

    • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

    • Editor: Reduced time taken by filtering operations when only a subset of tests is run.

    • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package

    • Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. (1307483)

    • Editor: Settings can now be searched by their properties in Search.

    • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

    • Editor: Texture import settings UI indicates which platforms have override settings, via a blue override line on the platform tabs.

    • Editor: The Frame Selected command now ignores Audio Source and Reverb Zone components.

    • Editor: Transform component Scale inspector field got the ability to constrain scale proportions. There's also an editor preference whether newly created objects should have constrain proportions scale on by default.

    • Editor: UI polish of Build Settings window (improved logical sort of installed platforms).

    • Editor: Updated ASTC texture compressor for about 30% compression time speedup.

    • Editor: Updated ASTC texture compressor to improve compression time by about 10%.

    • Editor: Updated the target window of a Dynamic Hint to be focused before displaying the Dynamic Hint, if available.

    • Editor: You can now drag multiple GameObjects to the Project Window to create multiple prefabs at once.

    • Editor: Create Empty Parent now matches the 'selection rect' for Rect Transforms.

    • GI: Add support for rectangular area lights to Enlighten precomputed Realtime GI. Will address a HDRP 4.1 to 10.0 upgrade regression because rectangular lights were represented by a point light in 4.1 and when upgrading to 10.0 bounce from the light disappeared.

    • GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes.

    • GI: Added exposure slider to the Enlighten lit clustering scene view mode in the Editor.

    • GI: Ensured analytics about a cancelled bake is sent when closing the editor while generating lighting. (1354238)

    • GI: Hide "Show Inactive Objects" and "Isolate Selection" checkboxes on the Static Emissives tabs of the Light Explorer. These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. (1331750)

    • GI: Lightmap analytics events now include bakes that fell back from GPU to CPU Lightmapper.

    • GI: Lightmap compression is no longer affected by the "Lightmap Encoding" project setting. Instead, a new setting, "Lightmap Compression" has been introduced to the Lighting Settings Asset. This replaces the previous "Compress Lightmaps" checkbox. (1230918)

    • GI: Make it visible in the GI Profiler module what the state of Realtime GI support and enabled state is, when no data is captured.

    • GI: Move memory related logging from console to log file.

    • GI: Radeon Denoiser upgrade to version 1.7.0. Improves AI denoiser when running in HDR mode.

    • GI: Reduced ringing when using Open Image denoiser.

    • GI: Removed the logging of each Enlighten HLRT thread id, it spams too much on high core count systems.

    • GI: Reword Enlighten bounce warning in Light inspector because HDRP supports additional light shapes.

    • GI: Run GICache trimming jobs every 30 seconds instead of back to back. (1289849)

    • Graphics: Added an error message that appears when a custom render texture uses a Material with an invalid or unsupported shader. (1304355)

    • Graphics: Added ASTC texture format support for single channel textures.

    • Graphics: Added support for async readback when using OpenGL ES 3.0 (and later) and GL core.

    • Graphics: Added support for Color and Depth Load/Store actions to the Frame Debugger.

    • Graphics: Added support for VFX.CameraBuffersFallback preferences. Select from one of 3 options:
      • None: Use no fallback and keep outdated buffer info from the last rendered frame.
      • Prefer Main Camera (Default): Use the buffer from the Main camera when available, and the Scene camera otherwise.
      • Prefer Scene Camera: Use the buffer from the Scene camera when available, even if the Main camera is being rendered.
    • Graphics: Added the 2D Lights tab to the Light Explorer window.

    • Graphics: Added the ability to remove shader Passes that contain ray tracing shaders (for example, ClosestHit, AnyHit) when ray tracing is not supported by the system or graphics API.

    • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

    • Graphics: Allow the default specular reflection cubemap to be a RenderTexture (with dimensions CUBE) (1281013)

    • Graphics: Changed the gear icon for the more menu on the Asset Settings Provider.

    • Graphics: Fixed comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

    • Graphics: Improved error logging for the CopyTexture function.

    • Graphics: Improved performance of ASTC decompression by using multi-threading (around 6x using 8 threads).

    • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

    • Graphics: Optimize Material.FindPass. The speedup depends on the number of passed the Material has.

    • Graphics: Optimized render sorting to speed up performance.

    • Graphics: Removed the redundant calls that Unity made when it set shader program parameters.

    • Graphics: Renderer component can have custom world space or local space bounds now, via .bounds and .localBounds setter APIs.

    • Graphics: Setup unity_MotionVectorsParams built-in shader variable in Ray Tracing shaders.

    • Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.

    • Graphics: Unity now opens the Render Pipeline Asset dialog when changing asset for Quality Settings and Graphics Settings (Project Settings > Quality, Project Settings > Graphics) notifying that this may take a significant amount of time. You can choose to Continue or Cancel.

    • Graphics: Updated the version of Oculus XR Plugin package to 1.9.1.

    • Graphics: VFX : Optimization while sending event to a VisualEffect by script.

    • Graphics: Virtual Texturing is now more robust when switching between color spaces.

    • Graphics: [Metal] GPU-side error log improvement via enhanced command buffer error reporting.

    • IL2CPP: Added full support for System.Reflection.MemberInfo.GetCustomAttributesData.

    • IL2CPP: Added optimizations to Enum.HasFlag.

    • IL2CPP: Changed IL2CPP's internal build system to use bee on Android to prepare for improved player build performance.

    • IL2CPP: Corrected the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

    • IL2CPP: Improved Span Indexer performance. Added an intrinsic for Span get_Item/indexer to improve performance when accessing a large number of Span items.

    • IL2CPP: Improved the performance of IL2CPP conversion by using a new data model.

    • IL2CPP: Reduced executable size by reducing generic metadata output.

    • IL2CPP: Reduced the number of internal metadata allocations that relate to array method naming.

    • IL2CPP: Updated IL2CPP to use the new bee distribution format.

    • IL2CPP: Upgraded IL2CPP to run on .NET 5.

    • IMGUI: Improved overall layout and repaint performance.

    • Input: Added "Use Physical Keys" setting in Input Manager for Input.KeyCode mapping to physical keys. For example, with the setting on KeyCode.Q is always the key to the right of Tab regardless of your keyboard language layout.

    • iOS: Changed depth RenderSurfaces to have private storageMode. (1339864)

    • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored.

    • iOS: The generated Xcode project now uses the new build system.

    • Kernel: Added Memory Settings to the Project Settings window. This gives you control of the internal memory setup in Unity. You can adjust the memory setup for individual projects.

    • Kernel: Improved code quality and amount of allocations in some of our base abstraction layers.

    • Kernel: Improved stability of player connection:
      • Receiving of messages may now be dispatched across multiple frames.
      • Fixed issue where player connection could corrupt message queue and reconnecting to app was required.
      • Better handled disconnection of app (situations like: app crash, force killing of app or loosing connection).
      • [Mobile Platforms] Initial support to suspending app.
    • Kernel: Improved the performance of parallel sorting code.

    • License: Sync access token with L-Client upon change.

    • macOS: Append to Xcode project now works.

    • macOS: The generated Xcode project now uses the new build system.

    • macOS: When generating Xcode project, it is now possible to pick the build config used for run action (can be changed in Xcode). Debug build config now has frame capture automatically enabled.

    • Mobile: Android Patch/Patch & Run is now less constraint and works for all types of changes (prior, this was part of Script Only Build which is now automatic).

    • N/A (internal): Default texture compression for EmbeddedLinux is configurable from the player settings.

    • Networking: Improved UnityWebRequest on iOS to allow system to call upload data instead of using the operation queue.

    • Package: (Recorder) Enabled alpha channel capture in projects that use HDRP.

    • Package: (VisualScripting) Names in different UI elements made to be more consistent with new naming schemes.

    • Package: (VisualScripting) User interface updated.

    • Package: Improved the migration tools so that Unity allows projects to migrate to the recent Visual Scripting version.

    • Package: To open the Visual Scripting editor, you can now click the open inspector button and double click a graph in the project browser.

    • Package: Update Addressables to 1.18.13.

    • Package: Updated Addressables package to 1.17.17.

    • Package: Updated Addressables to 1.18.15.

    • Package: Updated Addressables to 1.18.2 and Scriptable Build Pipeline (SBP) to 1.18.0.

    • Package: Updated Advertisement package to 3.7.1.

    • Package: Updated com.unity.formats.alembic to 2.2.0.

    • Package: Updated com.unity.purchasing.udp to 2.2.2.

    • Package: Updated OpenXR Plugin package to 1.1.1.

    • Package: Updated ProBuilder package to 5.0.3.

    • Package: Updated Purchasing package to 2.1.6.

    • Package: Updated the version of the Addressables package to 1.18.4.

    • Package: Updated to ProBuilder 5.0.0.

    • Package: Updated WebGL Publisher version to 4.2.1.

    • Package: Updated WebGL Publisher version to 4.2.2.

    • Package: Upgraded FBX Exporter and FBX SDK to 4.1.1.

    • Package: Upgraded the Input System package to version 1.0.2

    • Package: Upgraded UDP package to 2.1.4. The main purpose is to release new doc.

    • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.

    • Package: Visual Scripting now creates a warning message when you add more than one Input unit to a SuperUnit.

    • Package: Visual Scripting now creates a warning when an Input System Package event references an action that is the wrong type for that event.

    • Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.

    • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

    • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

    • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

    • Package Manager: Improved performance when browsing "My Assets".

    • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

    • Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version.

    • Package Manager: Increased the amount of information logged to upm.log at various levels.

    • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

    • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

    • Package Manager: Terrain Tools package is now included in the Worldbuilding 3D feature set.

    • Package Manager: Used translation on string literals at definition time and properly with string.Format.

    • Particles: Add exception if sending too much particle data to SetCustomParticleData.

    • Particles: GPU Instanced Mesh particles may not use the same shader for the main geometry and the trails. Show a warning to the user if they do this.

    • Physics: Added icon for Articulation Body Anchor Transform tool.

    • Physics: Added new Physics Profiler metrics.

    • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

    • Physics: Improved Articulation Body anchor limit gizmos.

    • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties.

    • Prefabs: Disabled editing for missing Prefabs instances.

    • Prefabs: Improved the Hierarchy so that you can see which Prefab instances have non-default overrides. (1323680)

    • Prefabs: Updated documentation for Object.DontDestroyOnLoad

    • Prefabs: Warning was added to the PrefabAssetImporter editor if there are SerializeReference missing types within the Prefab. Also applying modifications from instance was disabled in case Prefab asset contains missing types. Editing the Prefab asset in isolation will now preserve MissingType information.

    • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.

    • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

    • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

    • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

    • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html.

    • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.

    • Profiler: Tethered Android devices no longer require manually calling ADB commands in the CLI, in order to be picked up as connection targets by the Editor. Multiple tethered android devices are now supported.

    • Profiler: You can now access Mesh and SkinnedMeshRenderer geometry data from Compute Shaders similar to Mesh.GetVertexBuffer and SkinnedMeshRenderer.GetVertexBuffer.

    • Scene/Game View: Added Shortcut Manager entries for "Toggle Selection Outline" and "Toggle Selection Wireframe."

    • Scene/Game View: Extending PlaceObject method to support SceneView grids and 2D.

    • Scene/Game View: Improve documentation for EditorTool.

    • Scene/Game View: Improve documentation for HandleUtility.PickGameObject.

    • Scene/Game View: Improved API documentation for Overlays feature, including multiple new code examples.

    • Scene/Game View: Improved the EditorToolContext UI.

    • Scene/Game View: Refreshed icons for Scene View toolbars.

    • Scripting: Certificate validation callbacks from .Net libraries pass now also previously identified root certificates along (i.e. the full validated chain if any). (1191987)

    • Scripting: Changed the Managed Stripping Level to be minimal for new projects when targeting the IL2CPP backend.

    • Scripting: Enabled scheduling managed jobs from non-main control threads.

    • Scripting: Enabled user code to build against .NET Standard 2.1 and .NET Framework 4.8.

    • Scripting: Ensure players using the Mono scripting runtime backend always use a JIT (Just-In-Time) friendly set of class libraries, even if the ".NET Standard 2.0" API Compatibility Level is chosen. This provides consistency for Mono players no matter what API Compatibility Level is chosen in the player settings.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the Mono scripting back-end: Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4.

    • Scripting: Multithreaded asset garbage collection and increased speed by up to 2.5x.

    • Scripting: OnChangedCallback is invoked when elements are duplicated in ReorderableList. (1307386)

    • Scripting: Reduce and optimize regex usage to improve performance

    • Scripting: Update Roslyn to 5.0.102, Update NetCore to 5.0.2

    • Scripting: Updated C# language version to 9.0 for compilation and IDE's
      We will support a subset of the language features from:
      https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-9
      These is the features that we support:
      • Pattern matching enhancements
      • Function pointers
      • Target-typed new expressions
      • Static anonymous functions
      • Target-typed conditional expressions
      • Extension GetEnumerator support for foreach loops
      • Lambda discard parameters
      • Attributes on local functions
      • New features for partial methods.
    • Scripting: Updated com.unity.ide.visualstudio to version 2.0.9.

    • Scripting: UX improved when setting up Unity version defines for asm definitions.

    • Scripting: CompiliationPipeline.GetAssemblies now correctly includes .NET Compiler Platform (Roslyn) analyzers in ScriptCompilerOptions.

    • Search: Improved asset indexer performances and index size.

    • Search: Improved asset search performances by ~4x.

    • Search: Share the same search debouncing threshold with the Project Browser and the Search window. (1298380)

    • Search: Use a single Search Provider to search for any indexed object.

    • Serialization: Objects referenced from SerializeReference fields now have stable IDs, which reduces the risk of conflicts when multiple users collaborate on a scene file. Additionally, it also improves support for Undo and Prefab modes, especially when SerializeReference is used inside arrays and lists. In addition, references now come with a new format with backward compatibility support for older assets.

    • Serialization: SerializeReference now allow more granular handling of missing types. SerializeReference instances for which the type is missing will be replaced by null. Other instances will be editable and if fields who were previously referring to the missing type are still null the missing type will be preserved.

    • Shadergraph: Added View Vector Node doc.

    • Shaders: Improved caching of the Shader import artifacts when a shader is reverted or has no changes after a reimport.

    • Shaders: Reduced memory consumption when loading shaders.

    • Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space.

    • Terrain: Improved worst-case performance while painting on high-resolution (2k x 2k or higher) terrain heightmaps. (1283138)

    • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

    • Tests: Improved logging in iOS automation: clarify existing log messages and add new ones.

    • UI: Added a visualization for the raycast padding around a Graphic object.

    • UI: If a tooltip is being displayed, hovering another ui control that can display a tooltip makes the new tooltip appear immediately. Previously, the new tooltip was displayed after a delay.

    • UI: Reused PropertyFields backing fields when possible.

    • UI: Updated the icons for Terrain's tool selection.

    • UI Toolkit: Added a new RuntimeDefault theme with less overhead for runtime usage.

    • UI Toolkit: Buttons are now focusable.

    • UI Toolkit: Improved UI Toolkit event debugger. Improvements include optimizations, adjustable UI, settings, event and callback filtering, event replay.

    • UI Toolkit: Improved USS validation to support more complex properties.

    • UI Toolkit: Made performance improvements to reduce the number of managed heap allocations while rendering sprites in the UI Toolkit.

    • UI Toolkit: Modified TransitionEvents to be collapsed when relevant.

    • UI Toolkit: Set UIDocument's execution order to -100 to ensure root visual element is created when user's OnEnable runs.

    • UI Toolkit: Usage hints can now be changed on a VisualElement without having to remove it from the hierarchy to help preserve styling and layout.

    • Undo System: Explorable undo history UI.

    • Version Control: Added Checkin and Update confirmation notification.

    • Version Control: Improved load time performance.

    • Version Control: Made stability and performance improvements to the Version Control package (com.unity.collab-proxy).

    • Video: VideoPlayer now has a better automatic selection of target material texture property. It detects [MainTexture] attributes, then falls back to _MainTex naming convention.

    • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.

    • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

    • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).

    • WebGL: Added support for Screen Orientation Locking and Auto-Rotating for mobile browsers which support The Screen Orientation API.

    • WebGL: Refactored unityInstance.Quit() in UnityLoader.js and call QuitCleanup from both unityInstance.Quit() and Application.Quit().

    • WebGL: Updated WebGL compiler to Emscripten 2.0.19 and removed support for the obsolete asm.js linker target.

    • Windows: Changed Alt + Enter to default to native resolution which makes the image more crisp and reduces the chance of letterboxing.

    • XR: Added support for adding new reference objects at runtime. Added support for ARCore session recording and playback.

    • XR: Removed "Preview" text from UI display element.

    • XR: Updated AR Foundation package dependencies to XR Management 4.0.

    • XR: Updated Magicleap XR Plugin package to 6.2.2.

    • XR: Updated Oculus XR Plugin package to 1.8.1.

    • XR: Updated OpenXR Package to 1.2.0.

    • XR: Updated OpenXR Package to 1.2.2.

    • XR: Updated Windows MR package to 5.2.2.

    • XR: Updated WindowsMR to version 5.2.1

    • XR: Updated XR Plug-in Management to 4.0.3.
    API Changes
    • 2D: Added: Add SetTile/s API using a TileChangeData struct to allow users to set a Tile at a position with color and transform at once instead of invoking 3 calls to do so.

    • 2D: Added: Added GetAnimationFrameCount, GetAnimationFrame, GetAnimationTime, SetAnimationFrame and SetAnimationTime to get and change the animation timings for Tiles on the Tilemap.

    • 2D: Added: Added GetTilesRangeCount and GetTilesRangeNonAlloc to get the positions and Tiles between a given start and end positions in a Tilemap.

    • 2D: Added: Adds a Vector3Int constructor accepting two integers for x and y, with z set to 0.

    • 2D: Added: Allow user to register for notification when the SpriteRenderer's Sprite property has changed.

    • 2D: Added: New API to query SpriteAtlas information IsIncludedInBuild and GetMasterAtlas.

    • 2D: Added: Support for default sprite mask material in URP and public api method to retrieve the default 2d mask material.

    • Android: Added: Added AndroidJavaObject.CloneReference to enable having multiple references to the same Java object. (1277152)

    • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

    • Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.

    • Animation: Changed: Marked obsolete AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount, bool normalizeWeights) due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable.Create(PlayableGraph graph, int inputCount). (1332215)

    • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

    • Asset Bundles: Added: New API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

    • Asset Import: Added: Added removeConstantScaleCurves in Model Importer. (1252606)

    • Asset Import: Added: AssetPostprocessor.OnPreprocessCameraDescription and AssetPostprocessor.OnPreprocessLightDescription.

    • Asset Import: Added: New public methods MonoImporter.SetIcon/GetIcon and PluginImporter.SetIcon/GetIcon.

    • Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

    • Asset Pipeline: Added: AssetDatabase.SaveAssetIfDirty() to save a specific asset, rather than making a call to AssetDatabase.SaveAssets().

    • Build Pipeline: Added: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

    • Build Pipeline: Added: Callback function BuildPlayerProcessor.PrepareForBuild. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

    • Build Pipeline: Deprecated: PackedAsset.file has been deprecated. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report.

    • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs

    • Editor: Added: API on the QueryEngine to better control filtering.

    • Editor: Added: Callback to run validation step on materials using a ShaderGUI: `ValidateMaterial(Material).

    • Editor: Added: Introduced Control modifier key to ShortcutManager.

    • Editor: Added: Make DraganDrop API to allow user to cusmize drop in legacy window (ProjectBrowser, hierarchy, sceneview).

    • Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI.hyperLinkClicked to handle click on a TextField with <a></a> tag.

    • Editor: Changed: AndroidArchitecture.x86 and AndroidArchitecture.x86_64 have been renamed with capital X's. They are now AndroidArchitecture.X86 and AndroidArchitecture.X86_64.

    • Editor: Changed: Decorated EditorGUIUtility.GetIconForObject/SetIconForObject obj parameter with [NotNull].

    • Editor: Changed: PlayerSettings BuildTargetGroup dependent properties now receive NamedBuildTarget in the API.

    • Editor: Changed: Visibility of EditorGUIUtility.GetIconForObject/SetIconForObject from internal to public.

    • Editor: Obsoleted: Obsoleted internal method MonoImporter.CopyMonoScriptIconToImporters with [Obsolete] and a WarningMessage when called.

    • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.

    • GI: Added: Allow to opt out of automatic ambient probe and default reflection probe generation.

    • GI: Added: LightingSettings.lightmapCompression has been added and determines the quality of compression used for lightmaps.

    • GI: Deprecated: LightmapSettings.textureCompression has been deprecated in favor of LightingSettings.lightmapCompression.

    • Graphics: Added: "Expand/Collapse All" buttons to Rendering Debugger window menu.

    • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

    • Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

    • Graphics: Added: Added a blitter utility class. Moved from HDRP to RP core.

    • Graphics: Added: Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.

    • Graphics: Added: Added an option to change the visibilty of the Volumes Gizmos (Solid, Wireframe, Everything), available at Preferences > Core Render Pipeline.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

    • Graphics: Added: Added CommandBuffer.SetGlobalInteger().

    • Graphics: Added: Added common include file for meta pass functionality. (1211436)

    • Graphics: Added: Added Editor window that allow showing an icon to browse the documentation.

    • Graphics: Added: Added Fallback Material to DrawSettings.

    • Graphics: Added: Added helper for Volumes (Enable All Overrides, Disable All Overrides, Remove All Overrides).

    • Graphics: Added: Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.

    • Graphics: Added: Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.

    • Graphics: Added: Added new API to customize the rtHandleProperties of a particular RTHandle. This is a temporary work around to assist with viewport setup of Custom post process when dealing with DLSS or TAAU.

    • Graphics: Added: Added new API to replace the use cases of the ShadowAuto, DepthAuto and VideoAuto GraphicsFormat enum members (which will be deprecated in the future).

    • Graphics: Added: Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

    • Graphics: Added: Added some getters for the Streaming Virtual Texturing settings.

    • Graphics: Added: Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering.

    • Graphics: Added: Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.

    • Graphics: Added: Adding project-wide settings for RenderPipeline with RenderPipelineGlobalSettings.

    • Graphics: Added: Allowing Rendering Layer Names to not collide in UI. Includes a new API RenderPipelineAsset.prefixedRenderingLayerMaskNames to fetch a unique list of rendering layer mask names for UI needs.

    • Graphics: Added: AssetPostprocessor.OnPostprocessTexture3D ( Texture3D )
      AssetPostprocessor.OnPostprocessTexture2DArray ( Texture2DArray ).

    • Graphics: Added: Automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.

    • Graphics: Added: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Added: DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.

    • Graphics: Added: DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.

    • Graphics: Added: DefaultFormat is extended with the new DepthStencil and Shadow values. You can use SystemInfo.GetGraphicsFormat with these new values to get the default GraphicsFormat for a DepthStencil or Shadow RenderTexture on a platform.

    • Graphics: Added: Documentation links to Light Sections.

    • Graphics: Added: Introduce the RendererList API.

    • Graphics: Added: Made GetQualitySettings() method public. This method is used by internal code to implement undo functionality in the Unity Editor

    • Graphics: Added: Method to generate a Texture2D of 1x1 with a plain color.

    • Graphics: Added: Mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.

    • Graphics: Added: New API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

    • Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

    • Graphics: Added: New API to detect when Unity renders with a different type of Render Pipeline : RenderPipelineManager.activeRenderPipelineTypeChanged.

    • Graphics: Added: New Depth/Stencil formats to GraphicsFormat: D16_UNorm, D24_UNorm, D24_UNorm_S8_UInt, D32_SFloat, D32_SFloat_S8_UInt.

    • Graphics: Added: New draw API as a set of Graphics.RenderX() functions. All the old draw API Graphics.DrawX() functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:
      • Support custom per-instance data for RenderMeshInstanced(), per-instance motion vector and rendering layer mask definitions, and easy light probe setup
      • Support for multi-command indirect draws & future proofing for hardware implementation on supported platforms
      • Custom world bounds for all mesh rendering (e.g. to support mesh deformation in vertex shaders).
    • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors.

    • Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.

    • Graphics: Added: New SRPLensFlareData Asset.

    • Graphics: Added: New utility function GraphicsFormatUtility.GetDepthStencilFormat. This function lets you easily select the right format on each platform for a certain amount of depth and/or stencil bits.

    • Graphics: Added: Red, Green, Blue Texture2D on CoreEditorStyles.

    • Graphics: Added: Reminder if the data of probe volume might be obsolete.

    • Graphics: Added: Rendering.SupportedRenderingFeatures.reflectionProbesBlendDistance to provide SRPs with the ability to enable the blend distance fields in the ReflectionProbe inspector.

    • Graphics: Added: RenderTexture.depthStencilFormat and RenderTextureDescriptor.depthStencilFormat properties. You can now set the exact Depth/Stencil buffer format on a RenderTexture using the depthStencilFormat property. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. When upgrading RenderTexture assets from an older project, all Depth/Stencil buffers that had more than 16bits will be converted to D24_UNorm_S8_UInt. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts. You need to change the Depth/Stencil format on the RenderTexture asset if that is the case.

    • Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels.

    • Graphics: Added: ScriptableRenderContext.SubmitForRenderPassValidation added to validate whether RenderPass API calls inside the context are eligible for execution.

    • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

    • Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.

    • Graphics: Added: Support for additional properties for Volume Components without custom editor.

    • Graphics: Added: Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP.

    • Graphics: Added: SystemInfo. supportsMultisampleResolveDepth to query platforms Multisample resolve of depth attachments support.

    • Graphics: Added: SystemInfo.maxGraphicsBufferSize added for querying the maximum size of a Mesh/Graphics/Compute buffer. Creating larger ones now also throws exceptions (previously was often just crashing). (1319589, 1319594)

    • Graphics: Added: This PR adds a API function checking is all the systems of an Visual Effect are sleeping.

    • Graphics: Added: Unification of Material Editor Headers Scopes.

    • Graphics: Added: Unity.External.NVIDIA APIs to expose NVIDIA-specific plugin functionality (for controlling DLSS and other features). These APIs are available by enabling the NVIDIA native package on the package manager.

    • Graphics: Added: ReflectionProbe.UpdateCachedState() to update the internal data related to reflection probe used by the culling system.

    • Graphics: Changed: Exposed UseSceneFiltering API as public.

    • Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. (1312670)

    • Graphics: Changed: RenderBufferStoreActions.Resolve and RenderBufferStoreActions.StoreAndResolve can now be set using the RenderTarget API.

    • Graphics: Changed: VFX.VFXManager.PrepareCamera and VFX.VFXManager.ProcessCameraCommand now can take an optional parameter for camera XR settings.

    • Graphics: Deprecated: Deprecated ShadowAuto, DepthAuto and VideoAuto graphics formats and introduce a new alternative api. (See the Upgrade Guide for details.).

    • Graphics: Deprecated: Most of BatchRenderGroup API will be fully deprecated in 2022.2 (and replaced by a new API).

    • Graphics: Obsoleted: ReflectionProbe.defaultReflectionSet has been deprecated in favor of ReflectionProbe.defaultReflectionTexture

    • Graphics: Removed: Removed GraphicsFormatUtility.GetDepthStencilFormat(int) after being public for two alpha releases.

    • HDRP: Added: "Conservative" mode for shader graph depth offset.

    • HDRP: Added: Ability to animate many physical camera properties with Timeline.

    • HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

    • HDRP: Added: Added a better support for LODs in the ray tracing acceleration structure.

    • HDRP: Added: Added a built-in custom pass to draw object IDs.

    • HDRP: Added: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

    • HDRP: Added: Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur.

    • HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.

    • HDRP: Added: Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance.

    • HDRP: Added: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

    • HDRP: Added: Added a minimum motion vector length to the motion vector debug view.

    • HDRP: Added: Added a parameter to control the vertical shape offset of the volumetric clouds. (1358528)

    • HDRP: Added: Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages. (1342588)

    • HDRP: Added: Added a property to control the fallback of the last bounce of a RTGI, RTR, RR ray to keep a previously existing side effect on user demand.

    • HDRP: Added: Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size).

    • HDRP: Added: Added a shortcut to HDRP Wizard documentation.

    • HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.

    • HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

    • HDRP: Added: Added an option to have double sided GI be controlled separately from material double-sided option.

    • HDRP: Added: Added an option to render screen space global illumination in half resolution to achieve real-time compatible performance in high resolutions. (1353727)

    • HDRP: Added: Added browsing of the documentation of Compositor Window.

    • HDRP: Added: Added color and intensity customization for Decals.

    • HDRP: Added: Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here.

    • HDRP: Added: Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset.

    • HDRP: Added: Added light unit slider for automatic and automatic histrogram exposure limits.

    • HDRP: Added: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

    • HDRP: Added: Added new API in CachedShadowManager.

    • HDRP: Added: Added pivot point manipulation for Decals (inspector and edit mode).

    • HDRP: Added: Added shader graph unit test for IsFrontFace node.

    • HDRP: Added: Added slides to control the shape noise offset.

    • HDRP: Added: Added support for internal plugin materials and HDSubTarget with their versioning system.

    • HDRP: Added: Added support for reflection probes as a fallback for ray traced reflections. (1338644)

    • HDRP: Added: Added support for the camera bridge in the graphics compositor

    • HDRP: Added: Added support for Unlit shadow mattes in Path Tracing. (1335487)

    • HDRP: Added: Added support of motion vector buffer in custom postprocess.

    • HDRP: Added: Added TargetMidGrayParameterDrawer.

    • HDRP: Added: Added the receiver motion rejection toggle to RTGI (1330168)

    • HDRP: Added: Added the support of volumetric clouds for baked and realtime reflection probes.

    • HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.

    • HDRP: Added: Added tooltips for content inside the Rendering Debugger window.

    • HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (1330168)

    • HDRP: Added: Added UV manipulation for Decals (edit mode).

    • HDRP: Added: Added ValidateMaterial callbacks to ShaderGUI.

    • HDRP: Added: Added View Bias for mesh decals.

    • HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

    • HDRP: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

    • HDRP: Added: Area Light support for Hair and Fabric master nodes.

    • HDRP: Added: Deferred shading debug visualization.

    • HDRP: Added: Documentation for volumetric clouds.

    • HDRP: Added: Exposed update upon light movement for directional light shadows in UI.

    • HDRP: Added: Global settings check in Wizard.

    • HDRP: Added: Help URL for volumetric clouds override.

    • HDRP: Added: Lens Flare Samples.

    • HDRP: Added: Localization on Wizard window.

    • HDRP: Added: LTC Fitting tools for all BRDFs that HDRP supports.

    • HDRP: Added: Mixed RayMarching/RayTracing mode for RTReflections and RTGI.

    • HDRP: Added: New checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.

    • HDRP: Added: New control slider on RTR and RTGI to force the LOD Bias on both effects.

    • HDRP: Added: Path tracing support for AxF material.

    • HDRP: Added: Path tracing support for stacklit material.

    • HDRP: Added: Scale Mode setting for Decals.

    • HDRP: Added: Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.

    • HDRP: Added: Support for Fabric material in Path Tracing.

    • HDRP: Added: Support for lighting full screen debug mode in automated tests.

    • HDRP: Added: Support for mip bias override on texture samplers through the HDAdditionalCameraData component.

    • HDRP: Added: Support for multi volumetric cloud shadows.

    • HDRP: Added: Support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph.

    • HDRP: Added: Support for surface gradient based normal blending for decals.

    • HDRP: Added: Support for tessellation for all master node in shader graph.

    • HDRP: Added: Support for volumetric clouds in planar reflections.

    • HDRP: Added: Support of interpolators for SV_POSITION in shader graph.

    • HDRP: Added: Toggle to render the volumetric clouds locally or in the skybox.

    • HDRP: Added: Way for fitting a probe volume around either the scene contents or a selection.

    • IL2CPP: Removed: Removed IIl2CppProcessor interface.

    • IL2CPP: Removed: Removed IUnityLinkerProcessor.OnBeforeRun and IUnityLinkerProcessor.OnAfterRun interface methods.

    • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

    • iOS: Changed: EditorUserBuildSettings.symlinkLibraries renamed to EditorUserBuildSettings.symlinkSources, both Android and iOS will use this property.

    • iOS: Deprecated: ScreenOrientation.Landscape as it was a synonym for ScreenOrientation.LandscapeLeft, and not "some Landscape orientation", which is confusing. (1320447)

    • Linux: Added: LinuxServer value added to RuntimePlatform enum.

    • macOS: Added: OSXServer value added to RuntimePlatform enum.

    • Package: Added: (Recorder) Added public API for AOVRecorderSettings.

    • Package Manager: Added: Added a new AddAndRemove method to the UnityEditor.PackageManager.Client API which can be used to add and/or remove multiple packages to/from the project in a single operation.

    • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

    • Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer.

    • Physics: Added: Exposed a new property in RaycastHit called colliderInstanceID, which returns the instance ID of the collider the ray collided with.

    • Physics: Added: ForceMode argument to ArticulationBody.Add force and related functions.

    • Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody.

    • Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

    • Plugins: Added: New IUnityLog interface for message logging to Unity console and log in native plugins

    • Plugins: Added: New IUnityProfilerV2 interface with Profiler Counters API in native plugins

    • Prefabs: Added: Exposed FindAllInstancesOfPrefab to scripting.

    • Prefabs: Added: New API for source prefab apply/revert context menu hook on a property field.

    • Prefabs: Added: New API to define a C# scoped region in which prior to every inspector/editor imgui property being drawn a callback can be called with the associated Rect and SerializedProperty.

    • Prefabs: Changed: The classes PrefabStage and PrefabStageUtility have been moved out of the experimental namespace UnityEditor.Experimental.SceneManagement to the namespace UnityEditor.SceneManagement, leaving nothing left in UnityEditor.Experimental.SceneManagement. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1.3.0 to compile with this change all later versions can be fixed by the API Updater.

    • Profiler: Added: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

    • Profiler: Added: API to create GPU sampling ProfilerMarker.

    • Profiler: Added: New C# custom Categories API.

    • Profiler: Changed: Added GPU profiling capabilities to ProfilerRecorder API.

    • Scripting: Added: Add FileUtil.GetPhysicalPath and FileUtil.GetLogicalPath methods to convert logical paths to physical and vice versa.

    • Scripting: Added: APIs for the AsyncReadManager, to enable chaining and canceling of reads.

    • Scripting: Added: Component.GetComponentInParent(Type t, bool includeInactive) method to match GameObject. (1331778)

    • Search: Added: Add SearchService.ShowPicker API to pick any search item result.

    • Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host.

    • Serialization: Added: New SerializationUtility class for access to Managed Reference Ids.

    • Serialization: Added: Support "get" on SerializedProperty.managedReferenceValue.

    • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

    • Services: Changed: Updating analytics dashboard to point to new location

    • Shadergraph: Added: Ability to enable tiling and offset controls for a Texture2D input.

    • Shadergraph: Added: Ability to mark textures / colors as \[MainTexture\] and \[MainColor\].

    • Shadergraph: Added: Added a ShaderGraph animated preview framerate throttle.

    • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

    • Shadergraph: Added: Added custom interpolator documentation

    • Shadergraph: Added: Added custom interpolator thresholds on shadergraph project settings page.

    • Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.

    • Shadergraph: Added: Added many node synonyms for the Create Node search so that it's easier to find nodes.

    • Shadergraph: Added: Added selection highlight and picking shader passes for URP target.

    • Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.

    • Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

    • Shadergraph: Added: Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.

    • Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.

    • Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.

    • Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.

    • Shadergraph: Added: HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.

    • Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.

    • Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets.

    • Shadergraph: Added: Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.

    • Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.

    • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

    • Shadergraph: Added: Subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.

    • Shadergraph: Added: Toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.

    • Shadergraph: Added: Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.

    • Shadergraph: Added: Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.

    • Shadergraph: Added: Dropdown node per dropdown property, that can be used to configure the desired branch control.

    • Shadergraph: Added: Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.

    • Shadergraph: Added: Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.

    • Shaders: Added: Added a missing API to check shader compilation warnings.
      Added a missing API to get information about individual shaders. (1340374)

    • Shaders: Added: Added UnityEngine.Rendering.GlobalKeyword struct to represent keywords in the global keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent keywords in the local keyword space.
      Added UnityEngine.Rendering.LocalKeyword struct to represent the keyword space of a particular shader or compute shader.
      Added ComputeShader.enabledKeywords and Material.enabledKeywords to query or set all enabled keywords simultaneously.
      Added ComputeShader.keywordSpace and Shader.keywordSpace to query the local keyword space of the corresponding shader.
      Added optimized Material.EnableKeyword, Material.DisableKeyword, Material.IsKeywordEnabled, ComputeShader.EnableKeyword, ComputeShader.DisableKeyword and ComputeShader.IsKeywordEnabled overloads that work with the new LocalKeyword struct.
      Added optimized CommandBuffer.EnableKeyword, CommandBuffer.DisableKeyword, Shader.EnableKeyword, Shader.DisableKeyword and Shader.IsKeywordEnabled overloads that work with the new GlobalKeyword struct.
      Added Shader.enabledGlobalKeywords property to query the global keyword state.
      Added Shader.globalKeywords property to query the existing global keywords.

    • Shaders: Added: CommandBuffer.EnableKeyword,CommandBuffer.DisableKeyword can now be used to enable a local shader keyword.

    • Shaders: Added: LocalKeyword.isOverridable property to check whether a given local shader keyword can be overridden by global shader keyword state.

    • Shaders: Added: LocalKeyword.type can now be used to understand why the local shader keyword was added to the local keyword space of a shader or compute shader.

    • Shaders: Added: Material.SetKeyword, ComputeShader.SetKeyword, Shader.SetKeyword and CommandBuffer.SetKeyword can now be used to set the shader keyword state directly.

    • Shaders: Added: UnityEngine.Rendering.ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins.

    • Shaders: Deprecated: ShaderKeyword.GetGlobalKeywordName, ShaderKeyword.GetName and ShaderKeyword.GetKeywordType.

    • Terrain: Added: Added DetailPrototype.NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified. (1291809)

    • Terrain: Added: Added TerrainData.ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering.

    • Terrain: Changed: IOnInspectorGUI ShowBrushGUI overloads removed and replaced with a single ShowBrushGUI call with default parameters.

    • Terrain: Changed: TerrainAPI namespace is no longer part of an experimental namespace and has been renamed TerrainTools.

    • Terrain: Changed: TerrainPaintTool GetDesc changed to GetDescription.

    • Terrain: Changed: TerrainUtility moved to UnityEngine.TerrainUtils namespace.

    • Terrain: Changed: TerrainUtility.TerrainMap moved to UnityEditor.TerrainUtils.TerrainMap. TerrainMap.TileCoord moved to UnityEditor.TerrainUtils.TerrainTileCoord.

    • Terrain: Changed: UnityEditor.TerrainAPI.TerrainPaintUtilityEditor.BrushPreview changed to UnityEditor.TerrainTools.TerrainBrushPreviewMode.

    • UI: Added: GetPersistentListenerState added to UnityEvent.

    • UI Toolkit: Added: Added visualTreeAssetSource property to VisualElement to allow identifying the VisualTreeAsset a visual tree was cloned from

    • UI Toolkit: Added: Animated drag and drop support to ListView. Use reorderMode property.

    • UI Toolkit: Added: DestroyItem callback to ListView to have a counterpart for makeItem.

    • UI Toolkit: Added: Display options to ListView: showAddRemoveFooter, showFoldoutHeader, headerTitle.

    • UI Toolkit: Added: Expose ScrollView.mode property.

    • UI Toolkit: Added: New public UI Toolkit APIs:
      • Dropdownfield.choices
      • BasePopupField.choices
      • MaskField.choices
      • MaskField.choicesMasks.
    • UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions.

    • UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization.

    • UI Toolkit: Changed: ListView's itemHeight is now a float and was renamed to fixedItemHeight to enforce the fact that it is only used with FixedHeight virtualization method.

    • UI Toolkit: Changed: ListView's Refresh() was split into RefreshItems() which simply rebinds reused items and Rebuild() which recreates all items from scratch.

    • UI Toolkit: Deprecated: CurveField.borderUssClassName and GradientField.borderUssClassName are now deprecated since the related visual element is not required to render a border anymore.

    • UI Toolkit: Deprecated: Deprecated OnKeyDown method in ListView. Use the event system instead, see SendEvent.

    • UI Toolkit: Obsoleted: ListView's onItemChosen and onSelectionChanged are now obsolete.

    • Universal: Added: 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.

    • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

    • Universal: Added: Depth and DepthNormals passes to particles shaders.

    • Universal: Added: Enabled deferred renderer in UI.

    • Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. (1297013)

    • Universal: Added: SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

    • Universal: Added: Support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.

    • Universal: Added: Support for SSAO in Particle and Unlit shaders.

    • Universal: Added: _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.

    • URP: Added: "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).

    • URP: Added: Added a help button on material editor to show the shader documentation page.

    • URP: Added: Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.

    • URP: Added: Added Lights 2D to the Light Explorer window.

    • URP: Added: Added Motion Vector render pass for URP.

    • URP: Added: Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.

    • URP: Added: Added support for default sprite mask shaders for the 2D Renderer in URP.

    • URP: Added: Blending and box projection for reflection probes.

    • URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

    • URP: Added: Fixed incorrect shadow fade in deferred rendering mode.

    • URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.

    • URP: Added: New UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.

    • URP: Added: New URP Debug Views under Window/Analysis/Rendering Debugger.

    • URP: Added: Optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.

    • URP: Added: Possibility to rename light layer values.

    • URP: Added: Sections on Light Inspector.

    • URP: Added: Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.

    • URP: Added: Support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.

    • URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

    • URP: Added: URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.

    • URP: Added: VFX: Basic support of Lit output.

    • URP: Added: VFX: Fix light cookies integration.

    • URP: Added: XR: Added Late Latching support to reduce VR latency (Quest).

    • URP: Changed: Reorder camera inspector to be in the same order as HDRP.

    • Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor.VersionControl.VersionControlObject and related classes.

    • VFX Graph: Added: Added HDRP Decal output context.

    • VFX Graph: Added: Added Is Inside subgraph into VFX Graph additions package.

    • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

    • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks.

    • VFX Graph: Added: Material Offset setting in inspector of the rendered outputs.

    • VFX Graph: Added: Motion vectors enabled for particle strips.

    • VFX Graph: Added: New tool : Signed Distance Field baker.

    • VFX Graph: Added: New tool to help set VFX Bounds.

    • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

    • VFX Graph: Added: Provide explicit access to spawnCount in graph

    • VFX Graph: Added: Restore "Exact Fixed Time Step" option on VisualEffectAsset.

    • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

    • VFX Graph: Added: Structured Graphics Buffer support as exposed type

    • VFX Graph: Added: Support 2D Renderer in URP for Unlit.

    • VFX Graph: Added: Support of direct link event to initialize context (which support several event within the same frame)

    • VFX Graph: Added: The VFX editor automatically attach to the current selection if the selected gameobject uses the currently edited VFX asset.

    • VFX Graph: Added: Two new buttons are available in the editor's tool bar. One will display a popup panel to handle attachement and one to lock/unlock the current attachement.

    • Video: Added: Advanced video encoding controls for H.264 (for Windows only) and VP8.

    • Windows: Added: WindowsServer value added to RuntimePlatform enum.

    • XR: Added: New API to the XRMeshSubsystem which allows a transform to be associated with each mesh. This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

    • XR: Added: Update XR Plug-in Management to 4.0.1

    • XR: Removed: Removed the Windows XR SDK Plug-in from Unity. Microsoft now supports Windows MR devices using OpenXR in Unity 2021, and recommends using Unity's OpenXR plugin.
    Changes
    • 2D: 2D Animation Package 6.0.0 as verified package.

    • 2D: 2D Pixel Perfect 5.0.0 as verified package.

    • 2D: 2D PSDImporter 5.0.0 as verified package.

    • 2D: 2D Sprite Shape 6.0.0 as verified package.

    • 2D: 2D Tilemap Extras 2.0.0 as verified package.

    • 2D: Allowed non-public fields with the SerializeField attribute as custom fields for RuleTile.

    • 2D: Changed some of PSDImporter settings to use checkboxes instead of drop down.

    • 2D: Replaced usage of Triangle.Net with in house tessellation solution.

    • 2D: Update com.unity.2d.sprite package license

    • 2D: Update com.unity.2d.tilemap package license

    • 2D: Updated the SceneView overlays used by the Tile Palette to use UIToolkit/new Overlays framework instead of IMGUI. (1342226)

    • AI: Updated component-based workflow notice in the Navigation window.

    • Android: Allowed Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

    • Android: Auto Graphics API does no longer include OpenGL ES 2.0, the preferred API is not Vulkan

    • Android: Changed how Unity checks to see if an obb is compatible with an apk. Both the apk and obb now have unity_obb_guid file inside them and if the contents match between them, Unity treats them as being compatible.

    • Android: Raised the minimum Android version that Unity supports to 5.1 (API 22).

    • Android: Removed support for putting gradle resources in Assets/Plugins/Android/[res, assets]. you either need to use Android archive plug-ins, Android Library plug-ins, or move those files to Streaming Assets.

    • Android: Removed the overwrite comment in gradle files and manifest files '// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN'. Use templates if you want your changes to persist.

    • Android: Upgraded the Android Gradle Plugin version from 3.6.0 to 4.0.1.

    • Android: Upgraded the Gradle version from 5.6.4 to 6.1.1.

    • Android: When Auto Graphics API is enabled, Require ES3.1, Require ES3.1+AEP, Require ES 3.2 properties in Android Player Settings are now available.

    • Android: When you export an Android project, Unity no longer creates a symbols zip package because it was always missing libil2cpp.so symbols. After you build your project manually, zip unityLibrary/symbols package if you want to upload it to Google Play.

    • Animation: Updated Animation Rigging package to version 1.1.0.

    • Animation: Updated Animation Rigging package to version 1.1.1.

    • Asset Import: Unity will not attempt to relaunch Maya or 3DsMax upon first timeout. (1281786)

    • Asset Pipeline: AssetPostprocessors calls are now ordered by their GetPostprocessOrder and then by their FullName (namespace.classname).
      It was not ordered by FullName before so some call orders between AssetPostprocessors with the same GetPostprocessOrder value may have changed.

    • Build Pipeline: Unity will no longer write unsaved changes from open scenes into player builds. Instead, it will ask to save changes to disk.

    • Burst: Added full support for Armv8.2 Neon intrinsics.

    • Burst: Altered the IL Post Processed ‘direct call’ Burst function pointers to defer until they are needed to be compiled.

    • Burst: Assigned rpmalloc as the native allocator on Windows to speed up concurrently executing LLVM work.

    • Burst: Changed how exceptions throw types and how messages are stored in Burst binaries to reduce overall binary size.

    • Burst: Changed how exceptions throw types, and how messages are stored in our Burst binaries to reduce binary size.

    • Burst: Changed how SLEEF global variables for trigonometric functions are pulled into Burst to reduce duplications.

    • Burst: Changed how Unity resolves function references in the compiler to improve resolving an existing function reference by 3x.

    • Burst: Changed the Burst minimum Editor version to 2019.4.

    • Burst: Changed the link step to not use response files if the command line was small enough, saving the cost of the round-trip to the disk.

    • Burst: Changed to inliner heuristics to improve build time and reduce executable size.

    • Burst: Disabled threading within the lld linker instances used for in-Editor and desktop cross compilation.

    • Burst: DOTS Runtime now shares the logging code path with the general case.

    • Burst: half <-> float/double conversions now use native hardware where possible (Arm or AVX2 targets).

    • Burst: Improved how Unity handles generic resolution in Cecil to cache the strictly resolved generic types and to save time in the compiler.

    • Burst: Improved the compiling process of a method when its assembly’s dependencies have changed so that the Burst version of the method is immediately used.

    • Burst: Named constant array data after the static field it belongs to in assembly.

    • Burst: Reduced the time it takes for Burst to check if any Burst-compilable code has changed to improve iteration speed.

    • Burst: Removed the ability to experiment with Unity.Burst.Intrinsics.Common.Pause.

    • Burst: Removed the entry-point name job/function-pointer that caused the throw in exception strings.

    • Burst: Removed the entry-point name of the job or function-pointer that caused an exception in exception strings to support the Burst compiler's requirement for deterministic results, which are not compatible with per-entry-point function derivations.

    • Burst: Restricted use of Burst in secondary Unity processes. Code normally Burst-compiled now runs under Mono.

    • Burst: Shared the logging code path of the general case with DOTS Runtime.

    • Burst: Tweaked how the IL Post Processed 'direct call' Burst function pointers are compiled so that the compilation is deferred until they are needed (previously we'd enqueue them all for compilation on a domain reload).

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.

    • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default.

    • Editor: Added a new search field to filter dependencies.

    • Editor: Asset importing & cache server related preferences are now all under "Asset Pipeline" preferences window page.

    • Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked, and let each window define how they should adapt to the available space. (1269298)

    • Editor: Default Parent Object will no longer be displayed for all loaded scenes at once. The scene to which the object belongs will bet set as active when using Set Default Parent Object.

    • Editor: Deleting an object reference array entry in the Inspector now removes that array element. Previously, this was a two-step process.

    • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

    • Editor: Moved some main toolbar elements to the left align container.

    • Editor: Moved the UI widget used for Light Cookies from the standard Property Field to the ObjectField that provides texture preview and asset directory search capabilities, across HDRP and built-in.

    • Editor: Removed limitation on TooltipAttribute so you can apply it anywhere. In the Editor, currently only Tooltips on fields are visible.

    • Editor: Removed the dependencies help box.

    • Editor: Updated Collaborate package to allow users to migrate to Plastic.

    • Editor: Updated com.unity.cinemachine to 2.8.0.

    • GI: Removed Enlighten deprecation notice for precomputed realtime global illumination. It is now fully supported. Baked GI using Enlighten is still deprecated.

    • Graphics: Added a macro layer for 2D texture sampling macros to Platform ShaderLibrary API headers. This layer starts with a PLATFORM_SAMPLE2D definition, and lets you inject sampling behavior on a render pipeline level. For example, being able to a global mipmap bias for temporal upscalers.

    • Graphics: Added an ArgumentException for Cubemap pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) when encountering an error.

    • Graphics: Added an ArgumentException for CubemapArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) when encountering an error.

    • Graphics: Added an ArgumentException for Texture2DArray pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) when encountering an error.

    • Graphics: Added an ArgumentException for Texture3D pixel access functions (GetPixel/GetPixels/GetPixels32/GetPixelData & SetPixel/SetPixels/SetPixels32/SetPixelData) when encountering an error.

    • Graphics: Added an ArgumentException for WebCamTexture pixel access functions (GetPixel/GetPixels/GetPixels32) when encountering an error. Calling these functions before the first frame update throws an exception instead of returning blank data.

    • Graphics: Added the blend distance of the reflection probe to Unity_SpecCubeN_BoxMax.w
      Added information about the relative importance between SpecCube 0 and SpecCube1 to unity_SpecCube1_BoxMin.w

    • Graphics: Altered LensFlare (SRP) so it can be disabled per element.

    • Graphics: Changed GameObject/Rendering/Decal Projector to GameObject/Decal Projector.

    • Graphics: Changed GameObject/Rendering/Density Volume to GameObject/Volume/Density Volume.

    • Graphics: Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume.

    • Graphics: Changed the handling of additional properties to base class.

    • Graphics: Changed the menu path for Generate Shader Includes from Edit > Render Pipeline > Generate Shader Includes to Edit > Rendering > Generate Shader Includes.

    • Graphics: Changed the menu path for LookDev from Assets > Create > LookDev > Environment Library to Assets > Create > Rendering > Environment Library (Look Dev).

    • Graphics: Changed the menu path for the Graphics Compositor from Window > Render Pipeline > Graphics Compositor to Window > Rendering > Graphics Compositor.

    • Graphics: Changed the menu path for the Look Dev window from Window > Render Pipeline > Look Dev to Window > Analysis > Look Dev.

    • Graphics: Changed the menu path for the Render Graph Viewer from Window > Render Pipeline >* Render Graph Viewer* to Window > Analysis > Render Graph Viewer.

    • Graphics: Changed the menu path for the Render Pipeline Debug window from Window > Render Pipeline > Render Pipeline Debug to Window > Rendering > Render Pipeline Debugger.

    • Graphics: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Graphics: D32_SFloat_S8_Uint and S8_Uint have been renamed to D32_SFloat_S8_UInt and S8_UInt in IUnityRenderingExtensions.h Native plugins that use these formats will break and need to use the new names.

    • Graphics: DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input.

    • Graphics: Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth.

    • Graphics: Improved load asset time for probe volumes.

    • Graphics: Improved quality of RGBM encoded ASTC textures and fallback to ETC2 was removed.

    • Graphics: Improved the warning messages for Volumes and their Colliders.

    • Graphics: LensFlare (SRP) tooltips now refer to meters.

    • Graphics: LensFlare Element editor now has a Thumbnail preview.

    • Graphics: LWRP package has been deprecated. LWRP package was maintaned with the sole purposed of providing an upgrade path to URP. Check URP 2021.2 documentation for notes on how to upgrade LWRP package to 2021.2.

    • Graphics: Modified VirtualTexturing resolver to always resize to the requested width and height.

    • Graphics: Moved Assets > Create > Shader >Shader Variant Collection to Assets > Create > Shader Variant Collection.

    • Graphics: New projects that use the 3D project template now use 1920x1080 as the default resolution for the Standalone build target.

    • Graphics: New projects that use the 3D project template now use ASTC texture compression for the Android build target.

    • Graphics: New projects that use the 3D project template now use DXT5nm-style normal maps for Android, iOS, and tvOS build targets.

    • Graphics: New projects that use the 3D project template now use normal quality lightmaps (RGBM-encoded) for Android, iOS, and tvOS build targets.

    • Graphics: Removed ability to resize unity_SpecCubeN_BoxMax and unity_SpecCubeN_BoxMin to encompass the bounds of the object itself, if an SRP is active.

    • Graphics: Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader.

    • Graphics: Removed the postprocessing package from the core packages list.

    • Graphics: Restricted DXT/BCn texture compression to textures with multiple-of-four width and height. This ensures the same behavior as the Texture Importer and requires multiple-of-four dimensions when compressing.

    • Graphics: Restricted NPOT (Non-Power-of-Two size) textures to a single mip level if the device does not fully support NPOT. Note that this restriction only affects WebGL 1 devices, and OpenGLES 2.0-based devices that do not support the OES_texture_npot extension.

    • Graphics: Serialized the Probe Volume asset as binary to improve footprint on disk and loading speed.

    • Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

    • Graphics: The Volume Gizmo Color is now in Colors > Scene > Volume Gizmo.

    • Graphics: The RTHandleSystem no longer requires a single number of samples for all MSAA textures. You can now set the number of samples independently for all textures.

    • Graphics: Updated postprocessing package to 3.1.0.

    • Graphics: Updated SRP templates to 12.0.0.

    • Graphics: Updated the icon for IES, LightAnchor and LensFlare.

    • Graphics: Updated the IMGUI Debugger to always display on top of other windows.

    • Graphics: Updated the postprocessing package to 3.0.3

    • Graphics: Volume Gizmo alpha changed from 0.5 to 0.125.

    • HDRP: Added a more consistent shading normal calculation for path tracing. This avoids impossible shading/geometric normal combinations. (1323455)

    • HDRP: Added debug setting to Rendering Debugger Window to list the active XR views.

    • HDRP: Added Material validator in Rendering Debugger.

    • HDRP: Added XR single-pass test mode to Rendering Debugger Window.

    • HDRP: Altered hair to use GGX LTC for area light specular.

    • HDRP: Augmented debug visualization for probe volumes.

    • HDRP: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.

    • HDRP: Cached the base types of the Volume Manager to improve memory and cpu usage.

    • HDRP: Changed Allow dynamic resolution from Rendering to Output on the Camera Inspector.

    • HDRP: Changed custom render callback so when you use it, Global Camera shader constants are pushed automatically.

    • HDRP: Changed Debug windows name and location. Now located at: Windows -> General -> Rendering Debugger.

    • HDRP: Changed Density Volume for Local Volumetric Fog.

    • HDRP: Changed FOV Axis to Field of View Axis.

    • HDRP: Changed light reset to preserve type.

    • HDRP: Changed Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section.

    • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

    • HDRP: Changed some light unit slider value ranges to better reflect the lighting scenario.

    • HDRP: Changed the Channel Mixer Volume Component UI to show all the channels.

    • HDRP: Changed the convergence time of SSGI to 16 frames and the preset value.

    • HDRP: Changed the HDRP Render Graph to use the new RendererList API for rendering and (optional) pass culling.

    • HDRP: Changed the menu path for Check Scene Content from Edit > Render Pipeline > HD Render Pipeline > Check Scene Content for Ray Tracing to Edit > Rendering > Check Scene Content for HDRP Ray Tracing.

    • HDRP: Changed the menu path for Edit > Render Pipeline > HD Render Pipeline > Upgrade from Builtin pipeline > Upgrade Project Materials to High Definition Materials to Edit > Rendering > Materials > Convert All Built-in Materials to HDRP.

    • HDRP: Changed the menu path for Export HDRP Sky to Image from Edit > Render Pipeline > HD Render Pipeline > Export Sky to Image to Edit > Rendering > Export HDRP Sky to Image.

    • HDRP: Changed the menu path for Render Selected HDRP Camera to log Exr from Edit > Render Pipeline > HD Render Pipeline > Render Selected Camera to log Exr to Edit > Rendering > Render Selected HDRP Camera to log Exr.

    • HDRP: Changed the menu path for the HDRP Wizard from Window > Render Pipeline > HD Render Pipeline Wizard to Window > Rendering > HDRP Wizard.

    • HDRP: Changed the NVIDIA install button to the standard FixMeButton.

    • HDRP: Changed the resolution of the sky used for camera misses in Path Tracing to match the resolution of the render buffer. (1304114)

    • HDRP: Changed the storage format of volumetric clouds presets for easier editing.

    • HDRP: Changed the tooltip for color shadows and semi-transparent shadows. (1307704)

    • HDRP: Decreased the minimal Fog Distance value in the Density Volume to 0.05.

    • HDRP: Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog.

    • HDRP: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

    • HDRP: Disabled TAA jitter while using Frame Debugger.

    • HDRP: Disabled TAA sharpening on the alpha channel.

    • HDRP: Display a warning help box when decal atlas is out of size.

    • HDRP: Displayed an info box and disabled MSAA asset entry when ray tracing is enabled.

    • HDRP: Embed the HDRP config package instead of copying locally, the Packages folder is versionned by Collaborate. (1276518)

    • HDRP: Film grain does not affect the alpha channel.

    • HDRP: Fixed a null ref exception when running playmode tests with the Rendering Debugger window opened.

    • HDRP: Fixed upscaling issue that is exaggerated by DLSS. (1347250)

    • HDRP: HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset.

    • HDRP: Hybrid duplicated reflection probes set to br ignored during light baking.

    • HDRP: Improved labels for cloud scroll direction and cloud type.

    • HDRP: Improved lighting models for AxF shader area lights.

    • HDRP: Improved physically based Depth of Field with better near defocus blur quality.

    • HDRP: Improved screen space global illumination.

    • HDRP: Improved shadow cascade GUI drawing with pixel perfect, hover, and focus functionalities.

    • HDRP: Improved the area cookie behavior for higher smoothness values to reduce artifacts.

    • HDRP: Improved the Camera Inspector, new sections and better grouping of fields.

    • HDRP: Improved the fly through ghosting artifacts in the volumetric clouds.

    • HDRP: Improved the performance and visual quality of the clamping approach for RTR and RTGI.

    • HDRP: Improved the RTGI denoising.

    • HDRP: Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, and ghosting when changing from local to distant clouds, fixed issue in wind distortion along the Z axis).

    • HDRP: Increased the minimum density of the volumetric clouds.

    • HDRP: It is now considered a miss when a ray hits the sky in the ray marching part of mixed ray tracing.

    • HDRP: Made debug panel mip bias functions internal, not public.

    • HDRP: Made LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively, in DXR.

    • HDRP: Made various improvements to the volumetric clouds.

    • HDRP: Make some volumetric clouds properties additional to reduce the number default parameters. (1357926)

    • HDRP: Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100.

    • HDRP: Move Rendering Debugger "Windows from Windows->General-> Rendering Debugger windows" to "Windows from Windows->Analysis-> Rendering Debugger windows".

    • HDRP: Move the Decal Gizmo Color initialization to preferences.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains.

    • HDRP: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP.

    • HDRP: Moved invariants outside of loop to speed up CPU in the light loop code.

    • HDRP: Moved MaterialHeaderScopes to Core.

    • HDRP: Moved menu item "C# Custom Pass" to Assets > Create > Rendering > HDRP C# Custom Pass.

    • HDRP: Moved menu item "C# Post Process Volume" to Assets > Create > Rendering > HDRP C# Post Process Volume.

    • HDRP: Moved menu item "Custom FullScreen Pass" to Assets > Create > Shader > HDRP Custom FullScreen Pass.

    • HDRP: Moved menu item "Custom Renderers Pass" to Assets > Create > Shader > HDRP Custom Renderers Pass.

    • HDRP: Moved menu item "Decal Shader Graph" to Assets > Create > Shader Graph > HDRP > Decal Shader Graph.

    • HDRP: Moved menu item "Diffusion Profile" to Assets > Create > Rendering > HDRP Diffusion Profile.

    • HDRP: Moved menu item "Eye Shader Graph" to Assets > Create > Shader Graph > HDRP > Eye Shader Graph.

    • HDRP: Moved menu item "Eye Shader Graph" to Assets > Create > Shader Graph > HDRP > Hair Shader Graph.

    • HDRP: Moved menu item "Fabric Shader Graph" to Assets > Create > Shader Graph > HDRP > Decal Fabric Shader Graph.

    • HDRP: Moved menu item "High Definition Render Pipeline Asset" to Assets > Create > Rendering > HDRP Asset.

    • HDRP: Moved menu item "Lit Shader Graph" to Assets > Create > Shader Graph > HDRP > Lit.

    • HDRP: Moved menu item "Post Process Pass" to Assets > Create > Shader > HDRP Post Process.

    • HDRP: Moved menu item "StackLit Shader Graph" to Assets > Create > Shader Graph > HDRP > StackLit Shader GraphShader Graph.

    • HDRP: Moved menu item "Unlit Shader Graph" to Assets > Create > Shader Graph > HDRP > Unlit Shader Graph.

    • HDRP: Moved the HDRP render graph debug panel content to the Rendering debug panel.

    • HDRP: Moved the supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings.

    • HDRP: Reduced the maximum distance per ray step of volumetric clouds.

    • HDRP: Refactored platform abstraction code for shader optimization.

    • HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    • HDRP: Removed Bilinear and Lanczos upscale filter.

    • HDRP: Removed redundant checkboxes (Show Inactive Objects and Isolate Selection) from the Emissive Materials tab of the Light Explorer.

    • HDRP: Removed the Material pass probe volumes Evaluation mode.

    • HDRP: Removed the option for reflection probes to render SSAO, SSGI, SSR, ray tracing effects, or volumetric reprojection.

    • HDRP: Renamed the Cloud Offset to Cloud Map Offset in the volumetric clouds volume component. (1358528)

    • HDRP: Renamed the Decal Projector to HDRP Decal Projector.

    • HDRP: Replaced the context menu with a search window when you add a custom pass.

    • HDRP: Restored the old version of the RendererList structs/API for compatibility.

    • HDRP: Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore. (1330640)

    • HDRP: The default black texture to use for mixed reality is now opaque. It's alpha value is now 1 whereas previously it was 0.

    • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.

    • HDRP: The depth of field at half or quarter resolution is now computed consistently with the full resolution option. (1335687)

    • HDRP: UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable.

    • HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

    • HDRP: Updated Light's shadow layer name in Editor.

    • HDRP: Updated the recursive rendering documentation.

    • HDRP: Updated Virtual Texturing Resolver to now perform RTHandle resize logic in HDRP instead of in core Unity.

    • HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings.

    • HDRP: Used the new API for updating Reflection Probe state (fixes garbage allocation). (1290521)

    • HDRP: Visual Environment ambient mode is now Dynamic by default.

    • iOS: Changed default texture compression format from PVRTC to ASTC.

    • License: Disabled package entitlement feature.

    • Mobile: Changed minimum iOS/tvOS version to 12.

    • Package: (Recorder) Changed the package display name from "Unity Recorder" to "Recorder" in the package manager.

    • Package: (Recorder) Fixed a wrong label for the WebM codec.

    • Package: (Recorder) Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message.

    • Package: Added Sequences (com.unity.sequences) to the Cinematic Studio feature set.

    • Package: Added the Code Coverage package to the Engineering feature set.

    • Package: Added the Localization package as pre-release.

    • Package: Com.unity.live-capture 1.0.1-pre.465 package to com.unity.live-capture 1.0.1.

    • Package: Com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package: Com.unity.purchasing updated to 4.0.0. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html.

    • Package: Improved the Memory Profiler module UI to clearly show how the high level memory stats contribute towards the total memory usage.

    • Package: Made Unity Recorder 3.0.0-pre.1 a Release Candidate package.

    • Package: Removed legacy Recorders: MP4, EXR, PNG, WEBM and GIF Animation from the Recorder package.

    • Package: Updated Code Coverage package to v1.0.0-pre.3

    • Package: Updated Code Coverage package to v1.0.0.

    • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.

    • Package: Updated com.unity.cinemachine to 2.7.2

    • Package: Updated com.unity.cinemachine to 2.7.3.

    • Package: Updated com.unity.purchasing to 3.0.0-pre.6

    • Package: Updated com.unity.purchasing version to 3.0.1.

    • Package: Updated com.unity.sequences to 1.0.0.

    • Package: Updated FBX Exporter package to 4.0.1: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated FBX Exporter package to 4.1.0: https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.1/manual/index.html.

    • Package: Updated package to com.unity.live-capture 1.0.1-pre.465.

    • Package: Updated Sequences (com.unity.sequences) to version 1.0.0-pre.6.

    • Package: Updated Sequences to 1.0.2.

    • Package: Updated the Code Coverage package to v1.0.0-pre.4.

    • Package: Updated the FBX Exporter package to 4.0.0-pre.4:
      https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html.

    • Package: Updated the FBX Exporter package to 4.1.0-pre.2. See FBX Exporter overview.

    • Package: Updated the version of com.unity.purchasing package to 3.1.0

    • Package: Visual Scripting https://github.cds.internal.unity3d...ckages/com.unity.visualscripting/CHANGELOG.md.

    • Package: Visual Scripting: Changed NotEquals node in non-scalar mode to be consistent with Equals.

    • Package: Com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html.

    • Package Manager: Changed error and warning box to look like the info box.

    • Package Manager: Purchasing package updated with missing documentation.

    • Package Manager: Renamed the Import again button to Reimport.

    • Package Manager: The Git LFS cache enabled by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.

    • Physics: Adjusted anchor position based on anchor/parentAnchor transforms to better fit the expected result.

    • Profiler: Stability and performance improvements of com.unity.performance.profile-analyzer@1.1.0-pre.1. See more details at https://docs.unity3d.com/Packages/c...profile-analyzer@1.0/changelog/CHANGELOG.html.

    • Profiler: The Unity Profiler now only shows threads that have profiler markers generated since you opened the Profiler.

    • Scene/Game View: Changed the default shortcut for the Show Overlay menu option to Spacebar.

    • Scene/Game View: Fixed styling issues with the Overlays feature.

    • Scene/Game View: Moved Component Tools Overlay to the regular Tools Overlay.

    • Scene/Game View: Updated the new default shortcut for Toggle overlays to "`".

    • Scripting: Quaternion ToString() prints five decimal digits by default. (36265)

    • Scripting: Vector2, Vector3, Vector4, Bounds, Plane, Ray, Ray2D ToString by default prints two decimal digits (up from one). (1205206)

    • Search: ref:<asset_path> now only searches results that have a direct dependency on <asset path>.

    • Search: Removed the resource Search Provider (res:).

    • Services: In the In-App Purchasing (IAP) Settings, when IAP package version 2 or less is installed, the “Migrate” button section is no longer available.

    • Shadergraph: Added borders to inspector items styling, to better differentiate between separate items.

    • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695).

    • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568).

    • Shadergraph: Adjusted the Blackboard article to clarify multi-select functionality.

    • Shadergraph: Changed Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph.

    • Shadergraph: Changed Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph.

    • Shadergraph: Changed Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph.

    • Shadergraph: Changed BranchOnInputNode to choose NotConnected branch when generating a preview.

    • Shadergraph: Changed the "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to the main stack context menu.

    • Shadergraph: Condensed report errors and warnings to a single error for ShaderGraph SubGraphs.

    • Shadergraph: Limited max number of inspectable items in the Inspector View to 20 items.

    • Shadergraph: Modified the the shader permutation variant limit so that only ShaderGraph keywords count towards the limit; SubGraph keywords do not.

    • Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters. (1287335)

    • Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories now allow for any combination of properties and keywords to be grouped together as the user defines.

    • Shadergraph: Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).

    • Shadergraph: Updated/corrected View Direction doc.

    • Shadergraph: Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type.

    • Shaders: Added shader warning when reserved constants names with consecutive underscores are used.

    • Shaders: Increased the global keyword limit to 384.

    • Shaders: Shader compiler logs are now generated in a project's Logs folder instead of the Library folder.

    • Shaders: Shader.DisableKeyword, Shader.IsKeywordEnabled and CommandBuffer.DisableKeyword API will no longer create a global keyword if it doesn't exist.

    • Tests: Used Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code.

    • Timeline: Updated the Timeline package version to 1.6.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.1

    • Timeline: Updated Timeline package to version 1.6.0-pre.3.

    • UI Toolkit: By default, rendering data of VisualElements with an opacity of zero is now generated and remains up-to-date, allowing animation in opacity without causing performance drops.

    • UI Toolkit: Marked the com.unity.ui package, which is incompatible with 21.2 and above, as deprecated.

    • UI Toolkit: Optimized some data access for Live Reload feature.

    • UI Toolkit: Optimized some data access for the Live Reload feature.

    • UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off, improving performance in loading VisualTreeAssets.

    • UI Toolkit: URLs in UXML and USS files now support explicit GUID-based asset references. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. The UI Builder saves both UXML and USS files using this format. Note that this URL format is backward-compatible, but the URL query parameters are ignored in older Unity versions.

    • Universal: Added Depth and DepthNormals passes to particles shaders.

    • Universal: Advanced Options > Priority has been renamed to Sorting Priority.

    • Universal: Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph.

    • Universal: Changed Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph.

    • Universal: Changed UniversalRenderPipelineCameraEditor to URPCameraEditor.

    • Universal: ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.

    • Universal: Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.

    • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

    • Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.

    • Universal: Enabled subsurface scattering with global illumination for handwritten Universal ST8 shaders.

    • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

    • Universal: Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer).

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature.

    • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform.

    • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP.

    • Universal: Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.

    • Universal: Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.

    • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

    • Universal: Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.

    • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

    • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

    • Universal: SSAO Texture is now R8 instead of ARGB32 if supported by the platform.

    • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

    • Universal: UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].

    • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using.

    • URP: Changed 2D Lights to inherit from Light2DBase.

    • URP: Changed material upgrader to upgrade AnimationClips in projects that have curves bound to renamed material properties.

    • URP: Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.

    • URP: Changed process to stripping shader variants per renderer feature instead of combined renderer features.

    • URP: Changed the default name when a new urp asset is created.

    • URP: Changed the opaque pass depth to be copied instead of scheduling a depth prepass when MSAA is enabled and a depth texture is required.

    • URP: Improved PixelPerfectCamera UI/UX.

    • URP: Made 2D shadow casting more efficient.

    • URP: Modified the behavior of setting a camera's Background Type to "Dont Care" on mobile. "Dont Care" now fills the render target with arbitrary data at the beginning of the frame, which might be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should only use "Dont care" if they are guaranteed to render to, or otherwise write every pixel every frame.

    • URP: Moved all 2D APIs out of the experimental namespace.

    • URP: Refactored some of the array resizing code around decal projector rendering to use new APIs in render core.

    • URP: UniversalRendererData and ForwardRendererData GUIDs have been reversed so that users coming from 2019LTS, 2020LTS and 2021.1 have a smooth upgrade path, you may encounter issues coming from 2021.2 Alpha/Beta versions and are recommended to start with a fresh library if initial upgrade fails.

    • URP: URP Asset Inspector - Advanced settings have been reordered under Show Additional Properties on each section.

    • URP: URP Asset Inspector - General section has been renamed to Rendering.

    • Version Control: ### Changed
      • Updated license to better conform with expected customer usage.
      • Updated documentation file to meet standards.
      • Updated third-party usage.
      • No longer requires downloading of the full Plastic client. Basic features work without additional installation. Features that require the full Plastic client will allow download and install as needed.
      • Usability improvements around checking in code.
      • Improved update workspace tab UX.
      • Plastic SCM context menu is now available even if the Plastic SCM window is closed.
    • Version Control: Simplified and decluttered UI.

    • VFX Graph: Allow remaking an existing link.

    • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool.

    • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block.

    • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator.

    • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs.

    • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.

    • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.

    • VFX Graph: Sphere and Cube outputs are now experimental.

    • VFX Graph: Transform integrated to VFXTypes : Circle, ArcCircle, Sphere, ArcSphere, Torus, ArcTorus, Cone, ArcCone.

    • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.

    • WebGL: Eliminate the Python dependency from the Brotli compressor.

    • XR: The Oculus XR Plugin package has been updated to 1.9.0.

    • XR: Updated OpenXR Package to 1.2.8.

    • XR: Updated the Oculus XR Plugin package to 1.10.0.

    • XR: Updated the Oculus XR Plugin package to 1.7.0.

    • XR: Updated verified Windows Mixed Reality package to version 5.2.0.

    • XR: Updated Windows MR XR SDK Plug-in to 5.1.0.

    • XR: Updated XR Plug-in Management to 3.2.17.

    • XR:
    Fixes
    • 2D: 2D light is rendered in half in its Y-axis when two Sprite Shape objects with same Order In Layer are visible on the Screen (1274010)

    • 2D: Add null arguments checks for Sprite.GetPhysicsShape, Sprite.OverridePhysicsShape and Sprite.OverrideGeometry (1306258)

    • 2D: Call Tilemap.tilemapChanged callback when Tilemap component is reset or ResizeBounds is called. (1304936)

    • 2D: Fix crash when loading a scene with a GameObject with an invalid Tilemap and a TilemapCollider2D. (1314326)

    • 2D: Fix issue with the Sorting Group where the sorted renderers are not in hierarchical order when their sorting criteria are the same. (1309075)

    • 2D: Fix Sprite Preview in inspector becomes unrecognizable when Sprite size is big (1299189)

    • 2D: Fixed 2D Animation manual documentation.

    • 2D: Fixed 2D Animation package description.

    • 2D: Fixed 2D PSDImporter doesn't apply settings from Sprite Editor Window when changes made in Inspector. (1339799)

    • 2D: Fixed 2D PSDImporter package description.

    • 2D: Fixed an issue where Name and Texture fields were overlapping with each other in the Secondary Textures module of the Sprite Editor. (1284356)

    • 2D: Fixed Bone and Sprite influence lists to display correctly. (1349041)

    • 2D: Fixed duplication of Tilemap Selection Box when the Grid and the Tilemap are offset in transform. (1293341)

    • 2D: Fixed exception thrown when manually adding vertices in the Skinning Editor to a Sprite without mesh. (1340105)

    • 2D: Fixed exception when adding a new Rule when no Rule is selected.

    • 2D: Fixed extrusion of CompositeCollider2D when an offset distance has been set. (1328999)

    • 2D: Fixed GridSelection on a Tile Palette losing its target when the Tile Palette is saved. (1327582)

    • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.

    • 2D: Fixed issue when the size of a GridSelection is set to negative values. (1318891)

    • 2D: Fixed issue where Tilemap does not preserve transform changes or color when inserting or deleting cells. (1315084)

    • 2D: Fixed issue with setting a Spritesheet with padding between Sprites on a Tile Palette having a positional offset when there should not be one.

    • 2D: Fixed issue with sprite mask debug color when sprite renderers are batched. (1328538)

    • 2D: Fixed mouse position calculation after SceneView overlay changes.

    • 2D: Fixed MouseDrag including previous mouse positions from initial drag.

    • 2D: Fixed MouseDrag not including final mouse position after drag.

    • 2D: Fixed NullReferenceException from being thrown when doing a Grid Select on a Grid which is not enabled. (1295122)

    • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.

    • 2D: Fixed on deselecting game object from the Inspector window leads to deselecting Sprite Shape Renderer. (1317728)

    • 2D: Fixed Paint tool triggering a Tile Palette edit when Paint tool is active and is removed from the Tile Palette default tools.

    • 2D: Fixed performance regression in PSDImporter Editor. (1349148)

    • 2D: Fixed potential Sprite reference lost when upgrading from 2021.1. (1358979)

    • 2D: Fixed SpriteRect and Name File Id does not match in meta file. (1319819)

    • 2D: Make tooltips appear closer to the label for Tilemap Info in the Tilemap Editor rather than in the center. (1294929)

    • 2D: Mark com.unity.2d.tilemap.extras as discoverable

    • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.

    • 2D: Prevented users from selecting a disabled GameObject as an active target for the Tile Palette. (1327021)

    • 2D: Removes GC.Alloc when Tilemap.HasSyncTileCallback is called which is internally called for each SetTile/s.

    • 2D: Sprite Atlas importer does not show name on top (1300861)

    • 2D: Swapped behavior of rotating clockwise and counter-clockwise.

    • 2D: Unable to exclude Objects for Packing property from Sprite Atlas preset (1294393)

    • AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. (1297742)

    • AI: Fixed crashes from building from meshes larger than the allowed size threshold. (1298356)

    • AI: Fixed issue where the NavMeshModifierBox did not override the area type with existing higher index. (1078153)

    • AI: Fixed the gizmos of navigation OffMeshLinks when the distance from start to end is small. (805223)

    • AI: Improved NavMeshAgent creation failure log, to help select the source object (1274983)

    • Android: Added a new AndroidDevice.hardwareType property, which is set to AndroidHardwareType.ChromeOS if running on a Chrome OS device. This is helpful if an app needs to run Chrome OS-specific code.

    • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

    • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

    • Android: Android: Fix lightmap quality warning text in PlayerSettings. (1337631)

    • Android: Bumped Android Logcat package version to 1.2.2.

    • Android: Clamp Android minimum bundle version to greater than 0 (1307476)

    • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

    • Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan (1300900)

    • Android: Fix Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

    • Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it (1312433)

    • Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below. (1340517)

    • Android: Fixed artifacts when exceeding geometry working set memory limit on Mali GPUs when using Vulkan GraphicsJobs.

    • Android: Fixed Build&Run when apk name contains duoble quote. (1323395)

    • Android: Fixed compatibility with OpenGL ES shaders in asset bundles built with Unity 2018.x or older. (1329702)

    • Android: Fixed computeBufferStartIndex of ComputeBuffer.GetData being ignored when using Vulkan. (1299902)

    • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos when using Vulkan "Apply display rotation during rendering". (1340975)

    • Android: Fixed crash during shutdown on Adreno devices when using Vulkan. (1330396)

    • Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. (1314282)

    • Android: Fixed incorrect resolution scaling on PowerVR devices when BlitType Auto is used (1287131)

    • Android: Fixed Patch not working on some newer Android devices due to permission issue. (1343844)

    • Android: Fixed runtime decompression of ASTC HDR cubemaps on devices that don't support ASTC HDR. (1323739)

    • Android: Fixed screen safe area values at startup. (1327752)

    • Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3.0 shader target. (1327731)

    • Android: Fixed shaders with bitfield operations compilation errors on Adreno3XX GPUs.

    • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

    • Android: Preserve ComputeBuffer data when doing partial updates using ComputeBuffer.SetData (1300424)

    • Android: Resolved an Android build failure when the Target SDK was set to below 24. (1340438)

    • Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3.1 with AEP but not 3.2.

    • Android: Update Android Logcat package to version 1.2.1

    • Android: Updated Kotlin version to fix potential compatibility problems in Android Studio. (1325245)

    • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

    • Animation: 1D BlendTree's threshold values were draggable when not the hot control. (1217253)

    • Animation: Added a tooltip for the auto live link button in the animator window. (1283065)

    • Animation: Added checks to prevent and capture crash for the GetRootBlendTreeChildWeights function. (1282475)

    • Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. (1159548)

    • Animation: Fixed a bug where the .controller file would grow in size even after undoing states. (1194086)

    • Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window. (1190190)

    • Animation: Fixed AddAssetToSameFile assert thrown on adding SMB on unpersisted AnimatorState or AnimatorStatemachine. (1233556)

    • Animation: Fixed an animation performance test failing on specific device (iOS/Android) (1307702)

    • Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4. (1242410)

    • Animation: Fixed an issue where an animation playable events would still fire while it was paused. (1227098)

    • Animation: Fixed an issue where the application would crash if modifying the graph while being traversed. (1282046)

    • Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list. (1259438)

    • Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window

    • Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise (1288823)

    • Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. (1245722)

    • Animation: Fixed an issue where the transition to a base layer state machine would be invisible (1287749)

    • Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one. (1188984)

    • Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. (1333416)

    • Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. (1250904)

    • Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. (1292994)

    • Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. (1285405)

    • Animation: Fixed Animator MatchTarget to work correctly with longer time. (1052600)

    • Animation: Fixed BlendTree graph where nodes switch positon when play is pressed. (1306710)

    • Animation: Fixed crash upon calling the MonoManager::TypeToScriptingClass(Unity::Type) method on a type that has been removed. The solution is to check if the type is valid first with type->HasValidRuntimeTypeIndex(). (1319992)

    • Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. (1171704)

    • Animation: Fixed for disappearing Animator State Machine information. (1307535)

    • Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. (1315029)

    • Animation: Fixed human pose offset in Animation C# Job when root node is scaled. (1266529)

    • Animation: Fixed human pose with missing bones shifting when used in an Animation C# Job. (1214897)

    • Animation: Fixed humanoid SetLookAtWeight method for weights larger than 0.5. (1307253)

    • Animation: Fixed manipulation of the Current Blend Value (the red line)in BlendTree Inspector.

    • Animation: Fixed nan appearing in AABB when root motion is enabled in a StateMachineBehaviour by initializing MotionXReference structure upon allocation. (1279206)

    • Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. (1243185)

    • Animation: Fixed slow performance depend on the first selected. (1236353)

    • Animation: Fixed static analysis warning. (1232341)

    • Animation: Fixed use of PropertyStreamHandle with Addressable AnimatorController. (1341031)

    • Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform (1154835)

    • Animation: Force grouped animation of GroupColor for material color in URP. (1212805)

    • Animation: Improved SetTime and GetTime documentation for playables (1196250)

    • Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours. (1319708)

    • Animation: Removed multi edit on animator override controller (1082045)

    • Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. (1214031)

    • Animation: Updated documentation of playable to document feature of auto adding new port (1227724)

    • Asset Bundles: AssetBundle.Unload waits for all asset bundle async operations to be completed before proceeding.

    • Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened. (1319389)

    • Asset Bundles: Fixed issue where Caching.IsVersionCached returns false when loading a previously cached bundle. (1186310)

    • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

    • Asset Import: Adding a ScriptedImporter attribute to a non-ScriptedImporter class no longer crashes the editor. (1308671)

    • Asset Import: Apply/Revert buttons in the inspector are correctly disabled after changing a value that is being overridden by the Importer script or an AssetPostprocessor. (1287345)

    • Asset Import: Assembly Ref / Definition files now have padding. (1311970)

    • Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. (1329621)

    • Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. (1304418)

    • Asset Import: Fixed crash when importing FOV animations from 3DsMax. (1324054)

    • Asset Import: Fixed crash/corruption when importing animations.

    • Asset Import: Fixed missing normal property values from materials imported from 3DsMax 2021's Physical materials. (1313450)

    • Asset Import: Fixed Texture Import Platform settings getting reset when multi editing.

    • Asset Import: GameObjects & Prefabs can no longer be duplicated using Ctrl + D. (1304106)

    • Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes. (1203843)

    • Asset Import: ModelImporter now only renames sibling nodes with duplicate names. (1233702)

    • Asset Import: New flag to allow rigs with different topologies to be swapped. (974120)

    • Asset Import: Only call frame rate errors when animations are imported. (1222562)

    • Asset Import: Rename of Inspector labels to make them more consistent.

    • Asset Import: SearchAndRemap now functions as expected in packages. (1218857)

    • Asset Import: Switching Texture Importer tabs does not dirty the importer. (1321256)

    • Asset Import: The Default Clip selection no longer gets stuck. (1279563)

    • Asset Import: Updated Log Warning to include name / object reference (1304432)

    • Asset Pipeline: All domain reloads are now done inside asset db. This fixes problem with reloading of asset objects when doing manual refresh. (1341910)

    • Asset Pipeline: Asset loading is safe in this callback. (1267939)

    • Asset Pipeline: Enabled PluginSettingsWorks.WSASettings integration test (1086909)

    • Asset Pipeline: Fix for crash that could happen after safe mode exit

    • Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict. (1310334)

    • Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

    • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

    • Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene. (1263621)

    • Asset Pipeline: Fixed an issue where AssetDatabase.SaveAssetIfDirty() wouldn't save the asset if a sub-object was dirty, but the main object wasn't. (1341834)

    • Asset Pipeline: Fixed an issue where renaming an asset in the Project Browser could cause the selection highlight to disappear. (1351301)

    • Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. (1353925)

    • Asset Pipeline: Fixed issue where an invalid GUID was being reported, but the file in which it resided was not. (1275878)

    • Asset Pipeline: Fixed issue with incorrect progress bar text during startup. (1339167)

    • Asset Pipeline: Fixed issue with some FBX models being imported with a scale of 0 when 'Remove Constant Scale Curves' is enabled. (1348264)

    • Asset Pipeline: Fixed missing automatic scale down or import workers in order to not use excess system resources. (1343401)

    • Asset Pipeline: Fixed problem where artifact dependency could get ignored. (1318602)

    • Asset Pipeline: Fixed the progress bar being full during the import of assets. (1298760)

    • Asset Pipeline: Fixed to script type dependency hash generation. The issues could cause unnecessary imports and in some cases missing reimports. (1295635)

    • Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase.Refresh(). (1186177, 1213291, 1255803, 1299716)

    • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed.

    • Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1279619)

    • Asset Pipeline: New version of OnPostProcessAllAssets with didDomainReload parameter added. This callback should be used for domain reload related initialization that requires asset operations such as asset loading. InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. (1274994)

    • Asset Pipeline: PostProcessAllAssets callback now supports all asset db operations. (1144276)

    • Asset Pipeline: Preview of material is now correctly regenerated when shader changes (1298200)

    • Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab (like texture) changes (1284853)

    • Asset Pipeline: Updated reload tests to cover async domain reload.

    • Asset Pipeline: Using the AssetDatabase.CreateAsset() API to create an asset from a TextAsset object where the file type specified is not a native Unity format such as .ASSET will now report an error about incorrect usage of CreateAsset. (1241343)

    • Audio: (OSX) Sound effects in Audio Mixer were not always selected when clicked. (1124032)

    • Audio: AudioClip reference was lost when loading a new Scene even if AudioSource was set to DontDestroyOnLoad. (1314527)

    • Audio: Fixed AudioClip reference being lost when loading a new Scene even if AudioSource is set to DontDestroyOnLoad.

    • Audio: Fixed deadlock caused by interaction between output suspend/resume logic and DSPGraph output hooks.

    • Audio: Fixed DSPGraph playback not pausing when player is paused.

    • Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer.
      Fixed exception when deleting snapshots. (1324578)

    • Audio: Fixed microphone API not working when automatic output device suspension was active. (1318560)

    • Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. (1146312)

    • Audio: Topological changes such as adding/removing/moving effects in the audio mixer resulted in glitches and, depending on mixer configuration, loud bursts. (666910)

    • Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

    • Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better. (1298484)

    • Bug Reporter: Multiple Qt library copies are no longer included.

    • Bug Reporter: Reset Bug Reporter style to match Windows styling (1296042)

    • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene. (1293228)

    • Build Pipeline: Added build target Dedicated Server.

    • Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources.

    • Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds.

    • Build Pipeline: Fixed a potential file name issue on windows in incremental player builds.

    • Build System: Fixed a problem with the detection of Microsoft.VCLibs SDK extension for UWP builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: Broken link restored for known issues with debugging and profiling.

    • Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Corrected 'Enable safety checks tooltip`.

    • Burst: Crash when extracting sequence point information for error reporting/debug information generation.

    • Burst: Direct Call extension methods that only differ on argument types are now supported (previously Burst's AssemblyLoader would complain about multiple matches).

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation.

    • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.

    • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

    • Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to math.acos.

    • Burst: Fixed a bug with using multiple IsXXXSupported intrinsics in the same boolean condition would fail.

    • Burst: Fixed a minor debug information bug where built-in types with methods (like System.Int32) would generate incorrect debug information.

    • Burst: Fixed a possible DivideByZeroException due to race condition in TermInfoDriver initialization code.

    • Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)

    • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.

    • Burst: Fixed an issue where if a user used a math function (like cos, sin, etc) then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

    • Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. (1345235)

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics

    • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics

    • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed crashes on 32 bit windows when calling function pointers from managed code and using IL2CPP.

    • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Fixed managed implementation of sub_ss intrinsic

    • Burst: Fixed managed implementation of sub_ss intrinsic.

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono

    • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.

    • Burst: Fixed multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) generating invalid instructions.

    • Burst: Fixed namespace issue triggering a warning in the editor.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed some intrinsics not checking target CPU against required CPU, so it was possible to use some intrinsics without an IsXXXSupported check.

    • Burst: Fixed the 1.5 restriction that Direct Call methods can only be called from the main thread, now they work when called from any thread.

    • Burst: Fixes DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.

    • Burst: Function calls using in modifiers on blittable structs where being treated as non blittable.

    • Burst: Gracefully handle failing to find a particular assembly in the ILPP to prevent an ICE.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Internal Compiler Error if a call was discarded (via BurstDiscard for example), but the callsites required an ABI transform e.g. struct return.

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code

    • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.

    • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.

    • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/com.unity.burst@1.5/changelog/CHANGELOG.html for a detailed list).

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: PDB debug information for instance methods that also used struct return were incorrect.

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException

    • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.

    • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: String interpolation issues when using Dots / Tiny runtime.

    • Burst: Strings can now be passed between methods.

    • Burst: The Direct Call injected delegate now has a unique suffix to avoid type-name clashes.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.

    • Core: Fixed issue where Profiler/Memory Profiler cannot be connected to Standalone build when Run in Background is disabled. (1355728)

    • Documentation: Changed the documentation for HorizontalLayout and VerticalLayout. (1260855)

    • Documentation: Fixed html bug in TestRunnerApi API code snippet (DS-1973).
      Fix typo bug in PreBuildSetup code example (DS-1974).
      Fix incorrect syntax in command line reference (DS-1971).

    • Documentation: Fixed incorrect documentation for SaveCurrentModifiedScenesIfUserWantsTo. (1170364)

    • Documentation: Fixed missing function signatures from RayTracingAccelerationStructure.AddInstance C# API in 2021.2 documentation.

    • DX12: DX12 Standalone Player crashes at startup when using 32-bit player support. (1315964)

    • DX12: Fix int shader uniforms in .raytrace shaders being displayed as Floats in the Frame Debugger. (1305552)

    • DX12: Fixed wrong error message saying that vertex format SNorm16 is not supported when building a Ray Tracing Acceleration Structure. The format is supported.

    • DX12: Significant performance cost of using SRP batcher on DX12 reduced. (1286694)

    • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser

    • Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor. (1307652)

    • Editor: Added API Updater rule to update global API AssetModificationProcessor to UnityEditor namespace (1064480)

    • Editor: Added new functionality to decouple the PlayerLoop() when the targetFrameRate is set to a finite value, so that it does not effect/slow down the other Editor windows. (1158168)

    • Editor: Added playerGraphicsAPI TestSettings parameter.

    • Editor: Added support for dragging across delayed UI fields to change variables. (1263630)

    • Editor: Added support for GameCoreXboxOne and GameCoreXboxSeries reduced location path length.

    • Editor: Added tooltips in the Scene template Inspector. (1324637)

    • Editor: Added tooltips to the buttons of the Simulator view Control Bar. (1288711)

    • Editor: Allow hierarchy search to find scripts which share names of internal types. (1252479)

    • Editor: Allow multiple Unity versions to display in the "Open With..." menu and dialog. Allow the user to choose one as the default. (1202338)

    • Editor: Close add ratio window after selecting from aspect ratio menu. (1284690)

    • Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. (1312714)

    • Editor: Create default index when opening the index manager if it was never created before.

    • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

    • Editor: Default PropertyDrawer.OnGUI no longer renders multiple overlapping labels. (1335958)

    • Editor: Deleting search query from project browser won't break the search window (1336787)

    • Editor: Disabled preset for ThemeStyleSheet. (1298540)

    • Editor: Display the menu item name when its execution time is longer than the user wait threshold (i.e. 3 seconds) (1313062)

    • Editor: Displayed a warning when the min and max values are equal for the Slider. (1328583)

    • Editor: enable tabbing in the editor while modifier keys are pressed excluding command, control, and alt (1299846)

    • Editor: Ensure invalid Sketchup model UVs are initialized to zero.

    • Editor: Event.current.type scrollWheel pointerType value is now registered as PointerType.Mouse in the mac editor (1261326)

    • Editor: Favorite star is always visible for favorited items (1336789)

    • Editor: Fix arrow key functionality in dialogs in the Mac Editor. (1279832)

    • Editor: Fix for detecting and warning the user on imbalanced GUI layout groups (1289223)

    • Editor: Fix for layer names being clipped in Culling Mask and Volume Mask dropdowns of a HDRP project (1307655)

    • Editor: Fix popup windows in the Linux Editor to show on the right-hand monitor if requested from the right-hand monitor (1294722)

    • Editor: Fix so that touch input in the gameview is processed. (1258785)

    • Editor: Fix styling of selected search query if hovering (1336784)

    • Editor: Fixed "Cannot get non-existing progress id" error appearing in the Console when entering Play mode. (1312446)

    • Editor: Fixed a bug where test filter would match project or player path (DSTP-412).

    • Editor: Fixed a crash that occurred when using the Memory Profiler to capture memory use for very large scenes. (1316870)

    • Editor: Fixed a memory leak while using SerializedObjects in the AssetImporter inspectors. (1232758)

    • Editor: Fixed add an extra null check for monitor enumeration. (1320164)

    • Editor: Fixed an error is thrown after re-building a library of previous Editor version project when the Profiler of 2020.2 project is opened. (1273439)

    • Editor: Fixed an issue in macOS where popup buttons would show their popup far from the button if the button was near the bottom of the screen. (1323332)

    • Editor: Fixed an issue to avoid difference in Width and Height for EditorGUI.RectIntField fields compared to other fields in the Transform section. (1297283)

    • Editor: Fixed an issue to avoid MinMaxSlider disappears for UI Slider. (1323384)

    • Editor: Fixed an issue to avoid typing or pasting unlimited characters in Project and Console search fields. (1331001)

    • Editor: Fixed an issue to avoid warning log when selected sub-asset with an empty name. (1333540)

    • Editor: Fixed an issue to display checkmark next to "Everything" in drop-down for "Culling Mask" property value (1299181)

    • Editor: Fixed an issue to display Color32 Picker Context Menu at right position on right click. (1334328)

    • Editor: Fixed an issue to display Normalmap Encoding PlayerSetting only in supported platforms. (1330505)

    • Editor: Fixed an issue to display proper LayerMask properties value on selection. (1308984)

    • Editor: Fixed an issue to display Rect Transform Anchors in Scene View, with multiple Inspector windows open and when firstly opened one has been locked. (1221384)

    • Editor: Fixed an issue to display tooltip for "Maximum LOD Level" and "LOD Bias" Properties under Quality settings. (1296474)

    • Editor: Fixed an issue to enable cut and copy in context when Array Size field is selected. (1290634)

    • Editor: Fixed an issue to set top bit flag of an uint enum with inspector. (1298289)

    • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector.

    • Editor: Fixed an issue to stop sharing Player Settings properties between Player Settings window and Serialized Preset. (1263069)

    • Editor: Fixed an issue where an empty column is expanded when detaching/attaching UISystemPreviewWindow in the Profiler. (1241234)

    • Editor: Fixed an issue where calling EditorGUI.PropertyField with a serialized LayerMask and GUIContent.none prints a label. (1304172)

    • Editor: Fixed an issue where check box is shown on Inspector Titlebar for ScriptableObjects (1301335)

    • Editor: Fixed an issue where Default Text preset is not applied when creating a new Text object. (1328458)

    • Editor: Fixed an issue where null reference exceptions can be thrown when opening a URP project. (1310784)

    • Editor: Fixed an issue where out argument out of range exceptions are thrown when deleting Japanese characters in the input field. (1201105)

    • Editor: Fixed an issue where Shift-Delete does not delete the property for Object field. (1286390)

    • Editor: Fixed an issue where the Assembly definition asset does not save after an apply action on import setting pop up. (1309567)

    • Editor: Fixed an issue where the mouse cursor over the text field's cancel button is displayed as text instead of arrow and the cursor flickers when mouse is hovered over the cancel button. (1314173, 1314177)

    • Editor: Fixed an issue where warning appears when Scrollbar Navigation is set to Vertical and Direction is set to "Top To Bottom" (1245473)

    • Editor: Fixed an issue where warnings are thrown in the console when the layout is set to default while in play mode. (1317240)

    • Editor: Fixed an issue where Window title tooltip does not disappear after closing Editor window. (1283915)

    • Editor: Fixed and issue with toolbar dropdown buttons while resizing editor window on OSX. (1299763)

    • Editor: Fixed ArgumentNullException when selecting 'Static-dropdown' in the Prefab Overrides window. (1295412)

    • Editor: Fixed assets not getting moved when there's a folder of the same name in the selection. (1318098)

    • Editor: Fixed color picker keeps updating color preview when the EyeDropper is used and Esc key is pressed. (1291991)

    • Editor: Fixed console window fails to repaint unless hovered over if it had been maximized before. (1300081)

    • Editor: Fixed Ctrl-click on macOS editor not bringing up "Properties..." context menu on inspector object reference fields properly. (1316779)

    • Editor: Fixed cursor flickering from double arrow to single arrow over splitter on Mac and Windows. (1295344)

    • Editor: Fixed cursor locking on Windows when the cursor is on a non-primary display. (1282412)

    • Editor: Fixed debug assert message in MenuControllerLinux.cpp's OnSizeAllocate() call to GetGtkWindowSize(). (1319050)

    • Editor: Fixed dragging horizontally along the last sibling in the Hierachy and other TreeViews to specify an alternative parent and sibling for the dragged items. (1294910)

    • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

    • Editor: Fixed error is thrown on performing undo operation on a gameobject after adding 'New Script' component. (1312440)

    • Editor: Fixed failure to load window layout when Editor tries to create new asset from SettingsProvider callback at startup. (1322299)

    • Editor: Fixed File->Open Recent Scene menu entries not working correctly after upgrading project from versions earlier than 2021.2.0a5. (1338322)

    • Editor: Fixed floating windowing jumping desktop spaces when using cmd + tab to refocus the editor on mac. (1298279)

    • Editor: Fixed for Canvas Group Interactable flag being applied to the GameObject even when the Canvas Group component is disabled. (1324097)

    • Editor: Fixed gradient swatches were not refreshed after undoing preset change. (1261595)

    • Editor: Fixed GUIToScreenpoint being inconsistent between play mode and standalone. (1305557)

    • Editor: Fixed hierarchy window top Scene header foldout not visible when scrolled. (1298679)

    • Editor: Fixed incorrect bounds when LineRenderer GameObject was not enabled and point editing mode was activated. (1288693)

    • Editor: Fixed infinite layout error loop when Editor UI is broken. (1327876)

    • Editor: Fixed instancing being ignored in the Shadow Pass when using the Mobile Diffuse shader. (1318675)

    • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

    • Editor: Fixed issue where the Intensity parameter of a Default Light Preset is not applied after creating Directional Light Game object. (1199933)

    • Editor: Fixed issue with CRTL Drag not working when a single item is selected in project browser one-column layout. (1222445)

    • Editor: Fixed issue with Reference Icon overlapping with Preset Manager text on decreasing the width of the Project Settings window. (1282739)

    • Editor: Fixed issue with Stack trace input Field being Misaligned on resizing Player setting Preset. (1276715)

    • Editor: Fixed keycode for new input system on Linux to reflect hardware keycode/physical key location. (1343619)

    • Editor: Fixed missing comma in the manifest file used by the guardian tool.

    • Editor: Fixed null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

    • Editor: Fixed NullReferenceException error is thrown when pressing up/down arrow key in the Project's search bar while in Play Mode. (1318065)

    • Editor: Fixed NullReferenceException when trying to open Object Picker for ScriptableObject variable. (1293117)

    • Editor: Fixed Profile Analyzer - Mac keyboard commands not updating correct chart. (1327944)

    • Editor: Fixed ReorderableList having wrong label/field width ratio.

    • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

    • Editor: Fixed Scene's Hierarchy visibility and pickability settings being reset after building. (1271518)

    • Editor: Fixed selection issues with Shift + Arrow Up/Down in the Hierarchy. (1320614)

    • Editor: Fixed settings move erratically when the setting you are looking for is located in another platform's tab. (1293497)

    • Editor: Fixed slow enter playmode time for a specific scene file that contained sequential File ID Hint values. (1308128)

    • Editor: Fixed so that undocked windows can exit full screen/unmaximize. (1293516)

    • Editor: Fixed some styling issues with the main editor toolbar (1296757)

    • Editor: Fixed Terrain dependency cloning.

    • Editor: Fixed the background color of toolbar dropdowns when hovered and pressed (1313159)

    • Editor: Fixed the behavior where anchor preset window remains open even after a double click. (1302650)

    • Editor: Fixed the editor trying to move an already moved file after dragging a component from the Inspector to the Project Window. (1301332)

    • Editor: Fixed the gradient picker closing when clicking on the gradient field. (1285035)

    • Editor: Fixed the GUI error in the console when a media file is opened. (1294494)

    • Editor: Fixed the issue where editor doesn't show unsaved changes pop up if editor is closed using Unity -> Quit menu item. (1320565)

    • Editor: Fixed the issue where old window was not loosing focus after clicking on a mini pop-up of new window and further new window also gets focus. (1219099)

    • Editor: Fixed the issue with missing tooltip for Editor tools button. (1296952)

    • Editor: Fixed the issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds 1000. (1343433)

    • Editor: Fixed the issue with the Blue highlight being misaligned for the Cooking options dropdown in Mesh Collider. (1276638)

    • Editor: Fixed the LOD Group Inspector frames being too dark when using the Light Skin. (1311960)

    • Editor: Fixed the path to the scene template icon when querying icon from template path. (1325888)

    • Editor: Fixed the Recent Scenes menu not being updated after saving via Save As and moved scenes not being correctly tracked.

    • Editor: Fixed the Scene View not updating when the LineRenderer Show Wireframe option was changed.

    • Editor: Fixed tooltips being misaligned. (1325676)

    • Editor: Fixed top of Game View is black when "Use display in HDR mode" is enabled and "Color Space" is set to "Linear". (1285015)

    • Editor: Fixed undo on the Advanced Object Selector using the Search Picker not reverting the object field to its original value. (1336998)

    • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

    • Editor: Generate Release Notes URL according to unity version (1301927)

    • Editor: Improved model import performance by a tiny amount.

    • Editor: Improved performance of copy/paste when duplicating large numbers of objects. (1208321)

    • Editor: Initializing the static Progress class from a thread no longer throws exceptions. (1337421)

    • Editor: Limited the length of the error messages in the UserRetryDialogs to not more than 200 characters per line. (1167593)

    • Editor: Menu Bar doesn't flicker anymore when dragging across monitors. (1219094)

    • Editor: Multiple improvements around automatic test-run of tests

    • Editor: Nested enumerator execution order fix (DSTR-227).

    • Editor: No more exception thrown in the console when inputting unsupported text in the Project Browser search bar. (1336292)

    • Editor: Open Prefab' button now uses less inspector space. (1270965)

    • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform

    • Editor: Pausing playmode in the macOS Editor will no longer keep keys released in pause mode in the pressed position when playmode is unpaused. (1322149)

    • Editor: Prevent crash when running editor with Mac system debug menu enabled through defaults. (1301807)

    • Editor: Prevent popup windows from closing in the Linux Editor when child popups are not yet focused (1309702)

    • Editor: Refactoring to make placing windows in the Mac editor more robust and ensure windows are opened on one screen. (1297362)

    • Editor: Release mouse if it is dragging when a dialog is opened in the windows editor. (1271832)

    • Editor: Removed XDK Xbox One platform after Unity 2020.3.

    • Editor: Reorderable list null item is now displayed correctly. (1339759)

    • Editor: Resolve variables before reading style values. (1297227)

    • Editor: set gdk cursor invisible when forcing software cursor in editor playmode (1212108)

    • Editor: Show disable index in the index manager. (1307781)

    • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options.

    • Editor: support Hungarian (and other) unicode characters in editor (1184456)

    • Editor: The arrow cursor in the Linux Editor is no longer slightly offset. (1256724)

    • Editor: The background task window is no longer repositioned and resized when opened from the status bar. (1337646)

    • Editor: The EditorSceneManager now gets the correct build index for Scenes of the same name upon calls to SceneManager.GetScenesAt in Play mode. (1128653)

    • Editor: The Object Picker has a maximum number of items it shows. Now showing a note to narrow the search if more than 12000 hits are shown. (1331728)

    • Editor: The progress bar in the status bar no longer gets stuck in an empty state. The progress bar in the status bar no longer shows instantaneous progresses. (1341616)

    • Editor: The Unity Documentation shortcut is no longer installed to the Windows start menu if documentation is not installed. (921689)

    • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

    • Editor: This fix makes sure to unify the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High).

    • Editor: Transform rotations from asset bundles are now correctly shown in the inspector. (958333)

    • Editor: UI not running any tests if run select on nested namespaces (DSTR-256).

    • Editor: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window.
      iOS resolution presets that were removed:
      • iPhone 4/4S Portrait
      • iPhone 4/4S Landscape
      • iPad 2/Mini Portrait
      • iPad 2/Mini Landscape
        iOS resolution presets that were added:
      • iPhone 12 mini 2340x1080 Portrait
      • iPhone 12 mini 2340x1080 Landscape
      • iPhone 12/12 Pro 2532x1170 Portrait
      • iPhone 12/12 Pro 2532x1170 Landscape
      • iPhone 12 Pro Max 2778x1284 Portrait
      • iPhone 12 Pro Max 2778x1284 Landscape
      • iPad (7th-8th gen) 2160x1620 Portrait
      • iPad (7th-8th gen) 2160x1620 Landscape
      • iPad Air (4th gen) 2360x1640 Portrait
      • iPad Air (4th gen) 2360x1640 Landscape
      • iPad Pro 11-inch 2388x1668 Portrait
      • iPad Pro 11-inch 2388x1668 Landscape. (1321829)
    • Editor: Updated the style of some buttons and button groups when hovered, pressed and focused (1314662)

    • Editor: While Editor is entering Play Mode clicking menu doesn't return wrong entry anymore. (1263313)

    • Editor: Wrong ShaderGUI for crosspipeline shaders. (1339817)

    • Game Core: Respect Vsync values set in editor.

    • GI: Fix case 1291662: OIDN crashes on AVX512 on MacOS (1291662)

    • GI: Fix clearing of lighting data for duplicate scenes saved with the "Save As" option. (1292192)

    • GI: Fix issue with experimental lightmapping.BakeAsync(Scene) interface getting stuck when baking reflection probes in additively opened scenes in the Editor. (1303788)

    • GI: Fix Reflection probe (gizmo and texture inspector) appearance in linear color space mode. (1293558)

    • GI: Fixed a crash occurring while sculpting terrain and baking. (1266511)

    • GI: Fixed a crash that happens when GPULM tiling is ON, exporting the training data is ON and Ambient occlusion is OFF. (1341803)

    • GI: Fixed an issue where sometimes the callstack in Editor.log was incomplete on Windows. (1221524)

    • GI: Fixed an issue where the GPU lightmapper seems to be stuck in an endless loop before finishing a bake. (1258690)

    • GI: Fixed automated GI tests in HDRP and URP where multiple editors are used.

    • GI: Fixed baked lighting on terrain holes and better performance. (1307459)

    • GI: Fixed changes in lighting settings or lightmap parameters not affecting the appearance of baked reflection probes when baking via "Generate Lighting" in the lighting tab. (1324641)

    • GI: Fixed crash when baking 4K lightmap with maximum AA setting. (1318800)

    • GI: Fixed crash when closing editor while generating lighting. (1354238)

    • GI: Fixed fallback to CPU lightmapper when writing LightCookies buffer and using Clear baked Data. (1321887)

    • GI: Fixed light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

    • GI: Fixed memory usage and performance regression when baking light probes. (1324307)

    • GI: Fixed out of bounds access in probeDepthOctahedronExpandedBuffer when generating Probe Volumes 1.0 data via experimental API. (1321881)

    • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

    • GI: Fixed rare crash when entering play mode while running a GI lightbake. (1301678)

    • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

    • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

    • GI: Fixed some fallbacks from GPULM to CPULM when using baked lighting and cookies. (1320169)

    • GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. (1331427)

    • GI: Fixed unused return value during remapping of scene object id's. (1300323)

    • GI: Fixedcorruption in Probe baking when lightmap UVs are not provided. (1337226)

    • GI: Ignore OpenCL CPU devices that are incompatible with the GPU lightmapper on macOS due to insufficient local workgroup size. (1293520)

    • GI: Improved error logging when reporting errors relating to UV unwraps during a lightmap bake. (1327322)

    • GI: Introduced a full tiled-based baking system to the GPULM to reduce memory pressure.
      Some other improvements on memory consumption and baking speed on the GPU light mapper when the user is not activating some baking features.
      Reduced the memory consumption of probe baking using the GPULM (4Bytes per probe).
      Better estimation of the GPULM memory consumption even when tiling is off, making it less likely to fallback to CPULM.

    • GI: Make emission tooltip take Enlighten realtime GI state into account. (1329323)

    • GI: Make GPU lightmapper detect Intel IRIS Xe MAX GPU with 4GB memory. (1331794)

    • GI: Make it possible for the job manager to shut down the editor even if the OpenCL driver stopped working. (1276653)

    • GI: Make the compression label in Lighting Window - Baked Lightmaps better. (1297198)

    • GI: Reenabling a disabled light, reflection probe, or light probe group now makes it immediately visible in the Light Explorer. (1320277)

    • GI: Reimport all lightmap textures when "Lightmap Encoding" project setting is changed. (1195551)

    • GI: Removed erroneous asserts in scene object identifier remapping code.

    • GI: Removed terrain trees from being drawn in the shadowmask scene visualization mode as background objects as they do not receive a shadowmask, anyway. (1295410)

    • GI: Removed the Unity process count check that is used to guard the GI Cache from getting trimmed by other Editors, as the asset import workers are counted as Editors. (1313354)

    • GI: Support high intensity skyboxes for baking. (1222492)

    • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

    • Graphics: * Improved support for ghosting particles.
      • Improved sharpening and other minor fixes from NVIDIA. (1345143)
    • Graphics: Add CameraBuffer VFX type to encapsulate camera buffers that can be Texture2D or Texture2DArray depending on the platform (1213482)

    • Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
      Clearing depth does not implicitly clear stencil anymore.

    • Graphics: Added check for Vulkan support in Unity player. (1308206)

    • Graphics: Added exception when creating 3d textures with depth/stencil format on metal, as this is not supported. (1296524)

    • Graphics: Added GetActiveTerrains method which will fill a user-provided List with the active terrains, allowing users to control the resulting allocation. (1324062)

    • Graphics: Added Metal Compute Pipeline Validation to the Editor (1283446)

    • Graphics: Added per-camera freeUnusedRenderResources control to allow preservation of cameradata for infrequently-updated cameras. This prevents performance spikes that occur due to recreation of cameras that are guaranteed to be updated eventually, but at a frequency lower than once every 100 frames. (1296777)

    • Graphics: Added support for having multiple different Renderers on the same Game Object when using ray tracing. (1305305)

    • Graphics: Backport sllowing for Depth Sharing in Vulkan.

    • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on.

    • Graphics: Creating a RenderTexture in D3D12 with RenderTexture.antiAliasing value higher than supported by hardware will no longer crash the editor. (1310791)

    • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

    • Graphics: Disabled "create material" button in terrain inspector when viewed through a preset. (1290453)

    • Graphics: Disabled ShadowCaster pass in Output Meshes if castShadows is disabled.

    • Graphics: Fix bug where in some situations the AsyncUploadBuffer was not persisting even when QualitySettings.asyncUploadPersistentBuffer was set to true. (1150408)

    • Graphics: Fix CPU performance issue when light probes and ray tracing effects are used together.

    • Graphics: Fix crash when using RenderPass without depth on Metal devices

    • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1295408)

    • Graphics: Fix rare deadlock that can occur when a texture fails to load. (1265360)

    • Graphics: Fix shadow normal bias slider getting clamped at 3. (1213200)

    • Graphics: Fix Simplify button clipping in the LineRenderer Inspector when the window was narrow. (1308478)

    • Graphics: Fixed a bug in SRPs where models appeared white in the preview window. (1297670)

    • Graphics: Fixed a bug with Cubemap.GetPixel(CubemapFace face, int x, int y) not passing its parameters correctly. (1305539)

    • Graphics: Fixed a case that render thread calls main thread only API in editor. (1317190)

    • Graphics: Fixed a crash that would occur when trying to create a VT GPU cache larger than the available GPU memory. (1293468)

    • Graphics: Fixed a crash when passing in DepthAuto or ShadowAuto into SystemInfo.GetCompatibleFormat. (1343093)

    • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

    • Graphics: Fixed a rare crash in shadow rendering. (1350950)

    • Graphics: Fixed a regression where calling the the Texture2D.Resize method with a Texture format parameter caused the underlying GraphicsFormat to flip color spaces on each call. (1312670)

    • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.

    • Graphics: Fixed ACES filter artefact due to half float error on some mobile platforms.

    • Graphics: Fixed alignment in Volume Components.

    • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

    • Graphics: Fixed an incorrect error check in the BC7 decompressor. (1339809)

    • Graphics: Fixed an issue with ReadPixels() over 3 API's, where the first slice would always be returned instead of the specified depth slice. The bug was being caused by the active cubemap face only being used, the fix checks whether it should use the active depth slice or cubemap face. (979487)

    • Graphics: Fixed an uninitialized value problem found by Vulkan. (1309741)

    • Graphics: Fixed and issue where scene view filtering would now work properly for SRP's. (1180254)

    • Graphics: Fixed assertion failure when releasing rendererlists in certain scenes. (1342215)

    • Graphics: Fixed assertion on compression of L1 coefficients for Probe Volume.

    • Graphics: Fixed bug where ComputeShader.IsSupported for OpenGL (ES) would only return false on the first call for kernel that did not compiler at runtime. (1334034)

    • Graphics: Fixed crash when a compute shader does not compile when using OpenGL. (1324695)

    • Graphics: Fixed crash when calling AsyncGPUReadback.RequestIntoNativeArray with a temp allocated array. (1336583)

    • Graphics: Fixed crash when calling GetPixelData with invalid arguments. (1322485)

    • Graphics: Fixed crash when DX12 Hardware Dynamic Resolution Scaling is enabled on XR. (1323531)

    • Graphics: Fixed crash when executing CommandBuffer.DrawProcedural and some other functions that refer to an already deleted ComputeBuffer or GraphicsBuffer. (1323447)

    • Graphics: Fixed crash when launching tutorials on Linux with AMD/Intel cards. (1323204)

    • Graphics: Fixed crash when switching resolutions rapidly on the unity editor when hardware DRS is enabled on HDRP. (1353948)

    • Graphics: Fixed crash wrong format desc of GraphicsFormat.VideoAuto on metal. (1296529)

    • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation

    • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

    • Graphics: Fixed double underscores in Hybrid Renderer shader constant names.

    • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.

    • Graphics: Fixed empty RenderTexture.ResolveAA debug marker appearing in Frame Debugger and other frame capture tools on mobile platforms. (1330944)

    • Graphics: Fixed error when change Lens Flare Element Count followed by undo. (1346894)

    • Graphics: Fixed explicit half precision not working even when Unified Shader Precision Model is enabled.

    • Graphics: Fixed false-positive error message during ReadbackImage on GLCore. (1297065)

    • Graphics: Fixed frame debugger crash when using the RenderPass API with MSAA enabled. (1317665)

    • Graphics: Fixed gizmo rendering in SRP when wireframe mode is selected (1251022)

    • Graphics: Fixed GPU crash on Intel integrated cards when opening the editor with a scene that had VFX. (1332956)

    • Graphics: Fixed HDRP Camera Binder errors related to depthBuffer and colorBuffer properties. (1353845)

    • Graphics: Fixed HDRP Runtime test failure in Vulkan caused by incorrect shader code generation. (1323529)

    • Graphics: Fixed IES Importer related to new API on core.

    • Graphics: Fixed in crash for software DRS for DLSS in dx12 when changing the resolution mid frame. (1352848)

    • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.

    • Graphics: Fixed incorrect warning in when creating a texture from script with a compressed format that is not supported on the Editor platform. (1317998)

    • Graphics: Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.

    • Graphics: Fixed L2 for Probe Volumes.

    • Graphics: Fixed layered rendering (and validation errors) with 3D Textures when using Vulkan. (1323740)

    • Graphics: Fixed layered rendering to mips of 3D textures when using Vulkan. (1329180)

    • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

    • Graphics: Fixed Lens Flare rotation for Curve Distribution.

    • Graphics: Fixed Lens Flare Thumbnails.

    • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

    • Graphics: Fixed Light Layers with duplicate names being hidden in Light or Renderer component. (1335982)

    • Graphics: Fixed Light Probe evaluation in ray tracing shaders resulting in wrong ambient colors. Fixed Light Probe Proxy Volume setup not binding SH2 L2 band uniforms in ray tracing shaders. (1330711)

    • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

    • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

    • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

    • Graphics: Fixed Metal DebugGroups during Xcode GPU Frame Capture getting incorrectly nested when using RenderPass API. (1330942)

    • Graphics: Fixed Metal multisample depth resolve not working. (1330714)

    • Graphics: Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.

    • Graphics: Fixed missing support for coarse/fine derivatives in shader code.

    • Graphics: Fixed normal bias field of reference volume being wrong until the profile UI was displayed.

    • Graphics: Fixed performance regression when changing Mesh vertices or indices. (1326091)

    • Graphics: Fixed potentially conflicting runtime Rendering Debugger UI command by adding an option to disable runtime UI altogether. (1345783)

    • Graphics: Fixed problem on domain reload of Volume Parameter Ranges and UI values.

    • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

    • Graphics: Fixed random crash when reloading VFX under special circumstances. (1291710)

    • Graphics: Fixed readback/blit from backbuffer in Editor when running GLES. (1301446)

    • Graphics: Fixed regression where RenderTextureDescriptor.depthBufferBits or RenderTexture.depth could return GraphicsFormat.None when setting the properties to 24 or 32 bit. (1340405)

    • Graphics: Fixed RenderPass API MSAA and clear action issues when writing to the backbuffer on Android (1315433)

    • Graphics: Fixed Right Align of additional properties on Volume Components Editors.

    • Graphics: Fixed rotation issue now all flare rotate on positive direction. (1348570)

    • Graphics: Fixed ScriptableRenderContext.ExecuteCommandBuffer crashing when called with a disposed command buffer (1306222)

    • Graphics: Fixed selection of sRGB format for rendertextures inspector. (1295276)

    • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data.

    • Graphics: Fixed skybox cubemap corruption in Vulkan. (1195394)

    • Graphics: Fixed spacing between property fields on the Volume Component Editors.

    • Graphics: Fixed static batching bug related to rendering layer mask. Meshes that are set up with different rendering layer masks (unity_RenderingLayer uniform variable in shader code), are now correctly split when static batching is enabled instead of being merged, which would otherwise generate incorrect rendering if unity_RenderingLayer was accessed by the shader code.

    • Graphics: Fixed SystemInfo.supportsRenderTargetArrayIndexFromVertexShader when using Vulkan. (1269732)

    • Graphics: Fixed tessellation factors access in domain shaders on Metal/Vulkan. (1337590)

    • Graphics: Fixed Texture resource state that can be incorrect when the destination texture of Graphics.Blit() is also set as _MainTex of the blit material. (1323521)

    • Graphics: Fixed Texture2D.GetPixel(int x, int y, int miplevel) internally passing the miplevel parameter incorrectly. (1284757)

    • Graphics: Fixed Texture3D.CreateExternalTexture to work correctly with Vulkan. (1322987)

    • Graphics: Fixed TextureGenerator.GenerateTexture throws null pointer exception when running with enablePostProcessor to true. (1283888)

    • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.

    • Graphics: Fixed the documentation of CommandBuffer.EndSample. (1264605)

    • Graphics: Fixed the location of the "Shader Graph" asset create menu to be next to the "Shader" menu. (1337080)

    • Graphics: Fixed the multicamera tests on Linux. (1318477)

    • Graphics: Fixed the random position of the Rendering Submenu on Assets > Create. (1341763)

    • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.

    • Graphics: Fixed Undo from script refreshing thumbnail.

    • Graphics: Fixed unstable async readback test. (1288678)

    • Graphics: fixed Unwrap crash when automatic margin calculation results in very small margin (1308365)

    • Graphics: Fixed various issues wrt uploading Virtual texturing tiles when using non-native texture formats. (1337269)

    • Graphics: Fixed Volume Gizmo size when rescaling parent GameObject.

    • Graphics: Fixed Vulkan API AccessTextureByID which was failing due to an incorrect internal implementation.

    • Graphics: Fixing bug were a very strong emissive could leak if placed behind a canvas surface in the scene. (1295722)

    • Graphics: Flagged kFormatB10G11R11_UFloatPack32 as a HDR format (1310527)

    • Graphics: Force reload of VFX graph compute shaders when reloading assembly. (1107178)

    • Graphics: Game View Stats Saved by Batching is always 0 when using SRPBatcher. (1329391)

    • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API. (1300054)

    • Graphics: GetPixels,SetPixels,GetPixels32,SetPixels32 will now throw exceptions when failing instead of printing error messages. A number of bugs were fixed that could crash unity. (1293040)

    • Graphics: Graphics: Fixing DLSS vulkan black pixels / frame corruption of first frame. (1335735)

    • Graphics: GUIView.GrabPixels() on Metal will now fill the RenderTexture with valid content (1223120)

    • Graphics: Help boxes with fix buttons do not crop the label.

    • Graphics: Make metal query max tessellation factor from the driver instead of clamping to 16 always. (1289859)

    • Graphics: Metal shaders will compile correctly when referencing tessellation factors in the domain shader. (1139698)

    • Graphics: Minor UX improvements on Quality Settings Panel.

    • Graphics: Missing objects when highly static batched scene + SRP Batcher (1294742)

    • Graphics: NVIDIA package no longer gets enabled when a project is updated to a new version of unity. This was the result of a bad configuration. (1342012)

    • Graphics: On Metal, enforce depth clearing when "Don't care" load action is used, to avoid potential subtle issues later on. (1330613)

    • Graphics: Order of DLSS quality enumerations changed for better and more intuitive user experience. This change does not break API. (1335732)

    • Graphics: Partially fix limitation of sending only one event per frame : the direct link supports multiple event sent within the same frame.

    • Graphics: Pause VFX when frame debugger is enabled. (1195088)

    • Graphics: Properly handle terrain pixel error calculations for orthographic cameras. (1244606)

    • Graphics: Provided an appropriate API to update builtin reflection probes internal data. (1207660)

    • Graphics: Put objects with negative scale into separate static batch. This makes normal maps display correctly on those objects. (1205209)

    • Graphics: Reduced main thread hitching caused by Shader loading.

    • Graphics: Removed GraphicsFormat warning for RenderTextures when changing color space to gamma. (1284779)

    • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12.

    • Graphics: Removed the unneeded data copy of the initialised memory to video memory when creating a texture from script. (1337186)

    • Graphics: Removed unnecessary api files for NVIDIA Module.

    • Graphics: RenderTextures are no longer forced to use Clamp border sampling if a format with depth is used. (1292651)

    • Graphics: Resolved exact fixed time step flickering while using strip (and other unexpected behavior). (1289829)

    • Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.

    • Graphics: Skip wind calculations for Speed Tree 8 when wind vector is zero. (1335487)

    • Graphics: Support undo of Global Settings assignation (1342987)

    • Graphics: Updated Postprocessing v2 package to 3.1.1.

    • Graphics: Updated SpeedTree importer editor to correctly regenerate materials with custom render pipelines. Only shows the "Receive Shadows" toggle if that functionality is supported by the current SupportedRenderingFeatures. (1338973)

    • Graphics: Using CopyTexture on textures with different MSAA sample counts throws an error. (1308132)

    • Graphics: Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.

    • Graphics: Visual Effects in prefabs always show as modified. (1285787)

    • Graphics: Visual effects will continue to cast shadows even when they are not visible in camera. (1279851)

    • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

    • Graphics: When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.

    • Graphics: When creating PVRTC texture which is not POT and square throw an exception, as it is not supported and might result in crashes later on. (1329461)

    • HDRP: Added a new property to control the ghosting reduction for volumetric clouds. (1357702)

    • HDRP: Allow negative wind speed parameter.

    • HDRP: Assets going through the migration system are now dirtied.

    • HDRP: Cleanup Shader UI.

    • HDRP: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.

    • HDRP: Fixed a compilation issue for AxF carpaints on Vulkan

    • HDRP: Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).

    • HDRP: Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data.

    • HDRP: Fixed a limit case when the camera is exactly at the lower cloud level. (1316988)

    • HDRP: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

    • HDRP: Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle.

    • HDRP: Fixed a NaN generating in Area light code.

    • HDRP: Fixed a null ref exception when adding a new environment to the Look Dev library.

    • HDRP: Fixed a nullref in volume system after deleting a volume object. (1348374)

    • HDRP: Fixed a nullref when binding a RTHandle allocated from a RenderTextureIdentifier with CoreUtils.SetRenderTarget.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.

    • HDRP: Fixed access to main directional light from script.

    • HDRP: Fixed Additional Velocity for Alembic not taking correctly into account vertex animation.

    • HDRP: Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds. (1340731)

    • HDRP: Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (1339330)

    • HDRP: Fixed an incompatibility between MSAA and Volumetric Clouds.

    • HDRP: Fixed an inconsistency between perf mode and quality mode for material simplification in RTGI.

    • HDRP: Fixed an inconsistency between perf mode and quality mode for sky lighting.

    • HDRP: Fixed an issue in the planar reflection probe convolution.

    • HDRP: Fixed an issue that clamped the volumetric clouds offset value. (1357318)

    • HDRP: Fixed an issue that made camera motion vectors unavailable in custom passes.

    • HDRP: Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph.

    • HDRP: Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.

    • HDRP: Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster.

    • HDRP: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

    • HDRP: Fixed an issue where runtime debug window UI would leak game objects.

    • HDRP: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

    • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

    • HDRP: Fixed an issue with debug overriding emissive material color for deferred path. (1313123)

    • HDRP: Fixed an issue with Decal normal blending producing NaNs.

    • HDRP: Fixed an issue with half res ssgi upscale.

    • HDRP: Fixed an issue with normal management for recursive rendering (1324082)

    • HDRP: Fixed an issue with reflection probe normalization via APV when no probes are in scene.

    • HDRP: Fixed an issue with resolution dependence for physically based depth of field.

    • HDRP: Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases).

    • HDRP: Fixed an issue with TAA causing objects not to render at extremely high far flip plane values.

    • HDRP: Fixed an issue with the capture callback (now includes post processing results).

    • HDRP: Fixed an issue with the mipmap generation internal format after rendering format change.

    • HDRP: Fixed an issue with volumetric clouds on vulkan. (1354802)

    • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.

    • HDRP: Fixed assert failure when enabling the probe volume system for the first time.

    • HDRP: Fixed AxF debug output in certain configurations (1333780)

    • HDRP: Fixed bad feedback loop occuring when auto exposure adaptation time was too small.

    • HDRP: Fixed banding in the volumetric clouds. (1353672)

    • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.

    • HDRP: Fixed box light attenuation.

    • HDRP: Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game. (1354129)

    • HDRP: Fixed cases in which object and camera motion vectors would cancel out, but didn't.

    • HDRP: Fixed Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures.

    • HDRP: Fixed computation of geometric normal in path tracing (1293029)

    • HDRP: Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey.

    • HDRP: Fixed contact shadow debug views not displaying correctly upon resizing of view.

    • HDRP: Fixed contact shadows tile coordinates calculations.

    • HDRP: Fixed controls for clouds fade in. (1353548)

    • HDRP: Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing.

    • HDRP: Fixed CPU performance on DLSS, avoiding to recreate state whenever a target can fall into the safe min/max resolution specified by the system.

    • HDRP: Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP

    • HDRP: Fixed cropping issue with the compositor camera bridge (1340549)

    • HDRP: Fixed custom pass delete operation. (1354871)

    • HDRP: Fixed custom pass volume not executed in scene view because of the volume culling mask.

    • HDRP: Fixed custom pass workflow for single camera effects.

    • HDRP: Fixed custom post process name not displayed correctly in GPU markers.

    • HDRP: Fixed custom post process template not working with Blit method.

    • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.

    • HDRP: Fixed CustomPassUtils.Copy function not working on depth buffers.

    • HDRP: Fixed decal draw order for ShaderGraph decal materials.

    • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.

    • HDRP: Fixed Decal's UV edit mode with negative UV.

    • HDRP: Fixed decals in material debug display.

    • HDRP: Fixed diffusion profile breaking after upgrading HDRP (1337892)

    • HDRP: Fixed diffusion profile displayed in the inspector.

    • HDRP: Fixed distortion when resizing the graphics compositor window in builds. (1328968)

    • HDRP: Fixed enabling a lensflare in playmode.

    • HDRP: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

    • HDRP: Fixed error with motion blur and small render targets.

    • HDRP: Fixed exposure issues with volumetric clouds on planar reflection.

    • HDRP: Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR). (1346383)

    • HDRP: Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth).

    • HDRP: Fixed failures on platforms that do not support ray tracing due to an engine behavior change.

    • HDRP: Fixed for allowing to change dynamic resolution upscale filter via script.

    • HDRP: Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction.

    • HDRP: Fixed for wrong cached area light initialization.

    • HDRP: Fixed Force RGBA16 when scene filtering is active. (1228736)

    • HDRP: Fixed GBuffer clear option in FrameSettings not working.

    • HDRP: Fixed gbuffer depth debug mode for materials not rendered during the prepass.

    • HDRP: Fixed GC allocations from XR occlusion mesh when using multipass.

    • HDRP: Fixed ghosting issues if the exposure changed too much (RTGI).

    • HDRP: Fixed gizmo rendering when wireframe mode is selected.

    • HDRP: Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy.

    • HDRP: Fixed HDRP material being constantly dirty.

    • HDRP: Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material. (1339865)

    • HDRP: Fixed HDRP's ShaderGraphVersion migration management which was broken.

    • HDRP: Fixed impossibility to release the cursor in the template.

    • HDRP: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

    • HDRP: Fixed incorrect light list indexing when TAA is enabled. (1352444)

    • HDRP: Fixed incorrect RTHandle scale in DoF when TAA is enabled.

    • HDRP: Fixed infinite propagation of nans for RTGI and SSGI. (1349738)

    • HDRP: Fixed Intensity Multiplier not affecting realtime global illumination.

    • HDRP: Fixed invalid pass index 1 in DrawProcedural error.

    • HDRP: Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.

    • HDRP: Fixed issue in wizard when resource folder don't exist.

    • HDRP: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.

    • HDRP: Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.

    • HDRP: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

    • HDRP: Fixed issue when switching between non-persistent cameras when path tarcing is enabled. (1337843)

    • HDRP: Fixed issue with a compute dispatch being with 0 threads on extremely small resolutions.

    • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.

    • HDRP: Fixed issue with automatic exposure settings not updating scene view.

    • HDRP: Fixed issue with change in lens model (perfect or imperfect) wouldn't be taken into account unless the HDRP asset was rebuilt.

    • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.

    • HDRP: Fixed issue with Depth of Field CoC debug view.

    • HDRP: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

    • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.

    • HDRP: Fixed issue with hierarchy object filtering.

    • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.

    • HDRP: Fixed issue with NaNs in Volumetric Clouds on some platforms.

    • HDRP: Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time.

    • HDRP: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.

    • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.

    • HDRP: Fixed issue with shadow mask and area lights.

    • HDRP: Fixed issue with the LayerMaskParameter class storing an erroneous mask value. (1345515)

    • HDRP: Fixed issue with velocity rejection when using physically-based DoF.

    • HDRP: Fixed issue with vertex color defaulting to 0.0 when not defined, in ray/path tracing. (1348821)

    • HDRP: Fixed label style in pbr sky editor.

    • HDRP: Fixed LayerMask editor for volume parameters.

    • HDRP: Fixed lens flare not rendering correctly with TAAU or DLSS.

    • HDRP: Fixed light anchor min distance value + properties not working with prefabs. (1345509)

    • HDRP: Fixed light gizmo showing shadow near plane when shadows are disabled.

    • HDRP: Fixed light layer issue when performing editing on multiple lights.

    • HDRP: Fixed LightCluster debug view for ray tracing.

    • HDRP: Fixed lights shadow frustum near and far planes.

    • HDRP: Fixed LookDev environment library assignement after leaving playmode.

    • HDRP: Fixed material inspector that allowed setting intensity to an infinite value.

    • HDRP: Fixed material keywords with fbx importer.

    • HDRP: Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset.

    • HDRP: Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering.

    • HDRP: Fixed missing API documentation for LTC area light code.

    • HDRP: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

    • HDRP: Fixed missing global wind parameters in the visual environment.

    • HDRP: Fixed Missing lighting quality settings for SSGI. (1312067)

    • HDRP: Fixed missing option to use POM on emissive for tessellated shaders.

    • HDRP: Fixed missing Update in Wizard's DXR Documentation.

    • HDRP: Fixed model import by adding additional data if needed.

    • HDRP: Fixed motion vector for custom meshes loaded from compute buffer in shader graph (like Hair).

    • HDRP: Fixed multi cameras using cloud layers shadows.

    • HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.

    • HDRP: Fixed multiple any hit occuring on transparent objects. (1294927)

    • HDRP: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.

    • HDRP: Fixed normals provided in object space or world space, when using double sided materials.

    • HDRP: Fixed null reference exception in Raytracing SSS volume component.

    • HDRP: Fixed nullref in layered lit shader editor.

    • HDRP: Fixed nullref when enabling fullscreen passthrough in HDRP Camera.

    • HDRP: Fixed object outline flickering with TAA.

    • HDRP: Fixed objects disappearing from Lookdev window when entering playmode. (1309368)

    • HDRP: Fixed off by 1 error when calculating the depth pyramid texture size when DRS is on.

    • HDRP: Fixed overdraw in custom pass utils blur and Copy functions (1333648)

    • HDRP: Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture.

    • HDRP: Fixed parameter ranges in HDRP Asset settings.

    • HDRP: Fixed path traced transparent unlit material (1335500)

    • HDRP: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

    • HDRP: Fixed PCSS filtering issues with cached shadow maps.

    • HDRP: Fixed performance issue with ShaderGraph and Alpha Test.

    • HDRP: Fixed Pixel Displacement that could be set on tessellation shader while it's not supported.

    • HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on.

    • HDRP: Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data.

    • HDRP: Fixed potential NaN on apply distortion pass.

    • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.

    • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

    • HDRP: Fixed reflection probes being injected into the ray tracing light cluster even if not baked (1329083)

    • HDRP: Fixed register spilling on FXC in light list shaders.

    • HDRP: Fixed remapping of depth pyramid debug view.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.

    • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Rendering Debugger.

    • HDRP: Fixed rendering of objects just after the TAA pass (before post process injection point).

    • HDRP: Fixed ResourceReloader that was not call anymore at pipeline construction.

    • HDRP: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.

    • HDRP: Fixed rounding issue when accessing the color buffer in the DoF shader.

    • HDRP: Fixed sceneview debug mode rendering. (1211436)

    • HDRP: Fixed screen being over-exposed when changing very different skies.

    • HDRP: Fixed screen-space shadows with XR single-pass and camera relative rendering. (1348260)

    • HDRP: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    • HDRP: Fixed side effect on styles during compositor rendering.

    • HDRP: Fixed skybox for ortho cameras.

    • HDRP: Fixed some aliasing ussues with the volumetric clouds.

    • HDRP: Fixed some depth comparison instabilities with volumetric clouds.

    • HDRP: Fixed some labels being clipped in the Render Graph Viewer

    • HDRP: Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass.

    • HDRP: Fixed some reference to old frame settings names in HDRP Wizard.

    • HDRP: Fixed some render texture leaks.

    • HDRP: Fixed some resolution aliasing for physically based depth of field. (1340551)

    • HDRP: Fixed spacing on LayerListMaterialUIBlock.

    • HDRP: Fixed specular occlusion sharpness and over darkening at grazing angles.

    • HDRP: Fixed spot light radius not changed when editing the inner or outer angle of a multi selection. (1345264)

    • HDRP: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.

    • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.

    • HDRP: Fixed SSR Precision for 4K Screen.

    • HDRP: Fixed SSS on console platforms.

    • HDRP: Fixed sub-shadow rendering for cached shadow maps.

    • HDRP: Fixed support for instanced motion vector rendering.

    • HDRP: Fixed support for ray binning for ray tracing in XR (case ). (1346374)

    • HDRP: Fixed support of Distortion with MSAA

    • HDRP: Fixed support of multi-editing on custom pass volumes.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed TAA upsampling algorithm, now work properly.

    • HDRP: Fixed tessellation displacement with planar mapping.

    • HDRP: Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume.

    • HDRP: Fixed the camera near plane not being taken into account when rendering the clouds. (1353548)

    • HDRP: Fixed the clouds missing in the ambient probe and in the static and dynamic sky.

    • HDRP: Fixed the double sided option moving when toggling it in the material UI (1328877)

    • HDRP: Fixed the earth curvature not being properly taken into account when evaluating the sun attenuation. (1357927)

    • HDRP: Fixed the fallback sun for volumetric clouds having a non null intensity. (1353955)

    • HDRP: Fixed the fallback to custom went changing a quality settings not workings properly (1338657)

    • HDRP: Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate. (1352679)

    • HDRP: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • HDRP: Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute.

    • HDRP: Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (1332904)

    • HDRP: Fixed the RTAO debug view being broken.

    • HDRP: Fixed the shader graph files that was still dirty after the first save. (1342039)

    • HDRP: Fixed the transparent cutoff not working properly in semi-transparent and color shadows. (1340234)

    • HDRP: Fixed the various history buffers being discarded when the fog was enabled/disabled. (1316072)

    • HDRP: Fixed the volumetric clouds having no control over the vertical wind. (1354920)

    • HDRP: Fixed ThreadMapDetail to saturate AO & smoothness strength inputs to prevent out-of-bounds values set by users. (1357740)

    • HDRP: Fixed tiled artifacts in refraction at borders between two reflection probes.

    • HDRP: Fixed timing issues with accumulation motion blur

    • HDRP: Fixed undo of some properties on light editor.

    • HDRP: Fixed undo on light anchor.

    • HDRP: Fixed undo-redo on layered lit editor.

    • HDRP: Fixed Undo/Redo instability of light temperature.

    • HDRP: Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (1333947)

    • HDRP: Fixed update order in Graphics Compositor causing jumpy camera updates. (1345566)

    • HDRP: Fixed update upon light movement for directional light rotation.

    • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.

    • HDRP: Fixed various issues with non-temporal SSAO and rendergraph.

    • HDRP: Fixed various SSGI issues. (1327919, 1339297, 1340851)

    • HDRP: Fixed Vertex Color Mode documentation for layered lit shader.

    • HDRP: Fixed VFX flag "Exclude From TAA" not working for some particle types.

    • HDRP: Fixed VfX lit particle AOV output color space.

    • HDRP: Fixed viewport size when TAA is executed after dynamic res upscale. (1348541)

    • HDRP: Fixed volume interpolation issue with ScalableSettingLevelParameter.

    • HDRP: Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.

    • HDRP: Fixed volumetric fog in planar reflections.

    • HDRP: Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing.

    • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).

    • HDRP: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

    • HDRP: Fixed white flash when camera is reset and SSR Accumulation mode is on.

    • HDRP: Fixed white flash with SSR when resetting camera history. (1335263)

    • HDRP: Fixed white flashes on camera cuts on volumetric fog.

    • HDRP: Fixed white flashes when history is reset due to changes on type of upsampler.

    • HDRP: Fixed wizard checking FrameSettings not in HDRP Default Settings.

    • HDRP: Fixed wobbling/tearing-like artifacts with SSAO.

    • HDRP: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

    • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.

    • HDRP: Fixed wrong LUT initialization in Wireframe mode.

    • HDRP: Fixed wrong ordering in FrameSettings (Normalize Reflection Probes).

    • HDRP: Fixed XR depth copy (1286908)

    • HDRP: Fixed XR depth copy when using MSAA.

    • HDRP: Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time.

    • HDRP: HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline.

    • HDRP: Indentation of the HDRenderPipelineAsset inspector UI for quality.

    • HDRP: Only display HDRP Camera Preview if HDRP is the active pipeline. (1350767)

    • HDRP: Prevent any unwanted light sync when not in HDRP. (1217575)

    • HDRP: Prevented user from spamming and corrupting installation of nvidia package.

    • HDRP: Reduced the number shader variants for the volumetric clouds.

    • HDRP: Reduced the volumetric clouds pattern repetition frequency. (1358717)

    • HDRP: Removed DLSS keyword in settings search when NVIDIA package is not installed. (1358409)

    • HDRP: Removed unsupported fields from Presets of Light, Camera, and Reflection Probes. (1335979)

    • HDRP: Significantly improved performance of APV probe debug.

    • HDRP: Support undo of HDRP Global Settings asset assignation.

    • HDRP: The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.

    • HDRP: The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline.

    • HDRP: VFX : Debug material view incorrect depth test. (1293291)

    • HDRP: VFX : Debug material view were rendering pink for albedo. (1290752)

    • HDRP: VFX: Fixed LPPV with lit particles in deferred. (1293608)

    • HDRP: Viewport and scaling of Custom post process when TAAU or DLSS are enabled. (1352407)

    • HDRP: When the HDProjectSettings was being loaded on some cases the load of the ScriptableObject was calling the method Reset from the HDProjectSettings, simply rename the method to avoid an error log from the loading.

    • IL2CPP: Added support for array values as custom attribute arguments. (1174903)

    • IL2CPP: Allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

    • IL2CPP: Fixed compiler error calling Enum.GetHashCode with System.Enum arguments. (1354855)

    • IL2CPP: Fixed issue with non-ASCII characters in installation path or project path that could cause builds to fail. (1322529)

    • IL2CPP: Fixed issue with UnityLinker that would cause Windows Runtime assemblies to be incorrectly loaded and parsed, causing builds to fail. (1315830)

    • IL2CPP: Fixed UnityLinker bug that caused callvirt instruction to be removed without removing the corresponding constrained instruction. (1297609)

    • IMGUI: Fixed an issue where custom editor without CanEditMultipleObjects attribute is not displaying the script fields. (1279145)

    • IMGUI: Fixed an issue where the layers dropdown menu window is not closed while dragging the editor window. (1308381)

    • IMGUI: Fixed Gridview image of Texture not updating in ProjectBrowser when color space is updated in PlayerSettings. (1198127)

    • IMGUI: Fixed Project Window going blank when the objects are dragged between folders in Favourites. (1206532)

    • IMGUI: Hide the MaterialEditor in inspector when a MeshRenderer is hidden. (1289980)

    • Input System: Fixed input events being lost on Android.
      Optimized input processing performance. (1337296)

    • iOS: Added missing API file updates.

    • iOS: Disabled audio output on pre-iOS14 simulators, as audio is broken here completely and causes a crash on startup. (1325806)

    • iOS: EditorUserBuildSettings.symlinkLibraries will affect sources in packages which are referenced by file tag in Packages/manifest.json (1301157)

    • iOS: Fixed an issue where display length is not updated when external display is disconnected. Users now can access only active displays (previously there was a possibility of caching known but inactive display indices). (1330759)

    • iOS: Fixed crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

    • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations. (1287862)

    • iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal (1299759)

    • iOS: Fixed tweaking WebCamTexture sampler setup resulting in GPU error on older devices. (1309523)

    • iOS: Provide Compass.headingAccuracy data. (1338663)

    • iOS: Updated the list of available frameworks in Plugin Inspector. (1194821)

    • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).

    • Kernel: Fixed issue where running player with auto connect on mobile device with disabled WiFi, disabling player connection. Then any attempt to connect to device manually will fail. (1311781)

    • Kernel: Fixed potential crash while extracting detangled name on OSX. (1308423)

    • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.

    • License: Added Licensing Client version into Editor Analytics.

    • License: Fixed memory leak in Licensing Module.

    • License: Fixed serverDirectory in license server configuration file.

    • Linux: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer.

    • Linux: Fix "Not Responding" dialog window opens up in the Player when the splash screen's logo duration is set to 4.65 or higher. (1249666)

    • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

    • Linux: Fix recognition of game controllers with same usd product id. (1300415)

    • Linux: Fixed automated batch mode test from failing due to Unity exiting with error code 133 before all it's threads have shut down. (1303886)

    • Linux: Fixed gizmo dropdown not closing when clicking on the scene or game view. (1289590)

    • Linux: Fixed inspector prefab overrides window from drawing beyond the usable workarea (1119679)

    • Linux: Fixed main editor window from scrolling when using larger Gnome font sizes. (1311302)

    • Linux: Fixed mismatch BeginSample/EndSample profiler errors when using a modal file save dialog while profiling. (1322750)

    • Linux: Fixed mismatch profiler BeginSample/EndSample errors when interacting with a modal dialog while the profiler is active in Editor mode. (1306180)

    • Linux: Fixed mouse clicks incrementing scroll x/y. (1308873)

    • Linux: Fixed plugin header files not being copied to the editor installer. (1345891)

    • Linux: Fixed shifted key events in the old input system. (1316748)

    • Linux: Input when using WASD does not get stuck when using the shift key in Play Mode. (1333044)

    • Linux: Keep the window that had focus last in focus after a modal dialog closes. (1319180)

    • Linux: Keyboard API now correctly displays non-US keyboard displaynames when using Keyboard.current.<key>.displayName (1266943)

    • Linux: Made updates to min/max size blocking if it results in a resized window to help ensure a window is ready after it's size has been changed. (1319323)

    • Linux: Make GUIViews obey the min/max constraints of the window they are in. (1327222)

    • Linux: NullReferenceException no longer appears when clicking the "Setting icon" under the "Profiler Module" dropdown. (1290647)

    • Linux: Removed broken gamepad auto mapping from SDL 2.0.14. (1322165)

    • Linux: Updated from SDL 2.0.12 to 2.0.14

    • macOS: Added support for Apple silicon Editor plugins. Fixed error where x64 plugins report a naming conflict with Apple silicon plugins. (1332566)

    • macOS: Fix Screen.resolutions refreshRate property. (1284854)

    • macOS: Fixed a bug related to 8 monitors connected at one time. (1272030)

    • macOS: Fixed crash if user unplugs a secondary display while running player. (1325384)

    • macOS: Fixed IMGUI mouse position when using the New Input System. (1298110)

    • macOS: Fixed Input.inputString doesn't convert input to the suggestions from IME. (1305843)

    • macOS: Fixed Input.inputString not updating when cmd key is held down (1296862)

    • macOS: Fixed install path regression that resulted in iOS support not being able to be installed. (1337753)

    • macOS: Fixed memory leak in HDR Display related code

    • macOS: Fixed scene view lagging when the tile palette window was focused. (1316068)

    • macOS: Fixed Screen.currentResolution when Mac Retina Support Player Setting is off. (1286140)

    • macOS: If running under Rosetta 2, <Rosetta> will appear in the title bar next to the graphics mode. (1329708)

    • macOS: We now log basic system information when launching the Editor to the log file.

    • macOS: We now prompt for to save changes even when the window is minimized. (1320569)

    • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.

    • Mobile: No more MSAA and Pixel Light count warnings when building URP on Mobile platforms (1300605)

    • Mobile: Show provider icon and info text correctly.

    • Mono: Assembly.Load now loads distinct assemblies correctly. (1073523)

    • Mono: Fixed "Loading assembly failed. File does not contain a valid CIL image" errors. (1336618)

    • Mono: Fixed FileSystemEventArgs.Name to be a relative path. (1344552)

    • Mono: Fixed issue in the mono web request stack where it would incorrectly wait on the Unity synchronization context for an asynchronous call to complete leading to the request being aborted on timeout. (1338465)

    • Mono: Fixed regression where a MissingMethodException would be thrown when IsComObject was called. (1346334)

    • Mono: Prevent unnecessary files from being copied into the Managed directory when managed code stripping is enabled. (1302474)

    • Multiplayer: Marked uNET HLAPI as deprecated.

    • N/A (internal): Fixed exception caused by EmbeddedLinuxPreProcessor, by only executing checks when EmbeddedLinux platform is selected.
      Fixes the removal of unneeded EmbeddedLinux support files (e.g. unstripped debug symbols), to minimize the resulting archive size.

    • N/A (internal): Fixed native test instability CanLoadMesh. (1330725)

    • Networking: UnityWebRequest: fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)

    • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

    • Package: (Recorder) (macOS) Fixed an image stride issue for ProRes formats 4444 and 4444XQ.

    • Package: (Recorder) Do not perform the color space conversion from linear to sRGB for RenderTextures that are already sRGB.

    • Package: (Recorder) Ensured that the color space conversion from sRGB to linear is performed when required for EXR files

    • Package: (Recorder) Ensured that the Image Recorder encodes in sRGB when requested, even if the scripted render pipeline provides linear data.

    • Package: (Recorder) Fixed a memory leak in the AOV Recorder.

    • Package: (Recorder) Fixed an exception that occurred when sending a RenderTexture to a Recorder before creating this RenderTexture.

    • Package: (Recorder) Fixed an exception that occurred when the user performed the undo action after deleting a Recorder.

    • Package: (Recorder) Fixed audio recording issue when the frame interval is not starting at 0.

    • Package: (Recorder) Fixed invalid values in the alpha channel when performing texture sampling for different rendering and output resolutions.

    • Package: (Recorder) Fixed issues with the Recorder samples about synchronizing multiple recordings and resetting the Game view resolution.

    • Package: (Recorder) Fixed the Tagged Camera capture process to follow any camera changes that might occur.

    • Package: (Recorder) Fixed vertically flipped outputs on OpenGL hardware.

    • Package: (Recorder) Perform the appropriate color space conversion for Texture Sampling sources when required.

    • Package: Added Live Capture [1.0.1]. Use the Live Capture package to connect to the Unity Virtual Camera and Unity Face Capture companion apps to capture and record camera motion and face performances.

    • Package: Com.unity.purchasing updated to 4.0.3. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html.

    • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.].

    • Package: Updated com.unity.formats.alembic@2.2.1.

    • Package: Updated Tutorial Authoring Tools to 1.0.0.

    • Package: Updated Tutorial Framework to 2.0.0.

    • Package: Visual Scripting :
      • Fixed long values not preserved in literal nodes.
      • Fixed root icons in breadcrumbs in the graph editor window.
      • Fixed graph nodes icons
      • Fixed project settings will not show when looking for graphs
      • Fixed exception when user double clicks on a graph
      • Raised warnings at edit time when a MouseEvent node is used when targeting handheld devices instead of build time.
    • Package: [VisualScripting] "Restore to Defaults" buttons in the Project Settings window

    • Package: [VisualScripting] Console errors when deleting a Prefab with a Visual Script

    • Package: [VisualScripting] Console errors when editing nested graphs during Play Mode

    • Package: [VisualScripting] Dropdown icon is not clipped with TextField under "Get Variable"

    • Package: [VisualScripting] Error message when custom inspectors are generated

    • Package: [VisualScripting] Error when executing "Fix Missing Scripts" in a HDRP project

    • Package: [VisualScripting] FlowMachine type is now back in usable types.

    • Package: [VisualScripting] Fuzzy finder no longer blinks when trying to add a node [BOLT-1157]

    • Package: [VisualScripting] Fuzzy finder search window no longer remains above all other windows [BOLT-1197]

    • Package: [VisualScripting] Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214]

    • Package: [VisualScripting] Generated folder is removed when removing the VisualScripting package.

    • Package: [VisualScripting] Graph getting corrupted when adding "Get Action Map" unit

    • Package: [VisualScripting] GraphPointerException occurs when nesting graph within itself [BOLT-1257]

    • Package: [VisualScripting] Help button in the visual scripting Assets and Behaviours inspector now link to the package documentation.

    • Package: [VisualScripting] Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725]

    • Package: [VisualScripting] Node description being sometimes clipped

    • Package: [VisualScripting] Object Variables tabs not updated when creating a Prefab

    • Package: [VisualScripting] Open the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159]

    • Package: [VisualScripting] Preferences being searchable [BOLT-1218]

    • Package: [VisualScripting] Preferences spacing has been adjusted to avoid overlaps

    • Package: [VisualScripting] RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149]

    • Package: [VisualScripting] Rendering of inactive ObjectFields

    • Package: [VisualScripting] Resize cursor rect on group when graph window is zoomed

    • Package: [VisualScripting] ScalarAdd unit migration from 1.4.13 to 1.4.14 and above

    • Package: [VisualScripting] Scale groups when zoom is not at 1x

    • Package: [VisualScripting] Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed

    • Package: [VisualScripting] ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder

    • Package: [VisualScripting] Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed

    • Package: [VisualScripting] Warnings overflow in the console when deleting and adding a boolean variable in the blackboard

    • Package: [VisualScripting] Warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing

    • Package Manager: Added an info icon will warn users when the package version they are using is not recommended for their Unity version.

    • Package Manager: Added missing tooltip to the refresh icon.

    • Package Manager: Deletion of root package folders from Project Browser is now prohibited. Users should use Package Manager Window to ensure proper removal of packages from their projects. (1285197)

    • Package Manager: Dependencies' state is automatically refreshed in the list when installed or removed by default. (1360937)

    • Package Manager: Enabled Update button for packages installed from Git, will check if any updates are available and update the Git package.

    • Package Manager: Errors are now automatically refreshed once packages are updated to fix the issue. (1342141)

    • Package Manager: Fix the button text being clipped and properties going out of panel under the foldout of Scoped Registries in Project Settings window.

    • Package Manager: Fixed a bug where a non-discoverable package is displayed as released on the user's Editor version. (1335740)

    • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

    • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

    • Package Manager: Fixed an issue where if the user has many asset store packages loaded in My Assets view, selecting the last package and scrolls up list show items with empty package name.

    • Package Manager: Fixed an issue where manually embedded packages from the project cache are not added in Perforce. (1314073)

    • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

    • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

    • Package Manager: Fixed confusing error message when 'View changelog' not available (1282094)

    • Package Manager: Fixed random stack overflow issue when installing and uninstalling packages. (1327700)

    • Package Manager: Fixed sample display name error info box when package is not in development and package manager set to lowest width.

    • Package Manager: Fixed size of add bouton.

    • Package Manager: Fixed tests compilation warnings.

    • Package Manager: Fixed the issue when sorting by "Update date" and filtering by "Downloaded", the order of the assets is inconsistent in My Assets tab. (1343200)

    • Package Manager: Fixed the issue where modifying sort option breaks package list ordering in the My Assets tab. (1343198)

    • Package Manager: Fixed the issue where the ads packages license link takes you to a wrong url. (1350621)

    • Package Manager: Fixed the issue where Open in Unity from the asset store website does not always work the first time. (1355418)

    • Package Manager: Fixed the UX issue where after a user installs a version of a package that does not match the version used after dependency resolution, it looks like the install did not happen. (1271576)

    • Package Manager: Hide reset feature button if the installed version is a patch of the lifecycle version. (1360446)

    • Package Manager: If user install same version as feature set required locally, we don't show it as customized. (1342339)

    • Package Manager: Implemented undo/redo in Scoped Registries Management. (1285075)

    • Package Manager: Put a descriptive error message when open asset with different account.

    • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled. (1297779)

    • Package Manager: Show package update icon and update button when there is a latest update available. Remove update icon and update button when there is a recommended update available that is not the latest update.

    • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

    • Package Manager: The expanded/collapsed state of Packages folder in Project Browser will now persist on Editor restart. (1307883)

    • Package Manager: There are no more missing packages in a Feature's dependencies list. (1344819)

    • Particles: Add texel size and mask interaction shader properties to particle system renderer. (1296392)

    • Particles: Added missing tooltips to + and - buttons. (1332732)

    • Particles: Apply Start Delay to Rate over Distance emission. (1314672)

    • Particles: Disable error dialog for incorrect Vertex Stream setup, because it is not possible to provide accurate information. (1304215)

    • Particles: Ensure ParticleSystem.Particle.angularVelocity gets applied properly when set via script. (1322645)

    • Particles: Fix incorrect evaluation of the end of stepped curves in Particle Systems. (1314389)

    • Particles: Fixed culling issue if a Particle System mesh changes. (1329097)

    • Particles: Fixed Mesh (+) button overlapping in Renderer Material field. (1332484)

    • Particles: Fixed misplaced object selector buttons under Trigger, Collision, and External Force modules. (1331893)

    • Particles: Fixed orientation of GPU instanced mesh particle shadows. (1036174)

    • Particles: Keep Particle System curve editor labels within the GUI box, to avoid any clipping. (1323617)

    • Particles: Prevent errors and invalid particle simulations, when using an Arc of 0 and Ping-Pong mode in the Shape module. (1278594)

    • Particles: Run the Trigger Module on newly spawned particles in case they need removing, or a callback firing. (1328141)

    • Particles: The create button("+") is now hidden in the Particles Window when editing a Prefab Asset. (1287185)

    • Particles: Updated emitter velocity as soon as the property is changed, not on the next frame. (1342626)

    • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

    • Physics: Anchored prismatic limit handles in screen space to avoid them occluding small Articulation Body links.

    • Physics: Changed the PhysX PVD connection code so that it can connect to a running PVD instance, and does set the visualization flags correctly.

    • Physics: Ensure that a Rigidbody2D never alters current Transform Z position at the point we perform interpolation write-back to the Transform position. (1362840)

    • Physics: Fixed a crash when adding more than 65534 Colliders to a Rigidbody or an Articulation Body. (1325575)

    • Physics: Fixed an issue where, when using "Collision2D.GetContacts(List<ContactPoint2D>)", the list size was incorrectly set the same as the list capacity rather than the number of results returned. (1352777)

    • Physics: Fixed Articulation Bodies not changing collision detection mode via Script. (1330429)

    • Physics: Fixed Character Controller returning incorrect closest points when the center is offset. (1339454)

    • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable. (1006742)

    • Physics: Fixed Physics Debugger not showing up in Prefab Mode. (1158611)

    • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

    • Physics: Fixed Rigidbody.angularVelocity setter that constrained the velocity wrongly; it's now doing it in mass-space to match what should happen actually. (1083573)

    • Physics: Prevented the ConnectedAnchor to be detected as property modification when AutoConfigureConnectedAnchor is set and ConnectedAnchor gets a generated value than happens to be different than the corresponding ConnectedAnchor value in the prefab. (1308880)

    • Prefabs: A component added to a Prefab in Prefab Mode which is found to conflict with a pre-existing component on an instance is now suppressed so the Inspector displays only the pre-existing component instead of both. (1148404)

    • Prefabs: Added error message to prevent entering playmode when the scene contains missing Prefabs instances. Added option to Unpack Prefabs when deleting them.

    • Prefabs: An open ComparisonViewPopup is now closed if undo operations cause selection changes which affect the content of the Overrides Window's tree view and render the popup's visibility redundant. (1325826)

    • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

    • Prefabs: Checked that the GameObject pointed by a component, during scene loading, is actually a valid GameObject. (1333374)

    • Prefabs: Components that are suppressed on a Prefab instance by added components, now reappear when the suppressor is destroyed. (1295687)

    • Prefabs: Corrected API documentation for SceneManager.activeSceneChanged. (1038093)

    • Prefabs: Fixed an issue where OnValidate() could be called on an inactive Prefab. (1271820)

    • Prefabs: Fixed case 1085603: Undoing the 'Create/Replace prefab' action does not revert the Prefab to its previous state'. (1085603)

    • Prefabs: Fixed Crash when Exiting Play mode with Multiple scenes loaded (1298007)

    • Prefabs: Fixed FindAllInstancesOfPrefab to filter persistent instances.

    • Prefabs: Fixed multiple selection of added GameObjects not being applied to Prefabs (or reverted) via the Hierarchy context menu. (1313939)

    • Prefabs: Fixed prefabs don't visually show their HideFlags.NotEditable state in the Hierarchy window. (1324446)

    • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

    • Prefabs: Fixed that changes to Prefab instances in the Scene are not reflected when dragging Materials/Scripts onto the Asset in the Project Window. (1311622)

    • Prefabs: Fixed that creating a Prefab by dragging did not handle missing scripts gracefully. (1259961)

    • Prefabs: Fixed that Overrides window does not refresh state after changing GameObject name in the comparison popup. (1300152)

    • Prefabs: Fixed undo not working when Renaming a Missing Prefab in the Hierarchy. (1165052)

    • Prefabs: Improved error logging when importing Prefab files. The import errors are now collected and logged as one message instead of individual errors and most importantly the Prefab asset path is made clear to the user. Also clicking the message will frame the Prefab in the Project Browser. Also missing Prefabs will now be logged as an error. (1298338)

    • Prefabs: PrefabUtility.SavePrefabAsset is now robust against supplied objects being reloaded during AssetModificationProcessor.OnWillSaveAssets. (1276013)

    • Prefabs: Removed wrong error message. (1287903)

    • Prefabs: Set as first/last sibling cannot be undone to reorder the Prefab hierarchy. (1296698)

    • Prefabs: Updated documentation for OnPostprocessPrefab to reflect better the behavior. (1304102)

    • Prefabs: Updated documentation that scripts using OnValidate can only modify data on itself. (1333052)

    • Profiler: Enabled GPU profiling in the Editor (1315474)

    • Profiler: Fixed a material leak in the UISystemProfiler UI (1280162)

    • Profiler: Fixed an issue where creating a Memory snapshot file writer with a null or empty string would crash the Editor. (1296217)

    • Profiler: Fixed an issue where we could no longer connect to tethered Android devices after they have been disconnected, without manually calling adb commands from the CLI. (1268987)

    • Profiler: Fixed Application.targetFrameRate frames visualization in the Editor when profiling Play mode. (1355826)

    • Profiler: Fixed crash due to Profiler code during Editor Shutdown

    • Profiler: Fixed gaps in script-driven profiler counters in the Editor when profiling Play mode. (1343692)

    • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes (1299569)

    • Profiler: Fixed performance test instability. (1351859)

    • Profiler: Fixed player name label width in Player Connection dropdown to accommodate long strings. Fixed player name reported in Console window on connection to be consistent with Player Connection dropdown. Values in columns will now truncate with elipses if they are too large too fit in the column. When a player is selected the dropdown will now close to mimic the old dropdown behaviour.

    • Profiler: Fixed Recorder reporting invalid data after being disabled and re-enabled. (1321813)

    • Profiler: Fixed selection of RestoreManagedReferences sample and its children in Profiler Window (1330206)

    • Profiler: Fixed standalone profiler shows editor update check dialogue on start. (1334264)

    • Profiler: Fixed systrace captures producing corrupted data when started in middle of frame, mismatch begin and end samples. (1270929)

    • Profiler: Fixed the Thread Selection Dropdown in Hierarchy view showing multiple threads as selected if they all share the same name.

    • Profiler: Player names are no longer aggresively cut off. (1345540)

    • Profiler: Profiler charts now correctly render user-defined Profiler Counters in the Network category captured when UNet is disabled. (1360925)

    • Profiler: Profiler will now clear when entering playmode with the game view maximised. (1307042)

    • Profiler: Removed Total Time from GI Profiler Module chart as it duplicated time in the stacked chart (1305568)

    • Profiler: The Profiler window can no longer be shrunk small enough to hide some of the toolbar options. (1354357)

    • Profiler: Truncated project name in the profiler broadcast to fit within the message buffer. (1322888)

    • Profiler: When disconnecting from and autoconnected device the profiler will now default back to playmode instead of the previous connection. (1268887)

    • Scene Manager: Added debouncing to the search field in the Hierarchy and Scene view for better search input experience in large scenes. Is also now consistent with Project Browser searching behavior. (1315731)

    • Scene Manager: Fix rename overlay in Hierarchy to support hierarchy changes while renaming. (1296235)

    • Scene Manager: Fix that prevent dragging gameobject in a scene that is not loaded (1291614)

    • Scene Manager: Fixed "PlayerLoop internal function has been called recursively" error is thrown when calling NewScene() from the Update function. (1258244)

    • Scene Manager: Fixed focus issue when using a secondary hidden Hierarchy. When creating a new GameObject a visible Hierarchy tab is focused, prioritizing the last interacted Hierarchy if visible. Focusing a hidden Hierarchy tab is therefore now prevented in this situation. (1190664)

    • Scene Manager: Fixed GameObjects in Hierarchy window not hidden when using HideFlags.HideInHierarchy until next Hierarchy rebuild. (1167675)

    • Scene Manager: Fixed SceneManager.GetSceneByName() returning null when buildsettings path to the Scene is given as a parameter. (1155473)

    • Scene Manager: Improved performance of updates on large arrays. (1272309)

    • Scene Manager: Paste as Child' now supports pasting gameObjects to SubScenes. (1316660)

    • Scene Manager: Updated dirtiness logic for undoing after save. (1221800)

    • Scene/Game View: Added a verification of the current mode (edit/play) to only display FPS when in playmode as the measured value does not mean anything in edit mode and can confuse some users. (1285123)

    • Scene/Game View: Added an option to disable the hide of the gizmos. (1313974)

    • Scene/Game View: Added check before recursion that the gizmo is not already active. (1326407)

    • Scene/Game View: Bugfix for Instability in picking tests failure. (1329183)

    • Scene/Game View: Fix for built-in tool buttons toggling highlighted state when clicked consecutively. (1344813)

    • Scene/Game View: Fixed Camera Overlay lost when entering play mode. (1340455)

    • Scene/Game View: Fixed case where clicking on a popup button while the popup was open would not close the existing window. (1335070)

    • Scene/Game View: Fixed clicking on a non-prefab child of a prefab instance incorrectly selecting prefab root. (1305433)

    • Scene/Game View: Fixed custom tool button incorrectly showing a built-in tool in certain cases where EditorToolContext is active. (1339433)

    • Scene/Game View: Fixed fading between 2D and 3D modes with overlays. (1339978)

    • Scene/Game View: Fixed for IMGUI content not being displaced by overlay toolbars. (1339990)

    • Scene/Game View: Fixed for the default Overlays' preset not matching the intended design. (1339964)

    • Scene/Game View: Fixed Gameview focus inconsistent when re-docking. (1272795)

    • Scene/Game View: Fixed Grid Axis field in the Grid Settings Overlay not accepting input. (1345036)

    • Scene/Game View: Fixed Hierarchy context menu showing empty submenu entries. (1319505)

    • Scene/Game View: Fixed issue where some Overlay windows would throw exception after domain reload. (1345651)

    • Scene/Game View: Fixed issue with scene view overlay in some packages (1339984)

    • Scene/Game View: Fixed possible exception when removing a collider component while the collider editor tool is active. (1259502)

    • Scene/Game View: Fixed Scene Hierarchy context menu not showing separators in submenus. (1247305)

    • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

    • Scene/Game View: Fixed shortcut conflict between Scene View "Nudge Grid" and 2D "Flip X Y" axis. (1309850)

    • Scene/Game View: Fixed some Scene View Overlays incorrectly registering as applicable to any Editor Window. (1337371)

    • Scene/Game View: Fixing MissingReferenceException in the Scene overlay when deleting a selected Particle System. (1295035)

    • Scene/Game View: Fixing overlay placement when scene view is resizing (1341038)

    • Scene/Game View: Fixing selection outline not drawn for SRP objects in scene view (1294951)

    • Scene/Game View: Fixing selection outline not fading when behind other objects (1119607)

    • Scene/Game View: Fixing Slider1D Handle

    • Scene/Game View: Global tool buttons are disabled when not useable. (1310614)

    • Scene/Game View: Improved performance when opening Scene View window. (1343564)

    • Scene/Game View: Increased maximum Scene Camera fly speed to 1e+5. (1287220)

    • Scene/Game View: Overlay positioning optimization by using transform position and usageHints (1339973)

    • Scene/Game View: Scene/Game View: Fixed an exception when loading an Overlay preset with invalid window type. (1337897)

    • Scene/Game View: The Scene view camera was snapping back or forward when zooming in while holding the Alt key.
      This was due to a small error in the formula.
      There is no more jump in the zoom with this fix. (1293718)

    • Scripting: Added support for custom attribute types inheriting from RuntimeInitializeOnLoadMethodAttribute. (1334599)

    • Scripting: Added type and method information to exceptions raised by the assembly reference checker. (1307194)

    • Scripting: APIUpdaterManager can now handle more than 64 assemblies. (1308408)

    • Scripting: Avoid flooding the console when parsing a define expression fails and the Asmdef inspector is active.
      Also improve interaction with define expression parsing errors in the console. (1314026)

    • Scripting: Avoid GC allocation in UnitySynchronizationContext. (1276456)

    • Scripting: Build fails when there is a comma in path. (1325976)

    • Scripting: Change Roslyn Analyzers to be run part of normal Compilation Step.
      This will also result in Analyzer errors to be treated as an Compile Error.

    • Scripting: Disabled native test causing instabilities. (1322841)

    • Scripting: Enabled IPv6 sockets creation with the ICMP protocol. (1309061)

    • Scripting: Exclude readonly files from script execution order menu to reduce visual noise. (1281215)

    • Scripting: Fix a stack overflow occurring when a custom ILogHandler is throwing an exception in LogFormat/LogException methods (1241896)

    • Scripting: Fix crash on Stackoverflow, when instantiating infinitely in OnEnable (1263270)

    • Scripting: Fix not being able to select external script editors that don't have the '.app' extension on OSX. (1250634)

    • Scripting: Fix possible exception after changing Roslyn Analyzers to be part of the initial compilation (1313026)

    • Scripting: Fixed a bug where adding a script to the list of custom-ordered scripts in "Project Settings" -> "Script Ordering" would pick up a totally unrelated script. (1327742)

    • Scripting: Fixed a crash happening when trying to enter an unsupported character (such as an emoji) in a field in a game built with IL2Cpp backend. (1314163)

    • Scripting: Fixed a memory leak happening when removing listeners from a UnityEvent that is never raised afterwards. (1303095)

    • Scripting: Fixed ApiUpdater incorrectly removing usings in some scenarios

    • Scripting: Fixed assemblies in non local/embedded packages triggering updater consent (1171778)

    • Scripting: Fixed condition on accessing a game object from a callback while it was being constructed that was leaving the original GameObject managed wrapper in a detached state. (1295939)

    • Scripting: Fixed crash in ScriptUpdater.exe when editor is installed in a path containing commas. (1341703)

    • Scripting: Fixed editor crash when an animation tries to pass an invalid scriptable object as a method parameter. (1252134)

    • Scripting: Fixed exceptions thrown from custom attributes' .ctor not handled. (1321144)

    • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

    • Scripting: Fixed invalid memory write in MonoBehaviour when it destroys its own instance within the OnDisable call. (1286736)

    • Scripting: Fixed nested aliases handling in ApiUpdater (1251569)

    • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.

    • Scripting: Fixed rare deadlock case in GC. (1229776)

    • Scripting: Fixed undoing changes to a prefab instance not triggering object change events. (1308479)

    • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

    • Scripting: Fixes HttpUtility.UrlEncode runtime exceptions (1296177)

    • Scripting: Ignore Visual Scripting assemblies when building for mobile devices, so no MouseEvent handler warning is raised.

    • Scripting: Improved diagnostic messages for unsupported cases of RuntimeInitializeOnLoadMethod usage. (1246081)

    • Scripting: Interpolated verbatim strings can start with both $@"..." and @$"..." as specified in C# 8.0. (1304285)

    • Scripting: NativeArray<T>.ReadOnly now implements IEnumerable<T>. (1319358)

    • Scripting: Performance improvements in ApiUpdater.

    • Scripting: Prevented a potential race condition when threaded-loading is enabled and a scene is loaded in additive mode. (1327726)

    • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

    • Scripting: Self-referencing assemblies will give error during assembly validation.

    • Scripting: UnityWebRequest no longer re-uses previous connections when custom certificate handler is changed. (1337019)

    • Scripting: When an editor-only precompiled assembly reference is ignored by the script compiler because the asmdef referencing it is not editor-only, a warning now appears in the console. (1220959)

    • Scripting: When inspecting a readonly asmdef file, the inspector fields are disabled and a small text indicates that the asmdef file is read-only. (1255405)

    • Search: Added a tree view to list and browse save searches.

    • Search: Added support to search references using an UnityEngine.Object instance ID, i.e. ref:-2458, -2458 can be a component instance ID. (1331890)

    • Search: Fix editor stall when the asset worker try to resolve a message log with an UnityEngine.Object in a non-main thread. (1316768)

    • Search: Fixed degenerative indexing issue with VFX assets.

    • Search: Fixed errors are thrown on enabling 'UI Toolkit Live Reload' in 'Search asset store' window. (1299600)

    • Search: Fixed floating point search expression parsing for non US locales.

    • Search: Fixed indexed prefab objects cannot be resolved using the search result global object id. (1328618)

    • Search: Fixed prefab subtypes not available in default project index. (1332948)

    • Search: Fixed search index incremental update merge issue.

    • Search: Fixed search item label and description in compact mode.

    • Search: Fixed search tab showing HTML <a> tags for the item count. (1301148)

    • Search: Fixed search view error reporting in status bar when no group is selected.

    • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
      See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.

    • Search: Fixed too many objects being indexed and out of memory exception
      Reported on the forums: https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-7004042.

    • Serialization: Added pruning when an object with [SerializeReference] contains missing types. (1338952)

    • Serialization: Binary2Text adding support for SerializeReference/ReferenceRegistry. (1284031)

    • Serialization: fix uninitialized member field reported by static analysis (1305542)

    • Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. (1357823)

    • Serialization: Fixed an issue where a SerializedObject is created with empty Objects. (1279513)

    • Serialization: Fixed clone/load/save performance regression. (1338713)

    • Serialization: Fixed for ability to find assets derived from a Generic type in the object selector window. (1288312)

    • Serialization: Fixed for name conversion not working in specific code path. (1352617)

    • Serialization: Fixed regression where prefab override would not show up on SerializeReference instance and you could no longer remove contextually a single Override. (1348031)

    • Serialization: Fixed SerializedProperty to properly set a value across all selected objects when the value already present on the first object matches the specified value. (1228004)

    • Services: Analytics no longer auto-activates on new project link.

    • Services: Fixed Android app_build is 0 for reports in Cloud Diagnostics. (1217055)

    • Services: Fixed Cloud Diagnostics native crash reporting on tvOS. (1332243)

    • Services: Fixed Cloud Diagnostics sometimes failing to provide line numbers for Windows Native crashes. (1329172)

    • Services: Fixed iOS builds may fail in Xcode with error about USYM_UPLOAD_AUTH_TOKEN. (1329176)

    • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.

    • Services: Fixed upload of symbols to Cloud Diagnostics for Windows builds. (1329220)

    • Services: Updated PLCrashReporter version on iOS and tvOS to 1.8.1. (1317214)

    • Services: We suppress Analytics curl errors to the console but only in the editor. this change allows this same suppression to carry across into the development console (we still log to file). (1318074)

    • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

    • Shadergraph: Added padding to the blackboard window to prevent overlapping of resize region and scrollbars interfering with user interaction.

    • Shadergraph: Blackboard now properly handles selection persistence of items between undo and redos.

    • Shadergraph: Disconnected nodes with errors in ShaderGraph no longer cause the imports to fail. (1349311)

    • Shadergraph: Fixed "Disconnect All" option being grayed out on stack blocks. (1313201)

    • Shadergraph: Fixed a bug when a node was both vertex and fragment exclusive but could still be used causing a shader compiler error. (1316128)

    • Shadergraph: Fixed a bug where changing a Target setting would switch the inspector view to the Node Settings tab if any nodes were selected.

    • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

    • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

    • Shadergraph: Fixed a serialization bug wrt PVT property flags when using subgraphs. This fixes SRP batcher compatibility.

    • Shadergraph: Fixed a Shader Graph issue where property auto generated reference names were not consistent across all property types. (1336937)

    • Shadergraph: Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

    • Shadergraph: Fixed a ShaderGraph issue where a warning about an uninitialized value was being displayed on newly created graphs. (1331377)

    • Shadergraph: Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews. (1330302)

    • Shadergraph: Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu.. (1351733)

    • Shadergraph: Fixed a ShaderGraph issue where keyword properties could get stuck highlighted when deleted. (1333738)

    • Shadergraph: Fixed a ShaderGraph issue where ObjectField focus and Node selections would both capture deletion commands. (1313943)

    • Shadergraph: Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small. (1329247)

    • Shadergraph: Fixed a ShaderGraph issue where selecting a keyword property in the blackboard would invalidate all previews, causing them to recompile. (1347666)

    • Shadergraph: Fixed a ShaderGraph issue where the right click menu doesn't work when a stack block node is selected. (1320212)

    • Shadergraph: Fixed a warning in ShaderGraph about BuiltIn Shader Library assembly having no scripts.

    • Shadergraph: Fixed an issue where a requirement was placed on a fixed-function emission property. (1319637)

    • Shadergraph: Fixed an issue where an informational message could cause some UI controls on the graph inspector to be pushed outside the window. (1343124)

    • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float. (1330302)

    • Shadergraph: Fixed an issue where fog node density was incorrectly calculated.

    • Shadergraph: Fixed an issue where generated property reference names could conflict with Shader Graph reserved keywords. (1328762)

    • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

    • Shadergraph: Fixed an issue where the ShaderGraph transform node would generate incorrect results when transforming a direction from view space to object space. (1333781)

    • Shadergraph: Fixed an issue where users can't create multiple Boolean or Enum keywords on the blackboard. (1329021)

    • Shadergraph: Fixed an issue with how the transform node handled direction transforms from absolute world space in camera relative SRPs. (1323726)

    • Shadergraph: Fixed an unhelpful error message when custom function nodes didn't have a valid file. (1323493)

    • Shadergraph: Fixed compilation problems on preview shader when using hybrid renderer v2 and property desc override Hybrid Per Instance.

    • Shadergraph: Fixed default shadergraph precision so it matches what is displayed in the graph settings UI (single). (1325934)

    • Shadergraph: Fixed divide by zero warnings when using the Sample Gradient Node.

    • Shadergraph: Fixed how shadergraph's prompt for "unsaved changes" was handled to fix double messages and incorrect window sizes. (1319623)

    • Shadergraph: Fixed incorrect warning while using VFXTarget.

    • Shadergraph: Fixed indent level in shader graph target foldout. (1339025)

    • Shadergraph: Fixed inspector property header styling.

    • Shadergraph: Fixed issue where vertex generation was incorrect when only custom blocks were present. (1320695)

    • Shadergraph: Fixed issue with ShaderGraph custom interpolator node dependency ordering. (1332553)

    • Shadergraph: Fixed issues with double prompts for "do you want to save" when closing Shader Graph windows. (1316104)

    • Shadergraph: Fixed loading all materials from project when saving a ShaderGraph.

    • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

    • Shadergraph: Fixed ParallaxOcclusionMapping node to clamp very large step counts that could crash GPUs (max set to 256). (1329025)

    • Shadergraph: Fixed reordering when renaming enum keywords. (1328761)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not having collapsible foldouts in the material inspector. (1339256)

    • Shadergraph: Fixed ShaderGraph BuiltIn target not to apply emission in the ForwardAdd pass to match surface shader results. (1345574)

    • Shadergraph: Fixed ShaderGraph exception when trying to set a texture to "main texture". (1350573)

    • Shadergraph: Fixed ShaderGraph isNaN node, which was always returning false on Vulkan and Metal platforms.

    • Shadergraph: Fixed ShaderGraph sub-graph stage limitations to be per slot instead of per sub-graph node. (1337137)

    • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

    • Shadergraph: Fixed the BuiltIn Target to perform shader variant stripping. (1345580)

    • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

    • Shadergraph: Fixed the default dimension (1) for vector material slots so that it is consistent with other nodes. (1328756)

    • Shadergraph: Fixed the incorrect value written to the VT feedback buffer when VT is not used.

    • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

    • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

    • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

    • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

    • Shadergraph: ShaderGraph SubGraphs now report node warnings in the same way ShaderGraphs do. (1350282)

    • Shadergraph: Updated the ShaderGraph searcher package dependency to be in sync with the latest searcher package version i.e. 4.8.0.

    • Shaders: Added a LevelOfDetail read-only property to ShaderData.Subshader. (1352774)

    • Shaders: Added compute shader compilation logging during project builds or on "Compile and show code" usage. Added raytracing shader (.raytracing file) compile-time logging on import. (1321684)

    • Shaders: Added missing PDB data output for DXC DX12 debug shaders for use in external analysis tools. (1333848)

    • Shaders: Added tests for custom BFI and UBFE implementations in HLSLcc (1305543)

    • Shaders: Fixed ddx_fine and ddx_coarse on Vulkan and capable GLCore targets. (1323892)

    • Shaders: Fixed DXC validator error on Windows that would result from using '#pragma require WaveMultiPrefix'. (1333695)

    • Shaders: Fixed editor crash if shader error db fails to open. (1327429)

    • Shaders: Fixed inaccurate shader_feature usage tracking with shader stage specific keywords. (1255901)

    • Shaders: Fixed memory leaks in the shader compiler process when compiling ray tracing shaders. (1352198)

    • Shaders: Fixed PassIdentifier being erroneously invalid in some cases. (1348023)

    • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.

    • Shaders: It is now possible to determine which keywords are disabled in a given ShaderKeywordSet by using ShaderUtil.GetPassKeywords (1338833)

    • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.

    • Shaders: ShaderUtil now has an API to retrieve an array of local keywords valid for a particular shader stage of a Pass and an API to check whether a given keyword is valid for a Pass or a shader stage of a Pass. (1347380)

    • Stadia: Building project with Stadia was broken. Fixed now. (1356829)

    • Stadia: Running a project on Stadia kit got broken. Fixed now. (1356798)

    • Terrain: Added compatibility tags used to distinguish terrain supported shaders. (1283086)

    • Terrain: Fixed Brush Preview rendering when a different hot control is active (1276282)

    • Terrain: Fixed Brush Preview rendering when mouse is outside of SceneView bounds (1281231)

    • Terrain: Fixed incorrect conditional statement when validating terrain material shaders. (1307951)

    • Terrain: Fixed Terrain Tools package discoverability in Package Manager.

    • Terrain: Fixed texture atlas bleeding that occurred on details. Added half pixel offset for grass texture UVs, and collapsed uvs for detail meshes without textures. (1268510)

    • Terrain: Moved TerrainCallbacks from UnityEngine.TerrainAPI to UnityEngine namespace.

    • Terrain: Performance improvement when adding many trees to a terrain. (1225501)

    • Terrain: Tree Colliders are generated when entering playmode with EnterPlayModeOptions.DisableSceneReload set. (1290587)

    • Terrain: Trees with LOD groups will not warn the user that they don't have an LOD group when they have a mesh renderer within them. (1287964)

    • Terrain: Nature/Tree Soft Occlusion Leaves Shader correctly supports the render paths scene view mode. (1303714)

    • Tests: Fixed test failure EditorGUI.CanCloseNextWindowDuringOnDestroy on mac and linux platform. (992239)

    • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

    • Timeline: skip unstable test FrameLock_FollowsGameTimeClock for UWP (1342169)

    • TLS: MacOS TLS/SSL verification now checks also against (un)trusted certificates that were manually added to the keychain. (1306147)

    • uGUI: Fixed some UGUI editor fields not showing prefab override indicators. (1290387)

    • uGUI: Fixed UI Components being selected when their child is selected. (1067993)

    • uGUI: Fixed undesired values for the Scrollbar by clamping and rounding it. (1312723)

    • uGUI: UGUI: This PR fixes a CPU performance issue, were the UI re-renders from scratch every time we select a delayed floating point component (on the IMGUI stack).
      The reason is quite simple, a floating point comparison between the string representation and the double value is incorrect, causing to always be false.
      This in turn causes the UI to always be tagged as dirty, and unleashes draw calls / flushing and many bad performance issues on the Editor loop. (1353802)

    • UI: Fixed an issue where a Unity GUI element would be stuck in the pressed state on resume. (1236185)

    • UI: Fixed duplicate USS files in the StyleSheets pane when editing-in-place (1299314)

    • UI: Fixed error in console when toggling isOn in inspector during playmode. (1307257)

    • UI: Fixed for ScreenPointToWorldPointInRectangle API not returning a valid value when the point is on the plane. which is the case when the canvas plane is on the cameras near plane. (1313831)

    • UI: Fixed issue where Canvas inspector would update incorrectly as the renderMode is based on the parentCanvas which is null when a Canvas is disabled. This lead to the inspector rendering the wrong options. (1311169)

    • UI: Fixed issue where wrong aspect was used when a explicit aspect is assigned.

    • UI: Fixing hard to repo issue where serialization would be a issue due to reuse of serialized name. (1309777)

    • UI: Fixing issue where selecting the padding title for a graphic wouldn't expand the area. (1308734)

    • UI: Make inputfield Text property multiline such that multiline input can be viewed easier when multiple lines are typed. (1300867)

    • UI Toolkit: Added importedWithErrors and importedWithWarnings APIs to USS assets and UXML assets to differentiate between a failed import and an import of an empty file. (1320914)

    • UI Toolkit: Added missing asset conversion information for Text Core generated assets. (1348577)

    • UI Toolkit: Added missing styling definition for dropdown in runtime stylesheet. (1314322)

    • UI Toolkit: Added support for RenderTexture for background-image in the UI Builder inspector. (1320359)

    • UI Toolkit: Added tooltip in StyleSheets pane when hovering a class selector that is trimmed (UI Builder) (1313198)

    • UI Toolkit: Allowed UIElements Debugger to pick elements from Game View outside of play mode

    • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events (1248669)

    • UI Toolkit: Changing choices programmatically after setting the value will show the correct selection, in RadioButtonGroup.

    • UI Toolkit: Child's reference is not renamed in parent UXML after renaming the child UXML file. (1319903)

    • UI Toolkit: Cleaned up the Theme menu. (1318600)

    • UI Toolkit: Elements hover and focused states are not properly reset when attaching to a new hierarchy (1287198)

    • UI Toolkit: Ensured that resizing by dragging Resize handles always produces dimensions with rounded values. (1322550)

    • UI Toolkit: Ensures the UI Builder no longer populate VisualElementAsset.stylesheetPaths when adding stylesheets. (1299464)

    • UI Toolkit: Fix add component button is overlapping on Default Material after undoing added component (1279830)

    • UI Toolkit: Fix Custom UIElements Inspector is editable when GameObject has its Flags set to NotEditable (1306242)

    • UI Toolkit: Fix PropertyField shows that it is actively selected when it has been disabled while being actively selected (1306238)

    • UI Toolkit: Fixed a bug where users were able to drag slider outside its container when a text field was present

    • UI Toolkit: Fixed a few problems with the showMixedValue property for BaseCompositeField:
      • Subfield's callback registration needs to be applied to the bind event, not the attach/detach panel event (see constructor code) --> this fixes a problem with field recycling that did not respond after being recycled
      • Remove boxing and closure issues on the current implementation of the callback in question
      • We should not use ve.userData to store the SerializedProperty (userData should be reserved for the user, not the field), use SetProperty() instead
      • showMixedValue does not need to be set on BaseField.SetValueWithoutNotify; it is set later by binding styles code.
    • UI Toolkit: Fixed adding templates in an empty document (UI Builder). (1322904)

    • UI Toolkit: Fixed an Error in the asset management of the StyleSheet that would show up in a build

    • UI Toolkit: Fixed animated reorderable ListView that was having broken item heights when they were dragged too fast. (1361734)

    • UI Toolkit: Fixed API inconsistency of the ScrollView class not exposing the "mode" as a property. (1328093)

    • UI Toolkit: Fixed bad bounding box calculation causing clicking on rotated elements sometimes resulting in no click. (1345300)

    • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder)

    • UI Toolkit: Fixed bug where multiple elements could be shown as being focused simultaneously due to delayed focus events not being well tracked when there is more than 1 of them in the queue. (1154256)

    • UI Toolkit: Fixed bug where runtime cursor should not be reset unless it was overridden. (1292577)

    • UI Toolkit: Fixed ClickEvent unpredictably not being sent on Android and iOS when the touch sequence spans over multiple update frames. (1359485)

    • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder)

    • UI Toolkit: Fixed clipping issue with nested scrollviews. (1335094)

    • UI Toolkit: Fixed clipping with large rects when under a group transform. (1296815)

    • UI Toolkit: Fixed contentHash not being updated in UI Builder. (1336924)

    • UI Toolkit: Fixed ContextMenu and Tooltip event handling for disabled elements. Allowed UIDebugger to select disabled elements and modified Panel.Pick to return them. Allows disabled PropertyField Foldouts to react to clicks by using a new (internal) Clickable.m_AcceptClicksIfDisabled property. (1306245)

    • UI Toolkit: Fixed corrupted atlas for Inter. (1330758)

    • UI Toolkit: Fixed cursor not updating when changing it using a variable which has hotspot data. (1340471)

    • UI Toolkit: Fixed custom editor not showing as disabled for read-only inspectors (1299346)

    • UI Toolkit: Fixed custom element UXML factory not picked up in pre-compiled DLL. (1316913)

    • UI Toolkit: Fixed default clicking scroll amount in ScrollView. (1306562)

    • UI Toolkit: Fixed directional navigation bug where some elements could be skipped during horizontal navigation. Improved choice of next element when multiple candidates are valid. (1298017)

    • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder)

    • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder)

    • UI Toolkit: Fixed elements being added to the parent in builder hierarchy when editing a sub-document in place (UI Builder) (1306104)

    • UI Toolkit: Fixed empty name showing up in Memory Profiler for one of the UI Toolkit internal render texture (1307441)

    • UI Toolkit: Fixed EventSystem using InputSystem package sometimes sending large amounts of PointerMoveEvents during a single frame. (1295751)

    • UI Toolkit: Fixed exception in ListView when pressing page up key after hitting navigation keys. (1324806)

    • UI Toolkit: Fixed exception on Text Settings coming from uninitialized Line Breaking Rules when text wrap is enabled. (1305483)

    • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder)

    • UI Toolkit: Fixed ExecutiveCommand commandName being stripped when a sent event require a new layout pass. (1329303)

    • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder)

    • UI Toolkit: Fixed focus outline for the following controls: CurveField, GradientField, EnumField/PopupField (and derivatives), RadioButton (choice), ObjectField (when hovered). (1324381)

    • UI Toolkit: Fixed for unsetting min and max size in UI Builder. (1322457)

    • UI Toolkit: Fixed from UI Builder package 1.0.0-preview.13 to the editor.

    • UI Toolkit: Fixed GraphView shader not compiling on Shader Model < 3.0. (1348285)

    • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder)

    • UI Toolkit: Fixed hover state remaining after a touch event on iOS and Android. UI Toolkit runtime now ignores simulated mouse events if no mouse is present on the device. (1326493)

    • UI Toolkit: Fixed how the USS styles are applied: we now skip unknown properties instead of breaking when applying a style. (1312500)

    • UI Toolkit: Fixed inconsistencies in the visuals of text underline/strikethrough. (1349202)

    • UI Toolkit: Fixed infinite loop in CreateInspectorGUI if Editor contains a child InspectorElement targetting a different SerializedObject. (1336093)

    • UI Toolkit: Fixed InspectorElement enabled state in EditorElement.Reinit (1221162)

    • UI Toolkit: Fixed InternalsVisibleTo for com.unity.ui.builder 1.0.0-preview.10

    • UI Toolkit: Fixed invalid property access after saving a document in UI Builder (UI Builder) (1281537)

    • UI Toolkit: Fixed issue where the layout of a document was getting corrupted after saved the document. (1348002)

    • UI Toolkit: Fixed issue where user could not override the text color and font-size of the Unity Default Runtime Theme using the ":root" or "VisualElement" selectors. (1335507)

    • UI Toolkit: Fixed Label Element is not resized when Display Style is changed from None to Flex (1293761)

    • UI Toolkit: Fixed left-click not opening EnumField after using ContextMenu on MacOS. (1311011)

    • UI Toolkit: Fixed ListView item selection through PointerMoveEvent, for example when holding right-click down while clicking. (1287031)

    • UI Toolkit: Fixed non-uniform scaling issues with UI Toolkit elements. (1336053)

    • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder)

    • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder)

    • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.

    • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

    • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder)

    • UI Toolkit: Fixed NullReferenceException on turning UI Toolkit Live Reload on/off on maximized docked Search window (1312367)

    • UI Toolkit: Fixed NullReferenceException with using TrackPropertyValue on BindingExtensions for ExposedReference and Generic serialized property types (1312147)

    • UI Toolkit: Fixed older GraphView still relying on old idsFlags field

    • UI Toolkit: Fixed pointer events not working correctly when multiple UI Documents have different Screen Match values. (1341135)

    • UI Toolkit: Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder, when first added.

    • UI Toolkit: Fixed rebuild logic on inspectors with culled elements. (1324058)

    • UI Toolkit: Fixed regression on the styling of the ProgressWindow's progress bars, removed usage of images in progress bar. (1297045)

    • UI Toolkit: Fixed scroll wheel event modifiers not assigned when using EventSystem and StandaloneInputModule combination in UI Toolkit. (1347855)

    • UI Toolkit: Fixed scrollbar showing for no meaningful reason when the content of a scrollview is almost equal to the size of the scrollview. (1297053)

    • UI Toolkit: Fixed scrollview offset when Reordering the contents in hierarchy is not visible. (1341758)

    • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)

    • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder)

    • UI Toolkit: Fixed SVG triangle clipping issue (1288416)

    • UI Toolkit: Fixed TextCore visual artifacts caused by ddx/ddy glitches on AMD Radeon hardware. (1317114)

    • UI Toolkit: Fixed the default value used for applying rotation and scaling using the VisualElement.transform interface. Instead of always use the top left corner of the VisualElement, the operation are now centered around the transform-origin value, which is the center of the object by default.

    • UI Toolkit: Fixed the focus handling so elements not displayed in the hierarchy cannot be focused. (1324376)

    • UI Toolkit: Fixed the hover and pressed color of buttons in the Runtime theme (1316380)

    • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder)

    • UI Toolkit: Fixed the lack of feedback to users about problems with the UIDocument and PanelSettings inspectors. (1351792)

    • UI Toolkit: Fixed the missing Unicode arrow on ShaderGraph Transform Node. (1333774)

    • UI Toolkit: Fixed the refresh of the canvas's content when modifying properties of style selectors. (1323665)

    • UI Toolkit: Fixed the source path of template referenced in UXML getting cleared after saving (1288918)

    • UI Toolkit: Fixed Toolbar shrinking when there is another element filling the parent container. (1330415)

    • UI Toolkit: Fixed tooltip not showing in the UI Builder inspector. (1346433)

    • UI Toolkit: Fixed ui builder layout broken when restarting unity. (1340218)

    • UI Toolkit: Fixed UIT-1340195 and UIT-1340189
      • Can't assign a none Font in UIBuilder.
      • Selecting a FontAsset to none in the UI Builder throws warnings.
      • Added test to check that it is possible to set both Font and FontAsset to none. (1340189, 1340195)
    • UI Toolkit: Fixed view data persistence not working inside custom inspectors that use UI Toolkit. (1311181)

    • UI Toolkit: Fixed VisualElement contains "null" stylesheet after deleted uss file from project (1290271)

    • UI Toolkit: Fixed window creator on linux caused a null reference and the new editor window was displayed corrupted. (1295140)

    • UI Toolkit: Fixed wrong mouse position on events when a UI Toolkit element has mouse capture, the mouse is outside the element's editor window and that window doesn't have the active mouse capture from the OS. (1342115)

    • UI Toolkit: Fixed wrong runtime touch event coordinates on panels with scaling

    • UI Toolkit: Fixes 1304581: [UIElements] ArgumentException is thrown when the PropertyField is bind to the BuildTarget enum
      Popup/Dropdown (Enum-compatible) fields now gracefully handle unselected/invalid values. (1304581)

    • UI Toolkit: Fixes undo of a change of Sort Order field value for a UI Document. (1337070)

    • UI Toolkit: Fixes [UI Builder] Saving a document that contains a one character name template fails. (1313509)

    • UI Toolkit: Implemented the missing support in the UI Builder for Rich Text' spacing USS properties.

    • UI Toolkit: Improved readability of USS import error/warnings. (1295682)

    • UI Toolkit: InputSystem fails to store ElementUnderPointer when a VisualElement is moving, creating flickering hover feedback. (1306526)

    • UI Toolkit: InspectorElement now correctly supports rebinding when used outside of the InspectorWindow (1299036)

    • UI Toolkit: Match text colors of UITK label and UITK field label with IMGUI label and IMGUI prefix label respectively. It also fixes the text color of buttons. (1310581)

    • UI Toolkit: Missing theme style sheet on PanelSettings now gets logged to console.

    • UI Toolkit: Nested UI Document allowed changing the Panel Settings once. (1315242)

    • UI Toolkit: On Windows, the position obtained by the mouse event callbacks is as expected while the mouse is outside of the view even if the mouse down was applied while a temporary window such as a pulldown menu was already opened. (1324369)

    • UI Toolkit: Overlay, "Show Layout" now works for Runtime panels in Edit Mode (and not only in Play Mode like before)

    • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

    • UI Toolkit: Prevented clicks from passing through runtime panels if they weren't used. (1314140)

    • UI Toolkit: Prevented infinite recursion using UIElements with nested property drawers. (1292133)

    • UI Toolkit: Removed an extra step from the RadioButtonGroup focus navigation. (1324373)

    • UI Toolkit: Scroll bars now use display instead of visibility to avoid scroll bars being visible when parent visibility is set to false. (1297886)

    • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)

    • UI Toolkit: Template references get deleted when the assets are moved. (1337112)

    • UI Toolkit: TextField text selection area is displayed incorrectly. (1347904)

    • UI Toolkit: The label of a focused Foldout now has its color changed. (1311200)

    • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

    • UI Toolkit: This completes the MVP list of improvements to the UI Toolkit Event Debugger.

    • UI Toolkit: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations

    • UI Toolkit: Value Change Callbacks for bound fields now happen after the value is applied to the target object. (1321156)

    • Undo System: Ensure interested systems are updated after undoing RectTransform changes. (1116058)

    • Undo System: Prevent crashing when attempting to finalize an undo that is already being finalized. (1352394)

    • Undo System: Reduced register undo log. (1342970)

    • UNET: Fixed Multiplayer hlapi package is missing a declaration of its dependency on Physics2D. (1324449)

    • Universal: Fixed a case where shadow fade was clipped too early.

    • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

    • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

    • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.

    • Universal: Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.

    • Universal: Fixed an issue where motion blur would allocate memory each frame. (1314613)

    • Universal: Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.

    • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

    • Universal: Fixed an issue where SSAO would sometimes not render with a recently imported renderer.

    • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

    • Universal: Fixed an issue where transparent objects sampled SSAO.

    • Universal: Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. (1307710)

    • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

    • Universal: Fixed base camera to keep display index in sync with camera stacks for canvas. (1291872)

    • Universal: Fixed base camera to keep display index in sync with camera stacks. (1252265)

    • Universal: Fixed base camera to keep render texture in sync with camera stacks. (1288105)

    • Universal: Fixed base camera to keep viewport in sync with camera stacks. (1311268)

    • Universal: Fixed Camera Inspector Stack list issues.

    • Universal: Fixed camera stack UI correctly work with prefabs. (1308717)

    • Universal: Fixed double sided and clear coat multi editing shader.

    • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs.

    • Universal: Fixed issue where copy depth depth pass for gizmos was being skipped in game view. (1302504)

    • Universal: Fixed lit shader property duplication issue. (1315032)

    • Universal: Fixed materials being constantly dirty.

    • Universal: Fixed multi editing of Bias property on lights. (1289620)

    • Universal: Fixed render pass reusage with camera stack on vulkan. (1226940)

    • Universal: Fixed SafeNormalize returning invalid vector when using half with zero length. (1315956)

    • Universal: Fixed shadow cascade blend culling factor.

    • Universal: Fixed shadowCoord error when main light shadow defined in unlit shader graph.

    • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

    • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

    • Universal: SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.

    • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

    • Universal Windows Platform: Fixed CultureInfo.CurrentCulture and CultureInfo.CurrentUICulture to return languages from the preferred UWP language list in system settings. It now matches .NET Native behavior. (1170029)

    • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)

    • Universal Windows Platform: Updated UWP PlayerSettings API documentation. (1325420)

    • URP: Fixed a case where camera dimension can be zero. (1321168)

    • URP: Fixed additional camera data help url.

    • URP: Fixed additional light data help url.

    • URP: Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. (1348882)

    • URP: Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.

    • URP: Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.

    • URP: Fixed an issue where Sprite type Light2Ds were missing a default sprite.

    • URP: Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite.

    • URP: Fixed an issue where TerrainLit was rendering color lighter than Lit. (1340751)

    • URP: Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass.

    • URP: Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. (1331392)

    • URP: Fixed Camera rendering when capture action and post processing present. (1350313)

    • URP: Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.

    • URP: Fixed gizmos no longer allocate memory in game view. (1328852)

    • URP: Fixed graphical artefact when terrain height map is used with rendering layer mask for lighting.

    • URP: Fixed indentation of Emission map on material editor.

    • URP: Fixed issue where it will clear camera color if post processing is happening on XR. (1324451)

    • URP: Fixed issue with legacy stereo matrices with XR multipass. (1342416)

    • URP: Fixed pixel perfect camera rect not being correctly initialized. (1312646)

    • URP: Fixed post processing to be enabled by default in the renderer when creating URP asset option. (1333461)

    • URP: Fixed renderer creation in playmode to have its property reloaded. (1333463)

    • URP: Fixed renderer post processing option to work with asset selector re-assing. (1319454)

    • URP: Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). (1312813)

    • URP: Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. (1335795)

    • URP: Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.

    • URP: Fixed soft shadows shader variants not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).

    • URP: Fixed sporadic NaN when using normal maps with XYZ-encoding. (1351020)

    • URP: Fixed unlit shader function name ambiguity.

    • URP: Removed unsupported fields from Presets of Light and Camera. (1335979)

    • URP: Support undo of URP Global Settings asset assignation.

    • URP: URP Global Settings can now be unassigned in the Graphics tab. (1343570)

    • URP: VFX: Compilation issue with ShaderGraph and planar lit outputs. (1349894)

    • URP: VFX: Fixed OpenGL soft particles fallback when depth texture isn't available.

    • URP: VFX: Fixed soft particles when HDR or Opaque texture isn't enabled.

    • Version Control: Fixed contextual menu not showing up in project view.

    • Version Control: Fixed some namespace collisions with Antlr3.

    • Version Control: Fixed SSO renew token after password change.

    • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

    • VFX Graph: An existing link can be remade.

    • VFX Graph: Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option.

    • VFX Graph: Compilation error undeclared identifier 'Infinity'. (1328592)

    • VFX Graph: Compilation issue when normal is used in shadergraph for opacity with unlit output.

    • VFX Graph: Deleting a context node and a block while both are selected throws a null ref exception.

    • VFX Graph: Don't open an empty VFX Graph Editor when assigning a VFX Asset to a Visual Effect GameObject from the inspector. (1347399)

    • VFX Graph: Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix.

    • VFX Graph: Exception using gizmo on exposed properties. (1340818)

    • VFX Graph: Exposed Parameter placement can be moved after sanitize.

    • VFX Graph: Eye dropper in the color fields kept updating after pressing the Esc key.

    • VFX Graph: Fix CameraFade for shadow maps (1294073)

    • VFX Graph: Fix incorrect buffer type for strips.

    • VFX Graph: Fix unexpected Spawn context execution ordering.

    • VFX Graph: Fixed collision with depth buffer when using an orthographic camera (1309958)

    • VFX Graph: Fixed Collision with Depth Buffer when using Orthographic camera. (1309958)

    • VFX Graph: Fixed compilation failure on OpenGLES. (1348666)

    • VFX Graph: Fixed crash when loading SDF Baker settings holding a mesh prefab. (1343898)

    • VFX Graph: Fixed culling of point output. (1225764)

    • VFX Graph: Fixed Exception on trying to invert a degenerate TRS matrix. (1307068)

    • VFX Graph: Fixed IsFrontFace shader graph node for VFX.

    • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.

    • VFX Graph: Fixed rendering artifacts on some mobile devices. (1149057)

    • VFX Graph: GPU hang on some initialize dispatch during dichotomy (platform specific).

    • VFX Graph: In the Gradient editor undo will now properly refresh the gradient preview (color swatches).

    • VFX Graph: Inspector group headers now have a better indentation and alignment.

    • VFX Graph: Modified state in the VFX tab has now a correct state.

    • VFX Graph: Motion Vector map sampling for flipbooks were not using correct mips.

    • VFX Graph: Properties labels do not overlap anymore.

    • VFX Graph: Property Binder : Allow copy/past from a game object to another.

    • VFX Graph: Random crash using subgraph. (1345426)

    • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).

    • VFX Graph: Sample Mesh Color when value is stored as float.

    • VFX Graph: Sticky notes can now be deleted through contextual manual menu.

    • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

    • VFX Graph: Unexpected operator and block removal during migration. (1344645)

    • VFX Graph: VFX Graph operators keep the same width when expanded or collpased so that the button does not change position.

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

    • VFX Graph: Visual Effect inspector input fields don't lose focus anymore while typing (Random seed).

    • VFX Graph: When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way.

    • VFX Graph: Zoom and warning icons were blurry in the "Play Controls" and "Visual Effect Model" scene overlays.

    • Video: Fixed an issue where undoing a property in the Video Clip Import Settings also undoes the parent Transcode checkbox. (1314433)

    • Video: Fixed audio bitrate value for medium quality in MediaEncoder when channel count is more than 2.

    • Video: Fixed source Info text of the video asset that was barely visible. (1328269)

    • Video: Fixed Video Player's 5.1 audio channel layout being incorrect when outputting to Audio Source. (1318983)

    • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.

    • Video: Videos encoded in 601 or 709 colourspaces will now be rendered in the correct colorspace. (1185335)

    • Video: [audio/AVFoundation] Low / Medium / High quality settings don't change the final audio bit rate. (1092549)

    • Video: [audio] webm/vp8/vorbis encoding does not use audio bitrate. (1092206)

    • Virtual Texturing: Completed requests now won't be incorrectly canceled if the last InvalidateRegion call is made before PopRequests.

    • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer.

    • WebGL: Enabled the URP feature SRP Batcher for WebGL 2. (1344614)

    • WebGL: Fixed audio restarting when paused and resumed on timeline. (1204018)

    • WebGL: Fixed FMOD related error messages showing up in console when audio is played on Timeline. (1270635)

    • WebGL: Fixed handling of touch events. (1349226)

    • WebGL: Fixed hang on quit of the Unity Editor after a Build And Run of a WebGL project. (1352715)

    • WebGL: Fixed incorrect loading progress shown in Player when Brotli build compression is used. (1288367)

    • WebGL: Fixed input coordinates when config.matchWebGLToCanvasSize is false. (1325989)

    • WebGL: Fixed layout of WebGL template custom properties in the project settings. (1316210)

    • WebGL: Fixed Permission denied error during build (1345412)

    • WebGL: Fixed Unity profiler auto-connect for WebGL builds. (1360399)

    • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

    • WebGL: Fixed video textures not getting converted to linear color space. (1314263)

    • WebGL: Fixed WebGL pages on macOS with Safari 11. (1318420)

    • WebGL: Fixed WebGL project build when Exception support is None. (1343976)

    • WebGL: Implement Accelerometer and Gyroscope sensor support for mobile WebGL (1283206)

    • WebGL: Implement Attitude Sensor support for mobile WebGL

    • WebGL: Implement Gravity Sensor support for mobile WebGL

    • WebGL: Implement Linear Acceleration Sensor support for mobile WebGL

    • WebGL: Improved Webcam backend with added support for mobile devices, improved performance and fixes issues with input device selection and other bugs. (1273253)

    • WebGL: Show warnings when an embedded VideoClip is used with WebGL builds. Use Video Player component's URL option instead. (1241263)

    • WebGL: Support mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

    • WebGL: The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)

    • WebGL: WebGL1 shaders can fail to compile if they have large arrays. (1298096)

    • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

    • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed mouse position being off-by-1 pixel when rendering at lower than native resolution in certain cases.

    • Windows: Fixed performance issues caused by using a high input polling rate mouse (8000 Hz+). (1336740)

    • Windows: Fixed resolution resetting to native resolution on primary window when trying to move the secondary window use Display.SetParams.

    • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.

    • Windows: Fixed Windows standalone player misdetecting whether it's running at native resolution and as a result reopening in wrong resolution if the native resolution changes between runs.

    • Windows: Round Resolution.refreshRate. (1318053)

    • XR: Enabled Vulkan lazy allocation for memory savings on Oculus Quest.

    • XR: Fixed an issue where terrain tree shadows would be culled when they are still in view. (1234785)

    • XR: Fixed differences between single pass instancing on Vulkan and D3D11 when using the MockHMD. (1287075)

    • XR: Fixed issue that XRSettings.gameViewRenderMode did not work when using a Scriptable Render Pipeline. (1279033)

    • XR: Fixed issue when enabling multiview when using single pass instanced rendering mode on PC.

    • XR: Fixed occlusion mesh displaying when stereo is disabled. (1307273)

    • XR: Fixed subsystem manifest json files not being found when using patch and run on Android. (1349953)

    • XR: Fixed XR Interaction Toolkit not appearing in the Package Manager window even when pre-release packages are enabled.

    • XR: Fixed XRDevice.fovZoomFactor not working in URP and HDRP. (1278072)

    • XR: Fixed XRSettings.occlusionMaskScale not working in SRPs.

    • XR: Fixed XRSettings.showDeviceView not working in SRPs.

    • XR: Fixed XRSettings.useOcclusionMesh not working in SRPs.

    • XR: Updated OpenXR package to 1.2.3.

    • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.12. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0-pre.5 and 4.2.0-pre.4. Please see the AR Foundation package changelog for details.

    • XR: Updated the verified AR Foundation related packages to 4.2.0. Please see the AR Foundation package changelog for details.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.3.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.

    • XR: Updated XR Interaction Toolkit to 1.0.0-pre.5.

    • XR: Updated XR Legacy Input Helpers to 2.1.8.

    Please remember to back up your projects before opening them in a alpha build!
     
  34. davidlovegrove

    davidlovegrove

    Unity Technologies

    Joined:
    Nov 20, 2017
    Posts:
    242
  35. davidlovegrove

    davidlovegrove

    Unity Technologies

    Joined:
    Nov 20, 2017
    Posts:
    242
    newguy123, NotaNaN, Thimo_ and 4 others like this.
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