Crash on GameObject::ActivateAwakeRecursivelyInternal when opening project
2021.3.16f1
LTS · Released Dec 15, 2022 · Changeset 4016570cf34f · 89 release notes
Crash on __pthread_kill when dragging Sprites into the Scene view
Crash on __pthread_kill when EditorUtility.OpenFolderPanel is executed
[M1] Crash on System.Object:__icall_wrapper_ves_icall_array_new_specific when launching a project
Crash with ScanAssemblyForAttributesAndInterfaceImplementations when opening a project (1376858)
MonoKnown issueBlocker
Shader parameters used by additional lights are now removed when additional lights are disabled in URP Assets.
Universal RPBreaking
Array values aren't changed when altering them in a custom EditorWindow
GameObjects doesn't get rendered when using "Unlit.Unlit_UsePass" Shader
[URP] Memory leak when in Play Mode
[VFX Graph] Opaque Unlit Output don't write to Depth
4.0.1 → 4.0.2
1.0.1 → 1.1.0
1.0.3 → 1.0.5
Added support for Color Glyphs and extracting OpenType font features.
TextMeshProFeature
Improved performance of TilemapCollider2D.
Reduced the time required to load AnimationClip instances.
AnimationImprovement
Improved performance of Handles.DrawAAPolyLine.
EditorImprovement
Improved performance of rendering the Project Settings. It would previously repeatedly query all objects loaded into the editor, which meant that operations that load assets into memory (entering playmode) would make the Project Settings unusable slow.
EditorImprovement
Increased the maximum Async Upload Buffer Size to 2047 MB and updated docs.
GraphicsImprovement
Reduced the performance cost of drawing charts in the profiler.
ProfilerImprovement
Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(...).
ShadersImprovement
Report error only when the user uses MediaFoundation directly.
VideoImprovement
Fixed Stencil so it now works when rendering sprites with GPU instancing on.
Fixed issue where "Multithreaded Rendering" is getting disabled after a few Player builds when it should be enabled according to Player Settings.
Fixed issue where, for some playable graphs, the animated displacement of the animated game object would keep accumulating when the game object was disabled and enabled. The original behaviour can be restored with the keepAnimatorStateOnDisable variable.
Fix serious Editor performance issue when running on macOS Ventura.
Fixed a crash that sometimes occurs when the Windows Editor is closed.
Fixed exception incorrectly reporting object already in pool when equal instances of classes implementing IEquatable<T> are released to ObjectPool.
Fixed for special characters not displaying as expected in built application names on Android.
Fixed SystemInfo.batteryStatus and SystemInfo.batteryLevel does not work on Linux Laptops
Making sure context view context can't be duplicated, copied or cut.
Prevent too many open files error when uploading to Accelerator.
Prevent user errors in when using WorldToLocal after setting Itransform.Scale with a z scale of 0.
Removed Exported define from SearchService to avoid domain reload.
Added the range property to the Light Explorer window.
GIFix
Fixed an issue where Enlighten RTGI schedules material updates indefinitely when animating the emission color of an emissive mesh renderer.
Fixed lightprobes getting direct lighting in subtractive mode.
Added safe-guards to prevent GetPixels / GetPixels32 crashes in cases where C\# array creation would fail.
GraphicsFix
Ensure LineRenderers and TrailRenderers with only 2 points don't vanish, if the points are close together.
Fixed a bug where ReadPixels would fail for textures larger than 2 GB.
GraphicsFix
Fixed Async SSR on D3D12.
Fixed cubemap uploads failing on Vulkan, D3D11 and D3D12 for cubemaps larger than 2 GB.
GraphicsFix
Fixed GetPixelData / SetPixelData failing for textures larger than 2 GB. Added safe-guards to prevent NativeArray length overflows for the former API.
GraphicsFix
Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. Added safe-guards to GetRawTextureData. (prevent NativeArray length overflow and C\# array creation failure).
GraphicsFix
Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it.
GraphicsFix
Fixed the Read/Write texture import setting becoming grayed out when "Max Size" was greater than 8192, regardless of actual texture dimensions or size. Replaced with an info box when enabling "Read/Write" that triggers if Unity detects a >512MB texture.
GraphicsFix
Fixed Unity Graphics Buffer interface for Vulkan for non-compute targets.
GraphicsFix
Fixed Vulkan validation error when using DrawProcedural with quad primitives.
Texture 3D Preview (Volume / SDF mode) now becomes disabled if Unity detects a potential driver hang risk. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds.
GraphicsFix
Fixed scalarization issues on Gamecore.
HDRPFix
Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled.
Enabled constrained calls on stackalloc'd buffers.
Fixed crash on startup when scripting debugging is enabled.
Fixed handling of numeric conversion IL opcodes in generic code when *Faster (smaller) builds* is enabled.
Fixed Monitor.Wait with zero timeout so it now returns false.
Fixed occasional missing stack traces in Debug.Log on Windows 10.
Fixed stackalloc to return null for zero length requests.
Removed an uncommon parameter name collision in generated C++ code.
Support casts from arrays to interfaces of their reduced type (e.g. int\[\] -> IEnumerable<uint>).
Fixed *Shift+alpha* keys so that they are now recognized on certain keyboard layouts.
Fixed JIT assert on arm with large return structs.
Fixed errors when baking a particle mesh after calling mesh->Clear(false).
Fixed SetParticles API sometimes failing to emit the correct number of particles.
Orbital velocity curves must all use the same mode. Display an error and don't crash, if this is not the case.
When switching to UWP it doesn't add NET_STANDARD_2_0 define, it adds NET_4_6 instead.
When performing an undo on an object that uses SerializeReference reuse existing C\# objects, instead of recreating them.
Marking UserInfo apis as obsolete.
ServicesFix
Fixed Volume component UI layout issue for TextureParameter.
Added support for ASTC 4x4 and BC7, and warning to the Terrain inspector when details atlas is uncompressed.
Fixed an exception when searching in the Debugger and UI element has a null name.
Fixed display issue when resizing parent of Visual Element with negative scale.
Fixed for 2021.3.X: "Double-click to create a new USS selector" text appears if hovering on Style Class List selectors of Controls internal elements.
Fixed objects in UI Builder are changing their actual size when zooming in and out.
Fixed playmode tint not applied to text color.
Fixed scale 0 to 1 transition bug.
Fixed TextValueField allocation when setting the same value.
Fixed the old theme not being removed from the list of documentElement's stylesheet when changing the current theme.
Fixed an issue with slower build-times caused by large Additional Light Shadows arrays in URP Shaders.
Fixed a bug where lights with different blend styles may have missing shadows.
Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API.
Fixed bounds padding being ignored.
Fixed robustness issues with Collision with SDF.
Fixed the *Preserve Specular Lighting* mode on non-Shader Graph lit outputs.
Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in \[VFXSpawnerCallbacks\](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerCallbacks.OnUpdate.html).
Removed unneeded nodes in Ribbon template.
Video is displayed with one frame delay when videoPlayer.Play() is called.
Added missing file to WebGL build.
Fixed VR run in background focus issue.
XRFix
Upgraded freetype to 2.12.1.