Crash on __pthread_kill when multi-clicking on "Build and Publish" in the "LEGO Microgame" project
2021.3.20f1
LTS · Released Mar 2, 2023 · Changeset 577897200b8b · 57 release notes
[2D Platformer Microgame] 2D Platformer Microgame Project crash on __cxxabiv1::__aligned_malloc_with_fallback when pinching out or in on the trackpad during “Zoom in and out” step
[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
Crash during project build when accessing Remote Shader Cache
Script recompiles in Play Mode when Script Changes While Playing option is set to Recompile After Finished Playing and Auto refresh is set to enabled.
SDF Baking causes memory to be allocated that isn't deallocated when in Play Mode and in Builds
3.7.5 → 4.4.1
2.0.0 → 2.0.1
4.5.2 → 4.6.0
Improved performance of Transform.Find() API especially when working with large numbers of children.
EditorImprovement
Store directory path instead of file path as the last used asset path when doing a drag and drop to create a Tile Asset
Build will fail, if custom asset pack does not have a valid structure.
Fixed an issue where Network.OperationalStatus would always return Unknown for Android.
Fixed the Time.deltaTime values so they are now stable on Android devices.
Fixed indeterministic output for any asset containing script types.
Fixed a BuildPipeline issue for the Android platform and MacStandalone builds which asks for a name and directory, despite having the last saved location details. This is triggered by using Ctrl+B (Windows) or Cmd+B (macOS).
Fixed a regression that changed the default behaviour of animators on disabled.
Fixed an issue copying hideflags to the cloned object when instantiating a GameObject.
Fixed component added twice when dragging script asset on inspector window from project window
Fixed Crash on GUIView::ProcessInputEvent when switching Editor layout
Fixed drag and drop crashes the editor if the window is docked.
Fixed error when opening the "Select Preset" window while having a user defined Preset class assets
Fixed Overlays not preserving enabled state through domain reloads.
Fixed Slowdown spikes when moving an object in the scene caused by the PropertyDatabase.
Fixed the size of the editor window being smaller than the wrongly set default
Fixed Unity Event callback list calculating its height incorrectly
The Focused Inspector window cannot be opened for multiple different Assets via the Inspector window
Unsaved changes made to assets are now preserved when renaming an asset while using Perforce
Using "Synchronous" flag with search expressions hangs Unity
Fixed the help link at the top of the Lighting Window.
Emitted code that compiles for array element access from null in a non-development player build.
Enabled proper handling of the unbox opcode when the result is used across IL basic blocks.
Fixed a compile error when you enable bitcode for an Android build.
Fixed the InvalidCastException being thrown when you serialize jagged arrays using BinaryFormatter.
Fixed UnintializedDataAccessException when processing a function pointer that has a function pointer as a parameter.
Fixed broken RECORD_ALLOCATION_SITES functionalit.
Fixed crash resulting from UnityDefaultAllocator not tracking all allocations.
Fixed potential crash at app shutdown.
Fixed Display systemWidth and systemHeight being wrong until window is moved to another display
Enabled proper handling of the unbox opcode when the result is used across IL basic blocks.
Fixed a crash when using ConditionalWeakTable.
Packages are deleted after changing the *My Assets* cache location to non-default when the asset is updated in Package Manager.
Disabled IMGUI ReorderableList elements when previewing overridden values PrefabMode InContext.
Fixed possible Editor hang while it waits for AssemblyUpdater when importing assemblies
Fixed asset bundle backwards compatibility regression on material keywords.
Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking.
Fixed CanvasRenderer color reset on Clear
Fixed the ListView itemsRemoved event being invoked after the items were removed from the serializedObjectList. They are now removed after the callback.
Fixed a missing keyword in ParticlesSimpleLit for Lightmap shadow mixing.
Fixed an issue so that deferred rendering now works correctly in builds with Accurate GBuffer Normals enabled.
2D - Fixes 2D Sprite Light & Freeform Light fast normal map quality setting to correctly use normal map
2D - Fixes a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear
Fixed enum fields could be cropped when text is too long
Fixed a potential crash during Windows Player cleanup.
Fixed Build to source folder when the project build dir is deleted.
Updated branding from "Plastic SCM" to "Unity Version Control" Improved offline experience by disabling the plugin when there is no internet connection
Version ControlChange