Crash on SpriteRenderer::OnDeleteSprite when opening a project with "TopDown Engine" by More Mountains imported
2022.3.18f1
LTS · Released Jan 20, 2024 · Changeset d29bea25151d · 113 release notes
Crash on D3D12Fence::Wait when using Forward+ Rendering Path with Better Shaders asset
Crash on -[CocoaMainMenu validateMenuItem:] when pressing/searching in Help
[Linux][URP] Crash on GfxFramebufferGLES::Clear when entering the Play Mode when all Renderer Features are disabled, Native RenderPass and MainCamera's Depth Texture is enabled
[Android] Crash on Android when AndroidJavaProxy is calling from multiple threads
Crash on TransformAccessClearCallback when undoing ModularAvatar > Setup Outfit
Crash in CollectManagedImportDependencyGetters inside OpenScene in batch mode
Crash on GameObject::QueryComponentByType when opening a project
Added: XR Hands (com.unity.xr.hands) 1.4.0-pre.1 added as next version in package manifest.
Changed: XR Interaction Toolkit (com.unity.xr.interaction.toolkit) 3.0.0-pre.1 added as next version to package manifest to allow discoverability.
Physics.ComputePenetration returns False when two colliders overlap
Editor crashes with Error “TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations” when loading specific AssetBundle
Missing Default Layout dialog on projects created using templates packaged on 2022.3.13f1
UV1 data is lost during AssetBundle build when Optimize Mesh Data is on
Wrong tooltip when hovering over the "Load In Background" property of an audio clip
[Android] [Entities] Build fails with the error “Asset has disappeared while building player to 'globalgamemanagers.assets' - path '', instancedID '-xxxxxx'“ when building
[Android] The Player crashes with a "JNI ERROR (app bug)" error when the global reference table gets overflowed by BillingClientStateListener
Mouse and keyboard button inputs are delayed when in the Player on macOS
ConfigurableJoint's drives behave differently after the PhysX 4.1.2 update
Unclearable nunit error when installing/uninstalling the Entities package on a new project
Fixed an issue whereby all Rendering statistics could be zero in Play Mode when the application's target frame rate was set.
ProfilerUUM-58128fixed 2022.3.18f1
1.8.11 → 1.8.12
2.3.0 → 2.3.1
14.0.9 → 14.0.10
14.0.9 → 14.0.10
com.unity.render-pipelines.high-definition-config: 14.0.9 → 14.0.10
14.0.9 → 14.0.10
14.0.9 → 14.0.10
2.5.1 → 2.5.2
1.2.4 → 1.2.5
14.0.9 → 14.0.10
1.2.1 → 1.3.0
com.unity.xr.hands@1.4.0-pre.1
com.unity.xr.interaction.toolkit@3.0.0-pre.1
Added Apple Privacy Manifest support.
iOSFeature
The Apple visionOS platform is no longer experimental.
VisionOSFeature
Fixed local bounds of 2D Freeform Light from changing when scene is reloaded.
Fixed metal warnings spammed in console.
Fixed Tile's StartUp not being called when refreshed if the Tile has an instantiated GameObject.
Fixed Graphics.Blit with Vulkan PreTransform creating corrupted RenderTexture data in landscape orientation.
Fixed problem with WebCamTexture feed being black when using it on an older OS version device.
Upgraded Google's Frame Pacing library from v1.7 to v1.10 to fix various stability and performance issues with Optimized Frame Pacing.
Fixed erroneous discrete int and enum default values written back by the Animator.
Fixed issue where "Multiple plugins with the same name" error occurs when importing bundle files in .androidpack folders on Mac.
Fixed an issue in visionOS builds where audio would not resume after the app resumes from the background. (LXR-3040)
AudioFixVisionOS
Fixed performance issue that would occur when having many inactive audio sources in a scene.
Don't crash on windows if there are duplicate environment variable keys.
Build SystemFixWindows
Burst recompiles assemblies due to hashes mismatching because of the way assembly defines are combined into the hash.
BurstFix
Fixed an issue where underflows of nint and nuint at compile time would lead to incorrect code.
BurstFix
Fixed an issue where use of certain intrinsics could cause a compile error even if properly guarded by the appropriate IsXXXSupported property.
BurstFix
Fixed android builds throwing a NullReferenceException.
BurstFixAndroid
Fixed arithmetic and bitwise negation on native integers.
BurstFix
Fixed burst not differentiating between overloaded generic functions such as T foo(int val) and T foo(T val) when the function calls are foo(1); foo<int>(1). Burst would previously only compile the T foo(T val) function.
BurstFix
Fixed constant SHUFFLE function not seen as a constant when called indirectly through a FunctionPointer.
BurstFix
Fixed the managed fallback for bursts intrinsic functions cvt_ss2si, cvtss_si32, and cvtss_si64 to follow midpoint rounding standard of nearest even.
BurstFix
If an exception is thrown from burst compiled code in the Editor on Windows there was potential for certain callee saved registers to be corrupted. In order to fix this ( editor only - player builds are unaffected), we now save some additional context on each entry point.
BurstFixWindows
Context menus in transient search now respect light mode themes on macOS.
Disabled third party plugins in macOS context menus.
EditorApplication.focusChanged now gets triggered using operating system dependent application focus events
Enabled clang sanitizer tool built so that linux can be built with ./jam LinuxEditor/LinuxPlayer -sASAN=1 -sUBSAN=1 -sTSAN=1.
Fixed a bug on Linux where the Edit menu was displaying the wrong default shortcut for Delete.
Fixed build errors due when switching between build targets using buildPlayer command line options.
Fixed crash in shortcut generation on Mac OS.
Fixed issue with MaskField using the wrong data to render selected items.
Fixed Opaque Layer Mask filters out meshes that use the 31st Layer.
Global Settings will always be ensured no matter what RP is active.
Increased VisionOS Metal RuntimeVersion to 7 (should enable tessellation).
EditorFixVisionOS
Linux CheckedMenu submenu items not displaying as Checked in some occasions.
Opening a context menu on macOS will now focus the application so all functions in the hierarchy work.
Printing proper message into console when compiling mesh data optimization processing to avoid confusing logs.
Some visionOS builds will no longer fail with an inability to execute process_symbols.sh.
EditorFixVisionOS
Fixed crash on Apple Silicon in llvm::VectorType::get when opening a specific project.
Clarify RenderTexture creation error wording to use "volumeDepth" instead of "depth".
DrawProceduralNow family of functions also provide emulated vertexbuffers.
Fixed missed samplerCubeArrayShadow texture binding when processing GLSLang reflection.
Ignore volumeDepth during RenderTexture creation validation for texture dimensions Texture2D and Cubemap as noted in the API documentation.
Surface shader path has correct parameters set when emulating vertexbuffers.
When using CaptureScreenshotAsTexture during the rendering process with Metal API, if the results are undefined then Unity now outputs an error instead of crashing.
Async compute Presents issues when depending on the first texture read of depth. In some platforms (vulkan/dx12 and some consoles) the first read of depth is actually a write because of decompression / layout / barriers. Async compute is inserting the fence before this operation because RenderGraph sees everything as a simple Read / Write. Temporarily hacking this so the first read of depth is tagged as a write, so the correct fence is inserted.
Fixed incorrect shadows rendering in player.
Fixed C++ compilation error when Enum.HasFlag was called with a Nullable enum value.
Fixed conversion errors on constrained calls in shared generic code.
Fixed crash when calling Type.IsGenericTypeParameter and Type.IsGenericMethodParameter.
Fixed null value on P/Invoke method with an \[Out\] marshalled blittable class parameter.
Fixed CursorLockMode.Confined does not confine cursor when using multiple displays.
Fixed secondary display refresh rate values being invalid.
Fixed issue where invoking a virtual method on a delegate would only consider the method's overrides on the first call.
Fixed the issue where bundled plugins cannot be exported into a .unitypackage file.
Fixed incorrect shadows rendering in player.
Fixed an issue where continuously panning an orthographic SceneView camera would eventually cause the rendered geometry to be clipped.
Fixed issue where holding the Shift key down and scrolling with the mouse wheel would not change SceneView's camera speed while in Flythrough mode.
Fixed incorrect asset icon when script name is 'GameManager'.
Added _KEYWORD_DECLARED define for each shader keyword so that it is possible to select code sections based on the keyword presence.
Ensures internal shader compiler errors such as losing connection to a compiler process aren't cached like compilation errors are.
Fixed an incorrect warning being shown when doing paired calls to SetAsyncCompilation / RestoreAsyncCompilation on RenderingCommandBuffer.
Fixed the multicolumn control not calling DestroyItem when clearing its itemsSource and calling a Rebuild.
Fixed the UI Builder hierarchy element duplicate command.
Fixed elastic scrollview jittery on drag.
Fixed missing dirty-repaint when setting the DynamicColor hint.
\[Properties\] Fixed an issue where the source generator would output reflection code when direct access was possible.
Fixed an "floating point division by zero" warning in Shadows.hlsl.
Universal RPFix
Fixed an "Implicit truncation of vector type" warning in ShaderPassDecal.hlsl.
Universal RPFix
Fixed an "Output value 'fragmentOutput' is not completely initialized" warning in ShaderPassDecal.hlsl.
Universal RPFix
Fixed an error in Bloom.shader for foveated when the debug check is enabled inside FoveatedRendering.hlsl.
Universal RPFix
Fixed an issue where disabling SSAO feature didn't work in built projects when the SSAO disabled keyword had been stripped out.
Fixed an issue where Evaluate SH and SoftShadow keywords were incorrectly declared in ShaderGraph shaders.
Fixed an issue where LOD Crossfade was declared twice in Unlit ShaderGraph.
Universal RPFix
Improved texture memory usage for Text Mesh Pro font textures on WebGL2 by enabling support for Alpha8 texture format.
Fixed automatic resizing of an unfocused player window once the mouse button is released.
Removed undesirable HID warning messages.
Enabled MSAA with single pass on VisionOS.
XRFixVisionOS
Updated default LLVM to version 16.
BurstChange
Updated code coverage package to version 1.2.5.
PackageChange