Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
2022.3.31f1
LTS · Released May 28, 2024 · Changeset 4ede2d13e8b4 · 54 release notes
Crash in CollectManagedImportDependencyGetters inside OpenScene in batch mode
Crash on GetAssetCachedInfoV2 when opening a project
Crash on StackAllocator<0>::GetOverheadSize when importing the “POLYGON City - Low Poly 3D Art by Synty“ asset pack
VirtualFileSystem crash because of data races.
Crash on GUIView::ProcessInputEvent when editing a GameObject/VFX Graph or saving a layout
Unity crashes on strtol_l when importing a specific .obj file
[Android] [Entities] Build fails with the error “Asset has disappeared while building player to 'globalgamemanagers.assets' - path '', instancedID '-xxxxxx'“ when building
Profiler does not profile after building the Project with Autoconnect Profiler Option enabled
[HDRP] Light doesn't bounce off terrains
A 1000 times heavier GameObject will stutter when colliding with a lighter GameObject
MultiColumnListView causes a memory leak when repeatedly shown and hidden
The "StackOverflowException" error is thrown in the console and the Editor freezes when Spacebar is pressed after selecting the last element of a list
Objects are invisible in Scene view when using Wireframe Shading Mode
9.1.0 to 9.1.1
8.0.4 to 8.0.5
9.0.2 to 9.0.3
1.1.3 to 1.1.4
1.8.13 to 1.8.15
1.4.1 to 1.4.2
Bump Android Logcat Package to 1.4.2.
AndroidFix
Updated documentation and a warning message to use the correct link to the Google Play asset packs limits.
Transition duplicates are no longer added in the AnimatorController file when copy pasting an AnimatorState.
Fixed issue by making the invalid meta warning as persistent.
Fixed crash when disabling and enabling the audio system in between entering and exiting play mode.
Fixed an issue with auto promotion from bool to float that can occur with newer Roslyn.
BurstFix
Fixed build error when Product Name contains illegal path characters.
BurstFix
Fixed compilation error when trying to use MemoryMarshal.GetReference on Spans.
BurstFix
Fixed crash caused by faulty no-alias analysis.
BurstFix
Fixed memory Leak when using OnGUI in an MonoBehaviour class by destroying the class Object instance using InstanceID.
Fixed menu items and their parent menus being hidden when they had a position of -1.
Fixed regressed --linker-flags-file bug.
Fixed the UnityEvent drawer changing values when editing multiple targets that had mixed values.
Platform settings for Dedicated Server in plugin importers were removed as those settings are shared with Standalone platform. To strip a plugin from Dedicated Server builds use the \!UNITY_SERVER define constraint.
Resolved issue with the dock icon missing when launching the Standalone Profiler.
The operator == method was using Assert.Equals to check Pose equality, when it should have been using ==. The Equals method was using ==, when it should have been using Assert.Equals.
Now treating the "no valid OpenCL device" log message as a warning when the -nographics command-line argument is given.
Fixed Application.absoluteURL being empty in first scene.
Fixed symlinks not being preserved in Frameworks when exporting an iOS project.
Fixed wrong latest version selection in build settings.
Optimized batched job scheduling by avoiding unnecessary thread waking.
Physics: Fixed an issue where the job system integration of PhysX would end up causing main thread to idle, due to the PxTaskManager not being able to provide a job graph ahead of time.
Fixed FrameTimingManager reported incorrect GPU time on Android GLES.
Fixed enum fields when multiple C\# Generic types are present.
Fixed excessive CPU use with terrains when using a narrow field of view. Adds a new 'heightmapMinimumLODSimplification' property to terrains to set the minimum level of detail required on a terrian.
Fixed the undo/redo in the MinMaxSlider control for the editor.
Isolated the text edition changes to the touch screen text editor.
Editor.RequiresConstantRepaint didn't work if there were more than 10 components.
"VideoPlayer.DecodeNextFrame" continues decoding in Profiler when the Video Clip has finished playing.
Video playback stops and cannot be resumed when returned from the background with VideoPlayer.isLooping set to true.
Ensure that the information read from HID devices are readed correctly even when the driver isn't fully compliant.
Include bee_backend.pdb next to bee_backend.exe on windows installs.
Build SystemChangeWindows