Crash in CollectManagedImportDependencyGetters inside OpenScene in batch mode
2022.3.37f1
LTS · Released Jul 9, 2024 · Changeset 340ba89e4c23 · 53 release notes
Crash on "LMDB_Transaction::AbortAndRestart()" when creating 3D Mobile Template Project
Crash on GetAssetCachedInfoV2 when opening a project
Crash on SourceAssetDBReadTxn::SourceAssetDBReadTxn when opening a project after deleting an Asset
Crash on StackAllocator<0>::GetOverheadSize when importing the “POLYGON City - Low Poly 3D Art by Synty“ asset pack
Crash when loading RenderDoc in a specific Scene
VirtualFileSystem crash because of data races.
[TypeCache] Crash on RaiseException when opening a specific project
Crash on Transform::SetParent when duplicating a Prefab in the Hierarchy
Crash on TypeTreeQueries::GetFullTypeNameFromReferencedType when an xoJunction GameObject is selected in the Hierarchy Window
[Linux][Vulkan] Crash when using Nvidia drivers >545 and graphics API set to Vulkan
OnAfterDeserialize is not called when Prefabs are instantiated using InstantiateAsync
The resource is not properly referenced when there is a dependency on another asset bundle
Unity crashes on strtol_l when importing a specific .obj file
Editor crashes when starting a new game session using Direct3D12 Graphics API
Job allocator contention causes slow job execution
[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
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
5.1.4 to 5.1.5
5.1.4 to 5.1.5
5.1.4 to 5.1.5
1.0.0 to 1.1.0
1.0.0 to 1.1.0
Added Unity Embedding API to load assembly refs with error checking.
MonoImprovement
Plugin path "Assets/Plugins/VisionOS/" is now recognized and auto-selects VisionOS as compatible platform.
VisionOSImprovement
Fixed detection of Play Asset Delivery support to avoid problems if there is play.core dependency in the project.
Only call CollectAllSpriteAtlasesAndPack once when building AssetBundles.
Hide a RenderMode field from Light Component in URP and removed related documentation.
Motion Vector pass also filter objects by Opaque Mask.
Added validation that SetVertexAttribute() streams doesnt create gaps.
Fixed broken URL for documentation on Texture2D.
Some Mac keyboard events not having mousePosition in the editor.
Fixed possible crash in fully shared generic code at calls at the generic code generation limit.
Don't symlink .xcprivacy files when "Symlink Sources" build option is selected.
Fixed touches getting stuck when orientation is forced from code while touching the screen.
Fixed a bug where normal floating communication regarding feature status would generate too many log messages.
LicenseFix
Fixed a bug where web proxy credentials would not be found when added through a dialog triggered by macOS/Safari after web proxy auto-discovery was enabled.
LicenseFixmacOS
Fixed forward and back buttons being recognized as middle button.
Fixed memory leak when validating a SSL certificate.
Fixed a memory corruption for OverlapXCommand APIs where we would end up writing out of bounds into the results array. Effectively corrupting the adjacent memory block, this would eventually lead to a crash, either immediately or shortly after the operation concluded.
Fixed possible crash on shut down when custom player loop is set.
Ensure Awake is called after SetParent and MergePrefabInstances for all objects on duplicate.
UI Toolkit foldout interaction enabled on controllers.
Fixed an issue with enabling instancing at runtime for a Decal material.
Fixed VFX graph renders the wrong mesh when using different exposed meshes with instancing enabled.
Flickering with VFX using instancing and overriding an exposed texture with an empty texture.
Force culling when VFX rendering is disabled.
Improved how the sleep state is updated for particle systems receiving GPU events.
Wrong mesh rendered with instancing, when using multi mesh output and exposed submesh mask.
Consider plugins compatibility even if their .meta files are empty (default import settings).