Crash and or slow update when List items are reordered in the Inspector Window
2022.3.8f1
LTS · Released Aug 22, 2023 · Changeset b5eafc012955 · 128 release notes
Crash on SerializedProperty_CUSTOM_GetStringValueInternal when renaming a ScriptableObject Asset
Added: Added "Dedicated Server optimizations" option that strips all shaders from Dedicated Server builds.
Build PipelineAPI changeServer
Added: New signature for BuildPipeline.BuildAssetBundles.
Build PipelineAPI change
Added: Added callbacks when RenderPipeline is created or disposed.
The released assets are not unloaded when Resources.UnloadUnusedAssets is called
OnImportAsset leaks 5GB of memory
[Mobile] Player freezes on "UnityClassic::Baselib_SystemFutex_Wait" or silently crashes
Severe performance degradation in Play Mode when using multiple Cameras with “Direct3D12”, “OpenGLCore”, and “OpenGLES3” Graphics APIs in URP & HDRP
ArgumentException errors are thrown when selecting a Lens Flare (SRP) asset
The device selection menu does not respond to mouse clicks when trying to add a device in a Control Scheme
[Linux][URP][OpenGL] Scene View has a red texture overlay when the project is using URP and OpenGLCore Graphics API
"ArgumentNullException" error in the Console when selecting certain ScriptableObjects and entering Play Mode
Rendering stops and an “ArgumentNullException” error appears when disabling Camera’s “Dynamic Resolution” setting
[URP][XR] Performance degradation when comparing Android Quest 2 builds across 2020.3 and 2023.x
Fixed undefined behavior of SpawnerSetAttribute when an expression is connected to activation slot.
VFX GraphUUM-35461fixed 2022.3.8f1
Improved performance of AnimatorOverrideController.ApplyOverrides().
Added ability to support hashing against different target frameworks.
BurstImprovement
Added support for default interface methods.
BurstImprovement
Added support for string interpolation in exception messages.
BurstImprovement
Added support for Math.Clamp (this API is available when Api Compatibility Level is set to .NET Standard 2.1).
BurstImprovement
Added initial User Manual docs for visionOS.
DocumentationImprovementVisionOS
The audio mute button in the game view toolbar uses less time per frame.
Fixed AnimationWindowCurve evaluation error after step.
Fixed AnimationWindowCurve evaluation error after step.
Fixed memory leak in asset import process.
Internal - Fix leak when opening a scene containing a subscene containing animator objects.
Fixed native test PluginInterfaceProfilerCallbacks.FileOperation_CallsCallback.
Fixed an issue where shaders in asset bundles built with older Unity versions could treat material keywords as invalid when using SubShaders.
Asset BundlesFix
Fixed Audio Reverb Zone's not being affected by the global volume setting when the Spatial Blend of the Audio Source is lower than 1.
Fixed AssetBundle incremental build needs to detect script namespace/assembly change.
Fixed incorrect AssetBundle dependencies are generated.
Fixed lost sprite references in bundles when moving the assets.
Clang fails when header file mtimes are updated and a precompiled header isn't regenerated.
Fixed a compile-time performance regression in 1.8.7 that could result in slower Burst compilation and increased memory usage during compilation.
BurstFix
Fixed a possible source of invalid alignment, avx2 storing to stack was given a slot with the wrong alignment.
BurstFix
Fixed burst not being able to find external function leading to crashing the Editor.
BurstFix
Fixed Burst sometimes returning wrong value for static readonly fields or static constructors.
BurstFix
Fixed compiler crash when compiling different assemblies that define methods or types with the exact same name and namespace.
BurstFix
Fixed error when trying to use direct call to a nested protected class.
BurstFix
Fixed that converting a negated unsigned type to a float would produce a mismatching value in Burst versus .Net/Mono.
BurstFix
Fixed that jobs wouldn't be Burst compiled for player builds with high stripping.
BurstFix
Fixed that the Burst Inspector handled negation of unsigned types differently than .Net for static readonly fields or static constructors.
BurstFix
Fixed using Armv9 target in the Burst Inspector not formatting the assembly.
BurstFix
Fixed wrong alignment for v128 when doing an indirect access.
BurstFix
Fixed System.NotImplementedException: Unimplemented Instruction Extension Tail_ error when the code contained tail-calls.
BurstFix
Fixed uint to float conversion edge-case.
BurstFix
Prevented Burst emitting errors even when Burst was disabled via the --burst-disable-compilation command line option.
BurstFix
Under some conditions (if the error in compilation occurred in a location that didn't have valid debug information), building a player might not generate any files, and not display any errors.
BurstFix
Fixed an issue where object creation was recorded on a non-main thread, causing a nullptr in the ObjectDispatcher.
CoreFix
ForEach jobs no longer allocate internal data using the TempJob allocator, eliminating one source of 'possible leak' warnings for long-running jobs.
Added missing link in physics (physX) documentation. There was an hyper-link missing referring to CompoundColliders.
DocumentationFix
Fixed sub meshes not being visible sometimes in ray tracing effects on AMD GPUs.
Calculate Mask value fix for last layer selection in RenderingLayerMask.
Clicking a foldout with Alt held will now set all child foldouts to the same expanded state when they are bound to SerializedProperty.isExpanded.
Ensured ExecuteInEditMode warning when entering playmode will fit in a dialog box.
Fixed a bug where 2D collider gizmos were not rendered when selecting the parent.
Fixed ASAN errors sometimes happening in Editor UI tests.
Fixed case where variant Inspector context was not disabled as intended.
Fixed occasional Editor crash in batch mode.
Fixed preset glob search with multiple character ranges.
Fixed rare deadlock that can occur when building DOTS based projects.
Fixed shutdown crash caused by nullptr dereference inside WorkerManagerASIO.
Fixed Sprite previews when go out from Play Mode and URP in use.
Fixed the error message when binding a shortcut with an invalid key.
Fixed Unity crash when trying to reopen project with Package Manager resolution error.
Prevent blendshape normals calculation when mesh normal is set to Calculate and blendshape normals is set to None.
Prevent C4D native importer warnings if a project has its own C4D ScriptedImporter.
Updated UI/Docs for previewing audio clip in inspector.
Detecting invalid data in lighting data assets in order to avoid a crash.
DrawProcedural family of functions now also work when shaders want vertexbuffers.
Fixed a crash (or memory leak) caused when using AABBs procedural geometries in a RayTracingAccelerationStructure.
Fixed crashing without error on VK and GL when wrong Graphics Buffer Target is set.
Fixed incorrect clamping of maxComputeBufferInputs when VkPhysicalDeviceLimits::maxPerStageDescriptorStorageBuffers is max unsigned integer.
Fixed null pointer exception on the player when none of the quality levels were assigned.
Fixed texture memory leaks for asynchronous scene loads.
Modified doc as camera distance calculation is coupled with camera.
Fixed custom pass injection point "After Opaque And Sky" happening after cloud rendering.
HDRPFix
Fixed FTLP (Fine Tiled Light Pruning) Shader Options max light count. Previous support only supported up to 63 These changes allow to go up to 255 with higher instability as numbers per tile approach 255. For support greater than 255, do it at your own risk\! (and expect some flickering).
Fixed the incorrect size of the material preview texture.
Mixed runtime lights were not considering the intensity multiplier during bakes. These changes fix this behaviour and make bakes more intuitive.
Allow the number of thread local storage slots to grow at runtime.
Fixed a deadlock when quitting WebGL Player when the code utilized System.ThreadPool.
Fixed attach managed debugger window not showing up and causing application to be in frozen state.
Fixed Vulkan falsely reporting that HDR is supported on Linux.
Prevent paused unity player from using excessive CPU when "run in the background" option is off.
Disabled documentation link button when it's unavailable.
Fixed the issue where packages in My Assets are loading forever.
Show the package technical name of a UPM on A$ in the editor.
Package ManagerFix
Fixed potential crash on deletion of particle systems with mesh particles.
Fixed an issue on OSX where Physics.Simulate would experience hickus due to how the PhysX task system was being integrated with Unity's Job System.
Fixed small bodies starting to tunnel through large bodies in continuous collision detection mode at high simulation frequencies (~200Hz).
Fixed a slight pause in the Scene View's camera movement when rapidly changing between arrow keys of opposite directions.
Fixed an issue where shader dispatch events would not show up in GameView's RenderDoc capture data.
Fixed the Scene View mouse jumping to only be set when the view tools are active.
PrefabUtilitiy.InstantiateAttachedAsset is deprecated.
Respect Reference Validation Plugin setting.
Fixed the TypeDB path in BuildPlayerDataGenerator.
Fixed Editor crashing sometimes when importing shaders.
Shader warmup was not being skipped through SRP initialization. This could cause GPU hangs if the user specifies a shader preloading asset. This functionality should only occur for open gl platforms.
Fixed for 2022.3.X: \[INSTABILITY\]: MouseEnterLeaveWhenElementIsMoved.
Fixed for 2022.3.X: \[INSTABILITY\]: MouseEnterLeaveWhenElementIsResized.
Fixed for 2022.3.X: \[INSTABILITY\]: MouseEnterLeaveWhenElementTransformChanges.
Added the TextField focus when used inside a TreeView.
Fixed an issue in the UI Builder that would cause an exception when using a CustomRenderTexture where a RenderTexture was expected.
Fixed an issue in the UI Builder where editing an element in-canvas would sometimes have an offset.
Fixed contentContainer for RadioButtonGroup.
Fixed gaps between background repeat stamps.
Fixed RadioButtonGroup choices not being cleared properly.
Fixed USS files reordering in UI Builder.
Fixed runtime performance drops when multiple views that uses incompatible RTHandle descriptors are rendered within a frame.
Fixed an existing checkout operation has locked the workspace, triggered by saving the current scene at check-in.
Version ControlFix
Fixed Unity Version Control toolbar icon disappearing.
Version ControlFix
Blocks and operators sampling Depth or Color now work with Dynamic Resolution Scaling.
Fixed a compilation error when using Cube outputs with a texture shared with another context.
Fixed console errors when deleting VFX asset in some configuration.
Fixed HDRP Decal Output when system is in world space.
Incorrect Behavior while switching from old to new SG Integration.
Incorrect Material Settings status while changing Material Override in URP.
Undefined sorting mode with SpriteLit/SpriteUnlit, now sorted when automatic sorting is on.
Unexpected error while using SpriteLit/SpriteUnlit target.
\[iOS\] White screen is displayed instead of the video, and "Cannot read file" is logged after resuming the video if Video Player was paused and the app was minimized and opened.
Fixed code for custom nodes being stripped in AOT builds when Managed Stripping Level is set to High. (UVSB-2437)
Visual ScriptingFix
Fixed migration deserialization bug introduced in 1.8.0. (UVSB-2492)
Visual ScriptingFix
Added stickyCursorLock API to make cursor lock "sticky" or "unsticky". Sticky cursor lock means that if the browser unlocks the cursor when the user presses the ESC key, the cursor will remain locked in Unity. To match the browser's behavior, users can set the stickyCursorLock to false, which will "unstick" the cursor lock.
Fixed a bug where the application's background image wouldn't appear while loading if compression was enabled.
Fixed possible crash where non client area is redrawn before player is fully initialized.
Direct call is now correctly disabled for methods that are decorated with both [BurstCompile] and [UnmanagedCallersOnly] attributes (such methods shouldn't be called directly from managed code).
BurstChange