Crash on AnimatorStateMachine::RemoveTransitionsWithDeletingObject when deleting a newly created Empty State in Animator Controller
AnimationKnown issueBlockerUUM-66549fixed 2022.3.24f1
Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with a script attached
Audio AuthoringKnown issueBlockerUUM-58481fixed 6000.0.0b11
Using both RTHandle and Dynamic Resolution outputs ArgumentNullException, eventually causing a crash
Universal RPKnown issueBlockerUUM-58686fixed 6000.0.0b11
Deprecated: ReplayKit class has been deprecated.
iOSBreaking
Deprecated: Methods ChangesPending and IntegrateChanges are now deprecated and will be removed in a future release, which is replaced by adding commands into the hierarchy node type handler's CommandList.
ScriptingBreakingUUM-64540
Added: All the new NavMeshEditorHelpers.CollectSourcesInStage() methods have been copied from the NavMeshBuilder.CollectSourcesInStage() methods, which, in turn, have been deprecated.
AIBreaking
Added: NavMesh.GetAreaNames() has been added to replace the deprecated method GameObjectUtility.GetNavMeshAreaNames().
AIBreaking
Deprecated: All methods from GameObjectUtility related to NavMesh area names have been deprecated. Use the similar methods from the NavMesh class instead.
AIBreaking
Deprecated: All methods from GameObjectUtility that assign and retrieve NavMesh area types to/from GameObjects have been deprecated. Instead, use NavMeshBuildMarkup and UnityEngine.AI.NavMeshBuilder to designate different area types in a generated NavMesh.
AIBreaking
Deprecated: The editor-only NavMeshBuilder class has been deprecated. Use UnityEngine.AI.NavMeshBuilder instead.
AIBreaking
Deprecated: The NavMeshBuilder.CollectSourcesInStage() methods have been deprecated. Use NavMeshEditorHelpers.CollectSourcesInStage() instead.
AIBreaking
Deprecated: The property ChildCount on HierarchyNodeFlattened was renamed to ChildrenCount. The following methods are now deprecated: GetExpanded replaced by DoesNotHaveFlags(Collapsed), GetSelected replaced by HasFlags(Selected), SetExpanded replaced by ClearFlags(Collapsed), and SetSelected replaced by SetFlags(Selected).
EditorBreaking
Deprecated: Using XRSettings.enabled to enable/disable XR for an application is now deprecated in favor of calling Start()/Stop() on an XRDisplaySubystem instance. Using XRSettings.LoadDeviceByName to load XR devices is now deprecated in favor of querying subsystem descriptors to create and start the subsystems of your choice with the SubystemManager.
EditorBreakingXR
Deprecated: ObjectIdResult.DecodeIdFromColor. Users are now encouraged to use HandleUtility.DecodeSelectionId for decoding and HandleUtility.EncodeSelectionId for encoding selection IDs.
EditorBreaking
Obsoleted: Made PropertyCollectionAttribute obsolete. Use PropertAttribute constructor argument applyToCollection to make a collection attribute.
EditorBreaking
Obsoleted: Using Unsupported.CaptureScreenshotImmediate will now result in a compilation error. Please use ScreenCapture.CaptureScreenshot instead.
EditorBreaking
Removed: IOSLaunchScreenType.CustomXib launch screen option was removed.
EditorBreaking
Removed: SceneManager.MoveObjectToSceneBatch becase it was never was properly exposed.
EditorBreaking
Deprecated: UnityEditor.EmbeddedLinuxArchitecture enum and UnityEditor.EditorUserBuildSettings.selectedEmbeddedLinuxArchitecture are deprecated. UnityEditor.EmbeddedArchitecture and UnityEditor.EmbeddedLinux.EmbeddedLinuxSettings.Get().architecture should be used instead.
EmbeddedLinuxBreaking
Changed: Only one of ignoreDirectEnvironment and ignoreIndirectEnvironment is relevant in each of the IntegrateRadiance methods in IProbeIntegrator. Removed the unnecessary ignoreIndirectEnvironment parameter from LightTransport.IProbeIntegrator.IntegrateDirectRadiance. Removed the unnecessary ignoreDirectEnvironment parameter from LightTransport.IProbeIntegrator.IntegrateIndirectRadiance.
GIBreakingUUM-61353
Changed: HLSL min16float variables are now translated to MSL float in all CPU visible buffers (e.g. Constant Buffers, Structured Buffers, Vertex Shader Input). When accessing these values inside shaders, they are casted to MSL half (16-bit) for faster arithmetic operations. Any project that uses min16float or half in shaders and accesses this data as 16-float (from CPU) on iOS is incompatible with this change. For these cases, a new #pragma metal_fxc_allow_float16_in_cpu_visible_buffers was added so that HLSL min16float variables are converted to MSL half in all CPU visible buffers (just like before).
GraphicsBreakingiOS
Deprecated: ReplayKit class has been deprecated.
iOSBreaking
Obsoleted: PhysicMaterial is now obsolete. All references to PhysicMaterial are upgradeable to PhysicsMaterial when updating your project.
PhysicsBreaking
Obsoleted: PhysicMaterialCombine is now obsolete. All references to PhysicMaterialCombine are upgradeable to PhysicsMaterialCombine when updating your project.
PhysicsBreaking
Removed: Removed long deprecated type field SoftJointLimit.bouncyness
PhysicsBreaking
Removed: Removed long deprecated type field SoftJointLimit.damper
PhysicsBreaking
Removed: Removed long deprecated type field SoftJointLimit.spring
PhysicsBreaking
Deprecated: UnityEditor.QNXArchitecture enum, UnityEditor.EditorUserBuildSettings.selectedQnxArchitecture, UnityEditor.EditorUserBuildSettings.selectedQnxOsVersion are deprecated. UnityEditor.EmbeddedArchitecture and UnityEditor.QNX.QNXSettings.Get().architecture should be used instead.
QNXBreaking
Changed: The HierarchyViewModel methods used to query flags were ambiguous because it did not specify they meant "all flags" versus "any flags". These methods are now deprecated, and new methods which specify if it is "all flags" versus "any flags" were added.
ScriptingBreakingUUM-58061
Deprecated: Methods ChangesPending and IntegrateChanges are now deprecated and will be removed in a future release, which is replaced by adding commands into the hierarchy node type handler's CommandList.
ScriptingBreakingUUM-64540
Removed: Removed overloads of method Hierarchy.Add that did not take a parent node.
ScriptingBreakingUUM-54851
Removed: UDP SDK package is now deprecated.
ScriptingBreaking
Removed: Removed TEMPLATE_X_REAL shader macros.
SRP CoreBreaking
Obsoleted: Obsolete TextSettings.fallbackSpriteAssets.
TextCoreBreakingUUM-52191
Obsoleted: Mark non-rendergraph APIs as obsolete.
Universal RPBreaking
Deprecated OffMeshLink component no longer displays in the Add Component Menu under any circumstances.
AIBreaking
Removed all code specific to DOTS Runtime.
BurstBreaking
\[Android\] Removed exceptions for unspecified versions when including Play Libraries due to logic changes when fixing Regex for Core-Common.
EditorBreakingAndroidUUM-44744fixed 2022.3.10f1
Deprecated the UPM environment variable UPM_NPM_CACHE_PATH. Use the UPM_CACHE_ROOT environment variable instead.
Package ManagerBreaking
Removed compatibility code that allowed Unity to load joints directly from assets created in Unity 4.x and older.
PhysicsBreaking
Removed extraneous calls to UpdateRendererBoundingVolumes when executing an empty CommandBuffer.
Removed the use of an intermediate texture when not required for XR rendering when scaling is used.
XRBreaking
com.unity.purchasing.udp - "This package is no longer supported on this editor version."
Packages updatedBreakingcom.unity.purchasing.udp
Added: Make BuildProfile public and methods to get and set active profile.
EditorAPI change
Added: a new event action that is raised when a TreeView item is expanded or collapsed.
UI ElementsAPI changeUUM-64193
Added: Added mobile screen reader support for sliders, allowing them to be made compatible with TalkBack (Android) and VoiceOver (iOS).
AccessibilityAPI changeAndroidiOS
Added: Support added for the Dismiss Gesture (Two-finger scrub) on iOS and the Dismiss Action (Action Menu item) on Android when using a screen reader.
AccessibilityAPI changeAndroidiOS
Added: support for reading the bold text system setting on Android and iOS.
AccessibilityAPI changeAndroidiOS
Added: support for reading the closed captioning system setting on Android and iOS.
AccessibilityAPI changeAndroidiOS
Added: support for reading the font scale system setting on Android and iOS.
AccessibilityAPI changeAndroidiOS
Changed: Made label parameter on AccessibilityHierarchy.AddNode and AccessibilityHierarchy.InsertNode null by default to make some use cases easier to achieve
AccessibilityAPI change
Changed: Toggle role added to the AccessibilityRole enum.
AccessibilityAPI change
Added: ConfigurationManager has new APIs: ApplyPluginList.AddPluginFromPath ApplyPluginList.AddPluginFromRaw * Ndk.DebugSymbolLevel
AndroidAPI change
Changed: Unity.Android.Gradle.GradlePropertiesFile.EnableUncompressedNativeLibs was replaced with Unity.Android.Gradle.JniLibs.UseLegacyPackaging.
AndroidAPI change
Added: API to force active set for APV.
CoreAPI changeUUM-64028
Added: ContextContainer to SRP Core. A storage container which works like a dictionary with the key being a generic type id and the value being the value of the given type.
CoreAPI change
Added: Component.GetComponentIndex() returns a components index on it's GameObject.
CoreAPI change
Added: ContentLoadInterface.GetIntegrationTimeMS() and ContentLoadInterface.SetIntegrationTimeMS() for timeslicing integration from Content Files.
CoreAPI change
Added: Object.Instantiate(Object,Scene) allows for directly instantiating an object to a specific scene.
CoreAPI change
Added: a flag for recursive dependency calculation. For use with the Compatibility Pipeline API.
EditorAPI change
Added: Added API for collecting in-scene assets and promoting them to project assets.
EditorAPI change
Added: Added RenderingLayerMask as a separate Runtime structure.
EditorAPI change
Added: Added the ScriptableRenderPass.requiresIntermediateTexture flag to allow individual ScriptableRenderPasses to request offscreen rendering
EditorAPI change
Added: Exposed new MenuItem attribute constructor with a path to iconResource.
EditorAPI change
Added: Layout field in the DropdownMenuDescriptor to the behavior of the menu when there is a large number of items.
EditorAPI change
Added: Make BuildProfile public and methods to get and set active profile.
EditorAPI change
Added: Make OverlayCanvas.SetOverlaysEnabled and OverlayCanvas.overlaysEnabled public API.
EditorAPI change
Added: PrefabUtility callbacks for prefab instance apply.
EditorAPI change
Added: public methods RegisterToolContext and DeregisterToolContext to the ShortcutManager class to allow users to register and unregister custom shortcut contexts.
EditorAPI change
Added: the IShortcutToolContext interface to allow users to create their own custom shortcut context.
EditorAPI change
Added: EditorGraphicsSettings.TryGetRenderPipelineSettingsForPipeline to access settings of other pipelines than the currently active pipeline.
EditorAPI change
Added: GameObject.GetComponentAtIndex() returns the component at the specific index on a GameObject.
EditorAPI change
Added: HandleUtility.GetOverlappingObjects for getting an ordered list of all pickable objects under the give mouse location.
EditorAPI change
Added: HandleUtility.RegisterRenderPickingCallback and a few peripheral structures that enables custom rendering-based picking solutions to be developed.
EditorAPI change
Added: SceneManager.MoveObjectToSceneBatch allows for moving objects in batches to a scene.
EditorAPI change
Changed: EditorUserBuildSettings.androidCreateSymbols was replaced with UnityEditor.Android.UserBuildSettings.DebugSymbols.level and UnityEditor.Android.UserBuildSettings.DebugSymbols.format.
EditorAPI changeAndroid
Changed: Renamed ArticulationBody.velocity to ArticulationBody.linearVelocity in order for the API to be symmetric with ArticulationBody.angularVelocity
EditorAPI change
Changed: Renamed Rigidbody.velocity to Rigidbody.linearVelocity in order for the API to be symmetric with Rigidbody.angularVelocity
EditorAPI change
Added: Add functions for better manipulating LightTransport.BufferSlice, including LightTransport.BufferID.Slice, LightTransport.BufferSlice.SafeReinterpret and LightTransport.BufferSlice.UnsafeReinterpret.
GIAPI change
Added: New light probe baking API. A data driven, stateless, public API for GI probe baking without dependencies on game objects. The API provides CPU and GPU integrators for direct and indirect radiance, validity and a post processing API for conversion to irradiance and other operations needed to composite results before rendering.
GIAPI change
Changed: Added IDisposable to LightTransport.IProbeIntegrator, LightTransport.IWorld and LightTransport.PostProcessing.IProbePostProcessor interfaces.
GIAPI change
Changed: Change LightTransport.BufferSlice to carry a type annotation, indicating the type of elements in the buffer slice.
GIAPI change
Changed: Changed LightTransport.IDeviceContext.WriteBuffer and LightTransport.IDeviceContext.ReadBuffer to take a LightTransport.BufferSlice rather than a LightTransport.BufferID. This lets you provide an offset for your reads and writes.
GIAPI change
Changed: Renamed LightTransport.IDeviceContext.WaitForAsyncOperation and LightTransport.IDeviceContext.IsAsyncOperationComplete to LightTransport.IDeviceContext.Wait and LightTransport.IDeviceContext.IsComplete.
GIAPI change
Added: Added a "Texture.SetStreamingTextureMaterialDebugProperties" overload that takes in a "materialTextureSlot" integer. This overload can be used to debug any (non-hidden) texture property on materials used by renderers.
GraphicsAPI change
Added: API to reconstruct SRP using a certain IRenderPipelineGraphicsSettings in the Editor.
GraphicsAPI change
Added: New method overloads accepting GraphicsTexture parameters were added to the Graphics.CopyTexture API
GraphicsAPI change
Added: Texture2D.CopyPixels, Texture2DArray.CopyPixels, Texture3D.CopyPixels, Cubemap.CopyPixels, CubemapArray.CopyPixels allow copying readable pixel data only on the CPU.
GraphicsAPI change
Added: UseBufferRandomAccess and UseTextureRandomAccess to IRasterRenderGraphBuilder
GraphicsAPI change
Added: watermark API to indicate if watermark is visible.
GraphicsAPI change
Changed: BatchDrawCommand.visibleCount no longer has to be set to 1 when BatchDrawCommandFlags.HasSortingPosition is set
GraphicsAPI change
Changed: Updated contextual menu drawer API with PropertyDrawer information.
GraphicsAPI change
Added: Added an API to set and get the material type via script on HDRP Materials.
HDRPAPI change
Added: Fix missing API to get deformation buffer
HDRPAPI changeUUM-48355
Added: New forceVisible API on light to get information from a light from SRP even if it is not in frustrum.
HDRPAPI change
Added: Added GetCustomId method to PlayerInfo
PackageAPI change
Added: Added SignInWithSteamAsync method with appId parameter for Multiple App Id Support
PackageAPI change
Changed: Added LinkWithSteamAsync method with appId parameter for Multiple App Id Support
PackageAPI change
Added: New custom vertex streams: particle index, mesh axis of rotation, and color packed as 2 floats.
ParticlesAPI change
Changed: Collider.material now returns PhysicsMaterial instead of PhysicMaterial
PhysicsAPI change
Changed: Collider.sharedMaterial now returns PhysicsMaterial instead of PhysicMaterial
PhysicsAPI change
Changed: Renamed PhysicMaterial into PhysicsMaterial
PhysicsAPI change
Changed: Renamed PhysicMaterialCombine to PhysicsMaterialCombine
PhysicsAPI change
Changed: Renamed Rigidbody.angularDrag to Rigidbody.angularDamping to create symmetry between ArticulationBody and Rigidbody APIs
PhysicsAPI change
Changed: Renamed Rigidbody.drag to Rigidbody.linearDamping to create symmetry between ArticulationBody and Rigidbody APIs
PhysicsAPI change
Added: AsyncInstantiateOperation.GetIntegrationTimeMS() and AsyncInstantiateOperation.SetIntegrationTimeMS() for time slicing integration times of InstantiateAsync().
PlayerAPI change
Added: Object.InstantiateAsync<T>().
PlayerAPI change
Added: Constructor to TextAsset which takes a ReadOnlySpan of bytes.
ScriptingAPI change
Added: Every hierarchy node type handler now has access to an member hierarchy command list in which they can write to whenever they want. This is to simplify the workflow of integrating changes into the hierarchy, which in turn makes the ChangesPending and IntegrateChanges methods optional.
ScriptingAPI changeUUM-58062
Added: New methods on Hierarchy class: GetChild to retrieve a child at specified index, GetChildrenCountRecursive to get number of children including children of children, DoesChildrenNeedsSorting to get whether or not a node requires its children to be sorted, and EnumerateChildren to get a children enumerable to iterate children without copying them. New methods on HierarchyFlattened class: EnumerateChildren to get a children enumerable for the specified node, GetChildrenCountRecursive to get number of children including children of children. New methods on HierarchyViewModel class: several methods to manipulate and query bit flags on nodes, such as SetFlags, ToggleFlags, ClearFlags, HasFlags, DoesNotHaveFlags, GetNodesWithFlags, GetIndicesWithFlags, EnumerateNodesWithFlags and EnumerateNodesWithoutFlags. New classes and structs to support new functionality: several new enumerables, such as HierarchyFlattenedNodeChildren, HierarchyNodeChildren and HierarchyViewNodesEnumerable. A new enum flags HierarchyNodeFlags used by the HierarchyViewModel. A new struct HierarchyNodeMapUnmanaged to store unmanaged data per node that is O(1) lookup time, implemented as a sparse array.
ScriptingAPI change
Changed: Several methods have had their parameter taking a Span changed to a ReadOnlySpan, to indicate that the content of the span will not be modified and only used as input. Hierarchy.RegisterNodeTypeHandler now returns the handler. The Hierarchy.SortChildren method got a new parameter, to enable sorting recursively.
ScriptingAPI change
Added: Support for typed texture declarations in HLSL which allow developers to sample integer texture formats robustly on all platforms
ShadersAPI change
Added: Added TEMPLATE_X_FLT_HALF shader macros that defines functions with both min16float and float.
SRP CoreAPI change
Added: Added TEMPLATE_X_HALF shader macros that define functions using min16float only.
SRP CoreAPI change
Added: callbacks when RenderPipeline is created or disposed.
SRP CoreAPI changeUUM-20646
Added: Foveated rendering API to fix FSR rendering
SRP CoreAPI change
Added: New useDynamicScaleExplicit flag to render graph's TextureDesc which can be used to control the underlying RenderTexture's dynamic scaling behavior
SRP CoreAPI change
Changed: Fixed typo in RenderGraph API, using lowercase for nativeRenderPassesEnabled property
SRP CoreAPI change
Changed: Major update of the Native Render Pass Render Graph API (URP), moving out of Experimental.
SRP CoreAPI change
Changed: Recent UISubset API has been adjusted and UI overlay pass made safer with URP RG.
SRP CoreAPI change
Added: a new event action that is raised when a TreeView item is expanded or collapsed.
UI ElementsAPI changeUUM-64193
Added: A string array named paths to the drag and drop API to reproduce what was available in the Editor.
UI ToolkitAPI change
Added: API to get the result of the last binding operation for a given binding id.
UI ToolkitAPI change
Added: disablePlayModeTint on VisualElement to opt-out of playmode tinting. Applies hierarchically so a user could retrieve the rootVisualElement on an EditorWindow to disable playmode tinting entirely on the window.
UI ToolkitAPI change
Added: toggleOnLabelClick attribute to Toggle and Foldout. This is enabled by default but can be disabled to prevent clicking on the elements label from triggering the value change.
UI ToolkitAPI changeUUM-52184
Changed: Added Column.comparison and sortingMode on MultiColumnListView and MultiColumnTreeView to give a default sorting algorithm for sortable columns. This replaces the previous sortingEnabled API.
UI ToolkitAPI change
Changed: Exposed the enabledSelf property to both UXML and bindings.
UI ToolkitAPI change
Changed: Make VisualElement.disablePlayModeTint public
UI ToolkitAPI change
Changed: Marked UxmlTraits, UxmlFactory, and associated API as obsolete. This is now replaced by the UxmlElementAttribute.
UI ToolkitAPI change
Added: Added RG path only function for AddRenderPasses using ContextContainer instead of RenderingData
Universal RPAPI change
Added: ContextContainer items used as frame data for UniversalRenderer and Renderer2D e.g. UniversalLightData &amp; UniversalCameraData.
Universal RPAPI change
Added: Exposed opaqueLayerMask and transparentLayerMask in UniversalRenderingData.
Universal RPAPI change
Added: Made Main Light Shadow Resolution and Additional Light Shadow Resolution settings public in the URP Asset.
Universal RPAPI change
Added: Made the cascade split settings public in the URP Asset.
Universal RPAPI change
Added: WebCamKind.Unknown to be used as fallback when camera type is not recognized.
VideoAPI change
Fixed imported assets initialized with incorrect default materials (UUM-60651) First seen in 6000.0.0b1. Fixed in 6000.0.0b12.
2DKnown issueCautionUUM-60651fixed 6000.0.0b12
Changes to MeshRenderer.shadowCastingMode don't take effect immediately when being made in OnPreRender
CullingKnown issueCautionUUM-64799open 6000.0.0b12
Fixed a bug where the inspector preview will not be visible after the inspector is loaded. (UUM-65172) Fixed in 6000.0.0b12.
EditorKnown issueCautionUUM-65172fixed 6000.0.0b12
Fixed issue with OS fallback not working for IMGUI in the Player (UUM-44595) Fixed in 6000.0.0b12.
EditorKnown issueCautionUUM-44595fixed 6000.0.0b12
[Android] The Player crashes with a "JNI ERROR (app bug)" error when the global reference table gets overflowed by BillingClientStateListener
IAPKnown issueCautionAndroidUUM-55105open 2022.3.29f1
In our Linux Pulse audio driver, make sure to select the correct default output device. Previously, on some systems and some versions of Linux, we could end up with no audio output or audio output being routed to an unexpected device. (UUM-53143) Fixed in 6000.0.0b12.
LinuxKnown issueCautionUUM-53143regressed 2022.3.29f1
[iOS] App crashes with out of memory exception in UnityGfxDeviceWorker when starting the app
MetalKnown issueCautioniOSUUM-55488regressed 6000.1.0b3
The Editor becomes unresponsive and memory allocation errors are spammed in the Console when Generating Lightning
Progressive LightmapperKnown issueCautionUUM-58017fixed 6000.0.0b11
Stacked camera is not rendering when using custom post effects is done in PreRender PostRender and Camera is not in HDR
RP FoundationKnown issueCautioniOSUUM-22444open 2022.3.24f1
Unlit/Texture material shader is not rendered if added as a skybox in lightning settings
ShadersKnown issueCaution
Errors are thrown and the Scene view is not rendered when Rendering Path is set to Deferred
Universal RPKnown issueCautionUUM-63928open 6000.1.0b3
\[Build Profile Window \] Fixed for being able to switch to server profile even when its module is not installed.
Added command to support Hub creating a new project, and connecting a project to Unity Version Control.
Editor
The Highlights profiler module is now visible by default.
Profiler
Fixed "UnityException: Could not find the requested Platform Texture Settings" error that was thrown when selecting a texture when the Dedicated Server Build Support module was installed and the Build Target was missing from the texture's metadata.
Fixed GPU timings for Ray Tracing shader dispatches and acceleration structure builds on the GPU being always 0 in GPU Profiler module.
\[Build Profile Window \] Fixed for being able to switch to server profile even when its module is not installed.
\[Build Profile\] Fixed for active profile pointing to a build profile which its module is not installed.
Fixed an issue during a 'My Assets' download, in light mode, 'Resume' and 'Cancel' button background colors are off.
Fixed an issue whereby all Rendering statistics could be zero in Play Mode when the application's target frame rate was set.
Fixed undefined behavior of SpawnerSetAttribute when an expression is connected to activation slot.
Fixed the Restart Unity as a standard user button so it now works when the Editor is run as an administrator because the Unity Hub is running as administrator or due to Unity's executable compatibility flags being configured to be run as administrator.
5.1.0-pre.1 &#x2192; 5.1.0
com.autodesk.fbxPackage
2.0.0-pre.4 &#x2192; 2.0.0
nuget.castle-corePackage
2.0.0-pre.2 &#x2192; 2.0.0
nuget.moqPackage
com.havok.physics@1.2.0-pre.6
Packages updatedPackage
A new tab view has been added to list and manage locks.
Version ControlFeature
Added the Addressables for Android (com.unity.addressables.android) package. This package provides Play Asset Delivery support for Addressables.
Added support for indirect Dispatch Rays (part of DXR 1.1). The method is similar to RayTracingShader.Dispatch, but the three dispatch dimensions are retrieved from a GraphicsBuffer. Added RayTracingShader.DispatchIndirect and a new CommandBuffer.DispatchRays signature. Added SystemInfo.supportsIndirectDispatchRays capability status.
DX12Feature
Added a custom menu on IRenderPipelineGraphicsSettings.
EditorFeature
Added a piercing menu that you can open with Ctrl + Right-click in the Scene view. The piercing menu provides a UI that lists all GameObjects under the pointer. GameObjects in the menu can be highlighted and selected.
EditorFeature
Added the ForceNoCrunch option to the Build Windows &gt; Asset Import Overrides &gt; Texture Compression dropdown which forces all textures to disable crunch compression and re-import.
EditorFeatureWindows
Added Additional App IDs to Steam ID Provider Editor Settings for Multiple App ID support.
EditorFeature
Integrated new build profile icons.
EditorFeature
Introduced IRenderPipelineResources to host SRP resources, which uses the ResourcePath to auto-load resources.
EditorFeature
The Build Profile Diagnostic checkbox is no longer available because the Build Settings window has been replaced with the Build Profile window.
EditorFeature
Added a new backend rendering path for rigid GameObjects in Unity that puts them through the Batch Render Group API when the option is enabled on the Render Pipeline asset ('GPU Resident Drawer'). This functionality creates a persistent GPU state for these objects and they will be rendered by the same fast batching path as used by the entities renderer.
GraphicsFeature
Added small-mesh culling for gpu-driven instances.
GraphicsFeature
Added support for GPU occlusion culling of instances that are compatible with the 'GPU Resident Drawer', which can be enabled in the Render Pipeline asset.
GraphicsFeature
Added UITK support for CustomPostProcessOrder.
GraphicsFeature
Adding a new per batch layer filtering setting for BatchRendererGroup. This setting is useful for the context of culling out specific batches that go through the batch renderer group.
GraphicsFeature
Enabled SpeedTree GameObjects rendering using GPU Resident Drawer.
GraphicsFeature
Updated the default IRenderPipelineGraphicsSettings Inspector to trigger notifications when a value is modified.
GraphicsFeature
Added AMD FidelityFX Super Resolution 2 (FSR2) Unity script bindings and HDRP integration.
HDRPFeature
Added support for overriding material properties such as smoothness, albedo, and normal maps on all materials to facilitate material and lighting debugging. The material override feature in HDRP is available through the Rendering Debugger's Lighting panel when rendering through the path tracer pipeline.
HDRPFeature
Added support for Scalable Temporal Post-Processing (STP) upscaling solution.
HDRPFeature
Added the Sky Occlusion feature to Adaptive Probe Volumes (APV), to allow time of day with static probe volumes.
HDRPFeature
Disabled storing of baked data as Streaming Asset in Adaptive Probe Volumes (APV) to make it compatible with Asset Bundles and Addressables.
HDRPFeature
Improved on existing Mipmap Streaming debug views and added more. The current offering in HDRP is consistent with what URP offers.
HDRPFeature
Added Apple Privacy Manifest support.
iOSFeature
Patch User Reporting SDK improving UX.
PackageFeature
Improved Project manifest files to repopulate with default dependencies when the files are empty or full of whitespace.
Package ManagerFeature
Add BakeTexture and BakeTrailsTexture scripting methods.
ParticlesFeature
Added the Custom Vertex Streams feature for particle trails.
ParticlesFeature
Added a customizable Heatmap color mode, which by default displays the estimated performance impact of each node in a Shader Graph.
ShadergraphFeature
Added a new sample content pack that can be installed with the Package Manager. The samples contain descriptions, examples, and break downs for a majority of the nodes in Shader Graph. These samples help users understand the inner workings of the nodes and see examples of how they work and how they can be used.
ShadergraphFeature
Added a zoom step size option in the user preferences.
ShadergraphFeature
Added new shortcuts for adding new nodes and toggling sub-window visibility, and moved several existing shortcuts to the Shortcut Manager.
ShadergraphFeature
Added the Feature Examples Sample to Shader Graph to show users how to achieve specific effects in Shader Graph.
ShadergraphFeature
Added the SpeedTree9Importer, which supports .st9 files exported by SpeedTree Modeler 9 and includes the following: Support for SpeedTree Games Wind and SpeedTree Legacy Wind effects The ability to configure wind strength and direction responsiveness through the Importer Settings New SpeedTree9 shaders for built-in (.cg), URP, and HDRP renderers (.shadergraph) New shaders for the new wind effects, but no major changes to lighting
SpeedTreeFeature
Added the option to cache Render Graph compilation for both URP and HDRP.
SRP CoreFeature
Native TextGenerator Rewrite.
TextCoreFeature
Added a debugger for the UI Toolkit dynamic atlas.
UI ToolkitFeature
Added missing UxmlAttribute converters to support UXML authoring: Gradient, AnimationCurve, ToggleButtonGroupState, Unsigned Int and Unsigned Long.
UI ToolkitFeature
Added support in PropertyField for ToggleButtonGroupState serialized properties.
UI ToolkitFeature
Added a Camera History Texture manager and basic interfaces to access per-camera history textures. History textures are wrapped and stored in types which contain all the textures, additional data, and API methods specific for that history. History textures are useful for rendering algorithms that accumulate samples over multiple frames or use data of previous frames as input.
Universal RPFeature
Added a new config package that allows you to override the maximum number of lights visible on screen.
Universal RPFeature
Added C\# script templates to create a post-processing ScriptableRendererFeature that uses a custom VolumeComponent.
Universal RPFeature
Added per-camera color and depth history and history access for custom render passes.
Universal RPFeature
Added support for foveated rendering in the Forward+ rendering path.
Universal RPFeature
Added the 8192x8192 option in Shadow textures.
Universal RPFeature
Added Adaptive Probe Volumes (APV) Lighting Scenario Blending to URP
URPFeature
Added APV Sky Occlusion support for URP.
URPFeature
Added Render Graph Viewer. Access it through the Window &gt; Rendering menu. The tool helps to visualize and debug resource usage of Render Passes in the Render Graph framework.
URPFeature
Added six Mipmap Streaming debug views to the Rendering Debugger. These views can be found in the Rendering tab, under Mipmap Streaming. The available debug views are: Mip Streaming Performance, Mip Streaming Status, Mip Streaming Activity, Mip Streaming Priority, Mip Count, and Mip Ratio.
URPFeature
Added support for Scalable Temporal Post-Processing (STP) upscaling solution.
URPFeature
A new tab view has been added to list and manage locks.
Version ControlFeature
Added Camera Buffer Access support in VFX with URP.
VFX GraphFeature
Added collision events that allow specific processes upon contact.
VFX GraphFeature
Added new profiling/debugging panels in the VFX window.
VFX GraphFeature
Added particle count readback for strips, which also allows strips to go to sleep state.
VFX GraphFeature
Added support for per-particle sorting in strips.
VFX GraphFeature
Allowed instanced rendering of VFX that have exposed textures or graphic buffers.
VFX GraphFeature
Built-in and custom attributes can now be handled from the blackboard panel.
VFX GraphFeature
Enabled Frustum Culling for strips.
VFX GraphFeature
Improved the Shader Graph Cross Pipeline workflow.
VFX GraphFeature
Reworked Flipbook player block.
VFX GraphFeature
Strips now support the "Indirect draw" option. "Indirect draw" renders only the particles that are active, instead of full capacity.
VFX GraphFeature
Support of ShaderKeyword declared in Shader Graph.
VFX GraphFeature
The following improvements have been made to shortcuts in VFX Graph: Registered the shortcuts in the global Unity Shortcut window. Synced shortcuts with ShaderGraph where possible. * Added new shortcuts.
VFX GraphFeature
Implemented the following LocationService methods and properties in Web platform: Start() Stop() isEnabledByUser lastData * status
WebFeature
\[Web Platform\] Added the ability to copy and paste to and from the Unity player.
WebFeature
Added support for *WebAssembly 2023*, which is a Unity-coined term for a collection of newer WebAssembly language features such as, sign-ext opcodes, non-trapping fp-to-int, bulk-memory, bigint, wasm table, native Wasm exceptions, and Wasm SIMD.
WebGLFeature
WebGL: Implemented the following LocationService methods and properties: GetLastHeading() SetHeadingUpdatesEnabled() IsHeadingUpdatesEnabled() GetHeadingStatus() * IsHeadingAvailable()
WebGLFeature
Added support for Foveated Rendering on Vision Pro.
XRFeature
The Compilation database is improved to now include objective-c files.
Build SystemImprovement
Made various improvements to Render Graph Viewer UX.
SRP CoreImprovement
Exposing additional depth formats for CameraDepthAttachment and CameraDepthTexture.
Universal RPImprovement
Merge some VFX Graph buffers to lower to amount of buffer used in the shaders and increase platform reach.
VFX GraphImprovement
Improved performance of shadow generation.
2DImprovement
Improved multiple API documentation for the Screen Reader API.
AccessibilityImprovement
Increased the speed of the instantiation of NavMeshes into the scene.
AIImprovement
Added a new Player setting to display warnings when the symbols package size exceeds the specified threshold.
AndroidImprovement
Added a new property in .androidlib plug-in inspector to specify dependencies for unityLibrary. You can now configure .androidlib to depend on unityLibrary, and thus expand an activity by overriding UnityPlayerActivity.
AndroidImprovement
Fixed https://docs.unity3d.com/ScriptReference/AndroidJavaProxy.html docs, the view in onDateSet should be disposed by calling .Dispose.
AndroidImprovementUUM-59437
Fixed .androidlib default build.gradle, it will correctly apply android library plugin + targetSDKVersion.
AndroidImprovement
When producing the symbols.zip package, Unity will prompt Gradle to produce the zip, which means the symbols.zip package might contain more symbol files, allowing for better stack trace resolution. This also allows you to regenerate the symbols package from within the Gradle project.
AndroidImprovement
You can now embed Debug symbols into an app bundle (e.g., in the Build Settings window, choose Debug Symbol &gt; level and format to IncludeInBundle) when uploading .aab files to the Google Play Store. The symbols are uploaded together with aab, which means you don't need to upload the symbols separately.
AndroidImprovement
Included platform name in Bundle Identifier error messages.
Apple TVImprovementiOStvOSUUM-52189
Improved error handling when updating ArtifactDB or SourceAssetsDB.
Asset PipelineImprovementUUM-48669
Added an "Edit Audio Random Container" button to the Audio Random Container Inspector. Also, disabled presets for the Audio Random Container.
AudioImprovementUUM-51019
You can now create an Audio Random Container (ARC) from a selection of audio clips using the following method: 1. From your Project browser, select a set of audio clips. 2. Right-click and click *Create &gt; Audio &gt; Audio Random Container*. This creates a fresh audio random container that contains the clips from your selection.
AudioImprovement
Added deterministic shader ordering in output content.
Build SystemImprovement
Content is now deterministically sorted when being pulled from the resource manager.
Build SystemImprovement
Made bee_backend's directory deletion explicitly handle read-only files on Windows.
Build SystemImprovementWindows
The Compilation database is improved to now include objective-c files.
Build SystemImprovement
Added a new Math.Clamp API, which is available when the API Compatibility Level is set to .NET Standard 2.1.
BurstImprovement
Added Burst support for Apple visionOS.
BurstImprovementVisionOS
Added support for default interface methods.
BurstImprovement
Added support for hashing against different target frameworks.
BurstImprovement
Added support for string interpolation in exception messages.
BurstImprovement
Added support for System.Math functions Acosh, Asinh, Atanh, Cbrt, CopySign, Log2, SinCos, FusedMultiplyAdd, and ILogB.
BurstImprovement
Added logging when a ComputeShader variant is created with no keywords.
ComputeImprovement
Clean up and clarify areas of the source code.
CoreImprovement
Improved baking of large scenes that use Probe Volumes.
CoreImprovement
Add instructions for blending Adaptive Probe Volumes at runtime.
DocumentationImprovement
Added new and updated existing Accelerator cache server command line argument documentation.
DocumentationImprovementServer
Added two new workflows to the Timeline Workflows documentation
DocumentationImprovement
The Use markers and signals for footsteps workflow demonstrates how to use Timeline markers, Signal assets, and Signal Receiver components to play audio sources for footsteps.
ImprovementsImprovement
The Create a Sub-Timeline instance workflow demonstrates how to create a single cut-scene by nesting a Timeline instance within another Timeline instance.
ImprovementsImprovement
Changed the line summary of Vector2/3/4.normalized to make it clearer that the vector is not modified and that it is a new normalized vector in the same direction that is returned.
DocumentationImprovementUUM-61851
Improve the scripting documentation for RaycastHit2D.
DocumentationImprovement
Improved code sample for NavMeshAgent.CalculatePath() to better clarify how to interpret and use its results.
DocumentationImprovementUUM-43219
Updated documentation of Mathf.SmoothDamp.
DocumentationImprovementUUM-60504
\[AI\] Added some detail to NavMeshPathStatus.PathInvalid.
DocumentationImprovementUUM-43218
Implemented a dedicated GPU memory allocator for small acceleration structures (BLASes) to save GPU memory when using ray tracing.
DX12Improvement
Implemented acceleration structure (BLAS) compaction for static meshes to reduce GPU memory consumption in Ray Tracing effects. Compaction reduces memory requirements by more than 50% for BLASes.
DX12Improvement
Optimized writing shader records into shader tables before ray tracing dispatches.
DX12Improvement
Added a column that displays the shortcut type in the Shortcut Manager window.
EditorImprovement
Added a general Graph category to the search by type option in ProjectBrowser.
EditorImprovement
Added a new internal Editor API to control Rendering Layer names in Tag &amp; Layers.
EditorImprovement
Added a toggle in the preferences to show the project path instead of the project name in main window title.
EditorImprovement
Added Deselect and Invert Selection to the context menu.
EditorImprovement
Added discrete menu items for pasting cut or copied GameObjects as children while preserving local or world transform.
EditorImprovementUUM-43090
Allow for action and clutch shortcuts to use the same mouse button \[with or without modifiers\].
EditorImprovement
Categorised and alphabetised the order of items in the Create menu.
EditorImprovementUUM-49318
Changed the overlay menu into an overlay itself. This allows us to use the new Overlay Popup feature and to remove the need to maintain two code paths for very similar behaviors.
EditorImprovement
Clamp gizmo icon render size to prevent gizmos being drawn obstructively large or unreadably small in certain scenes.
EditorImprovement
CustomPropertyDrawer can be filtered per Render Pipeline with SupportedOnRenderPipeline attribute.
EditorImprovement
Data used for preview is released when the baked lightmap preview system is not used for 30 seconds.
EditorImprovement
Implement guard for crash in TimeSliceAwakeFromLoadQueue::IntegrateTimeSliced.
EditorImprovementUUM-41509
Improve performance when fetching artifacts that are missing (e.g link to an artifact deleted from the project).
EditorImprovementUUM-22002
Improved moving files in the Project window. Moving files in the Project window now takes less memory and is faster.
EditorImprovementUUM-44466
Improved the Build window message that appears when a Dedicated Server target is not installed.
EditorImprovementServerUUM-45218
Improved visibility on Volume component when Profile Instance used.
EditorImprovement
Improvements to the Graphics Settings UI.
EditorImprovement
Modified the Create menu so it now contains a script template for an empty C\# Script and a Scriptable Object Script. In addition, the C\# Script menu item has been renamed to MonoBehaviour Script.
Renamed Post-processing and Lighting Quality settings to Tiers.
EditorImprovement
Reorganized the Edit menu.
EditorImprovement
Added missing color legends for the Lighting Visualizations Colors panel, to explain the colors used in the Texel Validity Scene View Mode.
GIImprovement
Added the Bake Reflection Probes menu item.
GIImprovement
Added the Clear Baked Data menu item.
GIImprovement
Changed packing of instances into lightmap atlases to be spatially coherent, and prefer packing instances that are located close to be together.
GIImprovement
Changed several scene view modes to have lit shading, to make them easier to read.
GIImprovement
Exposed a "Lightmap Scale" slider for baked preview mode, which lets you quickly change the effective lightmap resolution.
GIImprovement
Finalize APV baking using new probe baking API.
GIImprovement
Implemented tests which target meta passes without light baking.
GIImprovement
Improved Typeset lightmap and light probe numbers in the Lighting Window.
GIImprovement
Optimize light baking input extraction by parallelizing surface area calculations.
GIImprovement
Optimized scheduling of lightmaps for interactive baking previews by prioritizing the lightmaps that take up most of the viewport.
GIImprovement
Optimized the initialization time for GPU lightmapper bakes.
GIImprovement
Added the option Use Legacy Lightmaps to disable lightmap texture arrays when GPU Resident Drawer is enabled.
GraphicsImprovement
Added three new UNITY_DOTS_INSTANCED_PROP variants to give users more control over DOTS instanced property loading performances.
GraphicsImprovement
Added ShadowDrawingSettings.splitIndex to control which split index is drawn for a shadow renderer list.
GraphicsImprovement
Improved CPU performance when binding geometry buffers (i.e. unity_MeshVertexBuffers_RT) to ray tracing hit shaders
GraphicsImprovement
Improved culling performance when using Batch Render Group.
GraphicsImprovement
Improved the performance and memory requirements of Texture API calls such as LoadRawTextureData that write to a Texture2D that was created with the TextureCreationFlags.DontUploadUponCreate flag.
GraphicsImprovementUUM-35989
Kick GameObjects shadow casters culling jobs earlier to improve performance.
GraphicsImprovement
Optimize DOTS instanced properties loading code for URP and HDRP stock shaders.
GraphicsImprovement
Updated platform macros for VRR code.
GraphicsImprovement
Add support for fixing IRenderPipelineGraphicsSettings on the HDRP Wizard.
HDRPImprovement
Added a new LOD mode for the High Quality Line Renderer that is based on screen coverage.
HDRPImprovement
Added a warning to the HDRP Wizard if a users project contains materials that can't be upgraded.
HDRPImprovementUUM-46394
Added an *Importance* property to Reflection Probes. Use this property to indicate the relative priority of the Reflection Probe for sorting.
HDRPImprovement
Added atmospheric scattering from PBR Sky.
HDRPImprovement
Added line light support to the Stacklit, Water, Hair, Eye, and Fabric shaders.
HDRPImprovement
Added new visual effects examples to the HDRP Water Sample example scenes.
HDRPImprovement
Added support for tube-shaped and disc-shaped area lights in the path tracer.
HDRPImprovement
Added the ability to express the width of lines in the High Quality Line Renderer in centimeter units on a per-vertex basis.
HDRPImprovement
Avoid clamping to integers for HDR manipulation.
HDRPImprovementUUM-29767
Bumping com.unity.collections package from 1.4.0 to 2.2.0 in HDRP and light-transport packages.
HDRPImprovementcom.unity.collections
Following HDRP fixes were made: Support for decals in the Raytracing mode of SSR and SSGI. Changed the value type of Texture Lod Bias from integer to float Support debug rendering of decals' light cluster from Window &gt; Rendering Debugger &gt; Fullscreen Debug Mode &gt; LightCluster, Light Category &gt; Decal. Changed the color of the light cluster in the debug view, so that it uses the same color palette as that of tiled lighting.
HDRPImprovement
Improved HDRP build time.
HDRPImprovementUUM-61700
Improved implementation of line lights for all materials and performance.
HDRPImprovement
Improved path tracer denoising when using AOVs in combination with volumetric fog. Added an option to denoise the volumetric scattering effect separately.
HDRPImprovement
Improved Render Graph Viewer.
HDRPImprovement
Improved scene culling performance when APV is enabled in the project.
HDRPImprovement
Improved skyContext caching when the sky renderer changes.
HDRPImprovementUUM-43697
Improved the performance of the FrameSettings.Sanitize method.
HDRPImprovement
Improved user feedback when a framesetting is disabled.
HDRPImprovement
Improved water surface underwater backface rendering.
HDRPImprovement
Improved water system foam generatorattenuation.
HDRPImprovement
Improved water system performances.
HDRPImprovement
Improvements in the volumetric lighting performance.
HDRPImprovement
Made changes to improve the conversion from string to type for each Custom PP.
HDRPImprovement
Optimize water surface scripting interactions.
HDRPImprovement
Optimized the performance of reflection probe baking by baking all probes in a single batch.
HDRPImprovement
Reduced GC Alloc when using raytracing and HDRP.
HDRPImprovementUUM-40657
Reduced the amount of memory that LTC area light tables consume.
HDRPImprovement
Reduced time taken by default scriptable shader stripping.
HDRPImprovement
Updated description of Decal Projector Draw Distance setting to mention HDRP asset setting
HDRPImprovementUUM-42539
Added the "-timestamps" command line argument to the player, which makes it prepend timestamps at the beginning of each log line. This setting was previously only available to the Editor.
KernelImprovement
Implemented stack probes for Windows Arm64.
MonoImprovementWindows
Alembic: Prevented a NullReferenceException when upgrading a project with URP and Alembic to Unity 2023.3.
PackageImprovement
A warning is logged in upm.log when a deprecated UPM environment variable is detected.
Package ManagerImprovement
Added the ability to configure the UPM global cache size via the UPM_MAX_CACHE_SIZE environment variable or the maxCacheSize property in the user configuration file. The default is 10GB.
Package ManagerImprovement
The global cache that contains the uncompressed contents of registry package tarballs is now obsolete and the UPM_CACHE_PATH environment variable is no longer supported.
Package ManagerImprovement
Improved two error messages to include the name of the Particle System.
ParticlesImprovement
Improved Physics callback dispatching performance by jobifying the processing of trigger and joint break events and only dispatching events that have their callback implemented.
PhysicsImprovement
Released Memory Profiler version 1.1.0. Refer to https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html for more information.
ProfilerImprovementcom.unity.memoryprofiler
Changed the overlays order for a consistent one in the Overlay Menu.
Scene/Game ViewImprovement
Updated the Cameras overlay icon to be more descriptive.
Scene/Game ViewImprovement
Fixed Hierarchy.Remove performance issues that could not scale when performed in loop.
ScriptingImprovementUUM-63478
Reduced noise in logs by setting logging level to 'Debug' in AssemblyUpdater when collecting ApiUpdater configurations.
ScriptingImprovementUUM-45511
Added the*Disable Color Tinting* property to Canvas and Sprite SubTargets. Use this property to override the color completely.
ShadergraphImprovementUUM-46771
Added a shader variant limit to the Project Settings, and clarified the difference between the variant limits in the Preferences tooltip.
ShadergraphImprovement
Addressed delays related to graph concretization where certain operations were taking longer than expected.
ShadergraphImprovement
Exposed a scope option for Texture3D, CubeMap, and Texture2D Array Blackboard properties.
ShadergraphImprovement
Improved clarity and behavior of Blackboard properties when options change. Renamed *Exposed to Show in Inspector*.
ShadergraphImprovement
Improved the performance of undo/redo operations in large graphs.
ShadergraphImprovementUUM-52220
Removed the *Global/Local scope for Keyword properties and replaced them with an Is Overridable* toggle. Updated the corresponding option enablement to clarify behavior.
ShadergraphImprovement
Updated the toolbar UI to make it more similar to VFX Graph.
ShadergraphImprovement
When compiling shaders with DXC and targeting Metal, HLSL min16float instructions will be converted to 16-bit floating point (MSL half) instructions.
ShadersImprovement
Added GPU Resident Drawer debug panel to display culling stats when Instanced Drawing is enabled.
SRP CoreImprovement
Added icons and fixed bugs in Render Graph Viewer.
SRP CoreImprovement
Dumping in the temp folder the stripping of IRenderPipelineGraphicsSettings
SRP CoreImprovement
Improved and unified render graph profiling markers.
SRP CoreImprovement
Improved BeginRenderPass CPU performance in the Native Render Pass Render Graph (URP).
SRP CoreImprovement
Improved execution performance with Render Graph.
SRP CoreImprovement
Improved Render Graph Viewer UI to allow jumping to pass definitions in C\# IDE.
SRP CoreImprovement
Improved the CPU performance of the Native Render Pass Render Graph compiler by 15-40% (combined with NativeList PR and other optimization), depending on the complexity of the rendering and the runtime device.
SRP CoreImprovement
Improved the resource pooling system in Render Graph.
SRP CoreImprovement
Made various improvements to Render Graph Viewer UX.
SRP CoreImprovement
Merged rendergraph native render passes that have different depths.
SRP CoreImprovement
Prevented the unnecessary store op of MSAA buffers in URP when using Native Render Pass Render Graph.
SRP CoreImprovement
Reduced AddRaster/Compute/UnsafeRenderPass Render Graph API CPU cost by not clearing internal arrays. Now it relies on the handle IsValid() API instead.
SRP CoreImprovement
Replaced the overlays inside the RenderGraph Viewer with a fixed side panel.
SRP CoreImprovement
Replaced DynamicArray with NativeList in NativeRenderPassCompiler to improve performance.
SRP CoreImprovement
Small optimization, frame allocation checks of the Render Graph resource pool are now enabled through Validation checks.
SRP CoreImprovement
Validation checks of Render Graph can now be enabled or disabled from the Editor. They are enabled by default, and disabling them slightly improves Render Graph performance.
SRP CoreImprovement
RenderGraphObjectPool is now three times faster with RasterRenderRenderGraphPass objects by using UnityEngine.Pool.
SRP CoreImprovement
Improved dynamic FontAsset initialization time and reduced the required number of managed memory allocations.
TextImprovement
Provided early out to scenarios where a null mesh was being set on a CanvasRenderer.
uGUIImprovement
Refactored the TreeView and MultiColumnTreeView control to use the Hierarchy as its data structure.
UI ElementsImprovement
Added support for defining null UxmlObjects by using the <null/> tag.
UI ToolkitImprovement
Added support for generic UxmlAttributeConverters and Types.
UI ToolkitImprovement
Added support for setting the searchfield placeholder text via UXML.
UI ToolkitImprovement
Added support for UxmlObjects to use custom property drawers for their serialized data.
UI ToolkitImprovement
Added the ability to preview changes to the inline value of a UXML attribute or a USS property In the UI Builder, even if they are bound.
UI ToolkitImprovement
Added undo/redo functionality for when you create a binding on attributes or style properties.
UI ToolkitImprovementUUM-49503
Added validation of UXML attribute and element names to ensure they are valid XML names.
UI ToolkitImprovementUUM-54829
Added warning for UxmlAttributes in a non UxmlElement class. (UIT-2017)
UI ToolkitImprovement
Changing a UxmlElements namespace or class name is now supported with the MovedFromAttribute.
UI ToolkitImprovement
Exposed the align-content API in the Editor, via the *Align Content property in the Align* section of the Builder Inspector. (UIT-1703)
UI ToolkitImprovement
Improved the performance of the UXML attributes view in the builder during undo/redo operations. (UIT-2161)
UI ToolkitImprovement
Improved the UI Builder performance when using UXML serialization and data bindings.
UI ToolkitImprovement
Improved the UI Toolkit performance by reducing the number of managed memory allocations (GC.Alloc), specifically when using a virtualized ListView containing Label items.
UI ToolkitImprovementUUM-57824
Improved UI Builder Attribute type picker field to use a popup selector instead of a completer.
UI ToolkitImprovementUUM-59486
Modified the builder attribute field tooltips so they now include the value.
UI ToolkitImprovement
The Editor now tracks which fields are overridden in UXML in the UxmlSerializedData. During the deserialize process, the Editor only applies the overridden fields instead of all of them.
UI ToolkitImprovement
The UI Builder no longer unnecessarily reacts to asset changes if it is not opened. (UIT-2157)
UI ToolkitImprovement
Updated the bound fields in the UI Builder Inspector so they can be navigated through keyboard events.
UI ToolkitImprovement
Added checks to avoid building shadow atlases, adjusting shadow resolution, calculating rendering layers, and running other related operations when their features are disabled.
Universal RPImprovement
Bloom shader variants are now stripped per feature (LQ, LQ Dirt, HQ, HQ Dirt).
Universal RPImprovement
Disabled implicit use of all globals in URP passes
Universal RPImprovement
Exposing additional depth formats for CameraDepthAttachment and CameraDepthTexture.
Universal RPImprovement
Improved performance for Deferred Rendering when using many lights.
Universal RPImprovement
Improved performance for AdditionalLightShadowCasterPass and BuildAdditionalLightsShadowAtlasLayout.
Universal RPImprovement
Improved performance when creating shadow data.
Universal RPImprovement
Improved runtime performance by adding checks for _ALPHATEST_ON when rendering depth, shadows, and depth normals.
Universal RPImprovement
Improved stripping logic for Accurate G-buffer normals when using Deferred rendering on Vulkan.
Universal RPImprovement
New Renderer Feature updated with Render Graph code.
Universal RPImprovement
Optimized bloom post processing effect CPU performance. Converted many RasterPass into a single UnsafePass.
Universal RPImprovement
SSAO CPU optimization. Many RasterPass into single UnsafePass.
Universal RPImprovement
Updated NewRendererFeature Template.
Universal RPImprovement
Improved the performance of repeating checks on whether the accelerometer and gyrometer are supported.
Universal Windows PlatformImprovementWindows
Enabled APV Disk Streaming in URP.
URPImprovement
Enabled the APV Lighting Scenario Baking in URP.
URPImprovement
Enabled renderViewportScale for XR intermediate textures.
URPImprovementXR
Improved AddComponent performance for VFX by precaching script pointers in common case operation.
VFX GraphImprovement
Improved and optimized both undo and redo.
VFX GraphImprovement
Fixed an issue to properly sync GameActivity text selection with Unity runtime when entering text in soft keyboard.
Fixed Provide control over Unity killing external ADB instances, there's a new option in Preferences-&gt;External Tools-&gt;Kill External ADB instances.
Fixed Show warning when Input Handling is set to Both, since Both is not supported on Android and can cause both - input and performance issues.
Fixed an issue where editing a script (i.e. domain reload) while the editor window for the AudioRandomContainer asset would throw a null reference exception.
AudioFix
Fixed ARC spamming warnings when being duplicated/renamed/editor opened if loop/time/trigger mode settings would cause an infinite number of clips. Also fixed the message to clearly state we automatically fix the time property.
Fixed issue where entering play mode would make an open editor window for the AudioRandomContainer asset show garbled UI for the clip list.
Fixed description for AudioSource.GetDSPBufferSize by pointing to the correct DSP buffer size setting.
Fixed descriptions for AudioImporter public methods to reflect an updated list of options for platform strings.
Build Profile Window - Fixed for Android profile updating target list state between layout and repaint UI calls.
Fixed a scenario where the macOS Editor will keep scene view popup windows open after closing the scene view.
EditorFixWindowsmacOSUUM-62686fixed 6000.0.0b11
Fixed an exception happening when maximizing a window while Preview window is docked outside of the inspector.
Fixed an issue by adding a New setting to exactly match model names against referenced clips when using the model@refclip asset naming(EditorSettings.modelReferenceClipsExactNaming).
Fixed an issue by adjusting IL2CPP IDE command line generation to include AdditionalIl2CppArgs.
Fixed an issue by Increasing Font style for headers in the Volume Components in the Graphics Settings.
Fixed an issue where Joint components would never wake up ArticulationBody components, when the constraint data was changed.
Fixed an issue where Joint components wouldn't properly wake up Rigidbody components, when the constraint data was changed.
Fixed an issue where Particles Unlit shader excluded DepthNormals pass for GLES and OpenGL.
EditorFix
Fixed an issue where SSAO got an incorrect normals texture when Game and Scene windows were open and renderer set to Deferred.
Fixed an issue which allow the editor to name the window based on the tab while static tabs are on.
Fixed inspector elements from being culled in secondary inspector window and avoid unexpected behavioral errors been thrown when selecting an Asset then selecting another type of asset and deselecting it.
Fixed issue where right-clicking on the prefab overrides dialog crashes after selecting an asset to override.
Fixed Items with a very long name will no longer make the arrow indicator disappear in Add Component dropdown popup.
Fixed new classic profile is created using outdated value after changes in Build Profiles window.
Fixed per-platform formats on the TextureImporter will default to the platform default if not initialized properly.
Fixed an crash on Linux when using the OpenGL backend with URP, Native Render Passes, and required depth.
Fixed crash when importing an unsupported 2x2 mipmapped, BC-compressed asset created in an older version of Unity.
Fixed coarse stencil bug computation race condition caused by a compiler bug in DXC. The issue manifests itself as flickering tiles on sub surface scatter pixels. This issue is caused because the DXC compiler does not make the branches using a groupThreadId vector comparison a scalar. Changing this to use the group index instead (preflattened) triggers the compiler to recognize the branch as a scalar instead.
Fixed the wrong texture being set (due to resource name leaking) for half res downsample: instead of using _CameraDepthTexture which could be anything, using an new explicit name _SourceDownsampleDepth. When hardware DRS is on, we can safely assume that the ratio between the input and output textures is 1 because the GPU hardware sizes are watertight.
Fixed build failure when using unary negation operator (-) or bitwise not operator (~) on a pointer type cast to a native integer (nint/nint).
Fixed inclusion of file and line numbers when specified in the IL2CPP Stacktrace Information setting for a Server build.
Fixed AppDomain.UnhandledException not invoked before crashing due to unhandled exception when using "Fast but no exceptions" scripting calls.
Fixed issue where custom client and server certificates were not correctly being validated by HttpClient.
Updated the Cinemachine package to 2.10.0.
PackageFix
Fixed an issue where CharacterController components would not be counted towards the number of physics objects within a scene, thus allowing the owning scene to be recreated regardless of the character controller being present or not.
Fixed an issue where data slicing for batch query jobs would incorrectly split the results array, eventually corrupting memory due to writing out of bounds.
Fixed an issue where zooming in/out the SceneView by scrolling with a trackpad would result in inconsistent zooming direction.
Scene/Game ViewFixUUM-63356fixed 6000.0.0b11
Fixed an issue to ensure the completion of Awaitable.NextFrameAsync was not raised too early.
Fixed deadlock being created for Awaitable async methods NextFrameAsync, EndOfFrameAsync when Time.timeScale is 0.
Fixed an error when opening a Prefab with an overriden managed reference and Show Overrides is enabled.
Fixed an issue by adding a way to opt out of asset monitoring on specific editor windows to avoid performance issues with panels that contain many VisualElements.
UI ElementsFixWindowsUUM-60233fixed 6000.0.0b11
Fixed the recursive call that caused the stackoverflow for dynamic height collection view elements.
Fixed attribute overrides when it's multiple levels deep in the Hierarchy in the UI Builder.
Fixed UI Builder frame selected from not focusing when the canvas had been offset from the origin.
Fixed an issue where SSAO didn't use the correct check for rendering mode.
Universal RPFix
Fixed an issue by removing obsolete content in package documentation.
Version ControlFix
Fixed an issue by replacing "plasticscm.com" by a "https://unity.com/solutions/version-control" in the package.json.
Version ControlFix
Fixed an issue to ensured branch creations start from the latest changeset.
Version ControlFix
Fixed Diff option unavailable for .prefab.
Version ControlFix
Fixed DropdownField not working properly on a ModalUtility window on MacOS.
Version ControlFixmacOS
Fixed finding changes operation being firing constantly.
Version ControlFix
Fixed issue with existing checkout operations locking the workspace.
Version ControlFix
Fixed layout error when switching checkout status in the inspector.
Version ControlFix
Fixed Pending Changes context menu had the view file history greyed out for asset+meta.
Version ControlFix
Fixed Preconfigured date format was not recognized as a valid DateTime.
Version ControlFix
Fixed typo in locks tooltip.
Version ControlFix
Fixed UI error when opening and closing multiple closable tabs.
Version ControlFix
Fixed unable to expand added item list after collapsing.
Version ControlFix
Fixed an editor crash when deleting objects (textures, meshes) that are used by active VFX graph.
Fixed an issue by cleaning data and upgraded VFX assets to prevent unwanted warnings in the console.
Fixed The "loopPointReached" event is continuously triggered when a Video Clip with looping and skip-on-drop disabled restarts playback after reaching the end.
Fixed a destroyed texture used error.
WebGLFix
Fixed am issue where a SpriteShapeRenderer with mask interaction set is unable to be masked by a SpriteMask when using a URP pipeline.
Fixed an issue where a GameObject instantiated by a Tile is recreated on the player when the user refreshes the Tile without changing the Tile.
Fixed an issue where textures set from the ShaderGraph shader are not applied for use in the TilemapRenderer.
Fixed an issue where LineRenderer and TrailRenderer lines were not visible when using URP Sprite materials.
Fixed an issue with ShadowCaster2D where they would sometimes throw an exception when provided with degenerate sprites.
Fixed crash on SpriteAtlas::GroupSprites when attempting to generate a Sprite Atlas without calling AssetDatabase.CreateAsset first.
Fixed dynamic batching to work with the Tilemap Renderer in Individual mode and the Sprite Renderer in URP when Renderers use a non-SRP batchable material and can be dynamically batched.
Fixed Invalid SortingGroup index set in Renderer error message appearing when a SortingGroup is created and another is deleted at the same time.
Fixed issue with the TilemapCollider2D where the user updates Tiles in CompositeOperation.None and switches to CompositeOperation.Merge, and the collider shape is not updated accordingly.
Fixed the Tilemap Renderer by setting a default texture shader property so that it no longer uses the texture shader property from a previous renderer if the property is not set.
Fixed the high memory usage and crashing issue related to DynamicHeapAllocator::CreateTLSFBlock when opening project with Sprite Atlas V2 enabled.
Fixed the importing of sprite sheets with ISpriteEditorDataProvider so that it no longer generates broken sprites.
Fixed the issue causing a Sprite Atlas' secondary textures to not be rendered when used in a Shader Graph.
Fixed the issue causing the URP Converter to not upgrade the material of imported .PSB characters to Sprite-Lit-Default.
Fixed the Shader Graph light texture node to work correctly with prefabs and preview windows.
Fixed URP Freeform Lights so that they no longer glitch when Light points are close to one another.
Fixed GfxVersionList::Impl::GetVersion to no longer crash when opening the Project, Scene, and Game views.
Fixed TilemapCollider2D so it no longer crashes when a tilemap with tiles that have invalid Transform matrices is loaded.
Improved the performance of the Tilemap Renderer when you change material properties that does not require a BuildChunkJob.
Max Size is only applicable. On Master Textures and Secondary Textures always use the size as Master Texture (MainTex).
Modified SpriteRenderer so that changes to a material's color property during an animation preview now reset back to their original state after exiting the animation preview.
The Tilemap Renderer in Individual mode will use all secondary textures associated with sprites, when the sprites are using a Sprite Atlas texture with different secondary texture sources.
Fixed a crash when launching a project through the Android Studio debugger that uses the Screen Reader API while TalkBack is enabled on the test device. (A11Y-477)
AccessibilityFixAndroid
Fixed accessibility nodes with the Slider role not being announced when focused with TalkBack. (A11Y-436)
AccessibilityFix
Fixed an issue that prevented Unity from creating new AccessibilityNodes when the hierarchy is already active.
Fixed late update of isActive value on AccessibilityNode for Android issue.
AccessibilityFixAndroid
Fixed the ordering of native accessibility nodes that are moved or inserted into an active hierarchy on iOS. The ordering of elements in the native accessibility tree now remains consistent with the active C\# hierarchy on iOS.
AccessibilityFixiOSUUM-52879fixed 6000.0.0b11
Replaced the broken AccessibilityNode.extraData API with AccessibilityNode.hint and made AccessibilityNode.selected an event.
Clear the NavMesh.onPreUpdate callback list when entering play mode.
AIFix
Fixed a crash that happens when NavMesh Agents with active avoidance try to move between obstacles that carve the NavMesh in some particular locations.
Fixed an issue where NavMesh.onPreUpdate listeners would get cleared after MonoBehaviour.OnEnable has been called.
AIFix
Added missing super.onRequestPermissionsResult for onRequestPermissionsResult call for both Activity and GameActivity.
Added symbol settings to Android build profile.
AndroidFix
AndroidJavaObject will correctl follow dispose pattern and will now call Dispose(false) from finalizer, previously it called Dispose(true).
Applied a fix to correctly set the sensor name and vendor when reporting to the input system package. Previously only sensor type was being reported, while name and vendor were empty strings.
Fixed a missing IPostGenerateGradleAndroidProject deprecation warning, it will be visible now.
Fixed a bug where the Android Player setting Mute Other Audio Sources would not mute the audio from another application when the Player starts. There are two cases where another app's audio might not get muted when it should. This could happen if the other app is started before the Unity app or if the other app is played via the Android quick panel after the Unity app starts.
Fixed a crash, when one of the extracted il2cpp resource is delete in application data folder, in case like this, application will reextract il2cpp resources again.
Fixed a potential race condition during pause routine, which would cause application to accidentally quit instead of pausing.
Fixed an issue that caused custom keystore creation to fail in the Keystore Manager for Android applications.
Fixed an issue to properly sync GameActivity text selection with Unity runtime when entering text in soft keyboard.
Fixed an issue when picking target API level which is not the highest installed API level, Unity will now show a dialog asking if you want install it and will install missing API level upon request, previously Unity would throw an error and would ask you to install API level manually. This new behavior will be available only in non batch mode, in batch mode you would still receive an error, the reason is to avoid potential implicit errors.
Fixed an issue where a black frame flashes when returning to Unity Game Activity from the home screen.
Fixed an issue where a black screen with centred app icon would appear before the splash screen. The black screen is now removed to only display the splash screen.
Fixed an issue where a black screen would appear for a few seconds when returning to the game after a paused state.
Fixed an issue where closing the touch screen keyboard incorrectly set TouchScreenKeyboard.hideInput to false.
Fixed an issue where splash background color was not always editable for Android, even if a splash screen background image is set.
Fixed an issue where the Player didn't update correctly when changed to a pop-up view using Swipe for Pop-up view feature in Samsung devices.
Fixed an issue with JNI global reference table overflow when AndroidJavaObjects are deleted by garbage collector.
Fixed an issue with APP_CMD_WINDOW_INSETS_CHANGED to correctly report for GameActivity when soft keyboard is opened/closed.
Fixed Application.Unload for GameActivity, GameActivity will now work in Unity As A Library environment.
Added supported URL schemes settings to visionOS Player settings.
EditorChangeVisionOS
The following improvements are made to the Cursor lock/confine state in Windows:
WindowsChange
The Cursor lock/confine state is no longer enforced when interacting with Window system elements such as the title bar, border, or system buttons.
ChangesChange
The Cursor lock/confine state and input processing are delayed until the user presses a key or clicks inside the client area.
ChangesChange
The cursor doesn't become visible when Cursor.lockState == CursorLockMode.Locked.
ChangesChange
Fixed an issue where clicking and holding the title bar while the Unity player launches caused the window to snap to the bottom of the screen when cursor is locked on startup.
ChangesChangeUUM-59664
Changed Shadow Caster 2D to provide a message that GPU skinning is not supported when it is enabled.
2DChangeUUM-18815
Built-in navigation components are no longer hidden from the Add Component menu if the AI Navigation package is not installed. Instead, affected workflows provide shortcuts to install the package.
AIChange
The launcher/build.gradle evaluation now depends on unityLibrary/build.gradle evaluation. Therefore, the unityLibrary/build.gradle can no longer have any dependencies on the launcher/build.gradle.
AndroidChange
Unity will no longer need to force debugging symbols if Unity Cloud Diagnostics (UCD) is enabled. Users can manually choose the appropriate debug symbol level. Choosing the level affects how stack traces are resolved by UCD. For example, public symbols are enough to properly resolve function names, while debugging symbols provide filenames and line numbers. Debugging symbols, due to their size can increase build time and build size, which might be a limitation for some users.
AndroidChange
Upgraded the Android Gradle Plugin version to 8.1.3.
AndroidChange
Upgraded the Gradle version to 8.4.
AndroidChange
Upgraded the Java Development Kit (JDK) version for building Android apps to 17.
AndroidChange
Upgraded the targetSdkVersion and compileSdkVersion to 34 by default.
AndroidChange
When producing the symbols.zip package, the symbols will contain .so.sym or .so.dbg extension depending on the debugSymbolLevel. These extensions are provided by the Android Gradle plugin for backwards compatibility but you can still force the .so extension (for more information, check out Debug Symbol &gt; format in the Build Settings window).
AndroidChange
Modified the AssetBundle hash so it now depends only on the respective Multiplayer Role settings it targets.
Asset BundlesChange
Updated AssetBundle so that the AssetBundle hash now depends on Multiplayer Roles only if the feature is enabled.
Asset BundlesChange
Font assets are not stripped from Dedicated Server builds when Dedicated Server Optimizations are enabled.
Build PipelineChangeServerUUM-713
Made the Player Settings &gt; Dedicated Server optimizations option, that strips all shaders and fonts, enabled by default.
Build PipelineChangeServer
Disabled Direct call for methods that are decorated with both [BurstCompile] and [UnmanagedCallersOnly] attributes because such methods shouldn't be called directly from managed code.
BurstChange
Updated the default LLVM version to 16.
BurstChange
Use mimalloc as our native allocator on Windows to speed up concurrently executing LLVM work.
BurstChangeWindows
Accessing Transform data from 'OnDestroy' during an Undo operation is no longer allowed and an error message is logged.
EditorChangeUUM-31100
Added a new RenderingLayerMask type for serialized property and a RenderingLayerMaskField to draw it.
EditorChange
Added support for hiding RenderPipelineGraphicsSettings in GraphicsSettings page, persistent Scroll position and persistent active Tab.
EditorChange
Added supported URL schemes settings to visionOS Player settings.
EditorChangeVisionOS
Build Report printed to the Editor log no longer contains entries for "Scripts" and "Included DLLs".
EditorChangeUUM-56321
Changed the layout of overlays when dragging over a container that would enforce a specific layout.
EditorChange
Do not write cloudProjectId in ProjectSettings.asset anymore since it should only be managed by Services.
EditorChange
Improved the visual anchoring of overlays.
EditorChange
Modified the ghost behavior of overlays.
EditorChange
Remove CalculateDirtyPaths and added functionality to use PersistentManager::GetStreamsWithDestroyedObjects directly.
EditorChangeUUM-48038
Renamed the shortcut that opens the context menu in the Scene view from "Show Action Menu" to "Show Scene view context menu".
EditorChange
Reverted the new contextual menu.
EditorChange
Reworked the Physics project settings window and converted it to use UI Toolkit.
EditorChange
Switched to use drawers for Rendering Layers connected to Tags &amp; Layers.
EditorChange
Updated the macOS Editor's minimum OS version requirement to macOS 11.
EditorChangemacOS
\[Android\] Moved Play Library checks for plugins and gradle dependencies into methods in 23.2 for use in Editor Tests, to avoid building player in every test.
EditorChangeAndroidUUM-44744fixed 2022.3.10f1
Added code signing for Unity denoising DLLs.
GIChange
Moved code related to sampling to its own subfolder in the Light Transport package.
GIChange
BatchRendererGroup now supports procedural and indirect draw commands
GraphicsChange
Camera API that wasn't compatible with SRP's now correctly logs warnings/errors where applicable. Alos, updated documentation to reflect SRP capabilities in Camera API.
GraphicsChange
Moved the editor for GlobalSettingsAssets directly to ProjectSettings &gt; Graphics.
GraphicsChange
When IRenderPipelineGraphicsSettingsStripper is defined, it owns the stripping of the IRenderPipelineGraphicsSettings, which previously required isAvailableInPlayerBuild. (XPIPELINE-804)
GraphicsChange
Added Volumetrics settings to Area lights similar to other light types, to control their influence on volumetric fog when using the path tracer.
HDRPChange
Changed how the mask map ambient occlusion channel is taken into account in rendering to have better consistency between area lights and emissive quads.
HDRPChange
HDRP: Cleaning the usages of the HDRP runtime resources.
HDRPChange
Made the Texture Streaming scene view debug draw mode unavailable. Use the reworked Mipmap Streaming debug views in the Rendering Debugger instead.
HDRPChange
Rectangle light and Line light now share same implementation.
HDRPChange
Prevent references to unused shared generic types from being collected when the script debugging is enabled.
IL2CPPChange
Updated the macOS Runtime's minimum OS version requirement to macOS 11.
macOSChange
Modied Client.AddAndRemove so it does not throw an error if the same packages are specified in packagesToAdd and packagesToRemove.
Package ManagerChange
The package installation folder names have been shortened from <packageName>@<version> to <packageName> in the Library/PackageCache folder.
Package ManagerChange
Errors related to mesh data will no longer print the assets path. This change was done in order to decouple error generation from some specific editor only functionality. We will be reworking the error messaging in the following patch releases.
PhysicsChange
OnTriggerEnter events now have their matching OnTriggerStay dispatched after an OnTriggerEnter event, rather than wait for all OnTriggerEnter events to be dispatched.
PhysicsChange
Now all the nodes connected to the BaseColor block are taken into shader codegen when generating the picking pass, allowing custom picking-specific code to be included through custom function nodes.
ShadergraphChangeUUM-62636
Added Unsupported MSAA Fallback in Player settings to specify how to handle cases with unsupported sample counts.
Removed unused border element from GradientField.
UI ToolkitChange
Users can no longer drag disabled selectors when using in-context editing in the UI Builder.
Added per-renderer filtering for renderer features.
Universal RPChange
Modified the Scene view camera so it now uses the same renderer that MainCamera uses in the scene instead of always using Default Renderer.
Universal RPChange
Moved the RenderObjects renderer feature out of the Experimental namespace.
Universal RPChange
The Auto option in SH Evaluation Mode, in the URP Asset, now chooses Per Vertex instead of Per Pixel on mobile and similar devices.
Universal RPChangeUUM-60483
Added RenderGraph support to URP Samples.
URPChange
Vulkan URP will use MSAA samples count fallback from Player settings. Prior to this x2 fallback would have been required upgrade to x4.
URPChangeAndroidUUM-741fixed 2022.3.12f1
Added a message that appears after the first check-in, which contains a link to invite users to the organization.
Version ControlChange
Added button for organization owner/admins to upgrade to DevOps subscription.
Version ControlChange
Added new decorators for retained &amp; locked files.
Version ControlChange
Moved the button to invite users to the organization from the sub-menu to the toolbar.
Version ControlChange
Updated description in the package.json, including an updated link to get started.
Version ControlChange
The following improvements are made to the Cursor lock/confine state in Windows:
WindowsChange
The Cursor lock/confine state is no longer enforced when interacting with Window system elements such as the title bar, border, or system buttons.
ChangesChange
The Cursor lock/confine state and input processing are delayed until the user presses a key or clicks inside the client area.
ChangesChange
The cursor doesn't become visible when Cursor.lockState == CursorLockMode.Locked.
ChangesChange
Fixed an issue where clicking and holding the title bar while the Unity player launches caused the window to snap to the bottom of the screen when cursor is locked on startup.
ChangesChangeUUM-59664
Changed the reported Screen.width and Screen.height when using MagicLeap device.
XRChange
The Oculus XR Plugin package is updated to 4.2.0.
XRChange
Updated the Oculus XR Plugin package to 4.1.2.
XRChange

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