Version | Change log |
Unity 6000.0.45f1 Apr 10, 2025 |
Improvements: Build System: Improved logging for the "Read the full binlog without getting a BuildFinishedMessage" internal build error, so we can see if the build was cancelled from the editor process. Documentation: Added a fixed width to the body of the user manual so that the text doesn't overrun on large screens. Shadergraph: Removed duplicate LIGHTMAP_ON and DIRLIGHTMAP_COMBINED variants when generating shaders for builtin-deferred. Changes: Editor: Changed canRunInBackground to false for Windows Gaming Input gamepads since they cannot be used while the application is in background. (ISXB-1391) Editor: Updated TerrainTools package to version 5.0.6. Package: Updated PolySpatial/visionOS packages to version 1.3.12. Package: Updated timeline package to 1.7.7 for 2022.3. XR: The Oculus XR Plugin package has been updated to 4.5.1. XR: Updated com.unity.xr.openxr package version to 1.14.2. Fixes: 2D: Added layer mask in renderer 2d data for filtering options. (UUM-95754) 2D: Fixed case Sprite Atlas samples show white textures in playmode when using late binding. (UUM-100501) 2D: Fixed missing fog parameters in sprite subtargets. (UUM-85456) 2D: Fixed normal map preview in Sprite Editor Window's Secondary Texture module. (UUM-99022) 2D: Fixed post processing resolve for Renderer2D. (UUM-99455) 2D: Fixed runtime light2d not created with target sorting layers. (UUM-11350) 2D: Fixed warning 'GetControlID at event ValidateCommand returns a controlID different from the one in the Layout event' is logged when undoing the deletion of an Edited Freeform 2D Light. (UUM-90726) Android: Fixed dialog input field not getting dismissed after back gesture. (UUM-99637) Android: Fixed incorrect BGR color channel swizzle when playing VP8 videos on Android while using Vulkan as Graphics API. (UUM-90144) Android: Fixed Integer input field now allowing negative integers to be entered. (UUM-85618) Android: Fixed the problem with additional streaming assets (added using BuildPlay |
Unity 6000.0.44f1 Apr 3, 2025 |
Features: Editor: Added a new "Force GC on Scene Load" option to the Editor Scene Handling section in the Project Settings. Disabling this option prevents forced garbage collection (GC) and unused asset unloading when loading a scene in the Editor. This can improve performance (sometimes significantly) although it can also affect when managed object finalizers are called, which, in rare circumstances, might be an issue depending on the project. Graphics: Added a Mesh Level of Detail (LOD) generator in the MeshLodGeneration module. This generator creates LODs for a specified mesh and is accessible through the API and the Mesh Import Inspector. Graphics: Added an option for Renderers to select and render a specific Mesh Level of Detail (LOD). Graphics: Introduced Mesh LOD, a Level of Detail (LOD) system that enables efficient rendering of LODs embedded within meshes. It includes a generator, API, and rendering functionality. HDRP: Added a new injection point for custom pass just after the opaque objects are rendered. Package Manager: Added a version history entry to display the registry version for packages installed as Local, Git, or Custom. UI Toolkit: Added a new UI Input component that allows you to configure most UI Toolkit world-space input options without using code. UI Toolkit: Added rect-clipping support to UI Toolkit world-space rendering. UI Toolkit: Added uGUI interoperability support for world-space input in UI Toolkit runtime when the world-space rendering feature is used. Improvements: 2D: Added manual page for TileSet asset. Android: Added a console message for AAB installations. Previously, this message was only available for APK installations. Android: Improved the console message for APK installations to include details about the installed APK. Android: Updated the documentation to inform users that -androidChainedSignalHandlerBehavior legacy never worked for GameActivity. Build System: Added a potential fix and additional logs for the bui |
Unity 6000.0.41f1 Mar 13, 2025 |
Improvements: 2D: Improved the performance of setting the SpriteRenderer.sprite property. (UUM-97467) Build System: Added a potential fix and additional logs for the build error message "Read the full binlog without getting a BuildFinishedMessage". TLS: Updated our internal version of MbedTLS to version 3.6. This version brings new and improved security features to network communications in the engine, but also means that unsecure and deprecated protocols are now unsupported. Notably, support for TLS 1.0 and 1.1 was removed. API Changes: Editor: Added: BuildProfile.GetComponent and BuildProfile.GetActiveComponent APIs. Graphics: Added: NativeArray and Span overloads to ImageConversion.LoadImage to allow users to avoid managed allocations in cases where their encoded byte data is not stored in a byte[]. (UUM-98227) iOS: Added: iPhone 16e device generation enums and screen cutouts. Changes: Editor: Added a better error message to prevent player building inside PlayerLoop. (UUM-90979) Scripting: Removed old ApiUpdater configurations that were causing issues. (UUM-77628) Fixes: 2D: Fixed an incorrect deprecation message. (UUM-83095) 2D: Fixed an issue by adding a layer mask in renderer 2d data for filtering options. (UUM-95754) 2D: Fixed an issue where 16-bit Sprite Textures have a banding effect and loss of data when packing into Variant Sprite Atlas. (UUM-97999) 2D: Fixed global light textures not set correctly. (UUM-82524) 2D: Fixed warning 'GetControlID at event ValidateCommand returns a controlID different from the one in the Layout event' is logged when undoing the deletion of an Edited Freeform 2D Light. (UUM-90726) Asset Pipeline: Fixed assert that got raised when TransientArtifactProvider::IsTransientArtifact is called from non mainthread, when main thread is doing asset database refresh. (UUM-96903) Build Pipeline: Fixed error handling when using the "Build and Run" option so that shader syntax errors, and other logged errors, are consisten |
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