(UUM-9030), IL2CPP: Improved error messages for unsupported Process API methods. A class that allows you to create or modify meshes. Graphics: Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it. (UUM-9488). HDRP: Changed: Added support of Runtime Display Stats to Strip Debug Shader Variants. Previously intialization was too late (ad HDRP pipeline constructor). The texture coordinates (UVs) in the sixth channel. Android: Added support for Android SDK 31 and 33. SRP Core: Added: Added new XRSystem API to allow SRPs override the XR built-in stereo matrices. Editor: Added: Added new SupportedOnRenderPipeline attribute. Unexpected 'Fix SPI for non-uniform foveated rendering rasterizer.\nhttps://jira.unity3d.com/browse/UUM-17564'. UI Toolkit: Escape sequences are no longer interpreted by default. Mobile: Fixed an issue that the touch reset in device simulator when unity remote is disconnected. UI Toolkit: Disabled internal update of ViewData feature for Runtime UI, in order to improve performance. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. 2D: Fixed an issue where the amount of alpha removed from layers would not be re-applied as final position offset of the layers. (UUM-11676), Scene/Game View: Fixed Overlay popups not clipping to window size. (UUM-17185), Mono: Fixed JIT assert on arm with large return structs. UI Toolkit: Removed the prevention of compatibility mouse events when cancelling PointerDownEvent. SRP Core: Deprecated the VolumeComponentMenuForRenderPipeline. (UUM-29549), Shaders: Added a profiler marker for dynamic variant loading. When mipmap limits are in use, the mip slider is now properly clamped. (1412514), HDRP: Fixed an issue that the Shaders now correctly fallback to error shader. The fix overrides any VisualElement's picking mode to position when outside of preview mode, but memorises and reapplies it during the preview mode. Can I general this code to draw a regular polyhedron? (UUM-1568), Editor: Fixed near planeSize.y in CameraEditorUtils. (UUM-17611), IL2CPP: Fixed an issue to allow breakpoints to be set in managed code in private and internal types. macOS: MacOS Player now requires macos 10.14+. GI: Added OpenCL device analytics for the progressive GPU lightmapper. Android: Added: Added new method Permission.ShouldShowRequestPermissionRationale, informing whether UI should be show explaining why application needs a particular permission. (LIGHT-906), GI: Fixed an issue where Enlighten RTGI schedules material updates indefinitely when animating the emission color of an emissive mesh renderer. Editor: Ensured that all samples can be loaded at once without assembly name collisions. the triangles it is made of, is simply three vertex indices for each triangle. Also during the failure, Unity will now print environment variables thus helping identifying such issues in the future. Graphics: Enabled Mesh.RecalculateTangents() to ensure that the tangent attribute has the correct format (Float32) and dimension (4) when called. Shaders: Added: Added an API to control shader memory usage at runtime. Editor: Modify the Tool Variant arrow icon to look less clickable. (UUM-29111) another triangle and so on.Note that while triangle meshes are the most common use case, Unity also supports other
These are Ctrl+9 and Ctrl+Shift+L respectively. I had something similar happen recently on a project where multiple user accounts were editing assets in a shared folder. It might be a Known Issue. (UUM-476), Graphics: Fixed crash in RecalculateBounds when called on the mesh with unloaded vertices/indices. (UUM-10519). Core: Boot config option no-main-thread-job-stealing=true can be used to prevent the main thread from ever stealing job work. Text: Fixed the soft keyboard functionality for UITK TextFields. (UUM-22213). (UUM-4100), Editor: Implemented a domain reload after the preset window closes, to apply settings correctly. Graphics: Added the ability in the Texture2D importer and constructor to add the texture to a project-defined mipmap limit group for more fine-grained control of how texture quality gets affected per quality level. (UUM-9447), Editor: Fixed EditorWindowTitle which needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent. (1318791), Physics: Fixed Articulation Bodies accepting drives with non-finite values as input. GI: Added support for duplicated lights in baking. 2D: Added preference option to Tile Palette Preferences for users to choose where they would want to position their mouse cursor when painting on Tilemaps with Z Position. (UUM-14613), HDRP: Fixed re-ordering issue in the custom pass list. Editor: Fixed an issue with animators where the root bone would be reset for humanoid in edge cases with the pose playable. (UUM-18728), HDRP: Fixed env smoothness attenuation on pools. The lighting window will show a warning if Auto Generate is ticked but it will not prevent the user from doing so. 859 11 32. iOS: Changed the minimum supported OS version to iOS13. I have a problem in Unity where the mesh is appearing completely black. Memory usage is also more predictable when using larger lightmap sizes. (UUM-19028), Asset Pipeline: Removed logged error if a preview is requested for an asset that references a deleted asset. (UUM-14236), Graphics: Fixed code generation for signed bitfieldExtract for OpenGL ES 3 shaders. Texture: [AsyncUpload] Crash on Sprite::Transfer when building the project (Material Problems) But the textures (which are present in Blender) are not to be seen. (UUM-12796), UI Toolkit: Fixed an issue where the dragger of a slider would become visually corrupted after toggling the showMixedValue property. If you can not see it in the game build, this could help further diagnose the problem. Burst: Fixed an issue the definition order of overloaded methods with function pointer parameters would decide which overload was actually being used. (UUM-26516), IL2CPP: Fixed scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping. Core: Added: Added overload of GameObject.FindGameObjectsWithTag that takes a List to bypass allocations. GI: Fixed an issue where there was not proper clamping of Lightmap Streaming Priority in Player Settings window. What was the purpose of laying hands on the seven in Acts 6:6. (UUM-12916), Particles: Shape module uses updated texture data if script calls ReadPixels/SetPixels etc. (UUM-23065), DX12: Fixed SSR with async on D3D12. (1375978), HDRP: Fixed blinking Ray traced reflection with dynamic resolution. Core: Added: Added several new batch Transform APIs that can process multiple points or vectors in a single API call rather than having to make repeated calls on each point in turn which drastically improves performance (UUM-16015) (UUM-10810), Editor: Fixed an issue so that Light Probes are affected by back-facing triangles when baking with the GPU Lightmapper. The materials are there, the bones, everything. Editor: Reduced time to rebuild the CreateAsset() menu during a domain reload. (UUM-25736). (UUM-561), VFX Graph: Make collision with SDF more robust to bad inputs. In contrast, there are many situations where an element would be visible to the editor view, but not visible to the game view. Package: Added: Exposed function to convert to prefab variant to the public API. Setting it has no effect and it always returns true. A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. Graphics: Fixed ScriptableRenderContext.CullShadowCasters validation layer message sometimes not using string formatting correctly. Package Manager: Added UX support for deprecated packages in Package Manager Window. Asset Pipeline: Added a new public API, Editor UI controls, and command line arguments to manually trigger the upload of existing import artifacts and shader cache to the Accelerator cache server. (UUM-21138), Linux: Fixed Aux drop down window will close when it's main container window is closed. Shadergraph: Fixed issue where the view position of the graph editor would sometimes be forgotten when swapping between two open shadergraph editor windows. in the Unity community. Improved TLS errors reported by Unity Web Request. URP: Added: Exposed xrPass to public so that URP users could leverage Core XRSystem API to script XR rendering. To summarize though, if you want a tiled texture set this to Repeat, not doing so and using clamping, will clamp your UV's to 0 -> 1, anything larger then 1 will be set to one, and you are faced with the same circumstance as setting the tiling to 0. Graphics: Added: Added override to Mesh.AllocateWritableMeshData which takes an existing Mesh, Mesh List, or Mesh array which returns a MeshDataArray already populated with the existing Mesh data. (UUM-6188), HDRP: Fixed an issue with flickering game view when using HDR output and a realtime reflection probe. (UUM-26885), Editor: Fixed jumping of intensity slider values in Color Picker HDR. UnityUnity Tech StreamUnity (LTS) Tech StreamLTSUnityUnityUnityUnityUnityhub Core: Fixed Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds). Fixed invalid verification results reported in some cases when there is a TLS handshake failure. (UUM-21185), HDRP: Fixed init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project. Burst: Fixed possible deadlock when compiling after domain reload. Graphics: Fixed an issue in RayTracingAccelerationStructure.CullInstances when SkinnedMeshRenderers and CPU Skinning are used, preventing skinned geometries to be added into the acceleration structure. HDRP: Fixed forward materials with motion vectors rendered twice. UI Toolkit: Fixed dynamic height caching and reordering issues on ListView/TreeView controls. Graph Tool Foundation: Enabled tracking of variable declaration and blackboard groups when they are added, deleted, or modified. Android: Changed the default scripting backend to IL2CPP for new projects. (UUM-782), Android: Fixed Patch (/And Run) failing on some Android 12 devices with "Permission Denied" or "No such file or directory". (UUM-15402), IL2CPP: Fixed I18N linker error during builds. First seen in 2023.1.0a25. Burst: Neon intrinsics: fixed default target CPU for Arm Mac Standalone builds. HDRP: Removed diffusion profiles from global settings. Physics2D.minPenetrationForPenalty. (UUM-21671), IL2CPP: Fixed an intermittent crash on shutdown when many threads are waiting on a Monitor object inside for a C# lock statement. Universal RP: Added Temporal Anti-aliasing support, which is available from Camera Anti-aliasing settings. How do you draw a sprite from an atlas on to a mesh. (UUM-4641), SRP Core: Revert Property for animation curves on Volume Components. First seen in 2023.1.0. (UUM-3650), Android: Fixed frame debugger crash when using mono scripting on Android. (1421739). Graphics: Improved render thread performance (15% lower CPU cost) when dispatching ray tracing shaders on PC (DX12) and Xbox Series. If anyone knows what I need to do here, it would be a very big help. Unity can read the following file formats: Unity automatically flattens multi-layer Photoshop PSD or TIFF files on import so that there is no size penalty for your game. The best answers are voted up and rise to the top, Not the answer you're looking for? (UUM-8320), Editor: Fixed modifying a query with querybuilder not updating the selected asset in the Inspector. (UUM-20917), IL2CPP: Improved stability of generated field names. Scripting: Added: New Object.FindObjectsByType() function added to replace the now obsoleted Object.FindObjectsOfType(). (UUM-19111). (UUM-2304). HDRP: Fixed the usage of HDMaterial.ValidateMaterial for materials created from ShaderGraphs. (UUM-13590), VFX Graph: Fixed compilation errors with large graphs. Editor: Fixed an issue that the VideoPlayer compositing material not re-created after stop. (UUM-22228), Mono: Improved the performance of large struct copies. Shadergraph: Fixed issue where subgraph gradient blackboard properties could have naming conflicts with parent graphs. Editor: Stop icon now used by exit PlayMode button. (UUM-21642), VFX Graph: Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API. iOS: Added: Added identifiers for iPhone 14 models. URP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes. HDRP: Fixed an issue where the SRP Lens flares occlusion did not work as well as it should. Graphics: Added: Added SystemInfo API calls for anisotropic filtering support and max anisotropy level supported. Added new API to PBXProject: AddKnownRegion, AddLocaleVariantFile, ClearKnownRegions and SetDevelopmentRegion. (UUM-5942), IL2CPP: Fixed incorrect code generation for references to void* pointers. (UUM-7867). HDRP: Updated the platform support message for consoles. (UUM-14307), Editor: Fixed ReorderableList element culling when drawing with GUI rotation or scaling applied. URP: Added Custom Post Processing (zero code path) feature in URP. (UUM-4099), Editor: Fixed an issue where there was a missing Edit button for Light Probe UI. (UUM-20112), HDRP: Fixed an issue with Bloom and Depth of Field in game view when filtering in the hierarchy. Graphics: Added initial general foveated rendering API support on Oculus. Note that the following lighting window UI changes have been included in the fix: (1394298), Editor: Fixed issue when there are 0 quality levels for the current platform and gathering the RP assets for the current target was not returning the one in GraphicsSettings. (UUM-1845), URP: Fixed URP 2D - incorrect output when post process is enabled. (UUM-31643), Visual Effects - Legacy: [Android][Vulkan] Visualisation corruption occurs when rendering Particles to Render Texture (UUM-18980). ). (UUM-14640), Editor: Fixed a crash when there was a corrupt PrefabInstance. Question How to draw textures back onto given mesh surface points SRP Core: Added: Extended RendererList to handle UI, WireFrame, CameraSetup and Gizmo draw. A wood texture applied to a cube object, makes it look, like a block cube of wood. (UUM-16704), Mono: Fixed Editor liveness crash when processing RealProxy classes. Graphics: Fixed an issue where Mesh.GetBlendShapeBuffer would cause stalls when called with PerVertex layout. (UUM-11353), IL2CPP: Fixed compile error when enabling bitcode for an Android build. (UUM-18880), 2D: Fixed an asset previews Tilemap Prefabs not being generated due to Grid Components being stripped away during this process. Editor: Fixed NullReferenceException's from the ProjectBrowser when selecting an error in the Console and multiple project browser windows were open. First seen in 2023.1.0a22. Are there any canonical examples of the Prime Directive being broken that aren't shown on screen? URP: Fixed instacing error when decals loaded, but not the decal shaders. 2D: Fixed a case where Asset Preview window does not update when packing preview after modifying objects for packing or packing settings. How about saving the world? (UUM-28701), Android: Added support for Android's AAudio engine, so on Android 8.1 and later, Unity Audio is now layered over AAudio. (UUM-26182), HDRP: Fixed foam appearing outside of a water mask when setting. Graphics: Fixed an issue where Graphics.CopyTexture would handle textures with stripped mips incorrectly. Editor: Added camera relative culling options to the Graphics section in Project Settings. Graphics: Disabled Texture 3D Preview (Volume / SDF mode) if Unity detects a potential driver hang risk. Android: Fixed an issue to correctly replace DIR_UNITYPROJECT in settingsTemplate.gradle. Editor: Added: Added helper functions to PackageInfo, to query the existence of packages, to optimize use cases that previously used GetAllRegisteredPackages. Anisotropic filtering increases Texture quality when viewed from a grazing angle. (UUM-11857). (UUM-8054), Graphics: Fixed sporadic editor crash caused by render surface copy when using Vulkan. Why in the Sierpiski Triangle is this set being used as the example for the OSC and not a more "natural"? HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script. (SGB-382), Shadergraph: Speeds up setting blackboard values in large graphs. Scripting: Fixed a regression on project load related to IL post processing. If your terrain is large, it may end up very blurry.