Unity 5.half-dozen

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Release notes

five.half dozen.0f3 Release Notes (Total)

Organisation Requirement Changes

  • Android minimum version supported updated to 4.ane (JellyBean)

Features

  • 2D: Added ability to control the tessellation quality of Sprites in the Sprite Editor Window. Tessellation quality controls how tight or fibroid the Mesh resembles the actual image.
  • 2D: Sorting Group:
  • second: Sprite Editor Window now supports Sprite outline editing to control Sprite Mesh generation.
  • 2D: SpriteRenderer: Added back up for 9-piece Sprite rendering.
  • AI: Low-Level API for NavMesh building:
    • Create and update NavMesh data at runtime.
    • Employ multiple instances of NavMeshes.
    • Control the life-fourth dimension of the NavMesh instances.
    • Create and manage NavMesh Build Settings for multiple amanuensis sizes.
    • Additional open-sourced components and examples bachelor here
  • Blitheness: Added tracking of Animator State Machine view positions.
  • Asset Import: "Use File Calibration" option is now available in the Model Importer settings in the Editor (just note that ModelImporter.useFileScale is not notwithstanding exposed via the scripting API).
  • Build Pipeline: Added BuildOptions.CompressWithLz4, which enables Lz4 compression of the player's data for Standalone, Android and iOS platforms.
  • Compute: Added support for Metal Compute (iOS/macOS).
  • Editor: Added TreeView IMGUI Control, which tin display hierarchical data that can be expanded and collapsed. Additionally, it allows y'all to create list views and multi-column tables for Editor tools. As well cheque out the MultiColumnHeader and SearchField IMGUI Controls.
  • Editor: Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle. description
  • Editor: Interactive handles for editing primitive Collider types in the Scene view now all use the same logic:

    • Drag a handle to aggrandize the size only on that side.
    • Agree <Alt> to pin the center in identify.
    • Hold <Shift> to scale the shape uniformly.

    These changes employ to BoxCollider, CapsuleCollider, SphereCollider, BoxCollider2D, CapsuleCollider2D, and CircleCollider2D.

  • Editor: Mac: Added experimental support for using the Metal rendering backend on the Editor. This is disabled by default; to enable it, become to Edit > Project Settings > Player > Other Settings and tick the Metal Editor Back up checkbox.
  • Editor: Windows: All Visual Studio installs are now shown in the External Script Editor listing.
  • Editor: Windows: Visual Studio 2017 installs with the Unity workload are now detected automatically and added to the External Script Editor list.
  • Facebook: Added "Facebook" equally a new Build Target Platform. This allows you to publish your builds to Facebook using either WebGL or the Facebook Gameroom Windows app.
  • GI: Added Calorie-free Modes, which supervene upon mixed way lighting and provide flexible ways to merge baked and realtime shadows. As function of this:
  • GI: Added new experimental feature: Progressive Lightmapper. This is a robust lightmapper based on path tracing, with progressive updates. Information technology provides baked lightmaps and Light Probes, presents the first output apace, and iteratively improves it over time.
  • Graphics: Added EncodeToEXR to Texture2D.
  • Graphics: Added HDR MSAA anti-aliasing support. HDR rendering and MSAA anti-aliasing now works as expected with forward shading.
  • Graphics: Added physically-based rendering Material validator. You lot tin can now validate Albedo and Specular values confronting acceptable ranges. Albedo values can besides be validated confronting user-defined luminance ranges.
  • Graphics: Back up for DrawMeshInstancedIndirect, where depict arguments are supplied from a ComputeBuffer.
  • Graphics: Support for Procedural Instancing, where instance data is supplied via a custom source in the Shader, rather than from Material Property Blocks. description
  • Graphics: Vulkan rendering backend added for Android, Linux and Windows. Information technology is not used by default yet; drag it to the top of Graphics API listing in Histrion Settings (menu: Edit > Project Settings > Role player) to utilize it.
  • IL2CPP: Added support for Windows Runtime when targeting Windows Shop and Xbox One players with .Cyberspace 4.6 API Compatibility Level. See the Unity User Transmission documentation on IL2CPP for more information on Windows Runtime support.
  • IL2CPP: Unity in-app buy now works on Windows Store with IL2CPP scripting backend.
  • Multiplayer: Added client websocket support for macOS, Linux and Windows.
  • Multiplayer: Added websocket SSL back up for macOS, Linux and Windows.
  • Particles: Added new Shape Module controls to support non-randomized particle emission. description
  • Particles: Redesigned Burst Emission to support eight bursts, and added burst echo parameters. description
  • Physics: Added new CompositeCollider2D component, providing the ability to merge together BoxCollider2D & PolygonCollider2D colliders. description
  • Physics: Added Physics2D.Distance, Collider2D.Altitude and Rigidbody2D.Distance returning new ColliderDistance2D. description description
  • Physics: Added Physics2D.OverlapCollider, Collider2D.OverlapCollider and Rigidbody2D.OverlapCollider.
  • Physics: Added Rigidbody2D.attachedColliderCount and Rigidbody2D.GetAttachedColliders().
  • Physics: Enabled BoxCollider2D & EdgeCollider2D Border Radius feature. description
  • Physics: Physics Debug
    • A tool designed to provide a visualization of what is going on in our physics middleware (PhysX), allowing you to rapidly inspect the Collider geometry in your Scene, and profile common physics-based scenarios.
      • Also serves as a profiling tool, because information technology tin hide all sleeping Rigidbody components and evidence all concave Mesh Colliders.
  • Player: Added native Daydream integration as a VR target for Unity VR applications.
  • Services: Added native crash back up for iOS in Unity Performance Reporting service.
  • UI: Added new AdditionalShaderProperties to the Canvass. This changes the default behavior for all new Sheet components that are created. The quondam default was to include Position, Color, UV0, UV1, Normal and Tangents whereas the new default is to only include Position, Color, and UV0 shader channels. This reduces the memory price of rendering the canvas as additional unused channels are not included. If you need the other channels they are selectable per canvas and its recommend to use a minimal fix of channels. This also adds the ability to utilise UV2 and UV3 shader channels if required.
  • Video: Added Video Thespian component and Video Clip Importer Asset Importer. They replace Picture Texture and its Importer (available with a legacy command). Notes:
  • VR: Added initial Vulkan support for OpenVR.
  • VR: Native Cardboard support for iOS using Metal
  • VR: Native Paper-thin support for iOS using OpenGL
  • VR: Single-laissez passer stereo rendering support added for Gear VR and Google Daydream.
  • WebGL: WebAssembly Back up (experimental).

Changes

  • Android: Buildpipe: Removed the AnyCPU option from .and then files in Plugin Inspector.
  • Android: Incremented the minimum supported Android API from ix (Gingerbread) to 16 (Jellybean).
  • Blitheness: Exposed Animator.playableGraph belongings.
  • Editor: Building in linear color space is no longer allowed for platforms that don't support it.
  • Graphics: Refactored camera return ordering code. When a Scene is rendered, it now figures out which cameras can share the aforementioned return target. The rules for this are:

    • Cameras must use the same brandish to share the aforementioned render target.
    • Cameras must share the same viewport.
    • All cameras must accept a depth buffer, or none of them must have a depth buffer.
    • If the Scene is being viewed in VR, the cameras implicitly share the aforementioned render target.

    These cameras are then split into a stack, which is rendered into a shared Texture based on depth ordering. This Texture has the most mutual settings found in the cameras in the stack. The following rules also apply:

    • If whatsoever photographic camera wants MSAA, the Texture is an MSAA buffer.
    • If whatsoever camera wants HDR, the Texture is an HDR buffer.
    • If in that location are any deferred cameras in the stack, MSAA is disabled (MSAA is non compatible with deferred cameras).
  • Graphics: Removed MSAA from back buffer on most platforms. On iOS and Android, MSAA BB is still allowed. This is because these platforms have a large number of games with no Image Furnishings, and assuasive MSAA BB helps to avoid actress blit. MSAA now requires a Render Texture. This is implicitly supported via the render stack machinery. If you demand MSAA, the target that is rendered to has MSAA enabled (every bit long as deferred rendering is not used in the stack).

  • Linux / SteamOS: Switched window direction and input handling from X11 to SDL2 on Linux / SteamOS.

  • OSX: For stability reasons, disabled Metal on macOS 10.12.2 and 10.12.3, if GLCore is also present in the API list.
  • Scripting: Changed namespace UnityEngine.Runtime.Networking.PlayerConnection to UnityEngine.Networking.PlayerConnection for clarity and consistency with Unity convention
  • Scripting: Script serialization errors that were introduced in Unity 5.4 merely did not always throw a managed exception, now ever throw a managed exception in Unity 5.6.
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnBeforeSerialize and ISerializationCallbackReceiver.OnAfterDeserialize has inverse when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Now ISerializationCallbackReceiver.OnBeforeSerialize is called once on the original object and and ISerializationCallbackReceiver.OnAfterDeserialize is called once on the cloned object subsequently all internal references have been updated.
  • Shaders: Removed glstate_matrix_mvp, glstate_matrix_modelview0, glstate_matrix_transpose_modelview0 and glstate_matrix_invtrans_modelview0:
    • In guild to use these matrices, use UNITY_MATRIX_MVP, UNITY_MATRIX_MV, UNITY_MATRIX_T_MV and UNITY_MATRIX_IT_MV instead.
    • For better operation, always use UnityObjectToClipPos and UnityObjectToViewPos if you are transforming vertices into clip space and view space, respectively. Unity prints a warning bulletin if information technology detects you using UNITY_MATRIX_MVP and UNITY_MATRIX_MV.
    • Now that the transforming path has been unified, #pragma force_concat_matrices is obsolete.
    • Tests testify an improvement in CPU operation and a deposition in GPU performance. The difference, still, is only noticeable when vertex load is very high.
  • Shaders: Shader compilation now stops on the first error.
  • VR: Updated iOS to Google VR NDK ane.two.
  • Windows: Windows x SDK is now the default SDK when building to Windows Shop.
  • Windows: Windows Store: Windows 8.1 and Windows Telephone 8.one will be dropped after Unity five.6. Unity 5.6 is therefore the final Unity release supporting these SDKs.
  • Windows Store: D3D is now the default build type when building for Universal 10 SDK.

Improvements

  • 2D: Axis Distance Sort: Added CustomAxis to TransparencySortMode of the Camera, to permit you to sort renderers against a preferred axis instead of simply by depth from the Photographic camera.
  • 2D: The internal storage of Sprite data has been refactored to a more flexible storage construction. This is the precursor to upcoming 2d features. Textures will be re-imported when y'all open an existing projection in Unity 5.6 for the first fourth dimension.
  • Android: Added support for managed stack traces on Android with IL2CPP.
  • Android: Added target API level selection to Android Actor Settings in the Unity Editor.
  • Android: Moved Android splash paradigm to a Java implementation and so that information technology is displayed quicker during engine loading.
  • Blitheness: Added a tertiary spine bone called UpperChest to the humanoid rig.
  • Animation: Added performance improvements for selection and keyframe manipulation in Curve Editor.
  • Animation: Added tracking of Animator Country Machine view positions.
  • Animation: Clarified the warning issued when playing generic clips that animate humanoid bound transforms.
  • Blitheness: Disabled motorcar-framing of AnimatorController when selecting states or transitions.
  • Blitheness: Improved the entry transition discover message in the Inspector.
  • Asset Import: Pregnant functioning improvements to DXT1, DXT5, BC4 and BC5 Texture compressors, resulting in faster Asset imports. Stock-still cantankerous-platform determinism of DXT1, DXT5, BC4 and BC5 compressed Textures. You now get the same compressed Texture regardless of the platform it's compressed on.
  • Compute: Added ability to set up & acceleration compute shaders from CommandBuffers. Come across new CommandBuffer functions: SetCompute*Param, DispatchCompute, CopyCounterValue.
  • Compute: The ComputeShader Inspector at present lists kernels, and compiled code shows disassembly on DirectX 11. The UNITY_VERSION macro is passed while compiling compute shaders, just like for regular shaders.
  • DX12: Reduced organisation and video retentivity usage.
  • Editor: Added interface support to Selection.GetFiltered.
  • Editor: Added -disable-assembly-updater to disable the Assembly Updater. This is useful for when building managed dlls outside of Unity and copying them into Assets. Avoids the Assembly Updater spending time analyzing the assemblies every time they are updated
  • Editor: Graphics device arguments now persist when you relaunch the Unity Editor.
  • Editor: Improved the performance of the Hierarchy view in the Profiler Window.
  • Editor: The Unity Editor'south Game view window fully supports touch input on Windows when touch screen is available (for example, on a Surface Pro). Functions like Input.GetTouch should therefore start working.
  • Editor: Window layouts are at present serialized as text.
  • GI: Added a pragma option(nolppv) for surface shaders to strip Light Probe Proxy Volume code when information technology isn't needed.
  • GI: Added rgb9e5 float Texture format for precomputed realtime GI on all supported platforms. This format can exist interpolated without artifacts. Unsupported platforms fall dorsum to RGBM encoding, and can withal take banding from interpolation.
  • GI: Added to ReflectionProbe: defaultTexture, defaultTextureHDRDecodeValues, textureHDRDecodeValues.
  • GI: The Enlighten solve type is now gear up to match the current lightmaps way instead of ever solving directional lightmaps. This is an optimization for Realtime GI with non-directional manner.
  • GI: Updated default shadow near plane kickoff.
  • GI: Upgraded Enlighten SDK to version 3.07p1. This should provide precompute fourth dimension reductions, which is specially noticeable in the CalculateSystemDependencies stride, also as other steps which perform raytracing. Additional details:
    • An result has been fixed in baking when using Final Gather, which would event in incorrect lighting when using transparent materials.
    • An issue has been fixed in baking when using Final Gather, which would event in information technology ignoring the Backface behaviour type Fabric property.
    • Fixed result that prevented broiled light masks working in conjunction with transparency Textures.
    • Fixed a bug resulting in wrong lighting for SSD objects when using probes with non-default axes or SH coefficient orders.
    • When blistering straight probe lighting, the per-lite pick to disable straight lighting is no longer ignored.
  • GI: usesRevertedZBuffer is now exposed to SystemInfo.
  • Graphics: Added cube array Texture back up to OSX Metallic.
  • Graphics: Added new API: SystemInfo.graphicsUVStartsAtTop.
  • Graphics: Added CommandBuffer functions: SetViewport, SetViewMatrix, SetProjectionMatrix, SetViewProjectionMatrices.
  • Graphics: Added RenderQueue.GeometryLast enum value.
  • Graphics: Frame Debugger improvements:
    • You can now Ctrl+Click on Texture Backdrop to display a larger preview (just like the Standard shader UI). This is also useful for viewing Cubemap Textures.
    • ComputeShader dispatches now shows the compute shader, kernel and dispatch size used.
    • The Shader properties tab is now the default (instead of Mesh preview).
    • The Shader properties window now shows the ComputeBuffer backdrop that are used.
  • Graphics: Frame Debugger now gives you a reason when a draw call can't be batched with the previous one.
  • Graphics: GPU Instancing: a new workflow has been implemented. An Enable Instancing checkbox has been added to most of the Materials, including those using Standard Shaders.
    • A "#pragma multi_compile_instancing" line is no longer needed in Surface Shaders. Instancing variants are automatically generated for Surface Shaders, unless you explicitly specify noinstancing in a #pragma surface line.
    • Standard and StandardSpecular besides accept "#pragma multi_compile_instancing" built-in.
    • A new checkbox Enable Instancing has been added to the Cloth Inspector. This must be checked for objects rendered with this Material to be instanced.
    • SpeedTree Assets now impress an error prompting you to regenerate the Materials when yous enable the Enable Instancing checkbox.
    • When building to players, instancing variants of a Shader are stripped away if no Material using this Shader enables instancing. A new property, Global stripping control has been added to Graphics Settings. Note that all existing projects that use instancing need to enable the Enable Instancing checkbox if the Material is intended to be used for instancing, including those for DrawMeshInstanced.
  • Graphics: HDR rendering supports R11G11B10 float formats in addition to FP16. This can be configured in Graphics Settings (Edit > Project Settings > Graphics) per platform and per tier.
  • Graphics: The -gpu command line argument is now supported in the Windows Store role player
  • Graphics: CommandBuffer API improvements:
    • More CommandBuffer APIs: CopyTexture, EnableShaderKeyword, DisableShaderKeyword.
    • CommandBuffer.GetTemporaryRT got an enableRandomWrite argument.
  • IL2CPP: Generated C++ lawmaking at present contains annotations of original C# source lawmaking, every bit long equally PDB/MDB files accompanying the C# source code are present on the machine at conversion fourth dimension.
  • Multiplayer: Added support for flexible ack buffer configuration (32, 64, 96 and 128 letters).
  • Multiplayer: Added thread pool support for macOS, Linux and Windows.
  • Multiplayer: Extended bachelor network statistics.
  • Multiplayer: New Network Transport (bandwidth increased up to 10 times).
  • Multiplayer: Up to 128 UDP sockets are now supported.
  • OSX: Added support for retrieving GPU memory size on Metal.
  • Particles: Added full back up for multiple selection and editing of Particle Systems.
  • Particles: Slope Editor now supports HDR colors when used in the Custom Data streams. description
  • Particles: Huge performance comeback for particle standoff against 2D Colliders. description
  • Particles: Improved overlap solver for particle collision against 2d Colliders.
  • Particles: The UI for Custom Vertex Streams has been redesigned to permit greater flexibility over what data to ship to the shader, and to add more control over how it is packed into the TEXCOORD channels. description
  • Particles: You lot can now configure Custom Data via the Inspector using a new Module, instead of exclusively via script. description
  • Physics: 2D contacts are at present shown in the Inspector 'Info' rollout for Collider2D and Rigidbody2D.
  • Physics: A alert is now issued when attempting to use CompositeCollider2D.SetEnabled every bit this isn't supported.
  • Physics: Added a not-allocating manner to retrieve contacts per Collider2D or Rigidbody2D using Physics2D.GetContacts (), Collider2D.GetContacts () and Rigidbody2D.GetContacts ().
  • Physics: Added not-allocating overloads that use the new ContactFilter2D for Linecast, Raycast, BoxCast, CircleCast, CapsuleCast, OverlapPoint, OverlapCircle, OverlapBox, OverlapArea, OverlapCapsule, GetContacts & IsTouching.
  • Physics: New ContactFilter2D, allowing physics queries to filter past layer mask, Z depth, normal bending and trigger inclusion.
  • Physics: The internal 2D contact processing has been completely re-written, providing a more than robust and reliable reporting of contacts.
  • Physics: When using a CompositeCollider2D with Outline generation attached to a Dynamic Rigidbody2D, information about physics properties appears in the Inspector.
  • Profiling: Added Profiling.Recorder API, which allows y'all to get the accumulated frame time for the specific Profiler label in the Editor and Development Players.
  • Scripting: (Also mentioned nether API Changes) Added Transform.SetPositionAndRotation, as a more performant alternative to using Transform.position and Transform.rotation separately.
  • Shaders: Added the ability to disable Shader pass per-cloth. Run across Material.SetShaderPassEnabled.
  • Shaders: Added HLSLPROGRAM shader snippet support. This is the same as CGPROGRAM, with one departure: HLSLSupport.cginc and UnityShaderVariables.cginc includes are not added automatically.
  • Shaders: Preprocessor macros SHADER_STAGE_VERTEX, SHADER_STAGE_FRAGMENT, SHADER_STAGE_DOMAIN, SHADER_STAGE_HULL, SHADER_STAGE_GEOMETRY, and SHADER_STAGE_COMPUTE are at present divers when compiling each shader stage.
  • Shaders: Shader upgrader now automatically replaces "mul(UNITY_MATRIX_MVP, v)" with "UnityObjectToClipPos(v)".
  • Shaders: The .hlsl file extension is now recognized in the same manner as .cginc. it is included in generated IDE projects, and opened same way from the Unity Editor.
  • Terrain: A alarm box is shown if you lot endeavour to assign a Texture that is not imported equally a normal map to the __Normal ma__p slot of the Terrain Material.
  • Terrain: Terrain Inspector now remembers the last selected castor shape.
  • Terrain: Terrain LOD pre-ciphering is optimized and at present runs faster. Specifically, TerrainData.SetHeights and setting the Size property are faster at present.
  • UI: CanvasRenderer::OnTransformChanged volition now not be chosen when object is inactive.
  • VR: Attached VR/AR devices now add their remote resolution to the Game view size's driblet-down in the Editor.
  • VR: Updated Oculus GearVR to version ane.11.1 to ready the GearVR focus timeout issue.
  • Web: In UnityWebRequest, response code and headers are now available to scripts as soon as they are downloaded. Previously, they were only accesible after the whole download was complete.
  • Windows: The Unity installer now offers to install Visual Studio Community 2017 (instead of Visual Studio Community 2015).
  • Windows Store: C++ source code plugins can at present be included directly from the generated Visual Studio solution. This is possible by adding the directory containing the source code to the list of include directories, and linking the DLL they get compiled in to the final game executable on the il2cpp scripting backend.
  • Windows Store: Significantly reduced the size of Windows Store support installers.
  • Windows Store: The amount of time the postprocessing actor pace takes when edifice projection on the IL2CPP scripting backend has been significantly reduced.
  • Windows Shop: Unity now uses a pre-built MapFileParser when edifice generated C++ lawmaking on the IL2CPP scripting backend, rather than edifice information technology on your car on the fly.

API Changes

  • Blitheness: Added to AvatarMask: AddTransformPath, RemoveTransformPath.
  • Blitheness: Added AnimatorOverrideController.GetOverrides and AnimatorOverrideController.ApplyOverrides. (752095)
  • Animation: Added GetKeyLeftTangentMode, GetKeyRightTangentMode and GetKeyBroken to the AnimationUtility API.
  • Animation: Deprecated AnimatorOverrideController.clips. (752095)
  • Animation: Moved AvatarMask from UnityEditor.Animations to UnityEngine.
  • Nugget Import: Added keepQuads holding to ModelImporter.
  • Asset Import: Added RecalculateTangents role to Mesh.
  • Asset Import: Added weldVertices property to ModelImporter.
  • Asset Pipeline: Added new API methods AssetDatabase.GetImplicitAssetBundleName and AssetDatabase.GetImplicitAssetBundleVariantName, which dynamically compute the name of the AssetBundle and AssetBundle Variant that a given Asset belongs to.(834008)
  • Audio: (As too mentioned under Improvements) AudioClip is now always loaded on a split up thread, resulting in improvements to Scene loading time. This is because the rest of the Scene tin exist loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Build Pipeline: Added SetApplicationIdentifier and GetApplicationIdentifier methods to PlayerSettings (Edit > Project Settings > Actor). These allow yous to set the Bundle Identifier (Apple platforms) / Package ID (Android and Tizen) separately for each platform.
  • Build Pipeline: Changed Application.bundleIdentifier to Awarding.identifier and PlayerSettings.bundleIdentifier to PlayerSettings.applicationIdentifier. These now apply to the active target only. Utilize PlayerSettings.SetApplicationIdentifier to set it for any platform.
  • Editor: (As as well mentioned under Features) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • Editor: Added IDisposable Handles.DrawingScope struct for cleaner pushing/popping of Handles.matrix and Handles.color.
  • Editor: Handles.DrawCapFunction (and associated Handles functions expecting information technology) is at present obsolete, and generates warning messages.
  • GI: Exposed baked Ambient Occlusion (AO), 'indirectAO' and 'directAO' to scripting API.
  • Graphics: Added assortment belongings getters (e.g. GetFloatArray) for Material, MaterialPropertyBlock and Shader classes.
  • Graphics: Added integer ('Shader.PropertyToID') overloads to 'Material.SetTextureScale' & 'SetTextureOffset'. (766076)
  • Graphics: Added property getters (e.thousand. GetGlobalFloat) for Shader form.
  • Graphics: Added to CommandBuffer: SetGlobalDepthBias, BeginSample, EndSample functions.
  • Graphics: Added Graphics.ConvertTexture function, for copying betwixt Textures of different sizes/formats.
  • Graphics: Added Graphics.DrawMeshInstancedIndirect and its CommandBuffer counterpart.
  • Graphics: Added List overloads for assortment belongings setters for Fabric, MaterialPropertyBlock, Shader and CommandBuffer classes.
  • Graphics: Added List overloads for Graphics.DrawMeshInstanced.
  • Graphics: Added Matrix4x4.LookAt function.
  • Graphics: Added SystemInfo.maxCubemapSize API, coordinating to SystemInfo.maxTextureSize. (852309)
  • Physics: Added minMoveDistance belongings to CharacterController script API.
  • Physics: Changed Physics2D.minPenetrationForPenalty to Physics2D.defaultContactOffset.
  • Physics: Exposed Physics.ClosestPoint. This computes the point on the surface of a given Collider that is closest to a specified location.
  • Physics: Exposed Physics.ComputePenetration. This computes the minimal translation required to carve up the two given Colliders. It doesn't require the Colliders to be placed at the given pose prior to the test, so it is useful for writing custom character controllers.
  • SceneManager: EditorSceneManager now has a number of new events that developers tin can add delegates to. They are: newSceneCreated, sceneOpening, sceneOpened, sceneClosing, sceneClosed, sceneSaving and sceneSaved.
  • Scripting: (Also mentioned under Improvements) Added Transform.SetPositionAndRotation, as a more than performant alternative to using Transform.position and Transform.rotation separately.
  • Scripting: Added new non-allocating accessors to Mesh. These accessors write into a user-specified Listing. The new accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices (also being back-ported to 5.5.x).
  • Terrain: Added TerrainChangedFlags for employ in 'OnTerrainChanged' bulletin.
  • Terrain: Added TerrainData.bounds for retrieving local bounding box of the Terrain heightmap information.

Fixes

  • 2D: Stock-still WSA crash that would occur when creating Sprite with certain textures. (859800)
  • 2D: Removed mistake message that would appear when canceling the creation of a sprite animation, when sprites are dropped to the scene. The behaviour is at present too consistent with dragging multiple sprites to the HierarchyWindow. (881910)
  • AI: NavMesh is at present merged correctly when scenes are merged using the SceneManager API. (800869)
  • Android: Added timeout to video playback to foreclose issues with video not buffering. (851560)
  • Android: Editor: Enabled Undo for Android Goggle box Banner. (672169)
  • Android: Ready to correctly repackage assets from aar files when building on Windows. (852039)
  • Android: Fixed audio stutter when launching Android role player from a notification from the lockscreen. (818174)
  • Android: Fixed automobile-rotation on Android four.i and older. (853151)
  • Android: Fixed case of leftover touches when changing multitouchEnabled to false. (865326)
  • Android: Stock-still crash that would occur when instantiating a prefab with SkinnedMeshRenderer.UpdateWhenOffscreen enabled. (869402)
  • Android: Fixed wrong delta position and delta time calculation (815918)
  • Android: Fixed Target SDK bank check. (874350)
  • Blitheness: Added shift lock-centrality when using the box tool in the bend editor.
  • Animation: Added validation for invalid Synchronized layer configuration. (852149)
  • Animation: Added alert icon in the animator controller to inform user that a base layer with humanoid move should preferably not have an avatar mask. (823794)
  • Animation: Corrected the default Transition Elapsing with empty states. (853292)
  • Animation: Enable 'ordered interruptions' in the transition inspector if source state is AnyState. (808387)
  • Animation: Gear up to clear curve editor pick after changing clip frame rate to avoid selection box ghosting.
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator might crusade a crash. (822232)
  • Blitheness: Fixed a bug where undoing Apply in model importer would attempt to incorrectly restore values. (565438)
  • Animation: Fixed a crash that was triggered when removing the AnimatorController in a StateMachineBehaviour callback. (883762)
  • Blitheness: Fixed a crash when getting country machine behaviours while there is an invalid State Motorcar Behaviour assigned to a state. (873144)
  • Animation: Fixed an issue when playing dorsum recorded interrupted transitions. (863214)
  • Animation: Stock-still an issue where an invalidly configured Humanoid rig with Optimize Game Objects would cause the configure push to disappear. (827514)
  • Blitheness: Fixed an issue where animating the Z position of a RectTransform using the Animation Component would non move the Image. (829159)
  • Animation: Fixed an issue where animator with animate physics would teleport objects. (847015)
  • Animation: Fixed an issue where Euler curves used in conjunction with Additive pose would crusade random values to be written to some os. (859578)
  • Blitheness: Fixed an outcome where Runtime Blitheness Events added to a Legacy clip wouldn't be played. (858511)
  • Animation: Fixed animation import with custom frame rate. (791385)
  • Blitheness: Fixed AnimatorControllerPlayable retentivity leak.
  • Animation: Fixed AnyState progression when changing state automobile.
  • Animation: Fixed broken meshes with Optimized Game Object selected. (879368)
  • Animation: Fixed bug in BlendTree thresholds recomputation. (777936)
  • Animation: Fixed bug in the ModelImporter animationclip automatic naming. (768723)
  • Blitheness: Fixed bug spamming the inspector with warnings when playing a generic/humanoid mixed blitheness. (768773)
  • Animation: Fixed case of animation window non refreshing afterward disengage. (863869)
  • Blitheness: Fixed example of AnimationEvent non being fired on lower FPS. (812917)
  • Animation: Fixed example of Animator irresolute selection even if the window is locked. (850456)
  • Animation: Fixed case of de-optimization of game object hierarchy messing up transform values. (838015)
  • Animation: Stock-still case of erroneous animation for single state machine when layer ready to additive, which could consequence in the character becoming invisible. (862998)
  • Animation: Fixed case of erroneous bounds existence calculated for SkinnedMeshRenderer when optimizing game object. (829264)
  • Animation: Stock-still case of humanoid animation imported from previous versions non working properly. (869759)
  • Blitheness: Fixed case of interrupted transition on humanoid resulting in bad poses. (861266)
  • Animation: Fixed case of Motion properties not being available on some platforms. (783535)
  • Animation: Fixed case of OnStateExit callback not firing for interrupted transitions. (826180)
  • Blitheness: Fixed example of sprite preview not refreshing when irresolute animation clip in the blitheness window. (839872)
  • Blitheness: Fixed crash in the importer. (861392)
  • Animation: Fixed crash that woukd occur when using abstract StateMachineBehavior classes. (877623)
  • Animation: Fixed crash when loading invalid animator setups with OptimizeGameObject on and no avatar. (858677)
  • Animation: Fixed crash when receiving a null property modification in animation recording. (832837)
  • Blitheness: Fixed Crash when setting avatar blazon in AssetPostprocessor.OnPreprocessAnimation. (861392)
  • Animation: Fixed crash when transitionning to invalid StateMachine. (864131)
  • Blitheness: Fixed erroneous animation clip range when changing sample charge per unit. (835553)
  • Animation: Fixed erroneous euler value for offset frame when recording animation in the animation window. (839885)
  • Animation: Fixed issue where changing OverrideController clips would reset the StateMachine.
  • Blitheness: Fixed issue where GetNextAnimatorStateInfo was inaccurate when transitioning to cocky. (834693)
  • Animation: Fixed effect where keyframe flip manipulations could cause error letters.
  • Animation: Stock-still issue where the "Samples" field would nonetheless be editable when selecting a read-only clip in animation window. (850424)
  • Blitheness: Stock-still event where the Backspace/Delete key did not piece of work in the avatar configuration transform inspector. (837655)
  • Animation: Fixed issue where the Create Animation push button didn't work for legacy animation components with zip animation clips. (863925)
  • Animation: Fixed fundamental pasting issues in Bend Editor. (859125)
  • Animation: Fixed locked inpsector consequence when inbound Avatar Configuration. (858947)
  • Animation: Fixed log error shown when adding a new keyframe for the position belongings in RectTransform. (854795)
  • Animation: Fixed log error shown when irresolute the curve preset in the curve editor window for the model importer. (854799)
  • Animation: Stock-still MissingMethodException thrown on some platforms. (783535)
  • Animation: Fixed naming of new clips added in ModelImporter. (768723)
  • Animation: Stock-still operation issues in dopesheet editor with large keyframe selection. (834557)
  • Animation: Fixed precision error when drag-and-dropping the blend value (i.e. the cerise ruler) in a BlendTree. (803678)
  • Blitheness: Stock-still problem where animation events were not beingness fired properly by Playables. (847874)
  • Animation: Fixed single key ripple manipulation in the bend editor and the dopesheet editor.
  • Animation: Stock-still source of vertical and horizontal flips when using Box Tool with tangents set up to Infinity. (849656)
  • Animation: Humanoid transforms are at present stored before entering animation mode and restored when exiting animation mode.
  • Animation: Property renaming in the animation window now renames to full path instead of last game object.
  • Blitheness: Re-enabled recording in editor play mode. (835544)
  • Animation: Removed parameter filter when user adds a new animator controller parameter. (847134)
  • Animation: The AnimationWindow now uses delayed int field for frames and samples.
  • Nugget Import: Fixed crash in ReplacePrefab when target GameObject was destroyed in OnWillSaveAssets. (829453)
  • Asset Import: Utilise SketchUp face layers to build mesh that simply includes visible faces (867782)
  • Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets wouldn't relieve changes made to a prefab inside OnPostprocessAllAssets. (830110)
  • Audio: Fixed issue which prevented streaming audio loading on 32-bit Apple devices which were upgraded to iOS 10. (832578)
  • Build Pipeline: Stock-still an consequence which acquired editor to remember the build succeeded and open up explorer window to the output build location when information technology fails due to a managed exception thrown in the build process (843528)
  • Build Pipeline: VR Splash Screen texture will no longer exist included when building a project for a non-VR platform. (823167)
  • Editor: Arguments into MakeBezierPoints are at present validated. Previously invalid arguments could event in a crash. (835775)
  • Editor: Find Reference in Scene now works on packed sprites. (805431)
  • Editor: Gear up for consequence where ScriptUpdater would corrupt scripts containing invocations to Mesh.Optimize(). (827796)
  • Editor: Set up for outcome where ScriptUpdater would crash or fail to update code in NGUI AssetStore package. (833958)
  • Editor: Gear up to denormalize animation curve presets when loading. (800805)
  • Editor: Fix to ensure that user-provided center for Gizmos.DrawFrustum is respected. (863596)
  • Editor: Fixed a crash when calling Lightmapping.BakeMultipleScenes from game code in the editor. (837091)
  • Editor: Fixed an result where prefab creation would break if user had "Verify Saving Assets" enabled in preferences. (834347)
  • Editor: Stock-still an issue with congenital-in window layouts where default game view scale on retina was incorrect. This only affects cases where default layouts were missing. (838720)
  • Editor: Fixed bug causing script execution society to be incorrectly ready when removing a preceding script from the list and the text field is active. (778802)
  • Editor: Fixed case of AnimationCurve preview in Inspector non existence upward-to-date later stopping play mode. (817999)
  • Editor: Fixed example of DestroyImmediate(this) from within an Editor class crashing the Editor. (399555)
  • Editor: Stock-still case of editing keyframe values in curve editor affecting alignment of subsequent labels. (829228)
  • Editor: Fixed case of Handles.DrawCamera() affecting photographic camera rect in game view. (834204)
  • Editor: Fixed example of harmless errors beingness thrown when extra extension DLLs like UnityEditor.iOS.Xcode.dll are used in the project. (778581)
  • Editor: Fixed case of overflow text being clipped in Preferences window. (714757)
  • Editor: Fixed example of Player Settings not getting focus on inspector when opened from the Build Settings window. (720992)
  • Editor: Fixed case of spurious scrollbar appearing in image previews. (852501)
  • Editor: Fixed case of undoing collider handle changes exiting edit fashion. (837844)
  • Editor: Stock-still Crash in HandleSetTransformFatherDragAndDrop when dragging a Tree prefab to the bureaucracy (775353)
  • Editor: Fixed hardware cursor not automatically updating in game view when changed from Actor Settings inspector on Bone Ten. (718766)
  • Editor: Fixed incorrect handle placement for OcclusionPortal in scene GUI later disengage.
  • Editor: Fixed incorrect indentation of TextAreaDrawer. (804863)
  • Editor: Stock-still insertion marker positioning in BuildSettings window. (839855)
  • Editor: Fixed issue when appending onto iOS builds when Unity version contains special characters (such as dashes).
  • Editor: Stock-still issue where attempting to create an editable copy of a font from the Inspector would not work. (857155)
  • Editor: Fixed issue where Canvas size would alter when moving the Game View. (851777)
  • Editor: Fixed issue where Handles.Button would capture a correct click but would not release it, resulting in not-responsive scene view. (527425)
  • Editor: Fixed consequence where information technology was non possible to check out only the asset file in Inspector if the meta file was already checked out (and vice-versa). (717021)
  • Editor: Fixed issue where the timeline time scrubber in AnimatorStateTransition inspector did not release hotControl when a mouse upwards upshot occurred outside the control rect. (834214)
  • Editor: Fixed upshot whereby it was not possible to undo changing application icon. (672169)
  • Editor: Fixed consequence with ScriptUpdater fully qualifying member admission in some scenarios. (838681)
  • Editor: Fixed keyboard input when there are multiple GameViews open. (767109)
  • Editor: Fixed MissingReferenceException when deleting a child particle system while ParticleSystemWindow is open.
  • Editor: Fixed return value of EditorGUIUtility.editingTextField later on renaming an asset in the project browser. (870530)
  • Editor: Formally obsoleted already-unsupported room rolloff parameters. (873297)
  • Editor: Holding CTRL/ALT no longer stretches the Game View when zooming it with the scroll wheel. (851617)
  • Editor: OcclusionPortal component now supports multi-edit
  • Editor: Renamed 'Preload shaders' to 'Keep loaded shaders alive' since that is what the choice does does. Also added a * to said option and to 'Preloaded Assets' since they are shared.
  • Editor: The correct color is now used for "Shaded Wireframe" mode in scene view. (836408)
  • Editor: Visual indication/feedback is at present always shown when attempting to save Scene while in playmode. (568837)
  • GI: Fix to ensure that scenes are ordered correctly, to patch in their lightmaps into the common LightmapSettings. (812486)
  • Graphics: Added back up for combining lightmapped meshes using Mesh.CombineMeshes. (821775)
  • Graphics: Fix crash where more than 16 terrains are used. (871261)
  • Graphics: Fixed case of object rendering sequence appearing to exist wrong in certain boundary cases. (866069)
  • Graphics: Fixed Editor crash by ensuring the camera and photographic camera stack are valid afterwards a PreCull message. (876867)
  • Graphics: Fixed result where instantiating a not-readable texture would crash Unity at Texture2D::AwakeFromLoad. (843287)
  • Graphics: Fixed spamming assertion when a LOD is incorrectly ready to have the same screen height equally the previous LOD. (849046)
  • Graphics: ForceLOD now will not be overriden when selecting LODs in editor play mode. (815223)
  • Graphics: Frame Debugger: shader property values originating from MaterialPropertyBlocks are now displayed properly.
  • Graphics: Frame Debugger: temporary return textures are at present kept live longer while frame debugger is active, for less confusing shader belongings display.
  • IL2CPP: Added support for C# exception filters. (831493)
  • iOS: Added missing icon slots for Spotlight and Settings. (815299)
  • iOS: Build flags are now prefixed with $(inherited) in Xcode project to meliorate compatibility with CocoaPods.
  • iOS: Fixed back up for Movie textures on simulator.
  • iOS: Scripting profiler retention info is only available on development player configurations. The scripting profiler will now study when retention data is not available. (769072)
  • Multiplayer: Fixed issue where, when the websocket WebGL client called disconnect, it wouldn't notify itself with this event.
  • OSX: Fixed case of DNS resolution taking very long when not resolved in UnityWebRequest and WWW. (825679)
  • Particles: Added Undo support for action of creating a sub-emitter.
  • Particles: Collision planes could interact with other physics objects (865762)
  • Particles: Set to include light ranges in particle bounding box, in order to avert lights popping in/out at camera edges. (860441)
  • Particles: Fixed alignment of sub-emitter + button. (826058)
  • Particles: Fixed event where deactivating the SubEmitter module makes SubEmitter particles stop previewing in the Scene view upon any modify. (764588)
  • Particles: Fixed previewing issues when Particle Systems are used in LOD Groups. (700523)
  • Particles: Calibration was not applied to the Shape Module of sub emitter systems in the "Local" and "Hierarchy" Modes (846521)
  • Particles: The component Reset button at present resets Renderer Module settings. (715605)
  • Particles: Updated the tooltip comment to make information technology clear that Texture colors are not read when using Mesh Shape Modes. (860694)
  • Physics: Deleting a Collider2D now triggers an OnCollisionExit2D or OnTriggerExit2D appropriately. (637042)
  • Physics: Stock-still a crash that could happen when more than than 64 contacts were generated in PCM collision detection mode. (871475)
  • Physics: Fixed an issue where 'Physics2D.GetRayIntersection' calls involving collider triggers did not correctly detect them. This also affected UI events that use the aforementioned calls. (872690)
  • Physics: Stock-still an result where create was being called when shared mesh was set on disabled object. (835703)
  • Physics: Fixed instance of Physics.queriesHitBackfaces flag non affecting Collider.Raycast (857090)
  • Physics: Fixed case of WheelCollider.suspensionSpring.targetPosition not being clamped between 0 and 1 when setting it from script (and thus causing assertions). (806448)
  • Physics: Stock-still effect where a Collider2D contact did not trigger a standoff/trigger callback. (681844, 729084)
  • Physics: Fixed result where cloth actor was still updated by physx, despite being asleep. (841299)
  • Physics: Fixed effect with the Spring Joint max distance max setting. (828163)
  • Physics: Fixed PhysX errors when setting the mesh of a SkinnedMeshRenderer to a primitive blazon. (874965)
  • Physics: Fixed typo in the RigidBody.rotation machine complete dialog. (877395)
  • Physics: Resizing a Collider2D now results in collision/trigger callbacks if other Collider2Ds enter/leave the collider existence resized. (773735, 822612)
  • Playables: Fixed a crash where UnloadUnusedAssets would unload Animation Clips used past AnimationClipPlayables. (854615)
  • Thespian: Stock-still case of incorrect language beingness returned when arrangement language was Spanish(Argentina). (820162)
  • SceneManager: Fixed issue whereby GetSceneManagerSetup would silently ignore untitled scenes. (827525)
  • SceneManager: Fixed effect whereby SceneManager was not initialized when OnEnable was called for editor windows during editor startup. (825237)
  • SceneManager: Scenes are now marked Loaded when sceneLoaded is invoked. (818573)
  • Scripting: Emit alert when adding a ScriptableObject to an nugget if class name does not match file name. (829259)
  • Scripting: Fixed issue where operator != for Mesh, Rect, Quaternion, Vector2, Vector3 and Vector4 would incorrectly return faux if either side contained a NaN value.
  • Scripting: Improve unhelpful "iterator==end" mistake message when reading serialized metadata. (833245)
  • Scripting: OnDisable is now called on shutdown for scriptable object assets.
  • Shaders: Fix to ignore duplicate keyword lines and issue warnings to user about duplicates. (864007)
  • Shaders: Stock-still crash in ShaderLab::shaderprops::GetMatrix when using the OpenGL API with certain graphics drivers on Windows. (859418)
  • Shaders: UI-DefaultFont shader is no longer in the list of "always included shaders" in graphics settings by default (it is not needed by UI). (784192)
  • SpeedTree: Stock-still an consequence where modifying the scene in edit mode could cause SpeedTree trees to play wind animation. (830097)
  • SpeedTree: Fixed an result where SpeedTree billboards had z-fighting when affected by mutiple forward lights. (840206)
  • Terrain: Fixed an issue where calculation a fifth texture to a terrain with custom material would consequence in an exclamation. (845404)
  • Terrain: Fixed an issue where switching between tree painter and other painting tools caused the wrong castor texture to exist used. (840337)
  • Terrain: Fixed an consequence where terrain brush was not rendered if terrain transform position has a Y value greater than fifty. (852049)
  • Terrain: Fixed buggy behaviors when multiple terrain inspectors are nowadays. (836778, 847863)
  • Terrain: Fixed terrain basemap generation in linear color space when the terrain is created. (852069)
  • Terrain: Fixed terrain shader that sub-optimally does pixel lighting when normal is not used. (867627)
  • Terrain: Stock-still material object leak when refereshing tree prototypes. (861631)
  • UI: DockArea position is at present calculated correctly, which fixes bug with canvass sizing. (819960)
  • UI: Ready to preclude two 'Aspect Ratio Fitter' components from being set on one object. (792793)
  • UI: Fixed blurry text when width and height are fix to uneven numbers. (826409)
  • UI: Fixed instance of animation lagging, acquired by an uninitialized member variable. (821319)
  • UI: Fixed crash acquired by the use of GetComponent inside the ToString method. (828981)
  • UI: Fixed crash in RectTransform, triggered because information technology would transport messages on the loading thread. (824011)
  • UI: Fixed outcome where a child of a mask which has a disabled mask would not mask correctly. (829416)
  • UI: Fixed issue where RT cameras would not emit a UI chemical element unless there was another camera present. (827532)
  • UI: Fixed issue with wrong parameter order when calculating scrollRect beginning. (827908, 829518)
  • UI: Fixed issue with Material inspector not showing for UI eleements.
  • UI: Fixed memory leak caused past disabled objects not getting removed from the render queue. (819470)
  • UI: Fixed functioning effect in FontUpdateTracker. (Note that the example number referenced isn't fully fixed yet, but the performance event is.) (794089)
  • Video: Fixed crash when creating/releasing multiple VideoPlayers. (888305)
  • VR: Added back up for restoring the device render and viewport scales later on unplugging the device and plugging it back in. (795561)
  • VR: Stock-still a crash in the Editor that was triggered by setting the VRSettings.enabled flag to true. (836878)
  • VR: Fixed issue whereby but the correct camera's view was rendered for scenes with ii cameras present. (842857)
  • Spider web: Stock-still example of harmless 'Coroutine keep failure' error being thrown when stopping a Www coroutine. (780200)
  • Web: Fixed case of UnityWebRequest not working in Editor when non in play mode. (859924)
  • Web: World wide web.size will now written report AssetBundle size when loading from cache. (693430)
  • WebGL: Fix to correctly report AudioSource time when doppler effect changes pitch. (817986)
  • WebGL: Stock-still capturing of mouse moved events from web page. (831631)
  • WebGL: Fixed bug relating to reading into floating betoken textures.
  • Windows: Fixed thespian deployment to network path. (842379)
  • Windows: IME input now works with embedded game window. (764583)
  • Windows: UWP fixes:
    • Stock-still issue where WWW would throw abroad response headers when server returns 401.
    • Improved WWW consistency with the Editor. (815255)
  • Windows Store: Stock-still instance of incorrect resolution existence reported when the composition scale changed and the game window was minimized. (832104)
  • Windows Shop: Fixed cases where Editor profiler was sometimes failing to connect to an application running on remote device (eastward.chiliad. Windows Telephone). (833525)

Known Issues

  • second: Information technology is highly recommended that dynamic batching exist enabled when using sprites, in society to obtain the all-time sprite rendering performance. Notes:
    • Dynamic batching is enabled by default for new 2D projects.
    • Currently dynamic batching is not performed either if the option is unchecked, or if using graphics jobs.
    • The demand to explicitly enable it to obtain optimal rendering performance for sprites will be removed in a patch release soon.
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.i or older devices might not mute itself during an incoming phone telephone call. This might cause rejections when submitting to Samsung app shop.
  • Editor: Asserts spam in console when using Perforce. Will be fixed in a patch before long. (895453)
  • Editor: Crash when edifice a project targeting a platform for which back up isn't installed/enabled. Will be fixed in a patch soon. (868894)
  • GI: Lightmapping: Speedtrees practise non employ the embedded lightmap UVs.
  • GI: Lightmapping: Terrain copse do non cast shadows into lightmaps.
  • GI: Progressive Lightmapper (Preview): 32-fleck Unity 5.6 crashes if the Scene is baked with Lite Probes and PVR texture pinch. (888806)
  • GI: Progressive Lightmapper (Preview): Baked LODs are not supported (coming presently).
  • GI: Progressive Lightmapper (Preview): Cast shadows on MeshRenderer is not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): Colored translucency is not supported (coming soon).
  • GI: Progressive Lightmapper (Preview): G-Buffer job fails when Go on Quads pick is enabled (890651)
  • GI: Progressive Lightmapper (Preview): Lighting Modes are not supported (coming shortly).
  • GI: Progressive Lightmapper (Preview): Multi-Scene Editing characteristic can have bug with lighting:
    • Light sources incorrectly identified equally realtime when in Auto manner
    • Built lightmaps are not practical due to positioning in hierarchy
    • Additively loaded scenes use light probe data from first loaded scene
  • GI: Progressive Lightmapper (Preview): Negative scaled meshes invalidate texels. (883844)
  • GI: Progressive Lightmapper (Preview): Scales only to moderately large scenes due to excessive memory use - scenes should accept less than twenty 1K lightmaps on a PC with 16GB RAM (addressed soon).
  • GI: Progressive Lightmapper (Preview): Transparency just works for direct lighting.
  • iOS: [iOS] Crash in SetTexture() with GoogleVR SDK 1.2 on iOS (891965)
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • UI: Adding UI elements via script causes OnDisable and OnEnable to be called on all scripts in the hierarchy if a RectTransform needs to be added. Workaround is to add a RectTransform component in the new GameObject call, for example: new GameObject("Canvas", typeof(RectTransform));. (882791)
  • Video: The Android VideoPlayer cannot yet read videos from asset bundles.
  • VR: [iOS | Cardboard] Linker mistake when GoogleVR packet is in the project (896270)
  • VR: Prototype effects need to be updated to work with Single-Laissez passer stereo rendering on Anrdoid.
  • VR: Mirror mode is incompatible with Single-Pass stereo rendering.
  • VR: RenderViewportScale currently causes operation issues and should exist avoided. The Valve renderer is broken until this is fixed. This will be addressed in a patch shortly.
  • VR: Single-laissez passer stereo rendering has graphic corruption on Snapdragon devices when MSAA is used. This appears to be acquired by a driver result so we await it to be addressed by a driver update, independent of Unity releases.
  • VR: Target eye manner is incompatible with Single-Laissez passer stereo rendering.
  • VR: With this release we have updated the Google VR NDK for iOS to version 1.20. This change is non backward uniform with the 1.i integration and will require that you supplant or re-create your iOS Cardboard project if you lot were using the earlier native integration. Yous can exercise this past just backing up your current projection, selecting "Build" or "Build & Run" and generating the project into a new folder or selecting "Replace" to replace the current generated projection. (885513)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please utilize the Unity SDK provided by Google.
  • VR: [Fantasize] You may notice that your Daydream VR brandish is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.

5.6.0f3 Release Notes (Delta since f2)

Features

  • VR: Unmarried-pass stereo rendering back up added for Gear VR and Google Fantasize.

Changes

  • OSX: For stability reasons, disabled Metallic on macOS 10.12.2 and 10.12.3, if GLCore is likewise present in the API list.

Fixes

  • Terrain: Stock-still material object leak when refereshing tree prototypes. (861631)

The following are changes and fixes to v.6.0 features and regressions...

Fixes

  • second: Fixed problems in Sorting Layers serialization when importing from Nugget Bundles in Editor. (885387)
  • AI: Fixed example of NavMesh not carving holes for smaller regions. (885975)
  • Android: Fixed reading assets from OBB (ApplicationPath). (893913)
  • Android: Removed net permission in Android manifest for empty projects. (892203)
  • Editor: Fixed case of scene view gizmo for ParticleSystem box shape disappearing when pan tool was active or when rotating the view.
  • Editor: Fixed case of scene view handles for BoxCollider2D appearing in the wrong place, when part of a CompositeCollider2D with an get-go that had non-uniform scale or off-centrality rotation. (893487)
  • Editor: Stock-still crash in profiler when enabling show-related objects. (889027)
  • GI: Fixed effect whereby the progress bar would go stuck when cancelling a blistering job. (876864)
  • GI: Stock-still outcome with Lightmasks being saved in the wrong color space. (878494)
  • iOS: Stock-still Airplay mirroring mode when using Open GLES. (788515)
  • Kernel: Fixed crash when undoing a revert would cause components to be removed. (870498)
  • Physics: CapsuleCollider2D now correctly calculates its mass when using auto-mass. (890937)
  • Physics: Stock-still instance of OverlapPoint queries not taking into account any 'Edge Radius' on 2d colliders.
  • Video: Cured VideoPlayer crashes when calling videoPlayer.Set(). (862078)
  • Video: Stock-still case of looped video crashing on fourth repeat on Galaxy Tab S (SM-T700). (891819)
  • Video: Fixed issue where Video Actor didn't play on some devices when AutoGraphics API is enabled. (888657)
  • Video: Fixed issues with some devices not loading videos. (893966)
  • Video: Stock-still VideoPlayback audio buffer overflow while playing video in Editor Play mode. (893862)
  • VR: Fixed back button / shut button behavior on Daydream to resolve app submission issues. (893219)

Revision: 497a0f351392

Changeset: 497a0f351392