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FreeCAD 0. Scribus 1. FreeMind 1. SetShaderPass that point to incorrect functions. Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render. Graphics: Optimized Material. The improved speed depends on how many passes the Material has.

Graphics: Split texture postprocessor re-imports by texture type to reduce the amount of re-imports when changing a texture postprocessor script. Graphics: Unity can now preload shaders after it loads the first Scene, and can distribute the preloading process across multiple frames.

You can choose to Continue or Cancel. IL2CPP: Corrected the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning. KeyCode to physical keys. CPU types that aren't supported are now ignored. This gives you control of the internal memory setup in Unity. You can adjust the memory setup for individual projects. License: Improved license validation by syncing the access token with the licensing client every time the token changes.

Debug build config now has frame capture automatically enabled. Previously, it could only be used with Script Only builds. Package: Improved the migration tools so that Unity allows projects to migrate to the recent Visual Scripting version. Package: To open the Visual Scripting editor, you can now click the open inspector button and double click a graph in the project browser.

Package: Updated names of UI elements in the Visual Scripting package to be consistent with new naming schemes.

Package: Visual Scripting now creates a warning message when you add more than one Input unit to a SuperUnit. Package: Visual Scripting now creates a warning when an Input System Package event references an action that is the wrong type for that event.

Package: Visual Scripting: Migration tools are improved to let users migrate their project to the latest version of the Visual Scripting package. Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency. The latter lets you override the default cache location.

Package Manager: Changed how string literals are translated by using string. Format at definition time. Package Manager: Fixed the Add package from git URL option so that if you use a revision and a package path in the wrong order, you can't clone the repository.

Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order. Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version. Package Manager: Increased the amount of information logged in upm. Package Manager: Optimized Git package download times for repositories using submodules with Git 2.

Package Manager: Optimized Git package download times, most notably for repositories with a larger history. Particles: Added a warning when users select the same shader for both the main Material slot and the Trail Material slot. This is because GPU Instanced Mesh particles must not use the same shader for particle geometry and trail geometry. Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.

Also disabled applying modifications from the instance in case the Prefab asset contains missing types. Editing the Prefab asset in isolation preserves MissingType information. Prefabs: Improved the Hierarchy so that you can see which Prefab instances have non-default overrides. Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list.

Api for access this data will be found inside the memory profiler package. Profiler: Added profiler memory stats data. Data is similar to the Profiler Module data found in the Profiler Window. Profiler: Added profiler target data to memory snapshot format. Data consists of elements such as Unity version, product name, total gfx memory, total physical memory, etc. Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.

Profiler: Improved the Memory Profiler module UI to clearly show how the high level memory stats contribute towards the total memory usage. Profiler: Modified native connection reporting for the Memory Profiler in order to properly report connections between Assets. Multiple tethered android devices are now supported. Scripting: Certificate validation callbacks from. Net libraries pass now also previously identified root certificates along i.

Scripting: Improved the Editor experience for setting up Unity version defines with assembly definition files. Scripting: Renamed ". NET Standard" to ". Scripting: Updated C language version to 9. Scripting: CompiliationPipeline. GetAssemblies now correctly includes. Search: Share the same search debouncing threshold with the Project Browser and the Search window.

Serialization: Improved the way that SerializeReference handles missing types. Instances where the type is missing are replaced with null. Other instances are editable and if there are fields that previously referred to the missing type which are still null, the missing type is preserved. Serialization: Objects referenced from SerializeReference fields now have stable IDs, which reduces the risk of conflicts when multiple users collaborate on a scene file.

Additionally, it also improves support for Undo and Prefab modes, especially when SerializeReference is used inside arrays and lists. In addition, references now come with a new format with backward compatibility support for older assets.

Shaders: Improved caching of the Shader import artifacts when a shader is reverted or has no changes after a reimport.

Shaders: Removed the fixed shader keyword limits. The number of Global keywords is now limited to UInt32, the number of local shader keywords is now limited to UInt Terrain: Improved the worst-case performance while painting on high-resolution 2k x 2k or higher Terrain heightmaps. Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sample the nearest terrain's edge. Tests: Improved the logging in iOS automation so that existing log messages are clarified, and added new ones.

UI: Improved tooltips so that when a tooltip is displayed, hovering another UI control that can display a tooltip makes the new tooltip appear immediately. Improvements include optimizations, adjustable UI, settings, event and callback filtering, and event replay. UI Toolkit: Made performance improvements to reduce the number of managed heap allocations while rendering sprites in the UI Toolkit.

UI Toolkit: Usage hints can now be changed on a VisualElement without having to remove it from the hierarchy to help preserve styling and layout. Version Control: Made stability and performance improvements to the Version Control package com. Video: Improved the automatic selection of target material texture properties in VideoPlayer. Virtual Texturing: Updated tile requests to be returned via PopRequests more frequently. Virtual Texturing: Updated InvalidateRegion calls to generate new tile requests in their "importance" order.

The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.

WebGL: Refactored unityInstance. Quit in UnityLoader. Quit and Application. XR: Added support for adding new reference objects at runtime. Added support for ARCore session recording and playback. CloneReference to enable having multiple references to the same Java object.

Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices. Create PlayableGraph graph, int inputCount, bool normalizeWeights due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable. Create PlayableGraph graph, int inputCount. Asset Import: Added: AssetPostprocessor. Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.

Asset Pipeline: Added: AssetDatabase. CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.

Build Pipeline: Deprecated: PackedAsset. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report. Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI. Editor: Changed: AndroidArchitecture. They are now AndroidArchitecture. X86 and AndroidArchitecture. Editor: Obsoleted: Obsoleted internal method MonoImporter. GI: Added: Added two new callbacks.

Unity calls LightProbes. GI: Added: Made it possible to opt out of generating a scene's automatic ambient probe and default reflection probe. Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.

Graphics: Added: Added a class for drawing shadow cascades: UnityEditor. Graphics: Added: Added class for drawing shadow cascades UnityEditor. Graphics: Added: Added common include file for meta pass functionality. This should help visuals when the screen percentage is too low. Graphics: Added: Added OverridablePropertyScope for VolumeComponentEditor child class only to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.

Graphics: Added: Added IAdditionalData interface to identify the additional datas on the core package. Graphics: Added: AssetPostprocessor. Graphics: Added: DebugUI. IsHidden to allow conditional display of widgets in Rendering Debugger.

You can use SystemInfo. This method is used by internal code to implement undo functionality in the Unity Editor. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. Changing cameras and resetting scaling per camera should be safe. RenderX functions. All the old draw API Graphics. DrawX functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:.

Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers. Graphics: Added: Rendering. Graphics: Added: RenderTexture. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts.

Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels. Graphics: Added: ScriptableRenderContext. Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines. Graphics: Added: SystemInfo.

Graphics: Added: Unity. Graphics: Added: ReflectionProbe. UpdateCachedState to update the internal data related to reflection probe used by the culling system.

Graphics: Changed: Renamed Texture2D. Resize to Reinitialize. Resolve and RenderBufferStoreActions. Graphics: Changed: VFX. PrepareCamera and VFX. ProcessCameraCommand now can take an optional parameter for camera XR settings. See the Upgrade Guide for details.

Graphics: Obsoleted: ReflectionProbe. GetDepthStencilFormat int after being public for two alpha releases. HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume.

HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. HDRP: Added: Added an option to render screen space global illumination in half resolution to achieve real-time compatible performance in high resolutions.

First implementation of burstified decal projector is here. HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.

HDRP: Added: Support for screen space shadows directional and point, no area for shadow matte unlit shader graph. OnAfterRun interface methods. Landscape as it was a synonym for ScreenOrientation.

LandscapeLeft, and not "some Landscape orientation", which is confusing. Physics: Added: Expose ArticulationBody. Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer. Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.

Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision. SceneManagement to the namespace UnityEditor.

SceneManagement, leaving nothing left in UnityEditor. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1. Profiler: Added: Added Profiler. EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

Scripting: Added: Added FileUtil. GetPhysicalPath and FileUtil. GetLogicalPath methods to convert logical paths to physical and vice versa. Scripting: Added: Component. Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host. Services: Added: Added new com. Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article. Shadergraph: Added: Added many node synonyms for the Create Node search so that it's easier to find nodes.

Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position. Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph.

This node supports conditional branching in Sub Graphs. Shadergraph: Added: Added Dropdown node to each dropdown property for configuring branch control. Sprite is used as the default preview for URP Sprite shaders. Shadergraph: Added: Adding control of anisotropic settings on inline Sampler state nodes in ShaderGraph.

Added a missing API to get information about individual shaders. Shaders: Added: Added UnityEngine. GlobalKeyword struct to represent keywords in the global keyword space. Added UnityEngine. LocalKeyword struct to represent keywords in the local keyword space. LocalKeyword struct to represent the keyword space of a particular shader or compute shader. Added ComputeShader. Added optimized Material. EnableKeyword, Material. DisableKeyword, Material.

IsKeywordEnabled, ComputeShader. EnableKeyword, ComputeShader. DisableKeyword and ComputeShader. IsKeywordEnabled overloads that work with the new LocalKeyword struct. Added optimized CommandBuffer. EnableKeyword, CommandBuffer. DisableKeyword, Shader. EnableKeyword, Shader. DisableKeyword and Shader. IsKeywordEnabled overloads that work with the new GlobalKeyword struct.

Added Shader. Shaders: Added: CommandBuffer. DisableKeyword can now be used to enable a local shader keyword. Shaders: Added: LocalKeyword. Shaders: Added: Material. SetKeyword, ComputeShader. SetKeyword, Shader. SetKeyword and CommandBuffer. SetKeyword can now be used to set the shader keyword state directly.

Shaders: Added: UnityEngine. ShaderKeywordType Plugin is a new type for keywords registered by shader compiler plugins. Shaders: Deprecated: ShaderKeyword. GetName and ShaderKeyword. Terrain: Added: Added DetailPrototype. NoiseSeed and its GUI in terrain Detail wizards, so that the random seed for detail object placement can be specified.

Terrain: Added: Added TerrainData. ComputeDetailInstanceTransforms that returns an array of DetailInstanceTransform structs containing the exact same transforms of details that Unity uses for rendering. Terrain: Changed: TerrainUtility. TerrainMap moved to UnityEditor. TileCoord moved to UnityEditor. Terrain: Changed: UnityEditor.

BrushPreview changed to UnityEditor. UI Toolkit: Added: Tool for converting assets created with the package to use them without the package installation, and to convert them back to package versions. UI Toolkit: Added: VirtualizationMethod property to collection views to allow to change between fixed height and dynamic height virtualization. Use the event system instead, see SendEvent. Universal: Added: Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR.

URP: Added: Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.

URP: Added: Light cookies support to directional, point and spot light. Directional light cookie is main light only feature. Used now for Built-in to Universal conversion. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output. URP: Added: Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.

Version Control: Added: VCS support can now be added to Unity with managed code only as opposed to implementing native plugin. See UnityEditor. VersionControlObject and related classes. VFX Graph: Added: Support of direct link event to initialize context which support several event within the same frame.

This provides a potential optimization for plugins that include a transform with each mesh, allowing them to avoid transforming each vertex into session-space.

Android: Changed how Unity checks to see if an obb is compatible with an apk. Use templates if you want your changes to persist. Android: When you export an Android project, Unity no longer creates a symbols zip package because it was always missing libil2cpp.

Build Pipeline: Unity no longer writes unsaved changes from open scenes into player builds. Instead, it asks to save changes to disk. Burst: Altered the IL Post Processed 'direct call' Burst function pointers to defer until they are needed to be compiled.

Burst: Changed how exceptions throw types and how messages are stored in Burst binaries to reduce overall binary size. Burst: Changed how exceptions throw types, and how messages are stored in our Burst binaries to reduce binary size. Burst: Changed how Unity resolves function references in the compiler to improve resolving an existing function reference by 3x. Burst: Changed the link step to not use response files if the command line was small enough, saving the cost of the round-trip to the disk.

Burst: Disabled threading within the lld linker instances used for in-Editor and desktop cross compilation. Burst: Improved how Unity handles generic resolution in Cecil to cache the strictly resolved generic types and to save time in the compiler.

Burst: Improved the compiling process of a method when its assembly's dependencies have changed so that the Burst version of the method is immediately used. Burst: Modified the IL Post Processed 'direct call' Burst function pointers so that they are not compiled until they are needed. Burst: Reduced the time it takes for Burst to check if any Burst-compilable code has changed to improve iteration speed.

Burst: Removed the entry-point name of the job or function-pointer that caused an exception in exception strings to support the Burst compiler's requirement for deterministic results, which are not compatible with per-entry-point function derivations. Burst: Restricted use of Burst in secondary Unity processes. Code normally Burst-compiled now runs under Mono.

Editor: Changed the behaviour of an Editor Window to ignore minimum and maximum sizes when being docked. Each window defines how it should adapt to the available space. Editor: Deleting an object reference array entry in the Inspector now removes that array element. Previously, this was a two-step process.

Editor: Made changes such that the default parent object is no longer simultaneously displayed for all loaded scenes. Now, when you use Set Default Parent Object, the scene to which the object belongs is set as active. Editor: Modified includes and excludes in the Index Manager to keep the last selected file pattern in the enum field when you add another item.

Editor: Moved asset importing and cache server related preferences to the Asset Pipeline preferences window page. Editor: Removed limitation on TooltipAttribute so you can apply it anywhere.

In the Editor, currently only Tooltips on fields are visible. Enlighten Baked Global Illumination is still deprecated. For example, being able to a global mipmap bias for temporal upscalers.

Calling these functions before the first frame update throws an exception instead of returning blank data. Graphics: Clamped the DynamicResolutionHandler. GetScaledSize function to only return a size value lower than its input size vlue. Graphics: Improved IntegrateLDCharlie to use uniform stratified sampling for faster convergence towards the ground truth. Graphics: LWRP package has been deprecated. See URP Graphics: Made occlusion Radius for lens flares in directional lights, be indepeThe occlusion radius of lens flares in directional lights is now independent of the camera's far plane.

Graphics: New projects that use the 3D project template now use x as the default resolution for the Standalone build target. Native plug-ins that use the old names need to be updated to use the new name.

This ensures the same behavior as the Texture Importer and requires multiple-of-four dimensions when compressing. Graphics: Serialized the Probe Volume asset as binary to improve footprint on disk and loading speed. Graphics: Skinned Mesh Renderer GPU skinning job markers are now grouped together in captures, rather than all appearing in the root of the capture, making it easier to navigate.

You can now set the number of samples independently for all textures. Graphics: ClearFlag. Depth does not implicitely clear stencil anymore. Added ClearFlag. HDRP: Added a more consistent shading normal calculation for path tracing. HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.

HDRP: Changed the resolution of the sky used for camera misses in Path Tracing to match the resolution of the render buffer. The section Current Quality contains data from the Render Pipeline Asset property in the Quality level that is currently in use. HDRP: Improved volumetric clouds added new noise for erosion, reduced ghosting while flying through, altitude distortion, and ghosting when changing from local to distant clouds, fixed issue in wind distortion along the Z axis.

HDRP: It is now considered a miss when a ray hits the sky in the ray marching part of mixed ray tracing. HDRP: Modified the history validation pass so that Unity only performs it once for each frame and not for every effect. ReadTexture call in the Set Final Target pass. Now the Wizard working variable should not intefere with the versioning tool. HDRP: The default black texture to use for mixed reality is now opaque.

It's alpha value is now 1 whereas previously it was 0. HDRP: The depth of field at half or quarter resolution is now computed consistently with the full resolution option. The Packages folder is versioned by Collaborate. Package: Changed the package display name from "Unity Recorder" to "Recorder" in the package manager. Package: Prevented invalid GPU callback data from being written to a frame for the Recorded; this change skips the problematic frame and logs an error message. Profiler: The Unity Profiler now only shows threads that have profiler markers generated since you opened the Profiler.

Profiler: This release contains stability and performance improvements of the Profile Analyzer package. Shadergraph: Added borders to the Graph Inspector item style, to differentiate between separate items better.

Shadergraph: Changed the "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to the main stack context menu. Shadergraph: Fixed an issue to ensure that enum keywords may not have duplicate reference names or invalid characters.

Shadergraph: In Unity Shadergraph: Modified the the shader permutation variant limit so that only ShaderGraph keywords count towards the limit; SubGraph keywords do not. Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories now allow for any combination of properties and keywords to be grouped together as the user defines. The node performs the.

Shaders: Added a shader warning for when reserved constants names with consecutive underscores are used. Shaders: Shader compiler logs are now generated in a project's Logs folder instead of the Library folder.

Shaders: The methods Shader. IsKeywordEnabled, and CommandBuffer. DisableKeyword will no longer create a global keyword if the keyword does not exist. Tests: Changed iOS automation code so that it uses Shell. ExecuteProgramAndGetStdout for process handling. UI Toolkit: By default, rendering data of VisualElements with an opacity of zero is now generated and remains up-to-date, allowing animation in opacity without causing performance drops. UI Toolkit: Marked the com.

UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off to improve performance in loading VisualTreeAssets. This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references.

Universal: Enabled subsurface scattering with global illumination for handwritten Universal ST8 shaders. Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

Universal: Modified URP profiling scopes. Remove low impact scopes from the command buffer to improve performance.

Fixed the name and invalid scope for the context. Universal: Moved the code that evaluates the fog from the vertex shader to the pixel shader. This improves the rendering of fog for big triangles and the fog quality. This can change the look of the fog slightly. Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly. Universal: The DepthNormals passes sample the normal maps if the passes run on a Material now, otherwise the passes output the geometry normals.

Universal: The method ClearFlag.

 

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