Unity web player failed to download data file
Editor: Backed-out a changeset that introduced bad forced repaint in all Inspectors every frame. Editor: Fixed a regression with Inspector rebuild that was breaking SerializedProperties after Inspector refresh. Editor: Fixed an issue where the Material selector was not able to reach out to the changed property after one Material change. Editor: Fixed Null reference exception regression in Inspectors. Editor: Fixed Scene view selection outline rendering for transparent objects.
Graphics: Correctly referenced the postprocessing package from the package manager. Mobile: Aligned Scaler option checkboxes in the Simulator window. Mobile: Fixed cases where the "View license" text in the settings view was obscuring the toggle.
Mobile: Fixed Min and Max values not being saved after it is typed and the labels are too long. Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries. Package: Fixed bug that causes searcher window to close when double-clicking a category.
Particles: Fixed Simulate behaviour being incorrectly labelled as Prewarm in the profiler. Profiler: Selecting the Modules dropdown on Mac now closes the dropdown window if it's open. Serialization: Fixed crash when entering play mode or on domain reload with a MonoBehaviour larger than 2,,, bytes. Enable or disable this option in Preferences. To enable or disable this feature, use the SceneView Gizmo button or the list in the Gizmo dropdown.
Burst: Added first batch of Arm Neon intrinsics. Currently, only ArmV8 AArch64 targets are supported. The supported intrinsics include all ArmV7 and ArmV8 ones.
Burst: Added support for calling Burst code directly from C without using function pointers. Burst: An error message if attempting to BurstCompiler. CompileFunctionPointer on a multicast delegate, since this is not supported in Burst.
Burst: Improved Editor experience by scheduling compilation immediately after assemblies are changed, instead of waiting until Play Mode is entered. Burst: Improved our aliasing detection to allow DynamicBuffer structs to be easily vectorizable. Editor: Fetch the access token in a synchronous way if username and password are passed in arguments. Mobile: Added settings for Adaptive Performance to control the Indexer's thermal and performance actions when using the Device Simulator.
Package Manager: Added an information box describing the current flow of the package when the version is not "Released". Package Manager: Removed 'See all versions' option in version list for external users, and added Project Setting for internal users to re-enable this option. RC packages now show the "Pre-release" tags. Package Manager: The Package Manager now supports installing packages from a browser hyperlink even experimental packages.
Particles: Added new Emitter velocity mode - Manual. This mode can be used to override the ParticleSystem's calculated emitter velocity value. This gives scripts complete control over the ParticleSystem velocity. It is also possible to use this whilst authoring a system to simulate movement when making an effect that relies on movement. Scripting: Added the ability to setup script compilation defines in the assmebly definition inspector, depending on the Unity version the scripts are being compiled for.
This lets you override the UI Toolkit event system and define whether to create panel components automatically on start. This was previously released as a package com. Otherwise, the largest size for Sprites is used. Android: Expanded the Create symbols. Modified the symbols to always have the. If uploading the zip package to Google Play Console for automatic stacktrace resolving, use Public symbols. Asset Import: Improved performance when registering Scripted Importers, especially when large numbers of scripted importers are being registered together.
Asset Import: Optimized the import processing when using "Alpha is Transparency" texture import option. The processing is now several times faster.
Asset Import: Reduced cost of domain reloads on asset import worker process by removing unnecessary additional domain reloads. Asset Pipeline: Calling ForceProduceArtifact now also omits the use of local cached artifacts, in addition to omitting cache server artifacts. Asset Pipeline: Changed how logging behaves when an import worker is importing. Logging is now forwarded to the main editor log.
Asset Pipeline: Improved calling ProduceArtifact rapidly so that it doesn't produce multiple artifacts. DX Optimize ray tracing acceleration structure building on the render thread roughly 2x speedup. Editor: Clear on Recompile' option added to console's 'Clear' context menu. Editor: Improve the multi-selection display of Culling Mask and Static fields of certain components. Editor: LODGroup values can now be edited via input fields in addition to the slider.
Input field editing also works in multi-selection mode. GI: Unity now stores memory-related logs in a file instead of just reporting them in the console. Graphics: Improved error on DX12 while trying to set stable power state but windows was not in developer mode.
Graphics: Optimized static batching process, e. Graphics: UnityEngine. The error message text is displayed with as little extra information as possible, so that it is more understandable. Debugging symbols are present in libil2cpp. This should significantly lower the file size of libil2cpp. IL2CPP: When script debugging is enabled, stack traces include C source code line numbers for all assemblies where debug symbols are available.
Package: Visual Scripting: Open the inspector button and double clicking a graph in the project browser, now opens the visual scripting editor. Package: Visual Scripting: Warns the user when an Input System Package event is referencing an action of the wrong type for that event.
Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties. Profiler: Added the ability to specify a port in the Profiler Window, when connecting to the Profiler to a player via an IP address. Profiler: Changed call stacks displayed in the CPU Usage Profiler module so that they only show calls that have more information than just their memory address, by default.
Enable Full details for Call Stacks if you want to see the addresses. Profiler: Changed call stacks displayed in the selection tool-tip of Timeline view so that they are clickable if they contain file information.
Profiler: Duplicated sample names in the Call view's tooltip to improve readability. This feature improvement allows scripts to easily specify different code snippets for different Unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls need to be guarded by defines based on a Unity version range of a given Unity version or later.
The Unity version range expression syntax is the same as the package version range expressions. The Unity version format differs from the package version format, so Unity version expressions are evaluated based on some rules specific to the Unity version format:. Scripting: Changed Roslyn analyzers to be run as part of the normal compilation step.
This also results in analyzer errors being treated as compiler errors. Scripting: Greatly improved the performance of GameObject. Scripting: Improved the user interface when setting up Unity version defines for asm definitions in the Editor. Scripting: Script compilation now has a background task progress bar when auto-refresh is disbled.
Scripting: Script Updater approval dialog now shows you which files will be overwritten before you give permission. Scripting: The errors that trigger a script updater are no longer displayed in the console window. Scripting: The MenuItem for manually running script updater is removed. It now always offers to update when it finds a compilation error it can fix. Search: Fixed search doesn't display all results in project view.
It now includes the same result as the legacy search engine i. Terrain: Now a "Hole Edge Padding" option is added to terrain Detail Prototype that you can control how far details objects will be from the hole edge. For a configuration example, see mergerules. To enable this, set QualitySettings.
Load and SpriteAtlasAsset. Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption. UnloadAsync for unloading assetbundles in the background. CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles. Device namespace, that can mimic platform-specific behavior in the Unity Editor when used with Device Simulator. Editor: Added: Added a callback when pivot mode, pivot rotation, view tool enable and grid snap enable are changed.
Editor: Added: API method for setting custom diff tool. LinkButton are now public. OpenPropertyEditor is now public. Graphics: Added: Added an option to flag renderers as static shadow casters in order to facilitate the implementation of cached shadow map in SRP. HasFloat, Material. HasColor, etc. Graphics: Added: Added new SystemInfo. Data available in shader in Y channel. Hybrid Renderer V2. Mobile: Added: Adaptive Performance: Updated the version defines for the device simulator to support it in PackageInfo class has a new GetAllRegisteredPackages method which returns the list of packages currently registered.
Package Manager: Obsoleted: UnityEditor. PackageStatus' are now obsolete. Physics: Added: Expose ArticulationBody. SnapAnchorToClosestContact function to place the anchor to a position where the risk of collider overlap is minimised.
Physics: Added: Make WheelCollider. In addition to that, expose WheelCollider. ResetSprungMasses to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody. Scripting: Added: Introduced query for compute shader hardware support: ComputeShader. IsSupported int kernelIndex.
Scripting: Added: Time. Scripting: Changed: New Added Unity. Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.
Added Unity. ReadStatusExtension methods -Unity. Complete returns true on successful completetion regardless of truncated file reads. Scripting: Removed: Previously undocumented EditorUtility. CompileCSharp is removed. Its functionality can be achieved through the supported AssemblyBuilder class. GetExternalScriptEditorArgs as it was throwing not supported exception. Universal: Added: Removed Custom.
Asset Import: When Meshes have no material defined in the imported file, the ModelImporter now assigns the default material to them rather than creating a 'No name' material sub-asset.
This fixes the problem where [MonoPInvokeCallback] jobs could generate callback wrappers which could cause native code to inadvertently interop with the managed VM. Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size. To avoid users falling into the consistent trap of having Safety Checks set to Off , any reload of the Editor will issue a warning telling the user that Safety Checks have been reset to On. Burst: Eager-compilation is now cancelled when script compilation starts, to prevent spurious errors related to recompiled assemblies.
This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.
Burst: Improved performance of "eager-compilation" scheduling compilation immediately after assemblies are changed by cancelling queued eager-compilation when entering play mode with Synchronous Compilation unchecked. Burst: In versions of Unity older than In versions of Unity older than This change removes that possibility.
Burst: Open-generic static methods are now hidden in the Burst Inspector. They are not supported by Burst, but they were previously visible. The next minor version of Burst will reincorporate this in a more friendly manner. Burst: The command line option --burst-disable-compilation now entirely disables Burst, including the AppDomain. Editor: Deleting an object reference array entry in the Inspector now removes that array element.
Previously first deletion set the element reference to none, and the second deletion deleted the element. Graphics: ComputeBuffer. IsValid now returns false when compute is not supported and ComputeBuffer. Graphics: Texture2D. Graphics: VT-internal warnings no longer show up in the editor window, but still get printed into the editor log file.
HDRP: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. HDRP: Unifying the history validation pass so that it is only done once for the whole frame and not per effect. Package Manager: The Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.
Scripting: AsyncReadManager. Read no longer writes the number of bytes read to the input ReadCommand array. The bytes read can now be accessed via the new ReadHandle. GetBytesRead method. Scripting: Improved Roslyn analyzers that are inside assembly definition folders so that they apply to the asmdef assembly itself and to other assemblies that reference the asmdef assembly, but not to any other code in the project.
Scripting: Reintroduced a warning thrown when a script derived from MonoBehaviour has the same name as a built-in component e. Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings. UI Toolkit: Text rendering is now handled by the textcore fontengine for both the editor and runtime. VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.
AI: Fixed editor crash when accessing null terrain tree meshes. Android: Added a warning if making a signed release Android build without Arm64 binaries. Android: Fixed a compilation error that occurred when using framebuffer fetch on single-channel texture formats.
Android: Fixed a mismatch between deltaTime and unscaledDeltaTime. Android: Fixed a problem with custom Aspect ratio value in manifest file. Android: Fixed wrong caret position inside InputField when quickly typing or deleting text. Android: Removed gray banner that was displayed for projects built with -nographics enabled.
Android: Updated the Run Device tooltip on how to access the Preferences menu item. Animation: Fixed an issue where a humanoid mask did not correctly override during a transform. Animation: Fixed an issue where an Animation clip with a length less than 0. Animation: Fixed an issue where Timeline window playback was disabled after unlinking the Animation window.
Animation: MeshFilter. Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background. Asset Import: Fixed bug where renaming a script doesn't properly take effect on asset import workers.
Asset Import: Fixed such that Arguments are used as doubles rather than floats, allowing the FindGridCell method to have greater boundaries. Asset Import: ModelImporter's remap Materials entries do not accept sub-assets materials anymore.
App resources. Resource types. App manifest file. Device compatibility. Multiple APK support. Tablets, large screens, and foldables. Build responsive UIs. Build for foldables. Getting started. Handling data. User input. Watch Face Studio. Health services. Creating watch faces. Android TV. Build TV Apps. Build TV playback apps. Help users find content on TV. Recommend TV content. Watch Next. Build TV games.
Build TV input services. TV Accessibility. Android for Cars. Build media apps for cars. Build navigation, parking, and charging apps for cars. Android Things. Supported hardware. Advanced setup. Build apps. Create a Things app. Communicate with wireless devices. Configure devices. Interact with peripherals. Build user-space drivers. Manage devices. Create a build. Push an update. Chrome OS devices. App architecture. Architecture Components. UI layer libraries. View binding.
Data binding library. Lifecycle-aware components. Paging Library. Paging 2. Data layer libraries. How-To Guides. Advanced Concepts. Threading in WorkManager. App entry points. App shortcuts. App navigation. If you were re-directed to Tusfiles then what you need to do is Just do as shown in the below figure. Click on Download Button, some time the download not start, then click again on Download Button and Here your download Starts.
If you were re-directed to DataFileHost then what you need to do is Just do as shown in the below figure. If you were re-directed to SolidFiles then what you need to do is Just do as shown in the below figure. If you need a new scene with no GameObjects in it use EditorApplication. If standalone is current build target, do a full build target switch when setting EditorUserBuildSettings. It is now recommended to derive from ShaderGUI instead of deriving from MaterialEditor to make custom gui for shaders.
Merged two scene view render mode dropdowns into one. New bug reporter Players always run in background when "Script Debugging" is enabled.
Prefab instance objects are no longer stored as part of the scene file. Replace EditorUtility. When manipulating preview object in Material inspector camera will rotate around the object instead of rotating the object itself, this was needed so you can see different reflections from different angles. Fonts Font. This change cannot be upgraded automatically by the script updater. Graphics Added GL.
SetRevertBackfacing function. Changed behavior of what happens with textures that are too large for the GPU to handle, and they don't have mipmaps. Now such textures are displayed in blue color.
Before, some platforms were downscaling them in some cases; other platforms were leaving them as garbage; others were crashing. GLES: Replaced 16bit depth buffer support with the ability to completely disable depth and stencil buffers. You probably want to delete old files and import the fresh Effects package if you want the latest version.
Removed old Glow image effect; use Bloom or Bloom optimized instead. Light and Reflection Probes are enabled on Renderer components by default. Made SystemInfo. Now it always returns -1, just like it used to for unknown GPUs.
OnPreRender script callback is called before rendering camera's depth texture now. Create now actually does nothing if RenderTexture is already created, just like documentation always said : Replaced the built-in sphere and capsule meshes with versions that are better suited for lightmapping. Because the topology has changed both UV1 and UV2 are now different.
Setting Mesh. This allows you to store higher-precision color values on meshes. Note that it will use more memory so if that is a concern use Mesh. Skybox geometry was changed for cubemapped and other single-pass skybox shaders. Now instead of a big cube, it's a big and somewhat tessellated sphere, with more polygons near horizon. Allows computing things per-vertex in skybox shaders for performance.
Added methods to AppController to override to provide custom ones. An animated splash screen with a Unity logo is shown for non-Pro license users by the engine itself. Static pre-splash screens can be customized by all users.
Changed the way UI integration works. Now there are specialized ViewController's for fixed orientation. Also made custom UI integration easier - both for simple and complicated cases e.
Override createUnityView instead. Override willStartWithViewController instead. Use createUI instead if you had it called from custom place. Refactored player pausing in the trampoline. Default splash screens set to solid color. Fixed TCP port in now used by player for script debugging. Linux Minimum supported version is now Ubuntu OS X Application. Physics Disabled MonoBehaviours will no longer receive collision or trigger callbacks.
Expose contactOffset both global and per-shape. This comes to replace Physics. Contact offset is the value that directly affects the distance at which PhysX starts generating contacts; when the distance between colliders is less than the sum of their respective contact offsets the contacts are generated.
The value is useful when you have fast moving ragdolls and observe the not physically correct behaviour of joints when the colliders they connect penetrate other collision geometry.
Expose enablePreprocessing on joints. Having this flag unset basically lets PhysX to ignore some of the broken joint constraints in complicated configurations; otherwise such constraints may produce huge impulses that lead to "explosions". A typical usecase would be when upgrading a PhysX-powered Unity 4 2D game where you have 2 rotations frozen on each Rigidbody and joints are attached to some of them. Expose projections on CharacterJoint to help with stretching of limbs.
Joint projection is a technique that once enabled makes sure the joint constraints are not violated for more than a tolerance value by adjusting the connected bodies' pose so that they it is always within tolerance. This is not a physical process it may loose energy and comes with some performance cost, but can serve as a good last resort in challenging configurations where otherwise ragdolls explode or overstretch.
You can still use Rigidbody. Use AddComponent instead. Added generic version of Object. Instantiate has been in the docs since 3. This allows for multiple subscribers. C compiler defaults script encoding to UTF8. Deprecated Component. SampleAnimation moved to AnimationClip. MetroPlayer became BuildTarget. Metro became PlayerSettings. Removed quick property accessors, like. Instead, use GetComponent to get references. Removed obsolete graphics APIs: Camera.
GetScreenWidth use Screen. GetScreenHeight use Screen. DoClear, Camera. Render, Graphics. SetupVertexLights, obsolete Graphics.
SetBorderColor, Screen. GetResolution use currentResolution , Mesh. Vertex programs are always supported. GetPhysicMaterial and TerrainData. This means that image effects that used "alpha as fake HDR" e. Built-in default "gray" shader texture is color space aware now. Built-in functionality for directional lightmaps, dynamic Enlighten GI and soft shadows all require shader model 3. If you had them declared in your own shader code, you might need to remove them we'll try to do that automatically.
Fog handling in shaders was changed. For surface shaders and fixed function shaders, nothing to do. Can add "nofog" to surface shader pragma line to explicitly make it not support fog. Check out built-in shader source, for example Unlit-Normal how to do it. Improved error messages for some shader compilation errors. This makes per-draw-call CPU overhead slightly lower across all platforms. Removed TexGen. If you have old Projector shaders, they might be using this; upgrade to 4. Removed texture combiner matrix transforms, i.
SetTexture stage count is limited to 4 on all platforms. It was never working on mobile, consoles or DirectX 11 anyway. Direct3D 9 shader compiler was switched from Cg 2. This fixes a bunch of issues where Cg was generating invalid D3D9 shader assembly code; and generally produces slightly more efficient shaders. You no longer need to write " pragma glsl" to get to features like vertex textures or derivative instructions. Shadows All built-in shadow shaders use backface culling now.
Shadows on D3D9 require "native shadowmap" support in the driver now pretty much all systems that can do shadows have that, so this should be fairly invisible. Upside: less shader variants are included into game builds now. Upside: less shader variants and faster shader loading times.
Removed screenspace directional light shadow blur PCF 5x5 is used now. Normal-based shadow bias defaults to 0. Load additional unity web file from website script code. Improvements 2D Added Sprite.
Sprite geometry can now be overridden using Sprite. OverrideGeometry Vector2[] vertices, UInt16[] triangles. SpritePacker: Atlas texture name will now also contain the atlas name. The new AssetPostprocessor. AI Carving navmesh supports carving the detailed tessellation. Fixes height discontinuities when an undulating region is carved Expose pathfinding iteration limit, and avoidance prediction time to script API In Editor the "Show Avoidance" option for NavMeshAgent will show the sampled velocities for avoidance calculation New icons for navmesh asset and components Warn if agent and obstacle components are placed on the same GameObject Warn if navmesh slope bake setting is unreasonable.
Hardware upscaling for Screen. Build fails if only JRE is present. Made VRAM estimation somewhat more correct. Public Java API for attaching custom rendering surfaces.
Reconfiguring antialiasing or changing display framebuffer properties should no longer result in a GL context loss. Reduced system memory usage. Support for Android TV banners. Support for MouseDrag event. Animation Added AnimationEvent. Always display numeric values for Transition's duration, offset and exitTime. Display Animator stats in inspector: Clip count, curve count, etc. The differences between Generic and Humanoid animation are now less than 0.
Runtime access to Animator's parameters Animator. States can now be renamed on synchronized layers Support the case that both SkinnedMeshRenderer and Animator are on the same GameObject optimised mode. Transition Solo and Mute are now undoable. Trigger parameters now have different UI to distinguish them from Bool parameters. OnPreProcessAnimation, this new callback is called just before animation clips are created.
Added ModelImporter. Asset Management Allow to access files with long path more than characters on Windows. Audio Added more descriptive error message when FMOD fails to initialise on Windows because of sound card drivers configured to give applications exclusive mode access. AudioSources now take up fewer resources. Previously this caused problems when importing projects with a large number of AudioSource contained in prefabs. Improved audio importer interface to be make options more clear Increased default virtual voice count from to and made it user-configurable through project settings.
Renamed AudioSource. There is no longer a mode toggle, but a continuous interpolation between the two states. This is to remove confusion about the nature of this property.
This happens before spatial panning is applied and can be applied in conjunction with 3D panning. Blackberry Added "Add Attached Device" to the debug token creation window.
Registration now uses BlackBerry's Currently registered systems do not need to re-register. Documentation Default language for code snippets in the Scripting Reference is C , with many more examples in C available, with Javascript as a secondary language, and Boo removed.
Localized documentation available in Russian, Spanish and Japanese currently based on 4. Improved handling of namespaces, generics and interfaces. API history improved with information about obsolete members. Editor Added maximum texture size option in import settings.
DrawMesh and DrawWireMesh the meshes drawn are pickable too. Added virtual function ScriptableWizard. Added warning on exiting play mode when objects have been spawned into the scene from OnDestroy. Asset Store: The asset store window is now much faster, more responsive, and looks better. Camera inspector shows camera's depth texture mode. Also, scene view camera makes sure to match main camera's depthTextureMode.
Drag-and-drop assigns material to a specific part of the mesh now. Holding Alt key will assign material to all the parts of the mesh.
Expose RenderTexture color format in the inspector, just like with depth format. Exposed AssetPreview. Finished builds will be shown in OS X notification center when Editor in the background.
Improved build times for textures and AudioClips Improved searching for class names in different namespaces and across different user assemblies. License: Added -returnlicense command line option, which returns the currently active license and quits the editor.
License: A progress bar will be shown during returning or releasing a license. Added TexturePropertyMiniThumbnail : Draw a property field for a texture shader property that only takes up a single line height. The thumbnail is shown to the left of the label. Clicking the thumbnail will show a large preview info window.
Returns the free rect below the label and before the large thumb object field. Is used for e. Texture scaling and offset values can now be dragged. Optimization of Hierarchy Window Prevent tooltips from showing while dragging. Tag editor facelift by removing the empty tag and using Reorderable list to draw tags and layers.
When browsing for a location to create or open a project, the dialog starts at the location where a project was last created or opened. When saving scenes, overwrite existing scene file only after successful save. For ex. Added new APIs to get font metrics if you want to implement your own font rendering: Font.
Optimized texture rebuilds to happen less often. Added Camera. Added RenderTextureFormat. ARGB and Shadowmap formats. Added Shader. Added SystemInfo. Added Texture2D. SetPixels32 overload that accepts offset and dimensions. When using pure lightmaps, it should in fact look very similar. Allow SkinnedMeshRenderer to accept non-skinned meshes.
DDS importer can import Float, Half and Helps with shadow caster batching, and unlit shaders. Image Effects: GlobalFog image post-processing effect was rewritten. Now it has "distance fog" matches what is set in lighting settings , and optional "height fog" linearly increasing fog density below specified height. Increased maximum number of simultaneous render targets MRT to 8 on capable platforms.
Light intensity now behaves consistently between linear and gamma space rendering mode. Lights in linear mode can now have much higher intensity. The light intensity is now defined to be in gamma space, hence in linear rendering it is converted to linear space when passed to the shader. In linear space the maximum effective light intensity is now 97 while previously it was 8.
This reduces RGBM compression artifacts for lightmaps. Emissive surfaces for enlighten are encoded with a range of 8 in gamma space and 97 in linear space. Meshes: Mesh compression will now also do lossy compression of vertex colors. Optimized per-object light culling in forward rendering by using multiple CPU cores better. Overhauled stats window to be more compact and profiler rendering stats to be more comprehensive.
Reduced memory consumption when loading textures on mobile devices. Rendering code optimized to reduce amount of material SetPass calls. Light probes and lightmap UV transform state changes are now internally applied via MaterialPropertyBlocks without requiring a full SetPass.
This reduces cost on the main thread to send commands to the render thread, and on the the render thread the driver overhead is reduced. Scene View: Can drag a cubemap onto empty space in the scene view to assign it as a skybox. Skinned meshes use less memory by sharing index buffers between instances.
Support for more shader keywords , up from Allow to set compile flags for already existing files in Xcode API Better support for Unity view size changes from native side. Enabled basic background processing. Expose font directories to the trampoline Game controller button pressure is now also exposed as axis float value. Implement a way to select iOS framework dependencies for native plugins. Improved performance of adding large number of files to Xcode project Optimized Texture2D.
Linux Added Input.
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