Analytics Fixed bug which prevented the user ID and user properties being cleared. Authentication iOS Phone authentication no longer requires push notifications. Added more specific error codes for failed operations. Realtime Database Fixed issue where user authentication tokens are ignored if the application uses the database API before initializing authentication. Android Fixed a bug which prevented the message ID field. This affected all iOS builds when using Unity 5. Authentication Android An exception is now thrown if you call GetCredential without creating an Auth instance.
Remote Config When listing keys, the list now includes keys with defaults set, even if they were not present in the fetched config. Task implementation used by the SDK.
The VersionHandler editor plugin is now used to switch Task implementations based upon the selected. NET version. Fixed root cert installation failure if Firebase is initialized after other network operations are performed by an application. Improved native shared library name mangling when targeting Linux.
Dynamic Links Android Fixed task completion if short link creation fails. Realtime Database Fixed an issue where a list larger than approximately 1kb will fail to synchronize changes correctly.
Fixed a bug that caused database connections to fail when using the. Analytics Android Fixed an issue which caused Analytics to be included in builds without the Analytics plugin. Fixed SetCurrentScreen to work from any thread. Authentication iOS Fixed an issue which incorrectly invalidated the current user if credential linking fails. Dynamic Links Fixed an issue which caused an app to sometimes crash or not receive a Dynamic Link if it's opened when the app is installed and not running.
Fixed token notification event occasionally being raised twice with the same token. Dynamic Links and Invites iOS Fixed an issue which caused an app to not receive a Dynamic Link if it's opened when the app is installed and not running.
Authentication Added support for phone number authentication. Added the ability to retrieve user metadata. Moved token notification to a separate token changed event.
Dynamic Links Added a standalone plugin separate from Invites. FCM Android Fixed a regression introduced in 3. Version 3. Fixed a potential memory corruption when AuthStateListener is destroyed. Editor Fixed an occasional crash in the Unity editor when using authentication sign-in methods.
Android Fixed a crash in the Google Play services updater that occurred when clicking outside of the dialog on Android 4. Authentication Fixed user being invalidated when linking credential fails.
Fixed an occasional crash when events are fired. This could manifest in a crash when signing in. Deprecated FirebaseUser. Realtime Database Fixed an issue which caused the application to manually refresh the auth token. FCM Android Resolved an issue which caused an app to receive an empty message when a notification is received while the app is in the background and user then taps on the app icon rather than the notification.
Invites iOS Fixed an issue which resulted in the app delegate method application:openURL:sourceApplication:annotation: not being called when linking the invites library.
This caused the Facebook SDK login flow to fail. CheckDependencies incorrectly returned DependencyStatus. Android Added check for auto-resolution being enabled in the Android Resolver editor plugin.
If auto-resolution is disabled by the user or by another plugin e. Android Fixed single architecture builds when using Gradle. Fixed issues with Android builds when targeting a single ABI. Fixed minor issue in the editor plugin with the Firebase window not being repainted as Firebase configuration files are added to or removed from a project. Android Added experimental support for building with Proguard stripping enabled. Android Added support for projects that use Google Play Services at different versions.
Added fake—but valid—JWT in the Authentication stub used when building for the desktop. Authentication Added SetCurrentScreen method. Fixed race condition when accessing user properties. Realtime Database Resolved issue where large queries resulted in empty results. Fixed an issue which prevented saving boolean values. NET 2. Version 1. Authentication Android Fixed an error in Firebase.
Android Fixed an issue where the application would receive an empty message on startup. Fixed a bug in the editor plugin that caused a stack overflow when multiple iOS configuration files GoogleServices-Info.
Authentication Android Fixed an issue that caused a Task to never complete when signing in while a user is already signed in.
Renamed the Auth. ProtoUri property to Auth. Realtime Database Fixed an issue that prevented saving floating point values. We have modified the component so that it is now backwards compatible with previous versions of Unity. The editor plugin now scans all google-services. Error messages in the editor plugin now report more common configuration problems.
Fixed a bug that caused event routing to fail when a Unity scene transition occurs. Fixed a build configuration problem that prevented builds in Visual Studio. Android Proguard is not integrated into Android builds, but you can manually integrate the Proguard files included with the Unity SDK into Android app builds.
This can require manual intervention when using multiple plugins. A workaround is documented on the AdMob Unity plugin issue tracker. Choose this option when using libraries that access APIs not included in.
Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information. Use the incremental garbage collector, which spreads garbage collection over several frames to reduce gc-related spikes in frame duration. Enable this option if you want your Unity application to stop Audio from applications running in the background. Otherwise, Audio from background applications continues to play alongside your Unity application.
Note : Running Android apps in a bit environment has performance benefits and bit apps can address more than 4 GB of memory space. This makes download size smaller for Google Play Store users.
This is primarily a Google Play store feature and may not work in other stores. Specifies application install location on the device for detailed information, refer to Android Developer documentation on install locations.
Let the operating system decide. User will be able to move the app back and forth. Install the application to external storage SD card if possible.
Force the application to be installed to internal memory. The user will be unable to move the app to external storage. Choose whether to always add the networking The Unity system that enables multiplayer gaming across a computer network. Set to Require by default for development builds A development build includes debug symbols and enables the Profiler. Only add the internet access permission if you are using a networking API.
Choose whether to enable write access to the external storage such as the SD card and add a corresponding permission to the Android manifest. Set to External SDCard by default for development builds. Enable this option to discard touches received when another visible window is covering the Unity application. This is to prevent tapjacking. Enable this option to set a predictable and consistent level of device performance over longer periods of time, without thermal throttling.
Overall performance might be lower when this setting is enabled. Set the maximum Java heap size to user for building in megabytes. Defaults to Enable this option to use low accuracy values with Android location APIs instead. Enable this option to mark the output package APK as a game rather than a regular application. Choose the level of support your application offers for a gamepad. Un-check this setting to disable the default behavior.
Enable this option to receive a warning when the size of the Android App Bundle exceeds a certain threshold.
This option is selected by default and you can only configure it if you enable the Build App Bundle Google Play option in the Build settings. Enter a size in Mb. When your App Bundle exceeds this size, Unity will display a warning.
Use the traditional Input settings. Use the newer Input system. The Input System is provided as a preview package A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion. See in Glossary for this release. To try a preview of the Input System, install the InputSystem package. Set custom compilation flags. For more details, see the documentation on Platform dependent compilation.
Add entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument. When you have added all desired arguments, click the Apply button to include your additional arguments in future compilations. The Revert button resets this list to the most recent applied state. For Assembly Definition Files. Disable this setting to prevent compilation with the -deterministic C flag.
With this setting enabled, compiled assemblies are byte-for-byte identical each time they are compiled. Disable this setting to compile user-written scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.
Disable this setting to the compiler not to skip compilation reference assemblies when the metadata of the assembly does not change. Prebake Collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary Meshes. Set an array of Assets for the player to load on startup. To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears.
Defines how aggressively Unity strips unused managed C code. When Unity builds your game or application, the Unity Linker process can strip unused code from the managed dynamically linked libraries used in the project.
Stripping code can make the resulting executable significantly smaller, but can sometimes mistakenly remove code that is actually used. This setting allows you to choose how aggressively Unity should remove unused code. Do not strip any code. Remove code more aggressively than under the Normal option.
Code size is further reduced, but this additional reduction may have side effects. For example, some methods may no longer be visible in the debugger and code accessed through reflection can be stripped.
The behavior is reverted. Editor: Fixed an issue where the Linux editor player settings window was spamming console with error messages. Editor: Fixed an issue where there was no basic system information logged when launching the Editor to the log file on macOS or Linux. Editor: Fixed mouse hide issue in windows editor playmode. GI: Fixed a crash when baking with Enlighten on a system with more than 64 threads.
GI: Fixed an issue where Light Probe Proxy Volumes on Automatic mode were not being updated, when baked probe coefficients were changed in the editor while in play mode. Graphics: Fixed a crash with accessing individual pixels on crunch compressed texture. This should now throw an error instead. Graphics: Fixed an issue when dynamic scaling was enabled and a Render Target was attached to a Camera the ScreenTo and ToScreen functions would no longer use the scaled viewport size, instead match the behaviour when a Render Target wat not attached as per the documentation.
Graphics: Fixed an issue where MeshRenderer would render a mesh when the MeshFilter had been removed while editing the prefab in context. Graphics: Fixed an occasional error message if getting trail positions from script. Graphics: Fixed hue variation color selector issue for speedtree7 materials. Graphics: Fixed inconsistencyissue in anisotropic level setting across temporary RenderTextures.
IL2CPP: Fixed a crash in the runtime when a managed thread object had been destroyed was used from a finalizer. Uri constructor was being stripped in Medium or High stripping modes.
RequestUserAuthorization in coroutine. Nintendo Switch: Fixed a shader precision issue that could cause artifacts in Terrain rendering. Package Manager: Fixed an issue where removing a project dependency using PackageManager. Remove would throw an error when the project manifest has no dependencies property. Particles: Fixed a fog issue in all blend modes of the Standard Unlit shader.
Particles: Fixed an occasional error message and invalid bounding box, when using the Collision Module in Planes mode. The iOS resolver component of this plugin manages CocoaPods. A CocoaPods Podfile is generated and the pod tool is executed as a post build process step to add dependencies to the Xcode project exported by Unity. Adding registries to the Package Manager PM is a manual process.
The Package Manager Resolver PMR component of this plugin makes it easy for plugin maintainers to distribute new PM registry servers and easy for plugin users to manage PM registry servers. Copy and rename the SampleRegistries. For more information, see Unity's documentation on scoped package registries. It's possible to add and remove registries that are specified via PMR XML configuration files via the following menu options:.
This requires the plugins to implement the following:. Since the Version Handler needs to modify Unity asset metadata. If a plugin is imported at multiple different versions into a project, if the Version Handler is enabled, it will automatically check all managed assets to determine the set of assets that are out of date and assets that should be removed. The list of plugins are written to the console window along with the set of files used by each plugin.
This operation will display a window that allows a developer to select a set of plugins to remove which will remove all files owned by each plugin excluding those that are in use by other installed plugins.
Some developers move assets around in their project which can make it harder for plugin maintainers to debug issues if this breaks Unity's special folders rules. The Version Handler employs a couple of methods for managing version selection, upgrade and removal of plugins. Each time a new build of this plugin is checked into the source tree you need to do the following:.
Skip to content. Star Branches Tags. Could not load branches. Could not load tags. Latest commit. GetEditorName, an editor only method to get the PlayableOutput name. Profiler: Added Profiler. Profiler: Exposed UnityEditor. It's placed under UnityEditor. Scripting: Added GarbageCollector. Shaders: Added Shader. Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package.
Terrain: Added a non-alloc versino overload to the new TerrainData. CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting. DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
Terrain: Added TerrainData. GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
Terrain: Deprecate Terrain. Use TerrainData. SyncHeightmap instead. Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height. Timeline: Make TrackAsset. GetCellCenterWorld returning an offset position when using an Isometric Grid layout , AI: Unity crashes when repathing agent destination Android: Android: refactored and improved android device detection and selection during builds Android: Detect when editor did not manage to install app to device Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.
Android: Fix Android quickly changing screen orientation twice stretches view Android: Fix Android touch input scale when changing screen orientation with custom resolution Android: Fix Application. Unload sometimes crashing on android Android: Fix for application freeze when displaying Android ProgressBar Android: Fix for Bluetooth related crash on Android 5 devices when no headset is connected Android: Fix for StreamingAssets folders starting with an underscore not being included in Gradle builds.
Android: Fix grabpass when using linear rendering on Android Android: Fix gradle builds failing when using quotes and backslashes in keystore passwords and aliases , Android: Fix load failure of il2cpp player using OBB. Android: Fix possible missing draws when using Vulkan on Adreno Android: Fix terrain rendering when using Vulkan on Adreno Unload Android: Fixed problem with exceptions when exporting Android Gradle project Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance.
Android: Keyboard. Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system. Animation: Fix crash when animator changes the bindings of the next animator in the same frame Animation: Fixed an issue where additive animations would build up values when other layers were not writing , Animation: Fixed an issue where AnimationClip.
Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash , Animation: Fixed Animation Window crashing when previewing a disabled game object. Animation: Fixed animator glitch just after instantiation Animation: Fixed crash if there's a cycle in an animation graph Animation: Fixed crash when opening animator window on bad animator controller setup Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator.
Animation: Fixed erroneous range when changing orders of sprite keyframes in AnimationClip Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files. Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. Asset Import: Fix Missing Avatar assignement in older projects Asset Import: Fixed error when selecting multiple fbx with different Material settings. Multi-selection is not supported on this panel.
Asset Import: Fixed Sprite asset references are missing after upgrading Asset Import: The ModelImporter "Use File Scale" property was not showing the multiple different values checkbox in multiple selection. Audio: AudioSource. GetSpatializerFloat and AudioSource. SetSpatializerFloat can now be called successfully before an AudioSource is played. Audio: Fixed audio importing of very short audio files which previously caused importer errors.
Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. Audio: Fixed the tree view for Audio Mixer groups in the Output object selector. Build Pipeline: Fixed an issue where PlayerSettings. Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterface.
Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior.
Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around kb of unneeded data from builds. DX Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags DX Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.
Editor: All desktop platforms, editor and player, now have consistent logfile option handling. For most platforms this should mean no change, just improved handling of edge cases and scenarios with logfile parameter. Editor: Android release builds don't forward network traffic to device anymore Editor: case Fixed issue where lines were not drawn when using Handles.
DrawDottedLine in a custom inspector Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors , Editor: Domain reloads will no longer cause prefab override components addition, removals to vanish in the inspector window Editor: Ensure assembly definitions cannot be named as any predefined assembly names.
Editor: Fix a crash when using hyperlink tag without the closing tag. Editor: Fix an issue where asset store window could turn blank when redocking Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected Editor: Fix crash when launching Editor on Mac with -batchmode as first argument Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading Editor: Fix crash while setting version control mode to visible meta files , Editor: Fix empty strings causing textfield crash Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects , Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields.
Editor: Fix game view dimensions Editor: Fix Game view layout not changing when paused Editor: Fix incorrect insertion of game objects in the hierarchy in particular workflow Editor: Fix Inspector Window's uxml contains strings that are no longer localized , Editor: fix minmaxslider dragelement position, set it absolute used to be relative, which broke layout Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window , Editor: Fix SettingsWindow layout breaks from Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph.
Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. Editor: Fix: Copying and pasting selected text copies an additional letter that is not selected , Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input Editor: Fixed an issue where Add Component menu is not displayed in some cases.
Editor: Fixed an issue where Editor could crash when closing the Editor while Asset store or services tab is loading. Editor: Fixed an issue where Grouped Layers are categorized separately. Editor: Fixed an issue where preview icon for the material preset flickers Editor: Fixed an issue where Project window scroll bar blinks when the assets from the last row are selected.
Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager ,
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