

XR SDK: Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials".ĢD: Added a new template to allow users to start a new project with 2D Renderer set up.ĢD: Added support for users to create and define scriptable tools for the Tile Palette window.Īndroid: Added a default texture compression format option to Player Settings.Īndroid: Added support for building and running Android apps on Chrome OS devices with x86 and x86-64 CPUs.Īndroid: Added support on Android for split-screen, pop-up and freeform windows.Īndroid: Changed so users can now include custom asset packs into the build by adding assets to the directory ending with '.androidpack'.Īndroid: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.Īsset Import: Added an artifact file dependency system to the AssetImportContext.

Vulkan: GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. UGUI: Performance regression when loading or unloading a large Scene. Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument Scripting: Increased Script Assembly reload time
#Unity pro 5.5.1f1 code code
Scene Management: Instantiated FBX through code throws error after leaving Play Mode. Profiling: Profiler's timeline view loses context frames when frames go out of Frame Count bounds. Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled. Mono: NullReferenceException can cause a freeze when thrown in the Player. Mono: Nuget Package causes errors in console when built into UWP with.

Input: Touch Input doesn't work in Play Mode when running an Editor on a Touchscreen device.
#Unity pro 5.5.1f1 code mac
Recent Mac Metal editor change delayed frame updates by 1, affecting selection feedback, keyboard inout and undo/redo. IL2CPP: .BinaryFormatter doesn't work when Project is built with IL2CPP Scripting Backend. Global Illumination: Progressive Lightmapper falls back to CPU if only light color was changed. Global Illumination: Scene gets brighter in Standalone player if it was open in the Editor at build time.
