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. VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com. Ads: Updated com. AI: Fixed editor crash when accessing null terrain tree meshes. Android: Added. 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: Added a null check when using culling mode and having the renderer become visible.
This may cause generated behaviours on Playables to also be displayed in the inspector in play mode see case Animation: Fixed an animation coverity defect by making sure we cannot go out of bounds. Animation: Fixed an issue where the animation clip timeline is not aligned to the left if its length is lower than 0.
Animation: Fixed humanoid mask not overriding correctly the base mask when there is transform. Animation: Fixed timeline playback being disabled after unlinking the AnimationWindow. 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.
Asset Import: Removed auto-alphabetization of items within a prefab. Asset Import: Texture Preview now updates correctly when switching from Alpha 8. Asset Pipeline: Added warning dialog before running out of disk space. Check is done on every refresh.
This fixes also an issue that would occur if a folder name was too long for getting a. Asset Pipeline: Deleting an asset in use in import worker could cause an infinite refresh loop. Asset Pipeline: Fixed an issue where hash of a. Asset Pipeline: Fixed for invalid artifact id assert that could get raised, when undo was restoring an object from a deleted asset. Asset Pipeline: Fixed issue when calling AssetDatabase. IsValidFolder with a path that has a trailing slash at the end.
Asset Pipeline: Logging in import worker will now always log to local import worker log file. Audio: Fixed incorrect behavior of audio filter components on game object with multiple attached audio sources. Previously the effects were only applied to the first source, now the effects are instantiated per source.
Audio: Fixed inspector window not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View.
Audio: Fixed potential volume fluctuation in timeline audio on scene change. Bug Reporter: Bug Reporter throws an error if the project contains a shortcut to a path outside of the Assets folder. Bug Reporter: The Bug Reporter executable is now bundled with libssl 1. Now fixed. Build Pipeline: StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.
Managed Stripping Level is set to Medium or High. Burst: Burst will now error if a cpblk was used to copy into a [ReadOnly] parameter or field. Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now. Burst: Dwarf symbols from multiple modules e. Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error. Burst: Fixed a bug where a static readonly variable that was a System.
Guid would result in an internal compiler error. Burst: Fixed a bug where a stfld into an element of a vector could deduce the wrong type for the underlying vector. Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling. Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value. Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.
Burst: Fixed a bug where if you used an enum argument to a function to index into a fixed array, a codegen error would occur. Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash. Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.
Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.
Mathematics that take half or half vector parameters. Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk.
Burst: Fixed a poor error message when a generic unsupported type like a class or an auto-layout struct combined with an unsupported managed array like int, float [] wouldn't give the user any context on where the code went wrong. Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.
Burst: Fixed an internal compiler error when nested managed static readonly arrays were used produces a proper Burst error instead now.
Burst: Fixed an issue where Burst would erroneously error on BurstCompile. Burst: Fixed handling of conversion from signed integer to pointer which caused issues as discovered by Zuntatos on the forums. Burst: Fixed incorrect struct layout for certain configurations of explicit-layout structs with overlapping fields. Burst: Fixes a caching issue where stale cached libraries may have been used if a project was copied to a different folder, or Unity was upgraded to a newer version.
Burst: If targeting multiple iOS architectures, produce a combined burst library containing all architectures, this fixes "New Build System" on xcode version Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.
Core: Fixed static analysis issue: Non-static class member "isListening" is not initialized in this constructor nor in any functions that it calls. Dispatch is called with an acceleration structure that was deleted in the meantime. Editor: Added a new flag called forceChildVisibiityfor the SerializedObject to control the visibility of hidden children. Editor: Added some missing sizes 64, , for selected icons. Editor: Context menu shows in destination window in the mac editor, regardless if the destination window is focused.
Editor: Cursor is now locked to the center of the Game view in the Linux editor instead of the center of the screen when cursor lock is called in Play mode. Editor: Detect circular asset references, instead of crashing. Editor: Drag-and-dropping files across folders inside the Project Window will now prompt the user to choose what to do with a file when there are conflicting file names. Editor: Fixed issue where Terrain objects could still be selected despite picking being disabled.
Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized. Editor: Fixed a warning generated by undoing color change while picker is open. Editor: Fixed adding and removing components expanding collapsed components view in the Inspector window.
Editor: Fixed an error where Slider1D was called with an invalid vector. Editor: Fixed an issue causing incorrect display of redo operation when using GameObject. RegisterCreatedObjectUndo with a custom action name. Editor: Fixed an issue to avoid trimming of text in header, if header parameter contains line separator. Editor: Fixed an issue to create Sorting Layers with the different names.
Editor: Fixed an issue to disable cut and copy in context when multiple objects are selected with different values. Editor: Fixed an issue to set EnumFlagsField values properly while editing with multi-selected objects. Editor: Fixed an issue to set static flag in inspector on 'Set to Value of X' in context menu. Editor: Fixed an issue where creating a Terrain material from a Terrain preset no longer causes a null reference access warning.
Editor: Fixed an issue where on Windows, when using the mouse in a Unity window, the wrong mouse position is used in other Unity windows. Editor: Fixed an issue where the default index doesn't filter prefabs using t:prefab. Editor: Fixed bad initial sync of searchquery. Editor: Fixed blue line that appears when component can not be placed while reordering or adding new components in the Inspector.
Editor: Fixed broken search for many types when attempting to assign assets to exposed property fields. Editor: Fixed Custom font reset option not resetting all the values to their defaults. Editor: Fixed doc and typo in Scene Template Pipeline. Editor: Fixed focused inspector window tab is not updated when GameObject is renamed.
Editor: Fixed issue so preview Object names when selecting multiple assets are now displayed correctly. Editor: Fixed issue so that correct prefab positioning in Hierarchy after undo and redo are called. Editor: Fixed issue so the green button on windows in MacOS now shows menu items correctly enabled when button is held.
Editor: Fixed issue where custom cursor appears while hovering mouse on the Package Manager Window. Editor: Fixed issue where custom layout submenu item is showing when it should not e. Editor: Fixed issue where Handle null camera case in some of Handles functions, was producing a null reference exception when opening a ProBuilder UVEditor with a face selected.
Editor: Fixed issue where Lightmap visualization tonemapping was not kept and used with Editor restarts. Editor: Fixed issue where not all memory held by the editor console was freed after it had been cleared. Editor: Fixed issue where rectangle selection box sometimes did not select all vertices in the rectangle when editing a shape for Shadow Caster 2D. Japanese raises exceptions every frame. Editor: Fixed issue with the alignment of certain buttons in some of the 2D colliders.
Editor: Fixed LayoutGroup errors when renaming prefab after changes in isolation mode. Editor: Fixed modal window becoming non-interactable when creating a child modal window. Editor: Fixed not being able to delete array elements via keyboard 'Delete' key. Editor: Fixed out of bounds errors when copying mesh renderer lists containing more renderers than the destination LOD Group in the Inspector. Editor: Fixed ping highlight does not mark a folded child GameObject in the Hierarchy correctly when scrolling is required to reach the object.
Editor: Fixed Play and Pause button toggle icons not loading the correct "On" state when entering Play mode. Editor: Fixed ReorderableList incorrectly looping element selection when using arrow up or arrow down keys. Editor: Fixed ReorderableList sometimes reordering items when the user is multi-selecting elements. Editor: Fixed restoration of static EditorGUI fields in case of exception during rendering of audio mixer effect inspector.
Editor: Fixed spacing in warning message when attempting to attach a debugger to the Editor. Editor: Fixed status bar's progress bar not refreshing correctly when progress finishes. Editor: Fixed the issue where AddComponentMenu could have folders with no name.
Editor: Fixed the issue where game object name could be set to empty string when changed in inspector window. Editor: Fixed the issue with Editor mode defaulting to Normal after restart. Editor: Fixed the issue with Slider Component using an image for its Fill Rect field not marking the image's Fill Amount property as driven.
Editor: Fixed the Package-related MenuItem issue. Editor: Fixed the title issue with a tooltip. Since the name of the texture you have selected is already there where you clicked, a tooltip is sufficient showing the full name if it is not being fully visible due to size constraint. Editor: Fixed the Unity crash handler on Windows to use the active project of the Editor from which it spawned when creating bug reports.
Editor: Fixed Tools. ViewTool returning ViewTool. Pan when not in GUI context. Editor: Improved Editor rendering performance. Editor: Last selected console log entry now stays active after search filter is removed. Editor: Roslyn analyzer rulesets are now correctly applied for script compilations that happen very early during editor startup.
The behavior is reverted. Editor: The input package now correctly calculates mouse deltas when the cursor is locked under Linux. Editor: The Windows standalone uninstaller now correctly cleans up all files and removes the install directory.
Editor: Update GUI. Color to reflect that it is not affected in personal addition. GI: Cookies on baked point lights now respect light rotation. GI: Disc Lights now have Gizmos.
GI: Fixed a bug so that the Clear Baked data control now resets the ambient probe and default reflection probe fields. GI: Scene objects the user deletes and restores now retain their lightmaps. GI: Users can now animate indirect bounce intensity. GI: While the Editor is rendering cubemaps, it now backs up and restores built in parameters.
Graphics: Added missing macros to sample 2D textures. Fixed issue on Switch where declaration of a texture with full-float precision was ignored. Graphics: Adding Chinese pure dynamic font characters causes atlas memory leak of about 0. Graphics: Backporting fix for Metal bug where multiple render targets that share a blend state can have an incorrect write mask.
Graphics: Fixed a depth buffer size check when implicit backbuffer depth is used. Removed error message. Graphics: Fixed an issue where high numbers of materials would slow down unloading of Asset Bundles containing shaders.
Graphics: Fixed custom shaders with no explicit Pass defined to respect the "receive shadows" flag. Graphics: Fixed drop of VisualEffectAsset within a prefab. Graphics: Fixed erroneous assertion after calling Object. DestroyImmediate on a rendertarget that was just unbound. Graphics: Fixed erroneous precision when deducing the precision of a sampler from a texture and using inline state.
Graphics: Fixed for setScissorRect crashing on metal when adjusting panels in editor. Graphics: Fixed gradient sampling in Fixed mode. Learn more about our different releases here. This release is for creators who value exploring in-progress features to stay on the cutting edge for their next project. This version is primarily recommended for the preproduction, discovery, and prototyping phases of development, but it can be used for production projects as well.
The release for creators who value maximum stability and support for their next project. This is our default release and is primarily recommended for creators past the preproduction phase of development and who are about to lock in production on a specific version of Unity. Learn more here. Both our alpha and beta releases are open to everyone, so no signup is required.
Get started by downloading them from the Unity Hub. You can already find new version on my website. This tool will take care of download and install your game on users' device you can choose install directory, shortcut creation, etc. If you run again the installer, it will check and eventually repair your users' game installation in according with your remote build indexes by downloading again corrupted files. Check it out! Joined: Aug 22, Posts: 1, C iao Emanuele. Potresti assistermi in questo errore: NullReferenceException: Object reference not set to an instance of an object Localizatron.
SetLanguage System. Ho riempito tutte le caselle correttamente nel Inspector ma qualcosa non va. AlanMattano , Dec 3, Of course. I forgot to include a localization example files in last package I sent. This is the first patch system asset that works well for me. I was having problems because i did not understand the messy documentation. For resolving that I'm making a step by step guide. The software is working good.
I'm using Windows 10 and Unity 5. I was able to upload a simple game, make a patch, upload the patch, make a launcher that download the path, make the update to the game and execute the game updated.
The interface is simple. The workflow it was a bit tricky. The support take a bit of time but was grate! I'm very happy. I wish he improve as much as he can the documentation in detail. I will help in this if he agree. Last edited: Dec 5, AlanMattano , Dec 5, Step by step guide windows 10 Unity 5.
I didn't like the documentation I found in this asset. I prefer a manual! As a client I made this user guide. With P. How to use it Since the process of updating a software is complex in general, this section will let you understand how to use P. I like P. So this guide try to help beginners in a simple scene. We are going to make a simple game that can update itself.
Please follow this steps draft guide and improve it as you wish. But first we need to make some extra work. Since the file is new it is possible that your antivirus will not recognize it. Later this game will be updated and it will be run from another application. We need to configure your antivirus for allowing this to happen. Same antivirus isolate the application or do not let them run other applications.
So we can make a special folder where to run the game and later the patcher or updater launcher. We are going to use this folder for all your operations regarding two particular Unity project. In it it will be our game project and the launcher project. So it does not isolate the applications that run into it. You can add also Unity. Now you are ready and you can start making the game. Open Unity as administrator. This is a good way and if you do not do it you can get problems along the road.
Go to your Unity icon, right click In the long list, choose run as administrator Enter the password if needed In this Unity we are going to make a Game in a simple scene. This will be the name of the game. Choose the location path in your PC. This name is important Click "Save". And Unity will start building the game.
This will the game that we will update later. Do not close this window. In Unity, close the build settings window and Do not close Unity, minimize it too. Making the launcher You can add P. Definitively, you don't need to create new project for P. We will have two different Unity projects open. This way it's simpler to manage the game from outside the firs-time. And if there is a problem updating the asset it will not interfere with your game production.
We need to tell the antivirus to not isolate the application or not to execute it in a virtual environment. Remember to open Unity in administrator mode following the step by step. Open a second Unity as Administrator mode. Preview packages give you early access to new features and improvements that are in active development.
Functionality and APIs can still change and backward compatibility is not guaranteed. Verified packages have undergone additional testing and have been verified to work with a specific version of Unity, and with all the other packages that are verified for that version. Packages that have been verified to work with the last TECH release of a year e. TECH stream releases are for developers who want to access the latest features and capabilities. The TECH stream had three releases We add updates and bug fixes to the current TECH stream release on a weekly basis until the next TECH release is officially launched; then the cycle begins again.
The LTS stream is for developers who want to develop and ship their projects on the most stable version and remain on this version for an extended period.
If you are in production or close to release, we recommend the latest LTS release. If you want to use the latest Unity features in your project or are just getting started with production, the TECH stream is recommended. At the same time, the features get tested collectively for the first time. While a TECH stream version is in alpha, we release updates with new features on a weekly basis until we reach feature completeness.
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