Shaders: Fixed Editor crashing when loading shaders with package requirements. ShaderGraph: UI shaders are not rendered in Game View from 2021.2.0b2
#Invalid Serialized File Header Unity code#
Scripting: Unity does not execute code weavers when the project is opened for the first time Scripting: Performance degradation when activating or deactivating uGUI GameObject Scripting: Internal package modules that are not used in a project do not get stripped from player builds. Scripting: Increased Script Assembly reload time Scene Management: Redoing Apply nestee prefab crashes Editor Scene Management: Poor performance when loading or unloading a large Scene Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled Profiler: The time taken to calculate samples selected in timeline view had been greatly reduced. Physics: Rigidbody with interpolate setting set to Interpolate or Extrapolate does not follow parent transform position or rotation Physics: Editor crashes when accessing RaycastHit.lightmapCoord and the hit Mesh does not have texture channel 1 Packman: User can't easily configure location of both UPM and Asset Store package local cache Mono: Unity crashes when detaching the Managed Debugger after hitting a breakpoint
This has already been backported to older releases and will not be mentioned in final notes. Mono: Fixed hang while entering play mode due to calling a marshaled delegate in native code. Mobile: Build fails when there are 680 or more files in the Streaming Assets folder Metal: Stuttering Scene view and Game view when in Play mode MacOS: Editor fails to load platform editor extensions Linux: Editor Menu disappears when opening new AR or VR Template Project or when pressing "Show Tutorials"
IMGUI: Scrolling is jumping when scrolling in the Input Manager HDRP: The HDRP Template fills the Console with "Shader uldn't open include file" messages after building the project Global Illumination: Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled Global Illumination: Fallback to CPU PLM in CL_INVALID_MEM_OBJECT after switching light color only and rebaking GI Global Illumination: Realtime GI is not present in player builds Global Illumination: UV mapping data is corrupted in the project's built application Global Illumination: Unity 2021.2 crashes on some Windows7 PCs when tbb12.dll gets loaded The attribute can only be applied to ScriptableObject derived classes, it will be ignored for all other types.Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play ModeĪudio: Loud clicking sound starts playing when selecting more than one audio clip in Project windowīugreporter: Bug reporter upload of report fails consistently with non actionable error messageĮditor: Fixed infinite notification in Settingswindow. Scene files always follow the asset serialization mode configured in the project, thus PreferBinarySerialization is always ignored for assets embedded in Scenes. As a result, care has to be taken when composing complex assets using AssetDabase.CreateAsset and AssetDatabase.AddObjectToAsset to ensure that the main asset is the object with this attribute set.
The serialization mode of an asset file is controlled by the main asset at that path. As a result, when an asset file contains multiple assets, it might not always be possible to respect the desire to force a specific asset to use binary serialization. The major downsides are that binary asset files are no longer humanly readable, and that you can no longer merge them in your revision control software.Īsset serialization in Unity always uses a consistent serialization mode throughout the entirety of each file. Always keeping them stored as binary can both improve read/write performance, as well as produce more compact representations on disk. This is useful for custom asset types that contain large amounts of data.