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| 1 | +5.4.0b23 Release Notes (Delta since b22) |
| 2 | +Release Date 28 June 2016 |
| 3 | +Known Issues |
| 4 | + |
| 5 | + [788312] There is some stereo discrepency on spotlights and point lights when using deffered rendering. |
| 6 | + [780112] 2D: After changing state of 2DRectMask, Scene has to be reloaded for changes to take an effect |
| 7 | + [805547] Editor: Connect window shows in Inspector tab and then Editor crashes on closing. |
| 8 | + [800900] Editor: Editor doesn't repaint when Services window is docked next to the Inspector. |
| 9 | + [805864] Editor: [Editor][OSX][Regression] NullReferenceException occurs in PackageImportTreeView after pressing Import button in Asset Store. |
| 10 | + [688985] GI: Copying a Scene loses the baked lighting. Workaround is to manually use "Build Lighting." |
| 11 | + Graphics: In deferred rendering, lightmapped objects affected by mixed-mode lights fallback to forward rendering. |
| 12 | + [762371] Scene Management: SceneManager.UnloadScene hangs if called from a physics trigger. Workaround is to defer unload. This will not be addressed in 5.4. |
| 13 | + VR: In-development cinematic Image Effects (Bitbucket project) do not currently work with single-pass rendering. This will be addressed independently of the 5.4 release schedule. |
| 14 | + [778119] VR: Single-pass rendering: The following Standard Asset Image Effects do not currently work reliably: CameraMotionBlur, ScreenSpaceAmbientObscurance. A fix is being developed. |
| 15 | + [778119] VR: Single-pass rendering: The following Standard Asset Image Effects partially work: Blur, CreaseShading, DepthOfField, DepthOfFieldDeprecated, GlobalFog, NoiseAndGrain, ScreenSpaceAmbientOcclusion, Tonemapping. A fix is being developed. |
| 16 | + [779207] VR: The default Text Mesh shader does not work in VR. Manually include a copy of the shader to workaround the problem. |
| 17 | + [776787] Windows Store: Unity APIs which take multi-dimensional arrays as parameters (e.g. TerrainData.SetHeights) do not work on UWP in configurations (e.g. Master config) in which .NET Native compilation is enabled. The bug has been logged with Microsoft. |
| 18 | + |
| 19 | +Features |
| 20 | + |
| 21 | + IL2CPP: Android support for IL2CPP is now official (previously 'experimental'). |
| 22 | + |
| 23 | +Improvements |
| 24 | + |
| 25 | + OpenGL: Optimized shader translation for matrix array accessing. This especially improves instancing performance. |
| 26 | + VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds. |
| 27 | + |
| 28 | +Fixes |
| 29 | + |
| 30 | + [781657] Android: Added an explicit clear for .mdb files for release builds. |
| 31 | + [787491] Android: Fixed a crash on PVR devices caused by a driver issue with KHR_debug. |
| 32 | + [777411] Editor: Fixed crash when registering Transform using Undo.RegisterCreatedObjectUndo. |
| 33 | + [804750] Graphics: Fixed DepthNormals pass to no longer use very low precision (16bit) depth buffer. It now uses the same depth buffer format as regular rendering. |
| 34 | + [794054] Multiplayer: Fixed case of NetworkTransport.SetBroadcastCredentials crashing Unity. |
| 35 | + Multiplayer: Fixed issue whereby cleaning up a connection containing a StateUpdate channel could cause a crash. |
| 36 | + [776827] OpenGL: Applied workaround for ES3 shader compiler bugs on Adreno 3xx devices. |
| 37 | + [806089] Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during Play Mode now correctly changes the body type. Previously it had no effect. |
| 38 | + [803901] UI: Fixed issue with double rendering of world canvas in Editor. |
| 39 | + [793119] UI: Fixed off-by-1 error in InputField.characterLimit when ContentType != standard. |
| 40 | + [786986] UI: MaskUtilities fixes: |
| 41 | + Fix to skip inactive RectMask2D |
| 42 | + Fixed nested clipping. |
| 43 | + VR: Fixed file access error when building with Oculus or OpenVR plugins included in the Plugins folder. |
| 44 | + [802122] VR: Fixed VR scene rendering in Game View to use the correct aspect ratio and not render occlusion mask. |
| 45 | + VR: VR splash screen images now follow the gaze of the user so that they are always seen. |
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