這是歷史版本頁面 — 看 Unity 最新版本
想做遊戲但不知從哪開始,Unity能幫你什麼
你大概有過這種時刻:玩了某款遊戲之後,心裡冒出「這我也做得出來」的念頭,於是打開電腦想找一套能開發遊戲的軟體。結果搜尋到的東西不是太專業看不懂,就是下載下來不知道從哪裡開始,連要建一個角色、讓它動起來都找不到按鈕。你只是想先做一個簡單的小遊戲試試看,卻卡在第一步。
如果從程式語言開始學,光是理解變數、迴圈、物件導向就要花上好幾個月,還沒碰到遊戲畫面就先放棄了。就算找到現成的遊戲範例,也常常因為版本不對、缺少素材、不知道怎麼修改而卡住。這類遊戲開發工具的切入點,是把「寫程式」和「做遊戲」之間的距離縮短——用視覺化的編輯器排列場景、拖曳物件、設定參數,需要寫程式的部分再補上程式碼,同時提供大量現成素材和教學資源,讓你能夠從一個小原型開始,逐步做出完整的遊戲。
01Unity能做什麼類型的遊戲?
官方說明指出它同時支援2D和3D開發,包含AI尋路工具、UI系統、物理引擎(Box2D和NVIDIA PhysX)、動畫工具、後製特效等,可以製作各種類型的遊戲。官方也提到可以用於VR、AR、手機、桌機、網頁、電視等多種平台。具體想做什麼類型的遊戲,可以參考官方教學和Asset Store的資源。
02它支援哪些平台發布?
官方說明提到可以發布到25個以上平台,包括手機(iOS、Android)、桌機(Windows、Mac)、遊戲主機、電視、VR、AR和網頁。它的跨平台功能可以「build once and deploy to the largest range」,也就是一次建置就能發布到多個平台。但具體支援哪些平台,建議到官方網站確認最新清單。
03免費版有什麼限制?
官方說明提到「Unity 6 Personal - Free Plan」是免費版本,但資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。超過這個門檻就需要付費方案。免費版包含核心開發平台功能,但可能缺少某些進階功能,建議到官方網站查看免費版與付費版的詳細比較。
04Asset Store是什麼?
sset Store是Unity的資源商店,官方說明提到裡面有「thousands of quality, ready-made assets」,包括資源、工具、擴充功能等,可以加速專案開發。你可以購買或下載免費的素材、外掛、教學資源等。它同時也是社群分享知識的地方,對初學者來說是很好的學習資源。
05Unity Hub是做什麼的?
官方說明提到Unity Hub是用來管理多個Unity Editor安裝、建立新專案、存取你的工作的工具。也就是說,你可以用Unity Hub來安裝不同版本的Unity、切換專案、管理編輯器。它算是Unity開發流程的入口,建議先安裝Unity Hub再開始使用。
06完全沒寫過程式的人適合用嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者之一,而且有「tons of tutorials and ready-made assets」可以引導學習。但Unity本身是專業遊戲引擎,需要學習程式語言(C#)和遊戲開發概念。如果完全沒寫過程式,建議先從官方教學和簡單的2D專案開始,逐步學習。
07獨立開發者適合嗎?
官方說明提到「independent developers and studios」是主要使用者,而且免費版就是為了獨立開發者設計的(收入低於20萬美元)。官方也提到「democratizing ecosystem smashes the time and cost barriers」,意思是降低開發時間和成本門檻。如果你是自己一個人或小團隊開發,Unity的資源和社群應該能提供足夠支援。
08學生或業餘愛好者適合嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者,而且有大量教學資源和免費版可以使用。學生可以用免費版學習遊戲開發,業餘愛好者也可以用它來做自己喜歡的專案。但要注意免費版的收入限制,如果未來你的遊戲開始賺錢且超過20萬美元,就需要升級付費方案。
09不會英文的人用這套軟體會很吃力嗎?
這套軟體的介面語系是英文,官方說明也是英文,所以不會英文的話確實會比較吃力。但Unity有龐大的中文社群和教學資源,網路上有許多中文教學影片和文章。建議可以先從中文教學開始學習,同時慢慢熟悉英文介面。如果完全無法接受英文介面,可能需要考慮其他有中文介面的遊戲引擎。
10我公司收入超過20萬美元,還能用免費版嗎?
根據官方說明,免費版的資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。如果你的公司收入超過這個門檻,就不能使用免費版,需要購買付費方案。建議到Unity官方網站查看最新的授權方案和價格。
11我的電腦還是Windows 7,能用嗎?
官方支援系統包含Windows 7 64位元,所以如果你的電腦是Windows 7 64位元,應該可以安裝使用。但要注意,Windows 7已經停止支援,Unity後續版本可能不再支援Windows 7。建議確認你使用的Unity版本是否支援Windows 7,並考慮升級作業系統以獲得更好的相容性和安全性。
12我只想做簡單的2D小遊戲,用這套軟體會不會太複雜?
Unity支援2D開發,官方說明提到「The app supports both 2D and 3D development with features and functionality for your specific needs across genres」,所以2D遊戲是沒問題的。但Unity本身是專業引擎,功能很多,學習曲線可能比專門的2D遊戲工具(如GameMaker)陡峭。如果你只想做非常簡單的2D遊戲,可以先從Unity的2D教學開始,評估自己是否能接受它的複雜度。
下載與官方連結
UnityHubSetup.exe · 連結指向軟體原廠
版本紀錄
- 2026-10-31 Unity 6000.6.7
- 2026-10-16 Unity 6000.6.6
- 2026-10-02 Unity 6000.6.4
再看 5 筆
- 2026-09-25 Unity 6000.6.3
- 2026-09-22 Unity 6000.6.2
- 2026-09-18 Unity 6000.6.1
- 2026-09-03 Unity 6000.5.11
- 2026-08-26 Unity 6000.5.10
這一版改了什麼
What's new in this version:
Unity 2021.2.10
Features:
- Video: Added support for Mac for advanced video encoding controls for H.264
Improved:
- Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API
Fixed:
- Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file
- Burst: Fixed a bug where the compiler would reject a try/finally statement if it was the first thing in a method
- Burst: Fixed a compiler miscompile if you load a static readonly v128 and pass it straight to a function as an argument
- Burst: Fixed a null-derefence that could occur if you used UnsafeUtility.IsUnmanaged in a static readonly constructor
- Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right unityaot folder
- Burst: Fixed an editor crash when trying to debug a DirectCalled method
- Burst: Fixed an error if install in build folder is used without ever using a regular build
- Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes
- Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again.
- GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper
- GI: Fixed the denoising of shadowmask with the GPULM
- Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames
- IL2CPP: Fixed a race condition loading string literal values
- IL2CPP: Fixeda possible compilation error in field access in unsafe generic code
- iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false
- Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements
- Mono: Fixed an issue where locale name could not be resolved correctly on Android
- Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab
- Scene/Game View: Reduced CPU use when hovering an Overlay
- Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects
- Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified
- VFX Graph: Fixed Particles Simulation to behave as expected on paused effect
Unity 2021.2.9
Improved:
- Build System: The linux clang toolchain is now built with a newer bootstrap compiler
- Editor: Optimized calculating the size of Undo operations. Making many changes to GameObjects should now be cheaper to add to the Undo system.
- Physics: Improved the performance of recreating 2D colliders under some circumstances
- XR: TryGetBoundaryPoints now returns proper boolean values
API Changes:
- URP: Added: Adaptive Performance Decals scaler access
Fixed:
- 2D: Fixed case where Atlas Cache is inconsistent after disabling Sprite Packer and deleting atlases outside Unity Editor
- 2D: Fixed error for ITilemap.Finalize
- AI: Fixed NavMesh.CalculatePath missing a link exit corner in some situations
- Android: Fixed an issue where manifest was loosing some permission settings when enabling Split Application Binary for App Bundles
- Android: Fixed an issue where the Unity icon was overriding the user specified default icon
- Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android
- Asset Import: Fixed AssetImportWorkerProcessLoadsPrecompiledDll instability
- Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database
- Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown
- Asset Pipeline: Fixed an issue with prefabs reimporting on editor restart
- Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build
- Editor: Fixed a Crash in certain cases when editing multiple prefab instances
- Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation
- Editor: Fixed an issue and now DragAndDrop custom handler is allowed to override Drop on the scene view
- Editor: Fixed crash when cacheserver was enabled but had no connection string
- GI: Fixed issues with overlapping lights using shadowmask and wide spot angles
- Graphics: Fixed a crash when creating a CubemapArray RenderTexture on D3D12
- Graphics: Fixed an issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor.
- Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
- Graphics: Fixed race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers
- Graphics: Fixed XR support in CoreUtils.DrawFullscreen function.
- HDRP: Fixed a crash with render graph viewer when render graph is not provided with an execution name.
- HDRP: Fixed a nullref when enabling raycount without ray tracing.
- HDRP: Fixed a shader warning in the volumetric clouds combine file.
- HDRP: Fixed a shader warning in UnityInstancing.hlsl.
- HDRP: Fixed a warning because of a null texture in the lens flare pass.
- HDRP: Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog)
- HDRP: Fixed an issue with Stacklit raytrace reflection.
- HDRP: Fixed AO dissapearing when DRS would be turned off through a camera, while hardware drs is active in DX12 or Vulkan.
- Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state
- HDRP: Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
- HDRP: Fixed auto-exposure mismatch between sky background and scene objects in path tracing.
- HDRP: Fixed broken debug views when dynamic resolution was enabled
- HDRP: Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened.
- HDRP: Fixed build warnings due to the exception in burst code
- HDRP: Fixed camera bridge action in release build
- HDRP: Fixed CoC size computation when dynamic resolution is enabled
- HDRP: Fixed contact shadow disappearing when shadowmask is used and no non-static object is available
- HDRP: Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights ;
- HDRP: Fixed custom pass utils Blur and Copy functions in XR
- HDRP: Fixed debug window reset
- HDRP: Fixed decal performances when they use different material and the same draw order
- HDRP: Fixed default numbder of physically based sky bounce from 8 to 3
- HDRP: Fixed default value of "Distortion Blur" from 1 to 0 according to the doc
- HDRP: Fixed dirtiness handling in path tracing, when using multiple cameras at once
- HDRP: Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light
- HDRP: Fixed error thrown when layered lit material has an invalid material type
- HDRP: Fixed exception on DLSS when motion vectors are disabled (case # 1377986)
- HDRP: Fixed flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled
- HDRP: Fixed FOV change when enabling physical camera
- HDRP: Fixed interpolation issue with wind orientation
- HDRP: Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering
- HDRP: Fixed layer lit shader UI
- HDRP: Fixed Lens Flare visible when being behind a camera with Panini Projection on
- HDRP: Fixed light mode not available after switching a light to area "Disc" or "Tube"
- HDRP: Fixed misc shader warnings
- HDRP: Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser
- HDRP: Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black
- HDRP: Fixed NeedMotionVectorForTransparent checking the wrong flag
- HDRP: Fixed Normal Map assiignation when importing FBX Materials
- HDRP: Fixed nullref from debug menu in release build
- HDRP: Fixed objects belonging to preview scenes being marked as dirty during migration
- HDRP: Fixed option to force motion blur off when in XR
- HDRP: Fixed range fields for depth of field
- HDRP: Fixed rasterized accumulation motion blur when DoF is enabled
- HDRP: Fixed references to reflection probes that wouldn't be cleared when unloading a scene
- HDRP: Fixed rendering in the editor when an incompatible API is added
- HDRP: Fixed screen space shadow debug view not showing when no shadows is available
- HDRP: Fixed shader graph errors when disabling the bias on texture samplers
- HDRP: Fixed shadow cascade transition not working properly with bias
- HDRP: Fixed SpeedTree graph compatibility by removing custom interpolators
- HDRP: Fixed spot light shadows near plane
- HDRP: Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback
- HDRP: Fixed taa jitter for after post process materials
- HDRP: Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization
- HDRP: Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows
- HDRP: Fixed the intensity of the sky being reduced signficantly even if there is no clouds
- HDRP: Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update
- HDRP: Fixed the rt screen space shadows not using the correct asset for allocating the history buffers
- HDRP: Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog
- HDRP: Fixed timeline not updating PBR HDAdditionalLightData parameters properly
- HDRP: Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph
- HDRP: Fixed unsupported material properties show when rendering pass is Low Resolution
- HDRP: Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat
- HDRP: Fixed write to VT feedback in debug modes
- HDRP: Render Graph object pools are now cleared with render graph cleanup
- IL2CPP: Corrected the build of a Windows Standalone player with IL2CPP via the generated Visual Studio project
- iOS: Fixed a rare crash when quiting app during orientation change
- Linux: Fixed an issue where Linux Dedicated Server is unable to build if the Linux Standalone support is not installed
- macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup
- Mobile: Fixed an issue where UaaL analytics might get stripped if code stripping is enabled
- Package Manager: Handled InvalidCastException when the json sample data is not correct, and provided clearer messages for users and developers
- Particles: Trail material is now restored if module is toggled off then on again
- Physics: Fixed a crash when switching an ArticulationBody to immovable during a collision event
- Physics: Fixed ModifiableContactPair.GetFaceIndex not working in CCD generated callbacks
- Prefabs: Fixed missing required component causing import loop and log spamming
- Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions
- Scripting: Cyclic assembly references error shows in SafeMode as well
- Scripting: Fixed an issue where some properties and methods returning ScriptableObject[] would produce assertion error messages in the console
- Serialization: Fixed TypeTreeCache cache key computation
- Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage
- Shadergraph: Fixed a validation error in ShaderGraph when using the SimpleNoise node both inside and outside a subgraph
- Shadergraph: Fixed the behavior of checkerboard node with raytracing
- Shaders: Fixed a bug where the clearing of the shader cache for compute shaders was clearing some data that it shouldn't have. The requirements are only built during import so they should persist even when cleared
- Shaders: Fixed a compiler error with missing splat constructors with some platform compilers
- Shaders: Fixed a crash when using SV_COVERAGE in a fragment input
- Shaders: Fixed a memory leak with LocalKeywordState
- Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient
- Shaders: Fixed an issue where the frame debugger was not properly displaying some types like integers with compute shaders
- UI Toolkit: Added null checks against UXML Traits returning null references
- UI Toolkit: Fixed issue where the UI Builder would not suggest variables defined in a uss attached to a theme
- URP: Fixed a performance regression in the 2D renderer regarding the PostProcessPass
- URP: Fixed a regression where filtering the scene view yielded incorrect visual results
- URP: Fixed decal compilation issue on mac.
- URP: Fixed incorrect light indexing on Windows Editor with Android target
- URP: Fixed mismatch on some platforms between Editor-side and Runtime-side implementations of UnityEngine.Rendering.Universal.DecalRendererFeature.IsAutomaticDBuffer()
- URP: VFX: Incorrect Decal rendering when rendescale is different than one
- VFX Graph: Fixed null reference exception when opening another VFX and a debug mode is enabled
- WebGL: Fixed Unity Editor hang on editor shutdown after doing WebGL Build and Run on Windows
- Windows: Fixed an issue when setting a cursor, it was very slow when doing it for the first time for a particular texture
- Windows: Fixed an issue where touch up events getting missed in rare circumstances on some touchscreen devices
- Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time
- XR: Fixed an issue where XRBeginFrame event was added to frame debugger even if VR wasn't enabled
- XR: XR Management now creates XRGeneralSettingsPerBuildTarget in all places it is requested ensuring that if the loaders exist in the project then XR will be initialized regardless of whether the XR Plug-in Management window has been opened
Unity 2021.2.8
Features:
- Version Control: Added incoming changes overview bar for Gluon workspace
- Version Control: Added option to "Save Revision as" to the context menu in the changesets view
Improvements:
- Documentation: Expanded TextAsset text getter documentation
- Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque
- Editor: Improved performance of rendering selection outline in the Scene View
- IL2CPP: Enable sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage
- IL2CPP: Improve the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check
Changed:
- GI: Changed to mixed spot/point lights with no shadows to ensure they bake their direct lighting in subtractive lighting mode
- Physics: Added a new contact modification event to differentiate CCD and discrete callbacks
- Services: Unity Analytics renamed to Legacy Analytics in order to aid deprecation of the Analytics package
- XR: Removing Lumin platform support in the installer
Fixed:
- 2D: com.unity.2d.psdimporter - Fixed per platform settings does not get applied in Windows platform
- Android: Fixed "Unable to initialize the Unity Engine" error when building AAB with Split App Binary
- Android: Fixed an issue where Compass.headingAccuracy did not report one of predefined values giving some indication on accuracy
- Android: Fixed an issue where the Gradle template placeholder DIR_UNITYPROJECT did not
- Android: Fixed an issue where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings
- Asset Import: Fixed an issue where additional import progress bar update prior to cache server download was missing
- Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target
- DX12: Fixed a crash when using GL render commands
- DX12: Fixed an issue where setting RandomWriteTarget and drawing without needing it would prevent subsequent draws from having it bound if they need it
- Editor: Fixed 'DontSaveInEditor' to work as intended on Prefab instances
- Editor: Fixed an Editor crash when using -quit command line argument on MacOS
- Editor: Fixed an Editor crashes on Force Quit when Library folder was deleted and regenerated while editor is running
- Editor: Fixed an issue were calling Screen.SetResolution with width/height 0, 0 in Device Simulator would not reset resolution to the default one
- Editor: Fixed an issue where materials did not show Specular texture when using Standard (Specular setup) Shader
- Editor: Fixed an issue where saving a C# script in Visual Studio or Rider on Windows had sometimes the pop up of the editor progress dialog in front of the IDE
- Editor: Fixed LookDev main window geometry when opened for the first time
- Editor: Fixed ReorderableList rendering issues on a secondary display (1371078)
- Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout
- GI: Fixed a warning in editor warning "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window
- GI: Fixed an issue where the color temperature mode did not work with Enlighten realtime GI in player builds
- Graphics: Fixed an issue where Graphics.RenderMeshPrimitives did not work with reflection probes
- Graphics: Fixed decompressing BC4 and BC5 to RGBA initializing alpha to 0 instead of 1, for example, when using GetPixels()
- Graphics: Fixed the missing conversion from compressed blendIndices on D3D platform
- HDRP: Fixed an issue causing Render Graph execution errors after a random amount of time (1379350)
- HDRP: Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
- IL2CPP: Fixed a compiler error in unsafe code using generics
- IL2CPP: Fixed a crash on Windows ARMv7 platform when parsing a GUID
- IL2CPP: Fixed an error when building Windows Runtime projects with Script Debugging Enabled
- IL2CPP: Fixed an issue where blittable types nested in generic types are indeed blittable were not correct
- IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector the inspector would break
- iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait
- iOS: Fixed game objects' colors in light mode issue
- Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray, which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset
- Linux: Fixed an issue where the mouse scroll wheel inputs were ignored when providing inputs through RDP
- Mono: Ensure Mono DllMap insert of System.Native entry is respected
- Package Manager: Fixed an issue where the Read More info box link for Experimental package versions did not opens the correct documentation URL
- Physics: Ensure that HingeJoint2D correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque
- Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value
- Profiler: Fixed an issue where Mesh cpu data was counted twice
- Scene Manager: Fixed an aligned scene and instantiation behavior issue when loading a new scene between Editor and Build
- Shadergraph: Fixed how graph errors were displayed when variant limits were reached
- Shaders: Fixed a crash when accessing ShaderKeywordSet data outside of IPreprocessShaders or IPreprocessComputeShaders callbacks
- Shaders: Fixed a rare OOB access when using Material.CompilePass
- Shaders: Fixed an issue to correctly configure build target platform for custom shader targets
- Shaders: Fixed an issue where counting variants based on usage will no longer make UI unusable for shaders with many variants
- UI Toolkit: Fixed a wrong warning about PanelSettings not having Theme Style Sheet set when project was loading
- UI Toolkit: Fixed an issue when applying opacity to text underlay, outline and face
- UI Toolkit: Fixed an issue where users that don't use '.' as its decimal separator can now input decimal values in the UI Builder when the field allows doing so
- UI Toolkit: Fixed the "Vector" option not being available for the background image property in the UI Builder
- URP: Fixed a broken soft shadow filtering issue
- URP: Fixed an issue where shadow rendering was not working correctly with shader stripping in WebGl
- URP: Fixed an issue with MSAA falling back to the incorrect value when sample count 2 was not supported on some Android GPUs.
- Version Control: Fixed a capitalization issue of Pending Changes and File History tab names
- Version Control: Fixed migrated projects not downloading correctly from Unity Hub
- Version Control: Fixed the amount of spacing after the Item column title in the Pending Changes tab.
- Version Control: Fixed the project view context menu and icons that were missing after Collaborate project migration
- Version Control: Removed pin striping from line items in File History tab
- VFX Graph: Fixed an issue where automatically offset contexts when a new node was inserted were overlapping
- VFX Graph: Fixed an issue with the first release of the VFX Bounds helper
- Video: Fixed a crash when aspect ratio was too big
Unity 2021.2.7
Changed:
- Package: Update the Postprocessing v2 package to 3.2.0
- Package: Updated the Timeline package version to 1.6.3
Fixed:
- 2D: Fixed a reordering of Sorting Layers List issue in the Tag Manager
- Graphics: [VFX] Fixed an issue where there was a useless ApplyShader call with sleeping VFX systems. This has been removed
- License: Fixed a license client issue when a connection was refused on pipe by forcing a relaunch
- Package Manager: Fixed an issue where the BuiltIn documentation link did not open the right editor version url
- UI Toolkit: Fixed an alignment of custom property drawers and nested property fields issue
- UI Toolkit: Fixed an issue where the canvas document styling was broken after Save
- UI Toolkit: Fixed an issue where the duplicate mouse entered and left events on composite root elements during the AtTarget propagation phase
- UI Toolkit: Fixed an issue where the Editor was using of the UI Builder package instead of the built-in version
- UI Toolkit: Fixed an issue where transitions sometimes did not animating after the first transition
- UI Toolkit: Fixed an TextField IndexOutOfRangeException issue when entering playmode
- Visual Scripting: Fixed a regression where AOT Stubs were not being generated correctly, causing AOT builds to fail when run
Unity 2021.2.6
Improvements:
- Asset Import: It is now possible to control the execution order of AssetPostprocessor.OnPostprocessAllAssets by defining the dependencies using the attributes RunAfterClassAttribute, RunBeforeClassAttribute, RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute, RunAfterPackageAttribute and RunBeforePackageAttribute.
- Serialization: Improved the use of SerializationCache.
- Shaders: Shader binary compression is now utilizing more than one core.
Fixes:
- 2D: Fixed a 2D URP Template Global Light with shadow settings enabled issue that was breaking batching.
- 2D: Fixed an issue where Tilemap.SetTiles was not setting a default color of White for the set Tiles.
- Android: Fixed an issue were Touches were not registered when Samsung S Pen was used to touch screen.
- Android: Fixed an issue where IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag were triggered when using Samsung S-Pen.
- Android: Fixed an issue where the Stylus input was not treated as a touch rather than mouse in the older input system.
- Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency was not added to the project.
- Android: Fixed leaked Java local reference issue when new Java object was created.
- Editor: Fixed an issue when double clicking on a folder in ActivityWindow the animation with folder name was rendered in a wrong place.
- Editor: Fixed an issue where last opened project was not loaded during license activation in batchmode if no project path was specified explicitly (-createproject, -projectpath, -openfile flags).
- Editor: Fixed an issue where the model preview window did not render UVs due to back face culling being turned on.
- Editor: Remove all usage of Search template since it is a 22.1 feature. This was removed from menus and asset code.
- GI: Fixed an issue where light probe did not produce valid output when punctual light overlapped it.
- GI: Fixed an issue where setting baked light probe coefficients to an empty array caused a crash.
- GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space.
- Graphics: Fixed a D3D12 error that was displayed in the Console Window when using ray payloads smaller than 16 bytes in size in ray tracing shaders.
- Graphics: Fixed an issue were the correct pass was not set for the current active sub shader.
- Graphics: Fixed an issue where mip map streaming did not work after setting a material with streamable textures on a renderer.
- Graphics: Fixed an issue where there was missing GraphicsBuffer versions of DrawProceduralIndirect script APIs.
- Graphics: Fixed the Mac Metal editor or standalone player sometimes freezing while being resized when Vsync is disabled.
- IL2CPP: Fixed a crash in stack trace building code an when exception was thrown in async methods.
- IL2CPP: Fixed an incorrect exception filter handler on try blocks with multiple catch blocks.
- IL2CPP: Fixed an incorrect ordering of some field reads when Smaller (faster) builds were enabled.
- IL2CPP: Fixed the order of operations for Thread Volatile Read and Write.
- Input: Fixed an issue where Windows editor and Windows player would freeze during startup when the new input system was enabled and a USB device with 65535 / 0xffff usages was connected to the computer.
- iOS: Fixed an issue where an extra frame would not be rendered on iOS when "Render Extra Frame on Pause" was enabled in iOS player settings.
- Linux: Fixed an issue where undocking editor windows would cause the entire main window to scroll on Linux.
- Networking: Fixed an issue where UnityWebRequest gave a warning when setting the Accept-Encoding header.
- Profiler: Fixed an issue where Gfx Used and Reserved Memory were not from counters available in release players. The underlying code in memory manager which counts the value was compiled out due to performance reasons and the counter value can not be set.
- Profiler: Remove subscription to counters in native profiler plugins to reduce overhead when platform profiler is attached.
- Scene/Game View: Fixed a SceneView Zoom issue across multiple tabs when a mouse wheel was used.
- Scene/Game View: Fixed an issue MonoBehaviour icons were not rendered in Scene View when selected.
- Scene/Game View: Fixed an issue where Component Tools targeting a Tool Context did not displaying correctly in the Tools Overlay.
- Scripting: Fixed CultureInfo.CurrentCulture setter that was crashing when it was called before ever querying the existing current culture.
- Scripting: Fixed CultureInfo.CurrentCulture throwing an exception on some locales (for instance, en-DE).
- Scripting: Fixed [RuntimeInitializeOnLoadMethod] in classes both namespaced and nested.
- Serialization: Fixed an issue with fields on SerializeReference instances within Prefab losing their override when entering play mode.
- Shaders: Fixed a rare crash when a shader uses more than 128 keywords.
- Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping.
- Shaders: Fixed incorrect keyword state used for frame debugger when a shader was compiled asynchronously.
- Shaders: Fixed LocalKeyword.type, LocalKeyword.isOverridable and LocalKeyword.isValid that crashed Unity when called on an unitialized LocalKeyword.
- uGUI: Fixed an issue where the localPosition was validated each time an object was reset.
- UI Toolkit: Fixed a USS variable resolution issue with ScalableImage url.
- UI Toolkit: Fixed an issue when loading a project that contained a dialog that was embedded in the editor, the dialog's CreateGUI callback was invoked after the Awake and OnEnable callbacks.
- UI Toolkit: Fixed an issue where DropdownField's menu would have an offset in runtime under certain hierarchies.
- Universal Windows Platform: Fixed an issue were Application.internetReachability did not correctly detect the internet being unreachable when there was a LAN connection but no way to the actual Internet.
- Universal Windows Platform: Fixed an issue where strong assembly names were removed when building from Unity.
- Universal Windows Platform: Fixed an issue where the Screen.currentResolution.refreshRate did not return the actual screen refresh rate.
- Universal Windows Platform: Fixed packaging app fails with error "Merge failure for shared merged PRI file : error 0x80070490" when building a fat app package for both x64 and ARM64.
- Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed.
- Windows: Fixed an issue where there were missing window resize events when on demand rendering was used.
- XR: Fixed crash on Oculus Quest devices related to foveated rendering.