(UUM-3303), VFX Graph: Fixed an issue where Position ArcSphere was failing with BlendDirection. XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor. (UUM-11724), Editor: Fixed InvalidOperationException when closing OpenFolderPanel. (UUM-2348), UI Toolkit: Fixed caret repositioning while renaming in UI Builder. 2D: Removed com.unity.ide.vscode from the template as it is deprecated. Physics2D.OverlapCapsuleNonAlloc - Equivalent functionality is "Physics2D.OverlapCapsule". (UUM-15026), IL2CPP: Fixed a crash in il2cpp memory allocator. Content Discovery initiative April 13 update: Related questions using a Review our technical responses for the 2023 Developer Survey. SRP Core: Reduced number of shader variants related to HDR Output. Editor: When Tool Settings overlay is docked horizontally and when a Terrain Tool is selected, this overlay will display the tool's name as well as provide a dropdown by which a user can view the settings. Fixed in 2023.1.0b14. The "simple" set of methods provide a basis for setting the indices, triangle, normals, tangents, etc. (UUM-21600), com.unity.xr.core-utils: 2.2.0-pre.2 2.2.0, com.unity.xr.interaction.toolkit: 2.3.0-pre.1 2.3.1, com.unity.terrain-tools: 5.1.0-pre.1 5.1.0. Editor: Obsoleted: PlayerSettings API using BuildTargetGroup is now obsolete, use it with NamedBuildTarget instead. Apple TV: Changed the minimum supported OS version to tvOS13. (UUM-5652), Android: Fixed an incorrect aspect ration when the phone was in landscape mode, "Apply display rotation during rendering" was enabled and URP post processing was used with Vulkan. Physics 2D: Added support for CompositeCollider2D to the CircleCollider2D and CapsuleCollider2D. (UUM-21407), HDRP: Fixed tessellation in XR. XR: Updated the AR Foundation related packages to 5.0.0-pre.13. (UUM-609), IL2CPP: Fixed performance regression in regular expressions. They still displayed fine in the Unity editor (presumably it (UUM-2660), IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference. rev2023.4.21.43403. (UUM-10374), IL2CPP: Fixed an issue to allow access to special folders in Windows Store apps. Or let Unity handle the blend file (I keep my blend files away from the Unity assets directory, long story, and only place there the FBX export. It's possible with scripting. HDRP sample project. (UUM-10045), Editor: Fixed unexpected sorting on some VFX output while using the new SG integration. PS4: Enabled the integer gather adjust shader compiler option to ensure that PS4 produces the same results as PS5 for texture gather operations on int/uint formats. Package: Updated the FBX SDK bindings to 5.0.0-pre.1. (UUM-10855). 2D: Added Brush Picks to the Tile Palette window. (UUM-11164), Editor: Custom InspectorElement losing its Editor instance when the main inspector selection changes. issuetracker.unity3d.com. (UUM-3458), Prefabs: Fixed the import process so that only transform remains after importing a broken file, if a Prefab file is found to contain multiple transforms due to external merge tool or manual edit error. Multiplayer: Added Netcode for GameObjects 1.3.1. Generate points along line, specifying the origin of point generation in QGIS. (UUM-6379), VFX Graph: Fixed an issue to avoid file access as much as possible when new assets are imported. Editor: Added: Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth. Continously changing the mesh triangles and vertices: This is only exposed if the underlying SRP supports cloud rendering. (UUM-12681), UI Toolkit: Fixed an issue that it is not possible to change a script field with the inspector in debug mode. HDRP: Fixed an issue where Shadow near plane could not be set to 0, and clamped to 0.01 can only occur on Cone, Pyramid and Point Lights. Graphics: Added: Added Mesh.SetBindposes that takes a NativeArray. Visual Scripting: Detected and fixed parameter renames for nodes that support a default parameter for each of their inputs. (1357154), IMGUI: Removed Resolve of invalid GC handle error occurring when exiting Play mode. Android: Reverted Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library. Android: Added Application Entry information to unityLibrary\src\main\resources\META-INF\com.android.games.engine.build_fingerprint. (UUM-14641), HDRP: Renamed Amplitude Multipliers to Amplitude Dimmers for the water surface. (UUM-12866), VFX Graph: Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled. (UUM-3700), Windows: Fixed a crash on startup when Vjoy HID device is connected to a computer. (UUM-5966), Android: Fixed crash during low memory kill. Shaders: Added: Added an API to control shader memory usage at runtime. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds. (UUM-5815). Editor: Fixed SpeedTree shadergraph shaders so they now multiply the Smoothness and Metallic slider values with the values from the ExtraTexture when the texture is provided. Scripting: Added: New Object.FindFirstObjectByType() and Object.FindAnyObjectByType() functions added to replace the now obsoleted Object.FindObjectOfType(). You can scale up NPOT Texture Assets at import time using the Non Power of 2 option in the Advanced section of the Texture Importer. b) Assign vertices and other attributes Could a subterranean river or aquifer generate enough continuous momentum to power a waterwheel for the purpose of producing electricity? Editor: Fixed AssetPreview.GetMiniTypeThumbnail so it is able to find icons associated to custom MonoBehaviour classes. (UUM-17063), iOS: Fixed memory leak when using GL.Clear in MonoBehaviour Update/LateUpdate. Asset Import: Improved performance of .obj file import. (1369562), macOS: Fixed a hang on startup on MacOS 13 when running from Xcode. (UUM-7729). To subscribe to this RSS feed, copy and paste this URL into your RSS reader. UI Toolkit: Added space-evenly to Justify Content property. files. (PROF-2104). (UUM-11674), Particles: Fixed Particle System rendering corruption. Android: Improved an error message in a corner case when tyring to build Android app after removing valid NDK tools. (UUM-26516), IL2CPP: Fixed scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping. Clarified the usage of the API for all streamed clips and made a note on the return value of AudioClip.GetData which is currently undocumented. b) Modify them I almost got it working for the X axis rotation and there is a lot of bad warping for Y/Z. Sets the data of the vertex buffer of the Mesh. URP: Changed light and decal layers to rendering layers. Universal RP: Fixed warnings appearing in GlobalIllumination.hlsl regarding gradient instruction used in a loop. Editor: Improved performance of Transform.Find() API especially when working with large numbers of children. (UUM-11958), Shaders: Fixed a crash in Shader Prefiltering when the Render Pipeline assets contain circular data references. (UUM-6180), HDRP: Fixed blinking SSGI with dynamic resolution. (UUM-18945), HDRP: Fixed error with water and dynamic pass culling. You can use an alpha map to apply varying levels of transparency to a Material. Graphics: Added: Introduces Native Renderpass API on CommandBuffer. It only takes a minute to sign up. Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining. (UUM-17691), Editor: Fixed an Editor crash when rendering with UsePass or Fallback via SRP batcher. I had something similar happen recently on a project where multiple user accounts were editing assets in a shared folder. Asset Import: Fixed import of file with extension as file name. (1425836), VFX Graph: First frame of spawned particles outputs wrong motion vectors. SRP Core: Added: An extension method to fetch the Render Pipeline assets from a BuildTarget. Looking for job perks? (UUM-1076), URP: Fixed missing Depth Copy texture in Scene view. Scripting: Fixed a regression on project load related to IL post processing. UI Toolkit: Escape sequences are no longer interpreted by default. URP: Added falloff field for SSAO to control the distance from the camera that the AO should affect. HDRP: Fixed ambient probe for volumetric clouds. Use another camera in orthographic mode to look at the projected texture and validate it is shown correctly. (1417428), Animation: Fixed AnimationStream.SetGlobalRotation() that was numerically instable and storing non-normalized quaternions in the internal stream. Editor: Deprecated the CustomEditorForRenderPipeline. To learn more, see our tips on writing great answers. Textures are missing or show black/magenta default appearance when running a compiled build of the game. Graphics: Fixed a crash in BatchRendererGroup that would occur when assets are loaded or unloaded. (UUM-2285), VFX Graph: Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, . Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations. 2D: Fixed a case where a .psd/.psb would not import with the correct layer coordinates. XR: Added warning if stereo projection matrices are accessed before they have been set. You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity. Under the SpriteRenderer attached to your texture object, you will find a Sorting Layer. (UUM-17388), HDRP: Fixed a discrepency between recursive rendering and path tracing for refraction models. Graphics: Fixed out-of-bounds access in ScriptableRenderContext.CullShadowCasters sometimes causing crashes. This is artist work and intuition plays a fundamental role. (UUM-18896). VFX Graph: Added a Visual Effect Graph to a scene that did not take the default parent into account. (1423456), Android: Fixed crash when creating pipeline objects for some URP Lit shader on some older Adreno drivers. (UUM-2205), Universal Windows Platform: Fixed Build & Run picking the wrong instance of Visual Studio which potentially doesn't have required components installed to deploy the application. HDRP: Added various improvements to the HDRP Water System. Replaced with an info box when enabling Read/Write that triggers if Unity detects a texture over 512MB. Graphics: Fixed an issue that an error message is now displayed when BatchRendererGroup is used with the Built-in Render Pipeline. GI: Fixed editor crash on Intel GPUs when using the OpenGL API. Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain. Rigidbody2D.velocityY property to allow setting the Rigidbody2D velocity Y component without modifying the X component. HDRP: Fixed resetting water surface component. (UUM-26885), Editor: Fixed jumping of intensity slider values in Color Picker HDR. Documentation: Changed: Fixed duplicated inherited members in CustomRenderTexture class API documentation. URP: Disabled HDRP Global Settings when HDRP is not active. Removes a GameObject, component or asset. Graphics: Removed throwing an exception from ScriptableRenderContext.CullShadowCasters when splitRange.length == 0. Existing projects will not be impacted. (UUM-31874), Physics 2D: Fixed a crash when using the PlatformEffector2D and toggling the "Used By Effector" on any 2D Collider in the Editor Inspector view. (UUM-14789), HDRP: Improved the motion and receiver rejection tooltips for RTGI and RTAO. (UUM-542), VFX Graph: Error thrown when entering a subgraph that is already opened. (UUM-12399), Editor: Fixed CharacterController component colliding with multiple Trigger colliders stacked in a small space. Package Manager: Added recognition of local LICENSE named files as license information. (UUM-13054), Particles: Show/hide trail material slot in Prefab when toggling the Trails module in the Inspector. HDRP: Fixed forward materials with motion vectors rendered twice. Scripting: Removed: Visual Studio Code package is now deprecated. Profiler: Added metadata support for RenderTextures in Memory Profiler. HDRP: Changed the type of Surface Texture on HDAdditionalLightData from Texture2D to Texture. I exported .stl file and converted to .obj and imported in Unity. (UUM-4614), Graphics: Updated MacOS so that Editor windows now always update if there is even a single frame rendered. Editor: Updated the package manifest to use terrain-tools 5.0.2 in the Package Manager. I have imported a FBX model. Editor: Added LocaleVariant Support into the Xcode API for replacing the reflections code in Localization Package. This option should only be used under special circumstances where very long running jobs cannot be broken down, and the main thread has a high likelihood of running long running work inadvertently. (UUM-18362), UI Toolkit: Fixed incorrect width calculated for Labels with style tags. (1399425), URP: Fixed GC.Allocs with sorting layers in Light2D. Their meanings are the same but their names have changed (from field to property): Kernel: Added functionality to control player connection listen port. why do my object files look weird when imported to Unity? Animation: Added further improvements to animation job performance, especially to some forms of Inverse Kinematics. (UUM-658), Serialization: Fixed a possible player crash when opening the player build. Physics2D.RaycastNonAlloc - Equivalent functionality is "Physics2D.Raycast". (UUM-21910), iOS: Fixed iOS wrong orientation output when in split view mode. (UUM-21449), HDRP: Fixed the default DXR volume not having any DXR effects enabled. (UUM-8321). The best answers are voted up and rise to the top, Not the answer you're looking for? macOS: Fixed new InputSystem mouse position not being updated after resolution change. Physics: Improved and jobified Physics.SyncTransforms in order to providing up to 70% speed up in general. 2D: Improved the performance of creating a large number of Tile assets with the Tile Palette window. 2D: Added shouldSaveBrushForSelection for GameObjectBrush. Editor: Fixed UsePass and Fallback rendering sometimes broken in Editor when using SRP batcher. (UVSB-2345), Editor: Fixed tab and shift+tab not working in shader graph windows. Physics 2D: Added a new Physics2D.simulatedLayers property that controls which layers are simulated when the automatic FixedUpdate or Update simulation modes are used. You can check the Materials section of the Mesh Renderer. Graphics: Fixed a crash on launch when the most prioritized graphics API is Vulkan and Vulkan drivers are not fully functional. Editor: Fixed Tools.viewToolActive not returning true when the View tool is set manually. (UUM-21632), Linux: Fixed print stack trace frequently crashing. Has depleted uranium been considered for radiation shielding in crewed spacecraft beyond LEO? (UUM-564), VFX Graph: Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None. Editor: Enabled viewing the individual meshes in a SRP Batch inside the Mesh Preview for the Frame Debugger. Rigidbody2D.OverlapCollider is now Rigidbody2D.Overlap (NOTE: this is in reference to where the UV's fall on the texture, not the UV's in related to the verts on your model.). Physics2D.OverlapCircleNonAlloc - Equivalent functionality is "Physics2D.OverlapCircle". (UUM-6187), HDRP: Fixed artifacts on quarter and half res depth of field when dynamic resolution jumps between resolutions. (UUM-5452), SRP Core: Fixed recalculating of apv probe positions. (UUM-2990), macOS: Fixed Display systemWidth and systemHeight being wrong until window was moved to another display. (UUM-4420), VFX Graph: Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component. Terrain: Rduced the time spent initializing terrain tiles on load by 50%. (UUM-3942), HDRP: Fixed transmission for box lights. Last edited: Friday at 9:56 AM. Added a new Release build option that is focused on faster build speeds, but note that Development builds are the fastest for iteration. (UUM-8322). macOS: Implemented Application.RequestUserAuthorization on macOS. Tikz: Numbering vertices of regular a-sided Polygon. This reduces the number of false-positive leaks detected if memory is disposed in a DomainUnload event handler. How about saving the world? Build Pipeline: Fixed a potential bug where building players could fail with a sharing violation on a file called buildreport.json_2.traceevents. (UUM-27593), IL2CPP: Fixed InvalidCastException is thrown when serializing jagged arrays using BinaryFormatter. 1 Answer. (UUM-13880), HDRP: Fixed tiling artifacts with physically based DoF. 2D: Fixed a case where a .psd/.psb with a Main Skeleton assigned would generate incorrect bind poses. Virtual Texturing: Added a notice regarding the experimental state of Virtual Texturing to the Player Settings editor. a mesh of 100 Vertices, and want to have a position, normal and two texture coordinates (UUM-2112), Android: Fixed Screen.SetResolution when using split-screen and Screen.orientation changes. (UUM-22213). See in Glossary. Which one to choose? URP: Foveated Rendering is now integrated in URP for supported platforms. Universal RP: Improved Shader Keyword Prefiltering for Decals, SSAO, HDR, Rendering Layers and Screen coord override. Supports fixed resolution only, so no temporal upsampling is supported. Editor: Keep build's progress bar active until backend completes current job to be completed after cancelling build to give proper UI feedback. Make sure your texture is in clamp mode, it will be easier to see if the projection works correctly. Now per our example if you use a value > 1, there are 2 things to be weary of when it comes to texturing, they are your UV values, and your TextureWrap Settings. Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor. To import image and movie files as Textures and Sprites in Unity: Select the image file in the Project window A window that shows the contents of your Assets folder (Project tab) More info. UI Toolkit: Added: Added UxmlAssetAttributeDescription to define UnityEngine.Object attributes as part of any VisualElement. SRP Core: Changed: Moved HDRP & URP IPostProcessComponent to shared IPostprocessComponent interface under RP Core package in UnityEngine.Rendering namespace. Parabolic, suborbital and ballistic trajectories all follow elliptic paths. enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Collider2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation. 0. If anyone knows what I need to do here, it would be a very big help. VFX Graph: Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload. (UUM-26824), URP: Display Stats is now always shown in the first position on the Rendering Debugger. Graphics: Added: Texture.graphicsTexture and properties of the new GraphicsTexture class have been added to provide more information about the resource that is uploaded to the GPU when working with textures. UI Toolkit: Fixed an issue where an alternate row background would disappearing after a refresh. Editor: Fixed the text highlight on UI Toolkit settings panels. Asset Pipeline: Prevent copying of Asset Import parameters, saving multiple seconds during a clean project import. HDRP: Improved rendering by adding caustics support for cinematic eye shader in HDRP material samples eye graph. (UUM-15656). IL2CPP: Removed boxing for more cases of comparisons to null in value type generic instances. How to have multiple colors with a single material on a single object? Is there a weapon that has the heavy property and the finesse property (or could this be obtained)? (UUM-25376), Package Manager: Fixed an issue where .unitypackage dependencies exported from an older editor were not updated when importing in a newer editor. (UUM-13277), HDRP: Fixed Virtual texturing streaming loading to be no longer hindered by transparent materials. (1396573), Linux: Fixed two mouse move events in one single frame by removing one pushed from gtk callback. (UUM-8358), HDRP: Fixed shadow dimmer not affecting screen space shadows. How to create a virtual ISO file from /dev/sr0. (UUM-22019), Editor: Re-implemented the original fix for case 1393058. Shaders: Fixed a crash when calling GetShaderKeywords on a user-constructed ShaderKeywordSet. (XRQA-1060). Physics 2D: Deprecated: Physics2D.LinecastNonAlloc - Equivalent functionality is "Physics2D.Linecast". HDRP: Fixed Volumetric Clouds jittering when sun is not casting shadow. Almost entirety of what was in Unity.exe is now in Unity.dll. The unity manual. (UUM-11494), HDRP: Fixed a regression issue which breaks XR font rendering. XR: Fixed focus events on Magic Leap 2 devices during startup. Position your camera at (0,0,0) and make sure it is in perspective mode. Has the cause of a rocket failure ever been mis-identified, such that another launch failed due to the same problem? SRP Core: Fixed a null reference exception when settings null Render Pipeline Global settings on the Settings provider. An array containing all triangles in the Mesh. Asset Pipeline: Prevent script re-compilation when 'Recompile after playmode' and 'Auto-refresh' are set. (UUM-9097), macOS: Fixed the issue of the appearance of multiple "Unsaved Changes Detected" reports. Also made sure the root of the Managed Reference can be applied to apply sub fields that are overriden. They are faster, but allow you to skip the checks on the data you supply. Universal RP: Fixed various errors that appeared when Strict Variant Matching is enabled. Users will be informed at project startup if they have deprecated packages or versions currently installed. (UUM-4363), VFX Graph: Fixed an issue where VFX shadows were rendering when VFX was disabled in Scene View visibility menu. Serialization: Added support for instances of Generic inflated types to SerializeReference. Here's the relevant code for creating the mask of the closed shape: Code (CSharp): private IEnumerator Linger () {. Physics: Fixed RaycastHit.textureCoord to be available off the main thread. Package: Added: Exposed functions to pass export options on export to the public API. I have a problem in Unity where the mesh is appearing completely black. HDRP: Fixed volumetric clouds disappearing. Editor: Launch screen scaling issues resolved. rev2023.4.21.43403. HDRP: Fixed removal of DecalShaderGraphGUI.SetupDecalKeywordsAndPass. (UUM-16365), UI Toolkit: Fixed sound on mac when navigating collection views with keyboard. Scripting: Fixed incomplete and incorrect "domain reload profiling" data output in the Editor.log on domain reload. Shadow softness can be set on shadow casting Light2Ds. Package Manager: Added tracking to assets imported from a previous version of the Editor without AssetOrigin tracking. (UUM-5583). (UUM-16184), HDRP: Added missing using statements in one of the example scripts in the documentation for the accumulation API. (UUM-12221), VFX Graph: Improved handling of infinite values with Gizmo. Texture not applying on .obj file in Unity, https://docs.unity3d.com/ScriptReference/TextureWrapMode.html. This rendering is resource-intensive on the graphics card. UI Toolkit: Added support for Bitmap Text. More infoSee in Glossary is a bitmap image. (UUM-919), Editor: Fixed an issue where TextureImporter.GetPlatformTextureSettings would not perform fix-up on the platform string argument correctly. (DOTSE-1982). (UUM-21784). Platforms such as Android, iOS and Apple Silicon OSX could potentially see hangs or crashes due to reading old values that had been written to inside of a job. (UUM-22218). (UUM-27392), Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering. Answers and Comments, Imported meshes colors changed to blue. If an object is not within your camera's field of view, it will not be rendered to the screen. Editor: Enabled texture previews to now display additional information concerning mips and mipmap limits. HDRP: Fixed scalarization not scalarizing properly. Physics 2D: Added: Collider2D.compositeOrder added to provide control over the specific ordering of each Collider2D compositng operation. (UUM-11707), Editor: Dropped warning about mismatching mipmap limits when using a region-based CopyTexture. Burst: Fixed code-gen issue where side-effects before a conditional throw would be ignored. Browse other questions tagged, Where developers & technologists share private knowledge with coworkers, Reach developers & technologists worldwide. (UUM-17611), IL2CPP: Fixed an issue to allow breakpoints to be set in managed code in private and internal types. (UUM-23038), Editor: Fixed that when using Entities that some type of gizmos for components in subscenes were not rendered in the Scene view. Editor: Added: Added callbacks to track selection changed events to PresetSelector. Looking for job perks? Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh. ". (UUM-10698). In the C# API, int LightingSettings.filteringGauss* properties are replaced by float LightingSettings.filteringGaussian*. Editor: Optimize VFXEventTesterWindow OnSelectionChanged. Scripting: Improved diagnostic message and do not enter in safe-mode on some unsupported ApiUpdater scenarios involving .asmref adding code into .asmdef. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Editor: Fixed an issue where an ArgumentNullException could be logged when viewing Entities in hierarchy. (UUM-18562). (UUM-25153), UI Toolkit: Fixed issue where an InspectorElement would not apply its disabled state for embedded IMGUI inspectors. GI: Replaced the sample int fields with log sliders. URP: Obsoleted: RenderSingleCamera is now obsolete. (1427632). (UUM-5065), VFX Graph: Fixed the Property Binder so it now takes the space property into account. (UUM-560), VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph. To split views in Blender: https://www.youtube.com/watch?v=rhh513vUgME. (UUM-1175, UUM-1282), Prefabs: Fixed Events prefabInstanceReverting and prefabInstanceReverted which are now automatically raised upon any revert operation, whether full or partial. VASPKIT and SeeK-path recommend different paths. Shaders: Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(). (UUM-2444). (UUM-27090), Android: Fixed an issue where executing Android SDK tool command would fail with missing java error. Package: Updated Python from 3.9 to 3.10. Physics 2D: Enabled CompositeCollider2D to allow each Collider2D to select one of four composite operations: Merge (OR), Intersect (AND), Difference (NOT), and Flip (XOR), as well as a composite order for controlling the order that each Collider2D will be composited. Version Control: Fixed blurry icons in the Unity Version Control window and toolbar button Android: Modified the input device listener so it now processes the callback on the UI thread. (UUM-27361), Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-8457), iOS: Fixed orientation handling on startup (when the phone is rotated between starting up and showing unity itself). (UUM-26497), Linux: Fixed Null Reference Exception thrown when rotating in Scene View and Moving the cursor outside the boundary. SRP Core: Added: Added bigQuery Nested columns extensions. Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes. URP: Improved shadow atlas building performance when there are a lot of lights. URP: Fixed a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear. (UUM-6733), Serialization: Fixed Issue when performing an undo on an object that uses SerializeReference reuse existing C# objects, instead of recreating them. (UUM-21636), HDRP: Fixed bad rendering when using contact shadows on xbox.