![]() ![]() Scripting: Performance improvements on startup time and code iterations. HDRP: Updated an out-of-date guide in TextureStack.hlsl. Graphics: Improved AlphaIsTransparency API docs and tooltip. ![]() New 2022.2.0b10 Entries since 2022.2.0b9 ImprovementsĢD: - Added URP Pixel Perfect Camera converter.ĢD: - Hide duplicate Pixel Perfect menus if URP Package is installed.ĢD: - Refactored internal triangulation and tessellation APIs. Visual Effects - Legacy: GetTriggerParticles returns 0 every few frames when getting a number of particles inside Video: Unity freeze/becomes unresponsive when multiple videos are playing in Play mode Universal RP: Ambient Occlusion with Forward Rendering Path shader does not have effect if value is larger than 1 Scene Management: Additional GameObjects and a Console error after Undoing and Redoing a Paste As Child Progressive Lightmapper: Lightmap baking fails when URP Template content is put into a subscene Particles: Null reference exceptions when previewing particles in the Scene View. Optimization: Editor performance drops on macOS when clicking and dragging on Position, Rotation and Scale values in Transform component Linux: Crash on DebugStringToFile when starting Editor due to an OpenSSL library dependency from 3rd party Umbra library Linux: Editor crashes at "GeometryBuffersBase::GetRuntimeMemorySize()" after a couple minutes when the Profiler window is open and recording while in Play Mode Inspector Framework: Editor unselects elements when entering and then exiting the Play Mode ![]() IL2CPP: Possible crash/corruption when invoking a virtual generic method on a generic type by reflection or when Faster (smaller) builds is enabled. HDRP: Nullref exception when trying to use the HD Wizard "fix all" button. ![]() This also means, as long as you are only creating and modifying shapes within a custom component, chances are very high to create a cross-platform plugin without any extra effort.Release notes Known Issues in 2022.2.0b10Īsset - Database: Folder name is truncated when dot is used in the nameĪsset - Database: Prefab Importing gets stuck on project opening when Parallel Importing is enabledĪsset Bundles: AssetBundle indeterminism caused by mesh streaming infoĮditor: Job worker threads will now prefer executing jobs scheduled during job execution, avoiding long job wait -> steal -> wait -> steal chains which could result in a stack overflow. If you are not able to test a plugin on a specific OS, then I would simply not officially support this OS.Īs a rule of thumb, whenever you access something from the operating system (such as a window, a file, some other thread, etc…), you are always risking different behavior, even within a multiplatform framework which may orchestrates this for you. Even when using Eto or another Cross-Platform GUI framework (translating WPF to Cocoa and vice versa), you will never get 100 % of the same behavior. This is why you will never make it run on a macOS. A WPF application originates on Win32 and DirectX. I’m still wondering why cross-platform GUIs are so complicated to implementīecause most modern operating system are basically a big GUI application, and they do many things very different. ![]()
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