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Latest Updates

Unity 6000.3.7f1 LTS

Changes

  • uGUI: Rename uGUI's profiler modules (UI and UI Details) to "UI (Canvas)" and "UI Details (Canvas)". (UUM-132153) Fixes
  • 2D: Fixed issue where the MaterialPropertyBlock of a SpriteRenderer is reset when the serialized properties of the SpriteRenderer are changed and the MaterialPropertyBlock has exactly two properties set. (UUM-127937) ...

Unity 6000.0.67f1 LTS

Improvements

  • Shadergraph: Added an issue where the swizzle node's input slot could end up in a bad state. Changed behavior so that the node's input and output slot always reflect the swizzle mask. (UUM-120808) Fixes ...

Unity 6000.3.6f1 LTS

Fixes

  • Adaptive Performance: Fixed logging on nondevelopment build for adaptive performance. (UUM-131941)
  • Editor: Changed toolbar elements max-width to fix elements that are too small. (STO-3747)
  • Editor: Fixed BIDI wrapping overflow. (UUM-128666)
  • Editor: Fixed null exception in Text when using multi-threading. (UUM-132168) ...

Unity 6000.0.66f2 LTS

Features

  • Editor: Added a new option "Force GC on Scene Load" to the Editor Scene Handling section of the Project Settings which when disabled will prevent a forced GC and unused asset unloading every time a scene is loaded in the editor. This can improve performance (sometimes significantly) although it may also affect exactly when managed object finalizers are called which in rare circumstances might be an issue depending on the project. ...

Unity 6000.3.5f2 LTS

Fixes

  • 2D: Fixed SpriteAtlas.GetSprite/GetSprites methods return incorrect position when processing the sprites. (UUM-130899)
  • Audio: Fixed exception thrown when allocating a native collection in scriptable generator control callbacks. (UUM-128821) -...

Unity 6000.0.66f1 LTS

Features

  • Editor: Added a new option "Force GC on Scene Load" to the Editor Scene Handling section of the Project Settings which when disabled will prevent a forced GC and unused asset unloading every time a scene is loaded in the editor. This can improve performance (sometimes significantly) although it may also affect exactly when managed object finalizers are called which in rare circumstances might be an issue depending on the project. ...