Fixed invalid verification results reported in some cases when there is a TLS handshake failure. (UUM-817), IL2CPP: Fixed an exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. 1 Asking for help, clarification, or responding to other answers. Almost entirety of what was in Unity.exe is now in Unity.dll. The range is [0, JobsUtility.ThreadIndexCount). (UUM-18685), IL2CPP: Fixed a crash when using ConditionalWeakTable. This seems to be confirmed, through comments. Burst: Fixed a stall that could occur at Editor shutdown. Automatically assign hundred of textures to .obj file, 2 Models 1 Cracked How to make both look the same? Connect and share knowledge within a single location that is structured and easy to search. Editor: Added test method/fixture arguments in the ITestAdaptor as the Arguments property. (UUM-7552), Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. Android: Introduce new reportFullyDrawn API to be called on app startup automatically, or manually via script. WebGL: Added streaming download of response body in UnityWebRequest. (UUM-26709), Universal RP: Fixed an issue where a ParticlesUnlit.mat warning appeared when creating a new material. (UUM-9219), Mono: Fixed an issue where the internal debugger would refuse connections after performing multiple switches between release and debug editor runtime optimizations. It might be a Known Issue. (UUM-1438), Animation: Fixed Avatar Masks with non-empty transforms which were mistakenly preventing material to be animated. GI: Replaced the sample int fields with log sliders. Retrieves a native (underlying graphics API) pointer to the vertex buffer. (UUM-9204), Editor: Fixed contents of GridSelection in the Inspector window, when the Select Tool is used while the Inspector and Tile Palette are docked in the same window. (UUM-22563), UI Toolkit: Fixed an issue where the UI Builder would export "none" instead of "initial" when setting a font to null. Package: Added: Exposed function to convert to prefab variant to the public API. Version Control: Added option to enable changelists and display them in pending changes tab. Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates. (UUM-4355), Editor: Fixed gizmo rendering of a selected area in a Hexagonal Grid with a non-zero Z position. Android: Fixed assert 'setpriority(PRIO_PROCESS, 11121, 0) returned -1' when running against GameActivity. Has the cause of a rocket failure ever been mis-identified, such that another launch failed due to the same problem? Upload previously done Mesh modifications to the graphics API. (UUM-4752), VFX Graph: Fixed an issue with the out of range exception on GPU when multiple spawn context are plugged to the same initialize system. (UUM-4641), SRP Core: Revert Property for animation curves on Volume Components. HDRP: Fixed scalarization issues on a console platform. (UUM-1144), IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. First seen in 2023.1.0b8. (UUM-18190), Editor: Fixed an issue with Windows Standalone play started on the wrong screen. HDRP: Added volumetric material support for local volumetric fog volumes. Editor: Improved performance of SRP DecalProjector Gizmo rendering by LODing. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. (UUM-1671), 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-3727, UUM-3732, UUM-3745, UUM-3746), Android: Fix Screen.safeArea calculations Asset Import: Added: Added AssetDatabase.AssetEditingScope(). (UUM-12744), 2D: Fixed Stencil so it now works when rendering sprites with GPU instancing on. Android: Added Texture Compression targeting support. 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. First seen in 2023.1.0a23. (UUM-1568), Editor: Fixed near planeSize.y in CameraEditorUtils. Last edited: Friday at 9:56 AM. (UUM-32517), RP Foundation: "Resources.FindObjectsOfTypeAll(typeof(Material)).Length" increases every time when entering/exiting Play Mode What does the power set mean in the construction of Von Neumann universe? (UUM-3674). (UUM-20944), VFX Graph: Fixed a rare issue with VFXCullResults. (UUM-9458), Android: Unlock image set on each lock rather than only on the first. (UUM-21873), HDRP: Fixed zfighting artifacts for ray tracing. Graphics: Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. (UUM-25396), Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window. Futuristic/dystopian short story about a man living in a hive society trying to meet his dying mother. Shaders: Fixed progressive shader warmup so it now terminates when a single shader required three or more calls to warm up. Answers (UUM-22821), HDRP: Fixed lens flare permutation. (UUM-12859), Physics 2D: Fixed an issue now that when a CompositeCollider2D is copied to a new GameObject, any persisted 2D Collider paths are rebuilt if they are no longer appropriate to the new hierarchy. Even though everything is set correctly in Preferences->External Tools->JDK. By clicking Post Your Answer, you agree to our terms of service, privacy policy and cookie policy. GI: Added stability improvements for Baked Global Illumination. HDRP: Fixed nan occuring in volumetric clouds when changing elevation drastically. It has its own mesh renderer which overrides the mesh renderer of the parent object. This API is a set of classes that represents and allows to modify as well as add new Gradle project files in C#. Services: Obsoleted: Made UserInfo APIs as obsolete. Package: Added: Added a new property on IAdaptivePerformance to access the active subsystem. GI: Made minor refactorings which pave the road for new and improved features. Everything is now able to be selected. Package: Improved handling for Samsung GameSDK APIs that may not be available on certain devices. Graphics: Fixed an issue that an error message is now displayed when BatchRendererGroup is used with the Built-in Render Pipeline. I imported it, checked it over, and exported to FBX (assuming that no further steps needed be taken). Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total. (1369562), macOS: Fixed a hang on startup on MacOS 13 when running from Xcode. VASPKIT and SeeK-path recommend different paths. URP: Improved the name for Dynamic Resolution property. URP: Changed the the final After Opaque passes to be merged with the last blur pass. (UUM-1589) How about saving the world? And here is what I have right now (the projected texture is a simple black/white checkerboard) : Can someone experienced in projections explain to me what I'm doing wrong and maybe provide a sample C# code that works correctly? Both CPU and GPU utilisations are reduced when rendering a large number of meshes. Also made sure the root of the Managed Reference can be applied to apply sub fields that are overriden. The level can be set programmatically using UnsafeUtility.SetLeakDetectionMode. Graphics: Registration of the Shader.globalRenderpipeline is done internaly and using the renderPipelineShaderTag from the RenderPipelineAsset that is currently in use. The setter method is now expected to fill GraphModel.CurrentGraphChangeDescription with the relevant information, rather than providing 3 enumerables. (UUM-25153), UI Toolkit: Fixed issue where an InspectorElement would not apply its disabled state for embedded IMGUI inspectors. (UUM-13295), Scripting: Fixed performance regression of UnityExtensions init. (UUM-555), VFX Graph: Enabled specifying the maximum point count in Attribute from Map blocks. (UUM-11988), Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-19090). (UUM-6662), HDRP: Fixed SSGI using garbage outside the frustum. (UUM-16780), HDRP: Fixed the indirect diffuse lighting in ray tracing so it now always works properly. (1413534), HDRP: Fixed time determinism for water surfaces. (UUM-3683), UI Toolkit: Added or removing components with the inspector in debug mode. (MTT-5657). (UUM-31031), License: Modified Unity build to be deterministic when using floating licenses. This method can simply calculate a new position, change the Rigidbody2D position immediately (supports interpolation), or defer the movement by automatically calling Rigidbody2D.MovePosition(). Texture not applying on .obj file in Unity, https://docs.unity3d.com/ScriptReference/TextureWrapMode.html. (UUM-15576), Shaders: Fixed an error that occurred when drawing an instanced mesh with async shader compilation enabled. Virtual Texturing: Added a warning for Procedural Virtual Texturing clarifying that the feature is not currently supported. (UUM-16113), Shaders: Fixed Shader Variant Collection UI not working correctly with shaders with stage-specific keywords. As long as the image meets the specified size requirements, Unity imports and optimizes it for game use. Built and added libdecor for SDL window title bar. Editor: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion. (UUM-3342), DX12: Fixed to Allow releasing memory with GL.Flush() within a single frame. (UUM-1860). Scene/Game View: Added: Added Handles.elementColor to the public API, allowing user defined EditorToolContext to have consistent default coloring for Edit Mode objects. Editor: Fixed YAML file corruption on Android Platforms caused due to some targets became obsolete in PlatformGroupEnum. (UUM-6188), HDRP: Fixed an issue with flickering game view when using HDR output and a realtime reflection probe. Graphics: Removed MeshSkinning.GPUSkinning profiler marker. They are faster, but allow you to skip the checks on the data you supply. Android: JDK 11 is required now to build Android apps. Graphics: Improved render thread performance (15% lower CPU cost) when dispatching ray tracing shaders on PC (DX12) and Xbox Series. Scripting: Fixed incomplete and incorrect "domain reload profiling" data output in the Editor.log on domain reload. (UUM-21455). 2D: Optimized the bone gizmo rendering in the scene view. (UUM-17585), Editor: InvalidOperationException when adding or removing components with the inspector in debug mode. HDRP: Fixed removal of DecalShaderGraphGUI.SetupDecalKeywordsAndPass. (UUM-19077), HDRP: Fixed an issue where Fog Volume Voxelization would serialize execution of the compute pipe. (DOTSE-1992), Editor: Enabled Details view to be completely cleared when no items are selected. (UUM-9029), Windows: Fixed resolution misdetection on vertical displays, which caused APIs like Screen.currentResolution or Screen.GetDisplayLayout() return wrong data and the player contain letterboxing when it shouldn't. (UUM-11355), 2D: Fixed case where Sprite Atlas shows only first page in Preview within Inspector. Graphics: Improved Load/Store Action debugger and added a graphics test. Please use RenderPipeline.SubmitRenderRequest with RequestData of the SingleCameraRequest type. No need for trail/error troubleshooting here. (UUM-22329), IL2CPP: Fixed occasional missing stack traces in Debug.Log on Windows 10. (UUM-17136), UI Toolkit: Private fields disappearing when entering play mode with the inspector in debug mode. Why doesn't my material show up on my imported model (Unity / Blender) 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. Fixed regression by speeding up OpenCL shader loading stage by caching binaries in the GICache. Editor: Ensuring that shader global values are taken into account when deciding what to rebake. (UUM-18980). Build Pipeline: Improved error handling for builds to show less redundant error messages. (UUM-12509), Editor: Updated app toolbar styles to global variables. (UUM-2168). (UUM-17203), Graphics: Fixed float to half conversion. Editor: Fixed an issue where the "Mipmap Limit Group" property would not update correctly on texture importer presets when deleting/renaming a group and agreeing to update the project. Added #pragma require inlineraytracing to compute shaders. Improving upon the existing title bar feature by adding to it. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Editor: Updated the package manifest to use terrain-tools 5.0.2 in the Package Manager. (UUM-14924), IL2CPP: Fixed race condition when creating generic class metadata. Scripting: Improved diagnostic message and do not enter in safe-mode on some unsupported ApiUpdater scenarios involving .asmref adding code into .asmdef. Build Pipeline: Fixed invalid build path error triggers when building for WebGL on Windows. Terrain: Fixed the following error that was thrown: "EndLayoutGroup: BeginLayoutGroup must be called first" when selecting a .raw file to import as a Heightmap due to an error with IMGUI. (UUM-868). Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations. (1419316), Editor: Fixed colorpicker functionality on Linux. (UUM-560), VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph. Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters. I am working with a 2D game, in Unity. 2D: Added API to allow Sprite to get and set references to ScriptableObjects. Package: Added: Exposed FBX Recorder Settings class to the public API. (UUM-6963), Asset Pipeline: Removed use of auto keyword in LMDB library. Missing textures after making a build in Unity Scripting: Enabled the Editor to recognise script when it contains classes that share the same name, one templated and the other not templated. Answer, Applying texture to part of a mesh - Possible? (UUM-22161), macOS: Enabled VSync now works correctly when moving the Editor window between screens with different refresh rates. (UUM-29945). Android: Default gradle templates have changed significantly with new Gradle and AGP versions. (UUM-11164), Editor: Custom InspectorElement losing its Editor instance when the main inspector selection changes. (UUM-658), Serialization: Fixed a possible player crash when opening the player build. Note: Import prioritization of RectTransform over Transform remains unchanged. (UUM-4125), Editor: Fixed osx dedicated server using wrong plugin folder, preventing the server to load plugins and burst generated dlls. (DOTS-6993). Core: Fixed alignment issues in ujobs when using memset on Release builds. (UVSB-2348), Visual Scripting: Fixed graphs being corrupted on deserialization if containing a node whose type cannot be found. (1415249). (UUM-6410), Package Manager: Fixed a bug where importing .unitypackage with project settings into a new project would show an error in the console. (UUM-5925), HDRP: Fixed issues with renderer list culling. (UUM-10037), GI: Fixed an issue where scene objects would lose their lighting data when they are packed into or unpacked from a prefab, and playmode is entered without first saving the scene. Burst: Fixed a BadImageFormatException error that could occur in some player builds. Shadergraph: Addressed error feedback on import of graphs with invalid or missing targets, allowing them to be modified and saved. Please use ShowSelector(Object[], Preset, bool). Android: Added support for Android SDK 31 and 33. (UUM-11308), Editor: Fixed Gradle file search when looking for Play library dependencies on 2023.1 to use RegEx, which identifies dependencies included with both double or single quotes. (UUM-2432), URP: Fixed lens flare position and occlusion for all OpenGL APIs. (UUM-8322). Sets the data of the index buffer of the Mesh. Try dragging and dropping that material onto the object itself? (UUM-4614), Graphics: Updated MacOS so that Editor windows now always update if there is even a single frame rendered. Android: Fixed an issue that Unity warns cmdline-tools version being 0.0 when the component is actually installed. So if I have a model that does not have a UVmap, I cannot just add/create one. (UUM-28065). Tests: Improved stability of Selecting_Deleted_ParticleSystemForceField_Preset_In_PlayMode_Doesnot_Throw_Exception test. This is the equivalent of Graphics.RenderMesh from rasterization pipeline. 0 (UUM-11429), VFX Graph: Fixed an unexpected warning on Metal while rendering thumbnail preview for material. Version Control: Updated branding from "Plastic SCM" to "Unity Version Control" Graphics: Added: Added InvalidImport exception, exception that might potentially raised if the render pipeline resources are not ready. IL2CPP: Removed boxing for more cases of comparisons to null in value type generic instances. (UUM-12013), WebGL: Fixed a bug where the soft keyboard had incorrect formatting leading to excess whitespace. (UUM-19471), SRP Core: Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved. The characters would be reported multiple times. com.unity.2d.animation: 9.0.0-pre.1 10.0.0, com.unity.2d.pixel-perfect: 5.0.1 5.0.3, com.unity.2d.psdimporter: 8.0.0-pre.1 9.0.0, com.unity.2d.spriteshape: 9.0.0-pre.1 10.0.0, com.unity.2d.tilemap.extras: 3.0.2 4.0.0, com.unity.adaptiveperformance: 4.0.0 5.0.0, com.unity.adaptiveperformance.samsung.android: 4.0.0 5.0.0, com.unity.animation.rigging: 1.2.0 1.2.1, com.unity.cinemachine: 2.9.0-pre.6 2.9.5, com.unity.ide.visualstudio: 2.0.15 2.0.17, com.unity.live-capture: 3.0.0-pre.5 3.0.0, com.unity.mobile.notifications: 2.0.1 2.1.1, com.unity.nuget.newtonsoft-json: 3.0.2 3.1.0, com.unity.performance.profile-analyzer: 1.1.1 1.2.2, com.unity.services.cloud-diagnostics: 1.0.3 1.0.5, com.unity.remote-config-runtime: 3.0.0 3.1.3, com.unity.render-pipelines.core: 14.0.3 15.0.5, com.unity.render-pipelines.high-definition: 14.0.3 15.0.5, com.unity.render-pipelines.high-definition-config: 14.0.3 15.0.5, com.unity.render-pipelines.universal: 14.0.3 15.0.5, com.unity.scriptablebuildpipeline: 1.20.1 1.21.3, com.unity.services.analytics: 4.0.1 4.4.0, com.unity.services.authentication: 2.0.0 2.4.0, com.unity.services.ccd.management: 2.1.0 2.2.2, com.unity.services.cloudcode: 2.0.0 2.2.1, com.unity.services.cloudsave: 2.0.0 2.0.1, com.unity.services.economy: 2.0.2 3.1.1, com.unity.testtools.codecoverage: 1.1.1 1.2.2, com.unity.visualeffectgraph: 14.0.3 15.0.5, com.unity.xr.arcore: 5.0.0-pre.12 5.0.5, com.unity.xr.arfoundation: 5.0.0-pre.12 5.0.5, com.unity.xr.arkit-face-tracking: 5.0.0-pre.12 5.0.2, com.unity.xr.arsubsystems: 5.0.0-pre.12 5.0.2, com.unity.xr.core-utils: 2.1.0-pre.1 2.2.0, com.unity.xr.interaction.toolkit: 2.1.0-pre.1 2.3.1, com.unity.xr.legacyinputhelpers: 2.1.9 2.1.10, com.unity.formats.fbx: 4.2.0-pre.1 5.0.0, com.unity.learn.iet-framework: 2.2.1 3.1.3, com.unity.learn.iet-framework.authoring: 1.0.2 1.2.2, com.unity.sequences: 2.0.0-pre.2 2.1.0-pre.1, com.unity.terrain-tools: 5.0.0-pre.3 5.1.0, com.unity.profiling.systemmetrics.mali: 1.0.1 1.0.2, com.unity.scripting.python: 5.0.0-pre.5 7.0.0, com.unity.scripting.python.windows: 1.2.0-pre.4 1.3.0, com.unity.scripting.python.macos: 1.2.0-pre.4 1.3.0, com.unity.scripting.python.linux: 1.2.0-pre.4 1.3.0, com.unity.netcode.gameobjects: 1.0.0-pre.9 1.3.1, com.unity.multiplayer.tools: 1.0.0-pre.7 1.1.0, com.unity.ai.navigation: 1.1.0-pre.1 1.1.1, com.unity.adaptiveperformance.google.android@1.0.0, com.unity.toolchain.macos-x86_64-linux-x86_64@2.0.4, com.unity.toolchain.win-x86_64-linux-x86_64@2.0.4, com.unity.services.matchmaker@1.1.0-pre.3, com.unity.services.deployment@1.0.0-pre.7, com.unity.services.deployment.api@1.0.0-pre.5. macOS: Fixed new InputSystem mouse position not being updated after resolution change. Texture Not Showing On Mesh. (Previous two change notes also apply to texture importer presets). Burst: Fixed some ARM branch instructions not being processed as such. (UUM-6733), Serialization: Fixed Issue when performing an undo on an object that uses SerializeReference reuse existing C# objects, instead of recreating them. (UUM-22222), DX12: Fixed broken vsync in editor game window. See API docs for EditorGUIUtility.SetIconForObject for examples that achieve the same result using public APIs. More infoSee in Glossary is a bitmap image. This is the C# code to set the texture: UI Toolkit: Window/UIToolkit/UI Toolkit Event Debugger menu item is now only visible when its Project Settings is enabled. (UUM-12672), IL2CPP: Fixed performance issues in metadata access with thread contention. Editor: Fixed an issue that the VideoPlayer compositing material not re-created after stop. 2D: Added RenderStaticPreview for GameObjectBrush. SRP Core: Fixed an issue where Asset Icons and MonoBehaviour for SRP's where not unified. (UUM-20170), UI Toolkit: Text effects are no longer contained by the bonds of each letter. eg. Package: Updated the Python for .NET DLL to a custom patch, based on the official version 3.0.0-rc4. Particles: Fixed errors when baking a particle mesh after calling mesh->Clear(false). Universal RP: Removed support for GLES2.0 and WebGL1.0. (1394298), Editor: Fixed issue when there are 0 quality levels for the current platform and gathering the RP assets for the current target was not returning the one in GraphicsSettings. (UUM-22814), HDRP: Fixed tonemapping not being applied when using the Show Cascades debug view. I have imported a FBX model. Also, enum value names replaced: Editor: Changed: Lightmapping.SetAdditionalBakedProbes now accepts a boolean value to indicate if probes should be deringed. Editor: Changed Light Probe visualization foldout so it is now hidden when APV is used. Graphics: Added: Added GetVisiblePositions to TrailRenderer. (UUM-19689), IL2CPP: Enabled the marshaling offset to compute properly for the first field in an explicit layout type when that field has a non-zero offset. Editor: Deprecated the CustomEditorForRenderPipeline. (UUM-28355) (UUM-28844). GI: Added: Added AntiAliasingSamples Enum [SSAA1, SSAA4, SSAA16]. (UUM-6049), Package Manager: Fixed an issue where Package extensions did not appear directly after package was added. 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. the triangles it is made of, is simply three vertex indices for each triangle. GI: Optimize post processing file IO by spreading the work over many CPU threads, one thread per file. Scripting: Fixed possible crash when handling of asmdef compiled assemblies thats, thats been copied into the Project. Graphics: Added foveated rendering support for Metal. The texture coordinates (UVs) in the fourth channel. (UUM-2660), IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference. Player: Added: Added API to allow user to easily get Port and LogPath and other options Multiplayer supports. Android: Application.memoryUsageChanged is now powered by https://developer.android.com/games/sdk/memory-advice/start. Android: Changed: Updated SupportsAccelerometer() API to return whether a device has an accelerometer sensor or not. Scripting: Fixed documentation for didStart. (UUM-1417), HDRP: Fixed an issue to initialize DLSS at loading of HDRP asset. Editor: On deselecting a terrain, the previously selected editor tool will now get selected. Package: Integrated Android GameManager APIs. (UUM-3230), WebGL: Fixed a bug where pressing the CMD key on Safari would cause buttons to become stuck. (UUM-16043), HDRP: Fixed Layer List is not duplicated when duplicating a LayeredLit Material. Graphics: Fixed an issue where Graphics.CopyTexture could fail when using limited textures that were very small. Ethical standards in asking a professor for reviewing a finished manuscript and publishing it together. HDRP: Ensure correct light position when changing distance on a Light Anchor. (UUM-11634), HDRP: Fixed Ray Tracing Mixed Mode Collisions. (UUM-2811). (UUM-2873), DX12: Fixed for particle corrupution and flickering. Physics 2D: Ensure that a single path PolygonCollider2D always uses a clockwise winding internally to give consistent results when used in a CompositeCollider2D. I work in a research project of psychoacoustics in VR environment. (UUM-16838), Editor: Fixed crash when opening scenes in builds that had missing Prefab sources. (1427122). Core: Added: A new event Application.memoryUsageChanged, that is fired when applications memory usage changes significantly (for example goes critically low). (SGB-382), Shadergraph: Speeds up setting blackboard values in large graphs. (UUM-9254). (UUM-11567), Graphics: Fixed mipmap stripping not properly taking into account mipmap limit settings. Package: Updated the minimum Recorder version to 4.0.0. Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor. Textures are missing or show black/magenta default appearance when running a compiled build of the game. How can i repeat a texture at its original scale on my cube in unity Game Development Stack Exchange is a question and answer site for professional and independent game developers. HDRP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes. Editor: Added support for Sketchup 2019 and 2020 file formats to the Sketchup importer. XR: Enabled VR platforms to ignore vSyncCount on DX12 platforms. (UUM-20800), SRP Core: Fixed a serialization error when Recovering Default Volume Profile after it was deleted from the project folder. Graphics: Added: Added overridable property renderPipelineShaderTag on the RenderPipelineAsset. How do I fix them? How to instantiate tiles based on a 2D Array into a Platform Game using Unity?