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We are happy to announce Unity 5.3.4p6. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

As always, patch releases are recommended only for users affected by those bugs fixed in that patch.

Improvements

Cluster Rendering : Improvement on cluster networking layer and reduced instability while using cluster input.

Fixes

(788040) - Android: Buildpipe - Don't make use of preview SDK tools installed.

(786918) - Android: Buildpipe - Fixed AAPT errors on project export.

(765396) - Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects.

(779338) - Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons.

(779877) - Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics).

(none) - Android: Fixed potential race condition in atomic access on ARM processors.

(689644) - Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.

(762739) - AssetBundles: Fixed Compress Assets On Import setting ignored when switching platform

(734216) - AssetBundles: FIxed CreateFromMemory not working with "." in filenames.

(790345) - Editor: Fixed New installed Unity command line activation issue.

(776528) - iOS: Fixed memory leak when using On Demand Resources.

(783713) - MacOSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.

(763638) - OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual HW capabilities.

(784880) - OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame.

(none) - OpenGL: Shader compiler: Added unused global uniform pruning.

(780831) - OpenGL: Shader compiler: Avoid temp name collisions.

(782514) - OpenGL: Shader compiler: Fixed shader translation bugs.

(773226) - Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene.

(788023) - Particles: Fixed batching issues when using multiple cameras in the same position.

(780257) - Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody.

(none) - Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.

(754351) - Prefabs: Implemented OnWillSaveAssets callback when applying prefabs.

(764711) - UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.

(none) - VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.

(none) - VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.

(none) - Wii U: Fixed issues causing known crashes.

(none) - Windows Store: Fixed an assert happening during mesh compression.

(789538) - Windows Store: Fixed Build & Run for Universal 8.1 solution.

(789439) - Windows Store: The maximum amount of characters for short name for tiles will be 40 now.

Revision: 9eb825cf2ca3