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We are happy to announce Unity 5.4.0p3. 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

Graphics: GPU Instancing: It is no longer an error to use instanced shaders on renderers that don't support instancing (SkinnedMeshRenderer, SpriteRenderer, etc.)

Grpahics: GPU Instancing: For statically batched MeshRenderers, using instanced shader now will not break static batching. If you want renderers to be instancing batched, please consider disable static batching flag (816786).

VR: Oculus GearVR version updated to 1.7.1.

Fixes

(820203) - Animation: Fixed a crash in Animation::CreateAnimatorGenericBindings when attempting to use AnimationMixerPlayable on start of a game object.

(822897) - Animation: Fixed additive layer using disabled "Resample Animation" blended with layers that have it enabled.

(816567) - Editor: Fixed a bug that launching Editor window will exit after signed on windows.

(716213) - Editor: Fixed occasional freeze when profiling over network and connection is lost.

(771779) - Editor: Fixed crash caused by leading and/or trailing slahes in MenuItem names.

(798702, 810632) - Graphics: Fixed a couple of bugs in the CPU mipmap generation (2D & 3D) for floating point texture formats: RHalf, RFloat, RGHalf, RGFloat, RGBAHalf, RGBAFloat.

(819088) - Graphics: Fixed a rare issue that results in incorrect instancing rendering when multiple lights are used.

(none) - Graphics: Fixed ForwardAdd pass z-fighting issue when the object is rendered with GPU instancing (for example when you have multiple lights). Surface shaders are automatically updated to apply the fix. For custom vert/frag shaders, instead of using the macro "UNITY_USE_CONCATENATED_MATRICES", now please use the new "#pragma force_concat_matrices" directive in the ForwardAdd pass.

(821418) - IL2CPP: Fixed poor performance of string.Intern().

(811511) - VR: Fixed GL.LoadPixelMatrix() not working when Single-Pass Stereo was enabled.

(811571) - VR: Updated the following Image Effects from the Standard Assets to work with Single-Pass Stereo; Ambient Obscurance, Camera Motion Blur.

Revision: dac96b578024