See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details. This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed wasting time when unnecessary. Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). See the scripting documentation for both functions for more details. In the latter case the function can be many times faster as no internal sorting is required. These new functions let you decide whether you must have the first (lowest InstanceID) object found or if any instance is adequate. Scripting: Added: New Object.FindFirstObjectByType() and Object.FindAnyObjectByType() functions added as potentially faster alternatives to Object.FindObjectOfType(). Particles: Don't call OnParticleTrigger when there are no trigger module events to report. Networking: Clarified error message in the logs when attempting to build a dedicated server player without having that platform's corresponding Dedicated Server Build support module installed. Multiplayer: Added Netcode for GameObjects 1.2.0. Android: Added build_fingerprint information to android builds.Įditor: Reduced time to rebuild the CreateAsset(.) menu during a domain reload, it previously was scaling badly for projects with many assemblies.Visual Effects: Opaque Unlit Output don't write to Depth Universal RP: Rendering artifacts with custom shader when using Vulkan for Android and DirectX for the Editor Serialization: Serialized field values are lost when switching between branches using Git Mono: Crash with ScanAssemblyForAttributesAndInterfaceImplementations when opening a project MacOS: Crash on System.Object:_icall_wrapper_ves_icall_array_new_specific when launching a project MacOS: 2D Platformer Microgame Project crash on _cxxabiv1::_aligned_malloc_with_fallback when pinching out or in on the trackpad during “Zoom in and out” step MacOS: Crash on _pthread_kill when multi-clicking on "Build and Publish" in the "LEGO Microgame" project Asset - Database: Script recompiles in Play Mode when Script Changes While Playing option is set to Recompile After Finished Playing and Auto refresh is set to enabled.
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