We’ve just released Unity 5.2 with the new Services Window for easy in-editor access to Unity Ads, Unity Analytics, Unity Cloud Build and Unity Multiplayer!
New deployment options include Windows 10 and Universal Windows Platform, there is a tighter Visual Studios integration and updates from the Services teams, all of which you can read about on the blog post.
Note: Actually, you just need to select every tree you use, and regenerate the materials.
You know what would be nice? If when you introduce changes like this, you create an upgrade guide, so we don’t have to hunt around to try to find out why things don’t work.
It could say things like:
We got rid of Color.TryParseHexString, and moved it to a new class. Use ColorUtility.TryParseHTMLString instead. And we’re sorry for introducing a breaking change in a point release for something this minor, but think of it as a good refresher on using #ifdef.
Find all your Speed Tree prefabs, select them, and see the warning in the inspector that they need to be regenerated. Press the generate materials button.
Procedural material instances seem to RebuildTextures to the same location? That brakes our stuff. Each instance should rebuild to its own unique location, like in previous builds.
Now when you update 1 entity, then every single instance gets updated as well. That cannot be intended behavior.
There’s a major issue in Unity 5.2 since the beta that makes it unusable for any Unity UI using DX9 game that allows you to change the game resolution during runtime, either by pressing alt-enter or via scripting. The UI disappears completely. I submitted a bug report during U5.2F2, but I don’t know if anyone’s taken a look at it – seems like a pretty big issue to overlook. The case number is #722618.
Thank you for the bug report! Sadly, it seems to have been overlooked, but thanks for reporting it to get it addressed quicker in our patch process.
From the history, it was only found ~2 weeks ago, and made it to developers to investigate ~1 week ago. Still under investigation, but even if it was fixed immediately it would have missed the cutoff window for final and have been heading for p1.
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Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 0 0)
UnityEditor.DockArea:OnGUI()
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I get these errors now even in a new project (with panel & button) each time it opens…
Looks like bold and italic font variants are no longer being detected for dynamic fonts and rich text It’s causing our whole UI to look awful since it just stretches the regular font for bolded text now, unless the text component is set to just use the bold (or italic) variant completely. Worked fine in 5.1. Issue affects both .otf and .ttf fonts.
Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers
I downloaded and installed with everything checked in the 5.2.0f3 installer however my editor is still MonoDevelop (built-in) and there’s no option for Visual Studio 2015. I located the Visual Studio 2015 Path manually C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\devenv.exe" and it seems to load scripts into VS now, but in the About of Unity I don’t see that Visual Studio Tools for Unity are installed as indicated on this page: