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    Changelog

    All notable changes to this package will be documented in this file.

    The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

    [3.0.4] - 2022-11-08

    Fixed

    • Adjusted the loader and subsystem initialization process to allow for falling back to another subsystem if init is not successful.

    [3.0.3] - 2022-06-15

    Added

    • Fix bug where Adaptive Performance Samsung Provider is not deinitialized properly after not being successfully initialized due to lack of Samsung GameSDK.

    Changed

    • Improved handling for GameSDK APIs that may not be available on certain devices.

    [3.0.1] - 2022-01-10

    Added

    • Additional logging for the initialization phase of the provider.
    • Added additional documentation for supported devices.

    [3.0.0] - 2021-05-04

    Added

    • Startup Boost Mode
    • Verified support for 2021.2 and minimum support 2021.2 LTS+. Please use Adaptive Performance 1.x for earlier versions supporting 2018.3+ and Adaptive Performance 2.x for earlier versions supporting 2019.4+.

    [2.2.1] - 2021-06-06

    Changed

    • Scalers do not use switch-case to determine their value, instead use min, max scale and max level to calculate a scale and increment and apply it to their target when the level changes. VRR scaler specifically.

    Added

    • Boost mode
    • Cluster info

    [2.1.1] - 2021-02-03

    Changed

    • Fix FB: 1305455 IndexOutOfRangeException error thrown on changing VRR Refresh Rate on device.
    • Fix FB: 1309052 IndexOutOfRangeException error thrown on changing VRR Refresh Rate on Device Simulator.

    [2.1.0] - 2020-10-12

    Changed

    • Updated the version defines for the device simulator to support it in 2021.1 without package.
    • Updated the version to keep in sync with the main Adaptive Performance package.

    [2.0.2] - 2020-08-21

    Changed

    • Improved Stats reporting.

    Removed

    • Folders and files which are not needed by Adaptive Performance from the package.

    [2.0.1] - 2020-08-10

    Changed

    • Updated GameSDK wrapper to latest version which enhances GPU frametime information

    [2.0.0] - 2020-06-05

    Added

    • Variable Refresh Rate API (VRR) to support multiple vsync displays
    • Verified support for 2020.2 and minimum support 2019 LTS+. Please use Adaptive Performance Samsung Android 1.x for earlier versions supporting 2018.3+.

    [1.2.2] - 2021-02-05

    Changed

    • Fix issues where skin temperature was used on Game SDK 1.5 devices instead of PST to send initial temperature warning when devices are hot.

    [1.2.1] - 2020-08-21

    Changed

    • Update to correct Unity Version (2019.4) and correct dependency to Adaptive Performance (1.2.0).
    • Updated GameSDK wrapper to latest version which enhances GPU frametime information.

    [1.2.0] - 2020-07-29

    Changed

    • Updates to Subsystem Registry 1.2.0 to fix installation issues if internal subystem module is disabled.
    • Update minimum required Unity version to 2019.4.

    [1.1.9] - 2020-07-23

    Changed

    • Exchanged GameSDK wrapper with updated version removing GameSDK 3.1 support.
    • Thermal Mitigation Logic changes in GameSDK 3.2 and it was updated in SetFreqLevels() to react to the correct return values.
    • Thermal Mitigation Logic sets Automatic Performance Control to System when not available and releases when it reaches norminal temperature levels.
    • Automatic Performance Control does not lower CPU lower than 1 on GameSDK 3.2 workaround.
    • Add workaround to send temperature warning when the device starts as warm already as currently no events are sent.

    [1.1.7] - 2020-05-07

    Changed

    • Adaptive Performance needs to re-initialize GameSDK on resume application because some Android onForegroundchange() APIs do not detect the change (e.g. bixby) and cause Adaptive Performance to not get valid data anymore.

    [1.1.6] - 2020-04-29

    Changed

    • GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.
    • GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.

    [1.1.4] - 2020-03-26

    Removed

    • Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported.

    [1.1.3] - 2020-03-18

    Fixed

    • Avoids that callbacks in GameSDK 3.1, such as Listener.onHighTempWarning(), are not called when onRefreshRateChanged() is not implemented. This is only present on devices supporting VRR

    Changed

    -With GameSDK 3.1 it's not necessary to (un)register listeners during OnPause and OnResume as it's handled in the GameSDK

    [1.1.2] - 2020-03-13

    Added

    • Updated GameSDK from 3.0 to 3.1

    Fixed

    • Avoid onRefreshRateChanged() crash on S20 during Motion smoothness change (60Hz <-> 120Hz) while app is in background and resumed

    Improvement

    • GameSDK 3.1 introduced setFrequLevel callback for temperature mitigation to avoid overheating when no additional scale factors are used. This replaces SetLevelWithScene in GameSDK 3.1

    [1.1.1] - 2020-02-13

    Changed

    • Package name from AP Samsung Android to Adaptive Performance Samsung Android as the Unity Package Manager naming limit was raised to 50 characters

    [1.1.0] - 2020-01-30

    Fixed

    • Compatibility with .net 3.5 in Unity 2018.4

    [1.0.1] - 2019-08-29

    Changed

    • Compatibility with Subsystem API changes in Unity 2019.3

    [1.0.0] - 2019-08-19

    Added

    • Support for Samsung GameSDK 3.0

    [0.2.0-preview.1] - 2019-06-19

    This is the first preview release of the Adaptive Performance Samsung (Android) package for Adaptive Performance which was integrated within Adaptive Performance previously.

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