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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.

    [1.4.1-preview] - 2019-04-16

    • Fixed "Path is empty" exception in build cache
    • Fixed an edge case where a valid cache entry could be returned for an invalid request
    • Added BuildCache.PruneCache API to trim the cache down to a limit, called in the background after a build
    • Moved BuildCache menu options and preferences to the "Edit/Prefferences..." window

    [1.3.5-preview] - 2019-02-28

    • Minimum Unity version is now 2018.3 to address a build-time bug with progressive lightmapper.
    • Added missing version into CacheEntry calculation
    • Fixed build error causing AssetBundle.LoadAssetWithSubAssets to return partial results
    • Updated function implementations to be virtual for overriding
    • Added GetOutputFilePathForIdentifier function to generate the final file path for a given build identifier

    [1.2.2-preview] - 2018-12-19

    • Fixed SpritePacker failing to pack SpriteAtlas objects into AssetBundles

    [1.2.1-preview] - 2018-12-14

    • Fixed a null reference error in GenerateBundleCommands::GetSortIndex

    [1.2.0-preview] - 2018-11-29

    • Renamed LegacyBuildPipeline & LegacyAssetBundleManifest to CompatibilityBuildPipeline & CompatibilityAssetBundleManifest.
    • Moved CompatibilityAssetBundleManifest & BundleDetails into a new runtime assembly: com.unity.scriptablebuildpipeline.
    • Changed CompatibilityAssetBundleManifest to inherit from ScriptableObject and updated it and BundleDetails to properly serialize using Unity's serialization systems.

    [1.1.1-preview] - 2018-10-20

    • Reduced object duplication for scene asset bundles
    • Fixed object order for scene asset bundles not being deterministic
    • Fixed Shader Stripping values from Graphics Settings not applying to built data
    • Fixed various code warnings for Unity 2018.3 and newer version
    • Added forcing asset save on build

    [1.1.0-preview] - 2018-10-01

    • Fixed an issue where a string hash was being used instead of a file hash causing data to not rebuild

    [1.0.1-preview] - 2018-08-24

    • removed compile warning
    • Fixed an issue where we were not using the addressableNames field of the AssetBundleBuild struct

    [1.0.0-preview] - 2018-08-20

    • Fixed an issue in ArchiveAndCompressBundles where previous output location was being used failing to copy cached bundles to the new location
    • Fixed an issue in BuildCache were built in plugin dlls did not have a hash version causing cache misses
    • Fixed invalid access errors when reading access controlled files for hashing.
    • Fixed an issue where you could not force rebuild asset bundles using LegacyBuildPipeline
    • Implemented IEquatable on public structs
    • Breaking API Change: LegacyBuildPipeline.BuildAssetBundles now returns LegacyAssetBundleManifest
      • LegacyAssetBundleManifest's API is identical to AssetBundleManifest

    [0.2.0-preview] - 2018-07-23

    • Removed ProjectInCleanState & ValidateBundleAssignments tasks and integrated them directly indo the data validation or running methods
    • Added build task to append hash to asset bundle files
    • Large rework of how IBuildTasks are implemented. Now using dependency injection to handle passing data.
    • Added reusable BuildUsageCache for usage tag calculation performance improvements
      • Unity minimum version now 2018.2.0b9
    • Improved asset bundle hash version calculation to be unity version agnostic

    [0.1.0-preview] - 2018-06-06

    • Added support for Cache Server integration of the Build Cache
    • Refactored Build Cache internals for even more performance gains

    [0.0.15-preview] - 2018-05-21

    • Hardened build cache against failures due to invalid data

    [0.0.14-preview] - 2018-05-03

    • temporarily removed progress bar as it causes a recompile on mac. Will attempt to re-add selectively later.

    [0.0.13-preview] - 2018-05-03

    • fixed hash serialization bug.

    [0.0.12-preview] - 2018-05-02

    • Added build task for generating extra data for sprite loading edge case

    [0.0.11-preview] - 2018-05-01

    • Updated BuildAssetBundles API to also take custom context objects
    • Added support for extracting Built-In Shaders to a common bundle

    [0.0.10-preview] - 2018-04-26

    • Added BuildAssetBundles API that takes a custom task list
    • Added null checks for BuildSettings.typeDB & AssetBundleBuild.addressableNames

    [0.0.9-preview] - 2018-04-04

    • Added documentation for IWriteOperation implementations
    • Added documentation for ReturnCodes, LegacyBuildPipeline, and ContentPipeline
    • Ran Unity code analysis & cleaned up warnings (boxing, performance issues, name consistency)
    • Breaking api change: Changed build tasks' public static run method to private.
    • Added null checks and ArgumentNullExceptions

    [0.0.8-preview] - 2018-03-27

    • Test rename & meta file cleanup
    • Added documentation for shared classes / structs
    • Updated inconsistent interface / class names
    • Added missing parameter to IBuildParameters
    • Ran spell check
    • Moved IWriteOperation to Interfaces
    • Update IWriteOperation properties to PascalCase
    • Added IWriteOperation documentation

    [0.0.6-preview] - 2018-03-20

    • doc updates

    [0.0.5-preview] - 2018-02-08

    • Initial submission for package distribution
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