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Releases: needle-mirror/com.unity.scriptablebuildpipeline

1.19.2

02 Sep 11:13
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[1.19.2] - 2021-07-20

  • Fixed an edge case where moving a scene would fail the build.
  • Added additional details to the Trace Event Profiler output where the data was missing or unclear.
  • Fixed an issue where NONRECURSIVE_DEPENDENCY_DATA would return NonRecursive bundle dependencies instead of the expected Recursive bundle dependencies.
  • Updated version define for ENABLE_TYPE_HASHING to match backported Unity 2020.2.2f1 version.
  • Fixed USerialize bug with handling of Type[] containing null values.
  • Fixed an issue where the hash for Scene bundles would be calculated with a few missing bytes, returning an incorrect hash.
  • Fixed an edge case with NONRECURSIVE_DEPENDENCY_DATA in which Scene Bundles would be unable to load MonoScripts and log Missing Behaviour warnings at runtime.
  • New Project Behavior Change: PrefabPacked bundles now use a header size of 2 bytes instead of 4 bytes to reduce file identifier collision frequency in large projects.
    • Previous behavior can be restored via the Scriptable Build Pipeline Preferences window.
  • New Preference: FileID Generator Seed allows you to set a seed for file identifier generation to avoid project specific collisions.

1.19.1

30 Jun 16:10
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[1.19.1] - 2021-06-04

  • Improved performance of the GenerateBundlePacking build task.
  • Updated version define for NONRECURSIVE_DEPENDENCY_DATA to match backported Unity 2019.4.19f1 version.

1.19.0

08 Jun 02:10
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[1.19.0] - 2021-05-20

  • Replaced our use of BinaryFormatter with new "USerialize"
    • USerializer performance in synthetic tests is about 40x faster than BinaryFormatter
    • Real world project tests have seen about 1.8x improvement of cold cache build times, and about 6x improvement of warm cache build times.
  • Fixed a case where internal type hash was not being cached correctly causing constant cold cache hits.
  • Fixed a case where previous build results could influence a new build incorrectly by including the wrong dlls.
  • Fixed a case where multiple scenes in the same asset bundle could generate invalid or incorrect dependencies and not load all necessary data.
  • Minor fix for native tep profiling results to separate the event name from the event context and to properly string escape the context.
  • Added the DisableVisibleSubAssetRepresentations build parameter.

1.15.2

27 Jan 01:10
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[1.15.2] - 2021-01-20

  • Fixes for automated testing

1.14.1

12 Nov 19:21
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[1.14.1] - 2020-11-05

  • Fixed issue with invalid cast exception getting thrown in GenerateLinkXML on certain Unity versions.

1.15.1

20 Nov 16:36
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[1.15.1] - 2020-10-29

  • Added support for per type caching and incremental rebuild triggers

1.14.0

22 Oct 16:20
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[1.14.0] - 2020-10-21

  • Added API to build player scripts to a separate location from Temp or Output Folders.

1.13.1

13 Oct 17:18
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[1.13.1] - 2020-09-24

  • Fixed an edge case where changing PlayerSettings.mipStripping did not rebuild asset bundles as required.
  • Fixed an edge case where changing QualitySettings.maximumLODLevel did not rebuild scene bundles as required.
  • Reduced unnecessary bundle rebuilds due to too much data in BuildReferenceMap
  • Removed unnecessary memory overhead when hashing large data sets for caching.
  • Added API to build player scripts to a separate location from Temp or Output Folders.
  • Fixed SpookyHash and improved it's performance when used on Unity 2020.1 and greater versions.
  • SpookyHash will be the default hashing method in Scriptable Build Pipeline on Untiy 2021.1 and greater.
  • Contiguous Bundles will be Opt-Out in Addressables & Scriptable Build Pipeline in Untiy 2021.1 and greater.

1.12.0

22 Sep 17:11
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[1.12.0] - 2020-08-24

  • Improved thread handling of the Cache Save, Upload, and Prune operations.
  • Improved caching performance of the WriteSerializedFile build task with projects using many Prefabs in Scenes.

1.11.2

27 Aug 20:10
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[1.11.2] - 2020-08-24

  • Improved thread handling of the Cache Save, Upload, and Prune operations.