A bunch of fixes, tweaks and improvements to built-in VCS (Perforce/Plastic) integration. See everything with "Version Control" in beta release notes https://unity3d.com/unity/beta/2019.3.0b1 …, more to come in 2019.3 betas. Some are backported to earlier releases too.
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Hey you know how Texture2D.LoadRawPixelData was there for "I just have bytes with my pixel data" cases? Turns out the other texture classes (like Texture3D) were missing something similar. Lina added SetPixelData to all of them.
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Mesh class got ability for specifying vertex data formats and much more flexible (and GC / NativeArray friendly) ways of setting data. Check out this overview https://docs.google.com/document/d/1I225X6jAxWN0cheDz_3gnhje3hWNMxTZq3FZQs5KqPc/edit … or scripting docs. More Mesh API improvements to come soon-ish.
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If you had serialized assets with large textures (like Texture2DArray, Texture3D etc.) in them, then selecting or working with them in Inspector was... "not pleasant", due to, err, well complex reasons. Now it's fast and smooth.
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And then a bunch of "all over the place" fixes and improvements scattered all over the place in 2019.3 beta release notes. Here's a link again: https://unity3d.com/unity/beta/2019.3.0b1 … Good night!
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They finally made the switch to Asset Pipeline 2???
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it's on by default in 2019.3, yeah
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Congratulations!
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This is awesome! I will release very soon a new version of Digger / Digger PRO that uses the new terrain hole feature. Big perf improvements are expected as well as full NavMesh support! https://assetstore.unity.com/packages/slug/149753 … Thanks for making this possible!
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Do you know if Vulkan is supported on the Oculus Quest? It's new in UE4, don't know about Unity.
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Le chargement semble prendre du temps.
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