This upgrade guide describes how to upgrade to version 2022.2 of Unity’s built-in render pipeline. To upgrade to other render pipelines to version 2022.2, see:
To upgrade other packages, refer to the documentation for the packages you are using.
The EnlightenA lighting system by Geomerics used in Unity for lightmapping and for Enlighten Realtime Global Illumination. More info
See in Glossary Baked Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary lightmapping backend is no longer available by default. When you upgrade a project to this version, Unity removes the Enlighten baking backend from the lightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary selection dropdown and substitutes a Progressive Lightmapper in every SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary where you’ve selected the Enlighten baking backend.
On Apple silicon devices, Unity substitutes the Progressive GPU Lightmapper for the Enlighten baking backend. On all other devices, Unity selects the CPU Progressive Lightmapper.
To continue using the Enlighten baking back end, open Edit > Project Settings > Editor and in the Graphics section of that menu, activate Enable Enlighten for Baked GI (Legacy). However, this option isn’t available in 2023.1 and later.
The Minimum Bounces property of the Progressive Lightmapper is no longer available in the Lighting window.
When you upgrade a project to 2022.2, Unity resets the Minimum Bounces value to 2, the recommended number of minimum bounces for lightmapping. To change this value, edit the LightingSettings API property minBounces.
In 2022.2, Unity updated the default versions of all tools used by Android. The new versions are as follows:
Tool | Version | |
---|---|---|
SDK | ||
Cmdline-tools component | version 6.0 | |
Build-tools component version | 32.0.0 | |
Platform-tools component | 32.0.0 | |
Platform (API level) | 31 and 32 added by default | |
Tools component | Removed | |
NDK | r23b | |
JDK (OpenJDK) | 11.0.14.1+1 | |
GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info See in Glossary |
7.2 | |
Android Gradle Plugin | 7.1.2 |
The update to Gradle version 7.2 changed some build.gradle file configuration options. This required significant changes to Unity’s default gradle templates. Unity won’t attempt to upgrade custom Gradle templates to match the new format which means projects that contain custom template files might fail to build. To solve this, recreate any custom template files based on the new default template files.
For information about the build.gradle
configuration option changes, refer to the Android Gradle Plugin release notes.
The package documentation is located here: https://docs.unity3d.com/Packages/com.unity.ai.navigation@latest
If you have projects that were created with the Navigation feature in previous versions of the Unity engine you can do one of the following:
In either case, the AI Navigation package is automatically installed and added to your project.
To start using the new package you need to convert your project as follows:
As part of the conversion process, the NavMesh Updater makes the following changes:
If the NavMeshes in different scenes are baked with different agent settings then you need to create new Agent types to match those settings. To create the Agent types do the following:
When you have created the new entries you then need to do the following:
To find the settings that were used for each existing NavMesh, select the NavMesh .asset file in the Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary. The NavMesh settings will be displayed in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary.
If your project uses the NavMeshSurface
, NavMeshModifier
, NavMeshModifierVolume
or NavMeshLink
components defined by scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary downloaded from Unity’s NavMeshComponents GitHub repository , then remove those scripts and any associated files before you add the AI Navigation package to your project. If you don’t remove these scripts, you might get conflicts and errors related to these components in the Console. The new components mirror the same behavior as the old components do in your project except when using the following components:
NavMeshSurface
component now includes an option to use only the objects that have a NavMeshModifier
in the baking process.NavMeshModifier
component to child objects in the hierarchy.