# Unity 4.5.5

The Unity 4.5.5 release brings you some improvements and fixes. Read the release notes below for details.

For more information about the previous main release, see the [Unity 4.5 Release Notes](https://unity.com/unity/whats-new/unity-4.5).

## Release notes

### Improvements

- Editor: Added additional logging when the MonoDevelop script editor was opened on OSX.
- iOS: Added support for iPhone 6 & iPhone 6 Plus.
- iOS: Display the number of finished files in AOT cross-compile progress bar.
- Linux: Implemented screen-fullscreen command line option.
- OSX: Implemented show-screen-selector command-line option.
- Physics: Show inspector warning when a 2D collider removes generated collision shape(s) because they fail verification. This supplements the existing warning when no collision shapes are present.
- Shaders: Improved performance of importing complex surface shaders (with many multi\_compile directives).
- Shaders: Improved performance of shader compilation for OpenGL platforms.

### Fixes

- Android: Android TV - Fixed uses-feature attribute in manifest that could require touchscreen.
- Android: Fixed delay when resuming game from paused state.
- Android: Fixed flickering screen on resume.
- Android: Added missing implementation of UnityMemoryBarrier()
- Android: Fixed crash on application resume on Adreno devices with Android 4.1.1 or 4.1.2.
- Android: Preventing black frame to be displayed when on-screen keyboard appears/disappears.
- Android: Export now works for projects that use UnityPlayerActivity or UnityPlayerProxyActivity.
- Asset Import: Recompile scripts synchronously when the -buildTarget parameter is used.
- Core: Fixed the "Failed to initialize unity graphics" error when using the -no-graphics flag in OS X
- Direct3D 11: Unity will now correctly fall back to no MSAA depth textures if the GPU does not support ones with MSAA.
- Documentation: Fixed rendering for richText.
- Editor: Fixed word wrapping in the detail area of the console.
- Editor: Handle an intermittent failure in CoCreateInstance during the Visual Studio launch process.
- Editor: Open a script in the correct version of Visual Studio when the script is already open in a different version.
- Editor: Fixed selected wireframe not rendered if object's shader has GrabPass as the first pass.
- Editor: Use External Editor argument expansion in undocumented API.
- Editor: Fixed an issue whereby dragging a prefab into hierarchy from project view was not selected automatically.
- Editor: Don't pass out incorrect PropertyHandler on first call to GetHandler.
- Flash : Empty project no longer has (harmless) errors in the log.
- OpenGL ES 2: Fixed issues with native plugin called in OnPreRender .
- Graphics: Send kGfxDeviceEventInitialize to native plugins if renderer changes.
- Graphics: Fixed light culling with custom projection matrix.
- Image Effects: Fixed Image filters targeting a render texture when a camera doesn't clear the color buffer.
- Image Effects: Fixed Fast Bloom rendering upside down on Direct3D when anti-aliasing was used (reimport Image Effects package to get the fix).
- iOS: Adaptively increase AOT build timeout to fix builds on large projects.
- iOS: Do not run excessive number of mono AOT compiler instances.
- iOS: Fixed Xcode 6 GM build & run support.
- iOS: Fixed Xcode 6 GM Simulator support.
- License: Give permissions to Users group on Windows to modify/write the license .ulf file, after Unity was activated by an administrator.
- Linux: When using "Default is fullscreen" and "Default is native resolution" on a multidisplay system, store the resolution pref from the actual window size instead of the full desktop resolution.
- Manual: Update documentation for player command line arguments.
- Mecanim: Fixed trigger parameter consumption when used by multiple layers.
- OSX: Now GameKit is loaded dynamically, it should help with Mac App Store submissions for games, which are not using Game Center.
- OSX: Application.persistentDataPath changed from ~/Library/Caches/ to ~/Library/Application Support/
- Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for 3D physics now don't take priority over 2D physics, they can run simultaneously.
- Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for both 2D and 3D colliders now correctly use camera near/far plane distance.
- Scripting: Properly validate class constraint on generics with reference type constraint.
- Shaders: Fixed #include processing that are nested in #ifdef blocks in surface shaders.
- Shaders: Fixed faceforward() for OpenGL platforms.
- Shaders: VFACE pixel shader semantic translates more properly to OpenGL platforms now (values of -1 or 1, not 0 or 1 like before).
- Substance: Fixed regression where valid runtime cache data would not be used and ProceduralTextures would be needlessly recomputed.
- Substance: ProceduralTextures are no longer corrupted when switching color space in the editor.
- Substance: ProceduralTextures are no longer corrupted when switching the masterTextureLimit in the editor.
- Substance: Textures generated from a cloned ProceduralMaterial now have the proper alpha channel.
- Terrain: Now tree imposter image will render in correct color space.
- Version Control: Disallowing moving/renaming version controlled files that are changed/checked out remote.
- WebCamTexture: Uses the first webcam device by default on all platforms.
- WebPlayer: Fixed WebPlayer Loading failure when UNITY\_DISABLE\_PLUGIN\_UPDATES = yes.
- Windows Phone 8.0: Fixed an issue which caused rendering from scripts not to work the same frame that back button was pressed on certain devices.
- Windows Phone 8.0: Using image effects no longer distorts the image resolution.
- Windows Phone 8.1: Fixed copying of 240% sized wide tile to final VS solution.
- Windows Phone 8.1: TouchScreenKeyboard.visible no longer throws an exception if called before creating an actual keyboard.
- Windows Phone 8.1: Unity no longer overrides 106x106 icon in final VS solution when a custom icon is placed there.
- Windows Player: Fixed blank window appearing briefly before entering fullscreen mode.
- Windows Store Apps: Fixed an issue which caused C# scripts to sometimes be included to wrong assemblies if "Debugging C# projects" checkbox was checked when building the project.
- Windows Store Apps: C++ plugins are now correctly copied to output directory when using C++ project type.
- Windows Store Apps: Unprocessed plugins are no longer included in Visual Studio pre-build event.
- Windows Store Apps: Unity C# projects are referenced by project references instead of assembly references.
- Windows Store Apps / Windows Phone: Fixed an issue which caused methods of WebHeaderCollection class throw exceptions
- Windows Store Apps / Windows Phone 8.1: Fixed Screen.dpi to return physical screen DPI, instead of logical DPI.
- Windows Store Apps / Windows Phone 8.1: Significantly reduces memory used by compressed audio.
