Installers have been componentized to allow for more control over what’s installed with Unity. Please utilize the Download Assistant for full control. The Editor component is now minimized to be the editor, webplayer and MonoDevelop
Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
Animation: Import of Euler curves and runtime Euler interpolation
Asset Bundles: LZ4 compression support - realtime decompression, LZ4 compressed cached bundles
Graphics: Asynchronous Texture Upload
GI: Enlighten Clustering and Lit Clustering scene view modes

Graphics: Scripting API for blend shapes
Graphics: New OpenGL Core (GL3/4) back-end for Mac OS X editor and player
Graphics: Remote Frame Debugger 
Graphics: RenderDoc graphics debugger integrated with Unity Editor
Graphics: Sparse texture support for OpenGL Core and OpenGL ES
iOS: iOS 9 app slicing support
iOS: iOS 9 on demand resource support
iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
iOS: Touch.radius and pressure support added
iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches
iOS: Added Bitcode support. Now iOS apps by default will include Bitcode. Bitcode adds up to 130 MB to the executable size, though this size is not accounted by App Store as distribution size. It will be stripped from your binaries by App Store servers, before your app is delivered to the users. You can inspect Bitcode in your executable by using otool -l command and looking for LLVM sections there.
Mecanim: Human Pose API. Enables humanoid live retargeting. It reads or writes a HumanPose from or to a humanoid skeleton rigs.
Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in “Graphics APIs for Mac” section in build settings.
MonoDevelop: Updated to version 5.9.4
Networking: Support for “Host Migration” in multiplayer games that use the high level API (NetworkMigrationManager component added). When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
Particles: All UI settings exposed to scripting API 
Particles: Custom pivot point support 
Particles: Rendering alignment (World, View, Local) 
Particles: 3D Rotation 
Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. 
Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) 
Particles: 2D Collisions 
Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves 
Physics2D: Added BuoyancyEffector2D component.

Physics2D: Added FixedJoint2D component. 
Physics2D: Added FrictionJoint2D component. 
Physics2D: Added RelativeJoint2D component. 
Physics2D: Added TargetJoint2D component. 
Physics2D: All 2D joints can now automatically configure the connected anchor point (see ‘Auto Configure Connected Anchor’ on 2D joints) 
Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see ‘Break Force’ and ‘Break Torque’ on 2D joints) 
Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see ‘Auto Configure Distance’ on these joints)

Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see ‘Use Auto Mass’ on Rigidbody2D and ‘Density’ on Collider2D) 
Physics2D: SliderJoint2D can now automatically configure the angle (see ‘Auto Configure Angle’ on this joint). 
Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
Scripting: JSON API. Provides an easy and fast way to convert objects to and from JSON format.
SpeedTree: SpeedTree billboards can cast and receive shadows now. 
Testing: Editor Tests Runner integration 
Services: In-App Purchasing (IAP) accessible via the cloud services window
UnityWebRequest: Implemented Android and iOS backend
VR: Head-Tracked Splash Screen
WebGL: Add WebCamTexture support
Windows Store: Added support for IL2CPP scripting backend
2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
Add convenience methods to Dropdown for adding or clearing the options.
Added a new property to control the width of the caret in UI.InputField.
Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
Added a ReadOnly property to UI.InputField
Added buildProgress property to Lightmapping.
Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
Android: WWW - report HTTP status and response in case of failure
API Updater: Report read only scripts instead of silently failing
Asset Loading: Serialisation errors that produce “serialisation layout mismatch” errors will now attempt to include the name of the root type being serialised when the error was encountered.
CacheServer: add ‘–check’ and ‘–fix’ command line options for integrity check.
Clear script function added to remove all points from a TrailRenderer
Core: Added SystemInfo.processorFrequency scripting API.
Crunch texture compression: Improve compression quality of normal maps
Debug.Assert got new overloads and Debug.LogAssert was added
Editor: Add Plane primitive preview option to material preview inspector
Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
Editor: Added support for locking the inspector to multiple objects.
Editor: Components in the inspector with no options will no longer display an expansion arrow.
Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
Exposed all particle module parameters to script
FrameDebugger: You can now see shader properties when you click on the draw call.
GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
GI: Greatly improved precompute performance (and bake as a side effect)! Clustering and light transport stages of the precompute are now considerably faster thanks to the upgrade to Enlighten 3.02. The entire precompute became 1.5-2 times faster. The precompute is currently a part of the bake, so bakes got faster too. 
GI: Increase maximum allowed GI cache size.
GI: Move Atlas Size to Baked GI section in Lighting window.
GI: Renamed LightmapSnapshot to LightingDataAsset
Graphics: Added Mesh.GetUVs with overloads for List, List, List
Graphics: Ability to render to multiple displays on PC.
Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
Graphics: Expose GraphicsSettings class to scripting API.
Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
Graphics: Reflection cubemap convolution is GGX now.
Graphics: Reflection cubemap convolution preserves HDR highlights better.
Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded “geometry job” system. Yay more multi-threading!
Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
Improved “The referenced script on this Behaviour” message with the game object name in the player, it will look now like ‘The referenced script on this Behaviour (Game Object ‘Main Camera’) is missing!’.
Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
Integrated the industry standard for tangent space “mikktspace” into Unity. This allows artists to get seamless lighting since compatibility is ensured between normal map baker and renderer (particular xNormal and several other bakers).
iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
iOS: Added support for iPad launch screens
MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be defined in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed markup from documentation tool-tips.
MonoDevelop: Updated to version 5.9.6.
OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
OSX Standalone: Set player name to the value of PlayerSettings.ProductName
Particles: A percentage of particles can now be rotated in the opposite direction.
Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
Particles: More collision options added, for extra flexibility and more intuitive behaviour
Particles: Pivot offset now supports 3D, to move particles back/forwards
Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
Physics: Added ‘OneWayGrouping’ property to PlatformEffector2D to group contacts.
Physics: All new icons for all 2D physics types.
Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won’t mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won’t have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
Pointer selection across multiple lines in UI.InputField is improved.
Reflection Probes: Ability to turn off deferred reflections when using deferred shading. When “no support” is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
Scripting: Added CustomYieldInstruction class for implementing custom yield instructions
Scripting: Added Matrix4x4.determinant property.
Scripting: Added WaitWhile and WaitUntil yield instructions.
Select All keyboard command now works for UI.InputField in Editor mode.
Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
SpeedTree: Billboard batching performance is improved a bit.
Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
TextGenerator now exposes the topY position of each line in UILineInfo.
UI: Add caret color field to InputField as text color isn’t always correct
UI: Added force update method to InputField to allow instant recalculations
UI: CanvasUpdateRegistry no longer checks for a element to be present twice
UI: initial pooling of renderers will no longer iterate unnecessary elements
UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
UI: Updated the max number of submeshes from 5 to 9
Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
WebGL: Compress player’s data using LZ4
WebGL: Make the path names for all output files configurable in the html
WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level -WebGL: Support soft shadows -WebGL: Higher quality Standard Shader -WebGL: Made it possible to relocate all build output files by changing only the main html output.
Windows Store Apps: LocationService will now start the first time it’s Start() method is called with user consent being asked at that moment.
Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.