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for entity-based applications it is disabled. Therefore, lightmaps should manually be generated through Window > Rendering > Lighting.\n* When there is no directional light outside the subscene, ambient lighting will be missing from the editor's playmode and the player. Other lighting data e.g. max distance for cascade shadows will also be different compared to when directional light is outside the subscene.\n* If there a camera renders into a RenderTexture and this RenderTexture is assigned on a material on a MeshRenderer object inside the subscene, the RenderTexture will be incorrect in player.\n* Shader variants for DOTS_INSTANCING_ON will always be compiled and included in player build as they are not being stripped even if they are not in use. This could result in longer player build time and potentially increase runtime memory usage.\n* If a scene has fog enabled or has lightmap, and if the subscene does not have the same fog / lightmap settings, when making a player build, the subscene objects will be rendering wrong as they have wrong fog mode / lightmap modes as the shader variant is being stripped.\n* Preview is not supported for ParticleSystem and VisualEffect (VFX) objects in subscene.\n* ParticleSystem in subscene with Light module won't render the lights.\n* When HDRP PlanarReflectionProbe object is in subscene, it is expected that the 'Maximum Planar Reflection Probes on Screen' property in the HDRP asset needs to be increased.\n* Subtractive lighting mode renders incorrectly in subscene.\n* HDRP LocalVolumetricFog component renders 2x density in subscene.\n* HDRP LitTessellation shader errors on OSX Metal.\n* LOD max level does not work for entities.\n* LOD crossfade is not supported for entities.\n* Vertex attributes in Rendering Debugger renders pink for entities in URP.\n* URP Decal Projector does not work inside the subscene.\n* Lens flare component is not supported in subscene.\n* Textmesh Pro component is not supported in subscene.\n* UI and Canvas components are not supported in subscene.\n* SpeedTree shaders are not supported in subscene in URP.\n* Universal render Pipeline/ 2D shaders are not supported on a MeshRenderer. Note: SpriteRenderer components are companion components.\n* Universal render Pipeline/VR shaders are not supported in subscene.\n* Terrains are not supported in subscene.\n* On Console, there is a subscene async load crash issue that might cause player build crashes very quickly after running.\n* On Console, there might be some lighting artifacts due to GfxDevice issues.\n* On Console, objects in scenes with multiple cameras might flicker in player due to an issue in native graphics jobs."},"type":"asset","unity":"2022.2","upmCi":{"footprint":"6fe4ea258968962ccd225ece0655808c227c4f7c"},"repository":{"url":"https://github.cds.internal.unity3d.com/unity/dots.git","type":"git","revision":"464acdc5351df3c5deeb425d7aa31f4c7b20c0cf"},"unityRelease":"15f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.0/manual/index.html","name":"com.unity.entities.graphics","version":"1.0.10","displayName":"Entities Graphics","description":"The Entities Graphics package 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based on the maximum number of worker threads the running platform requires rather than defaulting to using a theoretical upper-bound of 128 worker threads.\n\n### Fixed\n\n* Entities Graphics Occlusion shader throws errors when building the project\n* Fixed a GraphicsBuffer leak that could occur in cases where Entities Graphics is running without any entities to render.\n* enabling/disabling per-view occlusion"},"type":"asset","unity":"2022.2","upmCi":{"footprint":"dd45e7aa3a48f1e92bc2e58d8028c2c946fbbd72"},"repository":{"url":"https://github.cds.internal.unity3d.com/unity/dots.git","type":"git","revision":"25dfb648cd0fabcf13fed46219e5fbe0fdabe4ac"},"unityRelease":"15f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.0/manual/index.html","name":"com.unity.entities.graphics","version":"1.0.8","displayName":"Entities Graphics","description":"The Entities Graphics package provides systems and components for drawing meshes using DOTS, including support 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Relevant properties have also been changed from using a float4 for color in the inspector to use a color property instead.\n* `PushBlendWeightSystem.cs`, `PushSkinMatrixSystem.cs`, `MeshRendererBaking.cs` script files have been updated to the latest idiomatic `foreach()`.\n* Changed skin matrix / blend shape weight access in CopyBlendShapeWeightsToGPUJob and CopySkinMatricesToGPUJob to readonly.\n* Improved `SkinnedMeshRenderer` baking performance\n* Updated com.unity.render-pipelines.core dependency from 14.0.4 to 14.0.6\n\n### Removed\n\n * Removed RemapMaterialMeshIndexJob. Both array indices and runtime IDs are now directly supported for MaterialMeshInfo.\n\n### Fixed\n\n* Occlusion browser not being updated properly in play mode.\n* Only call UpdateAllBatches if there are entities graphics chunks\n* Fixed a bug with Baked Lights inside subscenes, where the bakingOutput of such Lights was not updated correctly.\n* Fixed global ambient probe when multiple cameras are present with HDRP\n* Light baking will cause the MeshRenderers to bake, thus automatically updating the light map in the entities scene. This previously required forcing the reimport of the entity scene.\n* 'GraphicsDeviceType.OpenGLES2' is obsolete: 'OpenGL ES 2.0 is no longer supported in Unity 2023.1'"},"type":"asset","unity":"2022.2","upmCi":{"footprint":"36cf9c3e9000b35de661843f4e4d150f99fbca3c"},"repository":{"url":"https://github.cds.internal.unity3d.com/unity/dots.git","type":"git","revision":"0e572178431e16c09c6c434c873bf0c60e52a5e9"},"unityRelease":"2f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.0/manual/index.html","name":"com.unity.entities.graphics","version":"1.0.0-pre.44","displayName":"Entities Graphics","description":"The Entities Graphics package provides systems and components for drawing meshes using DOTS, including support for instanced mesh rendering and 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