2026.1.6 Update: Engine and Cubism SDK update
[h3]Version: 2026.1.6[/h3][p][/p]
- [p]General: Updated engine to Unity 6.0[/p]
- [p]General: Updated Cubism SDK to version 5r4[/p]
- [p]General: Hovering over a model slot number now displays the name of the currently loaded model[/p]
- [p]General: Optimized the User Tag functionality[/p]
- [p]General: Improved click detection logic to resolve issues where excessive overlapping click areas prevented certain regions from being triggered[/p]
- [p]General: Optimized the cache file size for the Steam Workshop list[/p]
- [p]General: Fixed an issue where thumbnails would display incorrectly when Workshop items were modified[/p]
- [p]General: Fixed a bug where switching tags in the Quick Menu prevented non-tagged models from loading in the Control Panel[/p]
- [p]Control Panel: Fixed the year display issue for Workshop files[/p]
- [p]Control Panel: The Tag Edit page now displays the number of items associated with each tag[/p]
- [p]EX Studio: Added options related to Cubism Masking[/p]
- [p]This update, coming after a seven-year interval, upgrades the engine from Unity 2019 to Unity 6.0. The purpose is to adapt to the latest SDKs, enhance compatibility with modern computer hardware, and prepare for full native support for Apple Silicon[/p]
- [p]Due to the significant leap between engine versions, there is a possibility of instability or unknown issues occurring[/p]
- [p]This SDK update may cause issues with some older models; if you encounter any, please feel free to provide feedback[/p]
- [p]This update is intended solely to provide experienced creators with more detailed options. Modifying Cubism masks under certain settings can severely impact performance; please do not make adjustments unless necessary or if you are unsure of the usage[/p]
- [p]Instead of increasing the mask size, it is recommended to first try increasing the number of mask textures. Total mask resolution = number of mask textures × mask size. In some cases, six 1024-sized textures can achieve the same visual quality as one 4096-sized texture. In such scenarios, the former is preferred because the total resolution is lower, resulting in a smaller impact on performance[/p]