Release 2.13 This update has 2 years of production usage. This includes numerous speed improvements, many bug fixes and stability improvements. There are way too many to list all, but here are the hightlights: New features: Updated Skins Speed improvements switching to native arrays in various places New Materials used Compatibility across Built-in, URP and HDRP New "Simple Setup" scene to customize as a base character editor Many Blendshape fixes and changes Reorganized inspectors, greatly enhanced Avatar inspector, including: Ability to add multiple recipes, enable disable them, filter them. Ability to add DNA in editor Able to set "base" colors in color editor Get directly to race, race recipe, DNA Converters, and Boneposes New compositing textures to lower VRAM usage Faster building Greatly enhanced utilities in the global library Dynamic compression for hair, based on clipping plane(s) Filters to limit asset searches to ease library rebuild Photoshop style blend modes for combining textures Material animator New HumanBoy/HumanGirl races (compatible with HumanMale, HumanFemale) Favorites window New attachment options to ease holding items. Significantly smaller bundles when using Addressables (removes material references and slot references where not required) Added Addressable Build sample to show how to build smallest bundles and rebuild/label items in build script to address various issues with larger art teams. Ability to recalculate normals during build Added Burst support Fixed man multi-culture issues with strings Fixed AvatarDefinition to save Shader Parameter blocks with colors Lowered size of AvatarDefinition String Enable/disable slots in recipe editor for testing Added integrated tags editor into recipe editors Ability to match/hide by tags, simplifying process drastically Drag and drop recipe merging Fixed photobooth to work with SRPs New Tools: Texture combiner - for combining texture channels Normal Viewer - see where the normals are after combining Convert slots to meshes Welding - Tools to copy vertex normals, bone weights from slots to match pieces together, or update weighting on slots without changing vertex count or order. For asset creators/developers Multi-SRP compatiblity on materials. Multi-SRP materials shipped with UMA. Added "Second pass material" to UMAMaterial to emulate mult-pass shaders Override textures, bones, and vertexes by character (helpful for 3rd party avatar tools). New Material Types - to use existing textures, or use existing materials - these modes are useful for customizable characters without generating rendertextures (much faster, but less customizable). Meshcombiner tracks where every slot is inside the generated mesh, so you can get to the vertexes directly if needed. Also tracks where textures are placed in the Atlas. This will likely be the last major release of UMA 2 (bugfix releases are of course possible), with all future enhancements going into UMA 3, which will retain asset compatibility.