Primarily driven by Unity upgrading older versions of their engine, I've taken the time to implement the following:
Engine Update
- The version of Unity that Cyberpulse runs has been updated to a release that addresses a potential security vulnerability. This vulnerability was prospective—not something known to have caused actual issues—and almost certainly did not affect any Cyberpulse players. That said, always good to keep software up-to-date. If curious, you can read more here.
Fixes
- The sector Citadel has had a fix to its late enemy waves so there are no issues with spawning.
- Maps with circular layouts have had extra colliders added to the boundary to help stop enemies from (rarely) tunnelling when thrown at high speeds.
- An uncommon hang that could occur during the final score tally due to floating point issues has been eliminated.
Thank you for playing Cyberpulse! 👾