WebGL: asm. Android: Enhanced big. This fixes core detection on Parker. Development builds still have symbols, which makes for a slightly larger binary.
Use this value when you do not need a mask. Animation: Implemented Reset for BlendTrees. Animation: Import avatar improvements: A warning is now generated when importing avatar configurations with hierarchies that do not match properly.
These configurations continue to work, but do need to be updated with a proper avatar configuration. This update also includes improvements to the default auto-mapping. Build Pipeline: AssetBundles now work with engine code stripping. A custom player build can understand which AssetBundles will be loaded by the player at run time, and determine which parts of the engine code those AssetBundles need to preserve. See BuildPipeline. BuildPlayer method change for more information.
Build Pipeline: Optimized the build pipeline so that AssetBundles which contain Scene files don't need to recompile the scripts every time. This results in a much quicker build process. Cache Server: Upgraded the node. Collaboration: Various bug fixes and UI improvements. Editor: Added 'Discard changes' in Scene context menu in the Hierarchy. This reloads selected modified Scenes from disk. Editor: Added support for resizing the height of the Preferences window.
Editor: Added undo support for Sorting Layers. Editor: Added Unity version to the main Unity Editor window title bar, making it easy to see which Unity version you currently have open. Editor: Area lights now indicate their effective range in the Inspector. ObjectContent now adds type information to the text string as shown for ObjectFields. For example: "Concrete Texture2D " instead of "Concrete". Previously it would still be visible when the object's parent was selected. Editor: It is now possible to dock views to the tops of windows and other views.
Previously only left, right and bottom were possible. This update applied to macOS-only, because retina support is currently macOS-only. Editor: Unity now treats quotes in the.
Editor: Windows Editor now remembers the directory where a project was last created, and defaults to that location rather than the directory of the last opened project. Graphics: Added Graphics.
DrawMeshInstanced and CommandBuffer. DrawMeshInstanced API, allowing instanced draws without the overhead of creating thousands of renderers. Graphics: Added RenderTexture. GenerateMips script API for manual control over mipmap generation. Renamed existing RenderTexture. Light Probes are still not allowed. Graphics: Improve shadows precision for large game worlds.
Use reverse-float depth buffer for improved depth buffer precision on modern GPUs. Particularly improves directional light shadowing for large view distances. OpenGL ES 3. The "Recalculate Bounds" button is now only enabled when clicking it will result in a change. Now it enables instancing, and soon compute shaders on Metal. Graphics: Multi-Scene occlusion culling now works correctly. Note that the data is stored relative to the active Scene, and is loaded correctly when loading any Scene or group of Scenes that reference it.
Graphics: Shader. Graphics: Static batch rendering is now faster, and uses fewer draw calls in many cases. Use function logs a warning if the event type is Repaint or Layout. Previously, only absolute symlinks were used. Occlusion Culling: Unity now supports multi-Scene occlusion culling. Scenes built concurrently will be computed as expected. This shows the world and local AABB for the system. Particles: Added a new Render mode to make particle billboards face the eye position.
This is good for VR rendering. Particles: Added a new Shape Module option to rotate particles to face their initial direction of travel. Particles: Gradients now support a fixed color mode, where no blending is performed. This is useful when users want to define a simple list of possible colors to be chosen from. Particles: Gravity Modifier can now be a curve over time. Particles: Improved the Particle System curve editor so that it now supports wrap modes, and improved selection and editing of keys.
This platform is web-based, therefore there is no need for the Unity Editor to make a new build of the game. It allows to share build links to external parties. Has a mobile webpage which. The final release of Unity Pro 5.
Unity Patch crack has got unique multiplatform coverage which will help you in reaching maximum audience. It will also let you deploy your developed games instantly to all the supported platforms freely. Is the most recent and top downloading diversion improvement stage. Workaround is to use Asset Store package Unity Ads 2. This will be fixed as soon as possible. This will be fixed in a future patch release. Warning about missing object references in the inspector after upgraded to 5.
We have only received one bug report and we have not been able to reproduce the issue. Quit the editor and re-open your project and the references should come back correctly. Fixes AI: Fix for "! InCrowdSystem" and "! UnloadUnusedAssets with Animators caused by orphaned references. AR: Fixed a crash when exiting play mode during a Holographic Simulation session.
DoClear, Camera. Render, Graphics. SetupVertexLights, obsolete Graphics. SetBorderColor, Screen. GetResolution use currentResolution , Mesh. Vertex programs are always supported. GetPhysicMaterial and TerrainData. This means that image effects that used "alpha as fake HDR" e.
Built-in default "gray" shader texture is color space aware now. Built-in functionality for directional lightmaps, dynamic Enlighten GI and soft shadows all require shader model 3. If you had them declared in your own shader code, you might need to remove them we'll try to do that automatically.
Fog handling in shaders was changed. For surface shaders and fixed function shaders, nothing to do. Can add "nofog" to surface shader pragma line to explicitly make it not support fog. Check out built-in shader source, for example Unlit-Normal how to do it.
Improved error messages for some shader compilation errors. This makes per-draw-call CPU overhead slightly lower across all platforms. Removed TexGen. If you have old Projector shaders, they might be using this; upgrade to 4. Removed texture combiner matrix transforms, i. SetTexture stage count is limited to 4 on all platforms. It was never working on mobile, consoles or DirectX 11 anyway. Direct3D 9 shader compiler was switched from Cg 2. This fixes a bunch of issues where Cg was generating invalid D3D9 shader assembly code; and generally produces slightly more efficient shaders.
You no longer need to write " pragma glsl" to get to features like vertex textures or derivative instructions. Shadows All built-in shadow shaders use backface culling now. Shadows on D3D9 require "native shadowmap" support in the driver now pretty much all systems that can do shadows have that, so this should be fairly invisible.
Upside: less shader variants are included into game builds now. Upside: less shader variants and faster shader loading times. Removed screenspace directional light shadow blur PCF 5x5 is used now.
Normal-based shadow bias defaults to 0. Load additional unity web file from website script code. Improvements 2D Added Sprite. Sprite geometry can now be overridden using Sprite. OverrideGeometry Vector2[] vertices, UInt16[] triangles. SpritePacker: Atlas texture name will now also contain the atlas name.
The new AssetPostprocessor. AI Carving navmesh supports carving the detailed tessellation. Fixes height discontinuities when an undulating region is carved Expose pathfinding iteration limit, and avoidance prediction time to script API In Editor the "Show Avoidance" option for NavMeshAgent will show the sampled velocities for avoidance calculation New icons for navmesh asset and components Warn if agent and obstacle components are placed on the same GameObject Warn if navmesh slope bake setting is unreasonable.
Hardware upscaling for Screen. Build fails if only JRE is present. Made VRAM estimation somewhat more correct. Public Java API for attaching custom rendering surfaces.
Reconfiguring antialiasing or changing display framebuffer properties should no longer result in a GL context loss. Reduced system memory usage. Support for Android TV banners. Support for MouseDrag event. Animation Added AnimationEvent. Always display numeric values for Transition's duration, offset and exitTime.
Display Animator stats in inspector: Clip count, curve count, etc. The differences between Generic and Humanoid animation are now less than 0. Runtime access to Animator's parameters Animator. States can now be renamed on synchronized layers Support the case that both SkinnedMeshRenderer and Animator are on the same GameObject optimised mode.
Transition Solo and Mute are now undoable. Trigger parameters now have different UI to distinguish them from Bool parameters. OnPreProcessAnimation, this new callback is called just before animation clips are created. Added ModelImporter. Asset Management Allow to access files with long path more than characters on Windows.
Audio Added more descriptive error message when FMOD fails to initialise on Windows because of sound card drivers configured to give applications exclusive mode access. AudioSources now take up fewer resources. Previously this caused problems when importing projects with a large number of AudioSource contained in prefabs. Improved audio importer interface to be make options more clear Increased default virtual voice count from to and made it user-configurable through project settings.
Renamed AudioSource. There is no longer a mode toggle, but a continuous interpolation between the two states. This is to remove confusion about the nature of this property. This happens before spatial panning is applied and can be applied in conjunction with 3D panning. Blackberry Added "Add Attached Device" to the debug token creation window.
Registration now uses BlackBerry's Currently registered systems do not need to re-register. Documentation Default language for code snippets in the Scripting Reference is C , with many more examples in C available, with Javascript as a secondary language, and Boo removed.
Localized documentation available in Russian, Spanish and Japanese currently based on 4. Improved handling of namespaces, generics and interfaces. API history improved with information about obsolete members. Editor Added maximum texture size option in import settings.
DrawMesh and DrawWireMesh the meshes drawn are pickable too. Added virtual function ScriptableWizard. Added warning on exiting play mode when objects have been spawned into the scene from OnDestroy. Asset Store: The asset store window is now much faster, more responsive, and looks better.
Camera inspector shows camera's depth texture mode. Also, scene view camera makes sure to match main camera's depthTextureMode.
Drag-and-drop assigns material to a specific part of the mesh now. Holding Alt key will assign material to all the parts of the mesh.
Expose RenderTexture color format in the inspector, just like with depth format. Exposed AssetPreview. Finished builds will be shown in OS X notification center when Editor in the background. Improved build times for textures and AudioClips Improved searching for class names in different namespaces and across different user assemblies. License: Added -returnlicense command line option, which returns the currently active license and quits the editor.
License: A progress bar will be shown during returning or releasing a license. Added TexturePropertyMiniThumbnail : Draw a property field for a texture shader property that only takes up a single line height. The thumbnail is shown to the left of the label. Clicking the thumbnail will show a large preview info window. Returns the free rect below the label and before the large thumb object field.
Is used for e. Texture scaling and offset values can now be dragged. Optimization of Hierarchy Window Prevent tooltips from showing while dragging. Tag editor facelift by removing the empty tag and using Reorderable list to draw tags and layers. When browsing for a location to create or open a project, the dialog starts at the location where a project was last created or opened.
When saving scenes, overwrite existing scene file only after successful save. For ex. Added new APIs to get font metrics if you want to implement your own font rendering: Font. Optimized texture rebuilds to happen less often. Added Camera. Added RenderTextureFormat. ARGB and Shadowmap formats. Added Shader. Added SystemInfo. Added Texture2D. SetPixels32 overload that accepts offset and dimensions. When using pure lightmaps, it should in fact look very similar. Allow SkinnedMeshRenderer to accept non-skinned meshes.
DDS importer can import Float, Half and Helps with shadow caster batching, and unlit shaders. Image Effects: GlobalFog image post-processing effect was rewritten. Now it has "distance fog" matches what is set in lighting settings , and optional "height fog" linearly increasing fog density below specified height. Increased maximum number of simultaneous render targets MRT to 8 on capable platforms.
Light intensity now behaves consistently between linear and gamma space rendering mode. Lights in linear mode can now have much higher intensity. The light intensity is now defined to be in gamma space, hence in linear rendering it is converted to linear space when passed to the shader. In linear space the maximum effective light intensity is now 97 while previously it was 8. This reduces RGBM compression artifacts for lightmaps.
Emissive surfaces for enlighten are encoded with a range of 8 in gamma space and 97 in linear space. Meshes: Mesh compression will now also do lossy compression of vertex colors. Optimized per-object light culling in forward rendering by using multiple CPU cores better.
Overhauled stats window to be more compact and profiler rendering stats to be more comprehensive. Reduced memory consumption when loading textures on mobile devices. Rendering code optimized to reduce amount of material SetPass calls. Light probes and lightmap UV transform state changes are now internally applied via MaterialPropertyBlocks without requiring a full SetPass.
This reduces cost on the main thread to send commands to the render thread, and on the the render thread the driver overhead is reduced. Scene View: Can drag a cubemap onto empty space in the scene view to assign it as a skybox. Skinned meshes use less memory by sharing index buffers between instances.
Support for more shader keywords , up from Allow to set compile flags for already existing files in Xcode API Better support for Unity view size changes from native side. Enabled basic background processing. Expose font directories to the trampoline Game controller button pressure is now also exposed as axis float value.
Implement a way to select iOS framework dependencies for native plugins. Improved performance of adding large number of files to Xcode project Optimized Texture2D. Linux Added Input. IsJoystickPreconfigured for querying 5. Networking WWW: Populate. Internally multithreaded parts culling, skinning, mecanim, Temporary memory allocations done by some jobs are more efficient now. Improved loading performance.
More work has been offloaded to the loading thread, reducing the overhead of asynchronous loading on the main thread. Instantiate performance has been improved. Mecanim optimizations: Optimized Animator Enable , 2x speed on complex controllers. Optimized Animator memory usage per instance, 2x smaller on complex controllers. Improved performance for Animator Tool.
Optimized memory usage and runtime performance when serializing objects with backward compatibility type-tree enabled. Optimized texture importing performance. Static batching performance is improved in many cases.
Updated occlusion culling Umbra version; contains improvements for mobile Umbra culling performance, and improves occlusion culling robustness in some cases. Physics Adaptive force is now optional disabled by default.
Changed default cloth coefficient values, and added info boxes to cloth editor Cloth constraint editing UI has been replaced by a more intuitive UI inside the Scene View. Cloth; exposed sleep force parameter to tune minimum force after which cloth will start sleeping. Cloth; exposed tethers flag to improve cloth simulation quality. Cloth inspector is now much faster and capable of dealing with meshes of any vertex count Exposed a function ConfigureVehicleSubsteps in WheelCollider to make it possible for developers to customise vehicle sub-stepping.
This helps setting up heavy vehicles, that require different amount of sub-steps to simulate wheels correctly. Make scaling mesh colliders cheaper, by not creating a new mesh with scaling applied to it with every scale change. Redesigned WheelCollider gizmo to show more relevant information. Removed internal lock in PhysXRaycast, particles should now be able to process raycasts in multithreaded mode.
Show inconsistent hinge joint constraints in inspector Updated default values for WheelCollider as the old ones did not make any sense with new PhysX. Players Add -show-screen-selector command line option for Linux and Windows. Cursor management cleanup Screen. Previous behavior was that you would need to wait until all the scenes were built, and you would only then see that plugin with same filename is trying to overwrite another plugin.
Image Effects have profiling blocks with the script name in them, instead of a generic "ImageEffect". Create with Unity in three steps. Download the Unity Hub Follow the instructions onscreen for guidance through the installation process and setup. Choose your Unity version Install the latest version of Unity, an older release, or a beta featuring the latest in-development features. Start your project Begin creating from scratch, or pick a template to get your first project up and running quickly.
Unity Hub system requirements. What is the Unity Hub?
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