Unity version 5.5 download






















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.

Physics: Added more performance metrics to the Physics profiler. Physics: All Effector inspector editors now use animated roll-outs to group properties. Physics: Exposed Physics. This is disabled by default, so all physics queries do not detect hits with backface triangles. Previously, some queries would detect and some wouldn't, which was inconsistent. Physics: Physics engine updated from PhysX 3.

Plugins: You can exclude specific platforms when "Any Platform" is selected. This allows you to set plug-in compatibilities on any platform except your selected specific platform. Separate TV IPs with a forward slash to do this. Scripting: EditorJsonUtility now allows any object type to be passed in for serialization, not just UnityEngine. Object types. This means vanilla C types can take advantage of the object reference serialization behaviour.

Scripting: Improved the performance of System. Scripting: JsonUtility. ToJson is now faster and uses less temporary memory. Scripting: Upgraded C compiler to Mono 4. The new compiler still targets C 4 and. NET 3. Serialization: Added new scripting class attribute 'PreferBinarySerialization' which allows developers to hint Unity that a ScriptableObject derived type prefers to use binary serialization regardless of project's asset serialization mode.

Serialization: The serialization depth limit warning now prints the serialization hierarchy that triggered the warning. Services: Game Performance service; added option to prevent exceptions that occur in Play mode in the Editor from being reported.

Previously this was a script-only setting on the Material. Shaders: Fixed various half-pixel offset issues when using Direct3D 9. Shaders: Improved exception messages when passing invalid arguments to the ComputeShader constructor. Only the active API's data will be decompressed in the player. Shaders: Improved usability of "Show compiled code" for Shaders. Now compiled Shader variants are grouped together in a more useful way.

Shaders: Increased the number of allowed shader keywords to up from Optimized related parts of the code, so it's often actually faster now. See 5. Shaders: Shaders are now exported to the Unity player completely in binary. There is no Shader text string and parsing in run time. Shaders: When Shader compilation fails and the reason is unknown, the error output from the platform Shader compiler is now shown in the error message.

SetHeights and setting the size property are faster now. Unity Ads: Updated Unity Ads to v2. Fixed crashes related to calling user-defined callbacks from outside the main Unity thread.

This results in a faster VisualStudio startup time. GetLocalRotation and UnityEngine. VR: Updated the native plug-in support for VR devices. Plug-ins in user projects override native VR plugins when used. WebGL: Rebuilds which don't change code now cache the complete JS build, resulting in much faster iteration times.

WebGL: Reduced the size of release builds by stripping away duplicate functions. PDB files are large, but useful for profiling or crash debugging. Windows Standalone: Windows Standalone applications can now correctly run in low integrity mode. This allows for generated solutions to reference Unity files from the Unity installation folder, instead of copying them to an exported folder.

This can save up to 10 GB of disk space. Note that you can't copy the exported folder to another PC, because there is a dependency on Unity's installation folder.

This is an alternative to independent input sources. Windows Store: Added partial hardware cursor support. The default cursor set in PlayerSettings acts as a hardware cursor. Cursors set at runtime still act as software cursors. See Cursor documentation for more information. Windows Store: Added the concept of "target device type", which allows you to target only one family of devices such as PC, mobile or HoloLens.

This enables better resource optimization for a particular device type. See documentation on EditorUserBuildSettings. Windows Store: Assembly C projects are now generated next to the main solution in the GeneratedProjects folder.

Windows Store: Expanded UnityEngine. If you pass 0 to this function, it will restore the cursor to arrow icon. To turn on older implementation, pass the command line argument -forceTextBoxBasedKeyboard. AI and UnityEditor. Asset Pipeline: Added an offset argument to the AssetBundle. CreateFromFile and AssetBundle. LoadFromFile methods. Asset Pipeline: EditorApplication. SaveAssets has been deprecated; use AssetDatabase.

SaveAssets instead. The ScriptUpgrader should fix existing code automatically. Asset Pipeline: New argument to the BuildPipeline. BuildPlayer method to support Asset Bundle engine code stripping.

Editor: Add MonoBehaviour. Editor: Added Handles. DrawWireCube to draw cubes in the same way as Gizmos. Graphics: Added array property getters e. Graphics: Added bool SystemInfo.

ResolvedDepth enum so command buffers can use it. Graphics: Added CommandBuffer. Graphics: Added Light. Graphics: Added property getters e. GetGlobalFloat for Shader class. Graphics: Added QualitySettings. New script APIs for that: Mesh. Graphics: SystemInfo. HoloLens: Removed the preview mode parameter from PhotoCapture.

The "Custom Material" render setting is now "Visualization". Particles: Added IsEmitting property. Particles: Fully exposed main particle properties to script. Particles: Particles Stop function now takes an enum to stop emitting or stop emitting and clear. Physics: PlatformEffector2D now has a rotationalOffset property to adjust the local up surface vector. Physics: Rigidbody2D component now has a bodyType property that allows selection of Dynamic, Kinematic or Static bodies.

Physics: The following properties have been renamed: Physics. CapsuleCast and Physics2D. OverlapCapsule API. SceneManager: UnloadScene has now be marked deprecated and will throw an exception if called at illegal times.

Unload to unload Unity from memory without exiting the application. Scripting: Add missing generic overloads for Object. Object subclasses. Substance: Added ProceduralMaterial. FreezeAndReleaseSourceData function. This makes the material immutable and releases some data to decrease memory footprint.

Terrain: Added Terrain. Terrain: Added TerrainData. Tizen: Add UnityEngine. UI: Added rootCanvas property to Canvas. Android: Fixed crash bug related to LocationService. Android: Show name of missing library on export failure. Android: Vibrate is now asynchronous.

CrossFade is now interruptable like Animator. SetTrigger was not forwarded to all AnimatorControllers in a playable graph. GetCurrentAnimatorStateInfo during an interrupted transition. Play on a disabled GameObject during playback. Motion curves for generic animation in animation window. Animation: Fixed transitions not being previewable with objects imported with Copy Avatar From Other.

Animation: Fixed vertical scrollbar in dopesheet editor out of sync with animation window hierarchy. Debugger: Fix rare crash when setting breakpoints. Serialization reference to generated.

Editor: Fix case where no assets were shown in the project browser after rename. This for instance prevents the delete option from being displayed when not applicable. Editor: Fixed Account Help link in editor launcher. Now points to Account Help instead of Unity general help. NET 4. SetGlobalTexture now accepts Textures. Graphics: Avoid creating textures with unsupported formats, if uses tries to create one without checking SystemInfo. SupportsTextureFormat first. GetMaterialProperties is called with a null in the list of materials.

Graphics: Fixed changing shader emulation or shader hardware tier emulation keeping around an extra menu separator each time. Graphics: Fixed issue where instantiating non-readable texture crashes in Texture2D awake.

Graphics: Fixed shadow pancaking for Directional shadows. SetRandomWriteTarget is called with an out of range index, an exception is thrown instead of crashing. Graphics: Semitransparent shadow casters now take Fresnel transparency into account better. MemoryBarrier implementation on ARM architecture.

Fixes issue with being unable to write to newly created scripts. Simulate script function, to allow updates with very small timesteps. Particles: Fixed crash if SkinnedMeshRenderer without a mesh is assigned to particle system shape. Previously the particles would get scaled and flipped in such cases. Particles: Fixed issue where setting Particle. It is now possible to animate all modules. 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.

Platforms now load when requested only. Collab: Fixed an issue whereby the Collab toolbar continued to have 'sign in' button even after signing in.

This also fixed a crash in rare cases at the end of occlusion baking if your scene contains portals. SetBuffer with nameID overload. Added a warning for the user to release it manually. Blit null, destination. SetColor and similar functions with some built-in Unity variable names. Graphics: Fixed console error generated when using WWW. Graphics: Fixed rendering bug when GrabPass is used with forward rendering and graphics jobs are enabled.

Can only profile a single game window whilst it is in play mode. It is now a user option to choose to ignore it. HoloLens: Fixed resume-from-suspend bugs that would occasionally crash the app or not render anything. Sizeof in this case. CompareExchange from some managed code. Lighting: Fixed a problem with reflection probes updating during runtime even when "Refresh Mode" was set to "Via Scripting". Stops lighting system accidentally closing other non-lighting progress bars. Particles: Added animation support for simulation speed property.

Particles: Game crashes when new particles are spawned using deprecated Emit method. StartBroadcasting not pausing the app.



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