Download unity3d archives version 2009






















Note: a newer version of Unity has been released since Unity iPhone 1. Note: a newer version of Unity iPhone has been released. Search Unity. Log in Create a Unity ID. Release Archive.

Remote refuses to connect to the Editor once the device was disconnected. Improvement performance of audio handling mixing on Tegra based devices. On-screen keyboard has been completely re-written to support NativeActivity, and handle. AndroidJavaObject et al as proper documentation. Added documentation of the AndroidInput class.

Deprecated WWW. Remote: Fixed crash in editor caused by editor side of Android Remote. Fixed problems with threading and finalizers in AndroidJNI et al.

Performance improvements of animation skinning on Tegra based devices. Added support for Screen. Fully dynamic linkage to Mono; Mono is now available from plugins etc. Fixed exception when using AndroidJavaObject. Fixed occasional rendering issues on some Qualcomm based devices e.

HTC Vision. Fixed various touch input related issues Input. Added the Windows registry keys for the JDK lookup on x64 machines. Fixed case Android Remote flickering. Fixed case Android Remote crashes due to buffer overflow. Fixed case Touch data reset when resuming application ; fixes stale touches after pause. Fixed case Flickering rendering problem mostly seen on GUI elements or things not being rendered at all. Fixed case Input. Began being out of sync. Fixed case Changed the message presented to Samsung users when the firmware is outdated.

Fixed case Text input is now available in NativeActivity mode. Audio: Fixed WWW. Fixed case Fixed rare audio bug where one shots are looping. Fixed case Better handling of orthographic scene view camera.

Fixed case Fixed editor error messages on Windows with some RenderTexture configurations. Network: Fixed error when reading 32 bit network view IDs size. Remote: Proper icons for the Android Remote. Fixed case AnimationEvents trigger twice when the event pauses animation then starts it again from coroutine. Fixed case Font security warnings showing up.

Fixed case Various crash fixes for Android Remote. Fixed case iPhone Remote prints excessively to the editor console. Fixed case Unity Remote white-flickers if you reconnect it to the editor. Fixed case Unity Remote refuses to connect to the Editor once the device was disconnected.

New Water: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more. They work on other platforms as well, but mobiles will see biggest gains. Shaders: Mobile-Optimized Bumped Specular shader is 5. They are the fastest textured shaders. Debugger: Attaching the script debugger to and detaching from Unity and debugging-enabled players is now possible. Profiler: you can profile standalone player builds from the Editor.

This includes iOS and Android builds! Caching: the caching feature is now usable by all content, with or without a special license. Unlicensed content will share a single 50 MB Cache folder. Editor Improvements Profiler Improvements: Profiler is now able to connect to players to do remote profiling.

Added profiler support for iOS runtime. Added profiler stats for physics. Android Remote is now available on all build targets; iPhone remote is now available on all build targets on Mac OS X.

PlayerSettings script class extended to let Editor scripts control various iOS and Android build settings like stripping, target devices, etc. Slide to scrub over AudioClip previews. Officialy supported Modo versions are and higher. Direct import from Cinema 4D R Direct import from Blender 2. Support for import of mesh instances from FBX files.

It is now possible to switch the scene view into bottom camera using a three-finger-swipe gesture up from the up camera on Mac OS X. When an asset import fails, it will now show up in the project folder, allowing you to reimport it manually if you like. Made window zooming using the magnify gesture on Mac OS X less sensitive so it is not accidentally triggered.

Handles now have Slider2D function for dragging a 3D handle in a plane, see Handles. Tree Creator: Improved consistency of the editor's "look" with other Unity editors. Cleaned up tooltip text. Object Picker: Builtin resources have been added e. Previews of textures now preserve the aspect ratio of the original texture. Added check to prevent users from overwriting their project folder when building a webplayer.

There is now an option to show a save confirmation dialog for writing changes to serialized asset and scenes. Added build managed dependencies verification step. It will warn when unsupported.

NET assemblies get included into build. Undo system now has a memory cap to remove undo snapshots that use a lot of memory. This stops unity from crashing when editing big terrains. When Unity quits during a script compilation, Unity will now on next restart recompile all scripts.

Heightmap terrain painting is now a lot faster. Fixed text overdraw on inspector drop downs. Made Object Pickers have correct icon in light skin. Mac: Dragging out a window to a secondary display now never places it too far up on the screen. Changing GUI. Dragging assets around inside a filtered Project view no longer moves the asset to root.

Dragging objects around inside a filtered Hierarchy view no longer unparents the game object. Layout dropdown shows name of last selected layout. It's also pre-filled for save layout name. Visible layers layermask is persistent between editor sessions. Window docking has been rewritten, it should now have a way better feel. Fixes Screen. Fixed bug where, display of 'Texture not yet compressed' was not working.

Fixed issue where dragging on profiler hierarchy would change the active frame. Fixed camera viewport handles incorrect with custom viewport rect. Fixed crash when using null texture in Handles. Fixed camera's orthographic state is overriden if camera's inspector is visible. Fixed mouse picking in editor issue. Fixed crash when instantiating a prefab with Constant Force added in FixedUpdate.

Fixed no visual indicator when dragging textures onto materials. Fixed model preview bitmaps need fixing for models that have an off-center pivot.

Fixed change to flare setting lost when followed by drag and drop. Fixed the Object Picker's 'scene' tab list is empty on initial display for certain object types.

Fixed warnings in the console for stats window when using networking. Fixed dragging material in sceneview does not always update correctly Only a Windows issue. Fixed crash on play when using the Animation system to disable a Mesh Renderer. Fixed foldouts eating events when clipped. Fixed object fields not pinging when disabled.

Fixed crash when calling Material. SetPass on a null material. Fixed crash when calling NetworkUtility. Fixed 'screencoord[1]' error messages in some situations. Fixed tab dragging which could either throw an error "Trying to read pixel out of bounds" or show contents of another window. Fixed wrong material previews if Player Settings has VertexLit rendering path.

Fixed a bug in Mac OS X Editor where assets with unicode characters in their file name would get converted to lower case names.

Previews in the Object Picker are now correct for dirty assets. Fix crash when validating MeshRenderer context menu when there are no materials. Fixed broken image references in script reference. Fix errors when focusing on terrain with the hierarchy view. CustomEditor bug made script-file become unusable in editor. MenuItem with negative priorities are now working correctly.

Fixed texture importer was doing mipmap fade for normal maps wrong. Fix sceneview sometimes losing input when a sceneview overlay window was showing e. Camera Preview. Windows editor doesn't require MS Runtime libs 9. Editor Windows stay on-screen in a much more robust fashion. Fixed confusing Shader Model 3. QuickTime movie importing now works with the latest version 7.

Fixed occasional crashes on Windows when closing Asset Store window. Fixed Asset Store window minimum size being too large for small screen resolutions. Switching graphics emulation properly reloads all textures now lightmaps could get wrong encoding before in some cases.

Fixed inspector enum popups being wrong for fields that have same names but different enum types on same component. Fixed crash when using CustomEditor Attribute on a class not derived from Editor. Update is now correctly called in batch mode in the editor. Fixed bug where prefab instances could lose the prefab overrides on mono behaviours when new properties were added in some corner case scenarios.

Fixed context menus not working in various Project Settings inspectors. Fixed imposter camera showing in the hierarchy for a single frame after creation. Fixed Tree Creator mesh not updating properly when editing value's directly in a text field.

Fixed creating projects through command line using relative paths on windows. When selecting font with unsupported format in inspector, display nice error box instead of crashing. Fixed: Don't open hierarchy window for no good reason when creating e. Cube game object. Fixed display of unicode characters in the layouts popup menu. Mac Editor: Popup windows no longer gets sent to back when you close another popup window. Fixed layout label issues with Vector Fields.

Dragging out windows no longer can leave a 1px white hairline on bottom and right edges. Dragging while zoomed in on mac no longer renders the window unresizable. Fix gear context icon for material and texture inspectors in dark skin. Build settings properly reflect changes to moving renaming scenes.

Diffuse for directional light is about 2x faster on iPhone 3Gs. Use lowest precision type in your shaders! Improved GLSL shader optimizer. Changed normal map compression approach for mobile platforms. It's much faster now! Rendering performance optimizations lower CPU overhead, less memory consumption.

Note that by default shaders do not have this enabled, use fullforwardshadows surface shader directive to enable the behavior. Directional Light soft shadows blur width and fadeout speed can be adjusted in Inspector or via script. Exposed Light. Built-in shaders that perform Deferred Lighting, directional light shadow gathering in Deferred Lighting, and directional light shadow blurring can be overriden. Just drop your own shaders with the same names into the project.

Surface Shader improvements: support world-space normal as input worldNormal. Results in faster Specular-type shaders, however view direction won't be entirely correct. Results in faster Specular-type shaders, however view direction won't be entirely correct when camera gets close to surface. Shaders: Added TransformViewToProjection to do this properly on mobile devices with regard to orientation on non-mobile it will be usual multiplication by diagonal terms of projection matrix.

Shaders: Added per vertex lit tree shaders previously used in the Bootcamp demo. Added GL. Added support for 16bit RenderTextures. Scaled meshes are now only recreated if the scale has actually changed.

This improves performance hiccups on same games. Apply and Texture2D. PackTextures now have additional parameter makeNoLongerReadable default to false that will mark Texture as not Readable, and free up system memory after uploading to GPU.

Support lit built-in function. Fixes to swizzles on floats. Support static qualifier. Better handling of 2D matrix indexing, e. Shaders: fixed mis-compilation of modf and fmod when translating shaders to GLSL. Shaders: Fix some bogus error messages when loading Direct3D shaders. Surface Shaders: in case of syntax errors, proper line numbers are reported now Lightmapper fixes: Fixed UV layer creation for Beast.

Fixes all the "Duplicate uv layer name" errors. Fixed an issue in Beast causing black areas surrounded by white outlines to sometimes appear in lightmaps.

Fixed lightmapping of objects with mirrored odd-negative scale. Fixed the crash when lightmapping terrains where the Terrain script references a missing TerrainData asset.

Fixed an issue with Beast occasionally cancelling the bake process especially on Mac OS X, but also causing poor performance on Win when using a lot of memory. Fixed the issue with size terrain lightmaps not baking on Mac OS X.

Fixed Texture2D. GetPixel on Alpha8 format returning 0. Fixed custom projection matrices sometimes not working properly. Fixed inconsistent triangle count display in Game View Stats when dynamic batching is used. Fixed creation of compressed textures at runtime. ReadPixels on Direct3D when reading into a portion of a texture.

ReadPixels properly reads from Game View when non-full aspect ratio is used. GetTemporary now always returns a texture with bilinear filtering set previously could return with something else when returning a texture from existing texture pool.

Fixed directional light shadows in case of weird projection matrices e. Refractive Water. Make WindZones be properly affected by Time Scale. WindZones properly affect Tree Creator trees put into terrains now. Blit does not require using Cull Off in the shader now. Shadows can be properly cast from particles now, if you use opaque or cutout shaders on them. Fixed changing Flare color from script not always having effect. Opaque objects are front-to-back sorted again for performance reasons.

Looks like this got lost with all batching work in Unity 3. Fixed dynamic batching issues with uniformly scaled objects and vertex lighting on Direct3D. Fixed rendering of scenes containing objects with odd-negative scale in deferred when any of the lights was casting shadows. Fixed Deferred Lighting not respecting camera's Don't Clear mode. Fixed bogus error message when a shader with an empty name has no fallback.

Fixed half-texel offset error when generating tree creator texture atlas. OpenGL ES 2. Unity iOS To top Improvements Alpha-tested objects are drawn after fully opaque ones for performance reasons. You choose it in Quality Settings just like for other platforms.

Audio: Gapless looping of MP3s! Added automated native plugin integration into Xcode project. Use unnamed process-wide kernel semaphores instead of slower system-wide semaphores. Added armv7 only target platform. Added "latest" SDK option, should work only for 4.

Fixes AOT compiler stability improved when generics are used with value types like Vector3. Audio: Restore AudioSession without losing any state audio will continue just where it was interrupted.

Audio: Fix audio stopping when releasing a source referencing an audio clip that is in use. This resolves audio stopping when loading a new scene. Fixed SystemInfo. Fixed audio not coming back after an app switch on iOS. Fixed simulator support. Fixed problem when editor was stuck in Xcode project append mode.

Fixed animation curve stripping problem. Fixed UnityScript and Boo Array support. Fixed MonoProperty. GetValue for. NET 2.

For full. Fixed freeing up audio assets after loading audio into FMOD. Now editor will report location service as stopped instead of running. Audio: Fixed www. Improved micro mscorlib compatibility with stripping. Android Remote - Remote debugging tool for Android devices. The script debugger is now enabled for Android players. Support for extra large screens, ie tablet devices Gingerbread and later only.

Decreased the install size to the Internal Storage flash memory currently approx. Added Application. Added editor preference for Android SDK location. Behaviour of 'Compress Assets on Import' turned off is now that no textures or assets will be reimported with their platform specific override settings right away.

Thus allowing for fast switching between build targets. When a build is made, all assets are ensured to have the right format. Fixed: No more duplicate entries in AndroidManifest. Fixed the clip rectangle of the soft input text box not being updated properly.

Added missing Mono machine. Fixed crash when the LVL key is invalid. Fixed touch began events to always have zero Touch. When tapping faster than once per frame, individual taps are no longer lost, they're reported as taps with a separate finger ID and properly incremented tap count.

Timestamps no longer lose data by squeezing bit values through bit parameters. Play with a delay now works on iPhone. Streaming with WWW. Stream audio from disc. Added "Stream from disc" option in the Audio Importer. Choose this to stream audio directly from disc instead of loading the entire clip into memory.

This can decrease your application memory usage greatly. Optimize the playback of compressed audio on Android and iOS. Fixes AudioImporter inspector cleaned up and simplified. Fix sounds starting when switching back to a paused editor on Windows. Fix memory trash when encoding 8 bit wav files to MP3.

You can now set labels on Audio Clips. Reverb zone's position can now be changed runtime. Fix audio inspector showing garbage for audio assets that failed to import. Force To Mono checkbox disabled for already encoded files. It had no effect anyway. Meta files on older audio assets not changed when upgrading. Physics To top Improvements Tweaked Continuous Collision Detection to behave better, with objects coming to rest properly.

Allow access to cloth simulation vertices by exposing Cloth. Added Rigidbody. Fixes Changing the trigger flag of a collider at runtime will now also be respected by Raycasts. OnCollisionExit messages now work when the colliders are moved apart from scripting. Fixed SkinnedCloth crashing Unity on player resolution change. Fixed a crash in PhysX which could occasionally occur when modifying or destroying a collider during a CCD collision.

Parenting a collider to a rigidbody at runtime will now correctly add it to the rigidbody. Fixed a crash when destroying or deactivating a collider in OnControllerColliderHit. Fixed editing Character Controller propteries in play mode. Make SphereCollider vs. TerrainCollider collisions smoother. Fixed a crash in PhysX when trying to use some oddly-shaped meshes as convex MeshColliders. Fixed a crash when trying to set properties on an invalid SpringJoint. Fixed setting MeshCollider properties from the inspector at runtime and a related editor crash.

Support for nested classes, enums and interfaces. Assembly level attributes: assembly SomeAttribute Parameter attributes: function foo SomeAttribute bar Support for turning off specific pragmas on a per module basis: pragma strict off MonoDevelop: Improved code completion for JavaScript and Boo, especially on Windows. Added AssetDatabase. ExportPackage and AssetDatabase. Using AddComponent Type t now works for components that come from dynamically loaded assemblies at runtime.

Added MovieTexture. Added Mathf. ToString will now return the object's type and name. Updated Boo to 0. Increased reliability of destruction functions. OnDestroy and OnDisable will be called on the game object before any modifications to the game object hierarchy have occurred.

Destroying of objects is now faster. Networking: It's now possible to remove Network. Instantiate calls from the RPC buffer by calling Network. Standalone builds: Added an option to disable writing of log files, because Apple may otherwise reject Mac App Store applications in some cases. Asset Server: explain to user why some of the selected assets in merge window cannot be merged. Other Fixes To top Fixed a potential crash when stopping a streaming movie texture while it is downloading.

Generated materials during import now have correct capitalization. Exposed texture settings in TextureImporter class. Fixed deadlock in some corner cases in the Instantiate function, while loading asynchronously. Left handed mouse buttons are now correctly recognized on Windows. OnApplicationPause is always invoked. Destroying a transform component is now forbidden and an error message is displaying telling the user to destroy the game object instead.

Fixed crash when passing a generic type as argument to Resources. Fixed crash when passing a generic type as argument to GetComponent.

Fixed: javascript shortcircuited boolean operations that involved implicit boolean casts of operands were not short circuiting. Fixed: javascript support for calling methods taking a variable number of arguments with an explicit array argument. LoadLevel will not destroy scene assets if they are still in use by a game object marked as DontDestroyOnLoad. Fixed Input. Fixed installation of Unity Web Plugin from Dashboard widgets. Caching: Added Caching. Fixed setting the font of a TextMesh from a script the mesh would not update previously.

Fixed a crash when creating Behaviour-derived built-in components during a FixedUpdate call. Fixed issue with loading Meshes built with older version of Unity.

Mouse movement is properly recognized on Google Chrome. Internet Explorer now recognizes Tab key. Background, border and text colors are properly displayed when installing Web Player. Google Chrome doesn't crash when web page is refreshed multiple times in succession. Internet Explorer doesn't crash during Web Player installation when legacy Java version is installed. Fix crash when webplayer encounters. NET code it thinks is illegal. VerificationException is now thrown instead.

LoadUnityWeb will now work with streamed. Mac: Fixed a problem where the player could fail to update the screen in Chrome. Mac: Fix an occasional plugin failure when trying to load Unity 2. Mac: Make cursor hiding in Google Chrome and Firefox 4 work reliably. Mac: Fix focus issue in Firefox 4. Mac: Fix crash when unloading plugin in Firefox 4. Mac: Fix normal PowerPC webplayer behaving like development webplayer.

Animations were not stopping properly when animation speed is negative. Unity uses much less memory when importing split animations now. Fixed leak when animation system sampled material at out of bounds material index. ModelImporter inspector doesn't allow to enter 0 frame split animations and ModelImporter gives error if it finds such animations. When imported model has has multiple roots and animation doesn't Unity will add an extra root to animation in order to unify hierarchies.

Fixed Materials are not imported from all layers fixes Fbx Fixed 3ds import crash when special characters are used in texture paths or material name. Implemented detection and warning for FBX files which have keyframes at invalid times before hours.

Maya , 3dsMax and so on. AssetServer: Fixed case where merging a conflicted file would result in a file with its last content chopped off. Security: Remove excessive logging from socket and www security.

Security: Security check now accepts URL extensions using upper case chars. MonoDevelop: Incorporate improvements from MonoDevelop 2. Mono: Merged fix for generics constraint validation. Mono: Fixed yield when waiting for multiple coroutines. Mono: Fixed crash when Starting empty coroutine. MonoDevelop: Merged fixes from stable 2. Networking: message type 73 is now properly processed as a NAT punchthrough failed connection attempt.

Networking: Fixed proxy server issues when using Network. Networking: Fixed problem with using NAT punchthrough in the Editor, it didn't work after the first time and unknown message ID errors popped up. Fixed using layers and multiple animation per layer could result in incorrect blend. Implemented 3 minute timeout for import of Maya files.

Proper errors when there is another project's library folder in the project. WindZones do not "ramp up" over time anymore. Known Issues To top When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android. Direct Modo file import issues: Files can not be imported from modo , due to a problem in Modo batch mode.

UV coordinates for some meshes are not imported correctly, due to a problem in Modo Collada plugin. Normals for some meshes are always exported as hard edges, due to a problem in Modo Collada plugin. Unwrap: some implementation details were changed, so you may need to rebake your lightmaps, due to UV changes.

Materials on instance meshes are not imported correctly - they always share the same material. This happens due to structure of FBX files, so this can't be fixed until Autodesk makes FBX structures more suitable for instanced meshes with different materials. When duplicating a dirty asset its preview in the Object Picker is incorrect until dirty again.

Fixes: Mac Web Plugin: Fixed an incompatibility with a recent version of QuickTime, which caused the web player to stop working on some machines. Editor: Fixed a crash bug when using Undo after closing the Asset Store. Fix for broken tree billboard transitions. New Features: Managed. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code.

This was introduced in Unity 3. Scripting: Added GL. InvalidateState to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device. Audio: Added AudioSettings. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData. Fixes: Editor: Fixed out of memory errors when editing very large terrains due to the Undo system.

Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X. Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off.

Editor: Fixed a bug where upgrading a Unity 2. Terrain Engine: Unity 2. Shaders: wrong syntax in UnityCG. Graphics: fixed Projector crash in some circumstances. Graphics: fixed dynamic batching corrupting vertex colors on Direct3D. Graphics: fixed GL. Graphics: fixed some hiccups when changing non-uniform scale of meshes. Graphics: Fixed dynamic batching index overflow.

Old API is deprecated and marked obsolete. Fixed video autorotation. Pinch zoom gesture now disabled during video playback. Fixed stripping of GUI scrollable area. Fixed render texture memory leak. Added 'update necessary' notifcation dialog for Samsung devices running pre Added iPhoneUtils.

Assign DefaultImporter to platform specific plugin assets. Custom manifests are now merged with the properties from the editor like Bundle Identifier , Version and permission flags. Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes.

Added support for translucent RGBA rendering surface. PlayMovie is now displayed on top of the application instead of in a separate activity ; fixes the screenCanDarken issue while playing movies. The editor will try to locate the JDK based on information stored in the registry on Windows. Fixed C assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime.

Please note that this an early build and does not represent the final Unity Android quality. Standard Assets: Standard packages split into more specialized and smaller packages. Improved particle effects. New Skyboxes with alpha channels to be compatible with Image Effects. New Editor Scripts for useful shortcuts that are not built-in. New CharacterMotor script for use with CharacterControllers.

Proper movement on slopes and steps without loosing grounding. Support for standing on moving platforms with multiple movement transfer modes when jumping off. Variable height jumping and other jump improvements. Improved speed and acceleration control. Customizable sliding and perpendicular jumping can prevent climbing up too steep surfaces.

Detached from input so it can be used for first person, third person, AI, etc. Unity Pro got a new look - you can toggle it in the preferences. Procedural Tree Creator. Integrated Lightmapping via Illuminate Labs' Beast. Automatic generation of lightmap UVs mesh import setting. Terrains use the same solution and gain a whole new look when used with skylight. You no longer use special "Lightmapped" shaders; all shaders that interact with lighting can handle lightmaps.

Dynamic shadows from characters mix with lightmaps properly. Object Selector. We no long show a simple dropdown menu; instead a swanky new window opens up, with previews and everything. Scene View improvements documentation : Search field with interactive highlighting of objects.

Rectangle selection. Vertex Snapping for precise object placement. Live previews of material, prefab and texture drags into the scene view.

Improved camera handles, and a camera preview window. Improved light handles. More consistent scene navigation controls. New Build Settings window to better support multiple platforms. New and more organized platform-aware Player Settings Inspector. Curve Popup Window: Any public script variable of type AnimationCurve is now exposed in the Inspector as a curve field.

Clicking a curve field opens a popup window with a curve editor, similar to the curve editor in the Animation Window. Customizable curve fields can also be used in custom editor windows. Editor checks when new versions are available Texture compression is now multi-threaded for faster texture imports on multi-core computers.

Asset Server Window: History window shows multiline commit descriptions directly in the list instead of tooltips. Selected history window items are revealed better. Framing F key works for history window file list. Disable merge button in conflict resolution window for non-merge-able items. Improved error reporting for shaders. Improved inspector for movie audio.

Editor API has been expanded: documentation. Added option to search for object types instead of names in the project search field. Can now drag objects onto an array field in the inspector to add them to the array.

Nicer display of thumbnails when dragging tabbed editor windows. Added support for touchpad gestures in OS X editor, for maximizing windows pinch gesture , and switching camera in scene view swipe gesture. Overdraw visualization mode does not do alpha testing now. Alpha tested pixels still cost on the GPU, so better to visualize the real cost.

Animation window can display animation clips from prefab, just click the prefab's root game object. Protect Transform position, rotation, scale against invalid values. Build Pipeline: Typetrees are removed from serialized files assets when possible, this make resource files smaller and loading time faster.

When going out of Play mode and the Game View is docked together with other tabs, go to last active tab instead of always focusing or creating a Scene View tab. Now the Hierarchy View has a toolbar too. API Compatibility setting in player settings lets you choose your mono profile. Use 2. High resolution icon support for players Windows: x and x; iOS: x Search results in project and scene search are now sorted alphabetically.

Inspector Lock got a real button instead of being hidden in a menu. Audition audio in SceneView. Scene view search now filters audio sources as well. Added Web Player build templates. It is now possible to update Asset Server project to specific revision through command line.

Geometry Batching : static and dynamic batching from Unity iPhone 1. A deferred rendering scheme, where realtime lights are not horribly expensive anymore. Lighting cost is only dependent on the number of pixels it touches, so you can have lots of small lights for cheap. Vertex Lit. In exchange, this is fast ; primarily targeted at mobile platforms and low-end web.

Forward rendering path had lots of changes compared to Unity 2. Surface Shaders - a much easier way to write shaders that interact with lighting.

We don't have the docs for it yet; you'll have to trust us that it's awesome! You can use shaders for objects, post-processing effects etc. Resulting GLSL will be optimized as well, because mobile platforms are not very good at optimizing the shaders. Particle Rotation : Particle. Soft Particles! When you use Deferred Lighting and have Soft Particles on in Quality Settings, particles will fade out close to intersections with the scene. All built-in Particle shaders except VertexLit support this.

Shadowing improvements : use native shadow maps on Direct3D faster, less memory, native filtering ; much reduced self-shadowing artifacts; Soft shadows support for Point lights; much less "shadow halos" around objects for directional light soft shadows; optimized shadows for Forward rendering path shares depth buffer with main rendering ; optimized shaders for directional light shadows.

Terrain: Added slider under Terrain Settings to control detail object density. Vertex shaders for Shader Model 3. Skybox is rendered after opaque geometry. Improves performance if your application is fillrate bound. Compiling shaders to pragma target 3. Fog just works on Direct3D with Shader Model 3. It is possible to forcibly disable Anisotropic filtering on a texture, even when Quality Settings have anisotropic on all textures.

Just set anisotropic slider on the texture to zero. Uniformly scaled objects will no longer be pre-scaled before rendering - instead uniform scale is now natively supported by the renderer. Terrain: Expose detail resolution per patch; previously was hardcoded to 8. Import support for stepped and linear keys for position curves; improved compression and curve fitting for position curves.

Settings for allowed animation compression error in mesh importer. Implemented support for importing 1 unit in 3dsmax as 1 unit in Unity the default is 1 cm in 3dsmax as 1 unit in Unity. Implemented import of tangent space from FBX,. Switched Cinema4D import process to work in background mode.

Can be applied to each audio source or globally to the listener. Live output and spectrum data access from each audio source or globally from the listener.

Sample-accurate synching. Sources played in the same frame are always started at the exact same point in time. Sources can be delayed and played in the future on an exact sample accurate boundary with. Play int64 delay. Surround sound 7. Attenuation curves for volume, spread, panning and lowpass filter factors. Doppler factor per audio source. AudioSource prioritization. Asset memory is freed after loading audio data. Physics Improvements: Upgraded PhysX to 2.

Layer based ignore collisions : use the Physics inspector or Physics. Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See Collider. Added Physics. Black Friday Unity3D all versions of the download link. Joined: Mar 4, Posts: 1, Unity3d iPhone 1. Rodolfo-Rubens , Mauri and WillNode like this. Joined: Dec 13, Posts: 2. I have been looking for a link to 3. Lathrisk , Mar 10, Frank Oz. Joined: Oct 13, Posts: 1, Wow Unity 1.

I take it the PC versions didn't start until 2. I didn't realize the PC version was so new. Frank Oz , Mar 10, Joined: Jan 8, Posts: 1. Awsome initiative. Joined: Jan 17, Posts: 2, I don't generally think bumping really old threads is a good idea, but thank you for actually searching for an answer to your problem before posting a new thread unlike many other new users do.

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