Note that any existing shortcuts, aliases and links to the offline docs may no longer point to the old version of Unity. This can be particularly confusing with the offline docs; if you suddenly find that browser bookmarks to the offline docs no longer work, then check that they have the right folder name in the URL. Report a problem on this page. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.
Thanks for letting us know! This page has been marked for review based on your feedback. XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Single-pass instanced rendering is only supported with forward rendering. Android: Changed default frame rate Application. Editor: Editor requires a new license version.
Subscription keys will be upgraded, but 5. If you have only a 5. See -accept-apiupdate command argument for more information. Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
Scripting: Editor: Load precompiled managed assemblies. Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details. Scripting: MonoBehaviour. OnValidate is now called when adding a MonoBehaviour to a game object in the editor. UI: The legacy Unity 1. GUILayer components are no longer added to the camera by default. Android: Significantly improved the performance of large prefabs loading Resources. Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.
Audio: Added ability to get and set the audio spatializer from script via AudioSettings. Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors. Exposed DynamicGI. IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load. GI: Fill the empty areas in the lightmaps with content from the lower mip levels push-pull dilation. This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps.
The is due to dark background texels bleeding in when lower MIPs are accessed. HDR color picker limit increased from 99 to 64k. GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk. Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling.
Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation. Graphics: Texture importer: Added support of BC5 format for normal map type in override option for platforms that support it. Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D. SyncTransforms to control this behaviour. Physics: Collision2D.
UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used. NET 4. Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint. Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
Windows: The player executable has been split into two parts: a signed UnityPlayer. XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
Some of the API surface for this has breaking changes on the way and will land soon. XR: UnityEngine. XR: XRDevice. Accessibility: Added UnityEngine. Asset Import: Added AssetPostprocessor.
See AssemblyBuilder. Build for an example of how to use this API. Editor: EditorApplication. Graphics: Added RenderPass functionality to scriptable render pipelines.
This allows efficient use of tile-based GPUs for deferred rendering for example. Graphics: Added CommandBuffer. Toolbar method with new GUI. Its previous undocumented behavior was to only work with controls that had FocusType. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control. BlackTranslucent are obsolete.
LightContent instead. Multiplayer: Added a new overload to NetworkManager. StartClient function which allows you to specify which port the local socket should be bound to. Physics: Added Physics2D. ConnectInput and Playable. Scripting: Added SerializedProperty. Terrain: Added Terrain. See the API documentation for details. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced.
Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported. GI: Per-object lightmap seam stitching for Progressive Lightmapper. GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects.
Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered fragmented or ordered fragmented sequenced. Package Manager: In This will be the first stepping stone for the system.
We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor the first pillar of the system.
Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module. Particles: Added new option to allow Particle Systems to be destroyed or disabled when they finish playing.
Video: Added pixel aspect ratio support for non-square pixel. The Tango API provides accurate device position information as well as depth data that describes the physical space of the user's surroundings. With Unity's support for Tango it is convenient for developers to drive a standard Unity camera using their device's real-world position, create 3D meshes representing the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at.
When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content. The mock HMD will use the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive.
Mock HMD can be used with both multi and single pass rendering paths. Mock HMD will render as a split screen stereo display in Editor. XR: EditorVR is now supported without need of a custom build still requires separate download. XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates.
Single-pass instanced rendering is only supported with forward rendering. XR: Windows Mixed Reality headsets are now supported for playing in-editor. Android: Changed default frame rate Application. Changed behaviour so that ducking amount corresponds to the maximum level on each channel. Audio: Added ability to get and set the audio spatializer from script via AudioSettings. Editor: Added toggle for color-blind-friendly mode to the context menu in the upper-right corner of the Profiler window.
Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base. Exposed DynamicGI. IsConverged to public API so you can see when lighting is converging. Added timesliced albedo-emission rendering during load. GI: Added update to fill the empty areas in the lightmaps with content from the lower mip levels push-pull dilation.
This fixes visible dark pixels around geometry edges when rendering with lightmaps. The happens due to dark background texels bleeding in when lower MIPs are accessed. Increased HDR color picker limit from 99 to 64k. GI: Terrain trees can now cast shadows into the baked lightmap for Terrains.
Terrain Tree Probes are now in the top of the tree canopy to make sure Probes don't end up inside the tree trunk. This allows improved performance in non-default device orientation. Enable the platform-specific override panel at the bottom of the Texture Importer to set the Format to BC5.
Additionally, modified the functions PlayerSettings. Particles: Added a Restart button to the Scene View overlay. Particles: Burst Emission now supports curve modes for the count.
Particles: Custom Module labels are now editable, allowing you to give them contextual names. Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They automatically synchronise before the physics simulation runs. You can use Physics3D. SyncTransforms to control this behaviour. Physics: Collision2D. UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping.
Rect clipping now only occurs when the Mask component is enabled. This leads to much better UI performance when Masks are not used. NET 4. Web: UnityWebRequest now has DownloadHandlerFile available for downloading files and saving them to disk with a low memory footprint. Windows: Improved the crash dialog in the Windows Player; it now has more detail, and prompts the user to open an Explorer window for the crash report. Windows: Split the player executable into two parts: a signed UnityPlayer.
XR: Made improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed no longer resume if the window focus changes, and vice-versa. Some of the API surface for this has breaking changes on the way and will land soon. XR: UnityEngine. Accessibility: Added UnityEngine. Asset Import: Added AssetPostprocessor. Asset Pipeline: Added AssetBundle. Editor: Obsoleted EditorApplication. Graphics: Added CommandBuffer.
Toolbar method with new GUI. Multiplayer: Added a new overload to NetworkManager. StartClient function which allows you to specify which port the local socket should be bound to. Physics: Added Physics2D. ConnectInput and Playable. Scripting: Added SerializedProperty. Services: Added support for user-defined purchasing payouts attached to ProductDefinitions.
Terrain: Added Terrain. You can use this to turn off a "garbage collection" mechanism within the Terrain system to prevent a potential performance hiccup. See the API documentation for details. Web: Obsoleted UnityWebRequest. Send in favor of new SendWebRequest call. Windows: Added UnityEngine. GetTemporary , with a default value. XR: Moved types in the UnityEngine. Configured API updater to automatically update existing scripts and assemblies. Android: Fix to return null for AndroidJavaObject.
Android: Fixed issue where Time. Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator.
Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. Animation: Fixed double callback at the end of an interrupted transition. Asset Import: Fix to show the progress bar immediately for large meshes. Asset Import: Fixed crash when calling Object. Asset Import: Fixed issue where an imported mesh would be 'split' into only one part.
Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. After you have navigated to the build number using the instructions above, tap on the build number seven times. On the seventh tap, Developer options are unlocked. Connect your Android device to your computer using a USB cable.
If you are developing on a Windows computer, you need to install the appropriate USB driver for your device. Select the root folder of your SDK installation. It contains the toolchains such as compiler and linker needed to build the necessary libraries, and finally produce the output package APK.
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