GI: Added asynchronous environment sky updates for realtime GI, avoiding frame hitches whenever the sky changes. GI: Ensured analytics about a cancelled bake is sent when closing the editor while generating lighting.
These options were redundant and didn't work on said tab, since the tab shows materials, which aren't scene objects, unlike the other tabs in the window. GI: Lightmap compression is no longer affected by the "Lightmap Encoding" project setting. This replaces the previous "Compress Lightmaps" checkbox.
Graphics: Added an error message that appears when a custom render texture uses a Material with an invalid or unsupported shader. Graphics: Added support for VFX. CameraBuffersFallback preferences. Select from one of 3 options:. Graphics: Added the ability to remove shader Passes that contain ray tracing shaders for example, ClosestHit , AnyHit when ray tracing is not supported by the system or graphics API.
Graphics: Changed Renderer components so that you can use. Graphics: Enhanced the error reporting from the command buffer in order to improve GPU-side Metal error logging. Graphics: Fixed comments in shader examples from CommandBuffer.
SetShaderPass that point to incorrect functions. Graphics: Improved performance of ASTC decompression by using multi-threading around 6x using 8 threads. Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render. Graphics: Optimized Material.
The improved speed depends on how many passes the Material has. Graphics: Shader preloading now can be performed after the first scene is loaded and can be distributed across multiple frames.
You can choose to Continue or Cancel. IL2CPP: Corrected the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning. KeyCode to physical keys. CPU types that aren't supported are now ignored. This gives you control of the internal memory setup in Unity. You can adjust the memory setup for individual projects. License: Improved license validation by syncing the access token with the licensing client every time the token changes.
Debug build config now has frame capture automatically enabled. Previously, it could only be used with Script Only builds. Package: Improved the migration tools so that Unity allows projects to migrate to the recent Visual Scripting version.
Package: To open the Visual Scripting editor, you can now click the open inspector button and double click a graph in the project browser. Package: Updated names of UI elements in the Visual Scripting package to be consistent with new naming schemes. Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version. Package: Visual Scripting now creates a warning message when you add more than one Input unit to a SuperUnit.
Package: Visual Scripting now creates a warning when an Input System Package event references an action that is the wrong type for that event. Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency.
The latter lets you override the default cache location. Package Manager: Changed how string literals are translated by using string. Format at definition time. Package Manager: Fixed the Add package from git URL option so that if you use a revision and a package path in the wrong order, you can't clone the repository. Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.
Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version. Package Manager: Increased the amount of information logged in upm. Package Manager: Optimized Git package download times for repositories using submodules with Git 2. Package Manager: Optimized Git package download times, most notably for repositories with a larger history. Particles: Added a warning when users select the same shader for both the main Material slot and the Trail Material slot.
This is because GPU Instanced Mesh particles might not use the same shader for particle geometry and trail geometry. Physics: Added units of measurement to the Articulation Body properties in the scripting documentation. Also disabled applying modifications from the instance in case the Prefab asset contains missing types. Editing the Prefab asset in isolation preserves MissingType information.
Prefabs: Improved the Hierarchy so that you can see which Prefab instances have non-default overrides. Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package. Profiler: Added profiler memory stats data.
Data is similar to the Profiler Module data found in the Profiler Window. Profiler: Added profiler target data to memory snapshot format. Data consists of elements such as Unity version, product name, total gfx memory, total physical memory, etc.
Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package. Profiler: Improved the Memory Profiler module UI to clearly show how the high level memory stats contribute towards the total memory usage. Profiler: Modified native connection reporting for the Memory Profiler in order to properly report connections between Assets. Multiple tethered android devices are now supported. Scripting: Certificate validation callbacks from. Net libraries pass now also previously identified root certificates along i.
Scripting: Improved the Editor experience for setting up Unity version defines with assembly definition files. Scripting: Rename ". NET Standard" to ". Scripting: Updated C language version to 9. Scripting: CompiliationPipeline. GetAssemblies now correctly includes. Search: Share the same search debouncing threshold with the Project Browser and the Search window. Serialization: Improved the way that SerializeReference handles missing types.
Instances where the type is missing are replaced with null. Other instances are editable and if there are fields that previously referred to the missing type which are still null, the missing type is preserved. Serialization: Objects referenced from SerializeReference fields now have stable IDs, which reduces the risk of conflicts when multiple users collaborate on a scene file.
Additionally, it also improves support for Undo and Prefab modes, especially when SerializeReference is used inside arrays and lists. In addition, references now come with a new format with backward compatibility support for older assets. Shaders: Improved caching of the Shader import artifacts when a shader is reverted or has no changes after a reimport.
Shaders: Removed fixed shader keyword limits. Global keywords are now limited to UInt32 space, local shader keywords are now limited to UInt16 space. Terrain: Improved worst-case performance while painting on high-resolution 2k x 2k or higher terrain heightmaps.
Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sample the nearest terrain's edge. Tests: Improved the logging in iOS automation so that existing log messages are clarified, and added new ones. UI: Improved tooltips so that when a tooltip is displayed, hovering another UI control that can display a tooltip makes the new tooltip appear immediately.
Improvements include optimizations, adjustable UI, settings, event and callback filtering, and event replay. UI Toolkit: Made performance improvements to reduce the number of managed heap allocations while rendering sprites in the UI Toolkit. UI Toolkit: Usage hints can now be changed on a VisualElement without having to remove it from the hierarchy to help preserve styling and layout. Version Control: Made stability and performance improvements to the Version Control package com.
Video: Improved the automatic selection of target material texture properties in VideoPlayer. Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order.
The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously. WebGL: Refactored unityInstance. Quit in UnityLoader. Quit and Application. XR: Added support for adding new reference objects at runtime. Added support for ARCore session recording and playback. CloneReference to enable having multiple references to the same Java object.
Android: Added: TargetDevices player setting, so users can select if they want their Android application to run on all devices, just Android phones, tablets, and TV devices, or just Chrome OS devices.
Create PlayableGraph graph, int inputCount, bool normalizeWeights due to unused parameter normalizeWeights. Added new method AnimationMixablePlayable. Create PlayableGraph graph, int inputCount. Asset Import: Added: AssetPostprocessor. Asset Pipeline: Added: Added a method to the TextureImporter to get the source texture width and height.
Asset Pipeline: Added: AssetDatabase. CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything. This callback can be implemented by users who wish to produce artifacts before the build starts, or to add StreamingAssets to a build without first putting them in the project assets folder.
Build Pipeline: Deprecated: PackedAsset. Instead, to find the matching report file for a particular asset the recommended way is to do a filename lookup in the report. Editor: Added: Making hyperLinkClicked public. It is now possible to subscribe to the event EditorGUI. Editor: Changed: AndroidArchitecture.
They are now AndroidArchitecture. X86 and AndroidArchitecture. Editor: Obsoleted: Obsoleted internal method MonoImporter.
GI: Added: LightingSettings. GI: Deprecated: LightmapSettings. Graphics: Added: A new player setting "Upload Cleared Texture Data" was added to revert to the old default behavior of uploading initialised data to video memory when creating a texture from script.
Graphics: Added: Added class for drawing shadow cascades UnityEditor. Graphics: Added: Added common include file for meta pass functionality. This should help visuals when the screen percentage is too low. Graphics: Added: Added OverridablePropertyScope for VolumeComponentEditor child class only to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.
Graphics: Added: Added IAdditionalData interface to identify the additional datas on the core package. Graphics: Added: AssetPostprocessor. Graphics: Added: DebugUI. IsHidden to allow conditional display of widgets in Rendering Debugger. You can use SystemInfo. This method is used by internal code to implement undo functionality in the Unity Editor.
This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. Changing cameras and resetting scaling per camera should be safe. RenderX functions. All the old draw API Graphics. DrawX functions work as before but many of them can be easily converted to the new API to gain from the added functionality. Some added functionality of the new API:. Graphics: Added: New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers.
Graphics: Added: Rendering. Graphics: Added: RenderTexture. Before, each platform backend would decide what format is used without any control or visibility. The existing APIs that take a number of depth bits will still select the same format as before on each backend. On high end platforms, this could result in 24bits for depth instead of 32bits resulting in visual artifacts.
Graphics: Added: Sampling noise to probe volume sampling position to hide seams between subdivision levels. Graphics: Added: ScriptableRenderContext. Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion. Graphics: Added: SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines. Graphics: Added: SystemInfo. Creating larger ones now also throws exceptions previously was often just crashing.
Graphics: Added: Unity. Graphics: Added: ReflectionProbe. UpdateCachedState to update the internal data related to reflection probe used by the culling system. Graphics: Changed: Renamed Texture2D. Resize to Reinitialize. Resolve and RenderBufferStoreActions. Graphics: Changed: VFX. PrepareCamera and VFX. ProcessCameraCommand now can take an optional parameter for camera XR settings.
See the Upgrade Guide for details. Graphics: Obsoleted: ReflectionProbe. GetDepthStencilFormat int after being public for two alpha releases. HDRP: Added: Ability to control focus distance either from the physical camera properties or the volume. HDRP: Added: Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. HDRP: Added: Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term.
HDRP: Added: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. HDRP: Added: Added an option to render screen space global illumination in half resolution to achieve real-time compatible performance in high resolutions. First implementation of burstified decal projector is here. HDRP: Added: Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls.
HDRP: Added: Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion HDRP: Added: Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit.
HDRP: Added: Support for screen space shadows directional and point, no area for shadow matte unlit shader graph. OnAfterRun interface methods. Landscape as it was a synonym for ScreenOrientation. LandscapeLeft, and not "some Landscape orientation", which is confusing.
Physics: Added: Expose ArticulationBody. Physics: Added: Expose the improved patch friction mode that will distribute the normal force over the friction anchors and thus match analytical results closer. Physics: Added: Property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision. Physics: Added: Property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.
SceneManagement to the namespace UnityEditor. SceneManagement, leaving nothing left in UnityEditor. The move is supported by the API updater. Note that the Timeline package needs to be at least version 1. Profiler: Added: Added Profiler. EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.
Scripting: Added: Add FileUtil. GetPhysicalPath and FileUtil. GetLogicalPath methods to convert logical paths to physical and vice versa. Scripting: Added: Component. Serialization: Added: Expand SerializationUtility class to allow checking for missing type instances and removing them from a SerializeReference Host. Services: Added: Added new com. Shadergraph: Added: Added information about selecting and unselecting items to the Blackboard article.
Shadergraph: Added: Added many node synonyms for the Create Node search so that it's easier to find nodes. Shadergraph: Added: Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.
Shadergraph: Added: Added visible errors for invalid stage capability connections to shader graph. Sprite is used as the default preview for URP Sprite shaders. Shadergraph: Added: Adding control of anisotropic settings on inline Sampler state nodes in ShaderGraph.
Shadergraph: Added: Categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. Shadergraph: Added: For Texture2D properties, added linearGrey and red as options for default texture mode.
Shadergraph: Added: For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.
Shadergraph: Added: New dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node. Shadergraph: Added: New target for the built-in render pipeline, including Lit and Unlit sub-targets. Shadergraph: Added: Stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.
This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling. This node can be used inside a subgraph to branch on the connection state of an exposed property. What do you think about Assassin's Creed Unity? Do you recommend it? Assassin's Creed Unity for Windows. Softonic review. Kyle Juffs Updated 3 years ago. Assassin's Creed Unity for PC. Assassin's Creed 3. We do not encourage or condone the use of this program if it is in violation of these laws.
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