Terrain: Fixed a rare crash in loading corrupted Terrain Data asset. Timeline: Notifications with Retroactive flag are triggered when the timeline loops , Timeline: Track context menu does not appear when right-clicking on a track header after a copy operation , Video: Editor crashes on skipping transcoding twice for video , XR: Fixed head-tracking and rendering for in-editor remoting to HoloLens devices , Android: Added AndroidDevice.
Android: Added Script Only Patching functionality, where only script related changes are sent to device instead of repackaging apk file. NET 4.
A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection. Editor: Added SceneVis controls to the editor hierarchy for control of scene visibility of GameObjects.
Enabled by default for new Assembly Definition Files. Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack. Editor: Log message to Editor. Messages are prefixed with "[C Project]". Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage.
The rendering will happen using a replacement shader until the actual shader variant is available. Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration.
Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.
Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. SetConstantBuffer]] and [[Shader. Physics: Added methods to determine closest point to a Collider2D.
Added Physics2D. ClosestPoint, Rigidbody2D. Profiler: UnityEditor. AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to. Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown. Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed.
Editor: We no long try to attach to a console in the editor when using batch mode on Windows, but we do redirect to stdout.
If you launch the editor in a way that it has a valid stdout handle, you will get logging. If not, you won't. This means we no longer trample your command window output in batchmode as a result. Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'.
Graphics: CommandBuffer. Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings. Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions. Projects which should be automatically updated with a reference to the package when they open for the first time with Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low.
Scripting: Added support for serialisation for struct UnityEngine. SphericalHarmonicsL2 Windows: Logfile name has changed to be more consistent with other platforms: Player. Path has not changed. Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.
Android: Adjust the number of worker threads dynamically according to the number of online cores. Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
This reduces audio input and output latency. Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window. Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime. Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag.
NOTE: Performance improvements to the underlying mesh optimization code may cause vertices to be generated in a different order than in previous Unity versions. If you rely on vertex ordering in the optimized mesh data such as for vertex painting be aware this data may need to be re-generated.
Note that although compression quality is not affected subtly different compressed results will likely be produced. Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers will be available via HDRP.
Graphics: Added Rendering. Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on.
Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load. Graphics: Graphics. Blit and CommandBuffer. Blit methods now support blitting to and from texture arrays. Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained.
Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown. Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
Package Manager: Introducing scoped registry feature. This empower users to host their own package in a local private registry. This is experimental. The package manager UI was not updated for this feature. Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process. Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used. Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using. Physics: Added an info section to the Rigidbody inspector view that lets examine the current velocities, centre of mass and inertia tensor.
Prefabs: Added method PrefabUtility. Prefabs: Show a "Auto Saving Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
Scripting: NativeArrays of bool and char and types containing bool and char can now be created , Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i. Shaders: Moved 38 builtin keywords to local keywords. Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down.
UI: Removing option for spritePacking tag in TextureImporter sprites when not using the legacy packing mode. See documentation for UnityEditor. SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture. Animation: Add Animator. Asset Import: Added AssetImporter. SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types for example Materials.
PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps. Editor: Added AssemblyBuilder. Editor: Added CompilationPipeline. Editor: Added EditorUtility. GetDirtyCount which returns how many times SetDirty is invoked upon the specified asset.
Reset to zero when saved. IsDirty which returns if any SetDirty is invoked upon the specified asset. Editor: Added GameObjectUtility. Editor: Exposed ProjectWindowUtil. CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C Script template is used.
Editor: Fix input field for sliders that has width less than with no label GI: Added Gizmos. This is the alternative to correcting them via Postprocessing. Graphics: Add a variant static function for ShaderUtil.
CreateShaderAsset to skip compilation of the initial variant it can save compilation time for ShaderGraph and Visual Effect Graph but it doesn't log any early compilation errors. Graphics: Added Camera. Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.
Graphics: Added Material. Graphics: Added Shader. GetDependency function used for querying one of the shader dependency shaders by name. The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays. Graphics: UnityEngine. GraphView: GraphView. Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
Memory Profiler: Added UnityEditor. Convert to handle conversion from MemoryProfiler. PackedMemorysnapshot object to UnityEditor. PackedMemorySnapshot file. Multiplayer: Added NetworkTransport. On android this is required to be able to receive broadcast packets.
Physics: Added "Rigidbody2D. SetRotation angle " to allow the body z-axis rotation to be set in degrees. SetRotation quaternion " allow the body rotation to be set by Quaternion. Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available. Playables: Added FrameData. Playables: Added PlayableOutput.
GetEditorName, an editor only method to get the PlayableOutput name. Profiler: Added Profiler. Profiler: Exposed UnityEditor. It's placed under UnityEditor.
Scripting: Added GarbageCollector. Shaders: Added Shader. Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. Terrain: Added a non-alloc versino overload to the new TerrainData. CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
Terrain: Added TerrainData. GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
Terrain: Deprecate Terrain. Use TerrainData. SyncHeightmap instead. Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height. Timeline: Make TrackAsset. GetCellCenterWorld returning an offset position when using an Isometric Grid layout , AI: Unity crashes when repathing agent destination Android: Android: refactored and improved android device detection and selection during builds Android: Detect when editor did not manage to install app to device Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.
Android: Fix Android quickly changing screen orientation twice stretches view Android: Fix Android touch input scale when changing screen orientation with custom resolution Android: Fix Application. Unload sometimes crashing on android Android: Fix for application freeze when displaying Android ProgressBar Android: Fix for Bluetooth related crash on Android 5 devices when no headset is connected Android: Fix for StreamingAssets folders starting with an underscore not being included in Gradle builds.
Android: Fix grabpass when using linear rendering on Android Android: Fix gradle builds failing when using quotes and backslashes in keystore passwords and aliases , Android: Fix load failure of il2cpp player using OBB. Android: Fix possible missing draws when using Vulkan on Adreno Android: Fix terrain rendering when using Vulkan on Adreno Unload Android: Fixed problem with exceptions when exporting Android Gradle project Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance.
Android: Keyboard. Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system. Animation: Fix crash when animator changes the bindings of the next animator in the same frame Animation: Fixed an issue where additive animations would build up values when other layers were not writing , Animation: Fixed an issue where AnimationClip.
Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash , Animation: Fixed Animation Window crashing when previewing a disabled game object. Animation: Fixed animator glitch just after instantiation Animation: Fixed crash if there's a cycle in an animation graph Animation: Fixed crash when opening animator window on bad animator controller setup Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator.
Animation: Fixed erroneous range when changing orders of sprite keyframes in AnimationClip Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files. Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. Asset Import: Fix Missing Avatar assignement in older projects Asset Import: Fixed error when selecting multiple fbx with different Material settings.
Multi-selection is not supported on this panel. Asset Import: Fixed Sprite asset references are missing after upgrading Asset Import: The ModelImporter "Use File Scale" property was not showing the multiple different values checkbox in multiple selection.
Audio: AudioSource. GetSpatializerFloat and AudioSource. SetSpatializerFloat can now be called successfully before an AudioSource is played. Audio: Fixed audio importing of very short audio files which previously caused importer errors. Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded.
Audio: Fixed the tree view for Audio Mixer groups in the Output object selector. Build Pipeline: Fixed an issue where PlayerSettings. Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterface. Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior.
Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around kb of unneeded data from builds. DX Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags DX Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.
Editor: All desktop platforms, editor and player, now have consistent logfile option handling. For most platforms this should mean no change, just improved handling of edge cases and scenarios with logfile parameter.
Editor: Android release builds don't forward network traffic to device anymore Editor: case Fixed issue where lines were not drawn when using Handles. DrawDottedLine in a custom inspector Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors , Editor: Domain reloads will no longer cause prefab override components addition, removals to vanish in the inspector window Editor: Ensure assembly definitions cannot be named as any predefined assembly names.
Editor: Fix a crash when using hyperlink tag without the closing tag. Editor: Fix an issue where asset store window could turn blank when redocking Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected Editor: Fix crash when launching Editor on Mac with -batchmode as first argument Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading Editor: Fix crash while setting version control mode to visible meta files , Editor: Fix empty strings causing textfield crash Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects , Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields.
Editor: Fix game view dimensions Editor: Fix Game view layout not changing when paused Editor: Fix incorrect insertion of game objects in the hierarchy in particular workflow Editor: Fix Inspector Window's uxml contains strings that are no longer localized , Editor: fix minmaxslider dragelement position, set it absolute used to be relative, which broke layout Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window , Editor: Fix SettingsWindow layout breaks from Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph.
Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. Editor: Fix: Copying and pasting selected text copies an additional letter that is not selected , Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input Editor: Fixed an issue where Add Component menu is not displayed in some cases.
Editor: Fixed an issue where Editor could crash when closing the Editor while Asset store or services tab is loading. Editor: Fixed an issue where Grouped Layers are categorized separately. Editor: Fixed an issue where preview icon for the material preset flickers Editor: Fixed an issue where Project window scroll bar blinks when the assets from the last row are selected. Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager , Editor: Fixed color picker ignores the color hex code when copied with Editor: Fixed crash coming from homewindow callback function Editor: Fixed crash when building player with Services enabled, and using.
NET 3. Editor: Fixed crash when calling RenderTexture. ReleaseTemporary twice for same texture Editor: Fixed custom layout menu items getting out of sync with Shortcut Manager. Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. Editor: Fixed generic menu issue related to incorrect grouping of child menu item's when parent menu item contains space " " as its last character. Editor: Fixed invalid screen parameters when multiple game views instances are active.
Editor: Fixed issue LoadSceneAsync would not trigger subscribed callbacks on load Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase. LoadAllAssetsAtPath Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.
Editor: Fixed issue with Undo not being enabled in a particular workflow Editor: Fixed MenuItems not being called when pressing the corresponding key combination if the key combination contains the Space key , Editor: Fixed null reference exception while modifying pre-muscle settings of an Avatar. Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition.
Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder. Editor: Fixed right clicking a shortcut entry in the Shortcut Manager window not selecting the entry , Editor: Fixed scene visibility column hiding the search path of the hierarchy , Editor: Fixed selected shortcut entry in the Shortcut Manager not being reset when changing categories , Editor: Fixed serialization issue for MonoBehaviour's with no script causing a crash in save scene Editor: Fixed the issue with project update from Editor: Fixed the sprite sheet grid artifact when clicking drop-down menus in texture inspector.
Editor: Horizontal scrollbar added for Preset Manager Settings Editor: Make sure that we bail out immediately when dragging a preset on a UnityObject that already has the dragged component Editor: Minimize button "-" does not work for Scene, Game, Hierarchy etc.
Editor: Remove cursor warning when calling Cursor. SetCursor on a texture loaded from an asset bundle Editor: Set the width of Property handler object visible area to its default maximum Editor: Show imported components on Model asset prefabs again was hidden because we don't want to show components for normal prefab assets. It has a vast support for imporing all types of contents like audio, modules and texture.
All you need to do is to save the assets in the project folder and Unity will automatically place them into the required areas. There are lots of scene building blocks that helps in making great scenes for your games. Rapid iterative editing is possible. If you need to change the look or content at any point of game all you need to do is to Pause your game and instantly change whatever you need to change and see the results right after that.
For small and basic game development you can download Game Maker. All in all Unity 3D Pro is a very handy platform for developing stunning games.
With loads of features and high scripting support Unity 3D Pro is definitely the winner. This is complete offline installer and standalone setup for Unity 3D Pro. This would be compatible with both 32 bit and 64 bit windows.
0コメント