Unity3d download archive
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. Download Unity. Create with Unity in three steps. Download the Unity Hub Follow the instructions onscreen for guidance through the installation process and setup. Choose your Unity version Install the latest version of Unity, an older release, or a beta featuring the latest in-development features. Start your project Begin creating from scratch, or pick a template to get your first project up and running quickly.
Unity Hub system requirements. What is the Unity Hub? Learn more. Replace each value with its corresponding value in each URL. For example, for Unity 5. Find the Changeset ID at the bottom of the page. For example, the ID for 5. Download 2. There are no reviews yet. Can I download and use the mac version? Is there somewhere I can download this compiled for Linux without using unity hub? Thanks for any help. The UnityHub link will have a version hash in it which is unique across platforms.
With that hash, you can build the Linux version download URL yourself. In your case, you need If anyone is having this issue and want to download older versions from unityhub, there is solution that worked for me :. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?
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