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Release notes

5.5.0f3 Release Notes (Full)

System Requirements Changes

  • OSX 10.8 support is deprecated and will be dropped in the near future. OSX 10.9 and above is therefore recommended.
  • Samsung TV 2013 and 2014 support will be dropped in the near future.

Features

  • Animation: Animation Window box tool. This allows far simpler moving, scaling, and even ripple editing (“r” hotkey) of keyframes in both Dopesheet and Curves.description
  • Audio: Added support for Microsoft Research Head Related Transfer Function (Spatial Sound) targeting Windows 10 and UWP. This HRTF solution can be used for any Windows 10 application and works best with VR/AR and head tracked headphones.
  • Editor: High Detail view in the CPU Profiler Timeline. Shows all profiler samples without filtering.description
  • Editor: Native memory allocation profiling in CPU Profiler Timeline. Shows call stacks of native memory allocations.description
  • Editor: New selection highlighting in scene view. Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.description
  • Editor: Option to run Cache Server locally for quick platform switching.
  • Graphics: Added support for BC4,BC5,BC6,BC7 compressed texture formats, and RGBAHalf format. These formats are supported on PC (DX11+, GL4, Metal) and consoles (PS4, XboxOne).
    • BC6H for high quality compressed RGB HDR textures.
    • BC7 for high quality compressed RGB(A) textures.
    • HDR Textures and Reflection Probes now default to FP16 for uncompressed, and BC6H for compressed textures on PC/console platforms.
    • BC7 is chosen automatically by the Texture Importer for textures set up as "High Quality Compressed" on supported platforms (see Texture Importer documentation).
    • Note: DX9 and Mac GL do not support BC6/BC7 formats. If a Texture is set as BC6H, it is automatically uncompressed to FP16. If a Texture is set as BC7, it is automatically uncompressed to RGBA8.
    • BC4 and BC5 formats can be used manually for single and two-channel texture compression on PC/console platforms. These formats are available even on DX9.description
  • Graphics: Added support for cubemap arrays (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU access a bunch of same size/format cubemaps as a unit, index into them when sampling, and other related tasks. Cubemap arrays are a desktop and console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
  • Graphics: Linear color space is supported on Android with OpenGL ES 3.x and iOS with Metal.
  • Graphics: New (Preview) LookDev editor window for viewing & validating meshes and materials in various lighting environments.description
  • Graphics: Unity splash screen tools.descriptiondescription
  • Particles: Added support for sending custom data to Particle System vertex Shaders.description
  • Particles: New Modules:
    • Lights Module, for adding realtime lights to particlesdescription
    • Noise Module, for adding Curl Noise to Particle Movementdescription
    • Trails Module, for rendering ribbonized trails behind particlesdescription
  • Physics: New CapsuleCollider2D.
  • Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on Windows and macOS. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
  • Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
  • VR: HoloLens support graduated from the Technical Preview!
  • VR: In-Editor holographic emulationdescription

Backwards Compatibility Breaking Changes

  • Audio: If previously using a Unity Hololens technical preview release with the Microsoft HRTF spatializer and the Audio Spatializer script component, said component now only controls room size properties. Distance-based attenuation is now set up in the AudioSource script component, so the Spatial Blend property needs to be set to 1.0 and the 3D Sound Settings need to be set appropriately.
  • Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
  • Editor: Time.deltaTime now updates in the Editor for any script marked with [ExecuteInEditMode], or any MonoBehaviour that has runInEditMode set to true.
  • OpenGL: Legacy desktop OpenGL2 support has been removed. It had already been removed as the default option in Unity in 5.3, and deprecated in Unity 5.4. This only affects Mac & Linux.
  • Scripting: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions.
  • Shaders: DX9 half-pixel offset adjustments are now done at Shader compilation time. This means that shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex Shader constant register #255 (c255) is now reserved by Unity, and all vertex shaders get two instructions automatically added to do the adjustment.
  • WebGL: Removed support for loading LZMA compressed AssetBundles, as LZMA decompression is too slow for WebGL.

Changes

  • Editor: Building a player will now fail if the project does not build in the Editor.
  • Editor: Reflection Probe: "Probe Origin" has been renamed to "Box Offset", and "Size" to "Box Size" in the Inspector UI.
  • Editor: Removed fading/lerping behaviour when dragging/docking views, for a cleaner and less visually confusing UI.
  • GI: Deprecated the directional specular lightmap mode in Unity 5.5, since it will disappear in Unity 5.6 (as part of the lighting modes functionality).
  • Graphics: A fatal error is now shown if the Unity player is forced to run with a graphics API that it wasn't built for in the Editor.
  • Graphics: Removed logic that used guesswork to downscale shadow resolution based on how much free VRAM was available at the time.
  • Graphics: Rendering Path settings have been moved from Project Settings > Player to Project Settings > Graphics.
  • Graphics: The default uncompressed texture format is now RGBA32 on all platforms, and the default format for new Texture2D script API. Previously, ARGB32 was the default on some platforms, but RGBA32 is better because it needs less color channel re-ordering at Texture upload time.
  • Graphics: Warnings are now shown when a Renderer that statically batched is going to be rendered instanced.
  • Physics: The breakForce reported by the OnJointBreak callback is now the original breakForce, regardless of whether the Joint was disabled and re-enabled during the callback cycle.
  • Physics: The physics system now rejects Meshes containing non-finite vertices.
  • Profiler: User profile markers in scripts now show in platform-specific profiling tools even when the Unity profiler is not running.
  • Samsung TV: Support for 2013 and 2014 Samsung TVs has been dropped. Deploying to these two years of TV no longer works.
  • VR: Oculus Touch Controllers and Oculus Remote now present themselves as standard joysticks.
  • VR: OpenVR controllers now present themselves as standard joysticks.
  • WebGL: asm.js code is now written in a separate file for normal JS, which allows for better memory optimizations in Firefox.

Improvements

  • Android: Enabled TLSv1.1 and TLSv1.2 for JellyBean and KitKat devices.
  • Android: Enhanced big.LITTLE core detection. This fixes core detection on Parker.
  • Android: IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Android: IL2CPP: The full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • Animation: Added a new default ClipAnimationMaskType "None" to the Animation Importer. Use this value when you do not need a mask.
  • Animation: Implemented Reset for BlendTrees.
  • Animation: Import avatar improvements: A warning is now generated when importing avatar configurations with hierarchies that do not match properly. These configurations continue to work, but do need to be updated with a proper avatar configuration. This update also includes improvements to the default auto-mapping.
  • Animation: In the Clip Importer, AvatarMask is now set to "None" by default when importing new FBX files.
  • Build Pipeline: AssetBundles now work with engine code stripping. A custom player build can understand which AssetBundles will be loaded by the player at run time, and determine which parts of the engine code those AssetBundles need to preserve. See BuildPipeline.BuildPlayer method change for more information.
  • Build Pipeline: Optimized the build pipeline so that AssetBundles which contain Scene files don't need to recompile the scripts every time. This results in a much quicker build process.
  • Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7.
  • Collaboration: Various bug fixes and UI improvements.
  • Editor: Added 'Discard changes' in Scene context menu in the Hierarchy. This reloads selected modified Scenes from disk.
  • Editor: Added support for resizing the height of the Preferences window.
  • Editor: Added undo support for Sorting Layers.
  • Editor: Added Unity version to the main Unity Editor window title bar, making it easy to see which Unity version you currently have open.
  • Editor: Area lights now indicate their effective range in the Inspector.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields. For example: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: In SceneView, the wireframe is now hidden on objects with the hideInHierarchy flag. Previously it would still be visible when the object's parent was selected.
  • Editor: It is now possible to dock views to the tops of windows and other views. Previously only left, right and bottom were possible.
  • Editor: The Game View now has the option to emulate low resolution for aspect ratios when on a retina monitor, using a checkbox at the top of the Aspect Ratio/Resolution menu. This update applied to macOS-only, because retina support is currently macOS-only.
  • Editor: Unity now treats quotes in the .exe path in the same way the Windows command line does.
  • Editor: Windows Editor now remembers the directory where a project was last created, and defaults to that location rather than the directory of the last opened project.
  • GI: MaterialPropertyBlocks are now applied for Realtime GI Meta pass rendering.
  • Graphics: Added a Texture Mode to the Line/Trail Renderers, to control whether the texture repeats or stretches.
  • Graphics: Added Graphics.DrawMeshInstanced and CommandBuffer.DrawMeshInstanced API, allowing instanced draws without the overhead of creating thousands of renderers.description
  • Graphics: Added RenderTexture.GenerateMips script API for manual control over mipmap generation. Renamed existing RenderTexture.generateMips property to autoGenerateMips.
  • Graphics: Added the ability to batch Renderers of different LOD fade values together by using the "lodfade" option in the instancing_options directive.
  • Graphics: Command buffers attached to Lights are now visualised in the Inspector, and buttons have been added for removing each/all of them.
  • Graphics: GPU Instancing: Added support for Android with OpenGL ES 3.0 or newer, and iOS/macOS with Metal. Note that instancing is disabled on Android devices with GLES3.0 Adreno GPUs.
  • Graphics: GPU Instancing: Implemented SpeedTree instancing. Light Probes are still not allowed.
  • Graphics: Improve shadows precision for large game worlds. Use reverse-float depth buffer for improved depth buffer precision on modern GPUs. Particularly improves directional light shadowing for large view distances.​description
  • Graphics: Improved in-editor graphics emulation:
    • Metal setting added, used by default on iOS/tvOS (instead of previous GLES2.0 setting).
    • OpenGL ES 3.0 setting added, used by default on Android (instead of previous GLES2.0 setting).
    • WebGL 1 and WebGL 2 settings added; WebGL1 used by default on WebGL (instead of previous GLES2.0 setting).
    • Shader Model 4 setting added, available on Standalone/Windows Store.
  • Graphics: Improved Line/Trail Renderer handling of corners and gradients.description
  • Graphics: Improved LODGroup component UI:
    • The sliding Camera icon is now aware of the global LOD bias value, and works accordingly.
    • The "Recalculate Bounds" button is now only enabled when clicking it will result in a change.
  • Graphics: Metal (iOS/macOS) can now render into slices of 3D and 2DArray Textures.
  • Graphics: Metal: Switched the shader backend to HLSLcc. This is the same compiler used for OpenGL Core and ES3.0. Now it enables instancing, and soon compute shaders on Metal.
  • Graphics: Multi-Scene occlusion culling now works correctly. Culling data has been extracted to a separate Asset, and can be baked/reloaded with multi-Scene setups. Note that the data is stored relative to the active Scene, and is loaded correctly when loading any Scene or group of Scenes that reference it.
  • Graphics: Shader.globalMaximumLOD is now restored after exiting Play Mode.
  • Graphics: Static batch rendering is now faster, and uses fewer draw calls in many cases.
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • IMGUI: The Event.Use() function logs a warning if the event type is Repaint or Layout.
  • iOS: Added a way for the user to retrieve Game Center authentication error strings.
  • iOS: Added an option for users to disable the filtering of emojis in the iOS keyboard via the trampoline code.
  • iOS: Fixed audio ducking for iOS platform (background audio applications muting).
  • iOS/tvOS: Relative symlinks are now used for plug-ins when building to a related folder. Previously, only absolute symlinks were used.
  • iOS/tvOS: Significantly reduced the size of shipped static libraries.
  • Occlusion Culling: Unity now supports multi-Scene occlusion culling. Scenes built concurrently will be computed as expected.
  • OSX/iOS Metal: Added -force-metal switch to force Metal rendering on OSX/iOS.
  • Particles: Added "Show Bounds" to Particle System UI. This shows the world and local AABB for the system.description
  • Particles: Added a new Render mode to make particle billboards face the eye position. This is good for VR rendering.description
  • Particles: Added a new Shape Module option to rotate particles to face their initial direction of travel.description
  • Particles: Gradients now support a fixed color mode, where no blending is performed. This is useful when users want to define a simple list of possible colors to be chosen from.description
  • Particles: Gravity Modifier can now be a curve over time.description
  • Particles: Improved the Particle System curve editor so that it now supports wrap modes, and improved selection and editing of keys.description