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Unity 3D

Version for Windows.


Version History and program changes

5.5.0f3 (12.12.2016)
  • Removed support for Samsung TV 2013 and 2014.
  • Added Animation Window box tool that simplifies moving, scaling, and ripple editing.
  • You can display all profiler samples without filtering.
  • You can view call stacks of native memory allocations.
  • Added the new selection highlighting in the scene view.
  • Spatial Sound support.
  • You can launch Cacher Server function.
  • Cubemap arrays are available.
  • Added support for linear color space on Android and iOS.
  • Added the new LookDev editor window.
  • Added support for BC4,BC5,BC6,BC7 compressed texture formats, and RGBAHalf format.
  • Trails, Lights, and Noise module have been added.
  • Added new CapsuleColider2D.
  • Various animation fixes.
5.4.3 (22.11.2016)
  • Added de-noising filter.
  • Optional "Strict mode".
  • Added Light Probe Proxy Volumes.
  • GPU Instancing Support.
  • Multithreaded rendering has been enhanced.
  • Added support for Motion vector rendering.
  • Added support for Texture Array.
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder.
  • Android support for IL2CPP is now official.
  • Added support for iOS On Demand Resources initial install tags.
  • The Transform component has been rewritten using SIMD and a cache-friendly data layout.
  • Added new Trigger Modul for Particles.
  • Various physics enhancements.
  • GamePerf service integration.
  • Improved ComputeShader.
  • Added support for shader Uniform array.
  • Added support for ProceduralMaterials on Windows Store/Phone platforms.
  • Multi-device VR support.
  • Oculus Support for DirectX 12.
  • Included Oculus Spatializer.
  • Native OpenVR support.
  • Single-Pass Stereo Rendering has been optimized.
  • Added speech recognition APIs under UnityEngine.Windows.Speech.
  • Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Android texture streaming has been disabled.
  • Implemented fast texture copies via Graphics.CopyTexture.
  • Optimized texture/mesh loading times by using GPU copy queue.
  • The cache server has been improved.
  • Animation event performance has been improved.
  • Added support for multi-display rendering.
  • Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Various GL imprvements and optimizations.
  • Various animation, asset, and bug fixes.

 

5.4.2 (16.10.2016)
  • A new asset information API was added.
  • 'Require Extended Game Controller' option was added.
  • Projector rendering fixes.
  • The Canvas related crash was fixed.
  • Tooltip test updates for Box Projection, Box Offset and Box Size.
  • Substance assets processing was improved.
  • A preview animation fixes.
  • Fixed a deadlock when graphics jobs are enabled.
  • An asset import crash was fixed.
  • Screen.SetResolution now works correctly in fullscreen mode.
5.4.1 (28.09.2016)
  • For DirectX 11, Improved texture upload performance for compressed, floating point and RGBA32 formats.
  • Instanced shaders on renderers don't cause an error.
  • Ambient Obscurance and Camera Motion Blur effects were updated.
  • Updated SDKs for Oculus, GearVR, and OpenVR.
  • Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
  • Fixed various crash bugs and animation issues.
  • Fixed Editor's bugs.
5.4.0f3 (06.08.2016)
  • De-noising filter was added to baked final gather.
  • Added Light Probe Proxy Volumes that allows you to use more than one light probe sample for large dynamic objects.
  • GPU Instancing allows drawing a large amount of identical geometries with very few draw calls.
  • Supports MeshRenderers.
  • Graphics.DrawMesh command support.
  • Multithreaded rendering was improved.
  • Supports motion vector rendering.
  • Supports Texture Array.
  • Added a new trigger module.
  • Physics enhancements.
  • GamePerf service integration.
  • Added support for the Uniform array.
  • Speech recognition APIs was added for Windows platform.
  • G-Sync and FreeSync are now supported on Windows 10 on DirectX 11.
  • You can work with real-time global illumination in Windows 10 SDK.
5.3.5 (05.06.2016)
  • Stripping of symbols and debug info is now enabled by default for Android IL2CPP.
  • Offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods were added.
  • Output the CRC value for the manifest asset bundle.
  • Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
  • ComputeBuffer now uses the same data layout as Direct3D.
  • Cluster networking layer was improved.
  • Added support for IPv6 networks in UdpClient.
  • Added device support for iPhone SE and iPad Pro 9.7"
  • Updated Oculus API.
  • Fixed AAPT and AAR plugin errors.
  • Fixed various crashes and instability issues.
5.3.4 (07.04.2016)
  • Updated SDK requirements for the Editor (Android).
  • Added Android Marshmallow to the list of APIs.
  • Various fixes for OpenGL Core.
  • Various graphics and bug fixes.
  • For Windows, added a new command line argument for standalone builds: -window-mode. Also, added -hideWindow command line option.
5.3.3 (05.03.2016)
  • For sprite changes, fixed memory leak.
  • GIScene.Manager.Update was optimized.
  • For Oculus SDK, GPU time is not wasted near green edges.
  • A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class.
  • Various fixes for Android and iOS.
  • Removed warnings from generated C++ code when compiling with clang.
  • New fonts and remote controller for Samrt TV.
5.3.2 (14.02.2016)
  • Improved compute shader import times, particularly on Windows.
  • Added link to learn more about Unity Cloud Build in the Build Player window.
  • Add Scene.GetRootGameObjects() to return the root game objects of the scene.
  • Add SceneManager.CreateScene() API to allow creating new empty scene at runtime.
  • Light probes and ambient (everything with SH calculations) match ground truth more closely now.
  • Enable Dynamic GI.
  • Optimize method prologues for code size and incremental builds.
  • Applications that lost focus no longer throttle the CPU.
5.2.1 (22.11.2015)
  • Added support for Windows 10, Project Morpheus and Universal Windows Platform.
  • Get access (without SDK) to Unity Ads, Unity Analytics, Unity Cloud Build and Unity Multiplayer.
  • 2D editor improvements.
  • Various bugs fixed.
5.1.0 (18.06.2015)
  • New networking API.
  • Multiplayer Service with Matchmaker and Relay servers.
  • New unified OpenGL rendering backend.
  • Added integrated support for Oculus Rift.
  • New HDR Color Picker.
  • New runtime assertion library.
  • New functional for Unity Analytics.
4.5 (22.06.2014)
  • There a lot of 2D physics improvements (smooth and natural).
  • Added support for OpenGL ES 3.0.
  • Added stereoscopic rendering for DirectX 11.
  • All objects will instantiate way faster (faster scene loading).
  • There is no more slowdown in importing of shader packs.
  • You can drag and dropg 2D rigidbody objects.
  • Improved API.
  • Unity Remote improved.
  • Use detailed textures without huge amounts of memory via Sparse Textures.
  • Rapid repairs for mobile platforms.
  • Many various bugs were fixed.



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