: 3.5.0 Build f5Разработчик
: Unity TechnologiesРазрядность
: 32bitЯзык интерфейса:
: ПрисутствуетСистемные требования
System Requirements for Unity Authoring
Windows: XP SP2 or later; Mac OS X: Intel CPU & "Leopard" 10.5 or later. Note that Unity was not tested on server versions of Windows and OS X.
Graphics card with 64 MB of VRAM and pixel shaders or 4 texture units. Any card made in this millennium should work.
Using Occlusion Culling requires GPU with Occlusion Query support (some Intel GPUs do not support that).
The rest only depends on the complexity of your projects!.
System Requirements for Unity iOS Authoring
An Intel-based Mac
Mac OS X "Snow Leopard" 10.6 or later
The rest only depends on the complexity of your projects!
System Requirements for Unity Android Authoring
In addition to the general system requirements for Unity Authoring
Windows XP SP2 or later; Mac OS 10.5.8 or later
Android SDK and Java Development Kit (JDK)
System Requirements for Unity-Authored Content
Windows 2000 or later; Mac OS X 10.4 or later.
Pretty much any 3D graphics card, depending on complexity.
Online games run on all browsers, including IE, Firefox, Safari, and Chrome, among others.
Android authored content requires devices equipped with:
Android OS 2.0 or later
Device powered by an ARMv7 (Cortex family) CPU
GPU support for OpenGLES 2.0 is recommendedРазмер:
содержит полный набор качеств профессионального приложения и "совсем случайно" содержит наиболее мощный движок по эту сторону миллиона долларов.Доп. информация:
Unity 3.5 is one of our biggest releases to-date. It’s packed full of new features and improvements that we think you are going to love.
Shuriken Particle System
Upgraded Occlusion Culling & new LOD
Google Chrome Native Client deployment
Linear Space Lighting and HDR
Major New Features
Major New Features
Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
A separate FAQ for this release is available at http://unity3d.com/unity/publishing/flash
New Particle System - "Shuriken".
Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
Built-in curve editor for easy curve editing.
Pathfinding and avoidance sub-system added.
NavMesh: Path-finding API. Bake navigation mesh with markup areas.
NavMeshAgent: Character navigation. Avoidance system.
OffmeshLink: used to create arbitrary connections between NavMesh polygons.
Built-in LOD management via LOD Groups.
Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
Asset Cache server.
Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
Built-in HDR support and adaptive tonemapping.
The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
Most of rendering & driver overhead is put onto another CPU core on multicore systems.
You don't have to do anything, it just works!
Currently only on PC / Mac / Xbox 360; and not in the web player yet.
Light Probes, which allow for using baked lighting on characters and other dynamic objects.
Generic external version control (.meta files) is now available in the free version.
Google Native Client is now supported
It is now possible to select and edit multiple objects simultaneously with the Inspector!
The Inspector preview supports showing the multiple selected objects.
Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
Terrains work well with occlusion culling now.
The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
GPU Profiler: added the ability to see GPU usage to the profiler.
A ton of memory and performance optimizations. Several improvements to multithreading.
SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
WebCamTexture class now supports cameras.
High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
Lightmapping: Added the “Area Light” light type (baked only).
Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
Advanced rendering controls:
Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
Various graphics optimizations:
Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
Optimized culling and shadow caster culling.
More low level rendering possibilities from native code Plugins:
Ability to access Direct3D 9 device pointer.
Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
Quality settings overhaul:
Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
Maximum LOD level and LOD bias can be setup in the Quality settings.
The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
Middle-click on any surface in the Scene View to focus on the clicked point.
AssetModificationProcessor class created with custom VCS systems in mind.
Adds IsOpenForEdit check on assets which can prevent assets from being edited.
The preview in the Inspector can be detached to a separate window.
Implemented support for C4D file import from Cinema4D R13.
Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
Implemented import of texture Tiling and Offset values.
Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
Improved preferences window that users can extend by using the PreferenceItem attribute.
Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
Entire curves can now be dragged vertically.
Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
Made it possible to find objects in scene that reference the selected asset.
Texture Importer for pvrtc-enabled platforms allows to select compression quality.
New Prefab system allows adding / removing components from instances without breaking the prefab connection.
Backwards compatibility with old prefabs is maintained.
Made sure prefabs do not show up as “missing” in play mode.
Enabled audio buffer read and write access via AudioClip::Get/SetData
Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
Extended inspector GUI support for custom filters (out gain and performance meters).
Enabled microphone support on all platforms.
Made mixer settings accessible from script (buffer sizes and sample rate).
Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
Accelerometer frequency now is controlled from Player Settings.
Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
Added "Show Loading Indicator" option, to show spinner when loading game.
GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
Added iAd support.
Added push notification support.
Added Compass and Gyroscope support.
Added Camera support.
Added Microphone support.
Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
Improved load times with a new file reader back-end.
Profiler information can now be tunneled over ADB.
Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
Added support for Gyroscope / Compass input.
Added Camera support
Added Microphone support.
Added Texture Override for ETC/RGBA16, under Build Settings.
Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
Upgraded to MonoDevelop 2.8.2.
Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
If upgrading an existing project the current settings files will be copied to the new folder.
If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.Скриншоты: