[MAJ] Unity 5.3.0 est disponible !

MAJ : Unity 5.3 est maintenant disponible pour tous.
Vous pouvez la télécharger ici

Un excellent article du blog unity détaille les très nombreuse nouveautés de la version.
Les gars on abattu un travail de fou ! Malheureusement de mon côté mon frame rate est divisé par 15 ! Une scène simple passant de 60fps à 4fps… Avez-vous rencontrer des soucis ?

 

SUJET INITIAL :

La sortie de la version 5.3.0 d’Unity approche, et est toujours programmée pour ce début décembre.
Dans la suite logique de progressions des versions ‘Beta‘, la version 5.3.0f1 d’Unity (Release Candidate 1) est désormais disponible.
L’occasion de faire un petit récapitulatif des nouveautés que va apporter cette nouvelle mouture:
(informations issues des données fournies par Unity Technologies et disponibles dans son ensemble sur la page Beta, onglet ‘Release Note‘ )

 

  • 2D : 2D Placeholder Assets Creation Tools description description
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • AssetBundle Realtime Decompression
  • Async Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes description description
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor and player
  • Graphics: Remote Frame Debugger
    description
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • JSON Serialization API. Please note: WinRT support should be coming in a later alpha/beta (WinRT + IL2CPP should already work) Still on the to-do list: support for primitives/arrays at the root level, type hinting, attribute-driven control over serialised output
  • JsonUtility: API is now marked threadsafe, and can be called from background threads FromJson/FromJsonOverwrite now accept a TextAsset as input
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in « Graphics APIs for Mac » section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for « Host Migration » in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: API exposed to script
    description
  • Particles: Custom pivot point support
    description
  • Particles: Rendering alignment (World, View, Local)
    description
  • Particles: 3D Rotation
    description
  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions.
    description
  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description
  • Particles: 2D Collisions
    description
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves
    description
  • Physics2D: Added BuoyancyEffector2D component.
    description description
  • Physics2D: Added FixedJoint2D component.
    description
  • Physics2D: Added FrictionJoint2D component.
    description
  • Physics2D: Added RelativeJoint2D component.
    description
  • Physics2D: Added TargetJoint2D component.
    description
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see ‘Auto Configure Connected Anchor’ on 2D joints)
    description
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see ‘Break Force’ and ‘Break Torque’ on 2D joints)
    description
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see ‘Auto Configure Distance’ on these joints)
    description description
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see ‘Use Auto Mass’ on Rigidbody2D and ‘Density’ on Collider2D)
    description
  • Physics2D: SliderJoint2D can now automatically configure the angle (see ‘Auto Configure Angle’ on this joint).
    description
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Testing: Editor Tests Runner integration
    description
    Debug.Assert got new overloads and Debug.LogAssert was added
  • In-App Purchasing accessible via the cloud services window
  • UnityWebRequest: Implemented Android and iOS backend
  • VR Head-Tracked Splash Screen – Enabled on all Unity VR supported platforms. – Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene. – Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene. – Splash screen is tied to the « Show Unity Splash Screen » option and can be disabled in Unity Pro.
  • WebGL: Add WebCamTexture support
  • Windows Store: Added support for IL2CPP scripting backend

You may also like...

1 Response

  1. Dragonic dit :

    Merci Max pour cette news ! Ce changelog me rappelle à quel point j’attends bien cette 5.3 pour de nombreux points ^^ !

Laisser un commentaire

Aller à la barre d’outils