![]() The release also added features whereby developers could collaborate more easily. The release included an optimized terrain engine for detailed 3D environments, real-time dynamic shadows, directional lights and spotlights, video playback, and other features. Unity 2.0 launched in 2007 with approximately 50 new features. Unity was initially released for Mac OS X, later adding support for Microsoft Windows and Web browsers. The next year, Unity was named runner-up in the Best Use of Mac OS X Graphics category in Apple Inc.'s Apple Design Awards. The Unity game engine launched in 2005, aiming to "democratize" game development by making it accessible to more developers. The engine has been adopted by industries outside video gaming, such as film, automotive, architecture, engineering, construction, and the United States Armed Forces. The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as well as interactive simulations and other experiences. It is particularly popular for iOS and Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development. The engine has since been gradually extended to support a variety of desktop, mobile, console and virtual reality platforms. Universal RP: Fixed Native RenderPass errors when using RenderingLayers.Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a Mac OS X game engine. Universal RP: Fixed an issue where rendering layers keywords were not enabled correctly when using Decals & SSAO in Deferred. Universal RP: Fixed an issue where incorrect Shader Keyword Prefiltering was used with SSAO when AfterOpaque was used. UI Toolkit: Fixed PropertyField resolving the wrong type when showing an ObjectField and a class had the same name as a built-in type. UI Toolkit: Fixed EnumField not updating its displayed text when changing back from showMixedValue mode. ![]() Physics: Fixed small bodies starting to tunnel through large bodies in continuous collision detection mode at high simulation frequencies (~200Hz). Networking: UnityWebRequest texture download will now create the texture with mipmaps. Graphics: Made Always/Vertex pass to be accepted by the ForwardRenderer loop and receive the main light's screenspace shadowmap. Visual Effects: Crash on ShowDelayedContextMenu(bool) when VFX Graph has an unassigned graphics bufferīuild System: Fixed pigz-mac-aarch64 artifact (previously was a linux binary instead).Įditor: Device Simulator now respects the WaitForEndOfFrame yield instruction when used in combination with Application.targetFramerate.Įditor: Fixed CPU usage not reducing when un-focusing editor if a tab is undocked.Įditor: Fixed modal windows are blank when opened.Įditor: Frame Debugger: Fixed an issue where scrolling in the window didn't work when the Mesh Preview was being used. Universal RP: Performance degradation when comparing Android Quest 2 builds across 2020.x Universal RP: RTHandles in URP causes memory allocation in multi-camera scenarios UI Toolkit Framework: Unity Editor is rendered without the toolbar icons when using it on old hardware with integrated GPU Serialization: Crash on SerializedProperty_CUSTOM_GetStringValueInternal when renaming a ScriptableObject Asset Scene/Game View: Button triggers another Button when multiple Canvases are used in multiple windows ![]() Progressive Lightmapper: Light Probe GPU memory is not deallocated when cancelling a bake Native Window Management: Crash on core::Join & _ptr64,char const (& _ptr64),core::basic_string_ref > when the Editor runs out of memory saving an invalid override Metal: Rendering freezes when the orientation is changed ![]() Metal: Editor freezes when exiting Play Mode if the Game window position was changed or undocked during Play Mode ![]() MacOS: Crash on objc_msgSend when the Editor UI gets redrawn IOS: App freezes and the "You can attach a managed debugger now if you want" message doesn't show up when running the app on iOS devices with the "Wait For Managed Debugger" setting enabled Input: The device selection menu does not respond to mouse clicks when trying to add a device in a Control Scheme HD RP: The Editor becomes unresponsive and the machine performs worse when the Editor is opened Graphics Device Features: Severe performance degradation in Play Mode when using multiple Cameras with "Direct3D12", "OpenGLCore", and "OpenGLES3" Graphics APIs in URP & HDRP Asset Importers: Console displays warning about importing c4d files when a Scripted Importer for c4d files is implementedĪsset Importers: OnImportAsset leaks 5GB of memoryĬontextual Menu: "CONTEXT" menu item appears and Editor crashes when TMP 3.2.0-pre.4 package is imported ![]()
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