Unity是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。Unity类似于Director,Blender game engine, Virtools 或 Torque Game Builder等利用交互的图型化开发环境为首要方式的软件其编辑器运行在Windows 和Mac OS X下,可发布游戏至Windows、Mac、Wii、iPhone、Windows phone 8和Android平台。也可以利用Unity web player插件发布网页游戏,支持Mac和Windows的网页浏览。它的网页播放器也被Mac widgets所支持。
UNITY PRO 5.6.2 P4 X64
Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing community.
Improvements
Android: Enabled NEON in Umbra.
Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
Graphics: Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
Improved Outline Editor module performance in Sprite Editor Window.
IOS: Added support for the 5th generation iPad.
Networking: Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
Physics 2D: SpriteRenderer’s Sprite Tiling behavior changed when width/height is negative value.
Physics 2D:Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
Video: Skip-ahead functionality improvements.
VR: Updated Oculus to version 1.14.
Changes
GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.