Unity 3d download archive






















Get early access to our latest features, and help us improve quality by providing valuable feedback. Keep your project moving toward the finish line. We offer a variety of support options and services so you can get the right kind of help, at the right time.

We use cookies to ensure that we give you the best experience on our website. Visit our cookie policy page for more information. Download Unity. Create with Unity in three steps. Download the Unity Hub Follow the instructions onscreen for guidance through the installation process and setup. Internet Archive's 25th Anniversary Logo.

Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Legacy Documentation: Version 5.

Language: English. Unity Manual. Unity User Manual 5. Deploying Unity offline. The complete solution for professionals to create and operate real-time 3D experiences. Wherever you are in your development lifecycle, Unity Gaming Services takes your game to the next level. Bring your vision to life and leverage our tools to run your online game, grow revenue, discover player insights, and more.

Join our dynamic community of creators so you can tap into what you need to achieve your vision. Advance your Unity skills with live sessions and over hours of on-demand learning content designed for creators at every skill level.

Get up to speed on Unity features and workflows, and find out how to create and use scripts, with our thorough, well-organized documentation. Everything you need to build, manage and grow your game. Take your game to the next level with battle-tested services for every stage of the development lifecycle. Our enterprise-level solutions provide large teams and organizations in every industry with everything they need to build awesome real-time 3D projects.

We use cookies to ensure that we give you the best experience on our website. New Features: Managed. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code. This was introduced in Unity 3. Scripting: Added GL. InvalidateState to flush the internal renderstate cache in Unity.

This is mostly useful when writing native code plugins that access the 3D device. Audio: Added AudioSettings. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData.

Fixes: Editor: Fixed out of memory errors when editing very large terrains due to the Undo system. Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X. Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off.

Editor: Fixed a bug where upgrading a Unity 2. Terrain Engine: Unity 2. Shaders: wrong syntax in UnityCG. Graphics: fixed Projector crash in some circumstances. Graphics: fixed dynamic batching corrupting vertex colors on Direct3D.

Graphics: fixed GL. Graphics: fixed some hiccups when changing non-uniform scale of meshes. Graphics: Fixed dynamic batching index overflow. Old API is deprecated and marked obsolete. Fixed video autorotation. Pinch zoom gesture now disabled during video playback. Fixed stripping of GUI scrollable area. Fixed render texture memory leak. Added 'update necessary' notifcation dialog for Samsung devices running pre Added iPhoneUtils.

Assign DefaultImporter to platform specific plugin assets. Custom manifests are now merged with the properties from the editor like Bundle Identifier , Version and permission flags. Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes. Added support for translucent RGBA rendering surface. PlayMovie is now displayed on top of the application instead of in a separate activity ; fixes the screenCanDarken issue while playing movies.

The editor will try to locate the JDK based on information stored in the registry on Windows. Fixed C assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime. Please note that this an early build and does not represent the final Unity Android quality.

Standard Assets: Standard packages split into more specialized and smaller packages. Improved particle effects. New Skyboxes with alpha channels to be compatible with Image Effects. New Editor Scripts for useful shortcuts that are not built-in. New CharacterMotor script for use with CharacterControllers. Proper movement on slopes and steps without loosing grounding. Support for standing on moving platforms with multiple movement transfer modes when jumping off.

Variable height jumping and other jump improvements. Improved speed and acceleration control. Customizable sliding and perpendicular jumping can prevent climbing up too steep surfaces. Detached from input so it can be used for first person, third person, AI, etc. Unity Pro got a new look - you can toggle it in the preferences.

Procedural Tree Creator. Integrated Lightmapping via Illuminate Labs' Beast. Automatic generation of lightmap UVs mesh import setting. Terrains use the same solution and gain a whole new look when used with skylight. You no longer use special "Lightmapped" shaders; all shaders that interact with lighting can handle lightmaps. Dynamic shadows from characters mix with lightmaps properly. Object Selector. We no long show a simple dropdown menu; instead a swanky new window opens up, with previews and everything.

Scene View improvements documentation : Search field with interactive highlighting of objects. Rectangle selection.

Vertex Snapping for precise object placement. Live previews of material, prefab and texture drags into the scene view. Improved camera handles, and a camera preview window. Improved light handles. More consistent scene navigation controls.

New Build Settings window to better support multiple platforms. New and more organized platform-aware Player Settings Inspector. Curve Popup Window: Any public script variable of type AnimationCurve is now exposed in the Inspector as a curve field. Clicking a curve field opens a popup window with a curve editor, similar to the curve editor in the Animation Window. Customizable curve fields can also be used in custom editor windows. Editor checks when new versions are available Texture compression is now multi-threaded for faster texture imports on multi-core computers.

Asset Server Window: History window shows multiline commit descriptions directly in the list instead of tooltips. Selected history window items are revealed better. Framing F key works for history window file list. Disable merge button in conflict resolution window for non-merge-able items. Improved error reporting for shaders. Improved inspector for movie audio.

Editor API has been expanded: documentation. Added option to search for object types instead of names in the project search field. Can now drag objects onto an array field in the inspector to add them to the array. Nicer display of thumbnails when dragging tabbed editor windows.

Added support for touchpad gestures in OS X editor, for maximizing windows pinch gesture , and switching camera in scene view swipe gesture. Overdraw visualization mode does not do alpha testing now. Alpha tested pixels still cost on the GPU, so better to visualize the real cost. Animation window can display animation clips from prefab, just click the prefab's root game object. Protect Transform position, rotation, scale against invalid values. Build Pipeline: Typetrees are removed from serialized files assets when possible, this make resource files smaller and loading time faster.

When going out of Play mode and the Game View is docked together with other tabs, go to last active tab instead of always focusing or creating a Scene View tab. Now the Hierarchy View has a toolbar too. API Compatibility setting in player settings lets you choose your mono profile. Use 2. High resolution icon support for players Windows: x and x; iOS: x Search results in project and scene search are now sorted alphabetically.

Inspector Lock got a real button instead of being hidden in a menu. Audition audio in SceneView. Scene view search now filters audio sources as well. Added Web Player build templates. It is now possible to update Asset Server project to specific revision through command line. Geometry Batching : static and dynamic batching from Unity iPhone 1. A deferred rendering scheme, where realtime lights are not horribly expensive anymore. Lighting cost is only dependent on the number of pixels it touches, so you can have lots of small lights for cheap.

Vertex Lit. In exchange, this is fast ; primarily targeted at mobile platforms and low-end web. Forward rendering path had lots of changes compared to Unity 2.

Surface Shaders - a much easier way to write shaders that interact with lighting. We don't have the docs for it yet; you'll have to trust us that it's awesome! You can use shaders for objects, post-processing effects etc. Resulting GLSL will be optimized as well, because mobile platforms are not very good at optimizing the shaders.

Particle Rotation : Particle. Soft Particles! When you use Deferred Lighting and have Soft Particles on in Quality Settings, particles will fade out close to intersections with the scene. All built-in Particle shaders except VertexLit support this. Shadowing improvements : use native shadow maps on Direct3D faster, less memory, native filtering ; much reduced self-shadowing artifacts; Soft shadows support for Point lights; much less "shadow halos" around objects for directional light soft shadows; optimized shadows for Forward rendering path shares depth buffer with main rendering ; optimized shaders for directional light shadows.

Terrain: Added slider under Terrain Settings to control detail object density. Vertex shaders for Shader Model 3. Skybox is rendered after opaque geometry. Improves performance if your application is fillrate bound. Compiling shaders to pragma target 3. Fog just works on Direct3D with Shader Model 3. It is possible to forcibly disable Anisotropic filtering on a texture, even when Quality Settings have anisotropic on all textures.

Just set anisotropic slider on the texture to zero. Uniformly scaled objects will no longer be pre-scaled before rendering - instead uniform scale is now natively supported by the renderer. Terrain: Expose detail resolution per patch; previously was hardcoded to 8. Import support for stepped and linear keys for position curves; improved compression and curve fitting for position curves.

Settings for allowed animation compression error in mesh importer. Implemented support for importing 1 unit in 3dsmax as 1 unit in Unity the default is 1 cm in 3dsmax as 1 unit in Unity. Implemented import of tangent space from FBX,.

Switched Cinema4D import process to work in background mode. Can be applied to each audio source or globally to the listener. Live output and spectrum data access from each audio source or globally from the listener. Sample-accurate synching. Sources played in the same frame are always started at the exact same point in time. Sources can be delayed and played in the future on an exact sample accurate boundary with. Play int64 delay.

Surround sound 7. Attenuation curves for volume, spread, panning and lowpass filter factors. Doppler factor per audio source. AudioSource prioritization. Asset memory is freed after loading audio data. Physics Improvements: Upgraded PhysX to 2. Layer based ignore collisions : use the Physics inspector or Physics.

Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See Collider. Added Physics. SphereCast and Physics. CapsuleCast to implement volume raycasts. SweepTest to check if a Rigidbody would collide with anything if moved into a certain direction. New Scripting Features documentation : Mono Develop for script editing and debugging! Upgrade Mono and C compiler to Mono 2. This brings C 3.

New Boo compiler. Mono class libraries derived from Silverlight profile for the web player. Socket security sandbox implementation. Just like Flash think crossdomain. WWW class security sandbox implementation.

Per-platform script defines. Improved UnityScript compilation speed. New scripting API functions documentation. Some highlights: WWW. Returns fillrate for about a thousand GPUs out there. Changed Mathf. Approximately to not only be useful for comparing very small numbers. Stacktraces have been prettified, useless information is better stripped from stack traces. IME input support for languages like Japanese, which require multiple keypresses to enter a character on Windows, and in the editor and standalone on the Mac.

Support for OS font rendering new "dynamic" font rendering mode , to save space in distribution and texture sizes. Textures are generated dynamically to contain the characters which are needed. Documentation : scripting examples in UnityScript; C and Boo. Docs for all platforms merged and platform specific parts toggle-able.

Web Player: UnityObject. Useful for input-critical games. Networking: RakNet upgraded to version 3. TestConnection , now reports your NAT implementation type more accurately. Networking: Exposed Network. Bug Reporter: Supports multiple file attachments; trims attached log files if they are too large.

Some Changes We Did We thought you might want to know about them Graphics Changes: Forward rendering path had lots of changes: Most common case one directional per-pixel light is drawn in one pass now!

Only one Directional light can cast shadows. Use Deferred Lighting path if you need more shadows. Most "Vertex" lights replaced with Spherical Harmonics lighting. Shaders are compiled to more targets by default e. Normal map compression; just mark texture as Normal Map and will be DXT5nm compressed at decent quality.

Remove concept of "RECT" textures. All non-power-of-two RenderTextures are addressed with Parallax shaders get height from a separate texture now. Self-Illuminated shaders get illumination from a separate texture now. Terrain is lit just like everything else now. When rendering with Shader Replacement, no lighting is ever applied. Background shader queue is treated like Geometry now arbitrary sorting, assumed to be opaque. For example, now they are not called each frame on a shadow caster that is not visible itself.

Simplified Shadow Bias setting on Lights. Depth render textures on D3D9 use native depth buffer. Value distribution changed from linear to z-buffer like just like in OpenGL. Spot lights attenuate exactly like Point lights now. Point lights with Cookies actually attenuate now.

OnRenderObject script callback behaviour changed. Now those callbacks are called after everything is rendered; not at points in the middle of rendering. Custom Tree shaders specify their billboard shader via Dependency keyword now instead of Tag.

The billboard shader will be automatically included in the build. Renamed the 2. Old Unity 2. Terrain: Removed the concept of grayscale lighting from terrains. It does nothing in built-in shaders now. Separated preferences for 3. Removed ancient Dinosaur graphics emulation.



0コメント

  • 1000 / 1000