![]() The old way of setting array elements by using number-suffixed names is deprecated.The size of an array is lifted to 1023.Uniform arrays can be set by new array APIs on MaterialPropertyBlock, Shader and Material.Physics: The paration has been exposed.Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore. Physics: Overlap recovery, used to de-penetrate CharacterControllers from static objects when an overlap is detected.Physics: New functions implemented: Physics.OverlapCapsule & Physics.OverlapCapsuleNonAlloc.Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other.Ability to modify/kill particles that are intersecting the collision shapes.A script callback when particles touch a predefined list of collision shapes.Particles: New Trigger Module, including:.OSX: Added Editor-enabled retina support (text and some icons only).As a result, Transform.Setparent for large hierarchies can also be more expensive, since all data for one hierarchy will always be tightly packed together. Kernel: The transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now simpler and faster.iOS: Option for custom URL schemes added to Player Settings.iOS: Added support for ODR initial install tags.IL2CPP: Android support for IL2CPP is now official (previously 'experimental').Catalog is configured via the Unity Analytics dashboard. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. IAP: Cloud catalog support:A 'useCloudCatalog' boolean has been added to.FetchAdditionalProducts method added to IStoreController. ![]() IAP: Added support for fetching IAP products incrementally in batches.Graphics: Texture Array support seeTexture2DArray class.Currently in experimental status due to unknown project-dependent side effects. Graphics: Graphics jobs can now be enabled (see Player Settings) for a potential performance boost.Graphics: Fast texture copies via Graphics.CopyTexture.Supports DX11/DX12 with SM 4.0 and up on Windows, OpenGL 4.1 and up on Windows/OSX/Linux, PlayStation 4 and Xbox One.Set per-instance shader properties from script via MaterialPropertyBlock.Supports both custom vertex/fragment shader and surface shader. Only needs a few changes to your shader to enable it for instancing.Works with MeshRenderers that use the same material and the same mesh.Use GPU instancing to draw a large amount of identical geometries with very few draw calls.See the API docs for Renderer.motionVectors, pthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects. ![]() This can be enabled / disabled in the Scene View Effects menu. This will copy the Image Effect from the main camera onto the Scene View camera. Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects.GI: Occlusion of the strongest mixed mode light is now stored per light probe.Requires shader model 4 (DX11+/PS4/XB1/GLCore).This will sample probes into a 3D texture and use that in the shader. This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.DX12: Added support for multi-display rendering. ![]()
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