Unity 5.3
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and. Dec 07, 2015 This video demonstrates how you can use the new multi-scene editing feature in unity 5.3.
Global Illumination Lightmap Snapshot was renamed to Lighting Data asset. The internal format of the lighting data was changed after the upgrade to Enlighten 3.
Snapshots from a previous versions of Unity are no longer supported and should be rebaked. This also affects streamed scene AssetBundles with realtime GI. Lightmap data won’t be loaded and thus such bundles should be also rebuilt. Light probes and environment lighting is now consistent in gamma and linear color space. Some differences in environment lighting compared to Unity 5.2 is to be expected.
Output is matching Unity 4.x intensity wise now but since 4.x and our light projection code generates L2 coefficients and Enlighten only outputs L1, the falloff for the final light probes can appear different. L2 support for light probes will appear in a future release. Directional non-important lights should now match 4.x. Light probes are always passed to the shaders in linear color space and final gamma conversion happens on the GPU. If you are using Unity’s ShadeSHxxx functions for evaluating the spherical harmonics in the shader, you should not have to change your shaders. In UNITYSTANDARDSIMPLE shaders the SH evaluation is not split between the pixel and vertex shader, so we limit the linear to gamma conversions to only happen once and only in the vertex shader.
On more advanced GPUs the calculation is split between vertex and fragment shader. Shuriken The particle size in the Collision Module has been replaced by a new parameter: Radius Scale. This new parameter acts as a multiplier on the actual particle size. If you were using the old value to do anything other than approximate the particle sizes, then you will need to reconfigure your collision bounds using the new parameter.
Unity 5.3.2
Multi Scene Editing The multi scene editing feature introduces new API through EditorSceneManager and SceneManager. Which means that many of the API’s on EditorApplication and Application has been deprecated. You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see: You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know: You've told us there is information missing from this page.
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We’re pleased to announce that Unity 5.3 is ready for download!. With this latest release, we’re bringing you a wide variety of new features and platforms! In short:. New tools: A MonoDevelop upgrade, multi-scene editing, 2D tools and automated unit testing. Graphics optimizations, including a new OpenGL core, experimental support for Metal in OS X, and an upgraded particle system. Coming soon: tvOS support.
Improved platform support for WebGL and iOS 9. Integrated in-app purchase support. VR improvements and new VR learning samples. And more So sit back, relax, and let’s take a look at what’s new in Unity 5.3: New and upgraded tools The Unity 5.3 release includes a variety of new tools to simplify and streamline your development process: Improved scripting editor experience Unity 5.3 ships with version 5.9 of MonoDevelop-Unity, a significant upgrade to the existing version of Unity’s scripting editor. In addition to an overhauled and simplified UI, debugging can now be performed by attaching to a desired target quickly and easily – saving multiple clicks over the previous workflow.
We’ve also fixed a number of bugs and debugging issues to bring you a greatly improved experience when using MonoDevelop. Check out our to learn more. The new way of attaching the MonoDevelop debugger to Unity, with a single click. Easier scene management The editor’s scene-editing capabilities are also getting a significant upgrade with the introduction of multi-scene editing. Unity now allows you to split a level up into smaller scenes, which has some useful applications.
For instance, if your game includes a very large level, you may want to split it up to support streaming scenes dynamically and loading/unloading them from memory on the fly. Overall, this should result in performance gains when working with larger levels, giving you more freedom to build bigger in-game environments. Multi-scene editing allows you to manage multiple scenes and improves the workflow when collaborating on scene editing. You can separate up your work into individually-loadable chunks and create large streaming worlds. All-new 2D Tools We’re continuing our commitment to improving Unity’s capabilities as a complete solution for 2D game development with some exciting new 2D physics tools. These include: The Buoyancy Effector, a new 2D physics effector that provides simple interaction between objects and fluids and fluid-flow forces.
FixedJoint2D showing rigid connected bodies A new 2D placeholder assets creation tool allows you to quickly generate primitive shapes and prototype gameplay ideas: Quickly create new 2D primitive shapes or generate them from existing textures Spot problems earlier with Editor Tests We’re introducing a new way of managing and running automated tests from within Unity: the Editor Tests Runner. It’s an implementation of NUnit, a well-known.Net unit testing library.
It allows you to author and run tests to verify individual functions in your code, enabling you to identify issues at an earlier stage in the development process. To get started using the Editor Tests Runner, simply open up the Editor Tests Runner window, and define some tests that are appropriate for your project.
Additionally, you can now configure our automated build service to run these editor tests automatically on your game project, allowing you to catch problems sooner and iterate faster. More efficient rendering With Unity 5.3, we’re shipping a number of new features which raise the bar for rendering quality and deliver improvements to rendering efficiency. For starters, there’s a brand new OpenGL 4.x core, which will replace our legacy OpenGL 2.1 backend. This allows you to take advantage of the very latest OpenGL features on Windows, OS X and Linux, whilst also being able to scale to older versions of OpenGL, depending on the user’s OpenGL driver support. Note that in 5.3, Unity will default to the new OpenGL core, but you can switch to legacy OpenGL 2.1 manually to maintain previous behavior.
Our current aim is to remove the legacy OpenGL backend in Unity 5.4. We are also releasing experimental support for Apple’s Metal technology for standalone OS X builds in the Unity editor, granting you access to much faster graphics processing in OS X games. Metal can be enabled in the Graphics API selection dropdown in the Unity editor’s Player Settings window. The bar for realistic graphics rendering in Unity is being raised, with the introduction of Screen Space Raytraced Reflections (SSRR). SSRR enables objects to reflect their surrounding environments more accurately than with reflection probes, and are dynamic, so moving objects in a scene are accurately reflected in surfaces. We recently released our, which showcases the level of visual realism which can be achieved in a scene using SSRR.
Our implementation of SSRR is currently in beta, and available as part of the pre-release Cinematic Image Effects package. Please help us make it better by an d giving us. Unity’s particle system has received a substantial overhaul.
All particle system properties can now be configured through script, giving you an unprecedented level of control and unlocking new creative possibilities. Plus, we’ve also added: System Scaling: Control exactly how particles scale. 3D Rotation controls (full control of particle orientation and rotation on 3 axes). Shiny new features are one thing, but what about performance?
Well, in Unity 5.3, the rendering of particles, sprites, flares, halos, lines and trails has got a performance boost, thanks to improvements in how the engine manages threads internally. Plus, we’ve updated our frame debugger so that you can run the tools on a remote device (e.g. An Android phone).
For instance, this means you can see which shader properties are used by a draw call, giving you even more visibility and allowing you to troubleshoot rendering hiccups at runtime. Plus, expensive shaders should now run more efficiently as we’ve taken steps to ensure that load times and memory usage are reduced. Lastly, we’ve enabled asynchronous loading of texture data from disk and time-sliced uploading to the GPU on the render thread. This reduces waiting times for texture GPU uploads in the main thread, which should result in overall improved rendering performance. Conquer the living room with tvOS We’re happy to report that tvOS will be available soon as a target platform.
Unity 5.3.3
It’s currently in beta for everyone to try (go to the ), and will be released within the coming weeks in Unity 5.3.x. TvOS target platform includes input device support for the Apple TV Siri Remote through the Unity Input API, and support for on-demand resources using. There are already a number of great titles made with Unity available on Apple TV today – check out this, or read our in-depth that includes some great advice for aspiring tvOS game developers from dev.s who have successfully shipped an Apple TV game. Plus, Unity 5.3 also comes with a slew of updates that will allow you to take advantage of new features in iOS 9 and tvOS, including 3D Touch on the iPhone 6S and 6S Plus, support for iPad Pro and Apple Pencil, and Bitcode support. If you want to learn more about using Unity to develop for tvOS and iOS 9 using on-demand resources,.
An Update on WebGL Platform Support In March 2015, with the launch of Unity 5.0, we introduced publishing to WebGL under a “preview” label in the Unity editor. Since then, with the release of 5.1 and 5.2, we have delivered a series of improvements for our support of the platform.
With today’s launch of Unity 5.3, we’ve decided to remove the “preview” label, and make WebGL an officially supported build target. It’s worth noting that work on WebGL as a platform is an ongoing work in progress – but we’re confident that our implementation works well within the current constraints of the ecosystem as a whole. In addition to a number of bug fixes and more comprehensive documentation, the 5.3 release includes a number of improvements to WebGL shaders, shadows and file compression handling, all of which should translate to greater performance and increased graphical fidelity. Browser support for WebGL has also improved significantly over the course of the past year, which means that the potential target audience for your games is constantly growing. We are not yet at the point where all Unity features are supported in WebGL, but we are committed to the continued development of the platform, and look forward to bringing you regular updates on new features in future releases of the Unity editor.
For a full rundown of the current state of WebGL in Unity, and the work that has gone into bringing WebGL support to the engine, check out our on the subject. What’s more, our Cloud Build service now supports WebGL as a target platform. Just configure your project once, and you can build and share your WebGL games automatically from the Cloud Build website. Read more about how to get started using Cloud Build for your game. In-app purchases made easy If you’re currently monetizing your mobile title through in-app purchases, the chances are that you’re familiar with the work involved in configuring and maintaining integrations with different app stores. With Unity 5.3, we aim to take the pain out of that process with a new service: Unity In-App Purchase. Unity IAP makes it easy to implement in app purchases into your application across the most popular app stores, and you can enable it directly in the Services window in the Unity editor.
What’s more, Unity IAP is integrated deeply in the Unity Analytics platform, allowing you to to continuously track in-app behaviour and make tweaks to your game based on actual revenue and purchase data. Currently Unity IAP supports the iOS App Store, Mac App Store, Google Play and Windows Store, and we’re exploring opportunities to support even more platforms in the future. You can read more about the new service. Or, if you’re ready to get started right away, dive straight into detailing how to integrate Unity IAP in your game. Get started with VR We are committed to making the Unity editor a robust and fully featured solution for the creation of immersive VR content.
Through our regular releases of the editor, we’re continuously improving Unity support for various VR headsets, including the Oculus Rift and the Samsung Gear VR. Today we’re happy to announce that with the launch of Unity 5.3, we’re simultaneously releasing a new sample project for those looking for an introduction to developing VR content in Unity. The project is designed to get you started working in VR, with some low-nausea-risk examples of arcade content that work well in the VR environment. The sample project includes a VR cinema curved-display style menu, as well as four different mini-games with three distinct approaches to gameplay and player input.
This sample project is backed by a on how it was built as well as advice for beginners getting started on the Oculus VR platform. We hope they inspire you to take the plunge into VR development, and we can’t wait to see what you build. Modular Installers In Unity 5.3, we’ve compartmentalized the Unity installer in order to reduce download size and allow you to control what you want to install.
Should you wish to, you can still download once and install on multiple machines by choosing the custom download location in the Download Assistant on both Mac and Windows. And much more Had enough already?
Too bad, because we’ve crammed even more goodness into Unity 5.3:. Numerous bugs have been mercilessly squashed. A new JSON API, that supports conversion of objects to and from JSON format – useful for client/server communication and saving/restoring game state. Multi-display support – render to up to 8 displays from a single application. As always, you can find the full rundown in the.
Since the new Update my MonoDev doesn’t work anymore. It doesn’t have any more Code Completition. And YES i did try ALL solutions i found on the Forums. I did delete de SLN Files, i did change the Editor in unity from (Built-In) to the Mono Dev version INSIDE the Unity Directory. It did all work just before the Update but now nothing works anymore.
It’s not on a single Project. Its on all my old Projects & if i create a complete new one. It’s annoying as it destroys my Workflow.
I did also reinstall Unity around 3 times Also if i change the “.loadLevel” to the new “SceneManager” it just gives me an Error that “SceneManager” doesn’t exists. It isn’t the first Time i experience Problems with MonoDevelop after an Update. But its everytime very annoying. Im coding in JS, do not want to wait 1 year for VS to startup so im using MonoDev. Got used to it since GTA SA:MP used MonoDevelop for their GameMode Scripts. Anyways why the Code completition doesn’t work anymore? As i said it doesn’t matter if its a new Project or an old Project.
It just doesn’t work anymore since the Update. Before the Update i was just working fine with MonoDev but after the Update (and obviously new Version of MonoDev) no Code Completition anymore. Is there a Way to downgrade my Unity back to the Version before this? As it did work just fine with the older Version (one before the actual) But other than that great Work. Follow you Guys for some years now and love your Updates. It just gets annoying if MonoDev stops working as it should So i’m downloading the new Update for the 4th time now.
Will try it a last time before go to an older Version or wait until you did release a Version thats working for me. As i said, and before someone say it AGAIN, i did try around% of the Solutions and nothing did work for me. And YES i did activate code completition inside of MonoDev (it already was) So yes, I’m unhappy with this new Update at the Moment and i got a little bit stressed as without Code Completition I spend up to 5 times longer on a Script than usually For example its very funny if you write.transform.rotation and not transform.Rotation but it wont show you an Error.
It will show you one in Unity and you will have to go back to MonoDev change all the Errors. Those Errors wouldn’t happen if i’d have Code Completition so you get the Point hopefully. Thanks anyways for your great work guys! I hope there will be a fix for this as it is pretty annoying and no solution online did work for me. “Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation” Ran into some Animation workflow issues that took a while to solve.
Might be worth taking this into more detail by adding that fixing interpolation problems after-the-fact is not a viable solution anymore. Interpolation methods should be updated before animations are keyframed now, to avoid problems. Also If I’m wrong about any of this could you please dive more into detail about this specific update? Ijust upgraded and now I cannot compile my project. I thought I’d post here in case anyone else experiences this problem since there is no description for the issue that I’ve seen unless it’s in a defect database somewhere. This just happened to me yesterday so I can confirm it’s still occurring. Defect: On OSX, the first time v5.3 is installed and launched, an unresponsive blank screen appears.
On OSX, I just installed v5.3 (had been using v4.6 previously) and when I first opened the app the blank screen displayed. After closing and reopening twice, I was able to proceed as a workaround. These are all good things. But what I really want is simple: A way to lock or hide GameObjects.
Imagine two small icons on each GameObject row in the Hierarchy, aligned to the right of the GameObject’s name. These should be visible only when you hover your mouse over the GameObject’s name.
One icon is a padlock, the other an eye. Click the padlock and you cannot select the GameObject in the Scene view (you can still manipulate it via the Inspector). Click the eye and you cannot see it in the Scene view (or select it). Clicking a parent’s padlock/eye will apply the same for all of its children, but you should be able to then unlock a child while the parent is still locked. This would improve my enjoyment of working in the scene view immensly and considering how basic the feature is I’m surprised it’s missing.
Note that I’m aware of being able to show/hide layers in the Scene view, it is not enough for me to work comfortably. Implementing these padlock/eye icons wouldn’t be difficult to do I imagine, especially the padlock since it would simply just ignore any clicks on a GameObject in the scene. For your next update of Unity, please consider implementing a way to lock and/or hide individual GameObjects from the Scene view (with just a simple click in the Hierarchy). I believe many would appreciate it. Thank you again for your hard work! What is your hardware?
You might get more responses if you at least tell us if you are Mac or Windows. I am on a Mac and had problems running after the upgrade. I had to log in with my admin account and launch Unity as well as Mono Develop for them to work under my main login. I also got info on the main folder inside the Unity package and added read and write permissions for my main account and selected the option under the “gear” to apply the settings to all subfolders. This seems to have fixed it.
If you are on Windows, a similar permissions fix might be needed? Try launching under your admin account and re-install if that doesn’t work.
Has the support for GMA 950 dropped already in Unity 5.3? I downloaded and installed unityeditor32 242 MB setup file and the setup successfully completed but when I launch the editor, the Unity Splash Screen appears then the window (which is supposed to switch to Open Projects) but instead it stays dark gray and doesn’t proceed any further.
I didn’t install any other package/s cause the internet is very slow (torrent gave 7 kbps!) the download speed from Unity server is 70 – 100 kbps so I used to download through unity server. Is it necessary that I install at least one of the platform addons just launch the editor or is it a bug? Or has the support for GMA 950 been dropped starting with 5.3? Why the following editor change? In the Hierarchy tab and the Project tab (in 1 column layout mode), you used to be able to use the left arrow key to select an item’s parent container. Now, when you use the left arrow, it behaves the same way it does when you press the up arrow – i.e., it just selects the item directly above it. This change just made the process of hiding and showing children items using the keyboard take more effort and more time.
Now, our options are to use the mouse to click on the parent folder or to use the left or up arrow repeatedly until we finally reach that parent item. Was this change intentional?
Is there a good reason for it? If not, I’ll gladly file a bug report. Hello, i am excited about VR menu and etcso i saw weapon hold and i ask if you plan to introduce IN UNITY plugin for PSMOVE,i know we have some unofficial plugins but its better to have it working perfect for unity,i tryed many ways to fit the pressbutton with player but i cant.so maybe this API i got isnt too good or correctly configured About the news i am excited about proximity head with tracking to we can make interactions better like: hey dont close up to my faceor something like that.or “hey,dont take look so much on these engines”. I am getting (after Splash Screen,) a dark gray window (which was supposed to switch to Open Projects window, but doesn’t show anything). Clicking the Close button X ends the process immediately.
Are you having this issue too? Are you facing the above problem too? (I installed Unity is C drive BTW.) Looking at the System Requirements, it’s the same as 5.2 (which says “any card since 2004 supporting SM2 should work”), so assuming support hasn’t been dropped, maybe a bug with old devices (mine is GMA 950)? Or maybe the support is dropped but yet to be updated in the System Requirements page? Do you have a dedicated graphics card and still having this problem OR are you using an old computer like I am?