Mac-based high-end game development tool. It is now also available for Windows. Unity is the only high-end development tools based game Mac sports GUI pro-app stylish, no friction workflow and technical features top-of-the-line like graphics extensible, the effect of large particles, highly optimized scripting, the Ageia PhysX Machinery, skinned character animation and ragdolls, and create standalone games for Mac and Windows (and Dashboard Widgets and web-plugins).
Unity is a 3D game editor which happens to contain one of the most advanced game engines out there. Packed with the power that is built to meet the demands of next-generation game development.
Create dazzling, different, captivating game with state of the art technology such as Ageia PhysX ™ physics engine, highly optimized JavaScript, and most modern graphical effects.
Automatic importing of assets, Prefabs, and ultra fast turnaround editing modify play when you assemble and test your game helps maintain the creative flow. Production assets are not as fast as never before. Editor ties together all the advanced features of the machine in an intuitive way.
integrated editor
keyframe animation system with easy to use interface that allows you to turn almost any object parameter games.
Drag'n'drop to set values and connect everythign of logic game graphic effects.
Play button to instantly try out your work, and stopped and steps * frame to try the game as you go.
Automatic high-performance pipeline assets. Never thought about importing your assets again. Save your PSD file in Photoshop and see live update in Unity without clicking a single button.
Adjustable panel layout system. Allows you to customize your work environment to your liking.
All settings can be edited in an easy to use property editor.
One-Click Deployment
Mac OS X web plugin.
Mac OS X standalone player.
Dashboard Widget.
web player window (coming soon).
Standalone window [Unity Pro feature] coming soon.
Protected deployment [Unity Pro feature].
scripting
game logic and AI are most easily implemented in scripting.
All aspects of the game that is scriptable with ease understandbut powerful interface. The script can be given to the object via drag & drop.
Edit the properties in the script editor, and drag'n'drop to set values.
Supported languages are JavaScript, C # and Python * language such as Boo.
Graphics
High-performance mesh rendering engine. Mesh skinning a few bones. realtime mixing animation for the characters believable.
Very fast and flexible system that supports the particle collisions as well as color and texture of the animations.
animated textures.
Normal map generation of meshes.
Superb support for several cameras.
Skyboxes.
Flexible Machine Shader
Extended create texture effects, including light [Unity Pro feature].
Spotlights, lights and ligths omni-directional, and the projected texture, halos and volumetric light cone.
Support for the latest graphics card features such as bumpmapping, reflection mapping, refraction, cubemaps, Trilinear filtering and mipmapping.
Unity comes with an extensive library of 32 shader including Vertex Lit, Diffuse, Glossy, Bumped, Bumped specular, reflective, self-illuminating and 9 shader different particles.
Novodex Physics Engineering
flat world best physics engine by Ageia.
Fast and realistic simulation allows for physics-based gameplay with great interactive environment.
Ragdolls, a pile of boxes, cars, helicopters. Whatever you want to simulate.
The system displays the hinges, ball socket and suspension dynamics * flexible.
Tune friction, slip, and restitution.
Support for mesh mesh mesh and collision primitive.
Audio
3D positional audio with distance attenuation.
Support for all common file formats.
The structure of the game
modeling based component of an entity of the game. Components can be added and removed while the game is running.
Strong (and fast) query and messaging system for communication between components.
Support for switching between scenes, the data that survives on the screen, and save game settings and status.
File import formats
imported models, animation and animated characters from all major 3D applications such as Maya, Cinema 4D, LightWave and MotionBuilder. Supported file formats are: FBX, Maya mb file, 3DS and blender. With the 3DS format almost any 3D modeling application can be used with Unity.
Import all the images and movies major formats using QuickTime. Save your Photoshop file complete with layers and let Unity automatically compress your images with high quality Unity S3TC texture compressor. All automatically without pressing the button.
heightmap normalmap automatic conversion.
mipmap generation of different methods (detailed fading, Kaiser filter, gamma correction, and others).
Requirements:
Mac OS X 10.3 or newer
Radeon or GeForce MX GFX card with at least 32 MB of VRAM.
500MHz recommended.
The game runs on GFX cards Rage 128 depending on the complexity of scenes.
Works with most 3D modeling applications, and imports almost all media files * Format.
The new one:
features:
- UI new system: The design UIs for a game or application that uses the UI component framework based Unity new powerful and visual tools.
- Create UIS in screen space with or without perspective and with support for pixel perfect harmony, or in the world for the simple creation of interaction in the world.
- System layout incorporates anchoring to the sides, corners, or custom points in the parent container with the ability to stretch to the full width of the percentage or level of parental or higher. View Scene simple handling allows intuitive visual controls and tweaking of positional behavior.
- Design and build customized controls consist of images, text, masking, and effects. All graphics components have full support for custom materials and lighting.
- Built-in controls for buttons, sliders, scroll view, input fields and more have been designed for full deployment of cross-platform, supports touch control and navigation directions like a mouse and arrow keys or gamepad controls.
- Unity UI system is integrated with a smoothly animated, which means that you can use a state machine and other animated features to control the UI elements and panels.
- UI system is designed to be expanded so that it can meet the needs of your project. Combining the existing UI elements together to create new controls, extend existing controls, or write a new control from the beginning.
- Easily organize your callback to the UI controls in the Inspector using the new persistent delegate system. Many functions can connect to your UI with no programming required!
- New Rect Tool: In the previous version, rect handling used only in 2D mode and only for SpriteRenderers. With the introduction of the new UI system is a combination of 2D and 3D, more explicit control is needed to be able to efficiently position the elements. The new Rect tool in the main toolbar Unity can be used for the sprite, UI elements, and other objects as well. Rect grip also receive improvements to be more consistent with other tools, and to be more useful for various uses.
- Rect addressing mode now supports Pivot / Center as well as in the toolbar / global mode locally as the toolbar.
- Rect handle squeezed (holding the Control / Command while dragging the side) now supports conserving volume that is not the area when pressing Shift.
- Rect handles for small objects visible in the Scene View now shows the handle disk that can be used to move objects in the field of the rect. When the zoom further in, the disc will fade as a normal rect grip faded.
- Activity Extensible Messaging System: Use and expand the framework of the new system events. This system is used for the new UI to send and receive events, but can be extended to support special input devices and logic custom events.
- inbuilt support for touch and independently.
- Supports 2d, 3d, and UI components.
- extensible; add custom entries and custom event handling.
- Delegates persistent (Unity Events): A new way to organize their callback through the UI and built into the player. This helps non-programmers quickly add functionality to your application in the editor.
- New Android Build Target: Support has been added to x86 as the target building. fat binary support (x86 + ARMv7) are supported as well and a new default.
improvement:
improvements core
- Added smart-mengalokasikanMetode GetComponents who picked components of type T and a growing list of required. non-generic version that supports the interface has also been added.
- Added StopCoroutine (coroutine) function.
- Added callback 'OnTransformParentChanged' for MonoBehaviour. This is called whenever a change, or one of the parents has reparented transformation.
- Added optional Transform.SetParent method allows setting parental transformation without changing the local position, rotation or scale. For RectTransform it also does not change sizeDelta.
- Implemented and exposed Transform.TransformVector and Transform.InverseTransformVector so no need to use localToWorldMatrix and WorldToLocalMatrix only to change the vector with scale included.
- Added Vector2.SmoothDamp to be consistent with Vector3.SmoothDamp, Mathf.SmoothDamp, and others.
- TouchScreenKeyboard.isSupported new API to check if the platform supports on-screen keyboard.
- Added new callbacks for Undo WillFlushUndoRecord class.
- Added Input.touchSupported API: tell whether the device is currently running application supports touch input.
improvements Editor
- Reorganization GameObject menu Object creations with categories such as 3D, 2D Object, Light, etc. as well as improving the function.
- "Create Empty" now appear in the hierarchy Create dropdown.
- Game Objects in the context menu hierarchy can be used to create new game objects as children.
- Further details about the error message when failing to add a component due to already have other components that do not fit.
- If during play mode hierarchy window takes too long to retrieve new data warning icon will appear to suggest the frame rate can be affected by the selected sorting hierarchy.
- Editor: Made Scene View camera near and far clip plane using constant multipliers than four size ranges remain at a fixed value that causes arise when the transition over the range limits. The new range is almost the same for the near and medium zoom, but has a near clip plane is significantly greater when the enlarged further, which reduces the z-fighting.
- Created playing games View used by visualization CameraEditor and canvas became the last focused Gaming View is not only the first game View found.
- Ensuring managers use the correct size of the display screen in the game editor, which is only known in the managed side.
- Increased levels of anisotropic texture of the limit to 16 in the Inspector Texture.
- Exposed "Generate Mip Maps" option in the Texture Inspector when in the mode of Sprite.
- Renamed spritePixelsToUnits TextureImporter to spritePixelsPerUnit and make obsolete the old property. The old name is misleading.
- Curves can now be replaced in the animation window.
- SerializedProperty.displayName make public.
- Enum selection resulting from SerializedProperty now nicified as for all other enum field in the Inspector.
- Added SerializedProperty.enumDisplayNames which returns the name for the enum value as they are being shown in the Inspector.
Mecanim Repair
- Animation PPTR types are now supported in the animation window (textures, sprites, materials etc.).
- SendTransformChanged now only sent to the transformation of the animation. Brother without animation will not accept SendTransformChanged.
2D Repairs
- SpritePacker default policy will automatically pack sprite mipmapped (power pads - 2).
- Aniso rate for a sprite with mip-map now defaults to 16.
- SpritePacker will flood atlas instead of adding 1 pixel border for the sprite.
- PixelsPerUnit new properties have been exposed in the Sprite class.
- Android repairs
- Support for Intel GPU profiles using the Unity Editor.
- Added support for texture BGRA.
Change
editor Changes
- T is now assigned as a default shortcut keys for appliance Rect. Sprite Editor trim default shortcut keys Shift-T to avoid conflict with Rect tool.
- Rect handling now perform non-uniform scale by default for consistency with a variety of other applications. Hold the shift to a uniform scale.
- Default preferences for language scripts in the Add Component dropdown has been changed from Javascript to C #, because that is the new default for documentation and examples.
- spritePixelsToUnits renamed spritePixelsPerUnit in TextureImporterSettings.
graphic changes
- Stencil buffer is now available in Unity Guide.
2D Changes
- Sprite Packer is now enabled by default.
- The new Sprite now has mip-map is enabled by default.
improvement
improvements Editor
- Arguments occasionally stay out of range exception when using Scene View tool.
- Choosing from a locked scene view layer now prevented.
- ObjectSelector now been confirmed Asset tab to default when selecting PhysicsMaterial2D objects.
Graphics Improvements
- Fixed an issue where the texture is not created because the value of anti-aliasing is not supported on devices like the Surface RT.
- compressed sprite is no longer disabled on devices that support NPOT texture.
repair animation
- Fixed an issue where changing the animation property to be Rect Transform Scale and trying to transition between 0 and 1 failed.
- Fixed crash when creating AnimationClip on humanoid rig.
- Improvements accident when looking at the transition Animator with UnscaledTime update mode.
repair 2D
- Unity will no longer crash if the mesh is dragged into SpriteRenderer a.
- Fixed an issue where 2D colliders ruptured when used as a child prefab.
mobile repair
- Windows Phone 8: Fixed a race condition in TouchScreenKeyboard which would cause ".active" to return false once the keyboard is opened.
- Windows Phone 8.1: Fixed an issue that caused InputField and GUI.TextArea to always accept capital letters on the keyboard screen.
- Android: Disabled shadow for the PowerVR graphics Intel to avoid artifacts.
Full release notes here.
===>> Click here to Download Unity Tool 5.5.1 (Windows)
===>> Click here to Download Unity Tool 5.5.1 (Mac OS)
0 komentar:
Post a Comment
Click to see the code!
To insert emoticon you must added at least one space before the code.