Unity2017 update log large sum

1, Unity open a new version named

    The new version of publishing: During GDC, official announced a new release of the Unity program. Include: Unity TECH Technical Preview version (abbreviation: Unity TECH version) and Unity LTS support stable version (abbreviation: Unity LTS version).

Unity TECH version will have major updates three times a year, they will bring you the latest features and functionality.

Unity LTS release from TECH version every year since the last version, the continued support of two years time.

First Unity LTS release will be Unity 2017.4, Unity 2017.3 is the latest updated version. The version number change marks the beginning of a new cycle of LTS. So xxxx.1, xxxx.2 and xxxx.3 are TECH version, xxxx.4 is a LTS version.

2, the new narrative and video game authoring tool

The release of a total of three tools, most attention is Timeline, let us look at Yiyi:

Timeline visualization is a powerful new tool that can be used to create video content, such as cinematic, trailer, video game demos and so on.

Cinemachine is an advanced camera system, you can like a movie director, as in Unity synthesized lens, without writing any code, to lead you into the program of photography era.

Post-processing can be easily applied to a variety of realistic scenarios filters, the use of industrial-grade film technology, controls, and color space formats to create high-quality visual effects, make the picture more vivid and realistic, to help you better visual stories depicted .

3, Progressive Lightmapper improvements

    Progressive Lightmapper an increase in support for baking the LOD. LOD baking time, and the main difference between Enlighten Progressive Lightmapper in that a Progressive Lightmapper probe light do not have to be placed around the LOD reflected light is obtained. At full resolution baking, indirect lighting will provide better LOD baking light maps, you can avoid the tedious process of setting light probe for them.

4, mixed reality aspects of support

Mixed Reality (XR) Platform Support

AR platform mainstream support

VR development optimization and performance improvements

Built-in support for Vuforia

OpenVR of support for MacOS

Support for Google ARCore of

Support for the Apple ARKit

5, NavMesh visualization of real-time debugging tool

    Use NavMeshBuilder API NavMesh build process debug data generated, can now be selectively collected and visualized using NavMeshEditorHelpers. DrawBuildDebug () in the editor.

6, the image aspect of the improvement

GI analyzer

HDR launch

Lightmaps background

Improved progressive lightmaps

Tree baking lightmaps

Lightmap suture

Trous filtration mode

7, improved particle system

Editable custom tag data module

Particle Systems sub-emitters can inherit the life cycle of the parent transmitter

Linear resistance

Self-destruct / disable

Outbreak launch

Restart Button

8, the assembly definition file

    Program set definition files Assembly Definition File, use this feature, developers can customize the managed assembly in a folder. Clear definition of dependent files, you can ensure that script has been changed, only to re-generate the necessary set of programs to reduce compilation time.

9, Crunch texture compression library

    Crunch compression format to extract to DXT texture format first, and then uploaded to the GPU at runtime. Crunch texture compression not only saves disk space, but also has faster decompression speed. It makes Crunch texture compression formats in a very efficient distribution. Crunch compressed textures, but it takes a long time to compress, which is the main drawback of compression formats. For large projects, the editor of all textures project Crunch compressed into formats may need to spend a few hours.

    Unity introduced an updated version 2017.3 Crunch compression library can be DXT texture compression speed of 2.5 times, while improving the compression ratio by 10%. More importantly, the updated compression library can compress ETC_RGB4 ETC2_RGBA8 textures and texture compression means you can use Crunch on iOS and Android devices. This can help developers to reduce the building size of mobile gaming to meet App Store download size limit, so that application content for a wider audience. In Android, iOS and tvOS If you need to use Crunch compression platform, developers can view window select RGB Crunched ETC or RGBA Crunched ETC2 format for the texture. If you check the "Use Crunch Compression" (Use Crunch Compression) in the default tab, all textures Android platform will use the default compression ETC Crunch.

10, a new 2D development tools

    It provides a whole new set of tools for 2D 2D creators, including for the rapid creation and iteration Tilemap function, and composition for intelligent automation and tracking Cinemachine 2D. 2D game design program used the Cinemachine dynamic camera, and composition easier for automatic tracking, thereby enhancing the 2D gameplay, character and environmental design. Tilemap lets you create and iterative design cycle checkpoints faster in Unity, so that artists and designers in constructing 2D game world can rapidly build prototypes.

11, Transform Tool Transform Tool

    Current conversion tool is moved, rotated, scaled three small collection of tools for the case of three operations is required at the same time. Although the small things, but it can save a lot of time.

Click Enable Transform Tool Transform Tools button in the toolbar, or press the "Y", you can start using conversion tools. You can now access the helper object transformation tools.

12, panoramic 360/180 video

    We brought improvements to the panoramic 360/180 and 2D / 3D video workflows for developers. Developers can now easily import into Unity in different styles of 2D or 3D video, and playback on a sky box, create 360 ​​video experience as an independent, mobile and XR runtime.

13, animation

We introduced Playable scheduling, allowing the prefetch data before the actual play. The first implementation is AudioClipPlayables, but in the future, will be used for other resource scheduling: audio, video and timeline. We've added animation support for integer and enumerated types of component properties. We have also introduced a new "2D" mode button that is located in Animation Preview window. Finally, you can zoom in Animator window, framed and automatically adapt.

14, illumination mode support

    In Unity, through a light of specified different modes (real-time the Realtime, mixed and baked Baked Mixed), lighting can be controlled precomputed and synthetic, to achieve a particular effect. Use Mixed mode can significantly reduce the distance real-time shadows, improve performance. Higher fidelity can also be obtained by visual support for real-time remote shadows and specular highlights.

    In Unity 2017.3, you can use the Progressive lightmaps choose from the following lighting modes.

In Baked Indirect mode, the hybrid light source will acts like additional indirect lighting from the light probe and baking lightmaps real-time dynamic lighting. Like fog effects can be used to deliver real-time shadows from the shadow in which case the original is lost.

    In Shadowmask mode, mixed illumination in real time, and the shadow cast from a static object may be baked to a shadowmask texture and light probe. This allows you to set up based on the quality of Shadowmask Mode, rendering shadows in the distance, greatly reducing the number of those who cast a shadow.

    In Subtractive mode, direct illumination is baked into light maps, whereas static object will not have a smooth or specular highlights from the mixed illumination. Real-time dynamic object will be lit, and is expected to get from static objects considered by the shadow of the light probe. Main directional light allows dynamic real-time shadows cast objects of a reduction in the static object.

To try progressive illumination mode lightmaps scene must have a hybrid light source, and then to select a window Lighting illumination mode.

15, Sprite Atlas and Sprite Mask Detailed

    Process Sprite Atlas (Atlas Elf) for the replacement of existing Sprite Packer, let make Atlas (Atlas) is more convenient and efficient. Mask Sprite (sprite mask) for displaying a partial area or a group of the Sprite, This function is useful, such as a card game or round rounded common head and the like, can be implemented by Sprite Mask

    Concluded: 2017 version in several bug fix but also on AssetBundle before loading, scene of Load, performance optimization and rendering quality to do a lot of lifting, this version, the official purpose is to improve the rendering of Unity, at the same time provide comprehensive tool chain. Let Unity engine can also make 3A level masterpiece.

Reproduced in: https: //www.jianshu.com/p/7ab012ed235e

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Origin blog.csdn.net/weixin_34197488/article/details/91246728