Unity for Mac 5.6.2 軟體資訊交流 Mac

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Unity for Mac 5.6.2 Mac


Unity for Mac 是一個遊戲開發生態系統:一個強大的渲染引擎完全集成了一整套直觀的工具和快速的工作流程來創建交互式的 3D 和 2D 內容; 輕鬆的多平台發布; 在資產商店中擁有數千種高質量的現成資產和知識共享社區.

對於獨立開發人員和工作室,Unity 的民主化生態系統打破了創造獨特漂亮遊戲的時間和成本障礙。他們正在使用 Unity for Mac 來創造他們所熱愛的生活:創造能夠吸引任何平台上的玩家的遊戲。

Unity for Mac 功能:

Workflow
快速地將您的場景組裝到一個直觀,可擴展的編輯器工作區中。玩遊戲,測試和編輯,為您的遊戲完成快速迭代.

質量
創建 AAA 視覺保真,音頻和全油門動作的遊戲,在任何屏幕上都能表現平滑和清晰.

2D& 3D
通過使用共享約定的高效工作流程,獲得 2D 和 3D 內容創建的專用工具.

Animation
統一的功能強大和靈活的動畫系統,帶來任何人物或物體的生命,令人難以置信的自然和流暢的運動.

性能
可靠的性能,平穩的幀速率和出色的遊戲在目標平台上發揮體驗.

多平台
沒有其他的遊戲引擎可以讓你選擇這麼多的發布平台,而且幾乎不費吹灰之力就可以部署.

Unity Cloud Build
通過全新的 Cloud Build 服務讓你的構建變得輕鬆。在工作中檢測到項目中的更改,並且構建會自動發送到您的設備,或在 Web 上播放.

注意:Unity 是免費的,並提供 Unity Pro 的全功能 30 天試用版.

也可以:下載 Unity for Windows

檔案版本 Unity for Mac 5.6.2
檔案名稱 UnityDownloadAssistant-5.6.2f1.dmg
檔案大小 868.35 KB
系統 Mac OS X 10.9 or later
軟體類型 免費軟體
作者 Unity Technologies
更新日期 http://unity3d.com/unity
軟體類型 2017-06-30
更新日誌

What's new in this version:

Fixes:
- Android: Fixed the empty scene startup time regression
- Android: Fixed an issue whereby H264 videos did not loop on Android 4.1 and 4.2 devices
- Android: Fixed an issue where Android IL2CPP builds might fail if built from an editor script
- Animation: Fixed an issue with preview of mirrored animations in the inspector
- Animation: Fixed Animator.GetBehaviour() returning null after recompiling a script while in play mode
- API Updater: Fixed assembly corruption in assemblies containing references to UnityEditor.Animations.AvatarMask
- API Updater: Fixed a crash when checking C# scripts with deep object initialization syntax
- API Updater: Fixed nested types updating on local variable / parameter declarations
- Asset Bundles: Fixed a crash when loading GuiStyleState from an asset bundle
- Asset Pipeline: Fixed AssetDatabase.GetMainAssetTypeAtPath so that it returns the right type for ScriptableObjects instead of just 'MonoBehaviour'
- Editor: Fixed assets being marked for delete instead of opened for edit in Version Control in cases where the asset was deleted and recreated (e.g. re-baking NavMeshes)
- Editor: Fixed an issue which made deleted files moved to recycling bin on windows
- Editor: Fixed a transform precision issue when moving multiple objects
- Editor: Warn, rather than fail, if an external process Unity launches suspended has been unexpectedly resumed by another process. Note: Some versions of RenderDoc have a bug which can cause this
- GI: Fixed case of tiling being ignored by the Progressive Lightmapper
- Graphics: Added tier settings for Light Probe Proxy Volume
- Graphics: Fix assert when calling CommandBuffer.DrawRenderer on disabled mesh renderer
- Graphics: Fix crash in non-native graphics jobs in specific scene configurations eg lots of particles, terrain
- Graphics: Fix for GetTransformInfoDoNotExpectUpToDate in renderer bounding volume updating
- Graphics: Fixed Assert in Editor and crash in Standalone when disabling/enabling SkinnedMeshRenderer in very specific situations eg from animation during an OnBecameVisible callback
- Graphics: Fixed error message "Enabling or adding a Renderer during rendering; this is not allowed." when creating or enabling a game object during OnPreRender, OnWIllRenderObject, OnBecameVisible, OnBecameInvisible callbacks
- Graphics: Fixed metal editor shader warmup
- Graphics: Fixed rare hang in the Editor when building lighting data
- IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies
- iOS: Fixed corrupted orientation view when forcing interface orientation via script (using Screen.orientation) on iOS10
- Linux: Don't add control characters to Input.inputString
- Multiplayer: Added a new overload to NetworkManager.StartClient function which allows to specific which port should the local socket be bound to
- Navigation: Fix using NavMeshAgent and NavMeshObstacle simultaneously causing Y coordinate to snap to maximum value
- OSX: Apple File System (APFS) compatibility fix
- Physics 2D: Fix a crash when a 2D Collider is recreated during contact reevaluation
- Physics: Fixed an error thrown when using a Rigidbody with an Interpolate mode (Interpolate or Extrapolate)
- Physics: Fix for a crash when repeatedly unloading/loading cloth on XBox One and PS4
- Physics: Fix for normals issue with cloth using tiny mesh
- Physics: Fix to avert 'value must be greater' errors in cloth
- Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts
- Physics: Fixed a case of CharacterController starting to ignore collisions with certain objects after a number of scene reloads
- Physics: Fixed a memory leak issue in UnityWebRequest when Dispose was not called
- Scripting: Fix C# compiler incorrectly generating error CS1525 when using ternary operator with floating point values and no whitespace
- Scripting: Fix end of frame event not being sent in batch mode
- Scripting: Fixed a regression causing ContextMenu attributes from base classes to not be used on derived classes
- UI: Fixed a rare Transform::kReceivedDueToParentTRSChanged assertion failure introduced in 5.6.1p1
- UI: Fixed memory leak in UI::DepthSortLayer()
- Video: On Android 4.1/4.2, bigger resolution videos don't play
- Video: On Android, video stops playback if trying to play it faster than 1x
- VR: fix for single pass rendering w/one of the standard effects shaders doesn't render correctly on the right eye
- VR: Fixed CommandBuffers don't work w/ MSAA and VR
- VR: Fixed editor crash when user selected VR Camera while playing
- VR: Fixed Stereo Display (non-head mount) produces only black screen in build
- VR: Fixed Stereo Display Standalone build runs at a low resolution regardless of settings
- VR: Removed an unnecessary blit when single-pass stereo rendering is used on Daydream devices
- VR: Updated GoogleVR SDK to 1.60.1
- Windows: Fixed switching to full screen from windowed when using dx11

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