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 2020.1.1 |
檔案名稱 |
UnityDownloadAssistant-2020.1.1f1.dmg |
檔案大小 |
512 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 |
2020-08-06 |
更新日誌 |
What's new in this version: Fixes: - Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value - Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import - Asset Pipeline: Changed behavior in Refresh - Empty folders that don't have .meta files get deleted if the folders were known before - If an orphaned .meta file is marked as folderAsset the folder is recreated - These changes address issues related to creating/deleting folders in certain (p4, git) version controlled projects where empty folders don't get created/deleted when the user gets latest version on the client - Asset Pipeline: Fixed an imported asset dependency on a source asset could lead to a wrong import - Asset Pipeline: Prevented PluginImporter importing from root folders in registered asset folders - Audio: Set override sample settings sets override for incorrect platform when passing a string - Build Pipeline: Fixed build never finishing when there is a large number of assets in the StreamingAssets folder - Editor: Fixed an issue where a MissingReferenceException was thrown when undo operation is performed with a Particle System object selected - Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified - Editor: Fixed application freezes when it is out of focus - Editor: Fixed freeze when Time.timeScale is set to NaN - Editor: Fixed rare Editor hang on OSX when building to player - Editor: Improved Mesh triangulation warnings to display the path to the asset where they originate - Editor: Made shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts - Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins - Graphics: Added correct usage flag in VFX mesh stripping : avoid lost of actually used channel - Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode - Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps - Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps - Graphics: Fixed CustomRenderTexture not using depth for camera rendering - Graphics: Fixed Hybrid renderer + builtin unity + custom material vars rendering order issue - Graphics: Fixed incorrect reported "WARNING: Shader Unsupported: 'shadername' - All passes" for HDRP/Lit shader - Graphics: Fixed issue where the Vulkan pipeline cache data was not getting saved on Stadia - Graphics: Fixed SV_RenderTargetArrayIndex on Vulkan - Graphics: Fixed SV_RenderTargetArrayIndex with tessellation shaders on Vulkan - Graphics: Fixed viewport clear when using texture array on Vulkan - Graphics: Fixed Vulkan shaders on desktop not working like they do in Metal with half precision disabled in most cases except explicit min16float in shader - Graphics: Game view Statistics tab reports false values when using SRP - Graphics: Image conversion into a NativeArray is supported - ImageConversion.EncodeNativeArrayToTGA - ImageConversion.EncodeNativeArrayToJPG - ImageConversion.EncodeNativeArrayToPNG - ImageConversion.EncodeNativeArrayToEXR. - Graphics: Improved Hybrid Renderer V2 error handling when incompatible shaders are detected - Graphics: Solved performance issues with reflection probe anchors when reloading scenes - IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0 - IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances - IL2CPP: Fixed GC performance regression on Android and Linux - IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace - IL2CPP: Generate less source code for managed debugging - iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged - iOS: Fixed Xcode archive validation error when using custom storyboard - Linux: Fixed chains of editor windows not remaining open when clicking the x button - macOS: Fixed popup stays open after closing window - Package Manager: Disabled Cancel button in the Package Manager progress pop-up - Package Manager: Fixed case 1239910, delay display of labels - Package Manager: Fixed case 1245090 close filtersWindow if already open (dbl-click) - Package Manager: Fixed loading spinner rotation speed - Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing - Particles: Fixed exception being thrown when Texture Sheet Animation module is multi-editing a large list of sprites - Particles: Fixed trying to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders - Physics: Fixed an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time - Physics: Fixed an Editor crash on "PhysicsContacts2D::EndContact" when exiting Play mode after Assertion failed on expression: "GetShape() == NULL" - Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime. - Physics: Fixed collision detection of kinematic Rigidbody with non-convex mesh collider - Profiler: Fixed an issue where CPU texture memory would no longer be reported - Profiler: Fixed outn of memory crash when saving large frame in Profiler - SceneManager: Fixed SceneManager.GetSceneByBuildIndex returns a blank Scene object when 'Reload Scene' is disabled - Scripting: Fixed engine code stripping bug when a user assembly was named InputModule.dll or matched any of the other engine module names - Scripting: Sort ILPostProcessors by name - Serialization: Fixed crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field - Serialization: Fixed crash with recursive generic instance containing field of the generic instance type - Serialization: Fixed serialization layout errors when using classes with arrays of structs containing SerializeReference fields - Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly - Shaders: Fixed Caching preprocessor output when encountering an unknown preprocessor directive - Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection - Text: Fixed for GetPathsToOSFonts() not returning any valid font file paths on iOS - TextCore: Fixed potential marshalling array resize issue - UI Toolkit: Fixed allocating TextInfo inside TextHandle when not necessary - UI Toolkit: Improved performance for elements using star rule by removing duplicates in StyleVariable list - WebGL: Fixed "Constant Physical Size" UI scale mode on WebGL - Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen - XR: Added a pre-init flag to request an offscreen Vulkan swapchain - XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0
API Changes: - XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques
Changes: - XR: Updated Oculus XR Plugin package to 1.4.0
Improvements: - Editor: Scene view "Shaded Wireframe" mode can work with SRPs now, via ScriptableRenderContext.DrawWireOverlay. - Editor: Vertex snapping is many times faster on large scenes, and it's easier to snap to vertices that are close/visible, without accidentally snapping to some far away occluded objects |
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