Unity3d downloads archive






















Force To Mono checkbox disabled for already encoded files. It had no effect anyway. Meta files on older audio assets not changed when upgrading. Physics To top Improvements Tweaked Continuous Collision Detection to behave better, with objects coming to rest properly. Allow access to cloth simulation vertices by exposing Cloth.

Added Rigidbody. Fixes Changing the trigger flag of a collider at runtime will now also be respected by Raycasts. OnCollisionExit messages now work when the colliders are moved apart from scripting.

Fixed SkinnedCloth crashing Unity on player resolution change. Fixed a crash in PhysX which could occasionally occur when modifying or destroying a collider during a CCD collision. Parenting a collider to a rigidbody at runtime will now correctly add it to the rigidbody. Fixed a crash when destroying or deactivating a collider in OnControllerColliderHit.

Fixed editing Character Controller propteries in play mode. Make SphereCollider vs. TerrainCollider collisions smoother. Fixed a crash in PhysX when trying to use some oddly-shaped meshes as convex MeshColliders. Fixed a crash when trying to set properties on an invalid SpringJoint. Fixed setting MeshCollider properties from the inspector at runtime and a related editor crash. Support for nested classes, enums and interfaces.

Assembly level attributes: assembly SomeAttribute Parameter attributes: function foo SomeAttribute bar Support for turning off specific pragmas on a per module basis: pragma strict off MonoDevelop: Improved code completion for JavaScript and Boo, especially on Windows.

Added AssetDatabase. ExportPackage and AssetDatabase. Using AddComponent Type t now works for components that come from dynamically loaded assemblies at runtime. Added MovieTexture. Added Mathf. ToString will now return the object's type and name. Updated Boo to 0. Increased reliability of destruction functions. OnDestroy and OnDisable will be called on the game object before any modifications to the game object hierarchy have occurred. Destroying of objects is now faster.

Networking: It's now possible to remove Network. Instantiate calls from the RPC buffer by calling Network. Standalone builds: Added an option to disable writing of log files, because Apple may otherwise reject Mac App Store applications in some cases. Asset Server: explain to user why some of the selected assets in merge window cannot be merged.

Other Fixes To top Fixed a potential crash when stopping a streaming movie texture while it is downloading. Generated materials during import now have correct capitalization. Exposed texture settings in TextureImporter class. Fixed deadlock in some corner cases in the Instantiate function, while loading asynchronously.

Left handed mouse buttons are now correctly recognized on Windows. OnApplicationPause is always invoked. Destroying a transform component is now forbidden and an error message is displaying telling the user to destroy the game object instead. Fixed crash when passing a generic type as argument to Resources. Fixed crash when passing a generic type as argument to GetComponent. Fixed: javascript shortcircuited boolean operations that involved implicit boolean casts of operands were not short circuiting.

Fixed: javascript support for calling methods taking a variable number of arguments with an explicit array argument. LoadLevel will not destroy scene assets if they are still in use by a game object marked as DontDestroyOnLoad. Fixed Input. Fixed installation of Unity Web Plugin from Dashboard widgets. Caching: Added Caching. Fixed setting the font of a TextMesh from a script the mesh would not update previously.

Fixed a crash when creating Behaviour-derived built-in components during a FixedUpdate call. Fixed issue with loading Meshes built with older version of Unity. Mouse movement is properly recognized on Google Chrome. Internet Explorer now recognizes Tab key. Background, border and text colors are properly displayed when installing Web Player. Google Chrome doesn't crash when web page is refreshed multiple times in succession. Internet Explorer doesn't crash during Web Player installation when legacy Java version is installed.

Fix crash when webplayer encounters. NET code it thinks is illegal. VerificationException is now thrown instead. LoadUnityWeb will now work with streamed. Mac: Fixed a problem where the player could fail to update the screen in Chrome. Mac: Fix an occasional plugin failure when trying to load Unity 2. Mac: Make cursor hiding in Google Chrome and Firefox 4 work reliably.

Mac: Fix focus issue in Firefox 4. Mac: Fix crash when unloading plugin in Firefox 4. Mac: Fix normal PowerPC webplayer behaving like development webplayer. Animations were not stopping properly when animation speed is negative. Unity uses much less memory when importing split animations now. Fixed leak when animation system sampled material at out of bounds material index.

ModelImporter inspector doesn't allow to enter 0 frame split animations and ModelImporter gives error if it finds such animations. When imported model has has multiple roots and animation doesn't Unity will add an extra root to animation in order to unify hierarchies. Fixed Materials are not imported from all layers fixes Fbx Fixed 3ds import crash when special characters are used in texture paths or material name. Implemented detection and warning for FBX files which have keyframes at invalid times before hours.

Maya , 3dsMax and so on. AssetServer: Fixed case where merging a conflicted file would result in a file with its last content chopped off. Security: Remove excessive logging from socket and www security. Security: Security check now accepts URL extensions using upper case chars. MonoDevelop: Incorporate improvements from MonoDevelop 2. Mono: Merged fix for generics constraint validation.

Mono: Fixed yield when waiting for multiple coroutines. Mono: Fixed crash when Starting empty coroutine. MonoDevelop: Merged fixes from stable 2. Networking: message type 73 is now properly processed as a NAT punchthrough failed connection attempt. Networking: Fixed proxy server issues when using Network. Networking: Fixed problem with using NAT punchthrough in the Editor, it didn't work after the first time and unknown message ID errors popped up.

Fixed using layers and multiple animation per layer could result in incorrect blend. Implemented 3 minute timeout for import of Maya files. Proper errors when there is another project's library folder in the project. WindZones do not "ramp up" over time anymore. Known Issues To top When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android. Direct Modo file import issues: Files can not be imported from modo , due to a problem in Modo batch mode.

UV coordinates for some meshes are not imported correctly, due to a problem in Modo Collada plugin. Normals for some meshes are always exported as hard edges, due to a problem in Modo Collada plugin.

Unwrap: some implementation details were changed, so you may need to rebake your lightmaps, due to UV changes. Materials on instance meshes are not imported correctly - they always share the same material. This happens due to structure of FBX files, so this can't be fixed until Autodesk makes FBX structures more suitable for instanced meshes with different materials.

When duplicating a dirty asset its preview in the Object Picker is incorrect until dirty again. Fixes: Mac Web Plugin: Fixed an incompatibility with a recent version of QuickTime, which caused the web player to stop working on some machines. Editor: Fixed a crash bug when using Undo after closing the Asset Store. Fix for broken tree billboard transitions. New Features: Managed. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code.

This was introduced in Unity 3. Scripting: Added GL. InvalidateState to flush the internal renderstate cache in Unity.

This is mostly useful when writing native code plugins that access the 3D device. Audio: Added AudioSettings. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData. Fixes: Editor: Fixed out of memory errors when editing very large terrains due to the Undo system. Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X.

Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off. Editor: Fixed a bug where upgrading a Unity 2. Terrain Engine: Unity 2. Shaders: wrong syntax in UnityCG. Graphics: fixed Projector crash in some circumstances. Graphics: fixed dynamic batching corrupting vertex colors on Direct3D. Graphics: fixed GL.

Graphics: fixed some hiccups when changing non-uniform scale of meshes. Graphics: Fixed dynamic batching index overflow. Old API is deprecated and marked obsolete. Fixed video autorotation. Pinch zoom gesture now disabled during video playback. Fixed stripping of GUI scrollable area.

Fixed render texture memory leak. Added 'update necessary' notifcation dialog for Samsung devices running pre Added iPhoneUtils. Assign DefaultImporter to platform specific plugin assets. Custom manifests are now merged with the properties from the editor like Bundle Identifier , Version and permission flags.

Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes. Added support for translucent RGBA rendering surface. PlayMovie is now displayed on top of the application instead of in a separate activity ; fixes the screenCanDarken issue while playing movies.

The editor will try to locate the JDK based on information stored in the registry on Windows. Fixed C assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime. Please note that this an early build and does not represent the final Unity Android quality.

Standard Assets: Standard packages split into more specialized and smaller packages. Improved particle effects. New Skyboxes with alpha channels to be compatible with Image Effects. New Editor Scripts for useful shortcuts that are not built-in. New CharacterMotor script for use with CharacterControllers. Proper movement on slopes and steps without loosing grounding. Support for standing on moving platforms with multiple movement transfer modes when jumping off.

Variable height jumping and other jump improvements. Improved speed and acceleration control. Customizable sliding and perpendicular jumping can prevent climbing up too steep surfaces.

Detached from input so it can be used for first person, third person, AI, etc. Unity Pro got a new look - you can toggle it in the preferences.

Procedural Tree Creator. Integrated Lightmapping via Illuminate Labs' Beast. Automatic generation of lightmap UVs mesh import setting.

Terrains use the same solution and gain a whole new look when used with skylight. You no longer use special "Lightmapped" shaders; all shaders that interact with lighting can handle lightmaps. Dynamic shadows from characters mix with lightmaps properly. Object Selector. We no long show a simple dropdown menu; instead a swanky new window opens up, with previews and everything.

Scene View improvements documentation : Search field with interactive highlighting of objects. Rectangle selection. Vertex Snapping for precise object placement. Live previews of material, prefab and texture drags into the scene view. Improved camera handles, and a camera preview window. Improved light handles. More consistent scene navigation controls. New Build Settings window to better support multiple platforms. New and more organized platform-aware Player Settings Inspector.

Curve Popup Window: Any public script variable of type AnimationCurve is now exposed in the Inspector as a curve field. Clicking a curve field opens a popup window with a curve editor, similar to the curve editor in the Animation Window.

Customizable curve fields can also be used in custom editor windows. Editor checks when new versions are available Texture compression is now multi-threaded for faster texture imports on multi-core computers. Asset Server Window: History window shows multiline commit descriptions directly in the list instead of tooltips.

Selected history window items are revealed better. Framing F key works for history window file list. Disable merge button in conflict resolution window for non-merge-able items. Improved error reporting for shaders. Improved inspector for movie audio. Editor API has been expanded: documentation. Added option to search for object types instead of names in the project search field.

Can now drag objects onto an array field in the inspector to add them to the array. Nicer display of thumbnails when dragging tabbed editor windows. Added support for touchpad gestures in OS X editor, for maximizing windows pinch gesture , and switching camera in scene view swipe gesture. Overdraw visualization mode does not do alpha testing now. Alpha tested pixels still cost on the GPU, so better to visualize the real cost.

Animation window can display animation clips from prefab, just click the prefab's root game object. Protect Transform position, rotation, scale against invalid values. Build Pipeline: Typetrees are removed from serialized files assets when possible, this make resource files smaller and loading time faster.

When going out of Play mode and the Game View is docked together with other tabs, go to last active tab instead of always focusing or creating a Scene View tab. Now the Hierarchy View has a toolbar too. API Compatibility setting in player settings lets you choose your mono profile. Use 2. High resolution icon support for players Windows: x and x; iOS: x Search results in project and scene search are now sorted alphabetically.

Inspector Lock got a real button instead of being hidden in a menu. Audition audio in SceneView. Scene view search now filters audio sources as well. Added Web Player build templates. It is now possible to update Asset Server project to specific revision through command line. Geometry Batching : static and dynamic batching from Unity iPhone 1. A deferred rendering scheme, where realtime lights are not horribly expensive anymore. Lighting cost is only dependent on the number of pixels it touches, so you can have lots of small lights for cheap.

Vertex Lit. In exchange, this is fast ; primarily targeted at mobile platforms and low-end web. Forward rendering path had lots of changes compared to Unity 2. Surface Shaders - a much easier way to write shaders that interact with lighting. We don't have the docs for it yet; you'll have to trust us that it's awesome! You can use shaders for objects, post-processing effects etc.

Resulting GLSL will be optimized as well, because mobile platforms are not very good at optimizing the shaders. Particle Rotation : Particle. Soft Particles! When you use Deferred Lighting and have Soft Particles on in Quality Settings, particles will fade out close to intersections with the scene.

All built-in Particle shaders except VertexLit support this. Shadowing improvements : use native shadow maps on Direct3D faster, less memory, native filtering ; much reduced self-shadowing artifacts; Soft shadows support for Point lights; much less "shadow halos" around objects for directional light soft shadows; optimized shadows for Forward rendering path shares depth buffer with main rendering ; optimized shaders for directional light shadows.

Terrain: Added slider under Terrain Settings to control detail object density. Vertex shaders for Shader Model 3.

Skybox is rendered after opaque geometry. Improves performance if your application is fillrate bound. Compiling shaders to pragma target 3. Fog just works on Direct3D with Shader Model 3. It is possible to forcibly disable Anisotropic filtering on a texture, even when Quality Settings have anisotropic on all textures. Just set anisotropic slider on the texture to zero.

Uniformly scaled objects will no longer be pre-scaled before rendering - instead uniform scale is now natively supported by the renderer. Terrain: Expose detail resolution per patch; previously was hardcoded to 8. Import support for stepped and linear keys for position curves; improved compression and curve fitting for position curves.

Settings for allowed animation compression error in mesh importer. Implemented support for importing 1 unit in 3dsmax as 1 unit in Unity the default is 1 cm in 3dsmax as 1 unit in Unity. Implemented import of tangent space from FBX,. Switched Cinema4D import process to work in background mode.

Can be applied to each audio source or globally to the listener. Live output and spectrum data access from each audio source or globally from the listener. Sample-accurate synching. Sources played in the same frame are always started at the exact same point in time. Sources can be delayed and played in the future on an exact sample accurate boundary with. Play int64 delay. Surround sound 7. Attenuation curves for volume, spread, panning and lowpass filter factors.

Doppler factor per audio source. AudioSource prioritization. Asset memory is freed after loading audio data. Physics Improvements: Upgraded PhysX to 2.

Layer based ignore collisions : use the Physics inspector or Physics. Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See Collider.

Added Physics. SphereCast and Physics. CapsuleCast to implement volume raycasts. SweepTest to check if a Rigidbody would collide with anything if moved into a certain direction. New Scripting Features documentation : Mono Develop for script editing and debugging! Upgrade Mono and C compiler to Mono 2. This brings C 3.

New Boo compiler. Mono class libraries derived from Silverlight profile for the web player. I have found places to download even older versions like but I need version " Can I download and use the mac version?

Is there somewhere I can download this compiled for Linux without using unity hub? Thanks for any help. The UnityHub link will have a version hash in it which is unique across platforms. With that hash, you can build the Linux version download URL yourself.

In your case, you need If anyone is having this issue and want to download older versions from unityhub, there is solution that worked for me :. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 1 year, 10 months ago. Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest.

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Linux: Fixed an issue where the linux toolchain package was installed while editor is playing. Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. Particles: Fixed a smooth size update issue when during slow-mo scrubbing of the particle playback time. Particles: Fixed an issue where textures were not automatically marked as readable, if used by the Particle System Shape module.

Particles: Fixed stuttering slow-motion preview issue when using Custom Data. Scripting: Fixed a Debug. Serialization: Fixed an isssue to keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. Serialization: Fixed an issue where a reference from Prefab to a missing asset became invalid once asset is added back to project, without reimport.

Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. UI Toolkit: Fixed a precision errors in gamma-linear conversions.

UI Toolkit: Fixed highlighter positioning and draw order issue. Windows: Fixed an issue where the player icon was missing from the title after if the game was first launched in fullscreen mode and then later changed to windowed mode. XR: Fixed a soft particles shaders for XR single-pass issue. Asset Bundles: Building process of the AssetBundles is slow when the file count is huge Profiling: Profiler's timeline view loses context frames when frames go out of Frame Count bounds Windows: Editor crashes when exiting and keeping a tutorial project Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor.

Package: com. Package: Update Addressables to 1. Package: Update ScriptableBuildPipeline to 1. Load woult not works when running universal. Note: In universal. Android: When Input. Animation: Fixed an issue where an assert was triggered upon rebuilding an animation legacy component Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly.

Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering. Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks.

Editor: Fixed a crash while picking a color. Editor: Fixed a disappearing ReorderableList elements isseu when reordering. Editor: Fixed a null reference exception when opening a popup window in some cases when a previous popup window got somehow saved into a window layout. Editor: Fixed an issue where Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when using two Inspector windows.

Editor: Fixed an issue where Reorderable list null item were not displayed correctly. Editor: Fixed an issue where Time. Editor: If Adb is not able to make the file editable, we make it writable using OS function Editor: There is now a prompt to save changes if the layout is changed.

GI: Fixed a crash occurring while sculpting terrain and baking. GI: Fixed crash on baking GI, moving reflection probe, baking only reflection probe. Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan. Graphics: Fix sporadic crash when closing BuildSettings and maybe other windows when using Editor with Vulkan Graphics: Fixed a crash when loading really large think more than 2GB size meshes. Graphics: Fixed an unwrap crash when automatic margin calculation results in very small margin.

Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors. IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created.

Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time. Particles: Fixed an issue where there was stuttering slow-motion preview when Custom Data was used. Particles: Fixed Texture Alpha clipping in the Shape module.

Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly Profiler: Fixed Profiler. GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. Scripting: Fixed an issue related to player builds failing sometimes or not including the correct precompiled DLLs when those have define constraints.

Scripting: Fixed Debug. Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. Serialization: Arrays that contain SerializeReferences are now resized properly with null references.

Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. Services: For some time the validation endpoint has been disabled, and the editor still incorrectly shows that the user must wait for this validation to succeed.

Version Control: Renamed the CoreServices namespace so it doesn't conflict. Fixed some situations where the history window would be blank. Fixed missing Enterprise login link.

Fixed low resolution icons in light theme. WebGL: Added more detailed information when a page load fails due to misconfiguration in server hosting settings. Windows: Fixed player icon being missing from the title after, if the game was first launched in fullscreen mode and then later changed to windowed mode. Windows: Removed error. XR: Fixed soft particles shaders for XR single-pass. Select the runtime platforms of your choice from the list below the desktop runtime is included as standard or, to install the full complement of runtime platforms, use the download assistant installer above.

Unity Editor bit. Android Target Support. AppleTV Target Support. Linux Mono Target Support. Lumin Target Support. Windows Store. Net Target Support. WebGL Target Support. Unity Editor Intel. Windows Mono Target Support. Unity Android Remote. Unity Remote Source. Unity Cache Server. Builtin Shaders. Unity iOS Remote. Scripting: Increased Script Assembly reload time Package: Updated Version Control package to 1.

Asset Pipeline: Fixed an asset matching inconsistency issue with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets.

Audio: Fixed an issue where the inspector window did not immediately show the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. Editor: Fixed an issue where tooltips were not displayed for the reorderable lists.

Editor: Fixed an issue where UI options which were missing in Hierarchy window after exiting safemode. GI: Fixed a albedo renderer detects shaders are still loading issue.

Graphics: Fixed a crash when uploading large number of texture assets in DX Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field. Input System: Fixed an issue where input events were being lost on Android and optimized input processing performance. Linux: Fixed an issue where linux toolchain package was installed while editor was playing.

Particles: Automatically mark textures as readable, if used by the Particle System Shape module. Serialization: Reference from Prefab to missing asset becomes valid once asset is added back to project, without reimport. Shaders: UsePass with local keywords will now always use correct keywords. UI Toolkit: Fixed a highlighter positioning and draw order issue.

UI Toolkit: Fixed an issue whene elements hover and focused states were not properly reset when attaching to a new hierarchy. Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project. Graphics - General: RenderTextures break after switching window focus Metal: Performance in Game View is significantly impacted by Gfx.



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