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8. December 2015

 

Unity Technologies just released version 5.3 of their popular Unity game engine.  The biggest news of this release is probably that WebGL is no longer an experimental platform and is considered a fully supported target.  Apple TV support is also coming soon, but as of right now it is in beta only.

 

The major bullet point features of this release are:

  • New tools: A MonoDevelop upgrade, multi-scene editing, 2D tools and automated unit testing
  • Graphics optimizations, including a new OpenGL core, experimental support for Metal in OS X, and an upgraded particle system.
  • Coming soon: tvOS support
  • Improved platform support for WebGL and iOS 9
  • Integrated in-app purchase support
  • VR improvements and new VR learning samples

There appear to have been major revisions to the Unity version of MonoDevelop including a streamlined UI and easier debugging as illustrated in this image:

monodevelop-attach-to-process2

Much more detail about the release is available here. Or you can download Unity 5.3 here.

GameDev News


24. November 2015

 

Unity have just released patch 4.6.9p3 for Unity 5.2.  From the patch http://unity3d.com/unity/qa/patch-releases:

As always, patch releases are recommended only for users affected by those bugs fixed in that patch.

Improvements
  • Android: Added support for Marshmallow runtime permissions.
Changes
  • Android: Audio - Disabled Fast Path for GearVR.
Fixes
  • (734408) - Android: Fixed OBB deployment on Android 6.0 and some older devices.
  • (738356) - iOS/IL2CPP: Now allow the [Preserve] attribute to correctly prevent stripping of a method in a nested type.
  • (735880) - iOS/IL2CPP: Enabled profiling of GC allocations.
  • (738232) - iOS/IL2CPP: Fixed race condition during cleanup of thread pool threads.
  • (737996) - iOS/IL2CPP: Prevent generated C++ code from including a header file that was not generated when the type which could have been generated in that header is used only in an attribute applied to an assembly.
  • (733799) - iOS/IL2CPP: Set default stack size to 1MB to match Mono behavior.
  • (737503) - iOS: Fixed CRC check when using WWW.LoadFromCacheOrDownload(url, fileVersion, crc).
  • (687059) - UI: Fixed issue that caused FontUpdateTracker to add an additinal RebuildForFont handler whenever a Text component was enabled using a font with no other active Text components using that font.

You can download the patch for Windows here and MacOS here.

GameDev News


16. November 2015

 

A new patch has been released for Unity 5 with the following bug fixes and improvements:

Improvements
  • Added warning for NetworkIdentity on child game objects.
  • Better error messages when network packets larger than MTU are generated by internal multiplayer systems.
  • GI: Upgraded Enlighten to 2.22 UN20:
    • An issue has been fixed where AMD Opteron CPUs produced different atlas packing to Intel Xeon CPUs.
    • A crash affecting Linux binaries on CPUs lacking SSE3 instructions has been fixed.
    • PS4 SDK used is 3.000.
    • iOS stays on the old Enlighten build for a moment.
  • Physics: Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • StackTraceLogType.None now works on iOS and Android.
  • VR: Update to Oculus OVRPlugin.
Fixes
  • (729698) - Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions.
  • (689286) - Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices.
  • (733897) - Android: Fixed slow audio clip loading.
  • (none) - Android: Fixed slow level loading.
  • (715447) - Animation: Fixed animation of material properties in the animation window.
  • (723030) - AssetBundle: Fixed the issue that the sprite atlas had been stored twice in AssetBundles.
  • (739944) - Editor: Fix for GUI methods in Update crashing the editor.
  • (728260), (725794), (726660), (727065), (727287), (727802), (728012), (728240), (728350), (728369), (728446), (728518), (728795), (728822), (728836), (729405), (729406), (729643), (729775), (729790), (729828), (729857), (729925), (729992), (730045), (730059), (730069), (730328), (730403), (730993), (731464), (731500), (731586), (732069), (732101), (732425), (732546), (732842), (732853), (733280), (733416), (733440), (734148), (735199), (735227), (735296), (735804), (735991), (736048), (737077) - Editor: Fixed a crash in the editor when saving the scene.
  • (698169) - Editor: Fixed occlusion culling pre-visualisation in editor.
  • (704738) - Editor: Fixed incorrect DestroyGpuProgram being called.
  • (740977), (740988) - Graphics: Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • (none) - iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • (742579) - iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable.
  • (736714) - Networking: Better log warning for UNet HLAPI Script CRC check now.
  • (739432) - Networking: Fixed invalid generated IL for SyncListStruct with embedded array.
  • (738517) - Networking: Fixed slow compilation when many ClientRpc functions.
  • (736703) - Networking: Fixed wrong item index for SyncList ADD operation.
  • (none) - OpenGL: Fixed shader generation when reading back per-patch outputs in a hull shader.
  • (735644) - OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures.
  • (702967) - Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll).
  • (none) - Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • (740962) - VR: Fixed Crash when exiting play mode.
  • (none) - VR: Fixed ShowDeviceView preventing drawing to the game view with any camera when false.

 

The patch is available here for all platforms.

GameDev News


26. August 2015

 

… in beta form, that is.  It was announced a while back that Unity was working on a Linux version of their editor.  It appears it has finally arrived, according to this blog post, replicated below:

 

Hello again, lovely people!
Last month, I wrote a blog post detailing our plans for Unity on Linux.  Well, I’m back again to tell you the big day has come; today we’re releasing an experimental build of Unity for Linux!
An Experimental Build

Today’s build is what we call an experimental build; future support is not yet guaranteed.  Your adoption and feedback will help us determine if this is something we can sustain alongside our Mac and Windows builds.

Today’s build is based off Unity 5.1.0f3 and comes with the ability to export to the following runtimes:

  • Linux, Mac, Windows Standalone
  • WebGL
  • WebPlayer
  • Android
  • Tizen
  • SamsungTV
System Requirements
  • 64-bit Ubuntu 12.04 or newer (just like our player, the editor will run on most ‘modern’ 64-bit Linux distributions, but official support is only provided for 64-bit Ubuntu 12.04 or newer)
  • Modern Nvidia, AMD, or Intel graphics card with vendor-supported graphics drivers
Feedback and Issues

We’ve created a new section of the forums for you to provide feedback and report issues.  That’s the primary place where we’ll be communicating with our users who are using the Linux build, so be sure to check it out.  Crashes of the editor will pop up the bug reporter, which we encourage you to use in that case (because we’ll get the stacktrace).

That’s all for now. You can find the downloads here:

Read more about the release notes and known issues in our forum post.

Much love from Unity

Na’Tosha


I know there are a lot of Linux devs out there that have been calling for a Linux version for quite some time. I am curious to see how popular it will actually be though. In the end, many of the people that embrace Linux as opposed to MacOS, are also the type that embrace open source. Why then would this demographic gravitate to Unity, when open source friendly options like Godot exist? I don't personally have any Linux installs at the moment, so I wont be testing this new release.

News


9. June 2015

 

Unity 5.1 was released today.   Unity 5.1 new features are:

 

UNITY 5.1

Unity 5.1 features a highly-optimized rendering pipeline for VR and AR devices to help you achieve exceptional frame rates, as well as new networking APIs, and our Multiplayer Service with Matchmaker and Relay servers (in preview) for easy multiplatform networked games.

We’ve worked hard to deliver a stable release, beating down over 170 bugs and introducing some significant refactoring including a new unified OpenGL rendering backend.

Get the full release rundown below!

RELEASE NOTES

FEATURES

  • New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://multiplayer.unity3d.com. The current RakNet based multiplayer system will be deprecated but still functional in this release.
  • New network components and NetworkBehaviour base class for network aware scripts:

description

  • New NetworkManager to control and configure multiplayer games:

description

  • Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
    • VR optimization: Render shadows only once and share between eyes.
    • VR optimization: Cull once for both eyes.
    • Support for Oculus 0.6.0-beta runtime

description

  • New HDR Color Picker
    • Improves the Standard shader workflow for changing the emission color property.
    • The emission color can now be animated from the animation window.
    • Using scripting API to change emission will now be reflected in the shader gui.
    • Color Presets now also support HDR colors. Saving a HDR color will overlay a lowercase 'h' on the preset swatch.
    • Color property fields can now be customized with the ColorUsageAttribute (show/hide alpha value, is HDR)
    • Added Hex color field

description

  • Graphics: Crunch texture compression format on platforms which support DXT. This is a lossy compression that is both small on disk/download and compressed (DXT1/DXT5) for the GPU.

description

  • Graphics: Experimental support for OpenGL 4.5 and ES 3.1 on Windows. Use -force-glcore, -force-gles(20|30|31|31aep) arguments to enable. This enables testing OpenGL ES 3.1 features on desktop. Note: no GL4 support on Mac or Linux yet.
    • Graphics: OpenGL ES 3.1 support on Android
    • New graphics levels (OpenGL ES 3.1, OpenGL ES 3.1 + AEP)
    • Compute shaders
    • Geometry shaders
    • Tessellation shaders
    • Advanced blend modes
    • Note: OpenGL ES 3.0/3.1 uses a new shader compiler backend; see Changes below.
  • New runtime assertion library under UnityEngine.Assertions namespace. The library provides a set of methods for setting assertions in your code.
    • The method calls will be conditionally compiled out from non-developer’s builds.
    • The conditional compilation is controlled by UNITY_ASSERTION define.
    • Defines DEBUG and TRACE are now also defined for non-developer’s builds.
    • A wrapping library providing extension methods is also available under UnityEngine.Assertions.Must namespace.
  • Unity Analytics: new, built-in Analytics functionality introduced (currently in “Preview”), under the UnityEngine.Analytics namespace.
    • Basic Integration can be completed by inserting a unique ProjectId into “Cloud Project Id” in PlayerSettings.

description

  • The ProjectId is a unique identifier that links your Editor project with the data on your Analytics dashboard, and is generated during the Basic Integration process.
    • Go to http://analytics.unity3d.com to get started with Basic Integration, as well as access the relevant documentation and integration instructions.
    • Additionally, the library provides methods to track Monetization, Custom Events, and User Attributes (otherwise known as Advanced Integration options).

description

  • Note: 4.x and 5.0 Editor users can still use Analytics by integrating the downloadable SDK package. For 5.1 users, adding the plug-in should not result in errors, nor will it result in duplicate data, but we still advise that you remove the old plug-in assets.
  • Home Window Login integration. You can now login or work offline using the home window or command-line arguments.

 

You can download Unity right here.

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