Unity is a multiplatform game development tool, that was designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.
Fully Integrated Editor
The Unity game engine is happily married to the Unity development environment. This tight integration allows the Editor to do everything a published game can do. The simple, visual, and intuitive nature of the Editor makes building games fun again.
Unity has a highly optimized graphics pipeline for both DirectX and OpenGL. Animated meshes, particle systems, advanced lighting and shadows, all will run blazing fast.
Unity's Asset Pipeline is Unmatched.
All major tools and file formats are supported, any art application can be used with Unity.
Unity supports a wide range of publishing platforms, all available at the push of a single button.
Unity's shader system combines ease of use, flexibility and performance. All the built-in shaders integrate perfectly with any type of light, with cookies or without. If that's not enough you can write your own shaders in Unity's powerful ShaderLab language with Cg and GLSL.
Vast, densely foliaged landscapes that work smooth on low-end hardware. All that and they take up almost no disk space.
Take your single-player game and easily bring it online. Add some online high scores and chat. Create real-time networked multiplayer functionality. Unity supports all networking needs out of the box with little learning and even less effort.
Give your GameObjects life with the built-in Ageia PhysX Physics Engine. It's the world's most advanced physics engine and is used in games like Unreal Tournament 2007 and Ghost Recon 3.
Audio and Video
Mix realtime 3D graphics with streamed audio and video.
Best Of All Worlds
Unity Asset Server
The essence of game development is multi-disciplinary collaboration. The Unity Asset Server is an add-on product which adds version control to Unity.
Shadow and Light
Unity's provides a highly optimized lighting system with realtime shadows and baked lightmaps. Use shadow and light to great effect, without worrying about the gritty technical details.
Thorough Learning Materials
There is a wealth of support and knowledge to soak up. From User Guides to Scripting References to PDF Tutorials, it's easy to have all your questions answered. Not enough for you? Highly-active forums, IRC, and an open community wiki will get you the answers you need, every time.
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· OS: Windows XP/Vista
· Video: 64 MB
What's New in This Release: [ read full changelog ]
· Android: Stylus support .
· UI: Windows can now be displayed modally using the GUI.ModalWindow call. Modal windows appear on top of all other Unity GUI elements and prevent interaction with all Unity GUI elements not within the modal window while open. Only one modal window can be open during a frame.
· Android: Fixed touch and stylus input on devices having a single surface emitting both at the same time.
· Android: Fixed performance regression with static batching.
· Android: Added a workaround for android issue 41755 - ANR when using apple magic mouse.
· Android: Fixed an issue where "Stream from disc" audio was really slow when used with the "Split Application Binary" option.
· Android: Fixed an issue where "Stream from disc" audio was broken when used with the "Split Application Binary" option.
· DX11: Fixed GPU profiler not working (regression in 4.1).
· Fix Crash in libmono.so due to GC_abort.
· Fix ArgumentException: Invalid platform target" when trying to switch platform.
· Graphics: Fixed Graphics.activeColorBuffer, activeDepthBuffer etc. crash when there's no active render target (regression in 4.1).
· GUI: Modal GUI windows are now always on top of all other Unity GUIs, regardless of GUI.depth value.
· GUI: When right-clicking on a window, context-menu events are once again being fired properly.
· Native Client: Fixed "Development Player" label showing on non-development players.
· Shuriken: Fixed an issue where particle rotations were broken.
· Social API: Fixed problem loading leaderboard scores in Mac OS X 10.8 GameCenter.
· UnityEngine.dll and UnityEditor.dll are no longer signed/strong-named. Compiled assemblies can once again reference the UnityEditor and UnityEngine namespaces.
· Web Player: Chain of Trust system now requires signed assemblies to be loaded with new Security.LoadAndVerifyAssembly method in order to be eligible to call Security.GetChainOfTrustValue. Values stored in the Chain of Trust are still only accessible to assemblies signed with the specified public key.
· Webplayer: Fixes a bug where using the WWW class in the web player would cause 50ms hiccups for each instance.