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.
Graphical Fidelity
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.
One-Click Deployment
Unity supports a wide range of publishing platforms, all available at the push of a single button.
Shaders
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.
Terrains
Vast, densely foliaged landscapes that work smooth on low-end hardware. All that and they take up almost no disk space.
Networking
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.
Advanced Physics
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 supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate. All three can use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking.
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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Requirements:
· OS: Windows XP/Vista
· Video: 64 MB
What's New in This Release: [ read full changelog ]
Improvements:
· iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
· iOS: Splash now uses "retina" images if running on "retina" device
· Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
· Flash: It's now possible to invoke constructors that declare byref parameters.
· Flash: Slightly faster Stage3D path and faster path implemented for 11.1 and 11.2 specific deploys.
· Flash: Point filtering now works.
· Flash: System.Bitconverter now works.
· Flash: Dictionary.ContainsValue now works.
· Flash: Smaller memory footprint in some cases
· Flash: Speedup in SWFPostProcessing
· Flash: performance optimizations on generated bytecode.
· Flash: Byte[] now has a Flash native bytearray as a backing store (.elements).
· Flash: Shallow implementation of System.Text.Encoding for ascii and utf
· Flash: Implementations of System.Random, System.IO.MemoryStream, DateTime.Today
· Flash: System.Exception.StackTrace property.
· Flash: more conversion errors include related source location now.
Changes:
· Added Resources.UnloadAsset(Object asset) function. This is useful for unloading large individual assets if you know they are no longer used and you don't want to call Resources.UnloadUnusedAssets().
· Editor: Introduced [Callbacks.PostProcessBuild] script attribute. It will execute the attributed method after the player has been built.
· Editor: Introduced [Callbacks.PostProcessScene] script attribute. It will execute the attributed method when the current scene has been processed.
· Flash: Has build targets for different FlashPlayer version 11.0, 11.1 and 11.2. No Flash Player version specific implementations exposed yet, but setting 11.2 means using a faster code path; better performance.
· Flash: www.GetAudioClip() now works, only for non streaming mp3's.
· Flash: WWW support
· Flash: WWWForm Support
· Flash: Assetbundle support
Fixes:
· Android: Possible fix for random crashes in OpenGL ES driver on Galaxy Nexus ICS.
· Android: Touch problems related to ICS upgrades on some devices have been fixed.
· Android: Caching.CleanCache() was always returning false (without cleaning the cache).
· Android: Fixed Webcam texture initialization problem on ICS device.
· Editor: Catch more corner cases when detecting Visual Studio installations.
· Editor: Fixed out-of-memory crash when showing AudioClip's inspector while in play mode.
· Editor: PvrTexTool updated to version 2.10.87.498.
· Editor: Fixed crash when using SendMessage, a non-null argument is passed to a parameterless receiver.
· Editor: Fixed used textures stats to display in statistics view
· Fixed memory leak when the profiler is attached.
· Fixed WebPlayer crash when downloading an AssetBundle.
· Fixed a bug in mouse delta handling for non HID enabled mice.
· Fixed an out of memory crash on audio preview.
· Fixed race condition while hashing assets for the cache server.
· Fixed crash in Resources.Load if the resource being loaded referenced a non existing asset.
· Fixed out of memory crash when building a player with a lot of assets cross references between scenes.
· Fixed bug where SkinnedMeshRenderers marked as Occluders would result in bad occlusion. SkinnedMeshes can only be marked as Occludees now and the bounding volume of the skinned mesh is used during PVS Calculation.
· Fixed crash when reloading scripts after launching Unity with a compile error.
· Flash: Fixed integer division semantics.
· Flash: Fixed memory leak in native methods returning structs.
· Flash: Fixed crash on constructors passing fields as byref arguments.
· Flash: Fixed RuntimeServices_ToBool_Object being invoked, but not implemented.
· Flash: Fixed endianness error on byte[].
· Flash: Fixed crashes on monobehaviour deserialization on asset bundles.
· Flash: Fixed particle system not being scriptable again.
· Flash: Fixed www.error being set to seemingly random strings, even if there was no eror.
· Flash: Fixed crashing on fatal errors on errors thrown in coroutines.
· Flash: Fixed fatal errors on www.texture access.
· Flash: Fixed flash preloader bar on black background.
· Flash: Fixed bug where array.CopyTo() fails if the destinationsize is larger than sourcesize.
· Flash: Fixed fields of type List crashing on Instantiate().
· Flash: Fixed serialization of List.
· Flash: Fixed multiple issues with SwfPostprocessor resulting in issues with swf not getting verified or causing stack under - or overflows.
· Flash: Many small actionscript conversion issues fixed.
· Flash: GuiTexture is rendering correctly again.
· Flash: Particles are rendering correctly again.
· Flash: Texture2D setPixels with larger textures doesn't crash anymore.
· Flash: UnityContent .setSize(width,height), working correctly.
· Flash: useGuiLayout works.
· Flash: No more crashes on gui.window.
· Flash: No more crashes on physics/charactercontroller collisions.
· Flash: Physics, fixed issues with objects shooting into space or being sticky.
· Flash: Array of Structs aren't being (incorrectly) serialized anymore.
· Flash: ParticleSystem now script accessible.
· Flash: Serialization of non-public monobehaviour now works.
· Flash: Issues with coroutines throwing FlashPlayer verify and stack size errors fixed.
· Flash: EncodeToPNG now works.
· Flash: Support for c# packing of array data in types.
· Flash: Correct handling of numeric casts of infix expressions (ex: (int)(f * g)).
· Flash: Fix serialization of List
· Flash: Fix SwfPostprocessor; cases where player was throwing fatal error indicating that files are not available / verifier error on constants.
· Flash: Fix SwfPostprocessor; fix max stack size calculation
· Flash: Fix WWW.GetAudioClip() usage in StartCoroutine crash.
· Graphics: Fixed vertex colors being swapped in CombineMeshes
· Graphics: Fixed projector errors with zero near plane
· iOS: Fixed dynamic geometry performance regression in 3.5/3.5.1.
· iOS: Fixed splash rotation, causing it to skew.
· iOS: setting Application.targetFrameRate