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
· Major New Features
· New Particle System - "Shuriken".
· Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
· Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
· Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
· Built-in curve editor for easy curve editing.
· Pathfinding and avoidance sub-system added.
· NavMesh: Path-finding API. Bake navigation mesh with markup areas.
· NavMeshAgent: Character navigation. Avoidance system.
· OffmeshLink: used to create arbitrary connections between NavMesh polygons.
· Built-in LOD management via LOD Groups.
· Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
· Asset Cache server.
· Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
· Built-in HDR support and adaptive tonemapping.
· The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
· Multithreaded rendering.
· Most of rendering & driver overhead is put onto another CPU core on multicore systems.
· You don't have to do anything, it just works!
· Currently only on PC / Mac / Xbox 360; and not in the web player yet.
· Light Probes, which allow for using baked lighting on characters and other dynamic objects.
· Directional Lightmaps.
· Generic external version control (.meta files) is now available in the free version.
· Google Native Client is now supported
· It is now possible to select and edit multiple objects simultaneously with the Inspector!
· The Inspector preview supports showing the multiple selected objects.
· Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
· Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
· OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
· Terrains work well with occlusion culling now.
· The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
· Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
· Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
· GPU Profiler: added the ability to see GPU usage to the profiler.
· A ton of memory and performance optimizations. Several improvements to multithreading.
· Graphics Features
· SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
· UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
· WebCamTexture class now supports cameras.
· High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
· Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
· Lightmapping: Added the “Area Light” light type (baked only).
· Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
Advanced rendering controls:
· Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
· Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
· Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
· Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
Various graphics optimizations:
· Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
· Optimized culling and shadow caster culling.
More low level rendering possibilities from native code Plugins:
· Ability to access Direct3D 9 device pointer.
· Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
· Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
· Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
Quality settings overhaul:
· Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
· Maximum LOD level and LOD bias can be setup in the Quality settings.
· The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
· Editor Features
· Middle-click on any surface in the Scene View to focus on the clicked point.
· AssetModificationProcessor class created with custom VCS systems in mind.
· Adds IsOpenForEdit check on assets which can prevent assets from being edited.
· The preview in the Inspector can be detached to a separate window.
· Implemented support for C4D file import from Cinema4D R13.
· Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
· Implemented import of texture Tiling and Offset values.
· Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
· Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
· Improved preferences window that users can extend by using the PreferenceItem attribute.
· Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
· The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
· GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
· Entire curves can now be dragged vertically.
· Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
· Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
· Made it possible to find objects in scene that reference the selected asset.
· Texture Importer for pvrtc-enabled platforms allows to select compression quality.
· New Prefab system allows adding / removing components from instances without breaking the prefab connection.
· Backwards compatibility with old prefabs is maintained.
· Made sure prefabs do not show up as “missing” in play mode.
· Audio Features
· Enabled audio buffer read and write access via AudioClip::Get/SetData
· Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
· Extended inspector GUI support for custom filters (out gain and performance meters).
· Enabled microphone support on all platforms.
· Made mixer settings accessible from script (buffer sizes and sample rate).
· iOS Features
· Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
· Accelerometer frequency now is controlled from Player Settings.
· Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
· Added "Show Loading Indicator" option, to show spinner when loading game.
· GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
· Added iAd support.
· Added push notification support.
· Added Compass and Gyroscope support.
· Added Camera support.
· Added Microphone support.
· Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
· Android Features
· Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
· QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
· Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
· Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
· Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
· Improved load times with a new file reader back-end.
· Profiler information can now be tunneled over ADB.
· Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
· Added support for Gyroscope / Compass input.
· Added Camera support
· Added Microphone support.
· Added Texture Override for ETC/RGBA16, under Build Settings.
· Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
· Other Features
· Upgraded to MonoDevelop 2.8.2.
· Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
· Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
· AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
· Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
· Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
· IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
· All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
· If upgrading an existing project the current settings files will be copied to the new folder.
· If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
· Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
· Improvments
· Android
· Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
· Introduced automatic unlocking of the device when running development builds.
· Introduced passing touch and key events directly to native code when using NativeActivity.
· Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
· Stored the keystore file relative to the project path.
· Audio
· Changing mixer's sample rate and buffer sizes from script now possible.
· Cross domain security check for AudioClip::GetData() in webplayers.
· Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
· Microphone frequency capabilities now accessible from script and can be used in Record().
· Multichannel (>2) OGG files are now encoded and mapped correctly.
· Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
· Documentation
· Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
· Fixed formatting issues for code snippets on IE
· Fixed up many code examples.
· Editor
· Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
· A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
· Added "All" and "None" items for active Layer selection menu.
· API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
· API: Exposed GetIconSize and SetIconSize.
· API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
· API: Made PropertyField respect indent level instead of overwriting it with property depth.
· Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
· Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
· Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
· Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
· Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
· Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
· EnumPopup element strings are now "nicified".
· Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
· Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
· Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
· Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
· Improve feedback to the UI about which color space is active.
· Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
· Made intValue property in SerializedProperty API work for LayerMask type.
· Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
· Miscellaneous LOD group editor improvements.
· Made rectangle selection of meshes more precise.
· Introduced the property EditorGUIUtility.isProSkin.
· Objects can now be tagged separately as occluders and occludees.
· Optimized performance of changing parenting in the hierarchy window.
· Polished Import/Export package dialogs a bit.
· Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
· Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
· The Navigation window now lets you change the Navigation Static flag of selected game objects.
· Transform gizmo now has planar sliders.
· Undo / Redo now works as expected when enabling and disabling components.
· Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
· Upgraded FBX SDK to 2012.2.
· When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
· When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
· You can now set a default font color via the font importer.
· Graphics
· Extended the maximum number of shader keywords from 32 to 64.
· For each shader compilation error show the keywords that were used.
· MaterialPropertyBlock can now have an unlimited number of properties.
· OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
· Lightmapping
· Exposed the padding property that controls texel spacing between bake instances.
· Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
· Made fetching lightmaps use much less temporary memory.
· iOS
· Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
· Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
· Caching now set no-backup flag by default on newly added objects.
· Scripting
· JavaScript: Creating a new script automatically adds “#pragma strict” by default.
· JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
· JavaScript: @script attribute declarations can now appear before 'import'.
· JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
· Boo: Pattern matching for lists.
· Boo: Selective import support.
· Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
· Boo: Optimized multidimensional array operations (up to 100X in some cases).
· Miscellaneous
· Asset Import: Texture importing now uses a lot less temporary memory.
· Asset Server: Projects can now be copied in the admin view.
· Mac OS X Standalone: Added a "close" button to the player window.
· ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
· MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
· Occlusion culling baking now doesn't run out of memory.
· Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
· Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
· Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
· Reduced memory usage when importing large project folders.
· Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
· Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
· SkinnedMeshes can now be marked as occluders and occludees.
· Substance import issues with input textures were fixed.
· Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
· Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
· Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
· Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
· When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
· When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
· Windows: Connected joysticks are detected at runtime.
· Fixes
· Android
· Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
· Calling Application.Quit from OnApplicationPause() had unexpected consequences.
· Calling Network.TestConnection() caused the application to crash.
· Calling Time. from OnApplicationPause() could cause application to hang.
· Calling game scripts from the Java UI thread could cause a crash on rare occasions.
· Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
· Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
· Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
· Fixed video playback when using a local (file://) source.
· Graphical artifacts in decompressed ETC1 textures have been corrected.
· In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
· JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
· JNI marshaling null-strings from Java would cause the VM to abort.
· The basic/pro license was not honored correctly in some places.
· The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
· Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
· Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
· Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
· WWW calls to a server that redirects from HTTPS to HTTP were failing.
· Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
· A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
· Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
· Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
· Fixed annoying but harmless error about missing directory when building.
· Android Remote: fixed occasional stale touches.
· Android Remote: fixed flickering and improved stability on tablets.
· Audio
· 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
· Don't show BPS for MPEG files.
· Audio/Video: Pause audio when video is done in the inspector.
· Fixed custom rolloff curves.
· Fixed 32 bit filtering.
· libVorbis updated to the latest version.
· Lowpass filter inspector fixed.
· Reset on filters and reverb zones now works.
· Size in inspector now correct for all platforms and audio types.
· Support for compression of 32bit input files.
· Debugger
· Fixed abort with reentrant evaluation.
· Fixed crash with nullable evaluation.
· Fixed debugger crash when debugging in the editor.
· Editor
· After moving or renaming the current open scene, saving will now save into the new location rather than the old.
· Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
· Editor: Dark skin component checkboxes no longer twitch.
· Editor: Dark skin's object picker tweaks.
· ESC to cancel searching is more robust.
· Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
· Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
· Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
· Fixed Esc not clearing search field on Mac in Object Picker.
· Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
· Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
· Fixed many Handle controls not respecting Handles.matrix.
· Fixed mouse cursor sometimes flickering garbage on Windows.
· Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
· Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
· Fixed null reference exception when dragging sub-asset to the root of Project View.
· Fixed Object Picker not focusing search field when being opened.
· Fixed opening editor preferences when no inspector is open.
· Fixed precision loss when viewing or editing large integers in the GUI.
· Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
· Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
· Fixed a bug where lists of enums were not editable in the inspector.
· Fixed Animation View leaking materials when saving, while animation edit mode is active.
· Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
· Fixed crash when resizing arrays in the inspector.
· Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
· Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
· Fixed material import from COLLADA files.
· Fixed memory problem when committing a lot of assets in the Asset Server window.
· Fixed null ref when exporting a package.
· Fixed out of memory crash when importing huge cube maps.
· Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
· Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
· Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
· Fixed some situations where the scene view mode could get stuck.
· Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
· Fixed Warning when saving a scene to a new folder created from the Save dialog.
· Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
· Fixed crash when closing Editor Window in OnFocus.
· Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
· Focusing on a particle system will now respect the bounds of the system properly.
· GetMiniThumbnail returns proper icons for DefaultAssets.
· Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
· Improved interaction with Visual Studio 2010.
· Installer on Windows now has a large icon.
· Made 3DS file loader more robust - Unity handles invalid files better now.
· Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
· Make ProceduralTextureInspector repaint until not regenerating anymore.
· Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
· Multiple project windows don't share search string.
· Got rid of white 1-px outlines on OSX Lion.
· On OSX don't allow saving files with special characters in save file dialogs.
· On OSX don't make "error" sounds when navigating object browser using keyboard.
· On Windows, don't open new explorer window every time the player is build.
· Resolve intermittent hangs.
· Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
· Setting TextureImporter.textureType now sets all the required properties.
· Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
· Windows Editor menus support Unicode characters.
· You can now slide values with sliders by dragging the label (same as float fields).
· (Windows) Build Settings will not open after Cancel.
· (Windows) Asset progress bar & build progress steals focus from other applications on windows.
· Will now give a proper error when trying to import a movie with unsupported codecs.
· Checked for scene camera rotation of NaN and fixed it.
· Drastically reduce Scene View grid artifacts that caused it to be imprecise.
· Fixed issue where editor would hang if left in background.
· Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
· Deleting the root game object in OnPostProcessModel will no longer crash Unity.
· Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
· Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
· (Windows) Fixed common random crash.
· Fixed crash when calling SetActiveRecursively within Awake.
· Fixed intermittent "Moving file failed" error when building player.
· Fixed error when attempting to edit deleted terrain.
· Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
· Setting color preferences now has an instant effect on the editor.
· Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
· Graphics
· Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
· Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
· Compute correct tangents for non-uniformly scaled static meshes.
· Enforce linear lighting status on hardware that does not support it.
· Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
· Fixed issue related to deferred rendering when no lights are present and you are using HDR.
· Fixed Particles/Alpha Blend shader turning black when in Fog.
· Fixed pow() sometimes being mis-compiled for Direct3D 9.
· Fixed Preview lighting on uniformly scaled meshes in GameObjects.
· Fixed shadow caster culling for asymmetric view frustums.
· Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
· Flares without a texture assigned don't crash the editor anymore.
· Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
· Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
· Fixed error message when setting null texture on a GUITexture.
· Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
· Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
· Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
· Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
· Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
· Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
· Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
· iOS
· Fixed appending of Xcode project when automatic native plugin inclusion is used.
· Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
· Fixed horizontal splash screen image pre-rotation to vertical orientation.
· Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
· Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
· Fixed Remote Profiler support.
· Fixed simulator build when project has native plugins.
· Fixed small memory leak.
· Fixed some scary warnings in Xcode debugger console.
· Fixed splashscreen pre-rotation when autorotation is enabled.
· Fixed WebCamTexture.GetPixels.
· icon-iPad.png renamed to icon-72.png.
· SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
· SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
· Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
· Javascript
· Fixed bug that would cause a for loop not to reuse an already declared variable.
· Fixed multidimensional array of struct operations.
· Script attributes can now appear before 'import' statements.
· Mac OS X
· Mac OS X Editor: Properly recognize user setting to launch Editor in a specific Space/Desktop.
· Mac OS X Standalone: Fixed mouse down events being reported for clicks on window title bar.
· Mac OS X Standalone: Will not show window restore dialog and crash in OS X Lion.
· Mac OS X Standalone: Don't quit, if cancel button was pressed during Quit dialog in windowed mode.
· Mac OS X Web Player: Fixed a crash in Firefox 6 when loading Unity content in a background tab.
· Mac OS X Web Player: Fixed a crash in Firefox 7 when resizing Unity content.
· Mac OS X Web Player: Fixed scroll wheel events in full-screen mode in CoreAnimation plugin.
· Mac OS X Web Player: IME input is now recognized in the OS X WebPlayer.
· Mac OS X Web Player: Input.inputString will correctly contain backspace and delete characters.
· Mac OS X Web Player: Make mouse input handling more robust. Fixes Magic Trackpad support in Safari 5.1.
· Mac OS X: Fixed input from some gamepad hat switches.
· Mac OS X: Fixed distinguishing between left and right modifier keys in the Input class.
· Mac OS X: SystemInfo now returns actual device information.
· Mac Web Player: Fixed different rendering issues when using image effects.
· Windows
· Windows 64-bit standalone: Fixed setting executable icon.
· Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
· Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
· Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
· Windows: Joystick 0 now returns correct cumulative axes values.
· Physics
· Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
· Fixed CCD not working in first level of a game.
· Fixed crash when disabling a CharacterController inside a CharacterController callback.
· Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
· Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
· Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
· Fixed a crash when creating a Terrain with too many Tree colliders.
· Miscellaneous
· Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
· Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
· AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
· AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
· Asset Import: Fixed crash when selecting asset with name including ".."
· Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
· AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
· Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
· Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
· Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
· Fixed AsyncOperation.progress to properly indicate loading progress.
· Fixed font kerning when using GUIStyle.fontSize.
· Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
· Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
· Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
· MonoDevelop: Fixed unhandled exception when attaching debugger.
· MonoDevelop: More robust script encoding detection.
· MonoDevelop: Don't open script projects twice.
· MonoDevelop: Ensure selected script gains focus.
· Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
· Networking: Fixed cases where connection tester failed to return a result.
· Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
· Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
· Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
· Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
· Profiler: GPU profiler now shows better info on image effects.
· Profiler: More reliable player connection discovery.
· Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
· Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
· Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
· We no longer get send multiple mousedown / mouse up while hovering over an object.
· WebPlayer and Standalone: Return correct Event.delta value on Windows.
· WebPlayer: Fixed memory leak on windows when unloading.
· WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
· Changes
· Added KeyCode enum values for Joystick 4.
· Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
· Android
· Attached names to the native threads for easier debugging.
· Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
· Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
· Development builds now have extended logging also from the Java side.
· Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
· Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
· Keep the LVL code from outputting errors if it's not used anyway.
· Restructured parts of the Java code found in classes.jar.
· The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
· The splash image is now decoded as 32bit texture (rather than 16bit).
· The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
· To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
· Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
· Editor
· Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
· Asset Path names starting with a space character are now no longer allowed.
· Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
· OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
· The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
· Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
· iOS
· Added 5.0 SDK selection in PlayerSettings.
· Added iPhone4S generation for iPhone.generation.
· Added warning when compressed texture is used as icon or splash screen.
· Changing target devices does not require to overwrite Xcode project anymore.
· Screen.dpi implemented.
· Miscellaneous
· Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
· Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
· Removed support for OS X Dashboard builds.
· Removed support for OS X PowerPC builds.
· Removed support for Unitron and UniSciTE.
· Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
· Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
· WWW: charset property is now honored by the WWW.text attribute.
· WWW: Made HTTP errors be reported in www.error string.
· WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.
Major New Features:
· Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
· New Particle System - "Shuriken".
· Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
· Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
· Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
· Built-in curve editor for easy curve editing.
· Pathfinding and avoidance sub-system added.
· NavMesh: Path-finding API. Bake navigation mesh with markup areas.
· NavMeshAgent: Character navigation. Avoidance system.
· OffmeshLink: used to create arbitrary connections between NavMesh polygons.
· Built-in LOD management via LOD Groups.
· Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
· Asset Cache server.
· Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
· Built-in HDR support and adaptive tonemapping.
· The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
· Multithreaded rendering.
· Most of rendering & driver overhead is put onto another CPU core on multicore systems.
· You don't have to do anything, it just works!
· Currently only on PC / Mac / Xbox 360; and not in the web player yet.
· Light Probes, which allow for using baked lighting on characters and other dynamic objects.
· Directional Lightmaps.
· Generic external version control (.meta files) is now available in the free version.
· Google Native Client is now supported
· It is now possible to select and edit multiple objects simultaneously with the Inspector!
· The Inspector preview supports showing the multiple selected objects.
· Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
· Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
· OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
· Terrains work well with occlusion culling now.
· The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
· Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
· Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
· GPU Profiler: added the ability to see GPU usage to the profiler.
· A ton of memory and performance optimizations. Several improvements to multithreading.
Graphics Features:
· SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
· UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
· WebCamTexture class now supports cameras.
· High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
· Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
· Lightmapping: Added the “Area Light” light type (baked only).
· Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
Advanced rendering controls:
· Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
· Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
· Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
· Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
Various graphics optimizations:
· Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
· Optimized culling and shadow caster culling.
More low level rendering possibilities from native code Plugins:
· Ability to access Direct3D 9 device pointer.
· Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
· Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
· Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
Quality settings overhaul:
· Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
· Maximum LOD level and LOD bias can be setup in the Quality settings.
· The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
Editor Features:
· Middle-click on any surface in the Scene View to focus on the clicked point.
· AssetModificationProcessor class created with custom VCS systems in mind.
· Adds IsOpenForEdit check on assets which can prevent assets from being edited.
· The preview in the Inspector can be detached to a separate window.
· Implemented support for C4D file import from Cinema4D R13.
· Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
· Implemented import of texture Tiling and Offset values.
· Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
· Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
· Improved preferences window that users can extend by using the PreferenceItem attribute.
· Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
· The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
· GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
· Entire curves can now be dragged vertically.
· Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
· Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
· Made it possible to find objects in scene that reference the selected asset.
· Texture Importer for pvrtc-enabled platforms allows to select compression quality.
· New Prefab system allows adding / removing components from instances without breaking the prefab connection.
· Backwards compatibility with old prefabs is maintained.
· Made sure prefabs do not show up as “missing” in play mode.
Audio Features:
· Enabled audio buffer read and write access via AudioClip::Get/SetData
· Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
· Extended inspector GUI support for custom filters (out gain and performance meters).
· Enabled microphone support on all platforms.
· Made mixer settings accessible from script (buffer sizes and sample rate).
iOS Features:
· Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
· Accelerometer frequency now is controlled from Player Settings.
· Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
· Added "Show Loading Indicator" option, to show spinner when loading game.
· GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
· Added iAd support.
· Added push notification support.
· Added Compass and Gyroscope support.
· Added Camera support.
· Added Microphone support.
· Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
Android Features:
· Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
· QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
· Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
· Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
· Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
· Improved load times with a new file reader back-end.
· Profiler information can now be tunneled over ADB.
· Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
· Added support for Gyroscope / Compass input.
· Added Camera support
· Added Microphone support.
· Added Texture Override for ETC/RGBA16, under Build Settings.
· Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
Other Features:
· Upgraded to MonoDevelop 2.8.2.
· Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
· Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
· AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
· Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
· Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
· IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
· All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
· If upgrading an existing project the current settings files will be copied to the new folder.
· If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
· Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
Improvements:
Android:
· Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
· Introduced automatic unlocking of the device when running development builds.
· Introduced passing touch and key events directly to native code when using NativeActivity.
· Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
· Stored the keystore file relative to the project path.
Audio:
· Changing mixer's sample rate and buffer sizes from script now possible.
· Cross domain security check for AudioClip::GetData() in webplayers.
· Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
· Microphone frequency capabilities now accessible from script and can be used in Record().
· Multichannel (>2) OGG files are now encoded and mapped correctly.
· Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
Documentation:
· Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
· Fixed formatting issues for code snippets on IE
· Fixed up many code examples.
Editor:
· Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
· A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
· Added "All" and "None" items for active Layer selection menu.
· API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
· API: Exposed GetIconSize and SetIconSize.
· API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
· API: Made PropertyField respect indent level instead of overwriting it with property depth.
· Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
· Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
· Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
· Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
· Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
· Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
· EnumPopup element strings are now "nicified".
· Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
· Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
· Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
· Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
· Improve feedback to the UI about which color space is active.
· Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
· Made intValue property in SerializedProperty API work for LayerMask type.
· Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
· Miscellaneous LOD group editor improvements.
· Made rectangle selection of meshes more precise.
· Introduced the property EditorGUIUtility.isProSkin.
· Objects can now be tagged separately as occluders and occludees.
· Optimized performance of changing parenting in the hierarchy window.
· Polished Import/Export package dialogs a bit.
· Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
· Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
· The Navigation window now lets you change the Navigation Static flag of selected game objects.
· Transform gizmo now has planar sliders.
· Undo / Redo now works as expected when enabling and disabling components.
· Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
· Upgraded FBX SDK to 2012.2.
· When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
· When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
· You can now set a default font color via the font importer.
Graphics:
· Extended the maximum number of shader keywords from 32 to 64.
· For each shader compilation error show the keywords that were used.
· MaterialPropertyBlock can now have an unlimited number of properties.
· OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
Lightmapping:
· Exposed the padding property that controls texel spacing between bake instances.
· Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
· Made fetching lightmaps use much less temporary memory.
iOS:
· Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
· Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
· Caching now set no-backup flag by default on newly added objects.
Scripting:
· JavaScript: Creating a new script automatically adds “#pragma strict” by default.
· JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
· JavaScript: @script attribute declarations can now appear before 'import'.
· JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
· Boo: Pattern matching for lists.
· Boo: Selective import support.
· Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
· Boo: Optimized multidimensional array operations (up to 100X in some cases).
Miscellaneous:
· Asset Import: Texture importing now uses a lot less temporary memory.
· Asset Server: Projects can now be copied in the admin view.
· Mac OS X Standalone: Added a "close" button to the player window.
· ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
· MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
· Occlusion culling baking now doesn't run out of memory.
· Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
· Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
· Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
· Reduced memory usage when importing large project folders.
· Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
· Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
· SkinnedMeshes can now be marked as occluders and occludees.
· Substance import issues with input textures were fixed.
· Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
· Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
· Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
· Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
· When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
· When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
· Windows: Connected joysticks are detected at runtime.
Fixes:
Android:
· Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
· Calling Application.Quit from OnApplicationPause() had unexpected consequences.
· Calling Network.TestConnection() caused the application to crash.
· Calling Time. from OnApplicationPause() could cause application to hang.
· Calling game scripts from the Java UI thread could cause a crash on rare occasions.
· Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
· Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
· Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
· Fixed video playback when using a local (file://) source.
· Graphical artifacts in decompressed ETC1 textures have been corrected.
· In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
· JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
· JNI marshaling null-strings from Java would cause the VM to abort.
· The basic/pro license was not honored correctly in some places.
· The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
· Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
· Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
· Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
· WWW calls to a server that redirects from HTTPS to HTTP were failing.
· Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
· A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
· Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
· Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
· Fixed annoying but harmless error about missing directory when building.
· Android Remote: fixed occasional stale touches.
· Android Remote: fixed flickering and improved stability on tablets.
Audio:
· 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
· Don't show BPS for MPEG files.
· Audio/Video: Pause audio when video is done in the inspector.
· Fixed custom rolloff curves.
· Fixed 32 bit filtering.
· libVorbis updated to the latest version.
· Lowpass filter inspector fixed.
· Reset on filters and reverb zones now works.
· Size in inspector now correct for all platforms and audio types.
· Support for compression of 32bit input files.
Debugger:
· Fixed abort with reentrant evaluation.
· Fixed crash with nullable evaluation.
· Fixed debugger crash when debugging in the editor.
Editor:
· After moving or renaming the current open scene, saving will now save into the new location rather than the old.
· Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
· Editor: Dark skin component checkboxes no longer twitch.
· Editor: Dark skin's object picker tweaks.
· ESC to cancel searching is more robust.
· Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
· Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
· Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
· Fixed Esc not clearing search field on Mac in Object Picker.
· Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
· Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
· Fixed many Handle controls not respecting Handles.matrix.
· Fixed mouse cursor sometimes flickering garbage on Windows.
· Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
· Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
· Fixed null reference exception when dragging sub-asset to the root of Project View.
· Fixed Object Picker not focusing search field when being opened.
· Fixed opening editor preferences when no inspector is open.
· Fixed precision loss when viewing or editing large integers in the GUI.
· Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
· Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
· Fixed a bug where lists of enums were not editable in the inspector.
· Fixed Animation View leaking materials when saving, while animation edit mode is active.
· Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
· Fixed crash when resizing arrays in the inspector.
· Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
· Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
· Fixed material import from COLLADA files.
· Fixed memory problem when committing a lot of assets in the Asset Server window.
· Fixed null ref when exporting a package.
· Fixed out of memory crash when importing huge cube maps.
· Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
· Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
· Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
· Fixed some situations where the scene view mode could get stuck.
· Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
· Fixed Warning when saving a scene to a new folder created from the Save dialog.
· Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
· Fixed crash when closing Editor Window in OnFocus.
· Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
· Focusing on a particle system will now respect the bounds of the system properly.
· GetMiniThumbnail returns proper icons for DefaultAssets.
· Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
· Improved interaction with Visual Studio 2010.
· Installer on Windows now has a large icon.
· Made 3DS file loader more robust - Unity handles invalid files better now.
· Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
· Make ProceduralTextureInspector repaint until not regenerating anymore.
· Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
· Multiple project windows don't share search string.
· Got rid of white 1-px outlines on OSX Lion.
· On OSX don't allow saving files with special characters in save file dialogs.
· On OSX don't make "error" sounds when navigating object browser using keyboard.
· On Windows, don't open new explorer window every time the player is build.
· Resolve intermittent hangs.
· Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
· Setting TextureImporter.textureType now sets all the required properties.
· Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
· Windows Editor menus support Unicode characters.
· You can now slide values with sliders by dragging the label (same as float fields).
· (Windows) Build Settings will not open after Cancel.
· (Windows) Asset progress bar & build progress steals focus from other applications on windows.
· Will now give a proper error when trying to import a movie with unsupported codecs.
· Checked for scene camera rotation of NaN and fixed it.
· Drastically reduce Scene View grid artifacts that caused it to be imprecise.
· Fixed issue where editor would hang if left in background.
· Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
· Deleting the root game object in OnPostProcessModel will no longer crash Unity.
· Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
· Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
· (Windows) Fixed common random crash.
· Fixed crash when calling SetActiveRecursively within Awake.
· Fixed intermittent "Moving file failed" error when building player.
· Fixed error when attempting to edit deleted terrain.
· Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
· Setting color preferences now has an instant effect on the editor.
· Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
Graphics:
· Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
· Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
· Compute correct tangents for non-uniformly scaled static meshes.
· Enforce linear lighting status on hardware that does not support it.
· Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
· Fixed issue related to deferred rendering when no lights are present and you are using HDR.
· Fixed Particles/Alpha Blend shader turning black when in Fog.
· Fixed pow() sometimes being mis-compiled for Direct3D 9.
· Fixed Preview lighting on uniformly scaled meshes in GameObjects.
· Fixed shadow caster culling for asymmetric view frustums.
· Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
· Flares without a texture assigned don't crash the editor anymore.
· Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
· Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
· Fixed error message when setting null texture on a GUITexture.
· Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
· Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
· Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
· Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
· Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
· Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
· Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
iOS:
· Fixed appending of Xcode project when automatic native plugin inclusion is used.
· Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
· Fixed horizontal splash screen image pre-rotation to vertical orientation.
· Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
· Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
· Fixed Remote Profiler support.
· Fixed simulator build when project has native plugins.
· Fixed small memory leak.
· Fixed some scary warnings in Xcode debugger console.
· Fixed splashscreen pre-rotation when autorotation is enabled.
· Fixed WebCamTexture.GetPixels.
· icon-iPad.png renamed to icon-72.png.
· SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
· SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
· Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
Javascript:
· Fixed bug that would cause a for loop not to reuse an already declared variable.
· Fixed multidimensional array of struct operations.
· Script attributes can now appear before 'import' statements.
Windows:
· Windows 64-bit standalone: Fixed setting executable icon.
· Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
· Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
· Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
· Windows: Joystick 0 now returns correct cumulative axes values.
Physics:
· Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
· Fixed CCD not working in first level of a game.
· Fixed crash when disabling a CharacterController inside a CharacterController callback.
· Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
· Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
· Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
· Fixed a crash when creating a Terrain with too many Tree colliders.
Miscellaneous:
· Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
· Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
· AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
· AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
· Asset Import: Fixed crash when selecting asset with name including ".."
· Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
· AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
· Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
· Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
· Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
· Fixed AsyncOperation.progress to properly indicate loading progress.
· Fixed font kerning when using GUIStyle.fontSize.
· Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
· Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
· Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
· MonoDevelop: Fixed unhandled exception when attaching debugger.
· MonoDevelop: More robust script encoding detection.
· MonoDevelop: Don't open script projects twice.
· MonoDevelop: Ensure selected script gains focus.
· Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
· Networking: Fixed cases where connection tester failed to return a result.
· Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
· Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
· Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
· Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
· Profiler: GPU profiler now shows better info on image effects.
· Profiler: More reliable player connection discovery.
· Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
· Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
· Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
· We no longer get send multiple mousedown / mouse up while hovering over an object.
· WebPlayer and Standalone: Return correct Event.delta value on Windows.
· WebPlayer: Fixed memory leak on windows when unloading.
· WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
Changes:
· Added KeyCode enum values for Joystick 4.
· Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
Android:
· Attached names to the native threads for easier debugging.
· Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
· Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
· Development builds now have extended logging also from the Java side.
· Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
· Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
· Keep the LVL code from outputting errors if it's not used anyway.
· Restructured parts of the Java code found in classes.jar.
· The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
· The splash image is now decoded as 32bit texture (rather than 16bit).
· The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
· To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
· Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
Editor:
· Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
· Asset Path names starting with a space character are now no longer allowed.
· Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
· OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
· The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
· Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
iOS:
· Added 5.0 SDK selection in PlayerSettings.
· Added iPhone4S generation for iPhone.generation.
· Added warning when compressed texture is used as icon or splash screen.
· Changing target devices does not require to overwrite Xcode project anymore.
· Screen.dpi implemented.
Miscellaneous:
· Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
· Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
· Removed support for OS X Dashboard builds.
· Removed support for OS X PowerPC builds.
· Removed support for Unitron and UniSciTE.
· Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
· Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
· WWW: charset property is now honored by the WWW.text attribute.
· WWW: Made HTTP errors be reported in www.error string.
· WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.
Known Issues:
· Android: Handheld.use32bitDisplayBuffer (or otherwise recreating the GL context, like changing the AA settings) will result in artifacts and/or crashes if used with Image Filters.
· Android: Microphone recording is known to crash on some devices, notably, Samsung Galaxy Tab and Galaxy Nexus.
· Lightmapping: Texel density is not shown on skinned meshes marked lightmap static.
· Model Import: Autodesk 3ds Max interprets Tiling value differently than Maya (or Unity) - it calculates tiling assuming that pivot of the texture is in the middle of the texture. The pivot for tiling is on the left lower corner in Unity.
· Model Import: We made fixes to COLLADA import which affects naming of imported objects, which may result in broken prefab connections. This mostly affects COLLADA files exported from modo and direct modo file import into Unity.
· Model Import: You can not import model materials full transparency (i.e. alpha=0), it will be treated as alpha=1. Unity works this way for backwards compatibility with older 3d packages, which write incorrect transparency factor.
· Model Import: You can not import model material Opacity texture and Opacity factor at the same time from Autodesk 3ds Max - it doesn't export Opacity value (TransparencyFactor), when Opacity texture is set.
· Mac OS X 10.5: Building Webplayer, Webplayer Streamed, Webplayer Offline Development and Mac OS Widget doesn't work.
Upgrade Guide:
· A new asset versioning system has been introduced which will trigger a reimport of textures, models, substance, and audio when opening a project created in previous versions of Unity.
· In 3.5 the behaviour of when to add an extra root node containing imported animation nodes has changed. Previously it was based on if there are multiple root nodes and in order to fix issues where character animation files had only one but the model had multiple, it was using the @ notation files to figure out when to add multiple root nodes. Now the logic is simply: if any of the root nodes have a rigged bone attached or if there are multiple root nodes. This fixes a lot of issues in animations. In some rare cases it might lead to animations not play when importing, they can be fixed by matching the number of bones in the animation fbx file to the fbx file that contains the model.
· Prefabs with multiple root game objects are no longer supported. Unity will automatically create a root gameobject for you when such a deprecated prefab is encountered.
· The Mac OS X Development Web Player now requires Mac OS X 10.6. The normal user web player will continue to work on 10.5.
· Mac OS X 10.4 support is discontinued at this point. Existing pre 3.5 content still can be used with older webplayers.
· Unity 3.5 removes support for PowerPC and Dashboard build options on Mac OS X.
· Mac OS X web players now support IME input (using an input window) in Chrome and Firefox. If enabled, you will not receive events for each key stroke and no KeyUp events, but only KeyDown events for the characters input. By default, this is enabled whenever a text field has focus. Use Input.imeCompositionMode to change the behavior.
· Unity 3.5 makes your existing shaders work with directional lightmaps automatically. Unfortunately, decoding directional lightmaps is slightly more expensive than calculating lighting for a directional light. If a shader written in Unity 3.4 was just below the arithmetic instruction count limit of shader model 2.0 (64 instructions), it might go over this limit during the conversion, and fail to compile. To solve this, you can either make the shader compile against shader model 3.0 or disable directional lightmaps with the “nodirlightmap” keyword
Features:
· Editor: Texture Importer for pvrtc-enabled platforms allows to select compression quality.
· Flash: Implement Camera.layerCullDistances & Camera.allCameras.
· Flash: Support Nullable types.
· Flash: Tight ActionScript integration. See UnityEngine.Flash.ActionScript.
Improvements:
· Asset Server: Projects can now be copied in the admin view.
· AssetImport: Texture importing now uses a lot less temporary memory.
· Editor API: Expose GetIconSize and SetIconSize.
· Flash: Added Physics stripping checkbox for smaller build size.
· Flash: Faster build times.
· Flash: More optimized bytecode.
· Flash: System.Delegate.DynamicInvoke.
· Flash: System.Delegate arrays and generic containers.
· Flash: Proper support for multidimensional arrays of primitives and value types.
· Flash: Initial support for int.Parse(string, NumberStyles).
· Flash: Support for enum fields named after ActionScript builtin types (Object, String, Array).
· Flash: sbyte mapped to int and decimal to Number (use with care).
· Flash: Better support for generic member inheritance and overriding in complex type hierarchies.
Flash: Improved .Net Class Library Support. Amongst which:
· String.EndsWith()
· Dictionary.Keys.Count
· Convert.ToInt32(char)
· Convert.ToInt32(string)
· Convert.ToChar(int)
· string.Trim(char[])
· List(IEnumerable) constructor
· Dictionary.Keys.CopyTo()
· Dictionary.Keys.Contains(K)
· StringBuilder.Append()
· Dictionary.Count
· List.RemoveRange(int,int)
· most of Stack
· String.Equals(string,string)
· String.SubString()
· String.Compare(string,int,string,int,int)
· ArrayList.Sort(IComparer)
· Char.IsPunctuation
· +probably some we overlooked.
· Flash: physics performance improvements.
· Flash: better support for explicit interface implementations.
· Flash: support for unboxing of enums.
· Flash: better error reporting of unsupported features including offending source file location whenever possible.
· Flash: System.Object.Equals(Object) support for primitive types.
· Flash: VertexLit shaders support emissive color & specular lighting.
· Javascript: @script attribute declarations can now appear before 'import'.
· Javascript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
· ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
· Native Client: Now supports different resolutions then the native desktop resolutions in fullscreen mode. The screen mode will not actually changed, but it will render into smaller buffers, and Chrome will upscale when blitting.
· NavMesh: Bake configuration of inaccuracy threshold for radius/height exposed.
· NavMesh: API Exposed : NavMeshAgent.CalculatePath() added.
· NavMesh: API Exposed : OffMeshLink.costOverride - allows changing patfinding cost on OffMeshLinks.
· NavMesh: API Exposed : NavMeshAgent.steeringTarget, NavMeshAgent.desiredVelocity, NavMeshAgent.path (get/set).
· NavMesh: Baking supports trees instanced in terrains.
· Runtime: Improve QualitySettings API.
· Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
· Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
Fixes:
· Android: Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
· Android: Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
· Android: VFY warnings when launching an application on devices with an older OS version has been removed.
· Android: Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
· Android: A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
· Android: fixed crash upon the end of microphone recording
· Android: fixed crash on pre Gingerbread devices while starting up
· Android Remote: fixed flickering and improved stability on tablets.
· Asset Importing: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
· Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
· Asset Server: Fixed a problem where changes to project settings were not always fetched from the server.
· Asset Server: Models that require an external program to import will again work without having to install the program on all clients.
· AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
· Audio: Custom filters now respect 3D panning (use PanLevel to make it 2D)
· Audio: Importer now uses way less memory, and handles out-of-memory errors gracefully.
· Audio: Crash fix when recompiling while playing a custom filter.
· Audio: Fix dry/wet group asserts.
· Audio: Importing 0-length audio clips, don't crash anymore.
· Audio: GetData() on an AudioClip recorded with Microphone is now working.
· Cache Server: Updated to node.js 0.6.6
· Cache Server: Fix LRU implementation
· Cache Server: Will now invoke LRU to make space when running out of disk space.
· Editor: Fix intermittent "Moving file failed" error when building player.
· Editor: Fix error when attempting to edit deleted terrain.
· Editor: Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
· Editor: Setting color preferences now has an instant effect on the editor.
· Editor: Crashes caused by having modified assets and then pressing play
· Editor: Make dragging things into the Inspector work correctly with multi-object editing.
· Editor: Make Materials instantiated at runtime be shown with correct headers in the Inspector.
· Editor: Fix some clipped labels in GameObject inspector header when bolded.
· Editor: Use single-threaded rendering on Windows XP due to hangs when changing input language.
· Editor: Only display the navmesh gizmo when the navigation window is open.
· Editor: Fix the LOD bounding box visualization.
· Editor: Fix bug where texture max sizes were set to 0 when multi-editing textures and enabling overwriting settings for a platform.
· Editor: Fix bug where changing layout would generate an error when a docked Preview window was present.
· Editor: Fix missing documentation link icons in the Editor.
· Editor: Choosing "Edit Script" from the context menu of a MonoBehaviour when multiple objects are selected will now only open the script once.
· Editor: Dragging a script into the Inspector when multiple objects are selected will now attach it to all the objects instead of only one.
· Editor: "Build Settings" window disappears when focus is lost and does not reappear when focus is gained.
· Editor: Undo functionality is lost when mouse cursor leaves scene view area.
· Editor: Yaml format now stores floating point values in a binary exact way.
· Editor: Cache server now works correctly with @ model files.
· Editor: Imported models with Skinned Rigs in root nodes automatically generate an extra root game object. This makes importing animations without a model easier and fixes a common issue when importing animations made with Mixamo.
· Editor: (Windows) Build Settings will not open after Cancel
· Editor: (Windows) Asset progress bar & build progress steals focus from other applications on windows
· Editor: Will now give a proper error when trying to import a movie with unsupported codecs.
· Editor: Check for scene camera rotation of NaN and fix it.
· Editor: Drastically reduce Scene View grid artifacts that caused it to be imprecise.
· Editor: Fixed issue where editor would hang if left in background
· Editor: Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
· Editor: Deleting the root game object in OnPostProcessModel will no longer crash Unity
· Editor: Importing FBX models with bad texture references like "." and ".." no longer crashes Unity
· Editor: Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
· Editor: (Windows) Fixed common random crash.
· Editor: Fixed crash when calling SetActiveRecursively within Awake.
· Editor: Make NavMeshAgent use gizmo for shape that's consistent with CapsuleCollider and CharacterController.
· Editor: Make asset labels work again for scenes and other default assets.
· Editor: Show materials of ParticleSystemRenderer in the Inspector.
· Editor: On Windows: Build Settings will not open after Cancel.
· Editor: Undo does not work when dragging (Win issue only)
· Editor: Import package failed to detect modified contents.
· Editor: Fixed-function alpha testing is disabled correctly when emulating gles20.
· Editor: Fix performance of Gizmos.DrawIcon.
· Editor: Hide camera on LOD Group prefab.
· Editor: Fix situation where light probe editing can lock the scene.
· Editor: Fixed movie playback in inspector.
· Editor: Make arrow navigation work for Object Picker grid / list even when search field has focus, like in 3.4.
· Flash: Fix issues with cubemap and lightmap texture importer.
· Flash: Make MouseEnter & friend callbacks work for colliders and gui elements
· Flash: support bool ^ bool construct
· Flash: fix crash when using public arrays of arrays
· Flash: fix crash when using public array of booleans
· Flash: make calling Desroy() on a Monobehaviour work
· Flash: Fix audio playing as loud whitenoise in many cases
· Flash: calling .ToString() on an interface
· Flash: fix GUIText components with fontsize!=0 spewing the logfile with neverending errormessages
· Flash: many improvements to support for nontrivial usages of interfaces.
· Flash: fix "bool && bool && bool" construct
· Flash: fix crashes on character controller hits
· Flash: fix physics "out of range" errors.
· Flash: fix audio; pan, mute, pause, stop
· Flash: fix audio; report correct time.
· Flash: fix swf, now has correct width and height in header.
· Flash: fix Application.targetFrameRate
· Flash: fix QualitySettings.antiAliasing
· Flash: fix Application.ExternalCall now works with arguments
· Flash: fix key inputs space, shift, control individual keycode
· Flash: add mousewheel support, not available on mac
· Fixed substance import issues with input textures.
· Graphics: Fixed error message when setting null texture on a GUITexture.
· Graphics: Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
· Graphics: Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
· Graphics: Fixed SSAO not being anti-aliased when AA is used.
· Graphics: Fixed error: "D3D device reset failed [invalid call]".
· Graphics: Detect broken GPU profiling on certain drivers on Mac.
· Graphics: Made shader compiler generate proper code when the surface function wanted view direction and didn't write to o.Normal.
· Graphics: Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
· Graphics: Fix non-uniformly scaled meshes getting wrong vertex colors on Windows.
· Graphics: Fix a potential crash bug with multithreaded rendering.
· Graphics: Fix performance regressions with dynamic/static batching in multithreaded renderer vs. single thread.
· iOS: Fixed an "Input.mousePosition on mouse up" regression.
· iOS: Fixed player logging disabled ignored on iOS and Android when player logging is disabled for OS X.
· iOS: Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
· iOS: Fixed AudioClip managed callback stripping issue.
· iOS: Fixed issue causing ARMv6 device reboots.
· iOS/Android: Fixed batching/skinning issues due to meshes being in interleaved format right away
· gles11 skinning crash when mesh have tangents
· missing uv2 channel causing graphics artefacts and/or crashes
· batching crashing when shader wants not exactly same components as mesh provides
· Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
· Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
· Lightmapper: Fixed a crash occurring when light probes were baked, all probes from the light probe groups removed and then probes baked again. (You need to re-bake or delete the light probe asset if you experienced the crashes.)
· Lightmapper: No longer crashes trying to lightmap meshes without normals.
· Lightmapper: Fixed the issue with terrains taking a long time to export when in linear space.
· MonoDevelop: Ensure selected script gains focus.
· MonoDevelop: Don't open script projects twice.
· MonoDevelop: Fix a code completion database corruption issue.
· Native Client: HTTP POST now works (for real this time).
· Native Client: Building to pathnames with a period now works correctly.
· Native Client: WWW.responseHeaders now works in NaCl.
· Native Client: WWW will now work for any host which has allowed this using the Access-Control-Allow-Origin: header.
· Native Client: HTTP POST and custom HTTP headers now work using WWW class.
· Native Client: Build & Run now works if there is a space in the path name.
· Native Client: Icons in Web Player player settings will now be correctly used for NaCl builds.
· Native Client: PlayerPrefs will now work if setting multiple preferences in one frame.
· Native Client: Backspace will now work in text fields.
· Native Client: Input axes assigned to the mouse wheel input will now work correctly.
· NavMesh: Fixed problem where positions in terrains would sometimes be inaccessible. Rebaking NavMesh is necessary for this to take effect.
· NavMesh: When NavMeshAgent avoidance type is set to None - that agent will ignore collisions with other agents.
· NavMesh: Fixed issue where stopping agents would not get a new path.
· NavMesh: Fixed performance problem in avoidance system when agents have high speeds.
· NavMesh: Fixed crash when changing bake settings at runtime.
· NavMesh: Fixed crash on out if memory when baking NavMesh.
· Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
· Occlusion culling: Fixed several out of memory issues, many occlusion accuracy improvements.
· Physics: Make Skinned Cloth work again.
· Physics: Fixed a crash when creating a Terrain with too many Tree colliders.
· Physics: CharacterController will now correctly focus in the scene view.
· Prefabs: Fixed issue where floating point values were not accurately represented in prefabs and infinity was not supported.
· Remote Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
· Rendering: Fixed the issue with dynamic objects using light probes not getting direct light from auto lights in dual lightmaps mode (both in deferred and in forward rendering paths).
· Shuriken: Fix issue where deactivated particle systems would remain frozen on screen after reactivation.
· Shuriken: Scrubbing sensitivity is increased.
· Shuriken: Sub emits are no longer identical in edit mode.
· Shuriken: Fix issue where identical particle systems would emit identically (as opposed to randomly).
· Shuriken: Shuriken Start Delay fixed.
· Shuriken: Tooltips shown through the Particle System Curve Editor fixed.
· Shuriken: Made it easier to search for 'Particle System' and 'Shuriken' in the scripting reference.
· Shuriken: Shape gizmos disappear when saving scene fixed.
· Shuriken: Wrong curves displayed in "Limit velocity over Lifetime" fixed.
· Shuriken: Emitter scaling has been removed.
· Shuriken: Sub-emitters no longer behave differently in Simulate and Play mode.
· Shuriken: Random Between Two Constants added to MinMaxCurve.
· Shuriken: Fix that new prefab of particle system have play called.
· Shuriken: Fix that particleEffectWindow have allocated UI when not showing.
· Shuriken: Fix scene view gui not rendered when hiearachy changes.
· Shuriken: Fix various CollisionModule issues.
· Shuriken: Removed objectReference when removing collision plane transform reference.
· Shuriken: Fix the issue with the color picker auto-closing when being opened from the gradient editor
· Shuriken: Make sure gameview and scene view are repainted after clearing particle system.
· Shuriken: Curves are removed from the curve editor when selecting a new particle system in the inspector
· Shuriken: Show all modules by default (also disabled modules)
· Shuriken: Particles are kept and rendered paused when deselected.
· Shuriken: Rearranged modules
· Shuriken: Renamed 'Energy' to 'Lifetime'
· Shuriken: Fix that removed modules would be shown after restart of Unity
· Shuriken: Rename: 'Lock to Transform' to 'Simulation Space'
· Shuriken: Disable remove menu item when Show All Modules is enabled
· Shuriken: Fix copy paste of MinMaxCurve to include curve scalar
· Shuriken: Renamed API 'Prewarm' to 'Simulate' (Fastforwards the particle system by simulating particles over given period of time, then pauses it.)
· Shuriken: Show other particle icons when a particle system is playing
· Shuriken: Allow removal of ParticleSystemRenderer module when Show All Modules is enabled
· Shuriken: Always play a particle system when its initialized
· Shuriken: Larger click area for module enable button
· Shuriken: Resimulate and Wireframe toggles now shown in ParticleSystemInspector
· Shuriken: Removed context menu for Wireframe (now shown in inspector)
· Shuriken: New color for Shape gizmos
· Shuriken: GradientEditor: Input field for key location
· Shuriken: ParticleSystemRenderer: When changing to Mesh rendermode, set Cube.fbx as default mesh
· Shuriken: Fix that it is not allowed to create particle system on a Prefab
· Shuriken: Added Show Location of ParticleSystem to context menu of Particle System.
· Shuriken: Fixed that Undo didn't work when deleting a module.
· Shuriken: Particle systems no longer evaluated when paused.
· Shuriken: Velocity over Lifetime and Force over Lifetime module curves now have separate random values for x, y and z.
· Shuriken: Fixed issue where in some setups particles would not move smoothly.
· Shuriken: Particle systems now get correct default values also when created from the Add Component menu.
· Shuriken: Particle meshes now have tangents.
· Shuriken: Rotation over lifetime and Rotation by speed no longer override each other (they are additive).
· Shuriken: Particle emission no longer show visible patterns.
· Shuriken: Particles now rotate with the particle system if Lock to transform is enabled.
· Social API: Fixed crash when loading friends list or user lists
· Substance: Fixed several Substance 3.4 regressions.
· Text mode serialization now uses more precise floating point representation for lossless encoding.
· WWW class now won't treat redirect responses (302, etc) as errors.
Changes:
· Cache Server: Will now by default write cache to current working directory, and not to some location in user folders.
· Cache Server: Added --path command line option to set cache location.
· Cache Server: Added --size command line option to set maximum cache size in bytes.
· iOS/Android: Android Target Graphics setting is not bundled with iOS Target Platform setting anymore.
· License: Generic external version control (.meta files) are now available in the free version.
· Lightmapper: Inspector for LightProbes.asset no longer gives access to all the data and displays the probe count instead. Debug inspector allows only for editing the coefficients.
· Native Client: Added Physics stripping checkbox for smaller build size.
· NavMesh: API Changed : NavMeshAgent.DistanceToEdge() renamed to NavMeshAgent.FindClosestEdge().
· NavMesh: API Changed : NavMesh.SamplePosition : reversed arguments for maxDistance, acceptMask (to be consistent with physics).
· NavMesh: API Changed : NavMeshAgent.GetCurrentOffMeshLinkGameObject() and NavMeshAgent.GetCurrentOffMeshLinkData() are replaced with: NavMeshAgent.currentOffMeshLink and OffMeshLinkData.offMeshLink.
· NavMesh: NavMeshAgent radius, height and baseOffset are scaled by transform scale values (consistent with CharacterController). Adding component to gameObject sets appropriate NavMeshAgent dimensions.
· NavMesh: Better handling of assigning invalid values to NavMeshAgent properties (speed, acceleration etc.)
· NavMesh: Default settings changed for baking NavMesh and NavMeshAgent radius=0.5 height=2.0.
· NavMesh: Bake configuration of tile edge length removed.
· Shuriken: Added tool tips to all properties and module headers.
· Shuriken: Added ParticleSystem.IsAlive() function to API which can be used to find out if particle system (or any of its children) are alive.
· Shuriken: Added local space option to Force over lifetime module.
· Shuriken: Added Min Kill Velocity to Collision module.
· Shuriken: Renamed elements in API: ParticleSystem.Particle: energy now called lifetime and startEnergy now called startLifetime.
· Shuriken: Renamed ParticleSystem.startEnergy to ParticleSystem.startLifetime.
· Shuriken: Dampen in Collision Module is now inverted (consistency with limit velocity module).
· Social API: Added a LoadUsers function for fetching user profiles for given user IDs.
· Social API: Refactored all classes into a UnityEngine.SocialPlatform namespace, except for the main Social class itself. You now need to use/import the SocialPlatform namespace to use Achievement/Score/etc classes (and they all now derive from interfaces). Implementations (like GameCenter) are placed into their own namespace as well but you only need to use/import them if you need functionality, provided by the implementation, which is not in the generic Social API.
· Social API: Renamed UnityEngine.SocialPlatform to UnityEngine.SocialPlatforms, and GameCenter class to GameCenterPlatform.
· Social API: Corrected various inconsistencies in API names (like Score.playerID instead of Score.UserID)
· Social API: Added GameCenterPlatform.* functions for resetting achievements and for showing the default completion banner (iOS 5.0+)
· Social API: Added factories for leaderboards and achievements
Major New Features:
· Adobe Flash: This Public Preview version of 3.5 support publishing to Adobe SWF format, otherwise known as Flash Export.
· A separate FAQ for this preview release is available at http://unity3d.com/preview/faq.
· New Particle System - "Shuriken"
· Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine tune the particle system using the Scene View playback controls.
· Module based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
· Compose several particle systems in a hierarchy and playback of them will behave as one particle system.
· Built-in curve editor for easy curve editting.
· Pathfinding and avoidance sub-system added.
· NavMesh: Path-finding API. Bake navigation mesh with markup areas.
· NavMeshAgent: Character navigation. Avoidance system.
· Occlusion Culling has been rewritten from scratch, it is much faster to compute and never incorrect
· OcclusionPortal component has been added to allow for doors that can be opened and closed at runtime.
· Terrains works well with occlusion culling now.
· Default mode for occlusion culling is automatic portal generation, which is very accurate and works very well for dynamic objects.
· Support for Occludee Static. This is used to mark objects as statically occludablable but not be an occluder. For example transparent objects that don't move should be marked as Occludee Static.
· Built-in LOD management via LOD Groups.
· Lightmap baking works for LODed models. The lightmapped objects uses a surface transfer algorithm similar to normal map baking.
· Asset Cache server
· Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
· Built-in HDR support and adaptive tonemapping.
· Gamma-correct rendering option.
· Multithreaded rendering.
· Most of rendering & driver overhead is put onto another CPU core on multicore systems.
· You don't have to do anything, it just works!
· Currently only on desktops & Xbox 360; and not in the web player yet.
· Unity for Google Native Client.
· Light Probes, which allow for using baked lighting on characters and other dynamic objects.
· Directional Lightmaps support.
· It is now possible to select and edit multiple objects simultaneously with the Inspector!
· The Inspector preview supports showing the multiple selected objects.
· Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
· Text based scene and prefab format can be used for improving team workflows. This can be turned on or off per project in the Editor settings.
· GPU Profiler. Added the ability to see GPU usage to the profiler.
· A ton of memory and performance optimizations. Several improvements to multithreading.
Graphics Features:
· SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
· UpdateWhenOffscreen bounding volume option now uses bone relative bounding volumes instead of vertices and is around 100x faster.
· WebCamTexture class to support cameras!
· High-resolution screenshots can be done via Application.CaptureScreenshot superSize parameter.
· Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
· Lightmapping: Added the Area Light (baked only) light type.
· Lightmapping: Skinned meshes can now be lightmapped. Use for meshes that don't change the pose much after baking.
Advanced rendering controls:
· Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
· Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
· Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
· Ability to share depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer etc.
Various graphics optimizations:
· Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
· Optimized culling and shadow caster culling.
More low level rendering possibilities from native code Plugins:
· Ability to access Direct3D 9 device pointer.
· Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
· Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
· Added renderer.SetMaterialBlock for lightweight way of adding per-instance material parameters without duplicating the materials. Also, MaterialPropertyBlock does not have fixed small capacity anymore.
· Quality settings overhaul
· Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
· Maximum LOD level and LOD bias can be setup in the Quality settings
· The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
Editor Features:
· Middle-click on any surface in the Scene View to focus on the clicked point.
· AssetModificationProcessor class API created with custom VCS systems in mind.
· Adds IsOpenForEdit checks on assets which can prevent assets from being edited.
· The preview in the Inspector can be detached to a separate window.
· Implemented support for C4D file import from Cinema4D R13.
· Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
· Implemented import of texture Tiling and Offset values.
· Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, old version use our native IK baker).
· Improved preferences window that users can extend using the PreferenceItem attribute.
· Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
· The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
· GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
· Entire curves can now be dragged vertically.
· Gizmos are now depth tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
· It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion ect) via the improved static checkbox.
· Find objects in scene that reference the selected asset.
· Small appearance tweaks
· New Prefab system allows for adding / removing components from instances without breaking the prefab connection.
· Backwards compatiblity of old prefabs is maintained
· Made prefabs not show as Missing in play mode
Audio Features:
· Audio buffer read and write access (AudioClip::Get/SetData)
· Low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
· Extended inspector GUI support for custom filters (out gain and performance meters).
· Microphone support on all platforms
· Mixer settings accesible from script (buffer sizes and samplerate)
iOS Features:
· Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but might be turned off in Editor settings).
· Accelerometer frequency now is controlled from Player Settings.
· Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default
· Added "Show Loading Indicator" option, to show spinner when loading game.
· GameCenter support added through the social API (does not include matchmaking and voice features atm).
· iAd support added.
· Push notification support added.
· Compass support added.
· Camera support added.
· Microphone support added.
· Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use 16bit Display Buffer you will get 16bit rt (RGB565). While it makes image filters a bit faster it also is more gles-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
Android Features:
· Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
· QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
· Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
· Added Screen.dpi to help determine the need for high/low resolution graphics.
· Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
· Improved load times with a new file reader backend.
· Profiler information can now be tunneled over ADB.
· Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
· Support for Gyroscope / Compass input added.
· Camera support added.
· Microphone support added.
· Added Texture Override for ETC/RGBA16, under Build Settings.
· Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
Other Features:
· MonoDevelop: Upgraded to MonoDevelop 2.8.2.
· Generic Social API added, it supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
· Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
· AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
· Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 beta 4 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
· Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
· Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
· All Editor settings files that needs to be versioned has been moved into a ProjectSettings folder.
· If upgrading an existing project the current settings files will be copied to the new folder.
· If you are using version control you should upgrade your project by opening it in the editor and then your should remove the old settings files from version control and simply add the ProjectSettings folder.
· Conclusion: All you need to add to version control from 3.5 beta3 is your Assets folder and ProjectSettings folder.
Improvements:
· All Project Settings are now in a folder called "ProjectSettings" next to the assets folder. This folder should be added to version control. This means that all assets in the library should be only controlled by Unity and never be under version control.
· Android: Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
· Android: Automatically unlock device when running development builds.
· Android: Pass touch and key events directly to native code when using NativeActivity.
· Android: Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
· Android: Store the keystore file relative to the project path.
· Audio: Changing mixer's sample rate and buffer sizes from script now possible.
· Audio: Cross domain security check for AudioClip::GetData() in webplayers.
· Audio: Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
· Audio: Microphone frequency capabilities now accesible from script and can be used in Record().
· Audio: Multichannel (>2) OGG files are now encoded and mapped correctly.
· Audio: New non-blocking waveform render. Higher resolution and nicer lookin'.
· Boo: pattern matching for lists.
· Boo: selective import support.
· Creating a new JavaScript automatically adds #pragma strict by default.
· Documentation: Clarified docs on ExecuteInEditMode.
· Documentation: Clarified how WrapMode works when animation clip is playing in reverse.
· Editor: "Generate Lightmap UVs" fixes regarding mac/win difference. Not there yet, but should be fixed for most. Please reimport meshes and rebake.
· Editor: A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
· Editor: Added "All" and "None" items for active Layer selection menu.
· Editor: API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
· Editor: API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
· Editor: API: Made PropertyField respect indent level instead of overwriting it with property depth.
· Editor: Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
· Editor: Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
· Editor: Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector)
· Editor: Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
· Editor: Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
· Editor: Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
· Editor: EnumPopup element strings are now "nicified".
· Editor: Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
· Editor: Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
· Editor: Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
· Editor: Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
· Editor: Improve feedback to the UI about which color space is active.
· Editor: Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
· Editor: Made intValue property in SerializedProperty API work for LayerMask type.
· Editor: Make inspector display of large Asian fonts with kerning information fast, and show progress bar for import.
· Editor: Miscellaneous LOD group editor improvements.
· Editor: More precise rectangle selection of meshes
· Editor: New EditorGUIUtility.isProSkin property.
· Editor: Objects can now be tagged seperately as occluders and occludees
· Editor: Optimized performance of changing parenting in the hierarchy window
· Editor: Polished Import/Export package dialogs a bit.
· Editor: Prefabs now have a "break prefab" button that can disconnect the prefab from the prefab instance
· Editor: Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
· Editor: Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
· Editor: The Navigation window now lets you change the Navigation Static flag of selected game objects.
· Editor: Transform gizmo now has planar sliders.
· Editor: Undo / Redo now works as expected when enabling and disabling components.
· Editor: Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
· Editor: Upgraded FBX SDK to 2012.2.
· Editor: When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
· Editor: When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
· Editor: You can now set a default font color via the font importer.
· GameObject can now use OffMeshLinkGeneration static flag to enable automatic JumpLink and DropLinks only on specific objects
· Graphics: Extended the maximum number of shader keywords from 32 to 64.
· Graphics: For each shader compilation error show the keywords that were used.
· Graphics: MaterialPropertyBlock can now have an unlimited number of properties.
· iOS: added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
· iOS: added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag
· iOS: Caching now set no-backup flag by default on newly added objects.
· Lightmapping: Exposed the padding property that controls texel spacing between bake instances.
· Lightmapping: Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
· MonoDevelop (Unityscript/Boo): Added limited jump to definition support.
· Occlusion culling baking now doesn't run out of memory.
· Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
· Offmeshlinks now have per offmesh link overridable cost
· Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
· Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor
· Reduced memory usage when importing large project folders.
· Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
· Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
· SkinnedMeshes can now be marked as occluders and occludees
· Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
· Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
· Unityscript/Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
· Unityscript/Boo: Optimized multidimensional array operations (up to 100X in some cases).
· Unityscript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
· When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
· When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reloadk from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
· Windows: Connected joysticks are detected at runtime.
Fixes:
· Android: Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
· Android: Calling Application.Quit from OnApplicationPause() had unexpected consequences.
· Android: Calling Network.TestConnection() caused the application to crash.
· Android: Calling Time. from OnApplicationPause() could cause application to hang.
· Android: Calling game scripts from the Java UI thread could cause a crash on rare occasions.
· Android: Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
· Android: Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
· Android: Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
· Android: Fixed video playback when using a local (file://) source.
· Android: Graphical artifacts in decompressed ETC1 textures have been removed.
· Android: In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
· Android: JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
· Android: JNI marshaling null-strings from Java would cause the VM to abort.
· Android: The basic/pro license was not honored correctly in some places.
· Android: The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
· Android: Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
· Android: Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
· Android: Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
· Android: WWW calls to a server that redirects from HTTPS to HTTP were failing.
· Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
· AssetBundles: Fix AssetBundle.mainAsset loading all dependencies of the mainAsset.
· AssetImport: Fixed crash when selecting asset with name including ".."
· AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
· Audio/Video: Pause audio when video is done in the inspector.
· Audio: 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
· Audio: Don't show BPS for MPEG files.
· Audio: Fix custom rolloff curves
· Audio: Fixed 32 bit filtering.
· Audio: libVorbis updated to the latest version.
· Audio: Lowpass filter inspector fixed
· Audio: Reset on filters and reverb zones now works.
· Audio: Size in inspector now correct for all platforms and audio types.
· Audio: Support for compression of 32bit input files.
· Debugger: Fixed abort with reentrant evaluation.
· Debugger: Fixed crash with nullable evaluation.
· Debugger: Fixed debugger crash when debugging in the editor.
· Editor: After moving or renaming the current open scene, saving will now save into the new location rather than the old.
· Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
· Editor: Dark skin component checkboxes no longer twitch.
· Editor: Dark skin's object picker tweaks.
· Editor: ESC to cancel searching is more robust.
· Editor: Fix animated GUI groups breaking and giving errors after a window has been re-docked.
· Editor: Fix color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
· Editor: Fix dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
· Editor: Fix Esc not clearing search field on Mac in Object Picker.
· Editor: Fix GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
· Editor: Fix handling of unicode characters in scripts. Scripts should have utf-8 encoding.
· Editor: Fix many Handle controls not respecting Handles.matrix.
· Editor: Fix mouse cursor sometimes flickering garbage on Windows.
· Editor: Fix not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
· Editor: Fix null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
· Editor: Fix null reference exception when dragging sub-asset to the root of Project View.
· Editor: Fix Object Picker not focusing search field when being opened.
· Editor: Fix opening editor preferences when no inspector is open.
· Editor: Fix precision loss when viewing or editing large integers in the GUI.
· Editor: Fix repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
· Editor: Fix SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
· Editor: Fixed a bug where lists of enums were not editable in the inspector
· Editor: Fixed Animation View leaking materials when saving the while animation edit mode is active.
· Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
· Editor: Fixed crash when resizing arrays in the inspector.
· Editor: Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
· Editor: Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
· Editor: Fixed material import from COLLADA files.
· Editor: Fixed memory problem when committing a lot of assets in the Asset Server window.
· Editor: Fixed null ref when exporting a package
· Editor: Fixed out of memory crash when importing huge cube maps.
· Editor: Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field)
· Editor: Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
· Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
· Editor: Fixed some situations where the scene view mode could get stuck.
· Editor: Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
· Editor: Fixed Warning when saving a scene to a new folder created from the Save dialog.
· Editor: Focusing on a particle system will now respect the bounds of the system properly.
· Editor: GetMiniThumbnail returns proper icons for DefaultAssets.
· Editor: Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
· Editor: Improved interaction with Visual Studio 2010.
· Editor: Installer on Windows now has a large icon.
· Editor: Made 3DS file loader more robust - Unity handles invalid files better now.
· Editor: Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
· Editor: Make ProceduralTextureInspector repaint until not regenerating anymore.
· Editor: Make sure EditorGUI controls respect indent level consistently and fix some rarely used overloads that ignored some of the given parameters.
· Editor: Multiple project windows don't share search string.
· Editor: No longer get white 1-px outlines on OSX Lion.
· Editor: On OSX don't allow saving files with special characters in save file dialogs.
· Editor: On OSX don't make "error" sounds when navigating object browser using keyboard.
· Editor: On Windows, don't open new explorer window every time the player is build.
· Editor: Resolve intermittent hangs.
· Editor: Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
· Editor: Setting TextureImporter.textureType now sets all the required properties.
· Editor: Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
· Editor: Windows Editor menus support Unicode characters.
· Editor: You can now slide values with sliders by dragging the label (same as float fields)
· Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects. (Removes superfluos OnDisable / OnEnable calls)
· Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
· Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
· Fixed AsyncOperation.progress to properly indicate loading progress.
· Fixed font kerning when using GUIStyle.fontSize.
· Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
· Graphics: Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
· Graphics: Beast will no longer fail bakes that contain degenerate meshes, like bushes composed completely of billboarded leaves.
· Graphics: Compute correct tangents for non-uniformly scaled static meshes.
· Graphics: Enforce linear lighting status on hardware that does not support it.
· Graphics: Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0])
· Graphics: Fixed issue related to deferred rendering when no lights are present and you are using HDR.
· Graphics: Fixed Particles/Alpha Blend shader turning black when in Fog.
· Graphics: Fixed pow() sometimes being mis-compiled for Direct3D 9.
· Graphics: Fixed Preview lighting on uniformly scaled meshes in GameObjects.
· Graphics: Fixed shadow caster culling for asymmetric view frustums.
· Graphics: Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
· Graphics: Flares without a texture assigned don't crash the editor anymore.
· Graphics: Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
· iOS: Fixed appending of Xcode project when automatic native plugin inclusion is used.
· iOS: Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
· iOS: Fixed horizontal splash screen image pre-rotation to vertical orientation.
· iOS: Fixed iAd banner location on retina device.
· iOS: Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
· iOS: Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
· iOS: Fixed Remote Profiler support.
· iOS: Fixed simulator build when project has native plugins.
· iOS: Fixed small memory leak.
· iOS: Fixed some scary warnings in Xcode debugger console.
· iOS: Fixed splashscreen pre-rotation when autorotation is enabled.
· iOS: Fixed WebCamTexture.GetPixels
· iOS: icon-iPad.png renamed to icon-72.png.
· iOS: SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size
· iOS: SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown)
· Javascript: Fixed bug that would case a for loop not to reuse an already declared variable.
· Javascript: Fixed multidimensional array of struct operations.
· Javascript: Script attributes can now appear before 'import' statements.
· Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
· Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
· Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
· Make Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
· Make FindObjectsOfType not return Cubemaps when searching for Texture2D.
· MonoDevelop: Fix unhandled exception when attaching debugger.
· MonoDevelop: More robust script encoding detection.
· NavMesh: Expose stopping distance in NavMeshAgent inspector
· NavMesh: Fix for Terrains ignoring NavMeshLayer setting when baking NavMesh.
· Navmesh: Handle odd number of negative scale values on geometry transforms: reverses winding before culling.
· NavMesh: Use shortest distance to polygon in cost calculation instead of midpoint - fixes problem with shortest paths over long polygon edges.
· Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
· Networking: Fixed cases where connection tester failed to return a result.
· Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
· Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
· Physics: Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).
· Physics: Fixed behavior of rotated capsule colliders when continuous collision detection is used.
· Physics: Fixed CCD not working in first level of a game.
· Physics: Fixed crash when disabling a CharacterController inside a CharacterController callback.
· Physics: Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
· Physics: Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
· Physics: Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
· Profiler: GPU profiler now shows better info on image effects
· Profiler: More reliable player connection discovery
· Script: Fixed crash when reparenting GameObjects durring Scene Destroy
· We no longer get send multiple mousedown / mouse up while hovering over an object
· WebPlayer and Standalone: Return correct Event.delta value on Windows.
· WebPlayer: Fix memory leak on windows when unloading.
· WebPlayer: Reduce visual artifacts produced when WebPlayer size is changed on Windows.
· Windows 64-bit standalone: Fixed setting executable icon.
· Windows Editor: Fix skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
· Windows Web Player: Fix occasionally corrupted graphics when locking computer or switching resolution during loading.
· Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
· Windows: Joystick 0 now returns correct cumulative axes values.
Changes:
· Added KeyCode enum values for Joystick 4.
· Android: Attached names to the native threads for easier debugging.
· Android: Changed labeling Force SD-Card Permission to Force External Storage Permission.
· Android: Development builds now have extended logging also from the Java side.
· Android: Editor requires API level 14 to build Android applications. It is still possible to target earlier platforms.
· Android: Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
· Android: Keep the LVL code from outputting errors if it's not used anyway.
· Android: Restructured parts of the Java code found in classes.jar.
· Android: The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
· Android: The splash image is now decoded as 32bit texture (rather than 16bit).
· Android: The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
· Android: To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
· Android: Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
· Disabled Version Control integration.
· Editor API: Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
· Editor: Asset Path names starting with a space character are now no longer allowed.
· Editor: Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
· Editor: OnSceneGUI is now called on all selected objects with custom editors. Not only editors visible in the inspector.
· Editor: Removed option for making Editor attachable by MonoDevelop debugger. (It is now always attachable)
· Editor: The Editor will no longer allow creation or import of Assets with file names which are not legal on either windows or OS X.
· Editor: Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
· iOS: Added 5.0 SDK selection in PlayerSettings.
· iOS: Added iPhone4S generation for iPhone.generation.
· iOS: Added warning when compressed texture is used as icon or splash screen.
· iOS: Changing target devices does not require to overwrite Xcode project anymore.
· iOS: Screen.dpi implemented.
· Removed support for Unitron and UniSciTE.
· Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
· Windows Web Player: if no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
· WWW: charset property is now honored by the WWW.text attribute.
· WWW: Made HTTP errors be reported in www.error string.
· WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.
Known Issues:
· Android: Handheld.use32bitDisplayBuffer (or otherwise recreating the GL context, like changing the AA settings) will result in artifacts and/or crashes if used with Image Filters.
· Android: microphone recording is known to crash on some devices, notably, Samsung Galaxy Tab and Galaxy Nexus.
· Editor: Adding a gameobject to a LOD that is not the parent will display a null reference exception. This is safe to ignore.
· Editor: Audio files will reimport when opening a project created in a previous version of Unity even though it should not.
· Editor: AudioClip preview is lower res than before.
· Editor: Autodesk 3ds Max interprets Tiling value differently than Maya (or Unity) - it calculates tiling assuming that pivot of the texture is in the middle of the texture. The pivot for tiling is on the left lower corner in Unity.
· Editor: It's not currently possible to duplicate or delete array elements in the Inspector.
· Editor: The Vertex Snapping hotkey for the Transform gizmo, 'V', does not currently work. Use Shift+V to work around this.
· Editor: We made fixes to COLLADA import which affects naming of imported objects, which may result in broken prefab connections. This mostly affects COLLADA files exported from modo and direct modo file import into Unity.
· Editor: You can not import full transparency (i.e. alpha=0), it will be treated as alpha=1. Unity works this way for backwards compatibility with older 3d packages, which write incorrect transparency factor.
· Editor: You can not import Opacity texture and Opacity factor at the same time from Autodesk 3ds Max - it doesn't export Opacity value (TransparencyFactor), when Opacity texture is set.
· iOS: Remote profiler can't locate device at the moment.
· iOS: simulator build crashes when running iOS 5.0 simulators.
· Lightmapping: Texel density is not shown on skinned meshes marked lightmap static.
· Scripts reload takes longer when text serialization mode is enabled (may be noticeable with big projects).
· Shuriken: The Shuriken API is not supported when exporting to Flash Player.
· Texture importer version has been bumped, expect all textures to reimport.
· The static flag toggles in the Occlusion window, Navigation window, and Lightmapping window do not offer to change for child objects too, and they don't work correctly when multi-selecting child game objects at the same time as the parent.
Fixes:
Editor:
· Fixed crash when editing audio source.
Android:
· Fixed corrupted splash image on Icecream-Sandwich.
· Allow audio playback only when application is focused (prevents audio on the unlock screen).
· Made sure the on-device-profiler only uses active network interfaces.
· Fixed an issue where mscorlib.dll could not be found.
iOS:
· Fixed random crashes when building with Xcode 4.2 (iOS SDK 5.0).
· Fixed crash with auto-rotation on iOS 5.
· Disabled workaround for ipad2 driver bug with msaa+colormask+blend when running on iOS 5 (was fixed by Apple).
· Made Cache Path for AssetBundles be compatible with new Apple Guidelines: /Library/Caches instead of /Documents.
Monodevelop:
· Fixed compilation issues of Javascript.
· Features
Allegorithmic Substance Integration:
· Native support for Allegorithmic procedural Substance materials.
· Tweak and change exposed substance parameters right inside of Unity.
· Change substance parameters at runtime on PC and Mac.
· Gain major file size savings due tthe compactness of procedural textures on PC and Mac.
· Bake substances intregular textures and materials on mobile platforms.
Gizmand Icon Management:
· Scene View icons for game objects and script assets can now easily be assigned by using the new Icon Selector opened by clicking on the icon in the Inspector.
· Rendering of gizmos and icons can now be controlled using the new 'Gizmos' drop-down window found in the toolbar of the Scene View and the Game View.
· Toggling of gizmos is linked tthe collapsed or expanded state of the corresponding components, making it simple tonly see the gizmos you need.
· Support for setting a world size trender all icons with makes it simple tonly see nearby icons.
· Scripting Execution Order
· Unity now gives you explicit control over the execution order in your scripts. Awake, OnEnable and Update calls are sorted by execution order. Execution order can be defined on a ‘per script’ basis in an easy-to-understand dialog.
· Downloadable content with caching for complete scenes and asset bundles
· Caching now works on all platforms. PC/Mac Standalone players and iOS/Android players have access ta 4 GiB dedicated cache for each application. The webplayer has a 50mb shared cache. A larger application-specific WebPlayer cache can be acquired from Unity Technologies. Caching of course greatly improves loading time not only due tthe removed download, but alsbecause the cached files are stored already decompressed on disk. Using the caching feature alsgreatly reduces memory usage since Unity doens't need tkeep any additional data in memory. It is strongly recommended that you always use the caching API for large assets.
· A new function BuildPipeline.BuildStreamedSceneAssetBundle makes it easy tcreate entire scenes and their dependencies intan asset bundle and download them on demand.
· Downloading and streaming with the WWW class uses way less memory now. Especially significant when loading from disc using the file:// protocol. You can now load much bigger AssetBundles from disc without running out of memory.
Editor:
· Debug.DrawLine and Debug.DrawRay now has an optional parameter tcontrol the duration of time a debug line should be rendered.
· New mouse event for MonoBehaviour: OnMouseUpAsButton. It is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
· New interface for ObjectField that controls if scene objects should be assignable tthe object field or not. Old interface marked as obsolete since it allowed invalid references e.g assets with with references tscene objects.
· Primitive Colliders can now be modified in Scene View by holding down SHIFT.
· The preview in the Inspector is now resizable and nlonger part of the scroll-view.
Shadows:
· Directional Lights got new shadow projection mode, Stable Fit (default for new projects; change in Quality Settings). Old behaviour is Close Fit. Stable Fit results in slightly lower resolution, but shadow boundaries dnot shimmer/wobble when rotating the camera.
· Much improved shadow caster culling (less draw calls). Better sorting of shadow casters for GPU efficiency.
· Added Very High shadow resolution option.
Skinning:
· SSE2 optimized skinning for Windows & Intel Macs. Improved multithreaded skinning efficiency on Macs.
Shaders:
· pragma exclude_renderers/only_renderers can now use "shaderonly" (GLES2.0, 360, PS3 etc.) keyword.
· tex2Dgrad and tex2Dlod are supported when cross-compiling shaders intGLSL.
· Ability taccess per-vertex light data in all platforms including OpenGL ES 2.0. Use float4 unity_LightPosition[4], unity_LightColor[4], unity_LightAtten[4].
· Added mobile optimized VertexLit and Unlit shaders.
Image Effects & Water:
· There’s a big upgrade timage effects & water. Both have been optimized for performance and, at the same time, visual quality has been improved. They’re alseasier ttweak for artists.
Graphics:
· Deferred Lighting is able tuse Occlusion Culling tcull invisible Point & Spot lights.
· Explicit control over VBlank Sync Count allows for more stable framerates. Quality Settings - Framesync flags: 'VBlank Sync Count' can now be set t'Don't Sync' 'Every VBlank' or 'Every Second VBlank'
· Faster Point & Spot light rendering in Deferred Lighting (draws a more compact light shape).
· Optimized light culling in Forward rendering.
· Optimized per-vertex lighting in GLES 2.0 when fixed function shaders are used.
· Added Shader.WarmupAllShaders() thelp reduce shader loading related hiccups.
· Added support for precomputed bounding volumes for Skinned Mesh Renderer and the animation component. This improves performance and lets you better cull animations & skinned meshes with minimal CPU overhead.
iOS:
· Added Terrain support for iOS.
· Added Gyroscope support.
· EAGLView wrapped intUIViewController / iOS native style of autorotation. Alsadded non-animated autorotation path. Corresponding option added tPlayerSettings.
· Added explicit null check option tthe AOT code output, which should produce NullReference exceptions without causing SIGABRT in Xcode. Enabled when development player is selected and script debugging enabled.
· Improved automatic plugin inclusion for iOS. Now main.mm / AppController.mm could be substituted by the one supplied in Plugins/iOS.
· Mobile Quality Settings default t"Simple".
· Improved iOS project postprocessing performance. Runtime libs could be symlinked by checking appropriate option in Build Settings panel.
· Parallel AOT cross compilation for faster game build times.
· iOS SDK selection defaults t"latest".
Android:
· Terrains are now available on Android.
· The new Texture Compression override enables developers ttarget devices with support for specific GL texture-compression formats. With the new Multiple APK Support in the Android Market it helps tcut the distribution size of the application.
· Android now supports AssetBundles built with BuildAdditionalStreamedScenes, thelp minimize distribution size and enable streaming of new content from the web.
· The mesh animation skinning algorithm now uses multi-threaded processing tharness some of the power of the multi-core CPUs available in new Android devices.
· Because a number of critical issues were fixed in this version, we encourage everyone trepublish any applications built with previous releases.
Unity Xbox 360, PS3 and Wii release in parallel:
· All console versions are now released at same time as 3.4. Projects can easily be moved between all platforms.
· Rochard, our first PS3 game, has succesfully completed the Sony Submission process.
· Our first Xbox 360 game has succesfully passed pre-cert. And will soon gthrough Submission 1.
· First Wii game powered by Unity 3.4 is about tgthrough lotcheck.
· Editor
· Ttop
· Improvements
· You can now drag any GameObject intthe project view tcreate a prefab with minimal hassle.
· Faster Play/Stop times on scenes with many prefabs.
· The Object Picker can now show individual previews for sub-assets, such as the individual meshes in a model asset.
· MonoDevelop is now the default script editor.
· Optimized PVRTC decompressor; scenes/textures will load much faster when in iOS mode.
· Launch VS using the C#-only solution by default.
· Primitive Collider handles are now only shown when pressing Shift.
· Show recommended shader help text in Material Inspector.
· Implemented field for editing Bounds in the inspector.
· Implemented editing of Bounds for Animation and SkinnedMeshRenderer components in the Inspector and Scene view.
· Improved VisualStudio/MonoDevelop solution synchronization performance.
· Added depth buffer bits field tRenderTexture inspector.
· GenericMenu has been documented and should be used for custom context menus.
· Tools class have been exposed syou can better make custom editors.
· Fixes
· Moving and deleting keyframes from the timeline now works with undo.
· Trail Renderers now always have the handle placed at the origin sthey don't jump around as the game object is dragged in the scene view.
· Surface snapping now correctly ignores colliders that are set ttriggers.
· Vertex snapping of objects dragged intsceneview now works.
· Vertex snapping of sub-objects fixed.
· Painting terrain heights and dragging outside the sceneview nlonger leaves the terrain in a weird state.
· Light inspector now correctly hides soft shadow options when they don't apply tthe light.
· Camera gizmand preview is now based on Game View aspect ratiinstead of Scene View aspect ratio.
· On Windows right mouse clicking the Game View tab now shows the context menu.
· Closing tabs with middle mouse button is now closes the correct tab.
· Cursor is nlonger allowed tbe locked when pausing before pressing play i.e. the cursor is forced visible (same behavior as when pressing pause during play).
· Maximize on Play nlonger cancels Screen.lockCursor.
· When loading a project the directory structure is now validated.
· Improved progress indication during building tother platforms.
· Uninstalling editor will now clean up the install folder correctly.
· Toggling prskin nlonger resets the script editor.
· Lightcookie textures are nlonger marked as dirty during rendering (case 389444).
· The material preview pane now updates when the shader used by the material is recompiled.
· Animation View: Fix issue with different properties sometimes inappropriately sharing the same curve state.
· Fixed crash when importing an empty shader file.
· Pass the solution file and line numbers tthe default MonoDevelop installation.
· Fixed problem executing the PostprocessBuildPlayer script on Macs when executable bit was not set.
· Fixed crash when dragging a Prefab intScene View.
· Fixed Input.mousePosition reporting wrong coordinates after a pause and lost focus of Unity Editor.
· Asset Server now detects changes tscript icons.
· Removed .asset extension from AnnotationManager.asset in the Library folder.
· Fix cropping of TextAsset.bytes when data contains leading null values
· Fixed a crash bug when deleting keyframes in the Animation view.
· Improved synchronisation of Visual Studiprojects.
· Fixed Material Inspector sometimes displaying a wrong name for a shader.
· Yield on WaitForEndOfFrame works in batch mode.
· Fixed NullRef in AudioSource/LPF Curve inspector.
· Mac Editor: fixed memory error message in console when using the color picker.
· Mac Editor: fixed crash on Mac OS X 10.7 Lion when using the color picker.
· Fixed indentation issues in Vector3, Vector4 and Rect fields.
· Project/Hierarchy search field nlonger eats first character if it had all text selected in some cases.
· Fixed debug logs not getting cleared with Clear On Play enabled when logs were created in edit mode.
· Fixed some fixed function shaders not displaying correctly in OpenGL ES 1.1 emulation (on Windows).
· Disabled colliders now use a dimmed color for their gizmos.
· It is now possible tclose a maximized EditorWindow from script.
· Dnot allow tselect target iOS version lower than 3.1.3 if iPad or iPad + iPhone device target is selected in player settings.
· Texture2D.PackTextures force padding on right and tops of each texture element.
· Dnot upgrade a 2.6 project twice in cases when scripts would have tbe patched during the upgrade.
· When generating unique asset paths, don't add a space before the number if the asset is a script.
· When a corrupted scene with invalid prefabs is detected they will now be cleaned up when saving the scene.
· Fixed various issues with Image Effects when switching platforms or graphics emulation settings.
· Fixed regression when renaming assets causing them tbe reimported when quiting. Assets are now reimported immediately after renaming (case 409155).
· Fixed a rare bug where complex chains of shaders with fallbacks are treated as unsupported when switching platforms in the editor.
· Added Tooltip tthe GameObject class.
· Fix crash when switching target tWii or Xbox in the Build Settings menu.
· Fix crash when debugging and evaluating an expression that triggers a null reference exception.
· Fix intermittent exceptions when launching Visual Studio.
· Scene view icons are nlonger affected by editor quality settings (blurred at low quality).
· Graphics
· Ttop
· Improvements
· Anti-aliasing choices now are None, 2x, 4x, 8x (new). Removed 6x and 16x since nGPUs support them.
· Fixed Camera.RenderToCubemap rendering skybox wrong (unless the camera incidentally had 90 FOV and 1:1 aspect set).
· Fixed error messages when spotlighs with very small range were used.
· Better prevention of "out of vidememory" situations with crazy high resolutions + MSAA levels. For example, fixes some cases when using 8xMSAA on 2560x1440 screen.
· Prevent scripts from setting invalid Particle values (Min/Max Size, Min/Max Energy, Min/Max Emission on Emitter; UV Animation on Renderer).
· Fixed Particle Renderer UV Animation not being updated when changing it from a script.
· Fixed Particle Renderer sometimes using wrong UV Animation frame when spawning a particle.
· Per-layer culling distances are properly handled for shadow casters of non-directional lights.
· Added information for more GPUs tSystemInfo.graphicsPixelFillrate.
· Fixed Application.CaptureScreenshot() grabbing parts of Game View UI on Windows.
· Mesh Compression setting was wrongly displayed in the Mesh Inspector.
· Realtime shadows over single lightmaps nlonger incorrectly darken lightmaps brighter than 2.
· When creating RenderTexture from script it is nlonger needed tset isPowerOfTwo; it will be set automatically based on RenderTexture size.
· Implemented AnimationState.RemoveMixingTransform function.
Shadows:
· Tweaked shadow related default quality settings.
· Shadow Projection is now chosen in Quality Settings (nlonger in the Light component).
Shaders:
· Fixed D3D9 Debug Runtime validation failures on some shaders.
· Fixed some bugs in Cg tGLSL cross-compiler.
· Multiple objects using a shader with GrabPass can share the same texture, see GrabPass docs.
· Added ComputeGrabScreenPos helper function tUnityCG.cginc, for use in shaders with GrabPass.
· Added Mobile optimized Diffuse, Bumped, VertexLit (only directional lights), Unlit Lightmap shaders.
Lightmaps:
· Clearing lightmaps properly resets lightmap tiling/offset on objects, making them batchable again.
· Fixed for shaders that dnot have _Color property (like some Mobile shaders).
· Fixes
· Fixed VRAM amount detection on some Windows Vista/7 systems.
· Fixed some built-in matrices (_Object2World etc.) only working in vertex shaders.
· Fixed camera.RenderToCubemap not working when using deferred lighting (now falls back tforward).
· Texture scale and translate (name_ST) properties now work properly even when material's texture is not actually sampled in the shader.
· Fixed Flares sometimes using wrong UVs in OpenGL ES 2.0.
· Dynamic batching on normal mapped objects was incorrectly disabled on Direct3D9 (it's still disabled on OpenGL due tdriver bugs).
· Worked around driver performance issue in latest MacBook Pros (with Radeon HD 6xxx) caused by batching.
· Fixed dynamic batching ending batch toearly.
· Fixed dynamic batching breaking if GUI.DrawTexture was used.
· Fixed Spot light shadows from large triangles that are partly behind the light.
· Fixed crash when creating textures with zerlength on one side.
Lightmaps:
· Beast on Mac shouldn't misbehave anymore if objects' transforms contain subnormal floats.
· Fixed a lot of bugs with mac/win differences in generated texture uv’s for lightmaps. Please reimport your meshes.
· Fixed bug where baking lightmaps would randomly force reimports of 3D models and dirty prefabs.
Animation:
· Fixed error message when layers and mixing transforms are used.
· When you use animation splitting in model@animation file all animations will be attached tthe model, not just the main animation.
· Fixed dereferencing of null pointer when list of AnimationClips contains null reference.
Standard assets:
· Added, optimized and improved image effects (e.g. Antialiasing, Fog, TiltShift, Depth of Field).
· Added Water4 scripts and example prefabs.
· Water: fixed upside down reflections in scene view and game view (windows) and water mesh normals generation.
· Image Effects: fixed DLAA corner cases (and added a sharp setting) re-enabled support for additive blending (sun shafts, bloom).
· Fixed scripts SmoothFollow and ThirdPersonController.
· Depth of field now using more suitable blend modes.
· Water got a simpler wave model.
Fixes for handhelds:
· GLES 2.0: specular is disabled when SeparateSpecular is set tOff.
· GLES 1.1: fixed support for anisotropic filtering.
· Worked around iPad 2 driver crash on some shaders (mostly ones that involved loops).
· Fixed overbright specular highlights on iOS with some shaders.
· Worked around iPad 2 driver crash on some shaders (mostly ones that use Fog).
Movies:
· Time.captureFramerate is respected by movie playback when movie does not have audio.
· Audio
· Ttop
· Fixes
· AudioSource attached ta movie texture is nlonger reporting false isPlaying.
· Fixed audisources referencing wrong clips when reusing cached sounds.
· Effects now working audisources, where ignoreListenerVolume is set.
· WWW.audinow works on iPhone.
· Fix rare crash when AudioSource.clip was reset in the same frame as the source was played.
· DSP buffer settings set in 3.3 is now read correctly in 3.4.
· Bitrate in .meta files are now serialized correctly.
· Fixed FMOD errors when using AudioSource.PlayOneShot.
· Unity iOS
· Ttop
· Improvements
· Mesh skinning uses multi-threaded processing.
· VFP skinning for cases where tangents are needed.
· Added AOT options field tthe player settings. Let's users tpass some additional AOT options, useful for "running out of trampoline" problem.
· Terrain stripping enabled (if you don't use terrains, some Moncode can be stripped).
· Implemented Application.systemLanguage.
· Correctly detect iPad GSM and other devices.
· Improved autorotation by fixing numerous issues with videplayback and keyboard.
· Trampoline code was refactored for easier reading/changing. Please replace your Xcode projects.
· Bundle identifiers of pattern XXX.XXX are now allowed.
· Fixes
· Fixed iOS SDK 4.3 App Store submission problems by working around linker bug: added -all_load linker flag and small code hint tthe main.mm.
· Moved Xcode autorun phase after user postprocess script execution. Should improve 3rd party plugin integration experience.
· Fixed iOS SDK 4.3 warnings about unaligned symbols.
· Synchronization PlayerPrefs upon LoadLevel prevents very rare circumstances of loosing PlayerPrefs data when application is terminated unexpectedly.
· Improved AOT build size when debugging is enabled.
· Prevented GUI.WindowDragState from stripping.
· Fixed the case when AOT was emitting debugging code when debugging checkbox is checked, but development build is unchecked.
· Updated cpu-waits-gpu internal profiler counter for iOS 4.3.
· Fixed VFP 1 bone skinning.
· Fixed issue with screenshots not working when MSAA is enabled.
· iPhoneSettings.generation now recognises iPad2.
· Fixed WWW class memory leak when WWW object is disposed before completing download
· Added SDK 4.3 selection in player settings.
· Fixed material shader on iOS looks different from the Editor.
· Unity projects will be closed in Xcode before updating them, which should fix some Xcode glitches.
· Fixed AssetBundleCreateRequest stripping problem.
· Fixed WWW out of memory problem when estimated download size is unknown.
· Fixed GUIText stripping issue.
· Fixed corner cases when libraries weren't symlinked properly. For portability reasons Unity runtime library symlink is off by default.
· Fixed .cpp/.c native automatic plugin inclusion. Experimental support for .xib and .png files added.
· Fixed WWW.EscapeURL() tescape URLs according tRFC.
· Fixed issue on iPad2 with MSAA and alpha-blended geometry resulting in wireframe like artefacts. Please see SL-Reference/SL-AdvancedTopics/SL-PlatformDifferences for more thorough description.
· Fixed iOS project postprocessing for Unity iOS Basic license and autorotation.
· Fixed internal profiler using old-frame data, fixing negative values by the way.
· Fixed simulator support for Xcode 4 + SDK 4.3.
· Fixed WWWForm support.
· Fixed simulator support for simulators Project Settings->Script Execution Order.
· Texture2D.SetPixels32/GetPixels32 for much faster pixel operations.
· Added Caching.MarkAsUsed function. This is used tensure that some files are not thrown out of the least-recently-used cache if you know that they will be used in the future.
Input:
· Win7 touchscreen input now fully supported.
· Input.eatKeyPressOnTextFieldFocus added tbe able tcontrol input behavior during textfield focus. This is default true from 3.4 and forth. Set this tfalse tachieve pre 3.4 behavior.
· Key input (i.e. Input.GetKeyDown) is now suppressed when a textfield is active. This is enabled only content built with 3.4 and later. Tquery key input during an active textfield, use Event.current in OnGUI.
· Fixed support for mouse deltas from Apple's Magic Trackpad.
MonoDevelop:
· Scripting projects are now built the same way that Unity builds them.
· Now compiles Boand UnityScript.
Profiling:
· Intel GPA 4.0 Platform Analyzer profiler is supported for Windows Standalone Players.
Javascript improvements:
· Allow characters in #pragma lines.
· Array.slice(startIndex) must return all elements starting from startIndex.
· Array.slice accepts negative indexes counting from the end of the array: [1, 2, 3, 4].slice(-2) // => [3, 4]
· Proper support for do-while loops
Proper support for generic dictionaries of functions:
· var dict = new Dictionary.();
· dict["foo"] = function() print("foo");
· dict["foo"](); // prints foo
Importers:
· Implemented 3 minute timeout for 3DStudiMax FBX conversion.
· Only show import settings on root asset. Showing them on every sub-asset could lead tthe false impression that every sub-asset can have individual import settings.
Other improvements:
· Removed tray icon for Windows Standalones when in batchmode allowing apps trun as a service.
· Removed option 'Always Show Watermark' from the Player Settings.
· Other Fixes
· Ttop
Web player:
· Fix several cases that caused crash in rare occasions and improve error handling in general.
· Fix issue that prevented Web Player from working in closed networks.
· Fix issue that prevented autupdate from working for non-administartor users on Mac OS X.
· Prevent cursor from vanishing in fullscreen mode when cursor trail is enabled.
· Prevent cursor from vanishing when another game is running on a different browser tab.
· Stabilized web player framerates.
· Web player now behaves correctly when resizing window in Firefox4.
· Removed 16 kilobyte limit for Application.ExternalCall() and ExternalEval().
· Chrome, Safari and FF4 on Mac OS X now registers keypresses on input string.
· Input.GetAxis() returns correct value when focus is restored.
· Fixed an occasional crash when switching tfullscreen on Mac OS X.
· Fixed audipausing in the background in Dashboard on Mac OS X.
Networking:
· Fixed error when reading 32bit Network View IDs, huge amounts of views can properly be instantiated.
MonoDevelop:
· Fixed bug where seemingly random parts of the Unity API would fail tshow up in autocomplete lists.
· Fixed update expandability of items in the Locals pad when debugging over a slow network.
Asset pipeline:
· Made clearer error message when importing .dds file with missing mipmap levels in texture importer.
· DStudiMax importer nlonger crashes when trying tparse a broken .3ds file.
· Changing "Pack Margin" and other settings in the advanced Model import setting is now recognized as a change.
Input:
· Shift keys now recognized in fullsceen on Mac OS X web players.
· Mouse position now reported correctly for Windows 7 touchscreens (only works in full screen for now – see known issues).
Physics:
· ConfigurableJoint.configuredInWorldSpace will nlonger result in a wrong coordinate space. Projects using this setting need tbe readjusted!
· Better Skinned Cloth behaviour when the mesh does not have normals, or is rendered with a shader that does not use normals.
Other fixes:
· Fixed a bunch of minor mistakes in the documentation.
· Cleaned up the use of non-public APIs that caused Mac OS X standalone builds tbe rejected for the Mac App Store.
· Fixed crash when doing raycasts on 64 bit standalone players.
· AssetBundle.Load() now preloads all dependent assets like AssetBundle.LoadAsync() does.
· Fixed regression introduced in Unity 3.3 where preload data was not written correctly leading tsome hiccups during gameplay when first accessing a referenced asset.
· Fixed crash when loading Asset Bundles tbig tfit in memory.
· Fix bug preventing standalone player & web player from using more than 2GB of ram on Windows.
· Fixed crash when deleting the last slot of a builtin array.
· Fix bug where enums were sometimes not displayed correctly for embedded classes in arrays.
· Fixed creation of empty cache folders for each new project.
· Workaround for crash in Apple's Font unloading code in Mac OS X 10.7.
New Graphics Features:
· Anti-aliasing now just works with Image Effects (requires updating PrStandard Assets).
· Added floating point render texture support (4 channel 16 bit floating point).
· Built-in method tgenerate Depth or Depth&Normals textures: camera.depthTextureMode.
· Camera.layerCullDistances lets you specify culling distances per layer.
· Anti-aliasing setting can be changed at runtime using QualitySettings.currentLevel. Editor alspicks up anti-aliasing changes immediately.
· Added an Is Readable setting ttexture importer, stextures don't have tuse up main memory if the pixels are not accessed from code.
· Ability tlimit supported aspect ratios in Player Settings. E.g. your game can say "I only support 4:3 and 16:10", and only matching resolutions will be shown in the resolution dialog.
· Animation culling, sanimations outside of the visible screen area don't have tbe updated.
· Image Effects work better with multiple layered cameras.
Graphics Optimizations:
· Terrain & Vegetation rendering is much faster and does less memory allocations.
· Compression capability for meshes and animations timprove build sizes.
· Shadow rendering is faster (much less CPU overhead).
· Pixel-lit lights are faster (less CPU overhead).
· Applying matrix parameters tshaders is faster.
· Movie playback is faster.
· Improved shader loading times.
Editor Improvements:
· Brush preview is shown in Terrain editing tools
· Icon for standalone players can be automatically set by Unity (set it in Player Settings).
· Generic List objects can be serialized and shown in Inspector.
· Scene view Gizmos are not displayed for hidden layers.
· There are now Development and Release web players available. The Development one includes Profiler support and is installed with the Editor as well as being available for download seperately. Auto-update and user installations use the Release webplayer.
· You can now build Development and Release Standalone players. In the Build Options you can now select a Development build which will generate a player with Profiler support and debug symbols.
Terrain Editing got a bunch of hotkeys added:
· Shift-Q through Shift-Y selects the tool.
· Comma and Dot cycles through brushes.
· Shift-comma & Shift-dot cycles through the selected detail.
· All of these can be remapped in the Preferences.
Animation Editor:
· New window tedit animation clips. Besides transforms, animation curves can alsbe created for component properties and material properties.
· Animated objects instantly reflect curve edits and auto-recording automatically adds curves and keys as objects are moved or their properties changed.
· Curve tangents can be autsmooth, free smooth, or each tangent can be free, linear, or constant.
· Support for adding and editing animation events with automatic listing of available methods in attached script components.
· Animation States in the Animation component can now be viewed in Inspector Debug mode tinspect current values.
· Animation component shows animation state array in Debug inspector mode
· Improved performance & responsiveness of the editor
· Editor Console now automatically scrolls tend of log when scrollbar is at the end
· Slightly better color preferences dialog
· Generic Property inspector can now be invoked from OnInspectorGUI or is invoked by default if nOnInspectorGUI is defined.
· Inspector title says "Debug" when debug mode is enabled.
· Shader Inspector indicates when the shader has errors or is not supported by the GPU.
· Ray Snapping improved: If pivot mode is set tcenter, the object gets placed sthe bounding volume is resting on the snapped position. Great for companion cube placement!
· Selected objects can be snapped tgrid from Snap Settings dialog
· Debug.Log is now thread safe when used outside of the main thread in the Editor.
Asset Pipeline Improvements:
· External Version Control Systems support. This is alternative way of saving metadata in Unity Prand can be enabled per project. When enabled, the Assets folder can now be checked intversion a control systems, such as Subversion, Perforce or Bazaar, without losing import settings or references between assets.
· 16 bit/channel Photoshop (.psd) files can be imported now.
· Support for direct importing of Cinema 4D files on Windows.
· FBX importing supports Step animation curves.
· AIFC audifile import support.
· Updated FBX libraries t2010.2.1, fixes some importing issues.
· Support for building Asset Bundles using deterministic ID generation. This lets you create shared asset bundles that can be swapped out with different versions without requiring a full rebuild of all assets. Alslets you create twasset bundles containing assets imported differently; for example one bundle with low resolution textures and one with high resolution textures. See BuildAssetBundleOptions.DeterministicAssetBundle.
New Scripting Features:
· Added a threadPriority property tthe WWW class, tcontrol decompression performance when downloading in the background.
· Texture2D.GetPixels now supported on compressed textures.
· Mesh.CombineMeshes() method for more efficient mesh combining.
· ParticleEmitter.Simulate() method tforward-skip a particle system tsome point in time.
· ParticleEmitter.enabled property tpause a particle system.
· Renderer.isVisible property tcheck if a renderer is currently on screen or not.
· EditorUtility.CompressTexture() method tcompress editor-generated textures.
· Input.GetJoystickNames() method tget name strings of connected joystick devices.
· QualitySettings.anisotropicFiltering and QualitySettings.masterTextureLimit global texture quality settings.
· Generic versions of GetComponent, AddComponent etc. added for C#.
· Unity version #define exposed for conditional compilation of C# scripts.
· Vector3.Lerp, Color.Lerp and Vector4.Lerp are faster
· Added HSVRGB color conversion functions tEditorGUIUtility
· Gathered more common Editor GUI styles intEditorStyles
· Added EditorGUI.PropertyField and SerializedProperty
· Added SystemInfo.graphicsShaderLevel
· Exposed a bunch SystemInfvariables (OS, CPU, RAM etc.) tscripting.
Documentation:
· Improved Scripting Reference.
New AudiBackend:
· Better overall performance and mixing quality. Lower CPU and memory usage.
· 100% cross-platform and software mixing (nsurprises with platform specific implementations and sound hardware/drivers).
· Fixed sound crackling and pops< when CPU is stressed (ie. during garbage collection) or/and changing volume and pitch rapidly.
· Unity can now position and playback all files in 3D (not only monfiles).
· Audidevices are now changed instantly when a new device is plugged in, removed or changed in the system settings.
· AudioClip.samples: returns the length of the clip in PCM samples.
· AudioClip.frequency: returns the sampling frequency of the clip.
· AudioClip.channels: returns the channel count of the clip.
· AudioSource.timeSamples: get or set the position of the source in PCM samples.
· AudioSource.time: more precise for compressed, streamed and movie audio.
· Loop button in Inspector Audipreviews.
· Audipaused properly when player or editor loses focus (and Run In Background is off).
Windows Specific Improvements:
· Windows Web Player can now be installed by non-administrator users! We think this is really really cool :)
· Nmore artifacts on close or intersecting surfaces on Windows (we automagically emulate all fixed function vertex processing with vertex shaders tmake this work).
· Even with all new 2.6 features, Windows Web Player got 100 kilobytes smaller!
· Support for direct importing of Cinema 4D files on Windows.
· Detached Editor windows are always on top of the main window (on Windows). Fixes a ton of usability issues and behaves like all other Windows apps.
· Windows standalone players got batch mode support. Use -batchmode command line argument just like on OS X players.
· Windows standalone games dnot produce a log file (Data/output_log.txt) when -nolog is passed on the command line.
· Windows standalone accept -single-instance argument on the command line. Then if a game is already running, launching it again will focus the running one.
· Improved workflow when building standalone Windows players. Now the file dialog asks for location/name of the .exe file. The data folder is created next tit, with the same name as .exe file, plus "_Data" suffix.
· Note: BuildPipeline.BuildPlayer now takes path + filename of executable when building Windows players!
· -nographics option on Windows Editor allows you tuse editor batch mode on a truly headless servers without any graphics card support.
Online Features:
· Compression capability for meshes and animations timprove build sizes.
· Threaded background loading - load new scenes and AssetBundles smoothly while playing.
· Added a threadPriority property tthe WWW class, tcontrol decompression performance when downloading in the background.
· Decompression of unity WWW streams uses less memory.
Asset Server Improvements:
· New History window. Merged Project Revert, Recover Deleted, Browse old versions and Old history windows intone
· Asset Server windows refresh automatically when something in the project changes
· Improved Asset Server performance
· Deleting items in Asset Server nlonger show in updates with their full history
· Ability tdelete users and projects from within editor
· Added a dialog twarn user about committing unsaved open scene
· Asset Server Inspector. Shows asset's state directly in Inspector. Allows tdiscard changes and show history for asset in Inspector.
· Most long-running Asset Server operations can be canceled.
· Added support for faster commits and updates of large changesets when used with AssetServer v2.0 (tbe released along with Unity 2.6)
· Calculating ttotal download size when updating from the server is now done in the background sit does not delay starting the actual download. This speeds up downloading large projects from the Asset Server significantly, especially if the project consists of a lot of small assets.
Additional Improvements:
· Visual Studiand MonoDevelop integration for C# script editing.
· Optimized memory allocation patterns for better overall performance.
· Added Profiler logging ta file, for use in Standalone Player and Web Player.
· Added a dialog asking user treload currently open scene when its file changes on disk.
· Added an option tdisable generation of tangents or normals in the model importer - this allows some space savings in model data.
· Standalone game Icons can now be supplied in different sizes.
· Added helper functions Graphics.Blit and Graphics.BlitMultiTap, tsimplify Image Effects code. Refactored Image Effect scripts in PrStandard Assets tuse them.
· Ability tset raycasts tnot hit triggers (under Physics settings)
· Support for setting the wrap mode on the clip in the inspector instead of setting it in the animation component or from code in the animation state API. If the wrap mode in the animation component is set tdefault, it will not be shown anymore, but you can still edit it in debug mode.
· Improved Texture2D.PackTextures packing when source textures dnot fit intmaximum atlas size.
Changes:
· Unity nlonger ships with a 30-day demperiod but has tbe activated immediately twork. The activation page now has the ability tautomatically generate and activate 30-day trial licenses for each machine.
· EditorUtility.SmartResetToPrefabState and EditorUtility.SmartResetGameObjectToPrefabState have been renamed tEditorUtility.ResetToPrefabState and EditorUtility.ResetGameObjectToPrefabState respectively.
· Removed one superflous parameter from the overload of Undo.RegisterUndo() that takes multiple objects.
· Removed warning: Couldn't load the script because its file name doesn't match the class name.
· When rotating objects in the scene view, rotation euler angles can increase or decrease indefinitely without being clamped in a specific range. Note that this is only supported in the editor when not in play mode.
· Constant interpolation in animation curves now always assume the value of the left hand side key.
· Don't send EventType.mouseMove events in game mode.
· Removed option tnot compress textures when building a player. Removed BuildOptions.CompressTextures as well.
· Handle cap drawing functions have been renamed in the Handles class tbetter reflect what they do
· Deprecated GUIStyle.clipOffset Use BeginGroup instead
· Fixes
Graphics Fixes:
· Fixed Skybox drawing when camera's near clipping plane is very large (e.g. half of far plane).
· Graphics.DrawMeshNow was not drawing a mesh if there was ncurrent camera at the time.
· Fixed rendering order issues when shadows and different opaque Render Queues are used (hi TigerWoods Online!).
· Projectors now support Queue tag in their shader tcontrol their render order. If Queue tag is not specified, then Projectors are rendered after all opaque geometry.
· Soft Vegetation setting is taken intaccount when rendering Terrain tree billboards.
· Non-billboarded Grass in the Terrain waves in the wind again!
· Shader.Find can properly find shaders that were not supported by the editor that built the game. Fixes missing shaders when building games from batch mode editor (-batchmode -nographics on Windows).
· Shaders that fail compilation have proper names in shader popup (instead of "Default").
· Fixed Directional Occlusion of Terrain trees being biased towards one side (a strong light from one side would result in brighter trees than the same light from another side). Reimport your tree models!
· ParticleEmitter.Emit now updates particle system bounds correctly
Windows Specific Fixes:
· Fixed shader compilation failing on Windows for long Cg shaders that were using Windows style line endings.
· Fixed Windows Web Player auto-updater occasionally not exiting.
· Fixed keys occasionally getting "eternally pressed" in Windows standalone / web players, when clicking tanother application and clicking back with another button.
· Fix dragging things creating multiple Undsteps on Windows Editor.
· Fixed rare crash when closing Unity Editor on Windows.
· Fixed double click in Terrain Inspector throwing exceptions and/or opening unrelated terrain dialogs.
· Windows Vista does not "ghost" Editor windows on long editor operations.
· Fixed Windows Web Player update problem on Windows Vista, where it was possible tignore UAC popup dialog, leading ta crash later.
· Swapped Play and Quit buttons in Windows Standalone screen selector dialog tbetter reflect Windows' conventions.
· Fixed setting of project folder file attributes problem on some Windows configurations.
· Windows Web Player installer first completely uninstalls existing Web Player if present.
· Fixed icon drawing in long (multi column) asset popup menus on Windows XP
· Fixed some Monconfiguration being wrong in Windows Editor (e.g. CodeDomProvider.CreateProvider would fail).
· Ctrl now zooms Scene View on Windows when view tool is selected (used tbe Windows key - d'oh)
· Windows Web Player ActiveX control can be embedded intnon-browser applications (previously it failed tdownload the data file)
Asset Server Fixes:
· Asset Server on OS X nlonger allows committing files with names that are invalid on Windows.
· Made Asset Server connection cache less aggressive. This makes it easier tdelete projects on the server without getting errors that there are other clients connected tthe project.
· Fixed problems with communicating with the Asset Server that could result after a server restart.
· Fixed problems with deleting users from the Asset Server.
· Asset server download progress is properly shown for larger than 2GB downloads
· Fixed Asset Server sometimes needing tupdate twice
Editor Fixes:
· Fix crash where serializable class Fohas a field of type Foo[].
· Fixed broken Vector2Field.
· The currently selected brush and brush settings in the terrain inspector nlonger get reset when saving the current scene.
· New Game Objects are now centered correctly after switching layouts.
· Changes done tmanagers (Physics, Tags etc.) made in play mode nlonger persists.
· Fixed Projectors present in the scene sometimes affecting Inspector material previews.
· Fixed color picker in VertexLit materials sometimes not working.
· Fixed crashbug when serializing Animation Curve inside of Serializable class array.
· Editor Undperformance is better when undoing actions with lots of objects.
· Improved handling of fatal errors when Editor is launched in batch mode.
· Fixed Game View Statistics vertex count for meshes with multiple materials.
· Fixed F tfocus when using Terrain tree placement tool.
· EditorUtility.CreateGameObjectWithHideFlags now always adds a Transform, just like GameObject constructor.
· GUI.Window now works in editor windows. See EditorWindow.BeginWindows for docs.
· Color picker window now saves its position
· Project/Hierarchy windows handle Home/End/PageUp/PageDown keys properly
Other Fixes:
· Fixed several bugs in animation curve sampling functions, especially when using stepped curves and PingPong wrap mode.
· Improved GetComponent warning messages.
· Better error message for looking up GUIStyles by string outside OnGUI. And it nlonger crashes.
· Better consistency checking of project data when launching Unity. Unity will now ask trebuild the project if the project library data are corrupt beyond repair.
· Failing tclose all GUILayout groups degrades more gracefully.
· GUILayout.ScrollView inside GUILayout.BeginHorizontal works correctly.
· Shift+Click now selects text in text fields.
· The Network Manager now respects Application.CancelQuit and doesn't reset itself on quit event (affected standalone player only).
· Fixed Configurable Joint not always being deterministic.
· Clicking on toggles now takes away focus from text fields and alike.
· Event.KeyboardEvent now correctly handles Space key
· Terrain disallows heightmaps larger than 4096x4096.
· Fixed some FBX importing issues
· Fixed Color.Equals