unity 5.1在今天发布了,我们在5.0发布之后并没有松懈太久便立即投入5.1的更新,想要了解5.1全部的更新请访问官方Release Notes, 以下就由小编来描述一下有哪些重大改变:

  新功能:

  Unity 5.1加入了新的网络功能,你可以从官方文件或是UnityEngine.Networking命名空间来查询更多的细节,通过这个API开发者能从较低阶的传输层传输数据,不管是低阶的NAT支持或是高阶的游戏配对都没 问题;

  未来你可以透过 https://multiplayer.unity3d.com 设定你的服务器,目前的RakNet服务器仍然在使用中,但未来会下架;



  新的网络管理控制面板能管理多人联机游戏设定;



  Unity 5.1整合了Oculus Rift 到编辑模式,只要把Player Settings 里面的 Virtual Reality Supported打勾,执行的时候Game View就会自动切换为左右3D格式,可以从官方文件或查询 UnityEngine.VR 命名空间来了解更多细节;



  新的HDR 颜色选择工具:



  Graphics: 有支持DXT硬解的平台现在能使用Crunch模式压缩材质,让文件更小但图片压缩损耗也更大;



  Graphics: 实验性让Windows支持 OpenGL 4.5 和 ES 3.1,用-force-glcore, -force-gles(20|30|31|31aep) 参数来启用,目前GL4不支持Mac和Linux平台;

  Graphics: OpenGL ES 3.1 支持 android;

  Unity Analytics: Unity 5.1整合了新的Unity分析系统(目前为测试版本), 代码用法可以查询 Unity Engine.Analytics命名空间;

  把Unity Cloud申请的ID填入Player Setting里的”Cloud Project ID”就可以完成基本设定;



  访问 http://analytics.unity3d.com来申请所需要的数据;

  Unity4.x和 5.0也能用这个服务;

  分析报表范例:



  现在你能从开始画面登入你的Unity 账号,体验完整的在线功能,你也可以选择脱机工作,只要点选”Work Offline”即可:



  也可以从这个窗口管理你的Unity Pro序号:



  Editor: 复制对象时,命名增加改变了规则: MyName,MyName (1), MyName (2)



  GI: 自动烘焙在 2D项目预设改为”Disabled”关闭;

  GI: "continuous baking" 标签改为较短的"Auto";

  Input: 现在新的项目'Fire3' 绑定会从原本的Left Cmd 改为 Left Shift

  iOS: 现在预设情况下 iOS 只支持 Metal 和 OpenGL ES 2.0. 如果你需要支持 OpenGL ES 3.0, 你可以从Player Settings里面改;

  Networking: 旧的NetworkView组件已被移除;

  Physics: Rigidbody2D组件新增了移动约束参数:



  其他大量的修正与功能强化,


Unity 5.1.2

The Unity 5.1.2 release brings you a several improvements, a couple of changes and a large number of fixes. Read the release notes below for details.

For more information about the previous main release, see the Unity 5.1 Release Notes.

Update now

New to Unity? Get it now!

Release notes

Improvements

  • Analytics: Added cloudProjectId to hwstat.
  • Android: Audio - Enabled OpenSL for GearVR.
  • Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
  • Documentation: Docs for Audio / VR / UNet updated.
  • Editor: Informative message will be shown in the material inspector when the material property block values are used.
  • Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
  • Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
  • Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.

Changes

  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.

Fixes

  • (699578) - 2D: Fixed the issue where it was unable to set Sprite mode to multiple.
  • (701438) - Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.
  • (699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.
  • (665246) - Animation: Remove relative material property blocks when the animator component is being removed.
  • (706635) - Asset Loading: Ignoring hidden dll files.
  • (690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
  • (670070) - Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • (705599) - Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • (694539) - CacheServer: Asset bundle names are not properly imported from metafiles.
  • (702628) - Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.
  • (670391) - DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.
  • (703205) - DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.
  • (686697) - Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.
  • (686697) - Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.
  • (692047) - Editor: Removed MSVCRT dependency for WebGL build.
  • (705649) - Editor: Search correct 32/64bit program files on windows for diff tools.
  • (none) - Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
  • (none) - GearVR: Removed log spam about user profile.
  • (705573) - GI: Fixed intermittent crash related to realtime lightprobes.
  • (none) - GLES: Fix for TC Particles package from the Asset Store.
  • (699694) - GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.
  • (705269) - GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.
  • (696397) - GLES: Fixed standard shader rendering issues with Mali GPUs.
  • (707361) - GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.
  • (none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.
  • (700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
  • (698775) - Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • (689087) - iOS: Added a limit for iOS acceleration event queue.
  • (681384) - iOS: Added additional Japanese fallback font.
  • (699574) - iOS: Added iOS Thai font for 8.2.
  • (701425) - iOS: Added support for Xcode 6.3.2.
  • (704699) - iOS: Added support for Xcode 7 beta.
  • (689410) - iOS: Allow to append builds made with different scripting backend.
  • (705241) - iOS: Don't add header files to il2cpp Xcode project.
  • (699907) - iOS: Don't include managed dll files in il2cpp build.
  • (710126) iOS: Fixed a regression which caused appending builds with native plugins to fail
  • (710818) iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder
  • (702900) - iOS: Fixed stuck "Launch screen type" setting.
  • (682882) - iOS: Include iOS Xcode API documentation.
  • (685439) - iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.
  • (695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • (705724) - iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • (708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
  • (700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • (691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • (704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • (none) - iOS/IL2CPP: Fix embedded resources.
  • (695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
  • (691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • (697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
  • (696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • (702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
  • (696745) - iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • (699644) - iOS/IL2CPP: Handle 'void' type parameter.
  • (706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • (698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • (696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • (702203) - iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • (691077) - iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • (702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • (693259) - iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • (703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • (695319) - iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.
  • (697757) - iOS/IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • (704069) - iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • (708137) - iOS/IL2CPP: Speed up generic method calls on value types.
  • (705860) - iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • (705860) - iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • (691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
  • (704998) - License: Added network timeout for all pending operations.
  • (704271) - License: Clear error message once valid serial is entered.
  • (700738) - License: Fixed an issue with Operating System ID changing on Windows 10.
  • (702313) - License: License activation staying stuck in Updating or Connecting screen.
  • (704270) - License: Replace generic invalid serial message with more meaningful message
  • (706183) - Linux: Fixed key release regression.
  • (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
  • (none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.
  • (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
  • (697582) - Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.
  • (700533) - MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.
  • (673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • (699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • (701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.
  • (699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
  • (692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.
  • (697809) - Networking: Added missing validation for invalid method signatures on network methods.
  • (693234) - Networking: Added missing validation for SyncVars of invalid types.
  • (697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
  • (701760) - Networking: Fix for allowing multiple network components on the same game object.
  • (697682) - Networking: Fix for ClientRpc call failing when called on a base class.
  • (698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.
  • (696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
  • (697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.
  • (696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.
  • (none) - Networking: Fix for garbage at the end of broadcast messages.
  • (697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
  • (none) - Networking: Fix for IsAcksLong flag doesn't work.
  • (697754) - Networking: Fix for isServer still being true after server was stopped.
  • (701235) - Networking: Fix for not being able to detect idle connections.
  • (697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
  • (697102) - Networking: Fix for SyncVars not working with script inheritance.
  • (698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
  • (698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
  • (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
  • (704949) - Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.
  • (none) - Networking: Fixed the problem with long acks.
  • (701313) - Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.
  • (697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
  • (577228) - Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • (705901) - Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • (703846) - Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • (683964), (696095) - Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • (702907) - Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • (697547) - Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (701932) - Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • (701202) - Physics 2D: Stop crash if 2D effector is needed but there is none.
  • (697637) - Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.
  • (699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
  • (685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
  • (441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
  • (698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
  • (697543) - Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.
  • (705471) - Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.
  • (697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
  • (686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
  • (none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.
  • (none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.
  • (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • (693537) - Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization
  • (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • (705485) - Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.
  • (670391) - Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.
  • (704497), (704501) - Shaders: Fixed resource binding regression breaking TC Particles asset store package.
  • (none) - Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
  • (676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.
  • (none) - Tizen: Added docs about native plugins on Tizen.
  • (none) - Tizen: Added Tizen to the default platforms list.
  • (none) - Tizen: Fixed plugin loading.
  • (689600) - UI: Number of batches created for UI scene back down to 5.0 number.
  • (697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
  • (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
  • (697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
  • (707761) - Update Checker: Wait for Home Window to be closed before checking for updates
  • (none) - VR: Don't update the head pose until Camera has latched the reference frame.
  • (702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
  • (704263) - VR: Fix issue where GUI could be inadvertently flipped.
  • (none) - VR: Fix issues with VRSettings.loadedDevice
  • (709060), (703989) - VR: Fix rendering issues when camera parent is scaled.
  • (none) - VR: Fixed anti aliasing.
  • (none) - VR: Fixed aspect ratio of game view and standalone window.
  • (705638) - VR: Fixed GearVR crash with Android Personal Edition.
  • (none) - VR: Fixed linear lighting.
  • (706852) - VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.
  • (none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.
  • (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
  • (none) - WebGL: Fixed error messages when refreshing or unloading the page.
  • (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
  • (none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.
  • (704102) - Windows Phone 8: Fixed crash when building from Editor.
  • (694021) - Windows Phone 8.1: Fixed simulator build.
  • (703879) - Windows Phone: Fixed build failure when using certain classes from System.Net namespace.
  • (none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.
  • (693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
  • (709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
  • (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces
  • (702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
  • (670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
  • (699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
  • (695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
  • (690152) - Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.
  • (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
  • (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.

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