Windows: Windows Store: Windows 8. This is the precursor to upcoming 2D features. Textures will be re-imported when you open an existing project in Unity 5. Android: Moved Android splash image to a Java implementation so that it is displayed quicker during engine loading.
Animation: Added a third spine bone called UpperChest to the humanoid rig. Animation: Added performance improvements for selection and keyframe manipulation in Curve Editor. Animation: Added tracking of Animator State Machine view positions. Animation: Clarified the warning issued when playing generic clips that animate humanoid bound transforms. Animation: Disabled auto-framing of AnimatorController when selecting states or transitions.
Animation: Improved the entry transition notice message in the Inspector. You now get the same compressed Texture regardless of the platform it's compressed on. DX Reduced system and video memory usage. Editor: Added interface support to Selection.
Editor: Added -disable-assembly-updater to disable the Assembly Updater. This is useful for when building managed dlls outside of Unity and copying them into Assets. Avoids the Assembly Updater spending time analyzing the assemblies every time they are updated Editor: Graphics device arguments now persist when you relaunch the Unity Editor. Editor: Improved the performance of the Hierarchy view in the Profiler Window. Editor: The Unity Editor's Game view window fully supports touch input on Windows when touch screen is available for example, on a Surface Pro.
Functions like Input. GetTouch should therefore start working. Editor: Window layouts are now serialized as text.
This format can be interpolated without artifacts. Unsupported platforms fall back to RGBM encoding, and can still have banding from interpolation.
GI: The Enlighten solve type is now set to match the current lightmaps mode instead of always solving directional lightmaps. This is an optimization for Realtime GI with non-directional mode.
GI: Updated default shadow near plane offset. This should provide precompute time reductions, which is especially noticeable in the CalculateSystemDependencies step, as well as other steps which perform raytracing. Additional details: An issue has been fixed in baking when using Final Gather, which would result in wrong lighting when using transparent materials. An issue has been fixed in baking when using Final Gather, which would result in it ignoring the Backface behaviour type Material property.
Fixed issue that prevented baked light masks working in conjunction with transparency Textures. Fixed a bug resulting in wrong lighting for SSD objects when using probes with non-default axes or SH coefficient orders.
When baking direct probe lighting, the per-light option to disable direct lighting is no longer ignored. Graphics: Added RenderQueue. GeometryLast enum value. This is also useful for viewing Cubemap Textures.
ComputeShader dispatches now shows the compute shader, kernel and dispatch size used. The Shader properties tab is now the default instead of Mesh preview.
The Shader properties window now shows the ComputeBuffer properties that are used. Graphics: Frame Debugger now gives you a reason when a draw call can't be batched with the previous one. Graphics: GPU Instancing: a new workflow has been implemented. An Enable Instancing checkbox has been added to most of the Materials, including those using Standard Shaders.
Instancing variants are automatically generated for Surface Shaders, unless you explicitly specify noinstancing in a pragma surface line.
A new checkbox Enable Instancing has been added to the Material Inspector. This must be checked for objects rendered with this Material to be instanced.
SpeedTree Assets now print an error prompting you to regenerate the Materials when you enable the Enable Instancing checkbox. When building to players, instancing variants of a Shader are stripped away if no Material using this Shader enables instancing. A new property, Global stripping control has been added to Graphics Settings. Note that all existing projects that use instancing need to enable the Enable Instancing checkbox if the Material is intended to be used for instancing, including those for DrawMeshInstanced.
Multiplayer: Added support for flexible ack buffer configuration 32, 64, 96 and messages. Multiplayer: Extended available network statistics. Multiplayer: New Network Transport bandwidth increased up to 10 times. Multiplayer: Up to UDP sockets are now supported. Particles: Added full support for multiple selection and editing of Particle Systems.
Particles: Huge performance improvement for particle collision against 2D Colliders. Particles: Improved overlap solver for particle collision against 2D Colliders. Particles: You can now configure Custom Data via the Inspector using a new Module, instead of exclusively via script.
Physics: A warning is now issued when attempting to use CompositeCollider2D. SetEnabled as this isn't supported. GetContacts , Collider2D. GetContacts and Rigidbody2D. Physics: New ContactFilter2D, allowing physics queries to filter by layer mask, Z depth, normal angle and trigger inclusion.
Physics: The internal 2D contact processing has been completely re-written, providing a more robust and reliable reporting of contacts. Profiling: Added Profiling. Recorder API, which allows you to get the accumulated frame time for the specific Profiler label in the Editor and Development Players.
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