Unity texture compression to reduce app download






















See far clipping plane A plane that limits how far or close a camera can see from its current position. More info See in Glossary and near clipping plane. A functional part of a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossary that inherit from MonoBehaviour. A collection of six square textures that can represent the reflections in an environment or the skybox A special type of Material used to represent skies.

Usually six-sided. More info See in Glossary drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes up, down, left, right, forward and back.

Allows you to include or omit objects to be rendered by a Camera A component which creates an image of a particular viewpoint in your scene. More info See in Glossary , by Layer. A memory store that holds the z-value depth of each pixel The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.

More info See in Glossary in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info post processing, postprocessing, postprocess See in Glossary effect that simulates the focus properties of a camera A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary lens. A version of the Shadowmask A Texture that shares the same UV layout and resolution with its corresponding lightmap. More info See in Glossary lighting mode that includes high quality shadows cast from static GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary onto dynamic GameObjects.

An automatic Unity process which attempts to render multiple meshes as if they were a single mesh The main graphics primitive of Unity. More info See in Glossary for optimized graphics performance. The technique transforms all of the GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

A Camera A component which creates an image of a particular viewpoint in your scene. More info See in Glossary setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. A lighting system by Geomerics used in Unity for lightmapping and for Realtime Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results.

Unity has two global illumination systems that combine direct and indirect lighting. Ericsson Texture Compression A block-based texture format A file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device.

More info See in Glossary that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. A fog model that emulates realistic fog behaviour by simulating light absorption over distance by a certain attenuation factor. A value that represents a combination of a camera A component which creates an image of a particular viewpoint in your scene. It is essentially a measurement of exposure such that all combinations of shutter speed and f-number that yield the same level of exposure have the same EV.

A Texture property that enables you to define how much area to leave around a sprite A 2D graphic objects. More info See in Glossary in a generated mesh The main graphics primitive of Unity. The maximum draw distance for a camera A component which creates an image of a particular viewpoint in your scene. Geometry beyond the plane defined by this value is not rendered.

More info post processing, postprocessing, postprocess See in Glossary effect that overlays a color onto objects depending on the distance from the camera A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering The process of drawing graphics to the screen or to a render texture. More info See in Glossary , depending on their settings and intensity. A single image from a sequence of images that represent moving graphics. While your game is running, the camera A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary in your game renders frames to the screen as fast as possible. May also refer to a frame from a video clip, or sprite A 2D graphic objects. More info See in Glossary animation frames.

See frames per second The frequency at which consecutive frames are displayed in a running game. The frequency at which consecutive frames are displayed in a running game. An effect representing the increase in reflectivity on objects when light hits at grazing angles. Smooth surfaces have a stronger Fresnel, totally rough surfaces have no Fresnel.

The region of 3D space that a perspective camera A component which creates an image of a particular viewpoint in your scene. More info See in Glossary can see and render. In the Scene A Scene contains the environments and menus of your game. The cached intermediate files used when Unity precomputes lighting data. Unity keeps this cache to speed up computation. A graphic overlay associated with a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary , and displayed in the Scene View. Built-in scene A Scene contains the environments and menus of your game. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected.

More info See in Glossary , and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary are selected. A group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results.

See in Glossary systems that combine direct and indirect lighting. See in Glossary , and Realtime Global Illumination. A Particle System A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.

More info See in Glossary property that scales the gravity value set in the physics manager. A value of zero switches gravity off. The glowing light areas around light sources, used to give the impression of small dust particles in the air. A shadow property that produces shadows with a sharp edge.

Hard shadows are not particularly realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes. A greyscale Texture that stores height data for an object. Each pixel The smallest unit in a computer image. More info See in Glossary stores the height difference perpendicular to the face that pixel represents.

A lightmap A pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary property that determines the precision of the incoming light data used to light each texel in the lightmap More info.

More info See in Glossary property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel. Layers in Unity can be used to selectively opt groups of GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary in or out of certain processes or calculations. This includes camera A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary rendering The process of drawing graphics to the screen or to a render texture. More info See in Glossary , lighting, physics collisions A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary , or custom calculations in your own code.

A component that simulates the effect of lights refracting inside a camera A component which creates an image of a particular viewpoint in your scene.

Use a Lens Flare A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. More info See in Glossary to represent very bright lights or add atmosphere to your scene A Scene contains the environments and menus of your game.

The Level Of Detail LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary when its distance from the Camera A component which creates an image of a particular viewpoint in your scene. More info See in Glossary increases. A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed. Light probes store information about how light passes through space in your scene A Scene contains the environments and menus of your game. A collection of light probes Light probes store information about how light passes through space in your scene.

A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary arranged within a given space can improve lighting on moving objects and static LOD The Level Of Detail LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.

More info See in Glossary scenery within that space. A component that enables you to add Light Probes Light probes store information about how light passes through space in your scene. More info See in Glossary to GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary in your scene A Scene contains the environments and menus of your game. A component that allows you to use more lighting information for large dynamic GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary that cannot use baked lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene.

A pre-rendered texture that contains the effects of light sources on static objects in the scene A Scene contains the environments and menus of your game. Lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene.

More info See in Glossary are overlaid on top of scene geometry to create the effect of lighting. A tool in Unity that bakes lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. More info See in Glossary according to the arrangement of lights and geometry in your scene A Scene contains the environments and menus of your game. A component that takes an array of two or more points in 3D space and draws a straight line between each one.

You can use a single Line Renderer A component that takes an array of two or more points in 3D space and draws a straight line between each one. You can use a single Line Renderer component to draw anything from a simple straight line to a complex spiral. More info See in Glossary component to draw anything from a simple straight line to a complex spiral. A component to manage level of detail The Level Of Detail LOD technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases.

An asset that defines how a surface should be rendered. The main graphics primitive of Unity. More info See in Glossary component that takes a mesh from your assets and passes it to the Mesh The main graphics primitive of Unity.

More info See in Glossary Renderer for rendering The process of drawing graphics to the screen or to a render texture. More info See in Glossary on the screen. More info See in Glossary component that takes the geometry from the Mesh Filter A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen. A plane that limits how close a camera A component which creates an image of a particular viewpoint in your scene.

The direction perpendicular to the surface of a mesh The main graphics primitive of Unity. More info See in Glossary , represented by a Vector. Unity uses normals to determine object orientation and apply shading. A type of Bump Map An image texture used to represent geometric detail across the surface of a mesh, for example bumps and grooves. Can be represented as a heightmap or a normal map.

More info See in Glossary texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. A feature that disables rendering The process of drawing graphics to the screen or to a render texture. More info See in Glossary of objects when they are not currently seen by the camera A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary because they are obscured occluded by other objects. A common type of camera A component which creates an image of a particular viewpoint in your scene. A small, simple image or mesh The main graphics primitive of Unity. More info See in Glossary that is emitted by a particle system A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.

A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene A Scene contains the environments and menus of your game. An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.

The smallest unit in a computer image. Pixel The smallest unit in a computer image. More info See in Glossary size depends on your screen resolution. Pixel lighting is calculated at every screen pixel The smallest unit in a computer image.

Log files can help diagnose problems. A process that improves product visuals by applying filters and effects before the image appears on screen.

More info post processing, postprocessing, postprocess. A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space.

When writing code that deals with rotations, you should usually use the Quaternion class and its methods. More info See in Glossary class and its methods.

The process of generating an image by calculating pixels The smallest unit in a computer image. More info See in Glossary for each polygon or triangle in all the geometry. This is an alternative to ray tracing The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point.

This is an alternative to rasterization. The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point.

Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed. More info See in Glossary every frame at runtime. More info See in Glossary component that captures a spherical view of its surroundings in all directions, rather like a camera A component which creates an image of a particular viewpoint in your scene.

The captured image is then stored as a Cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry.

More info See in Glossary that can be used by objects with reflective materials. A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture A special type of Texture that is created and updated at runtime. More info See in Glossary and designate one of your Cameras A component which creates an image of a particular viewpoint in your scene.

More info See in Glossary to render into it. The process of drawing graphics to the screen or to a render texture. By default, the main camera A component which creates an image of a particular viewpoint in your scene. More info See in Glossary in Unity renders its view to the screen. More info See in Glossary Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use.

The technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. A particle system A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.

More info See in Glossary property that connects particles together to create a ribbon effect. A verion of a shader A program that runs on the GPU. More info See in Glossary program that Unity generates according to a specific combination of shader keywords and their status. More info See in Glossary object can contain multiple shader variants. More info See in Glossary objects.

A Texture that shares the same UV layout and resolution with its corresponding lightmap A pre-rendered texture that contains the effects of light sources on static objects in the scene. A special type of Material used to represent skies. A shadow property that produces shadows with a soft edge. A 2D graphic objects. If you are used to working in 3D, Sprites A 2D graphic objects. More info See in Glossary are essentially just standard textures but there are special techniques for combining and managing sprite A 2D graphic objects.

More info See in Glossary textures for efficiency and convenience during development. A facility that packs graphics from several sprite A 2D graphic objects. More info See in Glossary textures tightly together within a single texture known as an atlas. Unity provides a Sprite A 2D graphic objects. More info See in Glossary Packer utility to automate the process of generating atlases from the individual sprite textures.

A component that lets you display images as Sprites A 2D graphic objects. A technique Unity uses to draw GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary on the screen that combines static non-moving GameObjects into big Meshes, and renders them in a faster way. A static GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.

More info See in Glossary that is receiving a shadow from another static or dynamic GameObject More info. A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.

More info See in Glossary to flag pixels The smallest unit in a computer image. More info See in Glossary , and then only render to pixels that pass the stencil operation.

A streamlined way of writing shaders A program that runs on the GPU. The landscape in your scene A Scene contains the environments and menus of your game. A Terrain The landscape in your scene. More info See in Glossary GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary window to create a detailed landscape. A Mesh The main graphics primitive of Unity. More info See in Glossary component that displays a Text string More info.

An image used when rendering The process of drawing graphics to the screen or to a render texture. More info See in Glossary a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary element.

Textures are often applied to the surface of a mesh The main graphics primitive of Unity. More info See in Glossary to give it visual detail. An Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.

Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel The smallest unit in a computer image. More info See in Glossary dimensions, and quality of your Textures for each target platform.

A simple class that allows a sprite A 2D graphic objects. More info See in Glossary to be rendered on a Tilemap A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info See in Glossary that allows you to quickly create 2D levels using tiles and a grid overlay.

The process of remapping HDR high dynamic range See in Glossary values of an image into a range suitable to be displayed on screen. A visual effect that lets you to make trails behind GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary as they move. A 3D texture, where each value represents a directional force that is applied to particles as they move through the field.

A vector field is created in 3D animation software, such as Houdini. A program that runs on each vertex of a 3D model when the model is being rendered. A 3D pixel The smallest unit in a computer image. More info See in Glossary that adds the effect of wind to your terrain The landscape in your scene. For instance, Trees within a wind zone A GameObject that adds the effect of wind to your terrain.

For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info See in Glossary will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. Light components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime.

The behavior of all Mixed Lights in a Scene A Scene contains the environments and menus of your game. A system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game.

A unique identifier given to an object instance to track it between networked clients and the server. A Networking The Unity system that enables multiplayer gaming across a computer network.

Sharing files with NFC. Printing files. Content providers. Autofill framework. Contacts provider. Data backup. Remember and authenticate users. User location. Using touch gestures. Handling keyboard input. Supporting game controllers. Input method editors.

Performing network operations. Transmit network data using Volley. Perform network operations using Cronet. Transferring data without draining the battery. Reduce network battery drain. Transfer data using Sync Adapters. Bluetooth Low Energy. Wi-Fi infrastructure. Discover and connect. Runtime API reference.

Web-based content. Android App Bundles. Google Play. Play Asset Delivery. Play Feature Delivery. In-app reviews. In-app updates. Google Play Instant. Get started with instant apps. Get started with instant games. Integrate with Firebase. Play Install Referrer. Play Install Referrer Library. Application Licensing. Android GPU Inspector. System profiling. Analyze a system profile. GPU performance counters. Frame profiling. Analyze a frame profile. Frame Profiler UI. Customize or port game engines.

Process input events. Support game controllers. Achieve proper frame pacing. Frame pacing in Vulkan. Integrate Android Performance Tuner. Output audio. Manage memory. Use prebuilt or turnkey game engines. Develop with Defold. Develop with Godot. Develop with Unity. Use Android Performance Tuner. Game best practices. Maximize device availability. Art assets. OpenGL and Vulkan. Game Mode. Best practices. Building effective unit tests. Automating UI tests.

Testing app component integrations. Android Vitals. Optimizing for Battery Life. Change the nature or characteristic of an asset by tailoring it to a specific purpose. Insufficient and flawed assets can become fit-for-purpose and easy to work with. Take the color information from one image and transfer it onto the structure of another picture for rapid look-dev iteration cycles.

Automatically detect a pattern and unwarp it to align any regular texture pattern in the image space, and automatically reduce the pain of warping textures like wrinkles and stretching. Convert a single photograph or baked scan into a full, high-quality PBR material to achieve industry-leading results. Create game-ready assets in seconds by baking maps and high-resolution details onto 3D meshes, all within ArtEngine.

See full list. We use cookies to ensure that we give you the best experience on our website. Visit our cookie policy page for more information. Buy now Try for free. Try for free. Shareable, single-click solutions for material authoring. Upres Update and recycle old or depreciated content to make it new again.

Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available.

Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback.

Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.

Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. SetConstantBuffer]] and [[Shader. Physics: Added methods to determine closest point to a Collider2D. Added Physics2D. ClosestPoint, Rigidbody2D.

Profiler: UnityEditor. AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to. Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown.

Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed. Editor: We no long try to attach to a console in the editor when using batch mode on Windows, but we do redirect to stdout. If you launch the editor in a way that it has a valid stdout handle, you will get logging. If not, you won't. This means we no longer trample your command window output in batchmode as a result.

Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'. Graphics: CommandBuffer. Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings. Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.

Projects which should be automatically updated with a reference to the package when they open for the first time with Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low.

Scripting: Added support for serialisation for struct UnityEngine. SphericalHarmonicsL2 Windows: Logfile name has changed to be more consistent with other platforms: Player. Path has not changed. Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.

Android: Adjust the number of worker threads dynamically according to the number of online cores. Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input". This reduces audio input and output latency. Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window. Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.

Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag.

NOTE: Performance improvements to the underlying mesh optimization code may cause vertices to be generated in a different order than in previous Unity versions.

If you rely on vertex ordering in the optimized mesh data such as for vertex painting be aware this data may need to be re-generated. Note that although compression quality is not affected subtly different compressed results will likely be produced. Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers will be available via HDRP.

Graphics: Added Rendering. Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on.

Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load. Graphics: Graphics. Blit and CommandBuffer. Blit methods now support blitting to and from texture arrays. Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained. Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown. Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.

Package Manager: Introducing scoped registry feature. This empower users to host their own package in a local private registry. This is experimental. The package manager UI was not updated for this feature. Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system. Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.

Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used. Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using. Physics: Added an info section to the Rigidbody inspector view that lets examine the current velocities, centre of mass and inertia tensor. Prefabs: Added method PrefabUtility.

Prefabs: Show a "Auto Saving Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented. Scripting: NativeArrays of bool and char and types containing bool and char can now be created , Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i. Shaders: Moved 38 builtin keywords to local keywords. Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down.

UI: Removing option for spritePacking tag in TextureImporter sprites when not using the legacy packing mode. See documentation for UnityEditor. SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.

Animation: Add Animator. Asset Import: Added AssetImporter. SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types for example Materials. PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.

Editor: Added AssemblyBuilder. Editor: Added CompilationPipeline. Editor: Added EditorUtility. GetDirtyCount which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved. IsDirty which returns if any SetDirty is invoked upon the specified asset. Editor: Added GameObjectUtility. Editor: Exposed ProjectWindowUtil.

CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C Script template is used. Editor: Fix input field for sliders that has width less than with no label GI: Added Gizmos. This is the alternative to correcting them via Postprocessing. Graphics: Add a variant static function for ShaderUtil. CreateShaderAsset to skip compilation of the initial variant it can save compilation time for ShaderGraph and Visual Effect Graph but it doesn't log any early compilation errors.

Graphics: Added Camera. Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods. Graphics: Added Material. Graphics: Added Shader. GetDependency function used for querying one of the shader dependency shaders by name.

The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays. Graphics: UnityEngine. GraphView: GraphView. Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file. Memory Profiler: Added UnityEditor.

Convert to handle conversion from MemoryProfiler. PackedMemorysnapshot object to UnityEditor. PackedMemorySnapshot file. Multiplayer: Added NetworkTransport. On android this is required to be able to receive broadcast packets.

Physics: Added "Rigidbody2D. SetRotation angle " to allow the body z-axis rotation to be set in degrees. SetRotation quaternion " allow the body rotation to be set by Quaternion. Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available. Playables: Added FrameData. Playables: Added PlayableOutput. GetEditorName, an editor only method to get the PlayableOutput name.

Profiler: Added Profiler. Profiler: Exposed UnityEditor. It's placed under UnityEditor. Scripting: Added GarbageCollector. Shaders: Added Shader.

Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. Terrain: Added a non-alloc versino overload to the new TerrainData. CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.

DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means. Terrain: Added TerrainData. GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples. Terrain: Deprecate Terrain. Use TerrainData. SyncHeightmap instead. Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.

Timeline: Make TrackAsset. GetCellCenterWorld returning an offset position when using an Isometric Grid layout , AI: Unity crashes when repathing agent destination Android: Android: refactored and improved android device detection and selection during builds



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