unity 5.5.5补丁_立即获取Unity 5.5 Beta

unity 5.5.5补丁

今天,我们很高兴地宣布Unity 5.5 Beta已面向所有用户推出。 我们鼓励您下载它 ,并在项目中试用许多新功能和改进功能。 不过不要忘了先备份您的项目-这是一个Beta! (Today, it’s our pleasure to announce that Unity 5.5 beta is available for all users. We encourage you to download it and try out the many new and improved features on your project. Don’t forget to backup your projects first though – it’s a beta!)

This wide release of Unity 5.5 beta continues the release pattern introduced with the release of Unity 5.4 beta in March. Meaning, that once we have sufficient feedback on real life usage of the Unity 5.5 beta, it will get promoted to stable release. Until then, those of you looking for our current stable release should grab Unity 5.4.x. We are committed to always providing you with a stable and dependable development platform. 

Unity 5.5 beta的广泛发行版延续了3月份Unity 5.4 beta发行版引入的发行模式。 意思是,一旦我们对Unity 5.5 beta的实际使用情况有了足够的反馈,它将被提升为稳定版本。 在此之前,正在寻找我们当前稳定版本的您应该使用 Unity5.4.x 。 我们致力于始终为您提供稳定可靠的开发平台。

Without further ado, here are a few of the highlights in Unity 5.5 beta:

事不宜迟,这是Unity 5.5 beta中的一些亮点:

线渲染和粒子系统的改进 (Improvements to Line Rendering and the Particle System)

Unity 5.5 beta also offers a major improvement to how Unity renders lines and trails: The LineRenderer, which renders a line between a specified set of points, and the TrailRenderer, which renders a trail behind a moving object, have both been upgraded to use an improved line drawing algorithm. The resulting difference in rendered output is evident:

Unity 5.5 beta版还对Unity渲染线和轨迹的方式进行了重大改进:LineRenderer(在指定的一组点之间渲染一条线)和TrailRenderer(在移动的对象后面渲染轨迹)都已升级为使用改进的线条绘制算法。 渲染输出的结果差异显而易见:

55vs54lines copy

Additionally, the particle system has received a number of new updates in Unity 5.5 beta. We’ve added new options enabling you to get creative and customize visual effects using the particle system, for example:

此外,粒子系统在Unity 5.5 beta中收到了许多新更新。 我们添加了新选项,使您能够使用粒子系统来发挥创造力和自定义视觉效果,例如:

A new Lights Module allows you to attach real-time lights to a percentage of your particles, and lights to inherit properties from the particles they are attached to. Now it’s simple to make your particle effects cast light onto their surrounding environment:

新的 灯光模块 允许您将实时灯光附加到一定比例的粒子上,并且灯光可以从附加到其的粒子继承属性。 现在,使您的粒子效果向周围的环境投射光线很简单:

演示地址

Examples of a number of the settings available in the Lights Module:

灯光模块中可用的许多设置示例:

The new Noise Module enables you to apply noise to particle movement, with quality settings provided that allow you to choose between cheap and efficient noise or smooth high quality noise:

新的“ 噪声模块” 使您可以将噪声应用于粒子运动,并提供了质量设置,可让您在廉价噪声,高效噪声或平滑高质量噪声之间进行选择:

An example of the Noise Module being put to good use:

噪声模块得到充分利用的一个示例:

演示地址

Easily add ribbonized trails to a particle system with the new Trails Module that takes full advantage of the improved line/trail rendering capabilities in the Unity 5.5 beta:

借助新的“ 轨迹”模块 ,可以 轻松地将带状轨迹添加到粒子系统,该 模块 充分利用了Unity 5.5 beta中改进的线条/轨迹渲染功能:

演示地址

The Trails Module features a range of useful settings to achieve various effects:

足迹模块具有一系列有用的设置,可以实现各种效果:

We have also made the Color Gradient system more flexible, allowing you greater control over your particle colors. Use it to select an explicit list of colors, each with their own weighting:

我们还使“ 颜色渐变”系统更加灵活,使您可以更好地控制粒子颜色。 用它选择一个明确的颜色列表,每种颜色都有自己的权重:

image02
image03
image08

It’s now possible to send custom data into your particle shaders, such as their size, rotation and velocity. You can also finally send tangents to your shaders, allowing for normal mapping. Plus, if you want to attach your own custom data to particles from script, that is also possible. Here are a few of the custom effects we created during testing of this feature:

现在可以将自定义数据(例如它们的大小,旋转和速度)发送到您的粒子着色器中。 您最终还可以将切线发送到着色器,以进行法线贴图。 另外,如果您想将自己的自定义数据附加到脚本中的粒子,这也是可能的。 以下是我们在测试此功能期间创建的一些自定义效果:

For those of you who demand even more control and customization options, all properties in the main particle settings have now been exposed to script. And if you are comfortable writing your own shaders, we’ve added support for sending custom data to particle system vertex shaders.

对于那些需要更多控制和自定义选项的人来说,主要粒子设置中的所有属性现在都已公开给脚本。 而且,如果您愿意编写自己的着色器,我们添加了对将自定义数据发送到粒子系统顶点着色器的支持。

Finally, we’ve also lifted the restrictions on how many Sub-Emitters you can add to your effects. It’s now possible to create as many Sub-Emitters as you need, and they can also inherit properties from their parent particles, such as color, size, rotation and velocity.

最后,我们还取消了对可以添加到效果中的子发射器数量的限制。 现在可以根据需要创建任意多个子发射器,它们还可以从其父粒子继承属性,例如颜色,大小,旋转和速度。

We can’t wait to see the amazing visual effects you create with these updated tools!

我们迫不及待想要看到您使用这些更新工具创建的惊人视觉效果!

但是等等,还有更多.. (But wait, there’s more..)

Of course, that’s not the full story about Unity 5.5 beta, we also have a number of other new features and improvements for you to try:

当然,这还不是关于Unity 5.5 beta的完整故事,我们还提供了许多其他新功能和改进供您尝试:

  • The Mono C# compiler has been upgraded to Mono 4.4, and now provides better performance and many bug fixes. Note that for now, this is only an upgrade of the C# compiler, not the full Mono runtime, but we feel that it represents an important step on the journey towards modernizing and improving Unity’s .NET experience.

    Mono 的 C#编译器 已经升级到4.4单,而现在提供更好的性能和许多bug修复。 请注意,目前,这只是C#编译器的升级,而不是完整的Mono运行时,但是我们认为,它代表着现代化和 改善Unity .NET体验 的重要一步 。

  • WebGL 2.0 is now enabled by default in new projects, enabling improved rendering and visual quality in browsers that support the standard, on par with OpenGL ES 3.0. Although browser support is still experimental, we expect browser vendors to start supporting the upgraded standard in stable releases soon.

    现在,默认情况下,新项目中已启用 WebGL 2.0 ,从而在支持该标准的浏览器中实现了与OpenGL ES 3.0相当的改进的渲染和视觉质量。 尽管浏览器支持仍处于试验阶段,但我们希望浏览器供应商很快会开始在稳定版本中支持升级的标准。

  • New 2D Physics improvements, including additional collision detection options and new properties for the Rigidbody2D physics component.

    新的 2D物理改进 ,包括附加的碰撞检测选项和Rigidbody2D物理组件的新属性。

  • Unity’s Texture importer has been improved, with additional options to decouple texture format from compression, texture shape from texture type, and much more. For HDR textures, Unity now supports the FP16 format and BC6H compression to offset the increased memory cost.

    Unity的 纹理导入器 已得到改进,提供了其他选项以使纹理格式与压缩解耦,纹理形状与纹理类型解耦,等等。 对于 HDR纹理 , Unity现在支持FP16格式和BC6H压缩以抵消增加的内存成本。

For an exhaustive list of features in Unity 5.5 beta, check out the full release notes. Please keep in mind that the full list of features that will be available in Unity 5.5 is still subject to change, pending feedback received during the beta cycle.

有关Unity 5.5 beta中功能的详尽列表,请查看完整的 发行说明 。 请记住,Unity 5.5中可用功能的完整列表仍可能会更改,有待在Beta周期内收到反馈。

新的启动画面工具 (New Splash Screen Tools)

The new splash screen tools will be available in a subsequent 5.5 beta, coming soon. We know you’re all excited to check this out, but as we’re moving away from holding features back for big releases, we didn’t want to hold back the other 5.5 beta features that are currently ready.

新的启动画面工具将在后续的5.5 Beta中提供,即将推出。 我们知道大家都很高兴能对此进行检查,但是随着我们不再为大型版本保留功能,我们不想保留当前准备就绪的其他5.5 beta功能。

享受Unity 5.5 Beta! (Enjoy the Unity 5.5 Beta!)

We hope that your project can benefit from one of the many improvements in Unity 5.5 beta already today, and look forward to delivering increasingly polished releases of the editor throughout this coming beta cycle.

我们希望您的项目能够从Unity 5.5 beta的许多改进中受益,并希望在接下来的Beta周期中提供不断完善的编辑器版本。

If you experience issues with Unity 5.5 beta, we encourage you to file a bug report using the Unity Bug Reporter accessible through the Help menu, and post in the Beta Forums.

如果您遇到Unity 5.5 beta的问题,建议您 使用可通过“帮助”菜单访问的Unity Bug Reporter 提交错误报告 ,然后在 Beta论坛中 发帖

翻译自: https://blogs.unity3d.com/2016/08/30/get-the-unity-5-5-beta-now/

unity 5.5.5补丁

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