Unity 5.6 concluded the Unity 5 cycle. We are now moving into the next generation of Unity, introducing 2017.1, and we invite you to help test the beta version.
Unity 5.6结束了Unity 5周期。 我们现在正在进入下一代Unity,引入2017.1,并邀请您帮助测试beta版本。
加入我们的Beta测试流程 (Join our beta testing process)
It’s simple to get started and be part of the beta process. Simply head over to our beta testing section, read our guide and download the installer to get access to the 2017.1 beta.
入门和加入测试版过程非常简单。 只需转到我们的 Beta测试部分 ,阅读我们的指南并下载安装程序即可访问2017.1 beta。
The beta release is available for free to all Unity users, including Personal Edition users. In the release notes section, you’ll find a complete list of all the new features, improvements and bug fixes included in the release.
Beta版对所有Unity用户(包括个人版用户)免费提供。 在发行说明部分中 ,您将找到该发行版中包含的所有新功能,改进和错误修复的完整列表。
如果您在Beta中遇到问题 (If you experience problems in the beta)
If you experience issues with the beta, we encourage you to file a bug report using the Unity Bug Reporter accessible through the Help menu in the editor, and to post in the Beta Forums.
如果您遇到Beta版本的问题,建议您 使用可通过编辑器的“帮助”菜单访问的Unity Bug Reporter 提交错误报告 ,并将其发布在 Beta论坛中。
2017.1b周期包含哪些内容? (Whats included in 2017.1b cycle?)
Over the course of the release of the 2017.1b version, the following features will become available:
在2017.1b版本的发行过程中,以下功能将可用:
Tools for storytelling
讲故事的工具
2017.1 beta introduces Timeline and Cinemachine.
2017.1 Beta引入了Timeline和Cinemachine。
Timeline is a powerful new visual tool that allows you to create cinematic content (like the Adam short film). You can use it to cut scenes, create gameplay sequences and much more, by orchestrating your game objects, animations, sounds and scenes.
时间轴是功能强大的新型视觉工具,可让您创建电影内容(例如亚当的短片)。 通过编排游戏对象,动画,声音和场景,您可以使用它来剪切场景,创建游戏顺序等。
Cinemachine brings an advanced camera system that enables you to compose your shots like a movie director, including using real world camera settings and simple directions like “follow the head of the character.”
Cinemachine带来了先进的摄像头系统,使您可以像电影导演一样对镜头进行构图,包括使用真实世界的摄像头设置和诸如“跟随角色的头部”之类的简单指示。
Timeline’s track-based sequencing tool and Cinemachine’s smart cameras system bring storytelling to artists who can now create stories focusing on the art direction, not the implementation details.
Timeline的基于轨道的排序工具和Cinemachine的智能相机系统为艺术家提供了讲故事的能力,他们现在可以专注于艺术方向而非实现细节来创作故事。
![](https://i-blog.csdnimg.cn/blog_migrate/49bf1304b32f3ff9a43b9c0c4cbb9d80.png)
2D improvements
2D改进
Following up on the major 2D feature improvements in 5.6, we are introducing 2D Sprite masking, which enables you to use masks with Sprites to create new kinds of effects.
继5.6中的主要2D功能改进之后,我们引入了2D Sprite遮罩,它使您可以将Sprite与遮罩结合使用以创建新的效果。
Management of Sprites and Atlases have also been made easier by introducing the Sprite Atlas asset, which gives the developer more control on how to pack sprites and access them at runtime.
通过引入Sprite Atlas资产,还简化了Sprite和Atlas的管理,这使开发人员可以更好地控制如何打包Sprite和在运行时访问它们。
Another example of a workflow improvement is the addition of the Physics Shape Editor to the Sprite Editor, which allows you to create and edit a custom physics shape for a Sprite, which will then be used when generating collider shapes with a PolygonCollider2D Component.
工作流程改进的另一个示例是在Sprite Editor中添加了Physics Shape Editor,它允许您创建和编辑Sprite的自定义物理形状,然后在使用PolygonCollider2D Component生成碰撞体形状时将使用该形状。
Scene and Asset Bundle Loading Improvements
场景和资产捆绑加载的改进
We made several improvements to loading in-game scenes and Asset Bundles. The changes to the underlying architecture make the loading of scenes and Asset Bundles faster resulting in a smoother player experience.
我们对加载游戏场景和资产捆绑包进行了一些改进。 对基础架构的更改使场景和资产捆绑的加载更快,从而带来了更流畅的玩家体验。
Model Importer improvements
模型导入器改进
FBX import in Unity now supports Segment Scale compensation for models exported from Maya. We also added the option of computing weighted normals when importing FBX files and fixed normal generation for hard edges. Lights and cameras are now imported from FBX files, and visibility properties (including animation) can also be imported.
Unity中的FBX导入现在支持从Maya导出的模型的段比例补偿。 导入FBX文件时,我们还添加了计算加权法线的选项,并修复了硬边的法线生成。 现在已从FBX文件导入了灯光和照相机,还可以导入可见性(包括动画)。
Particle system improvements
粒子系统改进
Even more features and improvements will be made available for the particle system, including culling mode with tooltip messages, edit modes for particle system collision mode planes, as well as several other improvements to collisions and physics.
将为粒子系统提供更多功能和改进,包括带有工具提示消息的剔除模式,粒子系统碰撞模式平面的编辑模式,以及对碰撞和物理的其他一些改进。
Animation Improvements
动画改进
Animation windows have been updated to improve the keyframing workflow of working with animations and interacting with animator state-machines. Performance Recording will be provided as an experimental release.
动画窗口已更新,以改善使用动画以及与动画制作者状态机进行交互的关键帧工作流程。 性能记录将作为实验版本提供。
Collaborate
合作
Collaborate is a simple way for teams to save, share, and sync their Unity project, regardless of location or role. In 2017.1 we will continue to improve the workflow with new features like browser integration and the ability to publish selectively.
协作是团队保存,共享和同步其Unity项目的简便方法,无论其位置或角色如何。 在2017.1中,我们将继续通过浏览器集成和选择性发布等新功能来改进工作流程。
And there is, of course, a lot more on the way. So stay tuned–we’ll be announcing more features as we get closer to launch here on the blog.
当然,还有很多。 因此,请继续关注–我们将在博客中更近地推出更多功能。