UNITY 5.0.1 发行说明 中文版

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不翻译 FIXES
IMPROVEMENTS
改进
Android: Added framebuffer clear on devices that would prefer framebuffer discard but don’t have the required GLES extension.
安卓:设备上添加帧缓存清理虽然导致将帧缓存丢失却不需要额外的GLES扩展。–不明觉厉
Android: Added profiling stats for blit to screen and input processing.
安卓:为blit添加轮廓状态到屏幕和输入流程。
Android: Joystick input optimization, fixes slowdown on some older devices.
安卓:手柄输入优化,解决一些老设备上的延时。
Android: Parsing device specific XML font configurations to determine system/fallback fonts in addition to the hard-coded list of font names (in 4.6.4 too).
安卓:解析设备特定的 XML 字体结构到确定的系统/默认字体,除了字体名字的硬编码。(4.6.4也有)
Android: Splash screen is now shown in full screen mode.
安卓:现在全屏显示模式可以显示启动画面。
BlackBerry: Passport device now supports landscape orientation.
黑莓:Passpot device 现在支持横屏。
Bug reporter: Added info about license type.
Bug reporter:添加许可证类型信息。
Editor: Android; added ability to configure JDK path in the Editor preferences (in 4.6.4 too).
编辑器:安卓;Editor preferences添加设置JDK路径的选项。(4.6.4也有)
Editor: Android TV; added configuration option for D-pad and gamepad support level.
编辑器:安卓 TV;为D-pad和gamepad支持的级别添加配置选项。
GI: Added pushoff for baked lighting, can be used to fix AO artefacts.
GI:为烘焙灯添加pushoff,可以被用于修改AO制作。
GI: Allow higher AO exponent in Lighting window.
GI:在Lighting窗口中允许更高的AO指数。
GI: Don’t calculate AO when AO exponent is 0.
GI:当AO指数为0时不进行AO计算。
GI: Fixed inconsistent Enlighten build timings; now it should correspond to wall clock time (unless you move at near speed of light relative to your computer, in which case it might still be wrong).
GI:修改了Enlighten打包时间不一致的问题;现在它符合标准时间(除非你以接近光速的速度移动到你的计算机上,在这种情况下,它可能仍然是错误的–百度翻译
GI: Moved baked tag to the proper place in UI.
GI:在UI里面移动烘焙(baked)标签到适当的位置。
GI: Output more stats per system and in total: vertex count, face count, chart count and texel count.
GI:在单个系统和综合系统里面输出更多的信息:顶点数,面数,绘图数和纹理数。
GI: Removed an unnecessary warning that realtime GI is not supported on PS3 and Xbox360 when finishing a bake in non-continuous mode.
GI:不连续模式下完成一次烘焙时,移除一些不必要的警告信息,在不支持实时GI的PS3和Xbox360上。
GI: Sped up baked lightmap compositing.
GI:加速光照图混合烘焙。
GI: Spit out timings of the precompute and bake to the Editor log. Timer resets when clearing GI data, exiting continuous mode or cancelling a bake.
GI:输出定时预计算和烘焙到Editor 记录中。清除GI数据,退出continuous模式或者取消烘焙时重置定时器。
GI: Take texture transparency into account when calculating AO.
GI:计算AO时也会考虑纹理的透明度。
GI: Users will now be warned when building scenes with Precomputed Realtime GI ticked on platforms that do not support Realtime GI.
GI:当用户在不支持实时GI的平台上构建实时GI场景时会有警告信息。
Graphics: Shaders now read consistent values across platforms for vertex properties that are missing in a Mesh. We have adopted the OpenGL standard, which is that normals default to (0,0,1) and tangents default to (1,0,0).
图像:Shaders当丢失模型时在不同平台会读取一致的顶点属性。我们遵循OpenGl的标准,它规定法线默认值为(0,0,1)切线默认值为(1,0,0)。
iOS: Improve launch screen support:
iOS:改善启动画面支持;
Added option to disable launch screen.
添加取消启动画面选项
Added option to display relatively sized image on a specific background.
为特殊背景添加相对大小的图像增加选项。
iOS: Short term fix for occasional input stuttering (in 4.6.4 too).
iOS:暂时修复偶尔出现的输入卡顿。 (4.6.4也有)
iOS/Metal: Defer [CAMetalLayer nextDrawable] until it is actually needed (helps with occasional framerate hiccups) (in 4.6.4 too).
iOS/Metal:推迟[CAMetalLayer nextDrawable]直到其真正需要时;帮助改善偶尔出现的卡帧。(4.6.4也有)
Linux: Query Mesa driver for amount of video memory when feasible.
Linux:当显存合适时查询Mesa 驱动。
Physics 2D: Allow SurfaceEffector2D to control whether friction or bounce is used upon contact.
Physics 2D:不管接触是摩擦还是弹跳都允许被SurfaceEffector2D 控制。
Physics 2D: Allow SurfaceEffector2D to control whether the impulse force is applied to the center-of-mass or contact-point.
Physics 2D: 冲击力不管是质心还是接触点都允许被SurfaceEffector2D控制。
Physics 2D: Improve PointEffector2D.distanceScale tooltip/documentation.
Physics 2D: 改进PointEffector2D.distanceScale 的提示/文档。
Physics 2D: Joint2D property ‘collideConnected’ renamed to ‘enableCollision’ to match 3D physics.
Physics 2D: Joint2D 的’collideConnected’改名为’enableCollision’以便匹配3D physics。
Physics 2D: PlatformEffector2D property renames based upon feedback: oneWay->useOneWay,
sideFriction->useSideFriction and sideBounce->useSideBounce.
Physics 2D: 根据反馈修改PlatformEffector2D 的如下属性名: oneWay->useOneWay,
sideFriction->useSideFriction and sideBounce->useSideBounce.
Platforms: Unity Professional users can now optionally show the builtin Unity Splash Screen on applicable platforms, in Player Settings.
多平台:Unity专业版用户现在可以在 Player Settings中设置Unity启动画面的适用平台。
Version Control: Added shortcut to save changeset window.
版本控制:添加快捷方式用来保存修改窗口。
Version Control: Added “delete empty changesets” button.
版本控制:添加 “delete empty changesets” 按钮.
Version Control: Close change window automatically on success.
版本控制:当成功时自动关闭修改窗口。
Version Control: New changesets default to expanded now.
版本控制:新的默认修改被扩展。

CHANGES
修改
GI: Disabled unused Xbox360 solver data generation.
GI:取消未使用的Xbox360 solver数据生成。
Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms (in 4.6.4 too).
输入:修改Input。PC上的GetJoystickNames()类比其他大多数平台匹配名字到手柄号上。(4.6.4也有)
iOS: Default scripting backend is set to IL2CPP on iOS.
iOS:在iOS上默认的脚本后台设置为IL2CPP.
Terrain: Only textures with Repeat wrap mode can be used as terrain splat textures now.
地形:现在只有重复循环模式的纹理可以作为地形溅斑纹理。
Terrain: Removed ‘Override Smoothness’ option from terrain settings. A new per-splat smoothness property is available when the splat texture has no alpha channel.
地形:地形设置中移除’Override Smoothness’ 选项。一个新的per-splat平滑是属性激活当溅斑纹理没有alpha通道时。

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