Joined: Sep 14, Posts: 3. Everything is fine, but where is the smart sprite? I'm waiting for that for two years. Fabiosek , Oct 12, Joined: Feb 28, Posts: 2, Thank you for macOS retina! User , Oct 12, Joined: Aug 11, Posts: 8. Where can I get the post processing stack that was shown in the Unity Also where can I get the Volumetric Fog script that was also shown in the demo in Austin?
Mbcburt , Oct 12, Joined: Oct 13, Posts: 1, Congrats for the release. I would like to share some findings and some thoughts regarding the FBX Exporter. I tried it with JoinMidPrototype04x06x01 from the prototyping package that is included with Unity.
I wanted to change its pivot and place it at the bottom. When I import the model in Maya using the importer, the pivot is set wrong in unity it is at the middle of the model, in Maya at 0,0,0 If I reset the pivot, the new pivot does not transfer back to unity after export.
Reading the documentation I understand it is so by design - changing the pivot is something that must be done often though. Having to re-import the package in every new project is boring.
The scaling differences do not resolve by adjusting near and far fields, because this leads to limited precision in Maya viewport - edges seem to float all around, depending on the zoom level. A smaller scale in Maya is necessary to work properly, this is a known problem in Maya.
No support for animation - skinned meshes as skinned meshes instead of static ones - well, more or less geometry - vertex colors - lightmaps export could be done via asset store packages, the hard part is exactly this one, animation. I hope that you will find this feedback useful, fbx export in its current state is already very useful, Kind regards.
Ippokratis , Oct 12, Joined: Dec 12, Posts: Great stuff guys, tilemap is a fantastic addition. Joined: Jan 27, Posts: Vectorbox , Oct 13, Joined: Jul 23, Posts: You guys are awesome. Joined: Sep 12, Posts: 2, Thanks for the new release and especially for the torrent. I am almost at the end of my 7 year long development period of my very first super sexy game currently using 5. And i see on the release notes that terrain trees can cast shadows on the terrain with lightmapper now.
This will give my game a significant fps boost. However, as previously experienced, whenever i upgraded, i had to revise most of my code with most function names change and getting obsolete. Question is; will i get headaches rewriting most of my code when i upgrade to MrEsquire likes this.
Joined: Nov 5, Posts: 2, Same question for any Andriod 8. MrEsquire , Oct 13, Joined: Jun 2, Posts: 5. I updated to this version and now the android build has some performance problem, i got like 20fps didn't check the exact number but it's not smooth at all , rolling back to the past version Last edited: Oct 13, JamesArndt and MrEsquire like this. Last edited: Oct 14, Fabiosek , Oct 13, Joined: May 7, Posts: Metal: Blending not supported for format Gametyme , Oct 13, Not all versions have a torrent download.
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Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered.
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Editor: Fixed crash seen on Windows, when opting to keep a temporary project e. This was caused by the directory being in use by another application. Editor: Fixed crash when selecting reflection probe background color via Color Picker. Editor: Fixed error messages when opening temporary project from launcher after a project has already been loaded.
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Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. Scripting: Fixed corruption in assemblies containing references to UnityEditor.
Reset , or MonoBehaviour. OnValidate during AddComponent. Scripting Upgrade: Fixed an issue where assemblies built with. Scripting Upgrade: Fixed crash when System. Emit is used to generate assemblies for the AppDomain. AssemblyResolve event. Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. Services: Collab: Fixed issue whereby renaming a large folder could result in work loss.
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Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera.
Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. UI: Fixed crash caused by null batch material. UI: Fixed crash when undoing or applying changes on a prefab instance containing UI objects. Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. Video: Added support for transcoding to tiny VP8 resolutions.
Previously, attempting to do so would result in errors. Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. Video: Fixed crash for dangling render texture pointer in VideoPlayer. Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. Video: Fixed intermittent failure to load video tracks on iOS.
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WebGL: Fixed custom cursor support. WebGL: Fixed image padding when the width does not need to be padded. WebGL: Fixed Profiler connection. Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. Windows: Fixed 'jumping window bug' when in windowed mode and Cursor. Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode.
Windows: Fixed issue that was causing artifacts when running at non native resolution on Windows standalone player. Windows: Player crash report now respects -logFile command line argument. Windows: [Standalone] Fixed crash on exit when multiple instances are running. XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. XR: Fixed an issue that was causing eye flickering in Daydream.
XR: iOS target frame rate now defaults to the device frame rate for Cardboard previously it was incorrect by default. XR: Performance and stability during in-editor remoting has been improved for the HoloLens. Asset Import: Visibility animation curves are invalid when their target meshes are split, because of the vertices limit. Asset Pipeline: Reverting changes on applied Prefabs crashes Unity.
Editor: Input fields don't immediately accept input after tabbing to them. It is necessary to click on the field.
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