On parle d'Unity 5..

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Max
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Re: On parle d'Unity 5..

Message par Max » 01 Avr 2015 16:06

Sinon, le version 5.0.1 d'Unity est désormais en ligne.
Tous les changements, améliorations et corrections à voir ici: http://unity3d.com/unity/whats-new/unity-5.0.1
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manthoR
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Re: On parle d'Unity 5..

Message par manthoR » 01 Avr 2015 21:38

Ouf ils ont corrigé de nombreux problèmes android que j'attendais avec impatience !
Merci de l'info :)
Flavien - Social networkons ! Twitter - Google+ - Facebook
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Max
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Re: On parle d'Unity 5..

Message par Max » 02 Avr 2015 21:17

Nouveau package mis à disposition par UT, permettant de se familiariser avec les nouvelles possibilités offertes par Unity 5.
il s'agit d'Unity Labs ( 1.3 Go à télécharger).

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Re: On parle d'Unity 5..

Message par Max » 13 Avr 2015 08:49

Un tweet qui ne manquera pas d'attirer l'attention de certains:

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Article blog : Unity to Support New Nintendo 3DS and New Nintendo 3DS XL
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Re: On parle d'Unity 5..

Message par cayou66 » 13 Avr 2015 13:47

J'avais vu ça aussi ! Yeah !

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minirop
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Re: On parle d'Unity 5..

Message par minirop » 13 Avr 2015 19:24

j'espère que dans quelques mois, Nintendo annoncera un programme pour tous comme ils ont fait avec la Wii U. :D
Développeur Nintendo & PS Vita RIP PSM. Vive moi. Vive Unity. Flappikachu Vita

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Re: On parle d'Unity 5..

Message par LudlowFx » 15 Avr 2015 17:15

Un patch pour la version 5.0.1 est disponible (5.0.1p1) : http://unity3d.com/unity/qa/patch-releases

Features
XboxOne: The default update granularity used by XDK's makepkg tool has changed to File granularity rather than Chunk granularity. There is now a setting to control this:
Player Settings > Xbox One > Microsoft Xbox One Package Settings > Update Granularity. This property is set to File by default. Chunk is recommended only for games that have already been released using the Chunk granularity, which was the default prior to this build.
Improvements
Mecanim: Fix direct blendtree editor slow down when there is too much motion.
GI: Made pig assert message human readable.
Substance: New Substance features introduced by Substance Designer 5.0 are now supported.
XboxOne: Lightmap files are now listed in the package manifest in the same chunk as the scene that uses them.
XboxOne: Updated docs to reflect terminology and tools in latest XDK, and added a section on Packaging.
Terrain: TerrainData.alphamapTextures is now public.
Physics: Report detailed error when generating collision meshes, also during asset import. Simplifies troubleshooting creation of non-triangle collision meshes.
Changes
XboxOne: Unity is now built with the March 2015 XDK. You will need to install the March 2015 XDK onto your development PC and use the same or later recovery
Android: Added support for real 16bit DisplayBuffer. It can only be enabled in PlayerSettings, Handheld.use32BitDisplayBuffer is deprecated.
Scripting: GizmoType enum has changed (and is updated by automatic script updater). NotSelected -> NotInSelectionHierarchy. SelectedOrChild -> InSelectionHierarchy. New member NonSelected added.
Fixes

Code : Tout sélectionner

  (None) - Android: Fixed crash on Application.Quit().
    (655263, 663232) - Android: Fixed crash in Mono caused invocation of wrong method.
    (None) - Android: Improved soft input dialog.
    (678854) - Android: Fixed window buffer leakage
    (686925, 687417) - Android: Fixed issues with soft input caused by Samsung back button fix
    (None) - D3D11: Fixed shaders that use min16float types.
    (682933, 680503, 681749,655755, 618912) - Documentation fixes for 5.0, removed the "Overview" link.
    (657751) - Windows Store Apps: mouse presence now is detected by mouse activity, which is much more reliable.
    (677960) - Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
    (676489) - Mecanim: Fixed animation events not fired for non looping clip with length of 0 second.
    (681678) - Mecanim: Fixed crash when a StateMachineBehaviour disable an animator component or change something that trigger a Rebind.
    (667625) - Mecanim: Fixed lost transition when importing a project from 4.x to 5.0.
    (None) - Mecanim: Fixed a bug where copy pasted states would share the same state machine behaviour instance
    (672866) - Mecanim: Fixed cannot rename parameter in animator parameter window.
    (677605) - Editor: Fix crash when PlayerSettings.GetPropertyString is called for not existing property.
    (681118) - Asset Importing: Fix importing of an assembly that contains classes inherited from generic engine's classes.
    (674666) - Windows Store Apps/Windows Phone: Fix NullReferenceException in SerializationWeaver.
    (677718) - Windows Store Apps/Windows Phone: Fix AssemblyConverter failing due to types from other module.
    (681778) - iOS: fix memory corruption and crash initiated by calling WebCamTexture.Stop().
    iOS: fix assert in corner case when webcam code is trying to pick supported FPS.
    (684028) - iOS: fix memory leak in iOS WebCamTexture.GetPixels().
    (673918) - WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access.
    (684075) - Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect.
    (683230) - Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency.
    (677823) - GI: With continuous baking enabled and baked light, light probes stop working after exiting play mode.
    (649888) - GI: Entering play mode while baking with on demand makes bake indication get stuck and game show incorrect result.
    (680461) - GI: Ambient light is not shown after baked data is cleared.
    (683277) - GI: Reloading scene makes the background darker.
    (679115) - GI: Fix crash caused by Unity reading GI files as resource files and a certain GI file had data that looked like a header but caused a huge allocation.
    (668622) - IMGUI: Fix calculation of TextGenerator vertices position when lineSpacing is 0.
    (676557) - Substance: It is no longer possible to dynamically create a ProceduralMaterial using 'new'.
    (None) - Substance: Entering play mode should no longer cause a rebuild of ProceduralMaterials.
    (660734) - iOS: Fix HTTPs problem.
    (None) - Windows Store Apps: Fix issues with plugins in Universal apps, removed SDK property UniversalSDK81 from plugin inspector, as it didn't make sense. Also having Windows 8.1 and Windows Phone 8.1 specific plugins won't longer cause building to Universal apps to fail.
    (682161) - iOS: Fix crash when rendering empty meshes.
    ([679397] (http://issuetracker.unity3d.com/issues/www-forms-do-not-work-properly-in-webplayer-unity-5)) - WebPlayer: Fixed WWW form posting.
    (672816) - WWW: http://WWW.Dispose sometimes hung Unity on a very slow connection.
    (680421) - Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
    (684809) - Plugins: Fixed invalid plugin collisions, for ex., in cases where plugin is unsupported by OS, but was still being used.
    (681448) - WindowsPhone8: Fixed AssemblyConverter error, where sometimes it would fail to find references.
    (None) - XboxOne: Fixed a rare startup crash that usually manifested as a crash in the audio driver, sometimes showing up as a stack buffer overrun exception.
    (None) - XboxOne: Made Mono's exception handler treat unexpected exceptions (ex: not a breakpoint) better. This should remove some instances where a crash dump was not created.
    (671030) - XboxOne: Crash when using Clear Depth Only, support for capturing RTs of different bit depths
    (679888) - XboxOne: Bloom artefact when using MSAA is now fixed.
    (680223) - XboxOne: Bad image from Kinect fixed, YUY2 support.
    (680229) - XboxOne: DOF image effect on fade sprites fixed.
    (681726) - XboxOne: Now matches PC (deferred rendering with HDR related).
    (682104) - XboxOne: Enabled support for deferred rendering and HDR.
    (None) - Editor - Other: Fixed ScriptableObject assets to pull icons correctly from their associated script
    (673701) - Scripting: Re-added a stub for Resources.LoadAssetAtPath which auto-upgrades to AssetDatabase.LoadAssetAtPath
    (630866) - Asset Bundles: AssetBundle.CreateFromMemory with uncompressed bundles will no longer block the main thread for several seconds.
    (676156) - Scripting: GizmoType works as expected
    (679772) - Scripting: Fixed EditorGUI.FloatField and EditorGUILayout.FloatField unable to return negative and positive infinity
    (672941) - Editor: Scene View content is no longer tinted in playmode.
    JobSystem: Fixed issue where job system would create long stalls in some cases on processors with hyper threading.
    (682972, 684020) - iOS: Add dummy vertex channel for missing shader channels when dynamic batching.
    (685794) - Graphics: Fixed printing of some loops in GLSL/Metal.
    (679023) - iOS: Fixed duplicate property value removal in certain Xcode projects.
    (682258) - iOS/IL2CPP: Fixed a crash with StrangeIOC.
    iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
        Fix socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
        Fix race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
        Fix ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
        Fix ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
        Fix ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
    (None) - iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
    (None) - iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
    (None) - iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
    (683461) - iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
    (677402) - iOS/IL2CPP: Fix an issue with open delegates that return void.
    (676847,680379,672199) - iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
    (673828,679044,681132) - iOS/IL2CPP: Fix crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
    (683671,683658) - iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
    (675659) - iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
    iOS/IL2CPP: Additional code size improvements from generic sharing:
        Share enums and their base types as generic parameters.
        Allow partial sharing (e.g. Dictionary<int, string> is shared with Dictionary<int,object>).
        Allow sharing when the type parameter constraint is an interface.
    (669606) - Scene/Game View: Fix the issue about cannot select objects after importing the legacy packages.
    (685687) - AssetBundle: Fix the issue that prefab loaded from AssetBundle lost the reference to a material in a variant AssetBundle.
    (681301) - AssetBundle: Make the error message more informative when building AssetBundles.
    (687674) - Windows Store Apps: fix build from editor when C# projects are enabled.
    (673862) - Windows Standalone: Connecting USB devices should no longer throw spurious <RID.Hid> warnings.
    (672439) - Physics: Fix cases where HingeJoint settings, like useMotor and useLimits, were not correctly applied.
    (674144) - Physics: Fix crash on scene load when Cloth component is missing a SkinnedMeshRenderer component.
    (670879) - Physics: Report error when trying to create a non-convex MeshCollider with Trigger enabled.
    (680505) - Physics: Fix crash when the transform scale on a MeshCollider had an axis set to zero. Request will now be ignored.-
    (674914, 672089) - Physics: Fix incorrect bounds of a capsule collider.
    (671974) - Physics: Protect SetSteerAngle from setting wheel angles that are bad for PhysX.
    (681358) - Physics: Fix capsule height being incorrectly computed in sweeps and casts code.
    (683712) - Physics: Don't allow to break rotational DoF lock by setting angularVelocity directly.
    (671903) - Physics: Fix crash that could occur when a body had more than 64 contacts generated.
    (670888) - iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
    (669983) - iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
    (686153) - iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
    (686028) - iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
    (684417) - iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
    (685735) - iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
    (672812) - iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
    (684147) - iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
    (686620) - iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
    (686477) - iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
    (687287) - iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
    (685474) - iOS/IL2CPP: Fix issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
    (683290) - iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
    (675374) - iOS/IL2CPP: Fix Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
    (686168) - iOS/IL2CPP: Fix multidimensional array interfaces.
    (687479, 681688) - iOS/IL2CPP: Fixed support for enums nested in generic types.
    (None) VR: Fixed GearVR startup crash on Galaxy S6 devices by enabling pbuffer Context support.
Merci de lire et de prendre en considération la Nétiquette des Forums avant de poster un sujet !

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Max
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Re: On parle d'Unity 5..

Message par Max » 17 Avr 2015 14:56

Un petit oubli, que je vais corriger, pour dire que la beta 3 d''Unity 5.1.0 était disponible sur l'espace beta : http://unity3d.com/unity/beta
(disponible uniquement pour ceux disposant d'une licence pro. L’installation se fait de nouveau à partir d'un fichier unique téléchargé d'environ 1.2 Go)

Au delà des améliorations et corrections, voici les principales évolutions:
-Editor: New HDR Color Picker
Improves the Standard shader workflow for changing the emission color property.
The emission color can now be animated from the animation window.
Using scripting API to change emission will now be reflected in the shader gui.
Color Presets now also support HDR colors. Saving a HDR color will overlay a lowercase 'h' on the preset swatch.
Color property fields can now be customized with the ColorUsageAttribute (show/hide alpha value, is HDR)
-Editor: Home Window Login integration. You can now login or work offline using the home window or command-line arguments.
-Editor: Home Window License integration. You can now validate your serial and activate your copy of Unity using the new 5.1 json licensing API through the home window.
-Graphics: Crunch texture compression format on platforms which support DXT. This is a lossy compression that is both small on disk/download and compressed (DXT1/DXT5) for the GPU.
-Graphics: Experimental support for OpenGL 4.5 and ES 3.1 on Windows. Use -force-glcore, -force-gles(20|30|31|31aep) arguments to enable. This enables testing OpenGL ES 3.1 features on desktop. Note: no GL4 support on Mac yet.
-Graphics: OpenGL ES 3.1 support on Android
New graphics levels (OpenGL ES 3.1, OpenGL ES 3.1 + AEP)
Compute shaders
Geometry shaders
Tessellation shaders
Advanced blend modes
-Networking: New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://unet.cloud.unity3d.com. This replaces the current RakNet based multiplayer feature.
-Runtime: Added assertion library under UnityEngine.Assertions namespace
-Shaders: OpenGL ES 3.0+ will use a new shader compiler backend. Based on HLSL + github.com/James-Jones/HLSLCrossCompiler + glsl-optimizer. This enables compute shaders on ES3.1 and other modern features. Existing Cg/HLSL compute, geometry and tessellation shaders can be used via automatic translation as well as with direct GLSL snippets. Note: Memory layout rule differences between DX and GL must be taken into account on the buffer data uploads.
-Unity Analytics: New, built-in Analytics functionality introduced (currently in “Preview”), including higher-level, flexible APIs to track almost every kind of action in your game. We eliminated the need to download and import additional plug-ins to start using Analytics. To get started, simply visit http://analytics.unity3d.com to generate the unique ProjectId that you’ll use to associate your project with your Analytics dashboard, as well as access the relevant documentation and integration instructions. Note: 4.x-5.0 Editor users can still use Analytics by integrating the downloadable SDK package. For 5.1 users, adding the plug-in should not result in errors, nor will it result in duplicate data, but we still advise that you remove the old plug-in assets.
-SDK integration in Preview mode, get started by visiting our dashboard at blah to get your unique Project ID and integration step-by-step guide. No more need to download and import any SDK packages.
-VR: Added integrated support for Oculus Rift in Editor and Standalone Players. Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the rift. It is recommended to "Maximize on Play" the game view in order to achieve smooth rendering. Be sure to remove any previous Oculus plugins from your project.
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ZJP
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Re: On parle d'Unity 5..

Message par ZJP » 17 Avr 2015 15:51

-Networking: New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://unet.cloud.unity3d.com. This replaces the current RakNet based multiplayer feature.
8-) 8-) Enfin....

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Max
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Re: On parle d'Unity 5..

Message par Max » 24 Avr 2015 15:11

sortie du patch n°2 pour la version 5.0.1: Release 5.0.1p2.
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