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本软件是由unity机构出品的Unity游戏开发引擎软件V5.6.2P2 Win版,大小:1.4 GB,支持Win64位系统,语言:英语。

Unity是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。Unity类似于Director,Blender game engine, Virtools 或 Torque Game Builder等利用交互的图型化开发环境为首要方式的软件其编辑器运行在Windows 和Mac OS X下,可发布游戏至Windows、Mac、Wii、iPhone、Windows phone 8和Android平台。也可以利用Unity web player插件发布网页游戏,支持Mac和Windows的网页浏览。它的网页播放器也被Mac widgets所支持。

Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity 4作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity 3都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。

UNITY PRO 5.6.2P2 X64

Improvements

Android: Enabled NEON in Umbra.

Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.

Graphics: Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.

Improved Outline Editor module performance in Sprite Editor Window.

IOS: Added support for the 5th generation iPad.

Networking: Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.

Physics 2D: SpriteRenderer’s Sprite Tiling behavior changed when width/height is negative value.

Physics 2D:Update BoxCollider2D Sprite Tiling generation to produce cleaner shape

UI: CanvasRenderer:nTransformChanged will not be called when object is inactive. (815861)

Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream

Video: Skip-ahead functionality improvements.

VR: Updated Oculus to version 1.14.

Changes

GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.

GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.

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