Unity 5 - What's New

Unity 5 - What's New
Product Code: Unity 5 - What's New
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Price: R460.00

Unity 5 - What's New

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Unity 5.0 is the biggest and boldest release ever. Powerful new features in Unity 5 include:

 

  • The Physically-based Standard Shader to make your materials look consistent in any lighting environment, cross platform.
  • Real-time Global Illumination, built on Geomerics Enlighten technology.
  • The Audio Mixer, to massively improve audio in your game.
  • HDR Reflection Probes to enhance visual fidelity.
  • PhysX 3.3 to bring massive performance improvements to 3D physics.
  • Major updates to the animation system.
  • WebGL preview.


UNITY 5 NEW FEATURES
AI

  • NavMesh supports LoadLevelAdditive
  • Improved performance and reduced memory consumption:
    • NavMeshObstacles update is multi-threaded now. Carving speed generally improved 2-4x.
    • NavMesh data for non-carved regions takes ~2x less memory now.
    • Performance improvements for multi-threaded NavMeshAgent updates.
    • HeightMeshes bake faster, work faster at runtime, and use ~35% less memory.
    • Path replanning in presence of many carving obstacles is faster and more accurate.
  • Improved inspectors and debug visualizations:
    • NavMesh Areas inspector (previously NavMesh Layers) got a facelift.
    • Reorganized parameters NavMeshAgent inspector.
    • Added carve hull debug visualisation for NavMeshObstacles.
    • Added visualisation on how NavMesh bake settings relate to each other.
  • Improved accuracy and raised limits:
    • NavMeshObstacle supports two basic shapes - cylinder and box for both carving and avoidance.
    • Improved automatic Off-Mesh Link collision detection accuracy. Note that this will change how off-mesh links placement on existing scenes.
    • Improved navmesh point location/mapping when height mesh is used.
    • Increased the height range of NavMesh baking (can build meshes for taller scenes).
    • Made Height Mesh query more resilient to small holes in input geometry.
    • NavMesh obstacle rotation is take into account when carving and avoiding.
    • NavMesh tile count limit lifted from 216 to 228.
    • NavMeshPath and NavMeshAgent paths removed 256 polygon limit.
    • OffMeshLink - removed restriction on tile span - previously connected only up to neighbouring tiles.

ANDROID

  • KitKat Immersive Fullscreen Mode. Applied by default.
  • Rendering to multiple displays.
  • Rendering to custom java surfaces. Exposed in Unity as additional displays.
  • AAR Support. AAR files can now be used as a replacement for Android Library Project folders.


ANIMATION

  • State Machine Behaviours
    • StateMachineBehaviours is a new MonoBehaviour-like Component that can be added to a StateMachine state to attach callbacks
    • Available callbacks are : OnStateEnter, OnStateExit, OnStateUpdate, OnStateMove, OnStateIK, OnStateMachineEnter and OnStateMachineExit
    • Animator.GetBehaviour(). This function return the first StateMachineBehaviour that match type T

STATE MACHINE BEHAVIORS

  • StateMachine Transitions
  • Can now add higher level transitions from StateMachine to StateMachine
  • Entry and Exit nodes define how the StateMachine behaves upon entering and exiting.

STATE MACHINE TRANSITIONS

  • Asset API
    • Allows to create and edit, in Editor, all types of Mecanim assets ( Controllers, StateMachines, BlendTree etc.)
    • Added API for Avatar, Motion Nodes, Events and Curve in the Model Importer
  • Direct Blend Tree.
    • New type of blend tree to control the weight of each child independently

 

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