Product Code: Unity 5 - What's New
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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
- 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.
- 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.
- 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