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Unity 3.5.7
This release of Unity primarily contains fixes to Unity 3.5. For more informationabout recent features, see the Unity 3.5 Release Notes.
Shuriken Particle System
Built-in Pathfinding
Upgraded Occlusion Culling & new LOD
Google Chrome Native Client deployment
Linear Space Lighting and HDR
Quick jump
Changes
Fixes
Improvements
Changes
Android: Detect manifest permissions for Application.genuine / .genuineCheckAvailable.
Android: Added JB MR1 to the list of API levels.
Android: Added support ldpi/xhdpi icon images.
Android: Added Android as a valid build target for custom PostprocessBuildPlayer script.
Android: Forcing 16bit display buffer on pre-Gingerbread devices.
Android: Stereo sound enforced to avoid garbled audio when mono is selected as speaker mode.
iOS: Added iPad Mini and iPad 4th gen detection.
Mobiles: Skinning is now multithreaded if the device has more then one core.
Fixes
Android: Fixed Resources.Load() of prefabs consuming too much memory.
Android: Prevent NullPointerExceptions when using LVL on a device that is not signed in to Google Play.
Android: Fixed a lot of key store related problems.
Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class.
Android: Kindle Fire incorrectly reported having a camera.
Android: Fixed an issue where dictionary pop-ups would close the TouchScreenKeyboard.
Android: Application pause now cancels the TouchScreenKeyboard.
Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD.
Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations).
Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent.
Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest.
Android: Fixed a problem with non-ASCII characters and keyboard input.
Android: Fixed a performance problem affecting the ARMv6 lib.
Android: Fixed rare crashes with dynamic batching in non-development player on PowerVR GPUs.
Android: Fixed performance regression with selecting egl config with msaa enabled albeit no msaa was selected in quality settings.
Android: Worked around bug in NVIDIA drivers resulting in texture samplers sometimes not being reported.
Android: Worked around compositor issue with DisplayBuffer alpha on pre-GB and kindle devices.
Android: Fixed performance regression when rendering dynamic geometry, like dynamic batching, GUI, particles, etc, on PowerVR / SGX hardware.
Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed.
iOS: fixed www status code handling.
iOS: fixed gyro accuracy problems when***nning on iOS 6.0 devices.
iOS: Better performance when setting RenderTexture that has different size from the current one.
iOS: removed unnecessary iPhone 5 splashscreen from iPad-only builds.
Mac OS X Editor: Fixed installing on Mac OS X 10.5.
Mac OS X Editor: Fixed crash on selecting RenderTexture on Mac OS X 10.7.5 with Radeon graphics card.
Editor: Fixed windows standalone icons alpha issues.
Native Client: Fixed Build & Run on Chrome 23.
Fix export bitmap only working when the substance is tweaked right beforehand
Web Player: Fixed fullscreen mode initialization in IE10 on Windows 8. Web Player now tries to detect whether it is***nning in a sandbox.
Improvements
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