We also made a number of GPU instancing improvements, and we’re adding Dynamic Resolution as an engine feature debuting on the Xbox One platform with other platforms to follow later. There is now support for HDR compressed lightmaps (BC6H) on PC, Xbox One and PlayStation 4. But more importantly, the updated library is now capable of compressing ETC_RGB4 and ETC2_RGBA8 textures, which makes it possible to use Crunch compression on iOS and Android devices. The Crunch Library can now compress DXT textures up to 2.5 times faster, while providing about 10% better compression ratio. This makes it possible to take memory snapshots directly inside the editor. Managed Memory Profiler support You can now take advantage of Mono/.NET 2.0 support for the APIs required to take managed memory snapshots. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced for large projects. You will be able to define your own managed assemblies based on scripts inside a folder. Script compilation - User-defined managed assemblies Since each point on these ribbonized trails is represented by a particle, they can be animated, for example, by using them in conjunction with the Noise Module. These allow particles to be connected based on their age. Improvements include new Unlit and Surface particle shaders and ribbonized particle trails. You can now easily bring in various styles of 2D or 3D video in Unity and play it back on the Skybox to create 360-video experiences targeting standalone, mobile and XR runtimes. We are particularly excited to bring you improvements to panoramic 360/180 and 2D/3D video workflows. We’re finishing 2017 strong with a huge change log of new features, including the following highlights: 2017.3 introduces several new features and improvements across the board for both artists and developers, and we’re particularly excited about sharing our improved toolset for creating interactive 360-video experiences. Here’s a summarized recap:Īs the year comes to an end, we are happy to announce that Unity 2017.3, the final release in our 2017 cycle, is now available. Unity 2017.1, 2017.3 delivered many key features supporting these goals. Finally, we’ve given you new ways to use powerful data (in the Ads, IAP and Live-Ops Analytics solutions) to optimize game performance in real-time and maximize your revenue. Other features, like the updated 2D tools and Unity Teams, help you get better results, faster. A great example of this is the award-winning Adam demo-film series. We continued to improve graphics quality and runtime performance to help you stay ahead of the curve on the latest emerging platforms (desktop, console, mobile, VR, AR, smart TVs) and to take advantage of the latest GPU and native Graphics APIs. Powerful visual tools like Timeline, Cinemachine and Unity FBX Exporter free artists to do more. With the new Unity 2017 cycle, we doubled down on our effort to help artists, designers and developers create and collaborate more efficiently. (If you can’t wait, just jump straight to the What’s new section below.) Before drilling down into the details, though, we wanted to look back at Unity 2017. We’re excited to share all the great new and improved features available today with Unity 2017.3. That way you can easily add custom logic to a particle during its lifetime.2017.3 completes the 2017 cycle introducing several new features and improvements across the board for both artists and developers. You can listen for particle birth and death using Particle Playground’s Event system. Therefore it’s a good idea to make the trails have a separate following lifetime. However, a trail will need a bit of time slack to remain in the scene while a particle is recycled. To make an object follow a particle is a quick task, you can either reach into the Playground Cache (the directly calculated values) or the Particle Cache (the synced live Shuriken particles). There’s a preview of working with them in the and more info on the page. This is preferred in oppose to the standard trails as they will batch dynamically and run asynchronous. You can now since Particle Playground 3 use the Playground Trail component to draw trails after particles.
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