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Unity 4.0 Beta 6  

2012-08-10 10:23:07|  分类: Unity3D |  标签: |举报 |字号 订阅

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Improvements

SkinnedMeshRenderer.rootBone is now exposed to scripting.
Detecting if assets need to be reimported when switching platforms is much much faster.
Modifying the import settings and clicking on Apply will now also use the cache server if it is available.
GameObjects marked DontDestroyOnLoad are no longer temporarily deactivate when loading a level. This way they also will not receive a OnDisable / OnEnable call when loading a level.
Made entering playmode faster by reducing the number of domain reloads.
OS X: Make installers and Editor application signed so they can be run with the default security settings in OS X 10.8 Mountain Lion.
Graphics: Dynamic Batching with tangent vectors works on Windows & Mac now (was disabled before due to various driver issues).
Graphics: Surface shaders can use aritrary vertex input data type (instead of appdata_full); now the type of a vertex modifier parameter is used.
Changes

Editor API: Removed SceneView.RenderMode (was not documented, but public). Use the documented DrawCameraMode instead.
Flash: Support Enum.GetValues() & Enum.GetNames().
Flash: Support subset of field reflection.
Flash: Performance improvements when calling functions taking or returning an array of structs.
Introduced RGBA16 texture format (used on mobiles).


Fixes

Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
Font rendering: Fixed position of text cursor when a custom font size is used for the TextField.
OS X Editor: Fixed window focus issues when using a multiple screen setup in OS X 10.8 Mountain Lion (also in 3.5.5).
OS X: Event.clickCount behavior for double-clicks now matches windows (clickCount is always 1 for MouseUp events).
Physics: Fixed memory leak when Time.timeScale is zero.
OS X WebPlayer: Fix OnApplicationPause being called when window goes to the background.
Fix crash when a gameObject is being destroyed while calling SendMessage on it.
Shaders: round() and trunc() HLSL functions are now supported when compiling shaders for mobile.
Graphics: Fixed surface shader compile error when custom output structure doesn't have "Specular" field it it has a vector type (coming into 3.5.5 soon).
Graphics: Fixed surface shader finalcolor modifier sometimes producing wrong results.
Flash: Fixed several cornercase bugs in support for generics.
Flash: Properly initialize fields of type DateTime in structs instantiated with default constructor.
Flash: Fixed memory corruption crash if WWW response .Length didn't match actual length of payload.
Flash: Support ++ and -- on arguments that are passed byref, whose result is assigned to an array.
Flash: Fixed mouse visibility bug.
WebPlayer: Fixed the plugin ticking routine. It is simpler and less error prone.
WebPlayer: Updated the builtin resources; now there is a distinction between "Made with Unity 4 Beta" and "Unity 4 Beta" plugin.
WebPlayer: Fixed a variety of crashes when plugin was running on IE9.
Windows Editor: Messages with "Failed: The operation has completed successfully" should not be presented anymore when operations on files fail.
Editor: Improved error reporting when exporting a Unity package.
Editor: Fixed a bug where ARGB16 textures loaded from AssetBundles built for iOS/Android would load incorrectly.
Editor: Editor doesn't hang anymore if exiting while in play mode.
Editor: Made entering playmode faster by reducing the number of domain reloads.
Fixed script serialization bug where properties could not be #if-ed out for the player.
Fixed null reference exception when a MonoBehaviour is missing in the inspector. Instead we display helpful warnings embedded in the inspector.
Fixed issue in fbx importer where prefab instance modifications would in some corner cases get applied to a different object on a different machine
Fixed bug where calling LoadLevel in OnDestroy when exiting playmode could lead to a crash.
Fixed bug where the import settings are not updated when a .meta file is changed.
Fixed bug where AssetBundle.LoadFromFile would get unloaded by UnloadUnusedAssets.
Fixed various leaks in the asset import pipeline when importing large project folders.
NavMeshAgent: fixed bug where Resume breaks updateRotation setting.
NavMeshAgent: path request processing queue order fixed.
Profiler: GC memory was not propagated correctly up the call hierarchy.
ProfilerConnection: Fixed inifinite loop freeze if profiler sendbuffer is full on the player.
Time: Fixed timescale usage when single stepping.
The following are changes and fixes to 4.0 features and regressions...

Improvements

OS X Standalone: Add an option for the old style fullscreen mode which completely captures the screen.
Linux: Implemented -screen-quality command-line option for the player.
Linux: Implemented -single-instance for the player.

Changes

Mecanim: Force State Machines, States, and Blend Trees to have non-empty names.

Fixes

OS X Standalone: Fixed right mouse button.
Font rendering: Fixed blurry text when using center alignment in GUIText.
Fix bold fonts in windows Editor UI.
DX11: Fixed shader compiler crash with hex literals (0x1337); and occasional random crash.
Graphics: Various fixes for D3D9 lost device (fullscreen, screensaver etc.) handling.
Graphics: Fixed issues with meshes that have Read/Write option off.
Graphics: Fixed occlusion culling bug where automatic portal culling stopped working.
WebPlayer: Many fixes went into the Development Console.
Mecanim: Fixed several crash when deleting state and transition in Animator Tools.
Mecanim: Fixed synchronize layer crash in play mode.
Mecanim: Hide state machine sub-assets from the hierarchy.
Mecanim: Fixed leaking GraphGUIs.
Mecanim: Fixed a few cases where textfields would steal keyboard focus.
Animation: Fixed error when reverting changes in model inspector's model tab.
Animation: Fixed importer animation clip range.
Animation: Fixed @ convention when splitting animation clip referenced clip could lost their reference.

Known Issues

We have changed the way in which the Animation importer computes Clip Ranges - if you see unusual behaviour, check your clip timeline and ensure your In and Out points are within the timeline shown on the Inspector.
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