Unity 3.4
Editor Improvements for more efficient game development
Allegorithmic Substance Integration
Assign and adjust procedural
textures right in the editor or at runtime
Stream huge levels with textures
only taking up a few Kb
Bake to normal textures and
materials for mobile devices
Editor Improvements for more efficient game development
User-assignable Scene View icons
Modifiable primitive colliders
Per-component gizmo collapsing
Allegorithmic
Substance Integration:
Native support for Allegorithmic
procedural Substance materials.
Tweak and change exposed substance
parameters right inside of Unity.
Change substance parameters at runtime on PC and Mac.
Change substance parameters at runtime on PC and Mac.
Gain major file size savings due to
the compactness of procedural textures on PC and Mac.Bake substances into regular
textures and materials on mobile platforms.
Gizmo and Icon
Management:
Scene View icons for game objects
and script assets can now easily be assigned by using the new Icon Selector
opened by clicking on the icon in the Inspector.
Rendering of gizmos and icons can now
be controlled using the new 'Gizmos' drop-down window found in the toolbar of
the Scene View and the Game View.
Toggling of gizmos is linked to the
collapsed or expanded state of the corresponding components, making it simple
to only see the gizmos you need.
Support for setting a world size to
render all icons with makes it simple to only see nearby icons.
Scripting Execution
Order:
Unity now gives you explicit control
over the execution order in your scripts. Awake, OnEnable and Update calls are
sorted by execution order. Execution order can be defined on a ‘per script’
basis in an easy-to-understand dialog.
Downloadable content
with caching for complete scenes and asset bundles:
Caching now works on all platforms.
PC/Mac Standalone players and iOS/Android players have access to a 4 GiB
dedicated cache for each application. The webplayer has a 50mb shared cache. A
larger application-specific WebPlayer cache can be acquired from Unity
Technologies. Caching of course greatly improves loading time not only due to
the removed download, but also because the cached files are stored already
decompressed on disk. Using the caching feature also greatly reduces memory
usage since Unity doens't need to keep any additional data in memory. It is
strongly recommended that you always use the caching API for large assets.
Windows OS |
Mac OSX |
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