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Unity 3.5.7 is out!

December 14, 2012 in Community | 3 min. read
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Good news for Unity 3.5 users - we just released version 3.5.7 with lots of fixes for Android, iOS and a few others. Download it here -

http://unity3d.com/unity/download/archive

Here's the lowdown from our release notes -

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 running 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 running in a sandbox.

Improvements

  • Android: Improved build times for projects with lots of resources.
  • Webplayer: Reduced memory activity on LZMA decompression by reusing the decompression buffer
December 14, 2012 in Community | 3 min. read

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