Search Unity

おまたせしました!Unity 5.3がダウンロードいただけるようになりました。 こちらから取得できます。 この最新のリリースでは様々な新機能と新しいプラットフォームをお届けします!

ざっくり言うと:

  • 新しいツール: MonoDevelopの新バージョン, マルチシーン編集、2Dツールと自動化されたユニットテスト
  • さらに高速になったグラフィック: 新しいOpenGL コア、OS X向けMetalの実験的サポート、そしてパーティクルシステムのアップデート
  • もうすぐ: tvOS サポート
  • 強化された WebGLと iOS 9 対応
  • アプリ内課金機能の統合
  • VR対応向上と新しいVR学習用サンプル
  • ほかにも色々…

それでは肩の力を抜いて、Unity 5.3 の新機能を見てみましょう:

新機能とアップデート

Unity 5.3 のリリースではあなたの開発作業をスムーズにする、たくさんの新らしいツールが導入されました:

改善されたスクリプトエディター

Unity 5.3 ではMonoDevelop-Unity の バージョン 5.9 が同梱されます。これはこれまでのUnityのスクリプトエディターからの重要なアップグレードです。より簡素にユーザーインターフェイスがオーバーホールされただけでなく、ターゲットに素早くアタッチしてデバッグできるようになりました – 以前のエディターよりも何クリックも少なくて済みます。 さらに、私たちはデバッグに関する数々のバグも修正したので、MonoDevelopの使用体験は大きく改善されたはずです。おまけに、Mac版での問題のあった日本語入力についてもついに可能になりました。このブログ記事 をチェックしてさらに詳細を確認下さい。

 MonoDevelopのデバッガーをUnityにアタッチする古い方法。(アタッチ用のダイアログを使用)古い方法もMD 5.9 では依然サポートされています。

 MonoDevelop のデバッガーをアタッチする新しい方法。1clickで完了!

シーン管理もよりカンタンに

エディターのシーン編集機能はマルチシーン編集という重要なアップグレードが導入されました。Unityはついにステージを作るときに複数の小さなシーンに分けて行うことができるようになりました。これが役に立つ場所がいくつかあります。たとえば、非常に広大なステージのゲームを作っているならば、ステージを複数のシーンに分割して動的にシーンをストリーミングしてロード/アンロードを行いたくなります。これは大きなシーンでのパフォーマンスの向上にもつながりますし、より大きなインゲーム環境を構築するときにも便利です。

 マルチシーン編集はシーン管理をよりやりやすくするだけでなく、コラボレーションもやりやすくなります。シーンを作業単位で分割して、必要に応じてロード・アンロードしていくことが可能です

新しい2Dツール

わたしたちはUnityがカンペキな2D向け開発環境になるよう、2D機能の改善に関してたゆまぬ努力を続けています。今回はあたらしくエキサイティングな2D物理ツールを追加しました。たとえば:

浮力エフェクター(Buoyancy Effector): オブジェクト、流体と流体のフローフォース間のシンプルなインタラクションを提供する2D物理エフェクター:

 オブジェクトと流体が浮力エフェクターでインタラクションしている図

新しい 相対/固定/ターゲット/摩擦ジョイントで、2Dゲームのクリエイティビティをさらに強化:

 TargetJoint2D でことなる強さでターゲットを追いかけている図。


 RelativeJoint2D と破壊可能ジョイントの表示


 
FrictionJoint2D によるトップダウンの摩擦の図


 FixedJoint2D による接続されたリジッドボディ

新しい2Dプレースホルダーアセット作成ツールですばやくプリミティブシェイプを作ってゲームのアイディアをプロトタイピング:
2Dplaceholderassetcreationtool2Dプリミティブシェイプを既存のテクスチャからささっと作成

エディターテストで問題を早期発見

私たちはUnityに自動テストを管理/実行する新しい方法を導入しました。それが Editor Tests Runner です。これはよく知られた .Net ユニットテストライブラリである NUnit を使った実装です。これを使うとあなたのコードのそれぞれの機能に対するテストを実装/実行することができるようになり、開発の初期プロセスから問題を早期発見することに役立ちます。

Editor Tests Runner を使い始めるには、Editor Tests Runnerウインドウを開いて、プロジェクト内で行いたいテストを定義しましょう。また、Cloud Build上で自動的なテストサービスを設定することができるようになり、設定したエディターテストをあなたのゲームプロジェクト内で実行できるようになりました。 この改善も問題の早期発見とよりスムーズなイテレーションに役立ちます。

もっと効率的なレンダリング

Unity 5.3では、レンダリングのクオリティをさらに高め、より綺麗な絵作りを可能にする数々の新機能を導入しました。

まずはじめに、既存のOpenGL 2.1グラフィックスコアを置換する形で 新しい OpenGL 4.xグラフィックスコアを導入しました。このアップデートで最新のOpenGL 機能がWindows, OS XとLinuxで利用可能になりならがも、利用者のOpenGLドライバーのサポート状態に合わせて古いバージョンにもスケーラブルに対応できるようになりました。Unity 5.3 ではデフォルトで新しいOpenGLグラフィックスコアを選択するようになっていますが、以前の振る舞いを保てるようOpenGL 2.1グラフィックスコアを選択することもできるようになっています。古いOpenGL 2.1グラフィックスコアはUnity 5.4で削除される予定です。

私たちはさらにOS X のアプリケーションに向けて AppleのMetalテクノロジー(Metal for Mac)を実験的にサポートしました。Metal for Macを選択することでOS X でもより高いグラフィックス処理能力を得ることができます。MetalはUnityエディターのPlayer SettingsウインドウにあるGraphics APIのドロップダウンリストから選択することで利用可能です。

また、Screen Space Raytraced Reflections (SSRR) を導入することで、Unityの写実的なグラフィックス描画能力はさらに上がりました。SSRR はReflection Probeに比べてよりオブジェクト周囲の環境をより正確に反映した反射が行え、より動的に動作するので、移動するオブジェクトもきちんと表現に反映されます。SSRRを活用することでどのようなビジュアルが実現可能になったかは、最近わたしたちがリリースした Bedroom demo でぜひご確認ください。

私たちのSSRRの実装は現在ベータ版となっています。さらに良いものに磨き上げるために、ぜひAsset Storeから入手して活用いただき、 フィードバック にご協力ください。

Unityのパーティクルシステムは本格的なオーバーホールを受けました。すべてのパーティクルシステムの要素がスクリプトから制御可能となり、新しいクリエイティビティのために必要なコントロールを提供可能になりました。さらに以下の要素も追加しました:

システムスケーリング: Transformによるスケールの適用され、パーティクルのスケールを意図したように行えます。

3D 回転制御 (パーティクルの位置と回転に対する3軸での完全なコントロール):

メッシュ形状エミッター: SkinnedMeshがパーティクルエミッターとして使用可能になりました:

パーティクルのコリジョン設定に対する3Dと2Dオブジェクトに対する新しい制御オプション:

ピカピカの新機能もいいですが、パフォーマンスも気になりますよね? Unity 5.3では描画エンジン内部でのさらなる改善により、パーティクル、スプライト、レンズフレア、ヘイロー(円光)、ラインとトレイルの描画がより高速になりました。さらにフレームデバッガーもアップデートしたので、デバイス上でも使えるようになりました(たとえばAndroidなど)。今回の改善で、フレームデバッガーはドローコールごとに使われているシェーダーのプロパティも見られるようになりました。描画処理をよりビジュアルに確認できるようになったため、ランタイムの描画時の問題を発見する際に役立ちます。

その他、シェーダーのロード時間やメモリ使用量にもメスを入れました。重たいシェーダーも以前より効率的に実行できます。最後に私たちはテクスチャーデータをディスクから非同期にロードし、描画スレッドから分割してGPUにアップロードされるようにしました。この改善でテクスチャーがGPUにアップロードされる間のメインスレッドの待ち時間が減り、全体的な描画パフォーマンスが上がりました。やったね!

TVOSでリビングルームを制覇しよう!

tvOS対応はもうすぐです!tvOSは現在ベータ版で、どなたでも利用可能です。フォーラムに参加して開発を始めましょう!tvOSの正式対応は来るUnity 5.3.x のサイクルで実現します。

tvOSプラットフォームはApple TVの新しい入力デバイスであるSiri Remoteも UnityのInput APIを通してサポートしています。またオンデマンドリソースについても Asset Bundles を通して対応しています。

すでにUnityを使った素晴らしいゲームがApple TVでリリースされています – Apple TV向けゲームのリストをチェックしたり、私たちのブログ記事を読んでtvOS対応を先駆け、成功を収めた開発者の方々のアドバイスを参考にしましょう!

AppleTV_homescreen_3

Unity 5.3のAppleプラットフォーム向けのアップデートはまだあります。Unity 5.3からiOS 9とtvOSの様々な新機能 – たとえばiPhone 6Sの3Dタッチ、iPad ProとApple Pencilサポート、およびBitcode対応も行われました。もしUnityでtvOSとiOS 9向けにオンデマンドリソースを使って開発したいと思われるなら、こちらのブログ記事が参考になるはずです。

WebGLプラットフォームのアップデート

2015年3月、Unity 5.0のリリースとともに私たちはWebGLへの対応を”プレビュー版”としてリリースしました。それからしばらく経ち、5.1と5.2のリリースを通してこのプラットフォームへの様々な改善を行ってきました。本日のUnity 5.3のリリースをもってUnityのWebGLは”プレビュー版”から正式な対応プラットフォームへと昇格しました。WebGLというプラットフォーム自体がまだまだ発展中のものであることは心に留めておく必要がありますが、私たちの実装は現在のこのプラットフォームの制約の中ではかなりうまく動作するものに仕上がったと思います。

Unity 5.3のWebGLはたくさんのバグフィクスとより詳しくなったドキュメントに加え、WebGL シェーダーへの様々な改善、影描画、圧縮対応など、パフォーマンスとグラフィックスの改善に寄与する多くの改善が含まれています。

ブラウザーのWebGLサポートも以前と比べて格段に改善されてきましたので、潜在的なターゲットユーザー数も大きくなってきました。

現在のWebGLプラットフォームはUnityのすべての機能が使えるわけではありませんが、私たちはこのプラットフォームに継続して投資を行い、改善と新機能を今後のUnityのリリースとともにお届けしていきます。
UnityのWebGLの現状に関する詳細な解説とWebGL向けに行われきた様々な作業についてより詳しく知りたい場合は、この ブログ記事をぜひお読みください。

加えて、Cloud BuildサービスもWebGLをターゲットプラットフォームとしてサポートしました。一度プロジェクトを設定したら、WebGLのゲームのビルドはすべてCloud Buildに任せてしまえます!Cloud Buildを自分のゲームで使うための手引きはこちらにありますので、早速読んでスタートしましょう!

アプリ内課金も簡単に

もしあなたがすでにモバイルアプリでのマネタイズにアプリ内課金を使っているなら、さまざまなアプリストアに対応するために必要な設定や作業が一体どのくらいあるのかということをご存じかと思います。

Unity 5.3では、この痛みを新しいサービスで取り除くことを目指しています : それが Unity In-App Purchase (Unity IAP) です。 Unity IAPはアプリ内での課金処理の実装を簡単にし、さらにポピュラーなアプリストアに対して横断的に対応できます。Unity IAPはエディターのServicesウインドウから直接有効にすることが可能です。

UNT_analytics_IAP_20151130

Unity IAPはそれだけでなく、Unity Analyticsプラットフォームに深く統合されているので、アプリの購入動向などをチェックしながら、売上データを参考にしたゲーム内容の調整が可能になります。Unity IAPは現在iOS App Store、Mac App Store、Google PlayとWindows Storeに対応しており、将来的にはさらなるストアのサポートの追加を検討しています。

Unity IAPに関するより詳しい情報はこちらからお読みいただけます。もしくは、もうすぐに始めたい場合はこの導入記事をチェックすればUnity IAPの導入を始められます。

VRをはじめよう

VRSamplesLogo-800x400

わたしたちはUnityをすばらしいVRコンテンツを開発するための効率的で完全なソリューションにするべく取り組んでいます。度重なるエディターのリリースのなかで、UnityはOculus RiftやSamsung Gear VRを含むさまざまなVRヘッドセットへのサポートを継続的に改善していっています。

本日のUnity 5.3のリリースに合わせて、私たちはUnityでVRコンテンツの開発を始めたい人々にむけた新しいサンプルプロジェクトを公開しました。これらのプロジェクトはこれからVRを始めたい人々にむけたもので、VR環境にマッチした内容の比較的VR酔いのリスクのすくないアーケードコンテンツとして作りました。サンプルプロジェクトはVRシネマ・カーブ・ディスプレイ スタイルのメニューと、4つの異なるミニゲームとゲームプレイやプレイヤー入力に対する3つのアプローチで構成されています:

Flyer はヘッドトラッキングを入力にして、宇宙船でアステロイドの中を飛び回ることが出来ます:

Maze はトップダウンビューのテーブルゲームで、ヘッドトラッキングとボタン入力をつかってキャラクターを導いていきます:

Target Gallery はギャラリースタイル のシューティングゲームで、ヘッドトラッキングを使って狙いをさだめます:

Shooter360 360度のアリーナ・シューターです。アリーナドームの中で周囲からわき出るターゲットを次々に破壊するゲームで、立って遊ぶことを前提にしたデザインです:

サンプルプロジェクトには、どのように作られたかという解説とOculus VRで開発を始める初心者向けのアドバイスが合わさったチュートリアル記事もあります。このサンプルと解説記事が皆さんがVRコンテンツの開発をはじめるキッカケになることを願っています!どのようなコンテンツが産まれるのか、いまから楽しみでしょうがないのです。

…まだまだあります!

もうおなかいっぱいですか?ははは、お気の毒です。なぜなら、Unity 5.3の改善は残念ながらまだまだあるんです:

  • 数々のバグフィックス
  • オブジェクトとJSONを変換する新しいJSON API – クライアント/サーバーの通信やゲームの状態の保存に役立ちます。
  • マルチディスプレイサポート – 1つのアプリケーションで最大8個のディスプレイへのレンダリングが可能になりました。

いつものように、すべての改善・変更点は リリースノート をご覧下さい。

191 コメント

コメントの配信登録

コメント受付を終了しました。

  1. Qսel bonheᥙг Ԁe rеɡаrԀеr cе blοg

    Rᥱνiеԝ my ⲣаɡе;
    Chaudasse

  2. Until now, it still crashes on Mi Pad. Very frustrating because there are so many Mi Pad users.

  3. Superbᥱ post, pohr ne pas changer

    My ѡеb bloǥ :: chаᥙɗɑѕse (http://www.nosacuve.ovh)

  4. Roman Wanner

    1月 21, 2016 1:42 pm

    Since the new Update my MonoDev doesn’t work anymore. It doesn’t have any more Code Completition. And YES i did try ALL solutions i found on the Forums. I did delete de SLN Files, i did change the Editor in unity from (Built-In) to the Mono Dev version INSIDE the Unity Directory.

    It did all work just before the Update but now nothing works anymore. It’s not on a single Project. Its on all my old Projects & if i create a complete new one. It’s annoying as it destroys my Workflow. I did also reinstall Unity around 3 times…

    Also if i change the “.loadLevel” to the new “SceneManager” it just gives me an Error that “SceneManager” doesn’t exists. It isn’t the first Time i experience Problems with MonoDevelop after an Update. But its everytime very annoying. Im coding in JS, do not want to wait 1 year for VS to startup so im using MonoDev. Got used to it since GTA SA:MP used MonoDevelop for their GameMode Scripts.

    Anyways why the Code completition doesn’t work anymore? As i said it doesn’t matter if its a new Project or an old Project. It just doesn’t work anymore since the Update.

    Before the Update i was just working fine with MonoDev but after the Update (and obviously new Version of MonoDev) no Code Completition anymore.

    Is there a Way to downgrade my Unity back to the Version before this? As it did work just fine with the older Version (one before the actual)…

    But other than that great Work. Follow you Guys for some years now and love your Updates. It just gets annoying if MonoDev stops working as it should… So i’m downloading the new Update for the 4th time now. Will try it a last time before go to an older Version or wait until you did release a Version thats working for me.
    As i said, and before someone say it AGAIN, i did try around 99,9999999% of the Solutions and nothing did
    work for me. And YES i did activate code completition inside of MonoDev (it already was)

    So yes, I’m unhappy with this new Update at the Moment and i got a little bit stressed as without Code Completition I spend up to 5 times longer on a Script than usually… For example its very funny if you write .transform.rotation and not transform.Rotation but it wont show you an Error. It will show you one in Unity and you will have to go back to MonoDev change all the Errors. Those Errors wouldn’t happen if i’d have Code Completition so you get the Point hopefully.

    thanks anyways for your great work guys! i hope there will be a fix for this as it is pretty annoying and no solution online did work for me.

  5. Un ɑrtiсⅼе ⲣlein ⅾе ᴠéгіtéѕ

    mу ɦоmерaցе: Αmаtriϲе ⅼesbіᥱnnе, http://Www.paradiseupload.ovh,

  6. I mean unity 5.3 does not work but I have windows 10

  7. I need help unity 5.3 does now work but I have windows 10

  8. When I use 5.3.1 version to build a clear project for webplayer output.
    It has error occur.

    Failed to decompress data for the AssetBundle ‘WebStartData’.

    Wha is this error?

  9. Now the Google play services are not working at all. its full of errors. dont even think about upgrading if you are using the google play services in you project

  10. Tyler Hebenton

    1月 8, 2016 9:27 pm

    “Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation”

    Ran into some Animation workflow issues that took a while to solve. Might be worth taking this into more detail by adding that fixing interpolation problems after-the-fact is not a viable solution anymore. Interpolation methods should be updated before animations are keyframed now, to avoid problems.

    Also If I’m wrong about any of this could you please dive more into detail about this specific update? Cheers.

  11. Right to left languages Pleeeeeeeeaaaaaaase .

  12. Kayvan Sylvan

    1月 6, 2016 10:45 pm

    Can you add back in the all-in-one-download file installer? The way you are now packaging up the installer components breaks automated install and deployment.

  13. Gabriel Radic

    1月 6, 2016 12:54 pm

    I’m having issues with UnityScript Autocompletion

  14. Umutcan Erturk

    12月 30, 2015 3:57 pm

    Hi all. When I was updated unity 5.3 I want to build android apk. But unity tells me “no android module loaded”. I have android sdk and jdk. When I use unity’s lates ver. there was no problem. Can you tell me what have I to do fix it. Sorry my english. Thank you. have a nice day.

    1. Same here. I’ve updated to latest version and I have only one build choice WebPlayer, all the rest are gray.

    2. hey there,you have just installed the unity editor version only.you need to download other modules like for Android,WindowsStore,IOs from Unity webSite manually and install them or just download unity download Assistant ,then select and download which platform you want to built for through it.

      1. I am having same problem with 5.3.1 version. Can you share the link to download other modules like for Android,WindowsStore,IOs from Unity webSite manually?

  15. I found your blog website on google and verify just a few of your early posts. Proceed to maintain up the excellent operate. I simply extra up your RSS feed to my MSN Information Reader. Looking for ahead to reading extra from you afterward!…

    http://freeas400advice.com/upgrades-and-migrations/a-real-truth-on-wasp-control/

  16. Hi,
    I am using 5.3.p1 on a Mac to develop VR app using Oculus DK2.

    Since my update, Whenever I press Play, the Health and Safety warning never disappears (even after pressing keys/waiting/tapping Oculus) and the Unity is struck in Play Mode. I have to quit the whole application and restart.

    How can this be fixed?

    1. I’m having the same problem. I don’t think the “Update” is being called in the OVRManager

  17. Como se construye el apk en Unity 5.3.1, dice que no están cargados los módulos, pero en el Module Manager todos están descargados. . . :/ thx

  18. Borrower may fill the proper execution by sitting at home or at company
    There were two alternatives to get cash want you to borrow our own friends,
    nonetheless it wass not a little something we were considering as
    we wouldn’t want to hassle them with oour own finance troubles

    My web-site http://google.net/social12

  19. Ijust upgraded and now I cannot compile my project. I see these errors:

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)

    UNetWeaver error: NetworkBehaviour BaseNetworkBehavior1 cannot have generic parameters
    UnityEngine.Debug:LogError(Object)
    Unity.UNetWeaver.Log:Error(String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:20)
    Unity.UNetWeaver.NetworkBehaviourProcessor:Process() (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetBehaviourProcessor.cs:48)
    Unity.UNetWeaver.Weaver:ProcessNetworkBehaviourType(TypeDefinition) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1074)
    Unity.UNetWeaver.Weaver:CheckNetworkBehaviour(TypeDefinition) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1558)
    Unity.UNetWeaver.Weaver:Weave(String, IEnumerable
    1, IAssemblyResolver, String, String, String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1667)
    Unity.UNetWeaver.Weaver:WeaveAssemblies(IEnumerable1, IEnumerable1, IAssemblyResolver, String, String, String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1757)
    Unity.UNetWeaver.Program:Process(String, String, String, String[], String[], IAssemblyResolver, Action1, Action1) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:34)
    UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)

    Failure generating network code.
    UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)

    I am confused by this because my game does not use ANY networking whatsoever. Wtf am I supposed to do?

  20. Some NetworkLobbyPlayer and NetworkManager methods (now) make obsolete calls. Easiest to see in the Network Game Lobby (asset store). No errors in 5.2.3.

  21. Wow, did not work. Trying to fix it now…… Thanks
    Installed everything, and Monodevelop did not work… The second time I have had this problem with an update.

  22. Tiziano Lena

    12月 21, 2015 8:51 am

    As already said:
    FIX THIS!:
    error CS0104: ILogger’ is an ambiguous reference between UnityEngine.ILogger’ and ‘any other logger I have’
    Logging classes ( ILogger etc ) in the UnityEngine namespace is not so great.
    I have problems with Unibill and I’m struck. Please, we need an official fix!
    I can not do an Christmas update for Android due to this bug.

  23. RICHARD FINE you said you will fix this problem. How’s it going?

  24. I really don’t like the new syntax highlighting in shaders. It was way better before, especially with everything beginning with #

  25. Hey, I wanted to have my custom syntax highlighting in Monodevelop 5.9, and it seems that there is a condition missing.

    [pre processor directive text] does not exist -> recognizes as a plain text

  26. Maybe i am totally offtopic: How hard is it to have a list somewhere on the 100 webpages of unity, where people can actualy read the download/install size of the unity system? Like with all parts or the size of core part + size of additional download? I dont mean the size of the installer btw.

  27. Nested Prefabs? No? Ok, c ya.

  28. In unity 5.3.0f4 we found that particles in Mesh render mode is broken!

  29. Elmo Moulton

    12月 14, 2015 7:27 pm

    I couldn’t resist commenting. Very well written!

  30. unity download

  31. immeasurability

    12月 14, 2015 10:30 am

    when there are adequate WheelCollider?

  32. The shadows on Surface Shaders with custom lighting models looks blocky/low-res.
    The same scene/shaders in 5.2.3 doesn’t have this issue.
    Is this a bug? The 5.3 upgrade guide doesn’t mention any changes regarding surface shaders with custom lighting models.

    1. I’m getting similar issue, though it’s with the normal map. Now it looks pixelated. Idk if the issue is with the custom lighting model but yes, I’m using custom lighting model for that shader.

  33. Please fix this! It doesn’t show nothing except this! http://prntscr.com/9dhlm3
    If someone know what I need to do tell me please.Thank you.

    1. I have this problem

    2. Are you running on a 32-bit version of Windows? There’s a known issue with that right now. We’ll have a fix released this coming week.

      1. حسين محمد طاهر

        1月 14, 2016 6:53 am

        unity3d

      2. حسين محمد طاهر

        1月 14, 2016 6:54 am

        unity5.3

    3. Thank you that you correct this problem.

      1. I thought I’d post here in case anyone else experiences this problem since there is no description for the issue that I’ve seen unless it’s in a defect database somewhere.

        This just happened to me yesterday so I can confirm it’s still occurring.

        Defect: On OSX, the first time v5.3 is installed and launched, an unresponsive blank screen appears.

        On OSX, I just installed v5.3 (had been using v4.6 previously) and when I first opened the app the blank screen displayed.
        After closing and reopening twice, I was able to proceed as a workaround.

  34. When I load a new scene with SceneManager, and then I use FindObjectsOfType(typeof(X)), it only finds components in the primary scene. How can I search all scenes or a specific scene?

    1. Hi,

      I am very confident that Unity does search all scenes, if you are seeing anything else please send us a bug report with attach project so we can reproduce it.

      1. Yossi Horowitz

        12月 26, 2015 1:19 am

        I’m seeing the same behavior. Was this ever tracked down? Thanks!

  35. Guys, does anybody experienced such a problem: I’m on MacPro/GTX 285 (OpenGL 3.3), and I have a dramatic fps drop when using OpenGLCore (Standard Assets Example Project – AircraftPropeller4Axis).
    On OpenGLCore scene runs at 18 fps, but if I switch back to OpenGL2 (2.1) it is 380fps (stats window). Any idea why it happens?
    Thank you.

  36. These are all good things. Well done! But what I really want is simple: A way to lock or hide GameObjects.

    Imagine two small icons on each GameObject row in the Hierarchy, aligned to the right of the GameObject’s name. These should be visible only when you hover your mouse over the GameObject’s name. One icon is a padlock, the other an eye. Click the padlock and you cannot select the GameObject in the Scene view (you can still manipulate it via the Inspector). Click the eye and you cannot see it in the Scene view (or select it). Clicking a parent’s padlock/eye will apply the same for all of its children, but you should be able to then unlock a child while the parent is still locked.

    This would improve my enjoyment of working in the scene view immensly and considering how basic the feature is I’m surprised it’s missing. Note that I’m aware of being able to show/hide layers in the Scene view, it is not enough for me to work comfortably. Implementing these padlock/eye icons wouldn’t be difficult to do I imagine, especially the padlock since it would simply just ignore any clicks on a GameObject in the scene.

    For your next update of Unity, please consider implementing a way to lock and/or hide individual GameObjects from the Scene view (with just a simple click in the Hierarchy). I believe many would appreciate it.

    Thank you again for your hard work!

    1. Yes, locking GOs has been on our wish list since Unity 3. Think Adobe Illustrator. So many times we’ve inadvertantly selected objects and either deleted them or modified transforms by accident. At one time we did have a Unity Asset Store plug-in that did this: https://www.assetstore.unity3d.com/en/#!/content/4851

    2. Hallo Mackan,

      Try using QHierarchy from the Asset Store (https://www.assetstore.unity3d.com/en/#!/content/28577). It’s an amazing productivity tool and you can change your workflow with hiding and locking objects (and a lot more) with some clicks for low cost. If you want to create groups and control them independently from the hierarchy I would suggest ProGroups as an extra (https://www.assetstore.unity3d.com/en/#!/content/13809).

    3. You can use QuickToggle from UnityToolbag, it’s opensource and free.
      https://github.com/nickgravelyn/UnityToolbag/tree/master/QuickToggle

  37. At my computer unity3D 5.3.0f4 does not even start , is there any problem at my hardware? When I open every time unity3D it just show the unity3D logo and then a window of it filled with dark grey color

    1. ++how do I fix this problem

      1. MattFromPhilly

        12月 15, 2015 1:47 am

        What is your hardware? You might get more responses if you at least tell us if you are Mac or Windows. I am on a Mac and had problems running after the upgrade. I had to log in with my admin account and launch Unity as well as Mono Develop for them to work under my main login. I also got info on the main folder inside the Unity package and added read and write permissions for my main account and selected the option under the “gear” to apply the settings to all subfolders. This seems to have fixed it. If you are on Windows, a similar permissions fix might be needed? Try launching under your admin account and re-install if that doesn’t work.

  38. Monodevelop lost ability to create not exiting methods and fields on refactoring…

  39. I’ve had 25-50 fps in my game, and now 15-20.

    Great optimazation! [sarcasm]

  40. @KARL For future updates, don’t forget about feature requests that have existed for quite some time ;)

    https://feedback.unity3d.com/suggestions/allow-us-to-pause-stop-and-resume-coroutines

    (Since in one of your previous posts you talked about expanding Coroutines in future Unity versions)

    1. Yeah I was too lazy to check :(
      I’ll give it a vote as way of recompense

      1. Never mind, thanks for checking it out!

  41. Steven Brent

    12月 10, 2015 2:43 pm

    This is an amazing update. The VR samples are especially welcome. So at this point, is there any reason to use the Oculus Utilities for GearVR development? The built-in support seems complete, but I am wondering if I miss out on anything by not using the Oculus code. Thanks!

  42. This is great!

    Accessing the whole particle system through scripts and integrated in-app purchases are exactly what I wanted right now. Are you stalking me?

    I’ll have to look into the new 2d physics features properly. I expect there are some great new opportunities.

    Thanks very much Unity team. Great prioritization IMO.

  43. Bjon Javin S. Reyes

    12月 10, 2015 10:25 am

    Unity 5.3’s torrent has no executable files for documentation, Blackberry support, Flash support, WebPlayer support, Windows Phone support, Google Native Client support, Wii support, Wii U supoprt, Nintendo 3DS support.

    Can the Unity 5.3’s In App Purchase pay for its Unity 5.3 Professional Edition license?

    Could you open source the support executable files for deprecated target platforms?

    1. I would be interested, specifically, in being able to export to Flash. It was a sad day when Unity removed the ability to export to the Flash format, there are still many of us that appreciate it.

  44. For 2D developers do not upgrade!. Surprise more 2D bugs do not spend money(I mean time) before a patch. 2D Triggers are not working, there is a post on Unity answers.
    For a software first created for Mac this new Microsoft like policy of release a version and let the users try it and spend time (time = money) finding and reporting bugs is a shame.

  45. Hello, again!
    And again we cant just migrate to 5.3 version; If you used Unity test tools in earlier versions with “Substitutes” you cant compile project now. First of all you have included NUnit.Framework into engine, so there is a conflict already with Nunit class duplicates. But if you remove UTT from project, Substitutes isn’t found. Any tips?

  46. I’m attonished, you are covering a lot of stuff that I have been waiting: complex/multiple scene management, IAP, all particle properties accessible through scripts, 3D control of the particles, JSON API are super welcome,
    multi display I was looking for these in a future project but with this now available it makes much easier, THANKS A BUNCH UNITY TEAM!

  47. Is the any news on the Unity Linux Editor?

  48. its need about 30 GB for install all features. Ok np. Wait what ?! how this can be explained?
    i think something is wrong in new unity installer :D

  49. So again I take ages to make my models with hingejoints stable and working then with the new update they are all broken again and need testing and rewriting for the new joints in 5.3. Cant you just leave them alone?

  50. Is Nintendo 3DS still in the works?

  51. Hi, I currently have Unity 5.2.3 and it tells me that it the latest update when I search for updates, how can I get this please?

    1. Just download it from the site: http://unity3d.com/get-unity

      1. I also asked this question (earlier). LOL thanks for letting us know! :-)

  52. At my computer unity3D 5.3.0f4 does not even start , is there any problem at my hardware?

    1. ++ when I open every time unity3D it just show the unity3D logo and then a window of it filled with dark grey color

    2. paintingMist

      12月 10, 2015 1:44 am

      I am getting the exact same thing after upgrading to 5.3.0f4 (32 bit). After launching, I get a Unity window, all black, with just a close button at the top right. What’s up?

    3. paintingMist

      12月 10, 2015 2:05 am

      Ok, now I see that many people are having this problem:
      http://forum.unity3d.com/threads/unity3d-5-3-not-working.372682/

      I’m using Windows 10, 32 bit, but it seems other configs are having same issue.

      Looks like they may have a solution of copying some missing files. I’m going to try it.

  53. For some reason when I click update on my Unity (I have 5.2.3) it says I have the latest version. Shouldn’t it prompt me to update to 5.3?

  54. Matheus Vinicius

    12月 9, 2015 3:06 pm

    Missing some improvements to Windows Phone. As support for Windows 10 Mobile and improvements in optimization ;-)

  55. Any tutorial for using SSRR reflections?

  56. i tried the Buoyancy Effector 2D. but it didnt worked. i tried it like a Area Effector 2D.
    Where can i download the GIF Sample Assets from Unity 5.3 or other example of new Buoyancy Feature ?

  57. Richard Bubeck

    12月 9, 2015 2:32 pm

    Unity is a great engine. However, 5.3 has some problems for me. I work on x64 system with Win8.1. (a) Monodevelop has a Print capability now, which I was happy to see. But it does not work properly, only prints 4-5 lines then has a page eject. Not good. (b) When I use “Add Component” to object I get a crazy graphic (blue gray lines) screen on the select menu; scripts are particularly difficult to add. I am now reverting back to previous Unity 5.xx version.

    1. Could you please submit these problems as bug reports?

    2. I’m having in the same graphic issue with the inspector when I click add component. Where you able to resolve the issue?

  58. Adoha Cgart

    12月 9, 2015 2:11 pm

    Thank so much for a good update,
    But I see haven’t anything improve baking light map with ambient occlusion?
    Ambient occlusion with unity 4.6 so good, but now I have a big problem with unity 5.2
    I make for phone device, so can’t use SSAO script
    Waiting for new update
    Thank so much!

  59. has the support for GMA 950 dropped already in Unity 5.3?

    I downloaded and installed unityeditor32 [242 MB] setup file and the setup successfully completed but when I launch the editor, the Unity Splash Screen appears then the window (which is supposed to switch to Open Projects) but instead it stays dark gray and doesn’t proceed any further.
    I didn’t install any other package/s cause the internet is very slow (torrent gave 7 kbps!) the download speed from Unity server is 70 – 100 kbps so I used to download through unity server.. is it necessary that I install at least one of the platform addons just launch the editor or is it a bug? Or has the support for GMA 950 been dropped starting with 5.3?

    Thanks

  60. So how are we suppose to use multi-scene? Should we add all scenes in the hierarchy view and load/unload whenever? Is it better to load scenes additively?

    I’m reading that cross-scene referencing does not work yet. This is a big disadvantage and would still force me to use DontDestroyOnLoad to relay data from other scenes.

  61. For those who use UNet in their games, be aware to backup your game before upgrading it to 5.3. There is a high chance of getting UNetWeaver errors as it was in my case. Waiting for 5.3.1 with a fix. So sad.

  62. Oh my gawd dat particle system! Dem 2D tools! Seriously, loving the particle update, and the 2D tools are simply screaming out “Make a 2D game!”. :D

  63. Amazing ! Multi scene editing and IAP looks really exciting to try !
    Mono Develop update was also really necessary !

  64. The installer shows version 5.3.0f1 while it’s actually f4. :)

  65. What is the smoothest way to upgrade from 5.2.3f1 to 5.3 for an ongoing project? Can one merely install the new version, open the old project and fix any API re-names, or is the project locked to the version it was created in unless one exports and re-imports a full asset-archive to a new project?

    1. http://docs.unity3d.com/Manual/UpgradeGuide53.html may be helpful but doesn’t answer my question directly. I guess I will test. :)

    2. Richard Fine

      12月 9, 2015 4:06 pm

      You should just be able to open your 5.2 project in 5.3. As always, we recommend you make a full backup of your project first, though.

  66. Is Google Cardboard natively supported by the new VR features, or do I still need to use the Cardboard SDK for Unity from Google?

    1. Hi Jim,

      I’ve built the DemoScene.unity for google cardboard with Unity 5.3, and my application crashes at the start. An apk without VR works perfectly.
      I have a Sony Z1 compact.

      Does it work in your case ?

      1. I haven’t had a chance to test it yet and probably won’t until sometime next week…. I will post here once I do.

  67. Are you guys EVER going to have a “sale” so that we can buy the Pro version at a reduced price? – I’ll bet you would be surprised how many copies you sell if you have a 25% off sale or something like that. You’d probably sell more copies during a “sale” than during normal price days.

  68. What about visual studio as default IDE?

  69. Andrew Peterson

    12月 9, 2015 4:08 am

    Awesome stuff!!! I can’t wait to try it out!

  70. Wayne Wenthin

    12月 9, 2015 2:55 am

    What happened to the 2D tools shown off at Unite? I was really looking forward to those.

    1. Richard Fine

      12月 9, 2015 3:04 am

      The team decided that they weren’t quite user-friendly enough to be ready for 5.3, and they needed a bit more time. Shouldn’t be much longer now, though!

      1. Wayne Wenthin

        12月 9, 2015 4:18 am

        Ok I guess I’ll “suffer” with all the other great stuff. Thanks for the update!

  71. I’m looking forward to trying 5.3.

  72. The particle system upgrades look awesome! Did you happen to fix the issues with inherit velocity? It never seemed to work correctly.

    1. A lot of the inherit velocity problems are because users have rigidbodies driving the particles. If you use a rigidbody you should enable interpolation so the calculation of velocity will be correct, we added a little warning in the inspector to prompt this.

  73. Juan Pablo Velasquez

    12月 9, 2015 2:26 am

    Hey I’m really excited about the new features. However, I still don’t understand why you haven’t fixed the issue where baked lights are not casting shadows on terrains. Any idea when this will be fixed? It is a big blocker!

  74. Wow! The Multi Scene stuff looks rad!

  75. JEFF JOHNSON

    12月 9, 2015 12:18 am

    The new particle system struct properties are great – however they are read-only. How do we apply changes back?

    1. Richard Fine

      12月 9, 2015 12:52 am

      No need – the structs that you get from those properties are ‘wired’ back to the underlying particle system. Just changing the values on the members of those structs should be all you need to do.

  76. Does the multi-scene editing allow for instantaneous editing during gameplay? Or will you still need to exit to make changes and save them?

    1. No we don’t support saving whilst the game is running.

  77. Jordan Martin

    12月 8, 2015 11:55 pm

    Still desperately awaiting news on Unity for 3DS!

  78. Unity is the best thing I’ve met in my life

  79. I can’t find any documentation on the new JSON API?

      1. Does the JSON Serializer support Arrays?

        1. Richard Fine

          12月 9, 2015 12:12 pm

          Yep. If it works in the Inspector, it’ll work in the JSON serializer.

  80. Just great!

  81. Walter Torres

    12月 8, 2015 11:23 pm

    I seen that the ParticleSystem.Particle has a bunch of deprecated properties now.
    And now the particles ask for a particle system in order to retrieve this information, I used to use my own curves that could handle as many colors as I wanted, and then I use to set them using Particle.color, how would I go about doing this now?

  82. Where are the CustomYieldInstructions ?

    1. They are included. Can you not find them?
      Scripting: Added CustomYieldInstruction class for implementing custom yield instructions

  83. Amazing new features! Thanks Unity Team!

  84. Thank you, everyone at Unity, for your hard work! Reading the patch notes felt like Christmas <3

  85. Does this mean we’re using a newer version of Mono as well? Or is it just the IDE that has been upgraded?

    1. Richard Fine

      12月 8, 2015 10:27 pm

      Nope, only the MonoDevelop IDE. Progress towards upgrading the version of the CLR we use is ongoing, but it’s a long road with many other things we have to sort out first (such as moving Mono-AOT platforms over to IL2CPP). Keep an eye on http://www.unity3d.com/unity/roadmap for progress updates.

      1. Is it gonna be feasible in the 5.x timeframe? It this rate, I’m guessing not.

        1. i was wondering cause I’m new how do you make the avatars

  86. Mat Brummitt

    12月 8, 2015 9:54 pm

    Amazing updates! Thanks so much to everyone responsible.

  87. Why the following editor change?

    In the Hierarchy tab and the Project tab (in 1 column layout mode), you used to be able to use the left arrow key to select an item’s parent container. Now, when you use the left arrow, it behaves the same way it does when you press the up arrow – i.e., it just selects the item directly above it. This change just made the process of hiding and showing children items using the keyboard take more effort and more time. Now, our options are to use the mouse to click on the parent folder or to use the left or up arrow repeatedly until we finally reach that parent item. Was this change intentional? Is there a good reason for it? If not, I’ll gladly file a bug report.

    1. +1, this change is annoying!

    2. This was intended according to the post here: http://forum.unity3d.com/threads/select-childobjects-parent-from-hierarchy-in-unity-5-3-0f1.369639/

      I also find this change to be less intuitive and harder to use.

      1. Thanks, @Hudelf, for sharing that link. Unfortunately, I don’t have the privs to reply. Thus, I created a feedback item, here: https://feedback.unity3d.com/suggestions/unity-5-dot-3-0f1-left-arrow-selection-change-created-a-regression-in-productivity

        Hoping Unity will reverse course on this change.

    3. Michael Stevenson

      12月 10, 2015 8:35 pm

      Agreed, I’m going to file this as a bug report since it is a major disruption to my workflow.

      In large projects there are often hundreds of items at the same depth in the hierarchy, making it incredibly impractical to use the keyboard for navigation in 5.3. I’m now having to scroll and visually identify the parent nodes, then use the mouse to manually expand & collapse the hierarchy, requiring significantly more time and mental load.

    4. Martian Games

      12月 11, 2015 9:16 am

      +1, this change is annoying!

  88. Lot’s of good stuff in 5.3 \o/

    I would be interested to get an answer for these questions:

    Does the mesh complexity affects the performance of the skinned mesh emitter? For example, is emitting 1000 particles from a mesh with 100 vertices faster than emitting the same amount of particles from a mesh with 10000 vertices?

    Do 3D particle collisions use the physics system? Which might imply that the cost of 3D world particle collisions is affected by the (collider) complexity of a scene?

  89. right before Ludum Dare, again.
    hopefully WebGL export will hold against old WebPlayer little bit better, now

  90. COWABUNGA!!!
    Are you sure this is Unity 5.3?
    For a moment I thought this has to be Unity 6.0 at least…
    This is a MAJOR Update() {
    // Thanks a lot crew
    // GREAT JOB
    }

  91. Ben Coleman

    12月 8, 2015 7:41 pm

    Does the multi-scene editing support cross scene references?

  92. Craig Stern

    12月 8, 2015 7:39 pm

    Good stuff!

    Suggestion for the next update: you guys should really devote a little time to fixing the Text Mesh gameobject; it’s basically unusable in its default state, which makes Unity difficult to use in creating any sort of text-heavy 3D game.

  93. guillermolmr

    12月 8, 2015 7:39 pm

    I thought that there was going to be a upgrade to the AI system. But multi-scene-editing is awesome!!! I can’t wait to try it.

    1. Richard Fine

      12月 8, 2015 7:44 pm

      The AI team are still hard at work on things, particularly upgrades to the way Navmesh is baked and the level of control you have over it. Check out http://www.unity3d.com/unity/roadmap for more details.

      1. guillermolmr

        12月 8, 2015 7:50 pm

        Thats great! Thanks.

  94. Another amazing release, thank you guys.

  95. Saves me a lot of trouble getting into Samsung Gear VR Development

    Will dive into the tutorials immediately

  96. Hello, i am excited about VR menu and etc…so i saw weapon hold and i ask if you plan to introduce IN UNITY plugin for PSMOVE,i know we have some unofficial plugins but its better to have it working perfect for unity,i tryed many ways to fit the pressbutton with player but i cant..so maybe this API i got isnt too good or correctly configured…
    About the news i am excited about proximity head with tracking to we can make interactions better like: hey dont close up to my face…or something like that.or “hey,dont take look so much on these engines”

  97. What will happen to the deprecated “IssuePluginEvent”, we are using the cardboard plugin (IssuePluginEvent(kCardboardRenderEvent)) and now is unusable because of this, we don’t know what the new callback is :S

    1. Aras Pranckevičius

      12月 8, 2015 7:35 pm

      The old callback still works (if it does not, that’s a bug and please file a bug report with details)! There’s a new overload for GL.IssuePluginEvent that allows more than one plugin to interact better, without stomping on each other. That’s the recommended way, but by all means the old one still should work.

  98. Stephen Pettit

    12月 8, 2015 7:25 pm

    Any tips for the skinned mesh emission to get that on fire look? Right now I can only get particles to spawn sort of on the animation’s path but not keep the characters volume.

    1. Yes its a known bug.

      Hey!

      Mesh Shape Source: You can now use a skinned mesh as a source for particle emitters

      Feel free to have some fun with this feature but be warned it will change in the next patch, there are some known issues with the positioning which we are working on addressing now. So if things don’t align correctly then hold off for an upcoming fix.

  99. Daniel DUCTEIL

    12月 8, 2015 6:48 pm

    Hi,
    Is it already christmas ?
    Thank you

  100. Andrew Slater

    12月 8, 2015 6:30 pm

    With OpelGL 4, does this mean tessalation will be available on the Mac now?

    1. Aras Pranckevičius

      12月 8, 2015 7:33 pm

      Yes. For Mac GPUs that support OpenGL 4.1 (most recent Macs do), tessellation & geometry shaders are supported. Note however that compute shaders are not supported, since they need OpenGL 4.3 (and all Macs only have up to 4.1).

      1. So…how do you enable tess for openGL 4.1? I tried from the docs but no effect.

  101. Amazing new features ! Thanks so much Unity !

  102. Hey,
    I’m experiencing GREY SCREEN at startup. Yes, I mean a grey screen instead of login splash screen.
    This problem appeared in 5.2 and it was related to antivirus that considered Unity Launcher as malware.
    This time it’s something different because all the files are okay. Some people say that 5.3 must be installed to disc C only to prevent this problem . . .
    Is that correct? Thanks.

    1. Windows user who have 5.3 working, share screenshot of Your “AppData\Roaming\Unity\Packages”, please.

    2. I am getting (after Splash Screen,) a dark gray window (which was supposed to switch to Open Projects window, but doesn’t show anything). Clicking the Close button [X] ends the process immediately. Are you having this issue too?

      Are you facing the above problem too? (I installed Unity is C drive BTW.)

      Looking at the System Requirements, it’s the same as 5.2 (which says “any card since 2004 supporting SM2 should work”), so assuming support hasn’t been dropped, maybe a bug with old devices (mine is GMA 950)? Or maybe the support is dropped but yet to be updated in the System Requirements page?

      Do you have a dedicated graphics card and still having this problem OR are you using an old computer like I am?

      1. OS: Windows 8.1

        No Antivirus installed, only the Windows defender which comes with Win installation is there (but it too hasn’t been updated and hasn’t given any warning or anything) .

        1. Sorry for late reply, Neo.
          Have You managed to fix that?
          I had ALL my previous versions of Unity working from Disc E. I haven’t up/downgraded my PC. Antivirus’s OK.
          Although I’ve a temporary solution youtu.be/GJv9lCnnUI8 but I’m looking for a patch that’ll allow me to get Project Selection Window.

  103. Will you guys support steamVR natively?

  104. Thank you for crossplatform in-apps service!!!

    No more pain around selecting plugins and services!!! Yey!!

    1. Also 2D placeholder assets tool awesome! Thank you!

  105. Is multi-scene editing equivalent to this plugin ? https://www.assetstore.unity3d.com/en/#!/content/15577
    Thx

    1. Seems so, the author already added “… but are stuck on a pre-5.3 version of Unity.” into the description. Don’t know about the exact implementation differences and advantages/disadvantages but it seems like a equal implementation of this now built-in feature.

  106. Multi scene editing is great.
    Logging classes ( ILogger etc ) in the UnityEngine namespace is not so great.

    1. Yeah, all my projects ended up with ” error CS0104: ILogger' is an ambiguous reference between UnityEngine.ILogger’ and ‘any other logger I have’

    2. Same: ILogger' is an ambiguous reference between Uniject.ILogger’ and `UnityEngine.ILogger’

  107. Devang agrawal

    12月 8, 2015 4:51 pm

    Wow!!!Vr sample#

  108. Hopefully they fixed the most scathing alpha blend mode flickering glitch in 5.3.

    1. Aras Pranckevičius

      12月 8, 2015 7:31 pm

      Any details on what the bug is/was?

      1. This has already been reported on the forum routinely and finally followed by karl.jones although there is no report on the progress.[latest forum thread]

        In case you have no clue of how frustrating it is, watch this[video on YouTube which demonstrates the glitch]

        1. Hey. Its still being investigated. We are working through particle fixes so it will get handled but no ETA at the moment.

  109. Gergely Zsolnay

    12月 8, 2015 4:30 pm

    Yay, particle scaling! As a technical artist, this is how I feel:
    https://www.youtube.com/watch?v=Grr1AyiOYQU

  110. What does this tweet mean: https://twitter.com/unity3d/status/646333192471998464 ?
    What changed in 5.3 for Vita?

  111. Um… for some reason after installation a lot of functions under System.IO.File are missing… =/

    1. Richard Fine

      12月 8, 2015 4:33 pm

      Did you install support for all the platforms you want, and set your project to use the correct platform in the Build Settings window? (If platform support can’t be found, Unity defaults to the Webplayer as a target, which is missing certain System.IO.File functions for security reasons).

  112. Hey!

    Mesh Shape Source: You can now use a skinned mesh as a source for particle emitters

    Feel free to have some fun with this feature but be warned it will change in the next patch, there are some known issues with the positioning which we are working on addressing now. So if things don’t align correctly then hold off for an upcoming fix.

  113. Kashif C. Riley

    12月 8, 2015 4:06 pm

    Looking forward to the new changes, especially on the rendering front with getting Scene Parity with cubemaps. And SSRR will be something I will try… and multiscene editing… hell yes…

  114. Can’t wait to try the VR demo and improved particle system!!

  115. Michał Piątek

    12月 8, 2015 3:59 pm

    Great. Particles, particles, particles. Also the multi-scene editing. Next stop: custom particle vertex data and HDR colors ;)

  116. Jonney Shih

    12月 8, 2015 3:57 pm

    Finally ! I like the new download repartition. Congrats, but I’m kinda sad some of the best features got pushed back to 5.4 and 5.5.

  117. Awesome :D

  118. Dênis Fernandes

    12月 8, 2015 3:42 pm

    Particle collisions & In App Purchase,that’s what i need. thanks Unity!

  119. Taufiq Abdullah

    12月 8, 2015 3:39 pm

    WOW!!!
    new MonoDevelop :D

  120. Jardel Elias

    12月 8, 2015 3:23 pm

    Multi-scene editing! YES!
    Exactly what I needed for my new game!

    1. Gideon Cresswell

      12月 8, 2015 4:41 pm

      Ditto! This is the best thing I’ve heard in ages. Thanks Unity.