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皆様に嬉しいお知らせです!本日より全てのユーザーがUnity5.5ベータ版をお使い頂けるようになりました!
こちらからダウンロードしていただけます。今回のバージョンで追加された新機能や改善された機能が沢山あります。ぜひ、皆さんのプロジェクトにお役立てください。ベータ版をお試しいただく前に、プロジェクトのバックアップをお忘れなく!

Unity5.5ベータ版のリリースは、3月にリリースされたUnity5.4ベータ版にて導入されたリリースのパターンを引き継いでいます。つまり、Unity5.5ベータ版へのフィードバックが十分に集められた時点で、安定版となります。それまで、現在の安定版をお使いのユーザーは Unity 5.4.xをご利用いただけます。私たちは常に安定した信頼性のある開発プラットフォームを提供することをお約束します。

Unity5.5ベータ版のハイライト:

ラインレンダリングとパーティクルの改善

Unity5.5ベータ版では、ラインとトレイルの描写が改善されました:ラインレンダラー(LineRenderer)は、特定の点を結ぶ線を描写し、トレイルレンダラー(TrailRenderer)は物体が動いた跡を描写します。この二つとも描画アルゴリズムが改善されました。以下の画をご参照いただくと5.5と5.4の違いがお分かりいただけると思います:

55vs54lines copy

パーティクルシステムが改善されました。ビジュアルエフェクトで追加されたオプションには例えば以下のものがあります:

新しいライトモジュール(Lights Module) ではパーティクルの割合によってリアルタイムにライトをアタッチすることができ、そのライトはパーティクルの設定を引き継ぎます。これにより、パーティクルで周囲に光をあてることが簡単になります:

ライトモジュール(Lights Module)の設定の例:

新しいノイズモジュール(Noise Module)では、パーティクルの動きにノイズをつけることができ、クオリティ設定によってノイズの量やスムーズに動くハイクオリティなノイズを設定することができます。

ノイズモジュール(Noise Module)の使用例:

新しい トレイルモジュール(Trails Module) でリボン状のトレイルをパーティクルシステムに簡単に追加できます。トレイルモジュール(Trails Module)の使用例:

トレイルモジュール(Trails Module)には様々な表現をサポートするための様々な設定があります:

カラーグラデーション のシステムでより柔軟な設定ができるようになったので、より幅広くパーティクルの色を調整できるようになりました。色を選択し、それぞれの色の配分を設定できます:

image02

image03

image08

パーティクルシェーダーにカスタムデータを送ることができます。例えば大きさ、回転角と速度などです。また、ついに接線(tangent)をシェーダーに送ることが出来るようになったので、法線マッピングもできるようになりました。さらには、スクリプトからカスタムデータをパーティクルにつけることも可能です。これら新機能を試す際に作成したカスタムエフェクトの例:

より多くのカスタマイズや設定を望む方のために、メインパーティクル設定のすべてのプロパティがスクリプトでアクセス可能になりました。シェーダーを自作されたい方のために、カスタムデータをパーティクルシステムの頂点シェーダーに送る機能を追加しました。

最後に、 エフェクトにサブエミッターを追加できる数の制限をなくしました。これにより、いくらでもエフェクトにサブエミッターを追加できるようになり、それらは親パーティクルからのプロパティ、例えば色や大きさ、回転角と速度などを引き継ぎます。

Unity5.5ベ−タ版で改善されたツールで、素晴らしいビジュアルエフェクトを作成してください!

まだまだあります。

今回ご紹介した新機能以外にも、Unity5.5ベータ版には、まだまだ新しい機能が沢山あります。是非お試しください:

  • Mono C# コンパイラー がMono4.4にアップグレードしました。これにより、パフォーマンスが向上し、多くのバグが修正されました。これはC#コンパイラーのみのアップグレードであり、Monoランタイム全てがアップグレードされたわけではありません。しかしこれは Unityの.NET体験を進歩 させ現代化させるための重要な一歩となります。
  • WebGL 2.0が使用できるようになりました。新しいプロジェクトを作成すると、デフォルトでWebGL 2.0が使用できます。これによりOpenGL ES 3.0相当の標準機能をサポートするブラウザでのレンダリングと画像の品質が向上します。
    ブラウザーでのサポートは限定的ですが、ブラウザーベンダー側での対応を期待します。
  • 新しい 2Dの物理演算の改善 。Rigidbody2D物理挙動コンポーネントの新しいプロパティーとコリジョン検知オプションの追加。
  • Unityの テクスチャーインポーター が改善され、テクスチャーの形式を圧縮方式から切り離したり、テクスチャー形状をテクスチャータイプから切り離すオプションが追加されました。
    HDRテクスチャーでは、メモリー使用量を抑えるためにUnityではFP16フォーマットとBC6H圧縮をサポートしました。

Unity5.5ベータ版の全機能一覧は、リリースノート(英語) をご参照ください。 なお、全機能一覧は、ベータ期間中にいただいたフィードバックを受けて今後変更される予定です。

新しいスプラッシュスクリーンのツール

心待ちにされている方も多くおられると思いますが、この新しいスプラッシュスクリーンのツールは、後に続く5.5ベータリリースで実装される予定ですので、もうしばらくお待ちください。なぜこのツールが今回のリリースに含まれていないかというと、できるだけ早く、皆様に5.5ベータの他の新機能をお使いいただきたいと考えたためです。

Unity5.5ベータ版をお試しください!

Unity5.5ベータ版で提供される多くの改善の中で一つでも皆さまのプロジェクトのお役に立ちますように。また、このベータ期間を通じて、より磨きをかけたリリースを提供できることを楽しみにしています。

もしUnity5.5ベータ版で問題が起きた場合は、ヘルプメニューの Unityバグレポーター を通じてバグレポートにご協力いただき、 Beta版のフォーラムに投稿いただければと思います。

79 コメント

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コメント受付を終了しました。

  1. What about Retina support for Unity Standalone games? The editor is now retina ready but standalone games/apps still not…

    https://feedback.unity3d.com/suggestions/retina-for-os-x-standalone-builds

  2. Ahmad Karami

    9月 16, 2016 10:16 pm

    For years I worked on different projects with different engine.
    Unity is very different.
    Unity gives a great opportunity to developers.
    Projects with Unity:
    Learning Unity is the speed of light
    Unity projects are fast.
    Unity in support of the miracle.

    I am working years with Unity.
    Migration to other engine is impossible.
    Because Unity is available here.
    You download the Unity
    Enjoy this engine.

    Thanks A Lot Unity Guys and Girls
    You’re amazing 8-)

  3. Does the 5.5.0b3 version has got Microsoft Hololens support?

  4. Would love for an update on Network Rendering for light maps.

  5. THANK YOU for the TrailRenderer improvements! ?

  6. any plans for better shadows? better as in more accurate, softer and higher (or custom) resolution.

    1. How about SVG shadows? They’re super smooth.

  7. Kashif Riley

    9月 8, 2016 9:34 pm

    These are some nice additions to the toolset, especially the use of true HDR maps for things like skies… I had an issue with setting these up and it became a pain to light my scene risking extreme overexposure.

    Are there new shaders for Sky boxes that utilize the Full HDR range? And what is the status of the Lightmapping tools that is so hotly sought after? Will we ever seen them? And will mixed mode finally get fixed?

  8. Stephen Gower

    9月 8, 2016 7:31 pm

    Would Unity 5.5 beta have also have all the latest bug fixes applied in the latest patch release? (5.4.0p4)

  9. larry kirschner

    9月 7, 2016 8:37 pm

    Just downloaded it and loaded up my project. Every time I try to run, I’m blocked by this error:

    All compiler errors have to be fixed before you can enter playmode!
    UnityEditor.SceneView:ShowCompileErrorNotification()

    …the only thing is there are no errors in the console. Does this sound like any known issue?

  10. Please work hard on this and make it easy to use.
    Thank you.

  11. Diogo Rodrigues Roessler

    9月 6, 2016 9:46 am

    Hello Unity, I would like to know if at any time you wish to make a Unity free? is a special version of Unity.

    Or if it really is always and always Unity Pro with 500 R$ per month.

    I’m from Brazil and a minimum wage here in Brazil is 620 R$. I have 3 Projects completed from 2012 to 2015. And really, I don’t want to stay a lifetime paying Unity Pro. being that I don’t make a game every month. And with the Unity Plus really after $ 3,000 I have to buy Unity Pro!

    Of course that’s the point of me a lot. I love you Unity Tech, I hope to continue doing a great job with the Unity. But you have to appreciate the Indie community too. Thanks for the space.

    1. Kristyna Paskova

      9月 6, 2016 4:45 pm

      You can always use the free version of Unity unless you make $100k/year in revenue or funding: https://store.unity.com/download?ref=personal

  12. I’ve been waiting these particle changes for a long time, the trail renderer was so bad and buggy and all the replacements in the asset store were just as bad you just couldn’t use it, now you fixed it AND you made it compatible with particle systems? Im addicted to particle systems and more options is just great, and making sub-emitter able to inherit specific properties from parent (if that’s what you meant) is mmmmm so good.
    10/10

  13. Nice to see particles being improved, but I would like to see all the features from the legacy system implemented before that is removed. I’m thinking of Systematic in particular, as I use that a lot.

    1. Richard Fine

      9月 3, 2016 11:26 am

      Could you head over to the forum thread and tell us more about the things you think are missing?

  14. Wildan Mubarok

    9月 1, 2016 10:37 pm

    Three things that i’d love in this update

    – Particle system
    – JSON upgrade
    – Selection wireframe changes

    keep doing these updates!

  15. In any way I will not understand!
    Into this beta enter 2D experimental possibilities from 5.5 alpha or not?!?

  16. In any way I will not understand!
    Into this beta enter 2D experimental possibilities from 5.5.0.a6 or not?!?

  17. This article has so much particle porn, it’s beautiful

  18. Andrea Leganza

    9月 1, 2016 4:37 pm

    A question: it’s possible to control a single particle via script? eg: the particle system fires particles, and at some precise time a user-made script controls one or more of them and move to a precise position.

  19. Mr. Interest

    9月 1, 2016 2:44 pm

    Any idea when we’ll have the next beta released? The current editor is quite slow. Any road-map for that?

  20. Assembler Maze

    9月 1, 2016 2:11 pm

    And we finally have the ‘DrawMeshInstanced’ API. Very very useful. But the beta is quite unusable, a lot of lag in it (that’s for my open-world project, I don’t know about others). So I guess I’ll have to wait for the second beta.

    Any ideas/notes on the timeline of the second release? One, two, three weeks, months?

  21. Nice update, but please fix point light shadows, they’re too pixelated.

  22. Thanks guys! New compiler is super cool, but we need new runtime too:
    https://github.com/Unity-Technologies/mono/blob/unity-staging/mono/metadata/metadata.c#L3952

  23. Sunrisekingdom

    9月 1, 2016 9:06 am

    I made some tutorials for unity 5.5. I hope they help.
    Unity 5.5 – Particle – https://www.youtube.com/watch?v=5cV88rWxhQw
    Unity 5.5 – Particle Trails – https://www.youtube.com/watch?v=xbTWABxdTkw
    Unity 5.5 – Random Color Particle – https://www.youtube.com/watch?v=WFnG1VBo0jA
    Unity 5.5 – Particle Light – https://www.youtube.com/watch?v=apFLrVZ9YEo
    Unity 5.5 – Particle Noise – https://www.youtube.com/watch?v=yNevJzg6fcQ

    1. Thanks a lot. ;)

  24. Can’t wait to give this a try! I’ve been hacking together some of my FX by making custom meshes/shaders with ShaderForge and custom C# scripts, but I’d love to be able to mitigate some of the heavy lifting using these new features.

    I’d love to see copy/paste in editor and a way to find dependencies in my scenes in future versions. All too often do I delete an asset and find a big hot pink mesh/”missing prefab” note somewhere screaming at me simply because I deleted something in cleanup.

  25. This article appear with a Chinese title and no content on my mobile…

  26. I’d rather have copy-paste in the inspector, a shortcut manager, or assets dependency finder, rather than more features.

  27. Luiz Carlos

    8月 31, 2016 6:12 pm

    Do you plan to include an option to disable billboard on trail and line renderer? This would be useful in some cases.

  28. I tried the particle trail module a bit. When the turn of the trail is perpendicular to the camera, it looks rather awful even with zero min vertex distance. (http://imgur.com/a/OPnU8) Is there anyway to smooth it?

  29. ¿Is there an option to draw non stripped lines? (so each segment is always compossed of two points, right now it use the last point of a segment as the start point of the next one). I want to be able to draw several non connected segments using the same LineRenderer.

  30. Particals ans rendereres are great . But there is Nested Prefabs ???

  31. Particals ans trails are great . But there is Nested Prefabs ???

  32. Awesome work, guys! Congratulations! :) Keep it up!

  33. “UNITY 5.5 测试版现已发布!” nice work guys, you wiped the article…

  34. I made a suggestion of inherit size for particle subemitter before which seems to be available in 5.5 (https://feedback.unity3d.com/suggestions/shuriken-new-inherit-size-module-for-subemitter), but I wonder if my suggestion of changing the distance emission rate conversely has been taken into consideration.

  35. Martin Rodriguez

    8月 31, 2016 5:35 am

    Greetings team unity, have plans to particle system can be used in the system UI? :)

  36. better particle and better line , yes! (too bad i lose an asset idea)

  37. Hannes Delbeke

    8月 31, 2016 12:35 am

    the new particles look great :)

  38. Hi! Thanks for the good news.
    In the Roadmap section there is the following note concerning Line/Trail Renderer: Fully exposed to script. Is it done? I haven’t found any information about this in the release notes.
    What I’d really expect is that “colors” property is exposed to script. This would allow making rich effects like smooth fading of the Trail instead of clumsy solution via modifying “material.color”.

      1. Ah, thanks mate!

  39. Abouts when can we expect the new Navmesh API ?? my project wants it !! :)

    1. Stefan Schubert

      8月 31, 2016 1:26 pm

      It is not yet in a state to make it to beta yet so it will most likely not be in 5.5. Sorry.

  40. mistake random particle render… after Texture Sheet Animation Checked.

  41. Wow. Waiting for the tutorials about the new particle\trail system. Thanks a lot guys. ;)

  42. When will C# 7 (sic!) be available?

    1. Stefan Schubert

      8月 31, 2016 1:32 pm

      There is no timeline for this yet. The compiler upgrade is the first step for us to get there.
      See http://forum.unity3d.com/threads/upgraded-c-compiler-on-5-3-5p8.417363/ for more details about the compiler upgrade.

  43. Beautiful particles! Please make a tutorial for noobies how you make complex ones. Especially The Trails Module examples! :)) Great job! <3

  44. Hello, i was so waiting update for line rendering, but it works as before…when i try to draw line with low angle, line rotates… and how larger is screen more u can notice rotation of line.

    1. I recommend to use the forum to ask question how to use the new feature(s). The 5.5 beta forum is probably a good place to ask about 5.5 specific features:
      http://forum.unity3d.com/forums/5-5-beta-forum.108/

      The forum is an easier place to have a discussion than here.

      If you think you found an issue, I suggest to submit a bug-report. If Unity is having a bug-report in their system, along with a (example) project to reproduce the error and test their fix against, changes to receive an actual fix are a gazillion times better than posting a comment here.

      See the following link to understand how Unity wants us to submit bug-reports.
      https://unity3d.com/unity/qa/bug-reporting

  45. Release the particle examples please!

  46. What about the BC4 / BC5 texture formats mentioned on the Roadmap?
    BC6 / 7 is nice, but 4/5 would be really useful for us.

    1. There was an error in our release notes script, this was missing:

      – Graphics: Added support for BC4/BC5 texture formats on PC and consoles. The new formats are available in texture import format override options (they are not used by default), or when creating textures from scripts.

      Fixed the release notes accordingly.

      1. Great, that’s good news!

  47. Heavy VFX update, wow!
    Really looking forward to this, thx Unity! :)

  48. any possibility for an Event when a GameObject’s transform changes, so we can glue our collision/navigation proxies together without checking for position/velocity changes every frame?

  49. What does the new Mono 4.4 compiler mean in terms of new C# syntax support?

    I know at least some of the new syntax doesn’t require a new Mono runtime.

    1. Stefan Schubert

      8月 31, 2016 1:34 pm

      The compiler upgrade is still targeting the same C# version and .Net runtime.
      See http://forum.unity3d.com/threads/upgraded-c-compiler-on-5-3-5p8.417363/ for more details.

  50. Time for celebration!!!!!

  51. Are those particles random or do we still need to set seed value?

  52. Chamakchallo

    8月 30, 2016 12:35 pm

    time to update http://paper-drop.in/phantom_frenzy.html with better line renderer..great patch ..looking forward for tile map sooner though. :)

  53. Does the Mono 4.4 Compiler mean C# 6.0 support in Unity? If so, that would certainly be great.

    1. Josh Peterson

      8月 30, 2016 1:14 pm

      No, we’re not supporting C# 6 yet. This compiler upgrade just provides performance improvements and corrects compiler bugs. We’ll enable C# 6 support later when the .NET runtime and class libraries are updated. Have a look a this forum post for more details.

    2. Per release notes: “The new compiler still targets C# 4 and .Net 3.5”

      Unity: This is the first and only comment I’ve posted but your WP script says, “You’re posting comments too quickly, slow down.” (Maybe clicking “Reply” followed by “Post Comment”?)

  54. Line renderer nice! Another step for C# 6 :) Do you plan to include summaries for .Net Class Libraries?

    1. Josh Peterson

      8月 30, 2016 1:17 pm

      Note that we’re not changing the .NET class libraries or the C# language version yet. Have a look a this forum post for more details.

      Those improvements are under active development though, so they will be coming soon.

  55. Are you going to release a particles example project with things like the embers and trails with lights etc (basically the stuff we see here)?

  56. Isaak Eriksson

    8月 30, 2016 12:02 pm

    Finally… FINALLY a proper improvement towards the particles, especially the LineRenderer! I’m excited to try out the beta!

  57. Do we still have memory leaks with foreach when compiling with mono 4.4?

    1. Josh Peterson

      8月 30, 2016 1:10 pm

      Even the current C# compiler shipped with Unity doesn’t have memory leaks, but it does allocate unnecessarily during foreach loops. This new compiler fixes that issue. Checkout this forum thread for more information.

      1. Wow, amazing then.. Can’t wait to study the new IL emits and update my understanding of the issue. :)

    2. Most likely, as the leak comes from how the .NET runtime accesses the enumerator via a boxed interface instead of a struct.

      You can compile with any compiler you want – e.g. try out to compile with MS’ cl.exe and you will still leak in Unity.

      The other way around, you can execute the IL compiled by mono on a windows .NET platform and you won’t leak on foreach.

  58. Kukuh Basuki

    8月 30, 2016 11:39 am

    Sweet, I can play this particles all day long! :)

  59. Those particles. :O <3