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製品のリリースはいつでも重大なイベントです。このリリースでも、私たちは皆さんが素晴らしいゲームと体験を作り出せるよう、新しい機能の完成のために何カ月も費やしてきました。しかしこのリリースは、ベータ版で貴重なフィードバックをくださったすべてのユーザーの協力なしには成し遂げることはできませんでした。この場を借りて、参加してくださった皆さんに心からお礼申し上げます。

各機能の詳細な説明をする前に、Unity 5.5 のハイライトをまとめました:

新たなプラットフォーム、新たな機会創出

まず最初に、私たちは、クリエーターが新しいユーザーに出会い、新しい市場にたどり着けるよう、その機会を常に広げ続けているということをお伝えしたいと思います。Unity 5.5 では、
Microsoft の Holographic (HoloLens) サポートがプレビューモードではなくなりました。これによって、皆さんは拡張現実 (AR)、混合現実 (MR) の機能を存分に探求することができます。また、アプリ内ストアを利用するために、 アプリ内課金 (IAP) 機能 を改良し、さらに、CloudMoolah を加えました。

アーティストのためにより良いツールを

アーティストの方々に Unity をもっと使いやすく感じてもらうために、アーティスト向けのツールを追加しました。Unity 5.5 では、 パーティクルシステム (Particle System) ラインレンダラー (Line Renderer) コンポーネントに大きな改良を加えました。 Animation ウィンドウ ではワークフローを改善し、より早く信頼できるイテレーションを行えるようパフォーマンスを大幅に向上させました。新しい スプラッシュスクリーンツールを使うと、たった数クリックでゲームにご自身のブランドを設定することができます。さらに、実験的機能として、マテリアルの同一性を確認するプロセスを容易にする Look Dev というツールを導入しました。さらに先のことに目を向け、すべてのユーザーにとって有用な Unity Collaborate をベータ版として皆さんに紹介することができ嬉しく思っています。これを使うと、チーム全体で Unity プロジェクトの保存や同期が簡単にできます。

パフォーマンスの向上

最後に、パフォーマンスを向上する多くの新しい機能が追加され、すべてのプラットフォームのユーザーに対して最高の体験を届けることができるようになりました。例えば、 Android と iOS 用に GPU インスタンシングが実装され、プロファイラーのCPU使用率に新しいタイムラインビューが加わり、物理エンジンを PhysX 3.3.3 にアップデートしました。

では、そろそろ Unity 5.5 の新しい機能について詳しい説明を始めることにしましょう!

Microsoft の Holographic (HoloLens) に対応

Unity 5.5 から、Mirosoft の Holographic (HoloLens) に対するサポートが可能になりました。さらに、Holographic Emulation を Unity エディターに加えることにより、ワークフローも向上しました。開発者はHoloLens用アプリを作成中に、実際にビルドしたり HoloLens 機器にデプロイする必要なしに、直接 Unity エディター上でデザインのプロトタイプ、デバッグ、イテレーションを行うことができます。詳細は Holographic に関するマニュアルを参照してください。


Codeless IAP (プログラミング不要のアプリ内課金機能)とさらなるプラットフォームの対応

複数のストアやプラットフォームにまたがってアプリ内課金 (IAP) を管理するのがいかに大変なことか、私たちもよく理解しています。皆さんがゲーム作りに集中できるように、そして収益を上げる機会を失うことがないようにするのが、私たちの務めです。

新しいプログラミング不要の IAP 機能は、アプリ内課金を複数のストアで簡単に設定でき、トランザクションフローをリアルタイムで自動化します。Apple App Store、Google Play、Amazon、Samsung、Windows ストア、Tizen Store に加え、 Unity IAP は新たにCloudMoolah とアジア地域で収益化をはかるために Xiaomi (近日公開)にもサポートを広げています。

 

パーティクルシステムの向上

Unity 5.5 ではパーティクルシステムに多くのアップデートがありました。

新しい ライトモジュール (Lights Module) はパーティクルの割合に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、アタッチされているパーティクルからプロパティーを継承します。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した。

以下はライトモジュールで行える新しいエフェクトの例です。


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乱気流を適用することができ、クオリティ設定によって、負荷が少なく効率的なノイズからスムーズに動くハイクオリティなノイズまで、自由にノイズを設定することができます:

以下のノイズモジュールを使った例では、パーティクルの動きに乱気流を加え、一貫性のない、ノイズのある動き、または、スムーズな流れるような動きを作っています。

こちらの例では、改良されたライン/トレイルレンダリング機能を存分に利用し、新しいトレイルモジュール (Trails Module) で簡単にリボン状のトレイルをパーティクルシステムに追加しています。

トレイルモジュールにはさまざまなエフェクトを実現するための多くの設定があります。

さらに、カラーグラデーション (Color Gradient) システムでより柔軟な設定ができるようになったため、より幅広いパーティクルの色調整が可能になりました。新しいツールではグラデーションだけでなく、明示的な色を選択し、それぞれの色の配分を制御できます。

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加えて、サイズ、回転、速度などのカスタムデータをパーティクルシェーダーに送ることが可能になりました。また、接線をシェーダーに送り、法線マッピングを行うことも出来ます。

より多くのカスタマイズや設定を望むユーザーのために、主な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。シェーダーを自作したいユーザーのために、カスタムのデータをパーティクルシステム頂点シェーダーに渡すためのサポートが加えられています。

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、また、それらは親パーティクルから、色、サイズ、回転、速度などのプロパティーを継承します。

改善されたツールで、素晴らしい視覚エフェクトを作成してください。

Animation ウィンドウのイテレーションがより高速に

Animation ウィンドウでは、より高速で信頼性の高いイテレーションが可能になるよう、ワークフローとパフォーマンスを大幅に改良しました。

最初に Animation ウィンドウに新しいボックスツールを追加しました。これを使用すると、ドープシートとカーブ両方で、アニメーションの移動、拡大縮小、キーフレームのリップル編集 (r ホットキー) がとても簡単にできます。

また、カーブエディターに Clamped-Auto 接線モードを加えました。これは、キーフレームが互いに近くにあるときにカーブのオーバーシュートを発生する傾向がある現在の Auto 接線モードを取り換える試みの 1 つです。キーフレームを Clamped-Auto 接線モードに設定すると、キーフレームが範囲外になった場合、接線は次第に平らになります。

並行して、内部のパフォーマンスの改善を多く行い、Animation ウィンドウを使ったレンダリングをスピードアップしました。詳細は、こちらのデモビデオをご覧ください。

ラインレンダラーコンポーネントの改良

Unity 5.5 では、線と軌跡のレンダリングの仕方が大幅に改善されました。指定した点を結ぶ線をレンダリングするラインレンダラー (LineRenderer) と、動いているオブジェクトの後ろにできる軌跡をレンダリングするトレイルレンダラー (TailRenderer) は両方ともアップグレードされ、より改善された線描画アルゴリズムを使用しています。Unity 5.4 とのレンダリングの違いを比較してみてください。

 
55vs54lines copy

新しいスプラッシュスクリーンツール

新しいスプラッシュスクリーン (Splash Screen) ツールを使うと、スプラッシュスクリーン (アプリを開くときに最初に表示される画面) に会社、パブリッシャー、ゲームロゴを容易に加えることができます。ロゴの順序付け、「Made With Unity」ロゴ との共同ブランド、背景画像、アニメーション、などのさまざまなオプションがあり、設定は簡単です。

Look Dev – アセットの描画と確認 (実験的機能として提供)

Look Dev は HDR (ハイダイナミックレンジ) のイメージベース ライティングツールで、ビューアーを通してアセットを比較確認することができ、さまざまなライティング環境で正しくオーサリングされているか高速にチェック出来るツールです。

Look Dev は特に、テクスチャアーティスト、モデリングアーティスト、ライティングアーティスト、アートディレクター、外注担当マネージャー、その他、プロジェクトのビジュアルアートスタイルに携わり、アセットの視覚化と評価を行う必要がある人のために設計されています。

Look Dev はUnity のビルトイン機能として使えるので、物理ベース手法を用いるプロジェクトのいたるところで必要なマテリアルの同一性の確認が簡単にできます。

5-5-lookdevview016

Look Dev は Unity の実験的機能として提供されています。詳細は マニュアルを参照してください。

皆さんがさまざまなライト設定ですぐに試せるよう、世界中のいろいろな場所で撮った 7 Latitude/Longitude (緯度/経度) 8192×4096 HDR 画像を用意しました。アセットストアからご入手ください。

Visual Studio Code と Unity

macOS と Windows に Visual Studio Codeのサポートを加えました。一度外部スクリプトエディターとして選択すると、スクリプトは直接 Visual Studio Code で開くようになります。デバッグも VS Code Unity デバッガ拡張機能を通じて可能です。

Unity Collaborate のベータ版を Unity 5.5 で導入

Unity 5.5 ユーザーの皆さんは、ぜひ、Unity Collaborate の公開ベータ版を使ってみてください。Unity Collaborate はチーム全体で Unity プロジェクトの保存、共有、同期などができるシンプルな方法です。使用方法はいたって簡単なので、どこにいようと、どんな役職であろうと、チーム全体がプロジェクトに参加できます。

 

5-5-collab

Unity Collaborate ベータ版フォーラムに参加してたくさんのフィードバックをお寄せください。

Unityを使ったプロジェクトの協力者を捜しているなら、Unity Connect がきっと役に立ちます。Unity Connect では、プロジェクトを実現するのに必要な才能や経験を探すことができます。まずはプロフィールの作成から始めてみてください。 

もちろん、このほかの機能や改良点もあります。

いつものように、5.5の機能や改良を羅列するととても長いリストになります。リリースノートを見る前に、あと少しだけハイライトをご覧ください。

  • ネイティブのメモリアロケーションプロファイリングビューと同様に、 CPU 使用率プロファイラーに、新しいより詳細なタイムラインビューが追加されました。
  • Mono C# コンパイラー が Mono4.4 にアップグレードされました。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。ただし、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、私たちはとらえています。
  • 新しいプロジェクトでは、WebGL 2.0 がデフォルトで使用可能になりました。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実験的ですが、ブラウザーベンダー側での対応を期待します。
  • Linear Color Space (リニア色空間) レンダリングが、Metal グラフィックス API をサポートする iOS と tvOS デバイス、と OpenGL ES 3.0 をサポートする Android デバイスで可能になりました。
  • GPU インスタンシングGPU Instancing が Android (OpenGL ES 3.0 以降) と iOS (Metal 利用) で可能になりました。
  • 低レベルグラフィックスの改良点: 現段階で一般的に使用されている多くのグラフィックス API のデプスバッファの精密性が特にスケールの大きなオープンワールドゲームで飛躍的に向上しました。ネイティブコードのプラグインは内部グラフィックス API の Mesh と ComputeBuffer のデータにアクセスできるようになりました。インスタンスオブジェクトのマニュアルレンダリングのためにGraphics.DrawMeshInstancedを加えました。CubemapArray のサポートを実装し、シェーダーキーワードの数を 256 (以前は 128) に増やしました。
  • Unityの テクスチャーインポーター が改良され、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 テクスチャでは、Unity は FP16 形式と BC6H 圧縮をサポートするようになりました。
  • 物理演算エンジン を PhysX 3.3.1 から PhysX 3.3.3 へアップデートし、物理演算プロファイラーにパフォーマンスメトリックスを追加しました。物理演算のアップデートによって、物理演算に関するすべてのクエリをより正確にしました。例えば、このアップデートによって、レイキャストがある種の拡大/縮小したコライダーのヒットを検出できなかった (または、誤って検出した) 問題が解決されました。さらに、物理演算クエリで裏面になっている三角形を検出するかを明確に指定できるフラグを加えました。
  • 新しい PCM (persistent contact manifold) 衝突検出モードがデフォルトになりました。分離軸の定理 (SAT) に基づく以前のものに比べ、フレームに渡り一貫して正確に接触を算出できます。しかも、フレームごとにすべての接触を再計算する必要がなくなりました。結果的に、接触のバッファは実際の接触のみを含み、接触のフィードバックと貫通状態から戻るときの力 (depenetration force) の計算処理の時間が少なくなりました。
  • 追加の衝突検出オプションを含めて、新しい CapsuleCollider2D や Rigidbody2D物理コンポーネントの新たなプロパティーなど 2D Physicsに改良を加えました。
  • シーンビューの選択表示が新しくなりました。: ワイヤーフレームでなく選択した輪郭 (selection outline) で示されるようになりました。Unity の Preferences で輪郭の色の選択が可能です。また、Gizmos ウィンドウでオン/オフの切り替えができます。

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155 コメント

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  1. Thank you very very much Unity :)

  2. No it is not. Unity 5.5 still has many crashes to be worked out.

    1. I would like to add:

      “Thank you Unity team! You have provided an amazing product!”

  3. Faizan Khan

    1月 18, 2017 4:55 pm

    Thanks Unity team… I’m filling my pocket with money with Unity3d since 2 years..
    please have a visit in Pakistan too! or introduce some oppurtunities for students of Pakistan’s universities like Microsoft have an “MSP” (Microsoft Student Partner).. Why not USP (Unity Student Partner) also?

  4. Caezar De Castro II

    1月 13, 2017 7:01 pm

    First of all, thank you Unity for giving me the chance to fulfill my dreams. Because of your team. I am now a indie game deveveloper, even I am a pharmacy graduate. Bytes Crafter vow into you. my own little game studio. One thing though, can you again visit the Philippines for game dev events. :D

  5. thanks unity!

  6. Many thanks for the VS Code support!

  7. Loading our scenes in 5.5 causes a Deadlock in the player. What is the best way to get someone to look at this?

  8. Rats!
    I just downloaded to test new features and also to check compability with Oculus DK1 and that did not work. Throw no error just no image on Dk1.

    On 5.3.2 got no errors, I can use DK1 without problem.
    I know I need to upgrade just that 600 dlls just for testing purposes do not sound just right

    1. ps no mames weee ps pinche oculus rift lo usaban los morros en la edad media pa guachar brujas, vale riata la vida asi we, apañate uno chido mas de hoy!

  9. Once more frustrated :(

    12月 15, 2016 10:14 am

    Nice new features … which I actually do not need :/
    But: all my asset bundles showing up in screaming pink color.
    It’s like the last update – I have to rebuild and reexport them all because of shader incompatibilities.
    Will this ever be so in the future?
    I have clients for whom I now need to upgrade all asset bundles – this takes a lot of time (and money) and I have to explain it.
    This is happening now for the third time, slowly it becomes dangerous for my business. It’s time to look for a more stable alternative.

  10. Alexander Houghton

    12月 13, 2016 4:41 pm

    Our project no longer compiles in 5.5 or 5.5p1 :(

    Here is the bug report number: 860807

    Alex

  11. Baguetteness

    12月 8, 2016 7:58 pm

    Is it possible to use that outline in game? or get the shader at least? (I’m supposing that the outline is a moddified version of the standard shader, which will come with nice performance)

    1. Yeah they added that nice toonline selector but screwed up the existing toonlines I was using…

      Nothing like upgrading and the two weeks of tweaking/bug fixing that follow…

  12. Eduardo Fonseca

    12月 8, 2016 3:13 pm

    Will there be support for Microsoft Holographics in the Unity Editor when working in a Mac?

  13. Just opened our project in 5.5 and really digging it. Diggin’ it a lot!

  14. What is the age limit in these agreements

  15. I just finished my curve line renderer yesterday and now unity improve their line renderer. (@.@)

  16. Tommaso Lintrami

    12月 4, 2016 12:32 am

    I tried update (previous a backup) our current project,
    everything looked same/better but upon play, half of the mechanim avatar animations are broken for the 2 characters involved…
    No way to fix, their legs go into the chest…tried reimport, Translation DOF is already enabled for the avatar, tried everything…

    Switched back to 5.4.3 for now, I use 5.5 for VR, is a great release !

  17. After 21 months and 5 big updates since Unity 5.0, still no baked shadows from terrain trees. This is unbelievable.

    1. You can bake some trees with me bro

  18. Galarza Matias

    12月 3, 2016 3:05 pm

    “While” and “Do While” crash in runtime

  19. Please let us UPDATE and not have to download an entire new version… so much wasted bandwidth. You think that would be implemented in Unity by now, kind of a 101 for EVERY other application out there.

    Other than that good work, hope bugs gets worked out soon.

    1. Do you live in 2001? Since when is downloading 1.5 GB an issue, lol.

      1. Congrats. You’re part of a 1% of the world that can simply download 1.5 Gigs without any proper thought. Keep your useless replies to yourself.

        Unity really does need to rethink the update scheme. Some of us don’t want to wait 30mins to download an update that should only take 2mins max.

        A better update system would be a simple program that checks what version of unity you have, which one you want, then requests the necessary files to addon/replace to the current setup from unity’s servers, then only install those. Kind of like Github’s polling system, but in reverse.

        1. DARRELL Stevens

          12月 14, 2016 9:54 pm

          They do a full upgrade so that you can easily go back and use an older version if like many replying here, you have issues with the new version…

          U can download a separate updater..

  20. So far an amazing update and truly an early Christmas gift!

    There’s quite a bit of vitriol in the above comments, but I just want to say that after spending a bit of time with this update there is a lot to love here.

    Keep on being awesome and looking forward to what you have planned in the future!

  21. Frustrated Developer

    12月 2, 2016 3:22 pm

    Every time a major release happens it’s full of bugs or performance decrease happens which only get fixed by another 4-5 months in later sub versions,effecting our release datelines.

    Please unity improve your internal processes, as its not a free software we are paying for it and in return getting broken major release every time since 5.X series.

    1. Hey.

      Would you mind elaborating on your experience? I’m currently in development with a game for a 300-level CS course. We’ve been using 5.4.0f3 with Collab. I’m super new to the community and I’d love to not waste a Saturday looking up bugfixes and refactoring code. Thanks!

  22. Hi,

    I’m happy that the particle and trail has been improve!
    About shuriken in the inspector, the wireframe display option is missing, how can I show particle wireframes now?

  23. The particle system for explosion prefabs on standard asset is broken or what ? i don’t know, i like the explosion prefabs from previous version.

  24. paulo sergio

    12月 2, 2016 1:04 pm

    And the wheelCollider system, what’s new? Something fixed? What is done or is it being made new in the wheelCollider system?

  25. We are not beta testers but customers !!!!

    1. No one forced you to download the beta version…or do you mean this release version is a ‘beta’??

      Seriously though, even game companies are releasing their games in beta. Game engines have become so complicated they need a wider range of testing.

  26. Shader problem!!! , Mobile/VertexLit or standard shader combined lightmap changed all black on opengl emulated mode
    5.5 has many problems and bugs, why so early released without fixing bug?

  27. Could you folks watch this video of Romero? He explains amongst other things how they wrote nearly bugfree code.

    5.5 and the previous releases were all bugfests. (spare us the mantra that bugs are inevitable, it’s the result of bad work process)

    https://www.youtube.com/watch?v=E2MIpi8pIvY

    1. You should definitely say below in interviews for development jobs and any new team you join. You will be a massive hit :)

      ‘Could you folks watch this video of Romero? He explains amongst other things how they wrote nearly bugfree code…bugs are inevitable, it’s the result of bad work process’

      1. ok that wasn’t the most brilliant comment I ever made, funny though, in retrospect.

  28. Tilemap stable release when?

  29. Storm Muller

    12月 2, 2016 2:57 am

    Important points for me:

    – YOU FINALLY FIXED THE LINE RENDERER!!!
    – Like the outline selection

    – you wasted dev time on the splash screen (anyone who has a basic understanding of Unity’s animation tools can make much more dynamic or similar splash screens to the one Unity just added)
    – why do I have to re-download a new version of Unity every time? why can’t we just update???? (Like seriously, it’s annoying)

    – Honestly you fixed the line renderer so I can forgive the other stuff… particles look cool too

  30. I still dont see support for Vertex Colors on mesh verts.

    A guy did make a version of the standard shader with it.
    But every time you have a new release you break it again and its months before he fixes it.

    https://forum.unity3d.com/threads/standard-shader-with-vertex-colors.316529/page-4#post-2788255

    Seriously its not that hard, he even gave you a head start.

    I tried fixing the last time it broke but I just get a stream of error messages.
    He fixed it, but now you broke it again.

    defaxer wont be around forever.

    Yes, I know, you’re going to ignore this because new features that nobody uses are more important.

  31. How do I update? I went to help -> Check for Updates, but the program said I’m already up to date (I’m not, v. 5.4.2f2).

    1. Richard Fine

      12月 1, 2016 11:54 pm

      Just head to here and download it :)

      The update check in the Editor is just going to send to you that page on the website when the new version is available anyway. (Someday we’ll do something smarter than that, but not today).

  32. Jesus McGuirra

    12月 1, 2016 8:49 pm

    Hey guys what happened to quality control? 5.5 has a broken Cloth GUI and some booleans are now floats which makes no sense at all. And the Android build performs worse than what 5.4.3 gave out. 5.4.3p2 crashes when trying to make an Android build, 5.4.3p1 makes non working builds and has the MonoDevelop highlights totally broken… Uuuh!

    1. I haven’t used 5.5 yet, but the cloth GUI wasn’t working for me in the previous version either.

  33. Extremely urgent.. Please HELP…

    Cannot build WebGL in 5.5..

    I can’t build my game for WebGL on my laptop or my desktop. I keep getting this error and Il2cpp.exe stops working. Exception: C:\Program Files\Unity 5.5.0b11\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:250) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:113) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:39) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:560) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186) UnityEditor.HostView:OnGUI()

    Everything was perfect before updating to 5.5.0 from 5.4.2

    1. I have the same problem after update. Do u found solution?

      1. diogo silva

        1月 17, 2017 2:05 pm

        Have you found a solution? I am getting the same problem here using WebGL.

  34. Possible Bug. My laptop has Intel HD Graphics, I just created a new project and created a Plane, and this is what it looked like in the Scene view : https://s17.postimg.org/yu79rv4jj/Untitled.png

  35. There seems to be a bug with baked lights, only on existing scenes though.
    when i baked my lights, for some reason one of my surfaces was fully lit by the baked directional light.

    The update does break already baked lightmaps, but this was different. A re-bake fixed those issues, but it didn’t fix this surface being completely lit despite being being other surfaces.
    I changed the directional light to another light type, then back to directional and the issue was fixed!

  36. Hello, I’m getting little trouble with the remove of “Mesh.Optimize()”, that is obsolete in this new version.
    Witch alternative do we have now on the 5.5 version?

    1. Richard Fine

      12月 1, 2016 6:40 pm

      You don’t need an alternative; just don’t call anything.

      1. I did that. But when I remove this code, my android app crash after 3 seconds before open

      2. after***

        1. Ignacio Liverotti

          12月 5, 2016 5:08 pm

          Hello Douglas, can you submit a bug report?

  37. Hi,

    I’m happy that the particle and trail has been improve!
    About shuriken in the inspector, the wireframe display option is missing, how can I show particle wireframes now?

    1. It is currently being looked at by a developer but we dont have any further news at the moment.

  38. Thanks.but very unstable and full of bugs !

    1. Any particular bug? Have you filed any bug reports?

      1. Do we look like your testers? You wrote “Unity 5.5 is ready for you”. I don’t see any alpha/beta phrase in it.

        1. Bug reports are a thing that all developers are encouraged to use, not just testers.
          Word of mouth < Bug Report

          Word of mouth is typically more useful when suggesting changes you don't know how to implement yourself.
          Bug reports give Unity team all the needed details about errors to fix them.

          Don't expect results when you don't participate.

    2. Thanks.but very unstable and full of bugs !

      +1

  39. Disappointed that nested pre-fabs still haven’t been included. This is the one feature I’ve run into problems with repeatedly messing with my workflow.

  40. Scott Courtney

    12月 1, 2016 6:11 am

    I guess this makes me “boring” compared to all the spiffy particles and such, but I’m excited about the new line rendering. Thanks, team! It’s an improvement I’ve wanted for a long time.

  41. Sad mobile dev with broken 5.5

    12月 1, 2016 4:29 am

    Beware to other devs: Light baking does not work anymore for mobile builds in 5.5. It will lay out the light map but in the editor everything is close to pitch black. There doesn’t seem to be any word when this will be fixed and apparently was a problem throughout the 5.5 beta but no one paid it any attention. This is a huge kick in the face to mobile developers.

    1. theres a fix to this its been a problem for a while just check the answers forum I dont exactly remember the fix but ive found it plenty of times.

      1. Same issue here. Baked lights are dark, even with the maximum intensity.
        If you could find again the answer forum’s link about this, it would be awesome!

      2. Manas Kulkarni

        1月 9, 2017 10:11 am

        it would be nice to give a link to the fix instead of just saying there is a fix

    2. KEngelstoft

      12月 1, 2016 2:33 pm

      Hi! This issue is fixed and heading to a 5.5 patch release at this moment.

      1. I thought this release was final. Is this still in beta? Unity’s release schedule is so bizarre.

  42. Iván Piccione

    12月 1, 2016 4:12 am

    Hi! Is this version retrocompatible with 5.0.3f or 5.4.3f?

  43. Still no way to increase font size in the editor?

    I point to this feedback request from 2011: https://feedback.unity3d.com/suggestions/change-font-size-in-unity-editor

    1. +1!!!
      It is surprising to see that the product of so high level has no support of such simple functions. It the same not an elephant, truth? Just make it… PLEASE!

  44. Robert Cummings

    12月 1, 2016 2:18 am

    This is basically a really great place for Unity. Well done. Now about dynamic fluid surfaces…

  45. Very unstable for me at Mac OSX Yosemite! I can’t really work on my project anymore.
    Heck, I might need to try to repair my Windows partition – and I really don’t want to.
    Unity Editor just hangs randomly, especially while changing the scene to a scene with a big script (it has 3000 lines, but it was working great in other versions, has no errors too). It can also hang while simply changing a string variable via button on that scene. Maybe it behaves that way on other scenes too, not sure yet.
    Please Unity, try to fix it. I can’t even send Bug Report, as Unity Bug Reporter crashes before it starts, every time.
    So – no errors, but Unity hangs infinitely in seemingly random situations while in play mode… I need to force it to shut down, no other way. :(

    1. Because I can’t edit my own post here – UPDATE:
      I’ve deleted whole Unity folder, installed fresh one. It didn’t help with crashes, but it helped with messed up windows, like RagDoll Opening insted of Lightning and Occlussion Culling not opening, just giving errors in red. It didn’t happen before, in previous versions of Unity though.
      So in my project, I noticed I had Profiler running. I disabled it. Then I switched layout to default, because I’ve remembered Unity crashes on Mac when saving your own layout (you need to re-open Unity almost always), and having your own layout produces some other weird bugs. Now, without Profiler and in default layout, Unity is running ok for about 15 minutes now. Previously it crashed after a few seconds or a little more. It was happening in a heavy new UI based scene with one script being large, about 3000 lines, no errors though. There are of course other, smaller scripts.
      I can’t send you a Bug Report, because Bug Reporter crashes for me on Yosemite instantly (sic!) :). So hope that helps.

  46. What an awesome update! Thanks :)

  47. So good! Awesome that the Mac version is available at the same time. :)

    What is the name of the 2D feature that allows you control over the z-index based on a sprite’s y-position? Is that implemented yet? Or a part of the 2D experimental builds?

    1. Richard Fine

      12月 1, 2016 12:15 pm

      The 2D feature is called Axis Sort, and it’ll be coming in 5.6.

  48. Davendra Jayasingam

    12月 1, 2016 1:01 am

    Absolutely Wonderful! Thank you Unity!

  49. Great improvements. Specially the particle system. Sadly, most of us dont have a clue how to make a particle effect in first place, so.. lol.

  50. Any plans for Navmesh working on 2D? With default 2D projection, for top down 2.5D games.

    Explained as in this particular idea:
    https://feedback.unity3d.com/suggestions/make-2d-work-with-navmesh-and-terrain

  51. Thank you.

  52. Here’s to hoping for a Linux release on your website soon!

  53. Sounds like a great release, congratulations team :)

    Glad to see WebGL 2.0 finally coming out of the woodwork.

  54. About this line: Graphics: Added bool SystemInfo.usesReversedZBuffer to be able to know if the platform is using a “reversed” depth buffer.

    So since this is a system/platform flag, it’s all or nothing? What if I wanted reversed depth buffer to improve shaders, but also have increased precision towards the near clip plane for other situations (such as collision detection using shaders where far accuracy isn’t as important). Can’t this be a flag on the camera instead?

    Granted, this could be easily fixable in the shader, but I’m just throwing this thought out there :)

  55. This is great, just everything, but…… my excitement is for the native integration of Vuforia in Unity!!!!!!

    1. i don’t think the native integration of Vuforia is available in 5.5

  56. How’s going the progress of WebGL?

    1. Did you read the article?

  57. Ok, is it just me that I’m having trouble building on android in this new version? The app crash seconds after it runs :(

  58. Teku Studios

    11月 30, 2016 8:10 pm

    Awesome update, it improves and adds a lot to the engine. A little side-question, though: what’s the current state of Unity for Nintendo Switch (as far as you’re able to discuss publicly)? The Roadmap has it tagged as “In Development”, but is it targeted to 5.6 or later? Expected for the console’s release or some time after March?

    1. Richard Fine

      11月 30, 2016 9:55 pm

      Contact your Nintendo account manager for info about developing for Switch.

      1. Teku Studios

        12月 1, 2016 12:46 pm

        Sure!

  59. Awesome update! Been using the beta for some time now and it’s been great. One question though, during a recent keynote, there was mention of an update to the video-texture functionality and I haven’t seen anything about that mentioned since. This would be pretty huge for mobile VR (mixing pre-rendered complex backgrounds and live-rendered interact-able objects could allow for greater scene complexity). I know there are solutions for this in the asset store, but a built in feature would be wonderful. Do you have any updates on that?

    1. The new video api was delayed until 5.6. https://unity3d.com/unity/roadmap

      1. Thanks for the link!

  60. Otavio B Soria

    11月 30, 2016 7:19 pm

    Great news! Going to check it out

  61. I’m touching myself tonight……

    On a serious note! I’m glad my company is using Unity3D to ship products alongside in house game engine.

    If anything you are a role model of middle-ware done right!!!

  62. What about tilemaps?

    1. Yeah, I am curious about tilemap as well. Experiment 3 just came out for the 2D with all these (probably unnecessary) features that I will probably never use.

      I wish they would just pick the most useful features of the 2D experimental and release already. I just want the bare minimum 2D features to get the job done.

  63. How do you turn on the environment in the HoloLens emulator? It doesnt seem to work, thanks.

  64. James Griggs

    11月 30, 2016 6:38 pm

    Wow! Great work Unity!

  65. Waiting Linux editor final version and 5.5 build for Ubuntu :D

  66. Jason Knight

    11月 30, 2016 6:15 pm

    Awesome job Unity. I’m very excited about the particle improvement, physx improvements, and upgraded compiler. Great work!

    Just my feedback: Unity Collaborate is not a good use of your time!!! I feel like it’s not smart to try to compete with Git or other Version Control Systems!

    What I am most excited about: Networking and a true Server Authoritative with Client Side Prediction on Rigid bodies is my single most desired feature.

    I believe in you Unity!

    1. Have you given it a try? I’ve used early versions of Collaborate for several small projects, and it’s really handy to have a no-frills version control out-of-the-box, especially with Cloud integration.

      Not sure how that would scale up to a big multi-team production, but for simple use cases, it’s quick, sleek and right in your face so there’s just no excuse not to use version control, even for students, hobbyists or very small studios who might have previously relied on the “I made a backup on Dropbox” kind of version control.

    2. Lutz Kellen

      12月 9, 2016 7:37 am

      Funny you say Collaborate is not worth their time, seeing as you’re excited for Networking updates. As the Network programmer in my team of 20, I don’t know how I could possibly develop without Collaborate. Testing a networked feature is as simple as pulling down, and running a build. No longer do I have to build and run on a single computer, and no longer do we have to muddle around with all the different types of source control.

      Sure there’s a few things that could be improved upon, (such as reverting to older commits), but that’s beta for you.

  67. Those Trail Renderer and Particle System improvements are exciting by themselves!

  68. Would be even better if Network Rendering was added :'(

    1. Do you mean Cluster Rendering?

      1. Chad Capeland

        12月 1, 2016 6:11 am

        Neat! Are the outputs synchronized with something like Mosaic to remove timing artifacts? Thinking of seamless displays like a Christie 4K25.

  69. “Depth buffer precision on modern graphics APIs has been greatly improved, particularly for large open game worlds”
    Could you clarify what do you mean with modern graphic APIs? could you be more specific?
    Thanks

    1. I’d assume modern means DX11, OpenGL 4.0 and Metal. As far as the actual change, I think I read somewhere they switched to a reversed-z depth buffer. https://developer.nvidia.com/content/depth-precision-visualized

  70. Please also improve unity ads . Because it appers 2- 3 times whole of the game. Then after giving rest to game for some hours then the same behaviour occurs

  71. Is the source for the shader used for the selection highlighting available anywhere in the additional downloads?
    Would really like to replicate the effect in-game!

    1. This would be a great thing to have it in game !
      As a shader for any material or a Camera Effect.

  72. I really want to see the Standard Shader support sub surface scattering and Bump mapping (as an alternative to normal maps)

  73. Does anybody know if Unity still keeps loading while showing the new splashscreens or does it pause the loading progress and just add up to the loading time?

    1. The splash screen is shown while the first scene is loaded asynchronously however this is not the case for all platforms at the moment but it will be in the future.

      1. But Android is one of these platforms that preload, right? ;-)

        1. Not at the moment but it has been implemented and will be be in a patch in the near future. No ETA yet though.

  74. Umm, the “Player Settings” -> “Rendering Path” dropdown field is gone. Where can i set this now? (except the override for each camera of course)

    1. From the release notes:

      Graphics: Rendering Path settings have been moved from Project Settings > Player to Project Settings > Graphics.

      1. Oops, missed that line. Thanks!

  75. I love a lot of these but I still believe that there are some major improvements that can be made that would go above and beyond all of these… combined. The day that I can parent a prefab to another prefab would literally be the best day of my development life. Or paint the nav-mesh instead of letting whatever messed up algorithm is currently being used do its best and create dozens of folds. Or better yet allow for multiple sizes of a nav agents ( I thought that I saw this was on the timeline, so maybe they already added it. I thought that it was supposed to come with this update. )

    But keep it up Unity, I’m becoming more and more impressed as the updates come.

    1. Richard Fine

      11月 30, 2016 4:09 pm

      For the Navmesh stuff, you can take a look at a preview of what we are doing – support for multiple different agent sizes and more control over the navmesh generation is already there.

      I know that’s not the same thing as it being in an official release, but provided the feedback we get on this preview is positive, we’re pretty close to shipping it for real.

      1. Scott Courtney

        12月 1, 2016 6:06 am

        Thanks, Richard! This is a very exciting feature for me, and I hadn’t see it until now. Following thread and will try to get some time to experiment with the code.

        1. Scott Courtney

          12月 1, 2016 6:08 am

          Gah! I meant, “hadn’t SEEN it”. Failing keyboard here. :/

  76. That’s huge!

  77. I get shivers reading change log! Well done Unity team!

  78. Forgive me being noob on this or I just want it a bit clearer,
    what’s meant by The Mono C# compiler update, does this mean unity now supports a newer version of .NET ?
    Highly appreciate the answer.

    1. Not yet.

    2. As Ted says, not yet.

      This is updating the compiler to the latest and getting all the bug fixes, but still targeting the older profile. There’s an experimental build with testing the profile updates here: Scripting Experimental Forum

      1. Wendelin REICH

        11月 30, 2016 4:47 pm

        Could you clarify what version of the C# language is now supported? On the Mono 4.4 it says something about supporting the null operator, but that isnt very precise…

        1. Jonathan Chambers

          12月 2, 2016 5:09 am

          The compiler supports C# 4.0.

  79. Wonderful that’s sweet indeed. Please get serious in Linux, that would be like awesome :)

  80. Jelle Van den Audenaeren

    11月 30, 2016 3:31 pm

    Awesome!

  81. Julie Conn - Smart Digital Networks Inc

    11月 30, 2016 3:28 pm

    Awesome!

  82. love it, thanks unity team!

  83. Are those great 2D tools I’ve seen on youtube already in unity?
    The tilemap, and those tools that create the texture depending on the shape of your object. (don’t know how to call them :) )

    1. Richard Fine

      11月 30, 2016 3:39 pm

      The tilemap isn’t quite ready for an official release yet – but keep your eyes on the 2D Experimental Preview builds, we’re expecting to drop the Preview 3 build very soon!

      Note that we’re not planning to drop all the 2D features into the main release at the same time – we have already landed some of the smaller features (like Sorting Groups) into the lineup for 5.6.

      1. So if understand correctly Tilemap is not even planned for 5.6, right?

        Can we use 2d experimental build for tilemaps only (and somehow export maps to stable unity) or it will not be compatible and we have to do entire project in experimental build?

        Thanks

        1. Experimental means what it sounds like. We have already seen some pretty massive changes in previous experimental builds, and making sure that your data is upgraded correctly is not something the team focuses on during the experimental phase. So if you build on top of the experimental previews now, we can’t guarantee that your content will just smoothly and automatically transition into Unity once the Tilemap system lands in the product for real. It might, if you get lucky, but I wouldn’t bet a project on it.

          That said, just because we aren’t going to write that upgrade code doesn’t mean you couldn’t do it yourself – perhaps you could use the Tilemapper API in the experimental builds to export your data to ScriptableObject or JSON, allowing you to build on that preview for now while making sure you’ve got a safe way to upgrade when it’s time to switch to a stable build?

      2. Please just release what is necessary to build a 2D game and not incorporate useless features no one will use. I mean really, this should be out of experimental preview by now. Did you guys hire newbie devs for the 2D development???

  84. Mountainflyers

    11月 30, 2016 3:17 pm

    Depth buffer precision improvement great !

  85. Coolio! Congrats!

  86. Great! Now waiting for the 5.6 beta

  87. The selection highlight is my favorite part
    Cheered when I first saw it in Unite Singapore

  88. Can’t wait to get my hands on it!

  89. kimard Studio

    11月 30, 2016 2:48 pm

    Always a great news when there is an update with super cool features.