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The 2017.3 beta is out, and you can get early access to the 2017.3 features right away, including the newest improvements of the Particle System. Don’t know where to start? Just download the dedicated example project!

We’ve provided a Particle Systems sample project consisting of five scenes. Two overview scenes highlight particular aspects of Standard Particle Shaders and Ribbonized Particle Trails, while two art scenes show you some high quality use cases for these improvements. A fifth scene is included to show you an easy application of the new Particle Speed Modifier.

To get started, simply download the project via the link below and open it in the 2017.3 beta. Open one of the included scenes to explore the new possibilities.

 

Project link (17 MB).

You can find more information about the improvements of the particle system in 2017.3 here.

How to become a beta tester

If you’re new to the Beta program and aren’t sure where to start, just follow the four steps below. (If you’ve already downloaded the new beta version, just skip to Step 3.)

  1. Download the latest beta build. To see the new features that you can try now, click on the Release Notes tab.
  2. Run the Installer. Choose your options as usual, and be sure to install the beta in a new directory. It’s ok to have multiple versions of Unity side by side.
  3. Make a copy of the project you plan to use for testing the beta. That way if the beta has regressions, it won’t affect your project. You’ll also avoid having to re-import your project when you go back to your current stable version.
  4. Open your project in the latest beta version. Once you’ve installed the beta version, you can continue developing as usual.

If you experience problems in the beta

If you experience issues with the beta, we encourage you to file a bug report using the Unity Bug Reporter, which is accessible through the Help menu in the editor, and to post in the Beta Forums.

The Unity beta forum is a great community resource where you can see what other people have reported, find workarounds, and keep up-to-date with fixes. It’s also a good way to get in touch with someone at Unity if you have additional questions or information.

Another great resource is the Public Issue Tracker, where you can vote and comment on bugs reported by other users. This helps our team prioritize which bugs to tackle first.

Sign up to our beta tester tips newsletter

Sign up and receive a notification when new versions are available, as well as tips on how to be an effective beta tester.




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  1. The future of Unity ? A correct C# documentation for editor scripts, is it possible ?

  2. Himanshu Pal

    10月 31, 2017 9:41 pm

    When is the C# Job System coming out?

    1. Vlad Neykov

      11月 1, 2017 1:35 pm

      Hi Himanshu, at Unite Austin this year Joachim Ante announced that the first part of the job system is targeted for Unity 2018.1, with the rest coming in later in 2018. Developers can also sign up for a tech preview at: https://create.unity3d.com/jobsystem

  3. Like a year ago, I heard that you guys were going to make coding our game update to the editor faster, by using a network protocol. Know what I’m talking about? Is that coming out soon?

    1. Hey David, not sure which feature you are referring to, but you can check out the public road map for a list of announced features we are currently working on: https://unity3d.com/unity/roadmap

  4. Love the updates and possibilities you guys are adding. using Unity thought me a lot about program. couldn’t comment on the blog about the 2017 announcement. a lot of people complaining about stuff which, imho, just show how bad they are at correcting their programming/setting flaws…

    1. Glad you like the new updates! :)

  5. Can’t wait

  6. Where is the Standard Particle Shader’s Material Inspector? I downloaded the inbuilt shaders package from the Beta, but the Inspector is not in there. That makes porting attempts to 5.6 difficult. Please include it!

    1. Hi Hans, in the shaders package, besides copying over the two new shaders, you will also need to copy over UnityStandardParticles.cginc and UnityStandardParticleShadow.cginc (found in the CGIncludes folder) as well as the Editor folder containing the StandardShaderGUI.cs file (the file will need to reside in an Editor folder). Please let us know if you run into any issues.

      1. Hello Vlad, the StandardShaderGUI.cs file is a different file as it is the Material Inspector for the current Standard shaders and is not for the new Particle shader. I’m looking for StandardParticlesShaderGUI.cs which was included in the old betas from the Forums, but is missing in the inbuilt shader download. As far as I can tell you did not merge these files into one (nor would I want you to), so please include it. Perhaps you can provide a download link to it in the meantime?

        1. Hi Hans, you are right; nice catch! :) We will make a patch to include it in the additional resources for later builds. In the meantime, you can grab the (correct) cs file from here: https://drive.google.com/file/d/0B4iLDbefUqzAV3BPQXIyTDVjUUE/view?usp=sharing

  7. ->Re:Gonarch
    I want to know about that;
    cause I still using 5.6 Version.

    1. Most of the functionality of the Standard Particle Shader ought to work fine in 5.6. There were some GrabPass (distortion effect) engine tweaks that were added around 2017.1, so just something to keep in mind. The shaders are officially coming out in 2017.3. The shaders use many shader variants, so if you manually backport them to an older Unity version you should allow some time for the shader variants to compile.

  8. Is the standard shader for particles retro compatible with Unity 5.6?

    1. Hi Gonarch, most of the functionality should be fine in 5.6, with some potential GrabPass tweaks to the engine that were added in 2017.1 (I’ve provided a bit more explanation in the adjacent comment here).

      1. Thank you.