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바로 오늘, 누구나 이용할 수 있는 유니티 5.5 베타 버전을 선보이게 되었습니다.

지금 바로 다운로드하여 새롭게 개선된 여러 가지 기능을 프로젝트에 시험해 보시기 바랍니다. 베타 버전이므로 사용하기 전에 먼저 프로젝트를 백업하는 것도 잊지 마세요!

이번 유니티 5.5 베타 버전 출시는 지난 3월 유니티 5.4 베타 버전 출시에서 선보인 출시 패턴의 연장선상에 있습니다. 즉, 유니티 5.5 베타의 실제 사용에 관한 충분한 피드백이 접수되면 정식 버전으로 출시됩니다. 현재 정식 버전을 사용하려면 유니티 5.4.x 버전이 필요합니다. 유니티는 안정적이고 믿을 수 있는 개발 플랫폼을 제공하기 위해 항상 최선을 다하고 있습니다.

아래에 유니티 5.5 베타의 주요 특징 몇 가지를 소개하겠습니다.

라인 렌더링 (Line Rendering) 및 파티클 시스템 (Particle System) 개선

유니티 5.5 베타 버전은 유니티의 라인 및 트레일 렌더링 방식도 크게 개선했습니다. 지정된 포인트 집합 사이의 라인을 렌더링하는 LineRenderer와 움직이는 물체 뒤에서 트레일을 렌더링하는 TrailRenderer 모두, 개선된 라인 드로잉 알고리즘을 사용하도록 업그레이드되었다. 그 결과, 출력되는 렌더링이 확연히 달라졌습니다.

55vs54lines copy

추가적으로 유니티 5.5 베타 버전의 파티클 시스템에도 수많은 업데이트가 이루어졌습니다. 파티클 시스템을 이용하여 시각 효과를 독창적으로 사용자 지정할 수 있는 새로운 옵션을 추가했습니다.

예를 들어,

새로운 Lights Module을 통해 파티클의 일정 비율에 실시간 조명을 적용할 수 있고, 조명이 적용되는 파티클로부터 속성을 상속할 수 있습니다. 이제 파티클 효과를 통해 간단히 주변 환경에 조명을 적용할 수 있게 되었습니다.

다양한 세팅이 가능한 Lights Module 예시:

새로운 Noise Module을 사용하면 품질 설정을 통해 파티클 움직임에 노이즈를 적용할 수 있습니다. 단, 조잡하지만 효율적인 노이즈와 매끄러운 고품질 노이즈 중에 선택할 수 있어야 합니다.

Noise Module 사용 예시:

새로운 Trails Module로 리본형 트레일을 파티클 시스템에 쉽게 추가하여 유니티 5.5 베타 버전의 개선된 라인/트레일 렌더링 기능을 충분히 활용할 수 있습니다.

Trails Module features는 다양한 이펙트 구현이 가능한 유용한 기능입니다.

Color Gradient 시스템도 더욱 유연해져, 파티클 색상을 자유자재로 조절할 수 있습니다. 이를 이용해 해당 가중치가 적용된 명시 색상 목록을 선택할 수 있어요.

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이제 크기, 회전, 속도 등의 사용자 지정 데이터를 particle shader로 보낼 수 있습니다. 또한 normal 매핑을 위해 shader로 탄젠트 정보를 전송할 수 있습니다. 스크립트에서 파티클로 사용자 지정 데이터를 추가하는 것도 가능합니다. 이 기능을 테스트하는 동안 만든 사용자 지정 효과의 몇 가지 예가 될 수 있습니다.

통제 범위와 사용자 지정 옵션을 더 늘리고자 하는 사용자를 위해, 이제 주요 파티클 설정의 모든 속성이 스크립트에 공개됩니다. 고유한 shader 작성에 능숙한 사용자를 위해 파티클 시스템 vertex shader로 사용자 지정 데이터를 전송하는 데 필요한 지원을 추가했습니다.

마지막으로, 이펙트에  Sub-Emitter를 추가 개수에 대한 제한을 해제했습니다. 그래서 현재는 원하는 만큼 Sub-Emitters를 추가할 수 있고, 또한 색상이나 사이즈, 회저ㄴ이나 속도 등을 상위 파티클에로부터 Property를 생산해낼 수 있게 되었습니다.

이번에 업데이트된 도구로 여러분께서 만들어낼 놀라운 시각 효과가 기대됩니다!

 

아직 끝이 아닙니다!

물론, 유니티 5.5 베타 이야기는 여기서 끝이 아니랍니다. 다른 수많은 새로운 기능과 개선 사항을 담았습니다.

  • Mono C# 컴파일러가 Mono 4.4로 업그레이드되어 더 나은 성능과 다양한 버그 픽스를 제공합니다. 이번에는 Mono 런타임 전체가 아닌 C# 컴파일러 업그레이드에 그쳤지만, 유니티의 .NET 환경 개선 및 현대화를 향한 여정의 첫 걸음을 뗀 것이라고 볼 수 있습니다.
  • 이제 새로운 프로젝트에 WebGL 2.0이 기본적으로 사용되므로, OpenGL ES 3.0과 동등한 표준을 지원하는 브라우저에서 렌더링 및 시각 품질을 개선할 수 있습니다. 브라우저 지원은 아직 시험 단계에 불과하지만 곧 출시될 정식 버전에서는 브라우저 공급업체에서 업그레이드된 표준을 지원할 것으로 예상합니다.
  • 추가 충돌 검색 옵션과 Rigidbody2D 물리학 요소의 새로운 속성을 비롯한 2D Physics 기능 개선이 이루어졌습니다.
  • 압축으로부터 텍스트 형식을, 텍스처 유형으로부터 텍스처 형태를 분리하는 옵션이 추가되는 등 Unity의 Texture importer가 개선되었습니다. HDR 텍스처(새로운 Look Dev 도구 사용 필수)를 위해 유니티는 메모리 비용 상승을 상쇄한다는 목적으로 FP16 형식과 BC6H 압축을 지원합니다.

 

유니티 5.5 베타 버전의 모든 기능 목록을 보려면 릴리스 노트 전문을 확인할 수 있습니다. 유니티 5.5에 제공될 모든 기능 목록은 베타 테스트 기간 동안 수집되는 피드백에 따라 변경될 수 있다는 점에 유의해주시기 바랍니다.

새로운 Splash Screen Tools

5.5 베타 출시와 동시에 새로운 splash screen 툴이 가능해질 것으로  많은 분들이 이 기능을 기대하셨을 텐데요,  조금 더 인내심을 갖고 기다려주세요. 새로운 Splash Screen 기능과 몇몇 기능을 당장 사용해보지 못해 아쉽지만, 5.5 베타의 다른 기능을 사용해보실 기회가 미뤄지게 하지 않기 위해 몇가지 기능은  다음 빅 릴리즈 때를 기약하기로 했습니다.

 

Unity 5.5 Beta, 자유롭게 사용해보세요!

유니티 5.5 베타 버전의 여러 가지 개선사항이 여러분의 프로젝트 진행에 도움이 되기를 바라고, 이번 베타 테스트를 통해 더욱 정교하게 다듬어진 정식 에디터 버전을 선보일 수 있기를 기대하고 있습니다.

유니티 5.5 베타 버전 사용 중 문제를 발견한 경우, 도움말(Help) 메뉴에서 액세스할 수 있는 유니티 버그 리포트(Unity Bug Reporter)를 이용해 버그 리포트를 제출하고 베타 포럼(Beta Forums)에 게시해 주시면 감사하겠습니다.

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  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. 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. 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

    9월 8, 2016 7:31 오후

    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

    9월 7, 2016 8:37 오후

    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

    9월 6, 2016 9:46 오전

    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

      9월 6, 2016 4:45 오후

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

  14. Wildan Mubarok

    9월 1, 2016 10:37 오후

    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

    9월 1, 2016 4:37 오후

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

  20. Assembler Maze

    9월 1, 2016 2:11 오후

    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

    9월 1, 2016 9:06 오전

    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. 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

    8월 31, 2016 5:35 오전

    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. 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

      8월 31, 2016 1:26 오후

      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

      8월 31, 2016 1:32 오후

      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

      8월 31, 2016 1:34 오후

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

  59. Those particles. :O <3