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새 버전이 출시될 때마다 매번 큰 반향을 불러일으켰는데요. 이번 버전에서도 유니티는 수개월의 시간투자를 통해 우수한 게임과 경험을 구현하는데 있어 새롭고 유용한 기능들을 개선 및 추가 하였습니다. 이것은 테스트 기간 동안 여러분들이 주신 소중한 의견이 없었다면 가능하지 못했을 일입니다. 정말 감사의 말씀을 전합니다. 항상 그렇듯 여러분의 참여는 유니티에 커다란 도움이 되고 있습니다.

자세한 설명으로 넘어가기에 앞서 이번 Unity 5.5 버전에서 주목할만한 몇 가지 특징을 간추려 소개하겠습니다.

새로운 플랫폼, 새로운 기회

무엇보다 유니티는 게임 개발사가 새로운 사용자와 시장을 공략할 수 있는 기회를 확대하는 데 지속적인 관심을 기울이고 있습니다. Unity 5.5에서는 Microsoft Holographic(HoloLens)을 미리보기 모드로 지원하지 않습니다. 다시 말해, 미래형 증강 현실과 혼합 현실을 체험할 수 있는 단계로 바로 넘어간다는 뜻이죠. 스토어 공간을 더욱 효과적으로 활용할 수 있도록 Codeless IAP(In-App-Purchase) 기능이 개선됐고 CloudMoolah도 추가로 지원합니다.

개선된 시각 효과 전문가용 툴

시각 효과 전문가들이 Unity에서 훨씬 더 편안하게 작업할 수 있도록 시각 효과 전문가용 툴도 개선했습니다. Unity 5.5에서는 파티클 시스템LineRenderer 컴포넌트가 크게 향상됐는데, 보완 작업을 더 빠르고 더 안정적으로 완료할 수 있도록 애니메이션 창의 워크플로우와 성능도 대대적으로 강화됐습니다. 게다가 클릭 몇 번만으로 게임 시작 화면에 개발사의 브랜드를 추가할 수 있는 스플래쉬 스크린 툴도 새로 추가됐고 물리(Physics) 기반 프로젝트를 진행하는 내내 작업 콘텐츠의 일관성을 유지하는 데 도움이 될 Look Dev를 시범적으로 도입했습니다 팀원들이 간편하게 유니티 기반의 프로젝트를 저장하고 동기화할 수 있는 Unity Collaborate(오픈 베타!)도 조만간 선보일 예정이니 기대하세요.

성능 개선

마지막으로, 성능을 개선하는 데 중점을 둔 여러 가지 새로운 기능이 개발되어 모든 플랫폼에서 최상의 사용 환경을 지원할 수 있습니다. 예를 들어, CPU 프로파일러 타임라인 뷰라는 Android 및 iOS용 GPU 인스턴스가 새로 추가됐고 물리(Physics) 엔진도 PhysX 3.3.3으로 업그레이드되었습니다.

이번에는 Unity 5.5의 새로운 특징을 좀 더 자세히 설명해 보겠습니다!

5.5에서 Microsoft Holographic(HoloLens) 지원

Unity 5.5는 Microsoft Holographic을 기본 지원하는데, Unity Editor에서 홀로그래픽(Holographic) 에뮬레이션 기능을 불러올 수 있도록 워크플로우도 개선했습니다. 홀로렌즈(HoloLens)용 애플리케이션 개발자는 실제 홀로렌즈(HoloLens) 기기에서 구현해서 배포할 필요 없이 Unity Editor에서 직접 디자인을 대상으로 한 프로토타입 제작, 버그 수정, 보완 작업을 실시할 수 있습니다. 자세한 내용은 홀로그래픽(Holographic) 설명서를 참조하시면 됩니다.


Codeless IAP 기능과 더욱 다양한 플랫폼 지원

스토어와 플랫폼에서 IAP(In-App Purchase)을 관리하기가 어렵다는 의견이 많았습니다.

그래서 유티니는 게임 개발사가 훌륭한 게임을 만드는 데 전념하면서 수익 창출 기회도 놓치지 않을 수 있는 그런 환경을 구현하는 데 각별한 관심을 기울였습니다.

새로 추가된 Codeless IAP 기능을 이용해 IAP를 여러 개의 스토어에 손쉽게 이식하고 거래 절차를 실시간으로 자동화할 수 있습니다. 이제 Unity IAP가 Apple App Store, Google Play, Amazon, Samsung, Windows Store, Tizen Store 외에도 Cloud Moolah와 Xiaomi(조만간 추가 예정)를 추가로 지원하므로 아시아에서 더 많은 수익을 증대할 수 있게 되었습니다.

개선된 파티클 시스템

Unity 5.5에서 파티클 시스템이 정말 많은 부분에서 업그레이드되었습니다.

새로운 라이트 모듈을 이용하면 실시간 라이트를 파티클 일부에 붙일 수 있고, 그 라이트는 파티클로부터 특성을 자동으로 가져 오도록 설정할 수 있습니다. 이제 파티클 효과를 이용해서 간단하게 주변 환경에 라이트를 추가할 수 있게 되었습니다.

라이트 모듈에서 새로 지원되는 멋진 효과를 몇 가지만 소개하겠습니다.


새로 추가된 노이즈 모듈(Noise Module)을 이용하면 파티클 움직임에 난기류 효과를 추가할 수 있는데, 품질설정(quality settings)을 통해 품질은 다소 떨어지지만 성능 상에서 이점을 얻을 수 있는 노이즈와 부드러운 고품질 노이즈 중 하나를 선택할 수 있습니다.

아래에는 노이즈 모듈(Noise Module)을 이용해서 파티클 움직임에 난기류 효과를 추가하여 불규칙하게 요동치는 움직임이나 물 흐르듯 매끄러운 움직임을 연출한 사례가 소개되어 있습니다.

뿐만 아니라 개선된 라인/ 트레일 (Trail) 렌더링 기능을 지원하는 트래일 모듈(Trails Module)을 이용하여 파티클 시스템에 리본모양의 잔상 효과를 손쉽게 추가할 수 있습니다. 아래 예시를 참조하시면 됩니다.

트레일 모듈(Trails Module)에는 아래와 같이 다양한 효과를 연출하는 데 유용한 여러 가지 설정이 있습니다.

더 유연해진 Color Gradient 시스템을 통해 파티클 색상을 자유자재로 조정할 수 있는데, Color Gradient 시스템을 이용하면 가중치가 적용된 명시적 색상 목록을 선택할 수 있습니다.

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이제 크기, 회전, 속도 등의 사용자 지정 데이터(Custom Data)를 파티클 쉐이더에 전송할 수 있을 뿐 아니라 접선(탄젠트 데이터를 쉐이더에 전송해서 법선 매핑(Normal Mapping)을 실시할 수도 있습니다.

이제 주요 파티클 설정의 모든 속성이 스크립트에 공개되므로 사용자가 원하는 경우 조정 옵션과 사용자 지정 옵션을 추가하기가 용이해졌습니다. 그리고 쉐이더를 직접 제작하고 싶어하는 사용자를 위해 지정 데이터를 파티클 시스템 정점 쉐이더(Vertex Shader)에 전송할 수 있는 기능이 추가되었습니다.

마지막으로, Sub-Emitter 개수의 한도가 없어져 이제는 Sub-Emitter를 효과에 무한정 추가할 수 있습니다. 원하는 만큼 Sub-Emitter를 추가할 수 있을 뿐 아니라 색상, 크기, 회전, 속도 같은 상위 파티클의 속성이 Sub-Emitter에 자동으로 적용되도록 설정할 수도 있습니다.

이렇게 업그레이드된 툴로 여러분이 만들어낼 놀라운 시각 효과가 정말 기대됩니다.

애니메이션 창을 이용한 보완 작업 속도 개선

애니메이션 창의 워크플로우가 개선되고 성능도 대폭 향상되어 더욱 빠르고 안정적으로 보완 작업을 완료할 수 있습니다.

먼저, 애니메이션 창 툴 박스의 기능이 추가되었습니다. 추가된 툴을 이용해서 Dopesheet 모드와 Curve 모드에서 키 프레임(keyframe)의 간단한 이동, 스케일링(scaling), 그리고 리플 편집(ripple editing, 단축키: “r”)이 가능합니다.

또한 키 프레임(keyframe)들이 서로 인접해 있을 때 curve 오버슈트 현상을 유발하는 경향이 있는 기존의 Auto 접선 모드의 단점을 보완한 Clamped-Auto 접선 모드도 curve 에디터에 추가되었습니다. 키 프레임(keyframe)을 Clamped-Auto 접선 모드로 설정한 상태에서 범위를 벗어난 키 프레임(keyframe)이 존재할 경우 접선이 점차 평평해집니다.

그와 더불어, 핵심 요소의 성능을 다각적으로 개선한 덕분에 애니메이션 창의 렌더링 속도도 빨라졌습니다. 자세한 내용은 시연 동영상을 참조하세요.

LineRenderer 컴포넌트 강화

Unity 5.5에서는 직선 및 트레일 렌더링 방식이 대폭 개선되었습니다. 구체적으로 말씀드리면, 지정된 지점 사이의 직선을 렌더링하는 LineRenderer와 움직이는 오브젝트 뒤에 남는 잔상을 렌더링하는 TrailRenderer가 개선된 라인 드로잉 알고리즘을 사용하도록 업그레이드되었습니다. 아래의 렌더링 결과를 비교해 보면 Unity 5.4와 확연한 차이가 있다는 것을 확인할 수 있습니다.

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새로운 로딩 화면(스플래쉬 스크린) 툴

새로운 로딩 화면 툴을 이용하면 (프로젝트를 실행했을 때 처음 나타나는) 로딩 화면에 게임 개발사, 퍼블리셔, 게임 로고를 손쉽게 추가할 수 있습니다. 이 툴에서는 로고 순서 지정, Made With Unity 공동 브랜딩, 배경 이미지, 애니메이션 등 손쉽게 설정할 수 있는 여러 가지 옵션이 지원됩니다.

애셋 시각화 및 검증용 Look Dev (실험 단계)

HDR(High Dynamic Range) 이미지 기반 라이팅 툴인 Look Dev는 뷰어에서 애셋을 검증하고 비교함으로써 애셋이 다양한 라이팅 조건에 맞게 작성됐는지 확인할 수 있습니다.

Look Dev는 색감 텍스처 아티스트, 모델링 아티스트, 라이팅 아티스트, 아트 디렉터 (AR), 외주 관리자, 그리고 프로젝트의 시각 효과 작업에 참여하여 애셋 시각화 및 검증 작업을 수행해야 하는 모든 사람들이 사용하기 적합하도록 설계되어 있습니다.

Unity 5.5에 내장된 Look Dev를 이용하면 물리 (Physics) 기반 프로젝트를 진행하는 내내 작업 콘텐츠의 일관성을 쉽게 유지할 수 있습니다.

5-5-lookdevview016

Look Dev는 Unity 5.5에 실험적으로 도입된 기능인데, 자세한 내용은 관련 자료를 참조하세요.

유니티가 전 세계 여러 장소를 배경으로 제작한 7개의 LatLong 8192×4096 HDR 스크린샷 패키지도 포함되어 있으므로 라이트 작업을 착수할 때 참조할 수 있어요. 애셋 스토어에서 직접 확인하세요!

Visual Studio Code 호환

이제 macOS와 Windows에서 Visual Studio Code가 지원되는데, Visual Studio Code를 외부 스크립트 편집기로 선택하면 Visual Studio Code에서 직접 스크립트를 열 수 있고 VS Code Unity 버그 수정용 확장 모듈을 이용해 버그 수정 작업도 진행할 수 있습니다.

모든 Unity 5.5 사용자에게 Unity Collaborate 베타 버전 사용 기회 제공

모든 Unity 5.5 사용자에게는 팀원들이 간편하게 유니티 기반의 프로젝트를 저장, 공유, 동기화할 수 있는 Collaborate 오픈 베타 체험 행사에 참여할 수 있는 특전이 주어집니다. Collaborate는 사용하기가 쉬워서 팀원 전체가 위치나 역할에 관계 없이 프로젝트에 기여할 수 있습니다.

5-5-collab

베타 버전 체험 행사에 참여하고 게시판에 많은 의견 남겨주세요!

함께 일할 사람을 찾고 계세요? 그렇다면 Unity Connect가 적격입니다! 인재를 찾거나 노하우를 전수 받아 야심 찬 목표를 달성할 수 있을 겁니다. 지금 바로 프로필부터 작성하세요.

새로 추가되거나 개선된 기타 기능

이번에도 많은 기능이 새로 추가되거나 개선되었습니다. 자세한 내용이 릴리스 노트에 소개되어 있지만 몇 가지만 요약해서 소개하겠습니다.

  • CPU 프로파일러 타임라인에 native 메모리(C++메모리) 할당 상태 보기 외에 High Detail 뷰가 추가되었습니다.
  • Mono C# 컴파일러가 Mono 4.4로 업그레이드되면서 더욱 우수한 성능을 지원하고 버그도 더욱 철저하게 수정되었습니다. C# 컴파일러 업그레이드의 효과가 단순히 Mono의 실행 시간 최적화에 그치는 것이 아니라 유니티의 .NET 환경을 개선하고 현대화할 수 있는 교두보를 마련됐다는 점에서 큰 의미가 있습니다.
  • 이제 새 프로젝트를 시작하면 WebGL 2.0 가 자동으로 활성화되도록 설정되어 있어서 OpenGL ES 3.0과 유사한 표준을 지원하는 브라우저에서 더욱 우수한 렌더링 속도와 시각 품질을 만끽할 수 있습니다. 브라우저 지원은 아직 실험 단계에 있지만 브라우저 제공업체들이 조만간 안정적인 버전을 출시함으로써 업그레이드된 표준을 지원할 것으로 기대하고 있습니다.
  • 이제 Metal 그래픽 API를 지원하는 iOS 및 tvOS 기기와 OpenGL ES 3.0을 지원하는 Android 기기에서 선형 색상 공간(Linear Color Space) 렌더링 기능을 사용할 수 있습니다.
  • 이제 (OpenGL ES 3.0 이상을 지원하는) Android 기기와 (Metal을 지원하는) iOS 에서 GPU Instancing 기능을 사용할 수 있습니다.
  • 저수준 그래픽 개선: 최신 그래픽 API의 깊이 버퍼 정밀도가 (특히, 대규모 오픈 게임 환경에서) 크게 개선되었습니다. Native 코드 플러그인이 그래픽 API의 Mesh 및 ComputeBuffer 기본 데이터를 사용할 수 있습니다. 인스턴스화된 오브젝트를 수동으로 렌더링할 수 있는 Graphics.DrawMeshInstanced가 추가되었습니다. 큐브맵 배열(CubemapArray)가 추가로 지원되며 쉐이더 키워드 개수가 (128개에서) 256개로 증가했습니다.
  • 압축 포맷에 따라 별도로 텍스쳐 포맷을 선택하거나 텍스처 유형에 따라 별도로 텍스처 타입을 선택할 수 있는 옵션이 추가되는 등 유니티의 텍스처 임포터가 개선되었습니다. 이제 HDR 텍스처에 FP16 포맷BC6H 압축이 지원됩니다.
  • 피직스(Physics) 엔진이 PhysX 3.3.1에서 PhysX 3.3.3으로 업그레이드됐고 Physics Profiler에 성능 지표가 추가되었습니다. 피직스(Physics) 엔진 업그레이드로 피직스(Physics)적 현상 검증 기능의 정확도가 향상되었습니다. 예를 들어, 범위가 지정된 특정 유형의 Collider와 오브젝트의 충돌을 레이캐스트가 감지하지 못하거나 잘못 감지하는 경우가 많았는데 이런 문제를 해결할 수 있게 되었습니다. 게다가 피직스(Physics)적 현상 검증 기능의 감지 대상에 배면 삼각형을 포함/제외할지를 명시적으로 지정할 수 있는 플래그가 추가되었습니다.
  • 새로운 PCM(Persistent Contact Manifold) 충돌 감지 모드가 자동으로 활성화되도록 설정되어 있습니다. SAT(Separating Axis Theorem)를 기준으로 삼았던 기존의 충돌 감지 모드에 비해, 모든 프레임에서 정확한 접점이 생성될 뿐 아니라 프레임마다 모든 접점을 다시 계산할 필요가 없으므로 결과적으로, 접점 버퍼에 실제 접점만 저장되고 접점 피드백과 역침투력을 계산하는 데 사용되는 CPU 자원이 감소합니다.
  • 충돌 감지 옵션, CapsuleCollider2D, Rigidbody2D 피직스(Physics) 컴포넌트가 새로 추가되는 등 2D 피직스(Physics)가 새로 개선되었습니다.
  • 씬 뷰에서 선택한 게임 오브젝트 강조(highlighting) 표시: 선택한 오브젝트의 와이어프레임(wireframe)을 보여주던 방식에서 오브젝트의 아웃라인을 강조해서 보여주는 방식으로 바뀌었습니다. 아웃라인의 강조 표시 색상은 유티니 preferences 창에서 변경할 수 있고, Gizmo 창에서 이 기능을 활성화/비활성화할 수 있습니다.
    5-5highlightselectoutline

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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. 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

    1월 13, 2017 7:01 오후

    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 :(

    12월 15, 2016 10:14 오전

    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

    12월 13, 2016 4:41 오후

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

    Here is the bug report number: 860807

    Alex

  11. 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

    12월 8, 2016 3:13 오후

    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

    12월 4, 2016 12:32 오전

    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

    12월 3, 2016 3:05 오후

    “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

          12월 14, 2016 9:54 오후

          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

    12월 2, 2016 3:22 오후

    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. 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. 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. 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

    12월 1, 2016 8:49 오후

    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. 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. 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

          12월 5, 2016 5:08 오후

          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

    12월 1, 2016 6:11 오전

    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

    12월 1, 2016 4:29 오전

    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

        1월 9, 2017 10:11 오전

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

    2. 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

    12월 1, 2016 4:12 오전

    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

    12월 1, 2016 2:18 오전

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

  48. Davendra Jayasingam

    12월 1, 2016 1:01 오전

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

      1. 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. 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. Wow! Great work Unity!

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

  66. 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. 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. 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. 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

        12월 1, 2016 6:06 오전

        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

          12월 1, 2016 6:08 오전

          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. 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

          12월 2, 2016 5:09 오전

          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

    11월 30, 2016 3:31 오후

    Awesome!

  81. Julie Conn - Smart Digital Networks Inc

    11월 30, 2016 3:28 오후

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