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Unity Technologies is excited to announce the release of Unity 3.4 – a free update to all existing Unity 3.x users.

Through the integration of Allegorithmic’s Substance technology, Unity 3.4 features highly customizable procedural textures that can be adjusted both within the Unity editor and at runtime. Using substances in Unity, developers can stream high quality textures in just a few kilobytes, significantly reducing download times. Those textures can also be modified in real time on PC and Mac or baked into traditional textures for mobile platforms. Substances also include smart filters allowing artists to make awesome bitmaps and optimize their texturing pipeline.

Other notable new features and enhancements include:

  • Editor enhancements, such as user-assignable Scene View icons and modifiable primitive colliders, allow for more efficient game development.
  • Optimizations and performance improvements on everything from shadow renderers to animation components result in increased visual quality and faster rendering.
  • Downloadable content with caching for complete scenes and asset bundles leads to smaller downloads and improved player experience across all platforms.

Unity 3.4 also contains hundreds of minor improvements and fixes. Complete release notes can be found at: or you can download it and check it out.

34 replies on “Unity 3.4 Released”

When will the Wheel Colliders support the clampled friction model? That will be awesome, allowing to do realistic vehicle physics easier… It´s a easy and useful update I think…

[…] こんにちは! ゲーム開発ツールで有名なものと言えば、Unityではないでしょうか? 先日、Unityの最新版、Unity3.4がリリースされました! Unity3.4で変更になった点、追加された機能などをUnity社のホームページのブログ記事をもとにご紹介致します。 —————————————————————————————————————————– ※原文はこちらです。誤訳があれば教えて頂けると幸いです。なお、掲載にあたり、Unity社のRichardさんの了解をとっております。 【和訳】 UnityテクノロジーはUnity3.4のリリースをアナウンスできることに興奮しています。 〜 既存のUnity 3.xのユーザには無料でアップデート〜 Allegorithmic社のSubstanceテクノロジーの統合を通して、Unity3.4 はUnityエディター内でもruntime時にも調整できるカスタマイズ可能なプロシージャルテクスチャを特徴としています。 UnityでSubstanceを使用し、開発者はダウンロード時間を著しく減らしながらたった数キロバイトでハイクオリティのテキスチャをストリームすることができます。 これらのテキスチャをPCやMac上でリアルタイムに修正可能、モバイルプラットフォームの場合には従来のテクスチャに焼き付ける事ができます。 Substanceもアーティストがすばらしいビットマップを作成したり、texturing pipelineを最適化するためのsmart filtersを持っています。 他の注目すべき新しい機能や改良は下記。 ・ユーザによる割り当てが可能なScene Viewアイコンや変更可能なprimitive collidersのような、エディタの拡張は、さらに効率的なゲーム開発を可能にします。 ・影のレンダラーからanimationコンポーネントまでの最適化と、すべてのパフォーマンスの改善はビジュアルクオリティーや高速化したレンダリングをもたらします ・・完全なscene、複数のassetなどのコンテンツがダウンロードとキャッシュが可能になったため、ダウンロード量の削減やすべてのプラットフォームでユーザ体験の向上 —————————————————————————————————————————– どうでしょうか?Unityユーザーの方はワクワクしますよね。 今後もUnityに注目して、いろいろな記事をご紹介出来ればと思います。 […]

Signed sealed and delivered! Another masterpiece from the UT guys. now, and even more painful wait for the 3.5 begins !

16x & 16xQ is most certainly supported among most GPU’s (actually even 32x on more modern cards) (all CSAA). Please amend that statement in the “what’s new section.

Excellent release! Unity has become more awesome :D

Just one thing, the #pragma strict wastes Array()….I’m getting some headaches for using a Javascript array for storing custom classes…now is nearly useless without temp variables :(

Great releae guys!
specially drag to make prefab and bug fixes.
alegorithmic surely is something huge! it’s good to have substances with more indie prices. for examples having 5 $99 substance collections for $200 or so on.

UT Guys, can i request some blog post about Water4? maybe somekind like tech behind it, documentation and how to use it?

And Congratulations for the release.

I shall give it a go tonight!!!
Unity revolutionized the game industry and it is getting better and better.

Thank you for your hard work,
Long life to the Unity Cru.

And finally Umbra is working properly (almost) – it culls objects used to water reflection… funny side effect. It would be good to have ability to set cameras which use occlusion culling.

Read most of the changelog and found out that the strict ‘#pragma strict’ compilation mode just became stricter.

@Kui: Allegorithmic is working on making Substance support for mobiles happen. It will likely be in a future version of Unity.

Great work, thank you so much!!
…but please bear with me if I directly adress one point that I was counting on heavily: substance textures can only be baked for use on mobile devices? No native use?
Oh… and I thought procedural substances would be especially useful for reducing texture sizes on mobiles.
Could be please clarify why it’s not possible? I guess it has to do with processing power?
Everything else is superb though, don’t wanna spoil the party! ;)

Jason, you can easily do your dynamic fluid surfaces with some 3d maths and a shader. Or pay someone to do it for you.
Or better, why not create a feedback on the feedback site? See how many supporters you get, ho knows, maybe you can have it for 3.5. :P

now when you push shift, you can scale collider with small green handlers as it has on occlusion culling area

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