![]() ![]() Graphics: Camera.SetTargetBuffers added, allowing you to set buffers to draw to from RenderTexture or from screen or to share depth buffer between different cameras.If you render a camera with a replacement shader, the camera will pick the shader that corresponds to the current camera rendering path (forward / deferred / vertex lit). Graphics: Rendering with shader replacement now supports lighting.Mac OS X Standalone: added GameCenter support.Look for added Display class for an array of connected displays (only iOS is properly implemented now - all other platforms will have only one display in there). iOS: full multi-screen support (AirPlay).This allows for less work maintaining shaders and turning on and off parts of a shader with keywords. You can now set shader keyworkds on a per material basis. Graphics: Per-material shader keywords.This is useful for setting per material shader keywords from the UI. Graphics: Custom Material Editors! A shader can have CustomEditor keyword which points to an editor class that derives from MaterialEditor.Supported 2D blend types are Simple Directional, Freeform Directional, and Freeform Cartesian. 2D Blend Nodes are like regular blend nodes except you can blend based on two float parameters instead of one. Mecanim: 2D Blend Nodes for Blend Trees.Substance: Procedural textures are now supported at runtime on iOS and Android (ARM v7a only with NEON extension only).Complex view type dropdown button in the memory area. Memory usage of a player can also be viewed by connecting to the player from the editor. Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory.Webplayer: Application.ExternalEval and Application.ExternalCall will now properly escape Javascript strings with embedded escape sequences.Webplayer: Fixes a bug where using the WWW class in the web player would cause 50ms hiccups for each instance.Values stored in the Chain of Trust are still only accessible to assemblies signed with the specified public key. Web Player: Chain of Trust system now requires signed assemblies to be loaded with new Security.LoadAndVerifyAssembly method in order to be eligible to call Security.GetChainOfTrustValue.Compiled assemblies can once again reference the UnityEditor and UnityEngine namespaces. UnityEngine.dll and UnityEditor.dll are no longer signed/strong-named. ![]() Social API: Fixed problem loading leaderboard scores in Mac OS X 10.8 GameCenter.Shuriken: Fixed an issue where particle rotations were broken.Native Client: Fixed "Development Player" label showing on non-development players.GUI: When right-clicking on a window, context-menu events are once again being fired properly.GUI: Modal GUI windows are now always on top of all other Unity GUIs, regardless of GUI.depth value.crash when there's no active render target (regression in 4.1). Graphics: Fixed Graphics.activeColorBuffer, activeDepthBuffer etc.Fix ArgumentException: Invalid platform target" when trying to switch platform.Fix Crash in libmono.so due to GC_abort.DX11: Fixed GPU profiler not working (regression in 4.1).Android: Fixed an issue where "Stream from disc" audio was broken when used with the "Split Application Binary" option.Android: Fixed an issue where "Stream from disc" audio was really slow when used with the "Split Application Binary" option.Android: Added a workaround for android issue 41755 - ANR when using apple magic mouse.Android: Fixed performance regression with static batching.Android: Fixed touch and stylus input on devices having a single surface emitting both at the same time.Only one modal window can be open during a frame. Modal windows appear on top of all other Unity GUI elements and prevent interaction with all Unity GUI elements not within the modal window while open. UI: Windows can now be displayed modally using the GUI.ModalWindow call.Security.GetChainOfTrustValue can be used to retrieve this secret information, provided that the Security object is called from an assembly whose cryptographic signature is valid and matches the signature passed in when the secret is injected. Web Player: Secret information can now be injected into a running web player via Javascript, with access to that information controlled by cryptographic signatures.
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