Unity delivers a stable and scalable platform for creating captivating content. Content that is efficient to create, and that works on low as well as high-end hardware.
Unity is the only Mac-based high-end game development tool sporting a stylish pro-app GUI, no-friction workflow and top-of-the-line technical features such as extensible graphics, great particle effects, highly optimized scripting, the Ageia physX Engine, skinned character animation and ragdolls, and making standalone games for Mac and Windows (and Dashboard Widgets and web-plugins).
Unity is a 3D game editor which happens to contain one of the most advanced game engines out there. Packed with power it is built to meet the demands of next-generation game developers.
Automatic asset importing, prefabs, and ultra fast edit-play-modify turnaround while you assemble and test your game helps maintain the creative flow. Asset production was never this fast before. The editor ties together all the powerful features of the engine in an intuitive way.
- Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
- Asset Bundles: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
- Asset Bundles: Output the CRC value for the manifest asset bundle.
- Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
- Cluster Rendering: Improved cluster networking layer and reduced instability while using cluster input.
- Graphics: Dynamic batching was reintroduced for particles, lines and trails. (766802)
- IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
- iOS: Added a compile flag in the trampoline code in order to allow disable the filtering of emoji characters.
- iOS: Added device support for iPhone SE and iPad Pro 9.7".
- OpenGL: ComputeBuffer now uses the same data layout as Direct3D whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
- Networking: Added support for IPv6 networks in UdpClient. (767741)
- VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
- Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
- Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
- OpenGL: ComputeBuffer data layout changes to match Direct3D; see Improvements section for details.
- Installer: Updated EULA.
- Analytics: Fixed a rare crash. Only occurs when analytics is on and importing a complete project from asset store with analytics off.
- Android: Audio - Fixed OpenSL output not selected when default buffer size selected. (784899)
- Android: Buildpipe - Don't make use of preview SDK tools installed. (788040)
- Android: Buildpipe - Fixed AAPT errors on project export. (786918)
- Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects. (765396)
- Android: Disabled Debug markers on PowerVR Series5 devices due to driver issues. (780958)
- Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume. (747898)
- Android: Fix for GPU skinning on Adreno GPUs. (763755)
- Android: Fix for syncing to low framerate with VSync off. (777167)
- Android: Fixed a crash in the Development build for some Android devices with PowerVR GPUs (e.g. Asus Memo Pad). (787491)
- Android: Fixed blending with background on Unity splash screen.
- Android: Fixed crash on Nvidia Shield tablet. (765744)
- Android: Fixed crash when loading scenes intermittently. (751530)
OS X 10.8 or later, 64-bit processor