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Unity 2019.3.9

Unity for Mac は、ゲーム開発エコシステムです。強力なレンダリングエンジンと完全な直感的なツールセットと迅速なワークフローを組み合わせて、インタラクティブな 3D および 2D コンテンツを作成します。簡単なマルチプラットフォームパブリッシング。何千もの品質の既製アセットを資産保管店や知識共有コミュニティに提供しています.

独立した開発者やスタジオのために、ユニティの民主化エコシステムは、ユニークな美しいゲームを作成する時間とコストの障壁を壊します。彼らは Unity for Mac を使って、好きなことをやって生活を築いていきます。どのプラットフォームでもプレーヤーを魅了し楽しませるゲームを作成しています.

Unity for Mac 特集:

Workflow
直感的で拡張可能なエディタワークスペースであなたのシーンを素早くアセンブルします。完成したゲームに向けて迅速な繰り返しを再生、テスト、編集します.

Quality
任意の画面でスムーズでクリーンな AAA 視覚的忠実度、音声、フルスロットルアクションでゲームを作成します.

2D& 3D
共有コンベンションを活用した効率的なワークフローによる 2D および 3D コンテンツ作成用の専用ツールを用意しています.

Animation
ユニークで強力な柔軟なアニメーションシステムにより、自然かつ流動的な動きであらゆるキャラクターやオブジェクトを生き生きとさせることができます.

性能
信頼性の高いパフォーマンス、滑らかなフレームレート、

Multi-platform
他のゲームエンジンでは、手間のかからない展開で多くのパブリッシングプラットフォームを選択することはできません.

Unity Cloud Build
新しいクラウドビルドサービスで簡単にビルドできます。プロジェクトの変更は作業中に検出され、ビルドは自動的にデバイスに配信されるか Web.6535896
注:Unity は無料で、Unity Pro.

Also の完全機能の 30 日間トライアルが付属しています。 Windows

ファイルのバージョン Unity 2019.3.9
ファイル名 UnityDownloadAssistant-2019.3.9f1.dmg
ファイルサイズ 512 KB
オペレーティングシステム Mac OS X 10.9 or later
ソフトウェアタイプ Freeware
著者 Unity Technologies
更新日 http://unity3d.com/unity
更新時間 2020-04-09
ログを更新する

What's new in this version:

Fixes:
2D:
- Allow users to specify negative normal angles for ContactFilter2D
- Colliders should also respect Pivot property of Edge Sprites in Sprite Shape
- Ensure SpriteShape are not generated when not in view on Runtime
- Fix crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode
- Fixed broken documentation links in inspectors for com.unity.2d.animation package
- Fixed exception after reverting from creating new vertices and edges in Skinning MOdule
- Fixed PSDImporter broken documentation links in inspectors
- Fixed PSDImporter creates empty GameObject in certain cases
- Fixed Sprite asset used by SpriteSkin in Scene is being deleted
- Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component
- Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled
- Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector
- SpriteShapeController leaks memory when zero control points are used

Android:
- Cutout is calculated incorrectly when device is not in full screen mode
- Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP
- Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP
- Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled

Asset Import:
- Fixed AssetImportWorker taking autoconnect player connections

Editor:
- Classes that depend on libMonoPosixHelper.so will now work in playmode in the Linux editor
- Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call
- Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked
- Fixed IME related APIs in Input class not working, even when using the new Input System package
- Fixed inconsistent Slider behavior when label width is not specified
- Fixed issue with the changing of the size of the input search field
- Fixed missing borders (i.e. inspector window and player settings)
- Fixed the background color and border color of buttons in their various states for IMGUI and UIElements
- Restores previous behavior
- When setting Playmode be sure to not change state if already playing

GI:
- Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting

Graphics:
- ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan
- CopyTexture with element correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element
- Filter out SetWantsStructuredBufferBinding for no readable meshes
- Fix a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer)
- Fix slow compilation of vfx shaders in big project by not recreating all shaders in that case
- Fixed error messages produced, when using -force-vulkan command line option, when the editor is started

Physics:
- Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation
- Fix an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries
- Fix to ensure that previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation is restored

Plugins:
- Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException

Prefabs:
- Fix null reference exception is thrown when applying modified Button UI component property to prefab

Profiler:
- Fix PVRContextManager thread has no data and occupies important area in Profiler Timeline View
- Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build
- Fixed Performance decrease in EditorOverhead using Deep Profile

Scripting:
- Check if scripting is shutting down to prevent an Internal_ApplicationWantsToQuit crash
- Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes
- Fixes a performance issue in UnsafeUtility.IsValidNativeContainerElementType() and fixes a bug where UnsafeUtility.IsUnmanaged() could return an incorrect result

- Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously
- Shaders: Surface shader writes into o.Emission channel were ignored in some cases
- UI Elements: Fix USS variable gets corrupted when psuedo state is changed
- Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds
- Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64)
- Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method
- Video: Editor Freezes when trying to import 10-bit video
- WebGL: Allow WebGL build run in background when canvas is not displayed
- Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window
- Windows: Native plugins are now put into correct CPU specific architecture folder
- Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes
- XR: Fixed usage flag for foveation map ImageViews during Vulkan multiview framebuffer creation
- XR: The builtin resources zip was not updated after the Font.shader code had been updated to properly handle VR

API Changes:
- 2D: Added: Added API to access SpriteSkin deformed buffer
- Scripting: Added: Included possibility to add public headers to XCode project

Changes:
- 2D: Remove unused Reset Bounds button from SpriteSkinEditor
- Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported
- Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced

Improvements:
- 2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation
- 2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module
- 2D: Improved SpriteSkinEditor UI
- Editor: Dragging material over the scene view might be slow: https://unity3d.atlassian.net/browse/EC-612
- Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match (default FOV changed to 60 degrees)
- Editor: Scene view Frame Selected now properly takes custom FOV into account

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