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Unity 2020.1.5

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 2020.1.5
ファイル名 UnityDownloadAssistant-2020.1.5f1.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 2020-09-11
ログを更新する

What's new in this version:

Fixed:
- 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh.
- 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects.
- 2D: Fixed Eraser tool changing to Paint tool after a mouse drag.
- 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile pallete
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields.
- 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile pallete
- AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file.
- Android: Fixed GrabPass when Blit Type is Auto.
- Animation: Fixed Animation Window icons that where pixelated on HiDPI screens.
- Animation: Fixed flicker of whole animator transition inspector window when resizing it.
- Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial.
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor.
- Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details.
- Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window.
- Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream.
- Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build.
- DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP.
- Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project.
- Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window.
- Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script.
- Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode.
- Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake.
- Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence.
- Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize.
- GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it.
- GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device.
- GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects.
- GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes.
- Graphics: Added a Retry and additional logging when ETC compression fails.
- Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array.
- Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player.
- Graphics: Fixed a crash when doing custom frequency shadow cascade updates.
- Graphics: Fixed broken virtual texturing on Xbox.
- Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing.
- Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4).
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them.
- Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1.
- Graphics: Fixed shader with constant buffer not used to prevent crashes in editor.
- Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh.
- Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures.
- Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression.
- Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks.
- IL2CPP: Fixed a JSON exception when building a project with large number of scenes.
- IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics.
- IL2CPP: Fixed handling of enum types with more than 32784 fields.
- IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method.
- IL2CPP: Fixed performance regression when parsing an XML document with a DTD.
- IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows.
- IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files.
- IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback.
- iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV.
- iOS: Fixed an issue with the loading of the system font on iOS 13.
- iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS.
- iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled.
- Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code.
- Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking.
- Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows.
- Linux: Fixed keypad period to associate with the correct keycode.
- Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should nev
- Package Manager: Fixed Package Manager dialog box being empty if the error message was too long.
- Package Manager: Fixed Package Manager to display packages when using candidates registry.
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages.
- Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer.
- Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported.
- Particles: Fixed ParticleSystem ignoring transform changes made by Constraints.
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event.
- Particles: Fixed velocity calculations when changes are made in LateUpdate.
- Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable).
- Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads.
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator.
- Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4.
- Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set.
- Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported.
- Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend.
- Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection.
- Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer.
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating.
- Serialization: Ensured that globalgamemanagers.assets is deterministic.
- Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping.
- Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds.
- Universal Windows Platform: Fixed bursted code falling back to non-burst path.
- Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store.
- XR: Reduced unnecessary Vulkan backbuffer allocations.

Changes:
- Package Manager: Package com.unity.purchasing updated to 2.1.0
- XR: Updated Oculus XR Plugin package to 1.4.3

Improvements:
- Editor: Updated to ProBuilder 4.4.0
- GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc
- Package Manager: Upgraded Cinemachine to 2.6.1
- Profiler: Load icon changed to more clearly read as "Load"
- XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate)

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