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Create 3.5.7.txt
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3.5/3.5.7.txt

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This release of Unity primarily contains fixes to Unity 3.5. For more information about recent features, see the Unity 3.5 Release Notes.
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Shuriken Particle System
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Built-in Pathfinding
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Upgraded Occlusion Culling & new LOD
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Google Chrome Native Client deployment
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Linear Space Lighting and HDR
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Changes
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Android: Detect manifest permissions for Application.genuine / .genuineCheckAvailable.
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Android: Added JB MR1 to the list of API levels.
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Android: Added support ldpi/xhdpi icon images.
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Android: Added Android as a valid build target for custom PostprocessBuildPlayer script.
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Android: Forcing 16bit display buffer on pre-Gingerbread devices.
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Android: Stereo sound enforced to avoid garbled audio when mono is selected as speaker mode.
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iOS: Added iPad Mini and iPad 4th gen detection.
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Mobiles: Skinning is now multithreaded if the device has more then one core.
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Fixes
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Android: Fixed Resources.Load() of prefabs consuming too much memory.
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Android: Prevent NullPointerExceptions when using LVL on a device that is not signed in to Google Play.
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Android: Fixed a lot of key store related problems.
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Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class.
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Android: Kindle Fire incorrectly reported having a camera.
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Android: Fixed an issue where dictionary pop-ups would close the TouchScreenKeyboard.
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Android: Application pause now cancels the TouchScreenKeyboard.
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Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD.
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Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations).
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Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent.
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Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest.
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Android: Fixed a problem with non-ASCII characters and keyboard input.
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Android: Fixed a performance problem affecting the ARMv6 lib.
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Android: Fixed rare crashes with dynamic batching in non-development player on PowerVR GPUs.
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Android: Fixed performance regression with selecting egl config with msaa enabled albeit no msaa was selected in quality settings.
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Android: Worked around bug in NVIDIA drivers resulting in texture samplers sometimes not being reported.
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Android: Worked around compositor issue with DisplayBuffer alpha on pre-GB and kindle devices.
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Android: Fixed performance regression when rendering dynamic geometry, like dynamic batching, GUI, particles, etc, on PowerVR / SGX hardware.
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Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed.
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iOS: fixed www status code handling.
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iOS: fixed gyro accuracy problems when running on iOS 6.0 devices.
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iOS: Better performance when setting RenderTexture that has different size from the current one.
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iOS: removed unnecessary iPhone 5 splashscreen from iPad-only builds.
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Mac OS X Editor: Fixed installing on Mac OS X 10.5.
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Mac OS X Editor: Fixed crash on selecting RenderTexture on Mac OS X 10.7.5 with Radeon graphics card.
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Editor: Fixed windows standalone icons alpha issues.
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Native Client: Fixed Build & Run on Chrome 23.
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Fix export bitmap only working when the substance is tweaked right beforehand
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Web Player: Fixed fullscreen mode initialization in IE10 on Windows 8. Web Player now tries to detect whether it is running in a sandbox.
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Improvements
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Android: Improved build times for projects with lots of resources.
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Webplayer: Reduced memory activity on LZMA decompression by reusing the decompression buffer

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