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| 1 | +This release of Unity primarily contains fixes to Unity 3.5. For more information about recent features, see the Unity 3.5 Release Notes. |
| 2 | + |
| 3 | + Shuriken Particle System |
| 4 | + Built-in Pathfinding |
| 5 | + Upgraded Occlusion Culling & new LOD |
| 6 | + Google Chrome Native Client deployment |
| 7 | + Linear Space Lighting and HDR |
| 8 | + |
| 9 | +Changes |
| 10 | + |
| 11 | + Android: Detect manifest permissions for Application.genuine / .genuineCheckAvailable. |
| 12 | + Android: Added JB MR1 to the list of API levels. |
| 13 | + Android: Added support ldpi/xhdpi icon images. |
| 14 | + Android: Added Android as a valid build target for custom PostprocessBuildPlayer script. |
| 15 | + Android: Forcing 16bit display buffer on pre-Gingerbread devices. |
| 16 | + Android: Stereo sound enforced to avoid garbled audio when mono is selected as speaker mode. |
| 17 | + iOS: Added iPad Mini and iPad 4th gen detection. |
| 18 | + Mobiles: Skinning is now multithreaded if the device has more then one core. |
| 19 | + |
| 20 | +Fixes |
| 21 | + |
| 22 | + Android: Fixed Resources.Load() of prefabs consuming too much memory. |
| 23 | + Android: Prevent NullPointerExceptions when using LVL on a device that is not signed in to Google Play. |
| 24 | + Android: Fixed a lot of key store related problems. |
| 25 | + Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class. |
| 26 | + Android: Kindle Fire incorrectly reported having a camera. |
| 27 | + Android: Fixed an issue where dictionary pop-ups would close the TouchScreenKeyboard. |
| 28 | + Android: Application pause now cancels the TouchScreenKeyboard. |
| 29 | + Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD. |
| 30 | + Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations). |
| 31 | + Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent. |
| 32 | + Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest. |
| 33 | + Android: Fixed a problem with non-ASCII characters and keyboard input. |
| 34 | + Android: Fixed a performance problem affecting the ARMv6 lib. |
| 35 | + Android: Fixed rare crashes with dynamic batching in non-development player on PowerVR GPUs. |
| 36 | + Android: Fixed performance regression with selecting egl config with msaa enabled albeit no msaa was selected in quality settings. |
| 37 | + Android: Worked around bug in NVIDIA drivers resulting in texture samplers sometimes not being reported. |
| 38 | + Android: Worked around compositor issue with DisplayBuffer alpha on pre-GB and kindle devices. |
| 39 | + Android: Fixed performance regression when rendering dynamic geometry, like dynamic batching, GUI, particles, etc, on PowerVR / SGX hardware. |
| 40 | + Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed. |
| 41 | + iOS: fixed www status code handling. |
| 42 | + iOS: fixed gyro accuracy problems when running on iOS 6.0 devices. |
| 43 | + iOS: Better performance when setting RenderTexture that has different size from the current one. |
| 44 | + iOS: removed unnecessary iPhone 5 splashscreen from iPad-only builds. |
| 45 | + Mac OS X Editor: Fixed installing on Mac OS X 10.5. |
| 46 | + Mac OS X Editor: Fixed crash on selecting RenderTexture on Mac OS X 10.7.5 with Radeon graphics card. |
| 47 | + Editor: Fixed windows standalone icons alpha issues. |
| 48 | + Native Client: Fixed Build & Run on Chrome 23. |
| 49 | + Fix export bitmap only working when the substance is tweaked right beforehand |
| 50 | + Web Player: Fixed fullscreen mode initialization in IE10 on Windows 8. Web Player now tries to detect whether it is running in a sandbox. |
| 51 | + |
| 52 | +Improvements |
| 53 | + |
| 54 | + Android: Improved build times for projects with lots of resources. |
| 55 | + Webplayer: Reduced memory activity on LZMA decompression by reusing the decompression buffer |
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