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Unity cloud build 5.2 windows#
Unity cloud build 5.2 windows 10#
Windows 10 Universal apps now support 圆4.WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser).jspre files to be added to the project to be prefixed to the generated JavaScript Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor.When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance. Performs faster than the existing stencil buffer mask and does not require additional draw calls to prime the stencil buffer. All rendering got slightly faster (even when not using fixed function shaders) and executable sizes got slightly smaller.MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too).Behave more consistently across platforms (specular highlights and light attenuation was slightly different before).Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore.However, can not create fixed function shaders using "new Material(string)" at runtime anymore see Changes section.
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They are always generated at shader import time (a button "show generated code" in shader inspector shows the code) removed all runtime support.
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Networking: Added NetworkDiscovery component to network HLAPI.Data is automatically split on bake per scene. Lightmapping.BakeMultipleScenes(string scenes) Lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes which together, which can be loaded additively. Default values: position and UV1 is uncompressed, the rest of the channels are compressed. Graphics: Added option in player settings for configurable vertex compression.CullingGroups: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling.Cloud Service: Access control list support.Audio: Spatialization API (updated SDK and example on ).Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script The following curves will be able to be set at runtime: Volume RolloffSpatial Blend (2D / 3D)Reverb Zone MixSpreadLowPass Filter Cutoff Frequency.This feature is especially useful in conjuntion with Lightmapping.BakeMultipleLevels(string scenes) References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets() to actaully unload them. Application.UnloadLevel Unloading scenes is now possible while the game is running.The option can be set on a per texture level, which affects the final atlas the texture lands in. The texture is split into two parts without alpha (second part containing alpha information as a grayscale) and combined at runtime. Android: ETC1 Compression for Sprite Atlases.Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY.2D: Ability to rotate sprites while Sprite Packing to save atlas space.Home: Stay on connecting window if you don't have internet.Lavasoft's webcompanion, Astrill, Qustodio) Editor: Crash when using injecting proxies (e.g.
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Connect: 'Go to Dashboard' link for Multiplayer lead to Cloud Build.