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Unity 5.5


  • Animation: Animation Window box tool. This allows far simpler moving, scaling, and even ripple editing (“r” hotkey) of keyframes in both Dopesheet and Curves.
  • Audio: Added support for Microsoft Research Head Related Transfer Function (Spatial Sound) targeting Windows 10 and UWP. This HRTF solution can be used for any Windows 10 application and works best with VR/AR and head tracked headphones.
  • Editor: High Detail view in the CPU Profiler Timeline. Shows all profiler samples without filtering
  • Editor: Native memory allocation profiling in CPU Profiler Timeline. Shows call stacks of native memory allocations.
  • Editor: New selection highlighting in scene view. Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.
  • Editor: Option to run Cache Server locally for quick platform switching.
  • Graphics: Added support for BC4,BC5,BC6,BC7 compressed texture formats, and RGBAHalf format. These formats are supported on PC (DX11+, GL4, Metal) and consoles (PS4, XboxOne).
    • BC6H for high quality compressed RGB HDR textures.
    • BC7 for high quality compressed RGB(A) textures.
    • HDR Textures and Reflection Probes now default to FP16 for uncompressed, and BC6H for compressed textures on PC/console platforms.
    • BC7 is chosen automatically by the Texture Importer for textures set up as “High Quality Compressed” on supported platforms (see Texture Importer documentation).
    • Note: DX9 and Mac GL do not support BC6/BC7 formats. If a Texture is set as BC6H, it is automatically uncompressed to FP16. If a Texture is set as BC7, it is automatically uncompressed to RGBA8.
    • BC4 and BC5 formats can be used manually for single and two-channel texture compression on PC/console platforms. These formats are available even on DX9.
  • Graphics: Added support for cubemap arrays (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU access a bunch of same size/format cubemaps as a unit, index into them when sampling, and other related tasks. Cubemap arrays are a desktop and console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
  • Graphics: Linear color space is supported on Android with OpenGL ES 3.x and iOS with Metal.
  • Graphics: New (Preview) LookDev editor window for viewing & validating meshes and materials in various lighting environments.
  • Graphics: Unity splash screen tools.
  • Particles: Added support for sending custom data to Particle System vertex Shaders.
  • Particles: New Modules:
    • Lights Module, for adding realtime lights to particles
    • Noise Module, for adding Curl Noise to Particle Movement
    • Trails Module, for rendering ribbonized trails behind particles
  • Physics: New CapsuleCollider2D.
  • Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on Windows and macOS. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
  • Shaders: Per-rendertarget blend modes. New shader syntax: “Blend N Src Dst”, “BlendOp N Op”, “ColorMask Mask N”, where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
  • VR: HoloLens support graduated from the Technical Preview!
  • VR: In-Editor holographic emulation

Backwards Compatibility Breaking Changes

  • Audio: If previously using a Unity Hololens technical preview release with the Microsoft HRTF spatializer and the Audio Spatializer script component, said component now only controls room size properties. Distance-based attenuation is now set up in the AudioSource script component, so the Spatial Blend property needs to be set to 1.0 and the 3D Sound Settings need to be set appropriately.
  • Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
  • Editor: Time.deltaTime now updates in the Editor for any script marked with [ExecuteInEditMode], or any MonoBehaviour that has runInEditMode set to true.
  • OpenGL: Legacy desktop OpenGL2 support has been removed. It had already been removed as the default option in Unity in 5.3, and deprecated in Unity 5.4. This only affects Mac & Linux.
  • Scripting: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions.
  • Shaders: DX9 half-pixel offset adjustments are now done at Shader compilation time. This means that shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex Shader constant register #255 (c255) is now reserved by Unity, and all vertex shaders get two instructions automatically added to do the adjustment.
  • WebGL: Removed support for loading LZMA compressed AssetBundles, as LZMA decompression is too slow for WebGL.

User Rating: 2.08 ( 4 votes)

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