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Unity

High-end game development app.

UnityOverview

Unity delivers a stable and scalable platform for creating captivating content. Content that is efficient to create, and that works on low as well as high-end hardware.

Unity is the only Mac-based high-end game development tool sporting a stylish pro-app GUI, no-friction workflow and top-of-the-line technical features such as extensible graphics, great particle effects, highly optimized scripting, the Ageia physX Engine, skinned character animation and ragdolls, and making standalone games for Mac and Windows (and Dashboard Widgets and web-plugins).

Unity is a 3D game editor which happens to contain one of the most advanced game engines out there. Packed with power it is built to meet the demands of next-generation game developers.

Create dazzling, different, captivating games with state of the art technology such as the Ageia physX Physics Engine, the most modern graphical effects, and highly optimized JavaScript.

Automatic asset importing, prefabs, and ultra fast edit-play-modify turnaround while you assemble and test your game helps maintain the creative flow. Asset production was never this fast before. The editor ties together all the powerful features of the engine in an intuitive way.

NEW

Note: The download is an installer. The standard installation is a download of ~2.2 GB (Unity, Unity Web player, and standard assets).

Known Issues

  • 2D: Sprite pivot values currently clamped to 0..1, will be extended to larger values in 5.2.0p1
  • Connect: 'Go to Dashboard' link for Multiplayer leads to Cloud Build
  • Editor: Crash when using injecting proxies (e.g. Lavasoft's webcompanion, Astrill, Qustodio) 713828
  • Editor: Incorrectly reports native plugin collision, even if only one native plugin exists
  • Game input in the Mac Editor may not work after opening a new project. This happens after getting a dialog saying "Moving File Failed". To work around this issue, close and open the editor. The fix will be in 5.2.0p1 705555
  • Mac: Input system such as mouse click events or key press events stop working when multiple projects are opened. The fix will be in 5.2.0p1 716221
  • Layout elements under a ScrollRect component may not work properly. As a workaround a setup can be used where the Content is not a direct child of the ScrollRect but has an intermediary View object in between (the default setup from 5.2 onwards). The fix will be in a patch release
  • Editor: Scene view picking in linear color space does not work for DX11 when MSAA is used (quality: fantastic). Workaround: Use gamma color space, turn off MSAA or switch to DX9. This will be fixed in 5.2.0p1
  • Version Control: Perforce "Moving file failed" message appears when close project, fixed in 5.2.0p1
  • Windows Phone: Solution build fails when product name has non-alphanumeric characters
  • Windows Phone 10: Virtual keyboard doesn't work for UWP apps, will be fixed in 5.2.0p1
  • Windows Store Apps: audio is buggy on Windows 10, will be fixed in 5.2.0p1
  • Universal Windows Platform: Unity C# option doesn't work correctly for Windows 10 Universal apps, will be fixed in 5.2.0p1
  • Windows Store Apps: webcam is crashing on Windows 10, will be fixed in 5.2.0p1
  • VR / Oculus Windows: Linear lighting and MSAA crashes. Must use gamma, no MSAA until 5.2.0p1
  • VR / Oculus Windows: HMD not rendering after reconnect on Win10 with runtime 0.7
  • VR / Oculus Mac: No image to HMD. No workaround until 5.2.0p1
  • VR / Gear VR: Crash with OpenGL ES 2.0. Must use OpenGL ES 3.0 until 5.2.0p1
  • Tizen: Applications currently crash on launch. Will be fixed in a patch-release
  • Tizen: Applications will be rejected by the Tizen Store. Will be fixed in a patch-release

Features

  • 2D: Ability to rotate sprites while Sprite Packing to save atlas space
  • Android: Experimental support for IL2CPP scripting backend
  • Android: Audio - Enable OpenSL fast path for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two RGB parts (second part containing alpha information as a grayscale) and combined in the shader. The option can be set on a per texture level, which affects the final atlas the texture lands in
  • 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 Rolloff, Spatial Blend (2D / 3D), Reverb Zone Mix, Spread, LowPass Filter Cutoff Frequency
  • Audio: Spatialization API for audio plugins, see (SDK and example)[https://bitbucket.org/Unity-Technologies/nativeaudioplugins]
  • Cloud Services: Access control list support
  • Core: Application.UnloadLevel. Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets() to actually unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjunction with Lightmapping.BakeMultipleLevels()
  • Graphics: 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
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed
  • Mecanim: Playable API. Supports creating Animation blending graphs at runtime, providing the capacity to have full control over the AnimationClips and AnimationControllers played by the engine.
  • Mecanim: 3ds Max Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no "Triangle Pelvis" and using default naming are supported
  • Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3ds Max Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes together, which can be loaded additively. Data is automatically split on bake per scene
  • Plugins: Expanded low-level graphics plugin API
  • Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
  • Performance: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup. Sorting of the renderable objects is now multithreaded too
  • Performance: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame
  • Performance: Particle rendering optimizations (especially for VR), with speed improvements varying from 15% to 50% depending on geometry type
  • Performance: Rendering on Linux uses the same main+render thread setup as on other platforms
  • Performance: UI now uses multithreaded batching & geometry generation backend. This leads to a performance increase of up 4x in our stress test scenes
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Expose impulse applied at contact (see Collision.impulse)
  • Physics: Support scaling of vehicles
  • Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. 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
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the previous stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance
  • UI: Dropdown control. The Dropdown can be used to let the user choose a single option from a list of options.
  • UI: New Scroll View menu item and improved support in ScrollRect component for scrollbars.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
  • Windows Store Apps: Universal Windows Platform app (Windows 10) support

Changes

  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views
  • Editor: Remove legacy Mac OS X corner window resize behaviour
  • GI: Set default BounceScale to 1
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from Mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions
  • Particles: Particle geometry is generated in world space now (used to be in view space before). If you have custom particle shaders that relied on view space positions coming in, you will need to change them
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details
  • Scripting: Removed hexadecimal color string support from Color and replaced with ColorUtility
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Windows Store Apps: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version

UnityInformation

Version
5.2.0f3
Date
09.08.15
License
Free
Language
English
File Size
2.5 MB
Category
Operating Systems
Mac OS X
System Requirements
  • OS X 10.8 or later
  • Graphics card with DX9 (shader model 2.0) capabilities. Anything made since 2004 should work.
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