Unity 2017.2 FREE DOWNLOAD (WINDOWS-MAC)
Unity 2017.2 Overview
Unity Technologies has previewed the new features in Unity 2017.2, the next update to its game engine and development environment, at its Unite Austin 2017 user conference.
As well as new augmented reality and 2D graphics capabilities, the release provides a new “direct roundtrip” for Autodesk software, providing a near-live link between Unity and 3ds Max or Maya.
The functionality is the result of a new collaboration with Autodesk, making Unity the first game engine to have source code access to Autodesk’s FBX SDK.
New AR support, new Tile Map system for 2D games, new orthographic camera for Cinemachine
We’ve written about Unity 2017.2’s new augmented reality functionality – which includes support for Google’s new ARCore SDK – before, so check out our original story for the full details.
Features of Unity 2017.2
- 2D: Added Tilemap.
- Asset Import: Added support for animated custom properties from FBX.
- Asset Import: Added support for Stingray material import from FBX.
- Editor: Added assembly definition files feature for script compilation pipeline in the editor. Allows you to define your own managed assemblies based upon scripts inside a folder. By splitting your project’s scripts into multiple assemblies, script compilation times in the editor can be greatly reduced. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
- GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
- GI: Per-object lightmap seam stitching for Progressive Lightmapper.
- GI: Profiler for Realtime Global Illumination.
- GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
- Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A “color gamut” player setting has been added, which will eventually cover other platforms with wide color gamut support.
- Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
- OSX: Added support for Retina in macOS standalone builds.
- Package Manager: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
- Particles: Add new option to allow Particle Systems to be destroyed or disabled when they finish playing.
- Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module.
- Services: Performance Reporting Service: Added support for native crashes on Android.
- Timeline: Added support for Avatar Masks on Animation Tracks.
- Video: Added pixel aspect ratio support for non-square pixel.
- WebGL: Added linear rendering to WebGL 2.0
- XR: Added support for Google Tango augmented reality technology when targeting Android 6.0 (Marshmallow) and above. The Tango API provides accurate device position information as well as depth data that describes the physical space of the user’s surroundings. With Unity’s support for Tango it is convenient for developers to drive a standard Unity camera using their device’s real-world position, create 3D meshes representing the device’s surroundings, and render the color camera’s image as the background for an augmented reality experience.
- XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
- XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity’s HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
- XR: Certain aspects of the Vive HMD can be simulated in Editor, without the need of a physical HMD, using the “Mock HMD – Vive” virtual reality SDK in the player settings. The mock HMD will use the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths. Mock HMD will render as a split screen stereo display in Editor.
- XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
- XR: Windows Mixed Reality headsets are now supported for playing in-editor.
System Requirements For Unity 2017.2
|Windows Version||Windows Xp | Vista | 7 | 8 | 8.1 | 10 [64-bit]|
|Mac OS X Version||Mac OS X 10.7 | 10.8 | 10.9 | 10.10 | 10.11 | macOS Sierra|