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- #S NOTE VERSION 3 UPDATE#
- #S NOTE VERSION 3 FULL#
- #S NOTE VERSION 3 WINDOWS 10#
- #S NOTE VERSION 3 PRO#
- #S NOTE VERSION 3 CODE#
When you build a Player with Deep Profiling, C# code instrumentation can be dynamically enabled and disabled. Profiler: Added Deep Profiling support build option to players. Profiler: Added Deep Profiler support to Mono and IL2CPP players. Player: .android is now a verified package.
#S NOTE VERSION 3 FULL#
A use case for this is for efficient rewind support, by saving periodic keyframes of the particle state, to avoid full resimulations. Particles: Abiltiy to save and restore Particle System state data, making it possible to save a snapshot of an entire Particle System at a point in time. Package Manager: Enabled UI support for Git package installation in the Package Manager window. Package Manager: Asset Store packages are now visible in the Package Manager UI through the new My Assets filter. Package Manager: Added the ability to add a package from a tarball in the Package Manager window. Package Manager: Added support for Asset Store packages in the Package Manager UI with the new My Assets filter. Clicking the Diagnose button now launches the Package Manager Diagnostics tool and closes Unity. Package Manager: Added a Diagnose button to the Unity Package Manager dialog warning of critical failure. Multiplayer: Added UNET encryption support MacOS: Unity can now generate Xcode project for macOS standalone build Linux: Added IL2CPP scripting backend support for Linux standalone player Kernel: Set the main JobQueue worker thread count from the command line or nfig (player only) using "job-worker-count" property.Īdded JobsUtility.jobWorkerMaximumCount to inspect the maximum JobQueue worker thread count.Īdded JobsUtility.jobWorkerCount to set/get the current JobQueue worker thread count.
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Kernel: Added JobsUtility.ResetJobWorkerCount to reset JobWorkerCount to the Unity adjusted value. IOS: Unity as a Library enables you to integrate Unity with other native iOS applications. Ability to set the rendering speed independently from other engine updates. Graphics: Added support for customizable initial event names to VisualEffect. Graphics: Added Skinned Mesh rendering support in the SRP Batcher. Graphics: Added Graphics.DrawMeshInstancedProcedural, which is similar to DraMewshInstancedIndirect, but doesn't require compute support (useful for Procedural Instancing) Use SystemInfo.supportsRayTracing for checking if a system supports the Ray Tracing API. New objects exposed in C# namespace: RayTracingShader and RayTracingAccelerationStructure.
#S NOTE VERSION 3 WINDOWS 10#
The experimental API is currently implemented on top of DirectX Raytracing API (part of DirectX 12 Graphics API) and requires at least Windows 10 October 2018 version (1809) and a DXR-enabled GPU. Graphics: Added an experimental Ray Tracing API. See SubMeshDescriptor, Mesh.SetIndexBufferParams, Mesh.SetIndexBufferData. Graphics: Ability to specify Mesh submesh information directly, and set index buffer data from NativeArrays. See VertexAttributeFormat, VertexAttributeDescriptor, Mesh.SetVertexBufferParams, Mesh.SetVertexBufferData. Graphics: Ability to specify custom Mesh vertex data formats, and set vertex buffer data from NativeArrays.
#S NOTE VERSION 3 UPDATE#
Use LightProbes.Tetrahedralize() to update the tetrahedralization lookup structure after additive loads so new SH coefficients can be looked up correctly. GI: Baked LightProbes from scenes are now merged when additively loading scenes. GI: Added support for baking box and pyramid shapes for HDRP spotlights. GI: Added submesh support in the GPU Lightmapper. GI: Added an experimental API for modular lighting bake.
#S NOTE VERSION 3 PRO#
GI: Added AMD Radeon Pro Image Filters AI denoiser for the CPU and GPU Progressive Lightmapper.
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This can speed up iteration in the editor.Įditor: Users can now set custom UI scaling on windows across the Editor. Editor: Users can now disable domain reload and Scene reload when entering Play mode.