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Unity for Mac 2021 Features:

  • 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.

What’s New?

  • Graphics : Added real-time Point Light Shadows to URP.
  • 2D: Added a button in the Tile Palette window to let users toggle drawing of Grid Gizmo in the Tile Palette window.
  • 2D: Added a confirmation dialog for the Sprite Editor window when the Apply or Revert button is pressed. Enable or disable this option in Preferences.
  • 2D: Added an option to enable/disable Alpha Dilate for SpriteAtlas.
  • This adds ability to use Alpha Transparency for padding pixels around Sprite Borders when packing SpriteAtlas.
  • 2D: Added C# Job Tessellation support for Fill Area of SpriteShape.
  • 2D: Added Isometric Grid slicing to Sprite Editor.
  • 2D: Enabled users to toggle drawing of Grid Gizmo for a Grid component in the SceneView. To enable or disable this feature, use the SceneView Gizmo button or the list in the Gizmo dropdown.
  • Burst: Added a compiler warning for any use of throwing an exception from a method not guarded by [Conditional(“ENABLE_UNITY_COLLECTIONS_CHECKS”)]. Since exceptions in Burst are only supported in the editor, this provides a useful warning to users who may be relying on try/catch behaviors for control-flow which is not supported in final game builds.
  • Burst: Added ability for exceptions thrown from Burst to contain a callstack.
  • Burst: Added experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA).
  • Burst: Added experimental support for tvOS.
  • Burst: Added first batch of Arm Neon intrinsics. Currently, only ArmV8 (AArch64) targets are supported. The supported intrinsics include all ArmV7 and ArmV8 ones.
  • Burst: Added intrinsics support for AtomicSafetyHandle.NewStaticSafetyId.
  • Burst: Added preliminary support for loading additional burst compiled libraries in play mode/standalone.
  • Burst: Added support for Apple silicon chipsets.
  • Burst: Added support for calling Burst code directly from C# without using function pointers.
  • Burst: Added support for creating profiler markers from Burst code.
  • Burst: Added support for new intrinsics.
  • Burst: Added support for stacktraces in Burst exceptions.
  • Burst: Added support for try/finally and using/foreach for IDisposable patterns.
  • Burst: Added support for version 11 of the LLVM compiler infrastructure.
  • Burst: Added support for Visual Studio 2017 for certain platforms.
  • Burst: Added support to load additional burst libraries in playmode/standalone for the intention of allowing Modding support on desktop platforms.
  • Burst: Added the new option [BurstCompile(DisableSafetyChecks = true)] which allows per job or function-pointer disabling of safety checks.
  • Burst: Added the option to display Burst compilation status in the Background Tasks window.
  • Burst: Added BurstCompiler.IsEnabled API.
  • Burst: An error message if attempting to BurstCompiler.CompileFunctionPointer() on a multicast delegate, since this is not supported in Burst.
  • Burst: Improved Editor experience by scheduling compilation immediately after assemblies are changed, instead of waiting until Play Mode is entered.
  • Burst: Improved our aliasing detection to allow DynamicBuffer structs to be easily vectorizable.
  • Burst: Updated Burst to fully support ARMv7 and ARMv8-A Neon intrinsics.
  • Burst: Updated Burst to use version 10.0.0 of the LLVM compiler infrastructure by default.
  • Burst: You can now select explicit x86/x64 architecture SIMD target for Universal Windows Platform.
  • Editor: Added Device Simulator window as a Core feature of the Editor.
  • Editor: Fetch the access token in a synchronous way if username and password are passed in arguments.
  • Editor: Improved integration Search in Unity.
  • Graphics: Added support for skinned mesh sampling in VFX.
  • Mobile: Added a transparency scaler for Adaptive Performance.
  • Mobile: Added settings for Adaptive Performance to control the Indexer’s thermal and performance actions when using the Device Simulator.
  • Package: Added Visual Scripting (previously known as Bolt) as a default package.
  • Package Manager: Added a new Add package by name dropdown option and revamped the existing Add from git URL dropdown option.
  • Package Manager: Added an information box describing the current flow of the package when the version is not “Released”.
  • Package Manager: Provided more choices concerning the Load Next value when using the My Assets filter.
  • Package Manager: Removed ‘See all versions’ option in version list for external users, and added Project Setting for internal users to re-enable this option.
  • Package Manager: Removed the “Release Candidate (RC)” tags from the Package Manager for released builds. RC packages now show the “Pre-release” tags.
  • Package Manager: The Package Manager now supports installing packages from a browser hyperlink (even experimental packages).
  • Package Manager: Updated Package Manager UI version tags for new Lifecycle and logic for recommending/showing available versions to users.
  • Particles: Added new Emitter velocity mode – Manual. This mode can be used to override the ParticleSystem’s calculated emitter velocity value. This gives scripts complete control over the ParticleSystem velocity. It is also possible to use this whilst authoring a system to simulate movement when making an effect that relies on movement.
  • Scripting: Added the ability to setup script compilation defines in the assmebly definition inspector, depending on the Unity version the scripts are being compiled for.
  • UI Toolkit: Added 2D Sprites use as background style images.
  • UI Toolkit: Added in-Canvas style toggles for flex and text alignment.
  • UI Toolkit: Added rich text style properties to the Inspector.
  • UI Toolkit: Added sprite support in UI Toolkit.
  • UI Toolkit: Added support for azimuthAngle, altitudeAngle, twist, and multiple Pen devices in EventSystem when using Input System package.
  • UI Toolkit: Added support for mixed values mode in the UI Toolkit when implementing the Property field.
  • UI Toolkit: Added the ability to drag and drop and re-order elements in the Canvas.
  • UI Toolkit: Added the PanelEventHandler and PanelRaycaster components. These enable the UI Toolkit panels to receive events and selections from a standard UI EventSystem. Added the SetUITookitEventSystemOverride method to EventSystem. This lets you override the UI Toolkit event system and define whether to create panel components automatically on start. Added PanelSettings sortingOrder to determine drawing and selection order between UI Toolkit panels and UI canvases.
  • UI Toolkit: Added UI Builder, a visual UI authoring tool for UI Toolkit, to the Unity Editor. This was previously released as a package (com.unity.ui.builder).
  • UI Toolkit: Added user theme stylesheet enumeration and preview in the Canvas.
  • UI Toolkit: Added USS variable search in Inspector style fields.
  • UI Toolkit: Implemented dynamic texture slots to reduce batch breaking.
  • XR: Implemented Late Latching for XR to reduce rendering latency.
  • XR: Implemented Late Latching to reduce VR latency.

Improvements:

  • 2D: Optimized texture space needed for rect packing in PSDImporter.
  • URP: Added support for FidelityFX Super Resolution 1.0 upscaling filter.
  • URP: Added support for user-selected upscaling filters. Current options are automatic, bilinear, and nearest-neighbor.
  • 2D: Added information foldout in Tilemap Inspector for showing the Tile and Sprite assets used in the Tilemap.
  • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.
  • 2D: Improve performance when applying changes after slicing a texture for the Sprite Editor.
  • 2D: Improved Automatic Palette Sizing by setting a better fitting size when sizes of Sprites are of multiples of each other. Otherwise, the largest size for Sprites is used.
  • 2D: Improved memory and speed of Animation SpritePostProcess for large sprite count.
  • 2D: Improved performance in SceneView for SceneViewOpenTilePaletteHelper.
  • 2D: Store and reuse last used location when creating Tiles from the Tile Palette window.
  • Android: Enabled use of Android 11 setFrameRate API when Optimized Frame Pacing is enabled and Vulkan is used, similar to OpenGL ES.
  • Android: Expanded the Create symbols.zip build setting for Android. The options are Disabled/Public/Debugging. Modified the symbols to always have the .so extension. Symbols are included for libil2cpp (if IL2CPP is selected), libmonobdwgc-2.0 (if Mono is selected), libunity, libmain. If uploading the zip package to Google Play Console for automatic stacktrace resolving, use Public symbols. (1288739)
  • Android: Improved load and reload time for OBBs.
  • Android: Improved Time.deltaTime consistency for OpenGL ES and Vulkan graphics APIs.
  • Android: Updated Android NDK to r21d.
  • Asset Import: Improved performance when registering Scripted Importers, especially when large numbers of scripted importers are being registered together. (1228635)
  • Asset Import: Optimized the import processing when using “Alpha is Transparency” texture import option. The processing is now several times faster.
  • Asset Import: Reduced cost of domain reloads on asset import worker process by removing unnecessary additional domain reloads.
  • Asset Pipeline: Added documentation for: IsDirectoryMonitoringEnabled, IsAssetImportWorkerProcess, GetTextMetaFilePathFromAssetPath, CacheServerConnectionChangedParameters, cacheServerConnectionChanged.
  • Asset Pipeline: Calling ForceProduceArtifact now also omits the use of local cached artifacts, in addition to omitting cache server artifacts.
  • Asset Pipeline: Changed API doc:AssetDatabase.LoadAssetAtPath.
  • Asset Pipeline: Changed how logging behaves when an import worker is importing. Logging is now forwarded to the main editor log.
  • Asset Pipeline: Improved calling ProduceArtifact rapidly so that it doesn’t produce multiple artifacts.
  • Asset Pipeline: SpriteAtlas importer gathers its differences differently now.
  • Build Pipeline: (DS-1018) Added WithDebugInformationFormat to the compiler settings for MsvcCompiler.
  • Build Pipeline: Upgraded udp package to 2.1.0.
  • Burst: Improved codegen.
  • Core: Improved error message in certain cases where the disk is full.
  • Core: Reduced thread contention on JobQueue internal memory allocation.
  • Documentation: Clarified an aspect of Mip Stripping docs.
  • DX12: Optimize ray tracing acceleration structure building on the render thread (roughly 2x speedup).
  • DX12: When reading vertex attributes from vertex buffers (closest hit / any hit shaders), we now fill only the channels that are available instead of returning 0 when trying to read more attribute channels than available.
  • Editor: A newly-created Scene View window now copies last active Scene View settings. (1264773)
  • Editor: Added “Localize compiler messages” to Preference Window>Language to localize compiler messages in the current language.
  • Editor: Arrays/lists inspector UI control now supports multi-selection of array elements.
  • Editor: Clear on Recompile’ option added to console’s ‘Clear’ context menu. (1264753)
  • Editor: Improve the multi-selection display of Culling Mask and Static fields of certain components. (1190806)
  • Editor: Improved multi-select performance in ReorderableList. (1279141)
  • Editor: Improved the reliability of our SQLite implementation.
  • Editor: LODGroup values can now be edited via input fields in addition to the slider. Input field editing also works in multi-selection mode.
  • Editor: Optimized mobile ASTC texture compression (about two times faster now).
  • Editor: Optimized mobile ASTC texture compression again (~10% faster).
  • Editor: Optimized mobile ETC/ETC2/EAC texture compression (about two times faster now).
  • Editor: Optimized mobile PVRTC texture compression (8% faster).
  • Editor: Optimized various parts of texture importing (5%-20% faster depending on settings and texture types used).
  • Editor: Optimized various parts of texture importing (~10% faster depending on settings and texture types used).
  • Editor: Reduced Editor repaints while rendering HDRP.
  • Editor: Removed Enable Code Coverage option from Preferences/General and moved it inside the Code Coverage package.
  • Editor: Scene/Game view Gizmos drop-down window now has a Search field. (1274775)
  • Editor: Two new events added to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard.
  • Editor: Updated Navigation icons. (1254021)
  • GI: Hid Enlighten-specific settings when it is not supported by the SRP. Affected areas are Mesh Renderer, Light, Scene view, Lighting Explorer and Lightmap Parameters.
  • GI: Removed very verbose logging behavior during lighting data asset building.
  • GI: Unity now stores memory-related logs in a file instead of just reporting them in the console.
  • Graphics: Exposed RayTracingAccelerationStructure.RemoveInstance to C# Scripting API.
  • Graphics: Fixed async readback crashing on DX12 if buffer was a SubUpdates buffer.
  • Graphics: Improved error on DX12 while trying to set stable power state but windows was not in developer mode.
  • Graphics: Improved the compression speed of ASTC textures.
  • Graphics: Improved the loading time of single mip cubemaps on GameCore.
  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.
  • Graphics: Removed redundant calls when setting shader program parameters.
  • Graphics: UnityEngine.Profiling.Recorder.gpuElapsedNanoseconds now can measure GPU time on OpenGL ES3.
  • IL2CPP: Improved IL2CPP failure so it results in one (instead of two) error messages. The error message text is displayed with as little extra information as possible, so that it is more understandable.
  • IL2CPP: Improved the error message that was displayed when building for Windows and the required Visual Studio components were not installed.
  • IL2CPP: On Android, the public symbol file (for ex., libil2cpp.sym.so) will no longer contain debugging symbols, it will only contain the symbol table. Debugging symbols are present in libil2cpp.dbg.so. This should significantly lower the file size of libil2cpp.sym.so.
  • IL2CPP: When script debugging is enabled, stack traces include C# source code line numbers for all assemblies where debug symbols are available.
  • Kernel: Fixed instability in FolderContentsMatchesTheOneReturnedByGenerateDirectoryStructure test.
  • License: Synced access token with L-Client upon change.
  • Mobile: Updated Mobile Notifications package to 1.3.2.
  • Networking: Make UnityWebRequest objects properly show up in profiler. (1017004)
  • Package: A warning is raised when adding more than one Input unit in a SuperUnit.
  • Package: Open the inspector button and double clicking a graph in the project browser, now opens the visual scripting editor.
  • Package: Updated input system package to 1.0.2.
  • Package: Updated to ProBuilder 5.0.0.
  • Package: Updated udp 2.1.4.
  • Package: Warns the user when an Input System Package event is referencing an action of the wrong type for that event.
  • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties.
  • Prefabs: Optimized the performance of undo operations on objects in nested Prefabs by up to 30%.
  • Profiler: Added profiling support for Asset importing via direct IP connection.
  • Profiler: Added progress bar for loading and saving Profiler data.
  • Profiler: Added the ability to specify a port in the Profiler Window, when connecting to the Profiler to a player via an IP address.
  • Profiler: Changed call stacks displayed in the CPU Usage Profiler module so that they only show calls that have more information than just their memory address, by default. Enable Full details for Call Stacks if you want to see the addresses.
  • Profiler: Changed call stacks displayed in the selection tool-tip of Timeline view so that they are clickable if they contain file information.
  • Profiler: Duplicated sample names in the Call view’s tooltip to improve readability. (1241955)
  • Scripting: Added c/cpp/mm/m/java/h as defaults to “Project Settings->Editor->Additional extensions”, so they appear in the code editor, which therefore provides an easy way to edit and inspect them. (1284679)
  • Scripting: Added support for new managed code stripping annotation attributes.
  • Scripting: Added support for Unity Version Defines in Assembly definition import options.
  • This feature improvement allows scripts to easily specify different code snippets for different Unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls need to be guarded by defines based on a Unity version range of a given Unity version or later.
  • The Unity version range expression syntax is the same as the package version range expressions. The Unity version format differs from the package version format, so Unity version expressions are evaluated based on some rules specific to the Unity version format.
  • Scripting: Changed Roslyn analyzers to be run as part of the normal compilation step.
  • This also results in analyzer errors being treated as compiler errors.
  • Scripting: Greatly improved the performance of GameObject.FindGameObjectWithTag and GameObject.FindGameObjectsWithTag.
  • Scripting: Improved the performance of the ApiUpdater.
  • Scripting: Improved the user interface when setting up Unity version defines for asm definitions in the Editor.
  • Scripting: Script Compilation is now incremental across player builds.
  • Scripting: Script compilation now has a background task progress bar when auto-refresh is disbled.
  • Scripting: Script Updater approval dialog now shows you which files will be overwritten before you give permission.
  • Scripting: Script Updater now causes fewer script recompiles when importing/upgrading projects.
  • Scripting: Scripting: Improved documentation for Application.isPlaying.
  • Scripting: The errors that trigger a script updater are no longer displayed in the console window.
  • Scripting: The MenuItem for manually running script updater is removed. It now always offers to update when it finds a compilation error it can fix.
  • Search: Fixed search doesn’t display all results in project view. It now includes the same result as the legacy search engine (i.e. AssetDatabase.FindAssets). (1310140)
  • Search: Improved the search help text when there is no result for the current search tab.
  • Shaders: #pragma require now works from compute shaders as well.
  • Shaders: Added shader name to messages in the log about shader state being unsupported,.
  • Shaders: Shaders can now use UNITY_PLATFORM_ defines to specialize compilation per build target platform (examples: UNITY_PLATFORM_OSX, UNITY_PLATFORM_WINDOWS).
  • Terrain: Added “Delete Brush…” button to the brush selection UI.
  • Terrain: Now a “Hole Edge Padding” option is added to terrain Detail Prototype that you can control how far details objects will be from the hole edge.
  • Terrain: Now an error message will show up on UI when you select an invalid detail prototype.
  • Terrain: Reduced Terrain per-frame CPU update cost.
  • UI Toolkit: Improved renderer batching.
  • Version Control: Smart Merge (UnityYamlMerge) now allows ignoring “tiny” float differences in some fields. For a configuration example, see mergerules.txt. (1211899)
  • WebGL: Added support for QualitySettings.vsyncCount.
  • WebGL: Added support for smooth rendering of decimated frame rates for 60/k fps (30, 20, 15, 12, 10 and 5 fps).
  • WebGL: Added support for vsyncless rendering for development/profiling purposes. To enable this, set QualitySettings.vsyncCount = 0 and Application.targetFrameRate = 1000.
  • XR: Updated API docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets.
  • XR: Updated MagicLeap XR Plugin package to 6.2.2.
  • XR: Updated Oculus XR Plugin package to 1.8.1.
  • XR: Updated Windows Mixed Reality package to 4.1.1.
  • XR: Updated XR Plug-in Management package to 3.2.16 and Windows MR XR Plug-in package to 5.0.0.

Unity 2021 macAPI Changes:

  • 2D: Added: Added Tilemap.GetUsedSpritesCount/NonAlloc to allow users to get information on the Sprites used in the Tilemap.
  • 2D: Added: Added Tilemaps.TileFlags.KeepGameObjectRuntimeOnly flag to allow users to keep GameObjects from Tiles after removing the originating Tile.
  • 2D: Added: SpriteAtlasAsset can be loaded/saved using SpriteAtlasAsset.Load and SpriteAtlasAsset.Save.
  • Android: Added: Added API level 30 to AndroidSdkVersions enum.
  • Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption.
  • Animation: Added: Added UnbindAllStreamHandles and UnbindAllSceneHandles to manage Animation C# job handles. (1238832)
  • Asset Bundles: Added: Added AssetBundle.UnloadAsync for unloading assetbundles in the background. (1281619)
  • Asset Import: Added: Added CanOpenAssetInEditor method to check whether an asset would be opened in Editor.
  • Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
  • Build Pipeline: Added: New API FilterToSubset on BuildReferenceMap & BuildUsageTagSet providing more control over native build data, reducing unnecessary asset bundle rebuilds.
  • Burst: Added: Intrinsics: Neon – Added support for basic vld1 APIs.
  • Core: Added: Added new Screen, Application and SystemInfo classes in UnityEngine.Device namespace, that can mimic platform-specific behavior in the Unity Editor when used with Device Simulator.
  • Editor: Added: Added a callback when pivot mode, pivot rotation, view tool enable and grid snap enable are changed.
  • Editor: Added: Added EditorGUIUtility.SetMainWindowPosition.
  • Editor: Added: Added MeshPreview class for drawing an interactive Editor preview of a Mesh asset. (1184921)
  • Editor: Added: Added attributeType argument to OnOpenAssetAttribute to denote a function used to check if the asset would be opened in Editor.
  • Editor: Added: API method for setting custom diff tool. (1246952)
  • Editor: Added: EditorGUI.LinkButton and EditorGUILayout.LinkButton are now public.
  • EditorUtility.OpenPropertyEditor is now public.
  • Editor: Added: EditorUtility SetDefaultParentObject and ClearDefaultParentObject methods were added.
  • Editor: Added: Improved Search API documentation and added many examples.
  • Editor: Changed: HelpURLAttribute now supports derived classes in order to generate dynamic URLs.
  • Editor: Obsoleted: Remove Slave from MPE API and documentation.
  • Editor: Obsoleted: Renamed some SearchService API’s classes to prevent name clashes.
  • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
  • Graphics: Added: Added a history rejection criterion based on if the pixel was moving in world space. (1302392)
  • Graphics: Added: Added a new function in GeometryTools.hlsl to calculate triangle edge and full triangle culling.
  • Graphics: Added: Added an additional check in the “check scene for ray tracing”. (1314963)
  • Graphics: Added: Added an option to flag renderers as static shadow casters in order to facilitate the implementation of cached shadow map in SRP.
  • Graphics: Added: Added color and intensity customization for Decals.
  • Graphics: Added: Added methods to check if Material/MaterialPropertyBlock contains a property based on type (e.g. MaterialPropertyBlock.HasFloat, Material.HasColor, etc.).
  • Graphics: Added: Added new API Graphics.minOpenGLESVersion and built-in keyword SHADER_API_GLES30.
  • Graphics: Added: Added new API in CachedShadowManager.
  • Graphics: Added: Added new API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture.
  • Graphics: Added: Added new SystemInfo.supportsStoreAndResolveAction API to check for StoreAndResolveAction store action support on a specific platform.
  • Graphics: Added: Added pivot point manipulation for Decals (inspector and edit mode).
  • Graphics: Added: Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI. (1304370)
  • Graphics: Added: Added UV manipulation for Decals (edit mode).
  • Graphics: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.
  • Graphics: Added: BatchRendererGroup: Added optional visibleIndicesY array. Data available in shader in Y channel. (Hybrid Renderer V2).
  • Graphics: Added: Exposed the API to set the renderDynamicObjects for Custom reflection probes.
  • Graphics: Added: Exposed update upon light movement for directional light shadows in UI.
  • Graphics: Added: Made GraphicsSettings.GetGraphicsSettings() public.
  • Graphics: Added: Support for the PlayStation 5 platform has been added.
  • Graphics: Added: Support for the XboxSeries platform has been added.
  • Graphics: Changed: Added callbacks to RenderPipelineManager that don’t cause GC. (1259717)
  • Graphics: Changed: RenderRequestMode now has enum values for PBR materials data.
  • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.
  • iOS: Obsoleted: The public accessor for the legacy Game Center player ID is now unavailable, and will be removed completely in the next major release of Unity.
  • Mobile: Added: Adaptive Performance: Updated the version defines for the device simulator to support it in 2021.1 without package.
  • Networking: Added: UnityWebRequest now supports sending/receiving data using NativeArray, avoiding managed allocations (UploadHandlerRaw and DownloadHandlerBuffer). (1138156)
  • Package: Added: Added ApplyAfter option to ImpulseListener, to add control over the ordering of extensions.
  • Package: Added: New feature: CinemachineConfiner2D – Improved 2D confiner.
  • Package Manager: Added: The UnityEditor.PackageManager.PackageInfo class has a new GetAllRegisteredPackages method which returns the list of packages currently registered.
  • Package Manager: Obsoleted: UnityEditor.PackageManager.PackageInfo.status’ and ‘UnityEditor.PackageManager.PackageStatus’ are now obsolete.
  • Particles: Added: Added emitterVelocity property to InitialModule.
  • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.
  • Physics: Added: Expose ArticulationBody.computeParentAnchor option to control whether the parent anchor is matched to the other one automatically or not.
  • Physics: Added: Expose ArticulationBody.SnapAnchorToClosestContact function to place the anchor to a position where the risk of collider overlap is minimised.
  • Physics: Added: Make WheelCollider.sprungMass writable, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It’s the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
  • Player: Added: Added several object pool implementations including: ObjectPool, LinkedPool, GenericPool, UnsafeGenericPool and CollectionPool.
  • Profiler: Added: Added API for interacting with the Profiler Window and the selection in the CPU and GPU Usage Profiler modules.
  • Scripting: Added: Added a new AsyncReadManager FileInfo() API to check for a file’s existence and (if present) the file size.
  • Scripting: Added: Added Vector3Int.forward and Vector3Int.back.
  • Scripting: Added: Introduced query for compute shader hardware support:
  • ComputeShader.IsSupported(int kernelIndex).
  • Scripting: Added: Time.timeAsDouble added
  • Scripting: Time.timeSinceLevelLoadAsDouble added
  • Scripting: Time.fixedTimeAsDouble added
  • Scripting: Time.unscaledTimeAsDouble added
  • Scripting: Time.fixedUnscaledTimeAsDouble added
  • Scripting: Time.realtimeSinceStartupAsDouble added.
  • Scripting: Changed: New Added Unity.IO.LowLevel.Unsafe.ReadStatus.Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.
  • Added Unity.IO.LowLevel.Unsafe.ReadStatusExtension methods -Unity.IO.LowLevel.Unsafe.ReadStatusExtension.Complete() returns true on successful completetion regardless of truncated file reads.
  • Scripting: Deprecated: Deprecated IIl2CppProcessor.
  • Scripting: Deprecated: Deprecated IUnityLinkerProcessor.OnAfterRun.
  • Scripting: Deprecated: Deprecated IUnityLinkerProcessor.OnBeforeRun.
  • Scripting: Obsoleted: Removed UnityEditorInternal.ScriptEditor.
  • Scripting: Removed: Previously undocumented EditorUtility.CompileCSharp() is removed. Its functionality can be achieved through the supported AssemblyBuilder class.
  • Scripting: Removed: Removed UnityEditorInternal.GetExternalScriptEditorArgs as it was throwing not supported exception.
  • Services: Changed: Updating analytics dashboard to point to new location.
  • Shaders: Deprecated: Material, MaterialPropertyBlock and Shader API for working with “Int” properties is deprecated. Use “Integer” or “Float” properties and the corresponding API instead.
  • UI Toolkit: Added: Added a new dropdown menu made of VisualElements to enable popup fields in runtime.
  • UI Toolkit: Added: Added a new DropdownField control to UI Toolkit runtime.
  • UI Toolkit: Added: Added KeyboardNavigationManipulator to simplify the implementation for users.
  • UI Toolkit: Added: Added MeasureTextSize method for InputFields.
  • UI Toolkit: Added: Added RadioButton and RadioButtonGroup controls.
  • UI Toolkit: Added: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations.
  • UI Toolkit: Changed: ProgressBar was moved to UnityEngine.UIElements to support runtime.
  • UI Toolkit: Obsoleted: ShowHorizontal is obsolete. Use horizontalScrollerVisibility instead.
  • UI Toolkit: Obsoleted: ShowVertical is obsolete. Use verticalScrollerVisibility instead.
  • Universal: Added: Fixed material upgrader to run in batch mode. (1305402)
  • Universal: Added: Removed Custom.meta which was causing warnings. (1314288)
  • VFX Graph: Added: Added sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
  • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
  • XR: Added: Updated XR Plug-in Management to 4.0.1.

Changes:

  • 2D: Updated com.unity.2d.sprite package license.
  • 2D: Updated com.unity.2d.tilemap package license.
  • Android: Removed use of QualitySettings.vSyncCount for Android.
  • Android: Vulkan is no longer preferred over OpenGL ES when using Android 7 and for all Mali Midgard GPUs.
  • Asset Import: When Meshes have no material defined in the imported file, the ModelImporter now assigns the default material to them rather than creating a ‘No name’ material sub-asset.
  • Burst: Burst enters RC phase.
  • Burst: Burst now uses platform-provided memory intrinsics for iOS, tvOS, WASM, and console platforms.
  • Burst: Bursted DOTS Runtime Jobs are now decorated with [NativePInvokeCallback] instead of [MonoPInvokeCallback]. This fixes the problem where [MonoPInvokeCallback] jobs could generate callback wrappers which could cause native code to inadvertently interop with the managed VM.
  • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.
  • Burst: Changed the Burst menu-item Safety Checks to a modal choice of Off, On, or Force On. Force On will overwrite any user job or function-pointer with DisableSafetyChecks = true. To avoid users falling into the consistent trap of having Safety Checks set to Off, any reload of the Editor will issue a warning telling the user that Safety Checks have been reset to On.
  • Burst: Changed to inliner heuristics to improve build time and reduce executable size.
  • Burst: DOTS Runtime shares the logging code path with the general case.
  • Burst: Eager-compilation is now cancelled when script compilation starts, to prevent spurious errors related to recompiled assemblies.
  • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.
  • Burst: Improved Burst initialization time.
  • Burst: Improved Burst Inspector loading time.
  • Burst: Improved eager-compilation performance.
  • Burst: Improved performance of “eager-compilation” (scheduling compilation immediately after assemblies are changed) by cancelling queued eager-compilation when entering play mode with Synchronous Compilation unchecked.
  • Burst: Improved performance of eager-compilation by not eager-compiling test assemblies.
  • Burst: In versions of Unity older than 2019.3, changing the following options in the Burst menu now requires the Editor to be restarted: Enable Compilation, Safety Checks, and Native Debug Mode Compilation. In versions of Unity older than 2019.3, previously-compiled methods were not recompiled after changing those options, which could lead to undefined behavior where methods might not be compiled with the correct options. This change removes that possibility.
  • Burst: Made the compiler better at constant-folding complex static readonly constructors.
  • Burst: Open-generic static methods are now hidden in the Burst Inspector. They are not supported by Burst, but they were previously visible.
  • Burst: Temporarily removed the Burst compiler warning about exception throws not in [Conditional(“ENABLE_UNITY_COLLECTIONS_CHECKS”)] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
  • Burst: The Burst Inspector no longer uses JIT compilation. The code it shows is now compiled the same way as for editor / player usage.
  • Burst: The command line option –burst-disable-compilation now entirely disables Burst, including the AppDomain.
  • Burst: Updated Cross Compilation Tooling To LLVM 10.
  • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.
  • Burst: Warnings are hidden in the inspector view.
  • Burst: When using “Executable Only” build type on Universal Windows Platform, Burst will now only generate code for a single CPU architecture that you’re building for.
  • Editor: Deleting an object reference array entry in the Inspector now removes that array element. Previously first deletion set the element reference to none, and the second deletion deleted the element.
  • Editor: Deprecated Device Simulator package, feature moved to Core.
  • Editor: Quick Search is now part of the Unity Editor and no package needs to be installed.
  • Graphics: Avoids unnecessary RenderGraphBuilder.ReadTexture in the “Set Final Target” pass.
  • Graphics: Changed Path Tracing’s maximum intensity from clamped (0 to 100) to positive value. (1310514)
  • Graphics: Changed so texture formats DXT1 and DXT5 in the UI labels are now named “DXT1|BC1” and “DXT5|BC3”, indicating terminology used by modern graphics APIs.
  • Graphics: Changed some light unit slider value ranges to better reflect the lighting scenario.
  • Graphics: Changed switch shaders to now use separate samplers instead of combined texture-samplers objects.
  • Graphics: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.
  • Graphics: Changed the convergence time of ssgi to 16 frames and the preset value.
  • Graphics: Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI. (1301352)
  • Graphics: Changed the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count. (1301356)
  • Graphics: Changed the warning message for ray traced area shadows. (1303410)
  • Graphics: ComputeBuffer.IsValid now returns false when compute is not supported and ComputeBuffer.BeginWrite throws InvalidOperationException for invalid ComputeBuffers. (1259525)
  • Graphics: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.
  • Graphics: Improved robustness of volumetric sampling in path tracing. (1295187)
  • Graphics: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.
  • Graphics: Removed postprocessing package from core packages list.
  • Graphics: Removed the material pass probe volumes evaluation mode.
  • Graphics: Texture2D.Compress now compressed R8 textures to BC4 and R8G8 textures to BC5, on mobile platforms ETC/EAC are used.
  • Graphics: The RTAO’s history is now discarded if the occlusion caster was moving. (1303418)
  • Graphics: Tidy up of platform abstraction code for shader optimization.
  • Graphics: Transparent materials created by the Model Importer are set to not cast shadows.
  • Graphics: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
  • Graphics: Updated postprocessing package to 3.1.0.
  • Graphics: Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings). (1308048)
  • Graphics: VT-internal warnings no longer show up in the editor window, but still get printed into the editor log file.
  • Mobile: Made session bugfixes for Adaptive Performance provider subsystem management.
  • Package: Added the Code Coverage package as pre-release. This package helps you identify areas of your code that need more testing, even if you haven’t written any automated tests.
  • Package: Storyboard Global Mute moved from Cinemachine menu to Cinemachine preferences.
  • Package: UI update – Moved Cinemachine menu to GameObject Create menu and Right Click context menu for Hierarchy.
  • Package: Updated Code Coverage package to v1.0.0.
  • Package: Updated com.unity.cinemachine to 2.7.2.
  • Package: Updated com.unity.purchasing version to 3.0.1.
  • Package: Updated FBX Exporter package to 4.0.1:
  • https://docs.unity3d.com/Packages/[email protected]/manual/index.html
  • Package Manager: The Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.
  • Scripting: AsyncReadManager.Read no longer writes the number of bytes read to the input ReadCommand array. The bytes read can now be accessed via the new ReadHandle.GetBytesRead method.
  • Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead.
  • Scripting: Improved Roslyn analyzers that are inside assembly definition folders so that they apply to the asmdef assembly itself and to other assemblies that reference the asmdef assembly, but not to any other code in the project.
  • Scripting: Reintroduced a warning thrown when a script derived from MonoBehaviour has the same name as a built-in component (e.g. Transform).
  • Search: Removed the resource search provider (res:).
  • Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.
  • Shaders: Increased the global shader keyword limit to 384.
  • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.
  • Timeline: Updated Timeline package to version 1.5.2
  • UI: Changed the license file based on legal requirements.
  • UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP’s shader properties.
  • UI Toolkit: Allow :root pseudo selector to target the element receiving the style sheet.
  • UI Toolkit: Changed DynamicAtlas system to track texture references and support dynamic removals.
  • UI Toolkit: Changed the blending equation to allow blending of the resulting RenderTexture.
  • UI Toolkit: Improved renderer batching.
  • UI Toolkit: Mobile touch scrolling is now supported in scrollviews and listviews.
  • UI Toolkit: Text rendering is now handled by the textcore fontengine for both the editor and runtime.
  • UI Toolkit: Updated the menu item for Live Reload to be called “UI Toolkit Live Reload” to avoid user confusion.
  • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
  • XR: Updated com.unity.xr.legacyinputhelpers package to 2.1.6.
  • XR: Updated Oculus XR Plugin package to 1.7.0.
  • XR: Updated the ARCore, ARKit, ARKit Face Tracking, ARFoundation, ARSubsystems packages to 4.1.1.
  • XR: Updated the verified package versions for AR Foundation and related packages.
  • XR: Updated Windows XR Plugin package to 5.2.0.
  • XR: Updated XR Plug-in Management package to 3.2.17.

Requirements:

  • Mac OS X Kodiak, 10.0 (Cheetah), 10.1 (Puma), 10.2 (Jaguar), 10.3 (Panther), 10.4 (Tiger), 10.5 (Leopard), 10.6 (Snow Leopard)
  • OS X 10.7 (Lion), 10.8 (Mountain Lion), 10.9 (Mavericks), 10.10 (Yosemite), 10.11 (El Capitan)
  • macOS 10.12 (Sierra), 10.13 (High Sierra), 10.14 (Mojave), 10.15 (Catalina), 11.0 (Big Sur), 12.0 (Monterey) and Later Version.
  • Supported Hardware: Intel or Apple Chip (M1) or PowerPC Mac.


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