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Unity software or video games Unity3D design and manufacture a complete set, consisting of a powerful game engine and development environment programming and development. Unity easy to do because most of the games in the graphical environment and low utilization of code, many companies and encourages users to take advantage of it. Support for popular programming languages, using three-dimensional modeling software and intelligent motor outputs physics including characteristics of the Unity Pro software.
Facilities and software features of Professional Unity:
-Visual attractive and user-friendly environment
-Mono powerful software for editing programming languages
-Support for programming languages C #, javascript, and Boo
-Ability to import the output of three-dimensional design software such as 3ds Max, Maya, Blender, etc.
-There are a variety of Shader, effects and visual effects High Definition
-High-speed rendering operation
-Full simulation and advanced types of terrain, weather, automotive and ...
-nVIDIA PhysX engine to simulate physical, speed, friction, impact, etc.
-take advantage of new technologies lighting and shading for moving objects
System Requirements:
For development:
-OS:Windows 7 SP1+,8,10,64-bit versions only
Server versions of Windows & OS X are not tested.
-CPU:SSE2 instruction set support.
-GPU:Graphics card with DX10 (shader model 4.0) capabilities.
The rest mostly depends on the complexity of your projects.
Additional platform development requirements:
-Android:Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
For running Unity games:
Desktop:
-OS:Windows 7 SP1+
-Graphics card with DX10 (shader model 4.0) capabilities.
-CPU:SSE2 instruction set support.
-iOS player requires iOS 9.0 or higher.
-Android:OS 4.1 or later; ARMv7 CPU with NEON support or Atom CPU; OpenGL ES 2.0 or later.
-WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
-Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilitiesWhats New:Unity Pro 2019.3.6f1 Release Notes
Fixes
-AI: Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours.
-Android: On screen keyboard is closed when focusing different InputField
-Animation: Fix for Go to Previous keyframe button/shortcut does not work in the Animation Window
-Asset Import: BumpMap check window does not flag textures as possible NormalMap when they are not used in the Material.
-Asset Pipeline: Fixes AssetBundle Recompression not verifying the CRC of bundle contents when requested
-Audio: Fix applying lowpass filter custom cutoff curve from scripts
-Audio: Fix hang after failing to load audio assets from asset bundles.
-Audio: Fix SpatialBlend application when AudioSource and Rigidbody are attached to the same game object.
-Audio: Fixed an issue where audio sources failed to play when there are more than 250 sources playing or previously playing sources in the scene.
-Audio: Fixed an issue where the audio clip UI prevented the compression quality slider to be set to to certain values.
-Audio: Fixed errors during project import when the project contains around 10000 audio assets.
-Audio: Fixed incorrect mix levels in audio mixer with adjacent effects that both use wet-mixing.
-DX12: Fix memory leaks caused by RayTracingAccelerationStructures when Mesh objects that were used to build the acceleration structure are deleted.
-Editor: Fix the search location of the CA store for CentOS
-Editor: Fixed crash when setting invalid Game resolution in the Editor
-Editor: Fixed Humanoid Configuration editor not drawing bone scene handles when Gizmos are disabled.
-Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP.
-Editor: Fixed the issue foldout icon under the Mesh renderer preset editor
-Editor: Fixing console search when closing and reopening the console window.
-Editor: Fixing console search when going in a maximized playmode
-Graphics: Add back immediate present mode to Stadia
-Graphics: Fix crash on VFXTextureGenerator::ComputeSignalCurve
-Graphics: Fix issue where motion vector texture would contain incorrect values for object that stopped moving
-Graphics: Fix issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices.
-Graphics: Fixed AsyncGPUReadback on Vulkan
-Graphics: Fixed global texture properties to handle multisampling textures properly.
-Graphics: Fixed Metal editor text corruption issue that happened on some hardware but not all
-Graphics: Fixes incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project
-Graphics: Fixes two issues related to counterbuffers in Vulkan
-If one only uses the counter the buffer is now correctly bound
-Updating the data on the buffer does not invalidate the counter
-Graphics: Metal: Disable Graphics Jobs support for Nvidia GPUs
-IL2CPP: Correct the behavior of the InitMessage icall
-IL2CPP: Use the proper timeout unit for calls to Socket.Select.
-iOS: Fixes an issue that stopped emojis appearing on textfields with no limit
-macOS: IME works in both editor and player in the proper location
-Package Manager: Fixed an issue where the package version would not get updated when the version was changed in the package.json file.
-Particles: - Fixed Mesh that contains blend shapes sometimes not being marked as read/write enabled when it is used by a ParticleSystems ShapeModule.
-Fixed crash when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build. A warning will now be thrown to report that the Mesh must be read/write enabled. (1215645)
-Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large.
-Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using manual simulation with time-step that isn't Time.fixedDeltaTime.
-Playables: Fixed out of order evaluation of Control Tracks in Timeline when using multiple nested timelines.
-Profiler: Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players.
-Profiler: Increased maximum memory that can be used by profiler to 128MB.
-Scripting: Fixed editor freeze/crash when interacting with Native Audio Plugin SDK's Audio Mixers
-Shaders: Fixed Editor crash when calling ShaderUtil.ClearCachedData() while still async compiling shader variants.
-Timeline: Fix issues related to recursive control tracks.
-Timeline: Fixed adjacent recording clips highlighting the wrong clip.
-Timeline: Fixed avatar mask reassignment not causing immediate re-evaluation.
-Timeline: Fixed issue where changes to a Signal Receiver component in a prefab were reverted.
-Timeline: Fixed issue where using the HideInMenu attribute in combination with a class inheriting from Marker would not hide the marker from the Timeline context menus.
-Timeline: Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip.
-Timeline: Fixed SignalReceiver.ChangeSignalAtIndex incorrectly throwing exception when multiple entries are set to null.
-Timeline: Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips.
-UI: IME properly works and is in the correct location
-UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent.
-UnityLinker: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours.
-Video: [Mac] Video-heavy project does not get successfully imported when launching the project in batchmode
-Windows: Fix race condition in plugin loading code when P/Invoking into libraries from multiple threads at once.
-Windows: Fix VSync breaking when changing it from OnApplicationfocus handler.
-Windows: Fixes incorrect parsing of Application name from command-line arguments
-Windows: GPU Performance Markers are no longer absent in the Nvidia NSight range profiler view when launching the Unity editor, using DX12, from Nsight.
-XR: Fix crash when you connect to a Hololens 2 using the HolographicRemoting scripting api and then enable Windows Mixed Reality.
API Changes
-Particles: Added: Added NativeArray overloads to SetParticles and GetParticles
-XR:Added: Exposed XRSDK znear, zfar, srgb to script.
Changes
-XR:Temporarily disabling runtime MSAA level changes if running with Vulkan and XR Management.
Improvements
-2D: Update 2D Template to include 2D verified packages
-: LINKS:-
DOWNLOAD
Код:
http://nitroflare.com/view/EAE062A7C3B71EA/o5ojk.Unity.Pro.2019.3.6f1.part1.rar
http://nitroflare.com/view/77F0ED44A1B2B1D/o5ojk.Unity.Pro.2019.3.6f1.part2.rar
Код:
https://rapidgator.net/file/8cd3ba12a42f9deaf6917919723870ba/o5ojk.Unity.Pro.2019.3.6f1.part1.rar
https://rapidgator.net/file/98aa929690a3f97f58c0ff3ec1b7aa80/o5ojk.Unity.Pro.2019.3.6f1.part2.rar