Unity Game Engine 2022.2.15

Unity Game Engine lets you create real-time 3D projects for games, animation, film, architecture, engineering, manufacturing and construction. Unity includes tools to empower artists to create cinematic content and gameplay sequences without the need of an engineer.

Many high-profile games have been created using Unity, supporting multiple platforms including desktop, mobile, console and VR.

Is Unity free?

Unity offers a free Personal plan that includes all core features to create games and interactive experiences. It also includes support for Unity Ads and the in-app purchase plugin. You can download it and use Unity free of charge as long as your revenue (or funds raised in the last year) does not pass $100K.

Can I create AAA games with Unity?

Yes, you can. Unity has been used to create hundreds of popular games. Highlights include the likes of Among Us, Beat Saber, Genshin Impact, Pokémon Go, Super Mario Run, Iron Man VR, PC Building Simulator, Pillars of Eternity, Kerbal Space Program, Hearthstone, Temple Run, among many others.

Which is easier to use, Unity or Unreal Engine?

There is no right answer to that question. Both game engines are extremely robust and offer a fully featured free version to get you started. Both have strong communities in which you can participate and consult with. The general consensus at this stage is that Unity and Unreal Engine both are beginner friendly and won’t require advanced programming knowledge for simple projects which will get the ball rolling as you learn.

Can I make money with Unity (free)?

Yes, you can create a game and legally sell it with the free version of Unity. You won’t pay royalties or any revenue share unless you exceed sales of $100K in a year.

Can I create a game in Unity without coding?

Unity relies on the C# programming language and does require text-based programming. However, to be more welcoming to users with no coding experience, there is a “First-time Users” option that offers completed mini-games that you can edit and play around with, so you can get a better grasp at how the engine works. In that mode, Unity will guide you with step-by-step instructions to create your own tasks and build your own projects.

Features

Unity Personal

For beginners, students and hobbyists who want to explore and get started with Unity. Completely free — no royalties, no credit card required. You fully own any content you create

Everything you need to get started

Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.

Start creating

Move efficiently from prototyping to full production with a truly flexible editor and intuitive workflows supported by tons of tutorials and ready-made assets to guide your learning and development.

Work with the latest

Continuous updates allow you to develop with all the latest and most advanced features for high-end visuals, audio, animation, physics — everything you need to make any kind of game.

Build for all audiences

Target more devices more easily — with Unity, you can build once and deploy to the largest range of mobile, VR, desktop, Web, Console and TV platforms in the industry with a single click.

What’s New

Known Issues in 2022.2.15f1

  • 2D: Editor goes into a loop while importing the “UI Toolkit Sample – Dragon Crashers” asset (UUM-32117)
  • DirectX12: [DXR] GPU memory leaks when Renderer.rayTracingMode is set to UnityEngine.Experimental.Rendering.RayTracingMode.DynamicGeometry (UUM-31709)
  • DirectX12: [macOS] Editor freezes when saving prefab changes in Play Mode if “VSync” is enabled (UUM-30173)
  • FrameDebugger: Frame Debugger VRAM memory leak (UUM-28065)
  • IL2CPP: Build argument doesn’t get passed when exporting the project (UUM-25446)
  • Metal: [iOS] Rendering freezes when the orientation is changed (UUM-9480)
  • Project Browser: Project Browser shows package resources when package visibility is disabled (UUM-32517)
  • RP Foundation: “Resources.FindObjectsOfTypeAll(typeof(Material)).Length” increases every time when entering/exiting Play Mode (UUM-27587)
  • RP Foundation: [Silicon] Crash on ScriptableRenderLoopJob when machine is left idle while the Editor is in Play mode (UUM-25831)
  • Texture: [AsyncUpload] Crash on Sprite::Transfer when building the project (UUM-31364)
  • UI Toolkit Framework: Cannot change scripts in Inspector window when in Debug mode (UUM-14069)
  • Universal RP: Flickering orbs appear when using RenderTargetHandle (UUM-26513)
  • Video: Crash on WindowsVideoMedia::GetFirstReadyTextureTime when focusing GameObject in Tutorial (UUM-21948)
  • Visual Effects: Fatal freeze when playing a VFX made with VFX Graph and consisting many effects (UUM-31773)
  • Visual Effects – Legacy: [Android][Vulkan] Visualisation corruption occurs when rendering Particles to Render Texture (UUM-21106)
  • Web Platform: “wasm-ld.exe” is not terminated when canceling a WebGL Build during the “Linking build.js (wasm)” phase (UUM-20797)
  • Windows: BuildPipeline.BuildPlayer ignores BuildPlayerOptions.locationPathName and attempts to build to the cached folder (UUM-30952)

2022.2.15f1 Release Notes

Features

  • Universal RP: Added support for HDR output devices for desktop and console platforms.

Improvements

  • Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters.
  • macOS: HDR support updated to use the EDR value for luminance.
  • Serialization: Improved performance of restoring managed objects during a domain reload (again!).
  • Serialization: Improved performance of restoring managed objects during a domain reload.

API Changes

  • Editor: Added: – Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
  • enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
  • Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won’t be automatically converted to the new ones.
  • Graphics: Added: ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.

Changes

  • Editor: “Use display in HDR mode” checkbox is visible in the MacOS player settings.
  • Universal RP: The two subshaders in main URP shaders (Lit, SimpleLit, BakedLit, ComplexLit, Particles) have now been combined in to one.
  • Version Control: – Changed the icons for Unity Version Control rebranding
  • Changed onboarding workflow.

Fixes

  • 2D: Enabled showing the Apply/revert dialog to users if there are data changes in Sprite Editor Window before domain reload. (UUM-26175)
  • Editor: Avoid Gizmo being affected by parent component Scaling. (UUM-4782)
  • Editor: Fixed a Drag and Drop to parent folder when the parent contains a child folder with the same name. (UUM-11707)
  • Editor: Fixed an issue when using Entities certain types of gizmos for components in subscenes were not rendered in the Scene view. (UUM-26723)
  • Editor: Fixed an issue where scripted importer override could cause infinite imports. (UUM-26859)
  • Editor: Fixed copy and paste using keyboard for Transform rotation and scale in Inspector window. (UUM-21702)
  • Editor: Fixed exceptions while opening game view mode dropdown. (UUM-5869)
  • Editor: Fixed filtering result is not removed and folder contents shown when using “Frame Selected” or its shortcut “F” in the Project window. (UUM-31369)
  • Editor: Fixed the project from freezing due to a faulty Raycast operation in the navigation system. (UUM-28701)
  • Editor: Objects now keep their non-serializable state when reloaded. (UUM-7785)
  • Graphics: Fixed bug with Streaming Virtual Texturing throwing a “The transcoded bitstream was invalid” error that was caused by build pipeline bug corrupting virtual texture regions located in virtual texture files larger than 2GB. When using SVT, it is recommended to rebuild your Player’s build in order to get the corrected streaming files (GTS and GTP files) in the Streaming Assets folder. (UUM-30987)
  • HDRP: Fixed water simulation time in playmode.
  • iOS: Fixed a memory leak when using GL.Clear in MonoBehaviour Update/LateUpdate. (UUM-8457)
  • Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize. [SGB-445][IN-30614]
  • Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload. [SGB-439][IN-30581]
  • Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews. [SGB-359]
  • Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial. (UUM-22634)
  • UI: Animation with UI Vertex colors is no longer choppy when the Color Space is set to Linear. (UUM-12666)
  • Universal RP: Fixed Render Targets being released when using multiple cameras. (UUM-25186)
  • Version Control: – Fixed blurry icons in the Unity Version Control window and toolbar button
  • Fixed Pending Changes tab not always opening its selected item’s location in Project window
  • Fixed “Checked-out (changed)” status icon not showing up on Pending Changes tab
  • Fixed issue that prevented new packages from being installed unless user enters play mode.
  • VFX Graph: Fixed a crash when removing VFXRenderer from a disabled GameObject. (UUM-16391)
  • VFX Graph: Improved handling of infinite values with Gizmo. (UUM-564)

Package changes in 2022.2.15f1

Packages updated

  • com.unity.collab-proxy: 2.0.1 → 2.0.3

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