Very Early Versions
A lot of water has flown under the bridge since those versions were released. Check out the current release notes to find out what's really new.
Unity 1.1
New Features:
- Added support for building Windows standalone player [Unity Pro feature]
- Added C/C++ plug-in support. As an example we added a MIDI plug-in with an accompanying easy-to-use Midi class (see the Manual's Plug-in documentation) [Unity Pro feature]
- Added support for an asynchronous WWW library which allows you to download textures from the web or communicate with web sites
- Levels can now be loaded from inside the editor so big games can be tested and tuned in full
Shaders:
- Refractive glass shader added [Unity Pro feature]
- 8 new virtual displacement bump-mapping shaders (sometimes known as parallax bumped)
- A number of shader fallbacks were improved
- Material color alpha is now 1 by default
Scripting:
- Added gizmo drawing interface
- Improved level-loading interface
- Added GameObject.Find(string name) to get game objects by name
- Awake() is now called after all objects have been fully initialized
- Physics.OverlapSphere() now compares against the actual geometry instead of bounding box
- The current directory now points to the folder the player application is in for easier file access
Editor and Workflow:
- Added Build menu item, which simply uses the last Build Settings for faster turn-around
- Scene view clip planes automatically adapt to the scene size. Zooming the scene view now behaves better for very large and very small objects
- Added support for importing Maya 4.5 and 5.0 files
- Frame selected now accounts for children of the selection
Physics:
- Collision capsules can now set in which direction height is to be applied
- Added anisotropic friction and contact springs
- Sphere collider now changes radius with scale
Documentation:
- Added a Scripting A Game Tutorial which walks through the creation of a full game. Another masterpiece by David Janik-Jones.
- Updated the Script Reference and added an overview over Unity's scripting API
- Rewrote script reference for transform and some other classes
- The documentation is now shown in browser instead of Unity
Bug Fixes:
- Objects are now correctly lit when scaling them to be very small
- Collision meshes were smoothed too much
- Changing the hinges break force to 0 crashed
- Added missing math functions
- The transform inspector now displays euler angles correctly and doesn't suddenly change rotations
- Fixed a skinning issue with characters imported from Lightwave
- Fixed crashes when importing broken 3DS files
- Fixed a crash-bug when removing a script
- Mesh particle emitters now take scale of the mesh into account
- Fixed a crash occurring when importing textures with the gamma correction import setting
- Fixed a crash occurring when setting the radius of a capsule to 0
- Fixed a crash occurring when using Import New Asset...
- Key configuration dialog now only writes preferences when the settings change
- Fixed the ortho graphic view drawing wrong
- Fixed crash bug when setting making particle emitter max energy negative
- Fixed skips when using center scale handle
- Fixed Particle Cloud errors and not serializing color correctly
- Games now including all scripts and physics materials
- Welcome screen doesn't disappear after opening a new web page anymore
- Fixed <= bug in JavaScript
- Material inspector now always updates textures correctly.
- Water now always turns the right way (you need to reimport the Pro Standard Assets package)
- ... and more
Unity 1.1.1
New Features:
- Added Capture Screenshot feature. The example in /Users/Shared/Unity/Script Tutorial/CaptureScreenshot.js shows how to make it capture a movie by writing a sequence of screenshots
- Support for Maya 7.0 .mb and .ma importing
- Performance improvements when importing .ma and .mb files
- Added Bake Simulation option to the Maya importer. This automatically bakes IK and expressions to animation curves
- Added support for directly importing Cheetah3D .jas files (requires version 2.4 of Cheetah 3D)
- Improved performance when using a lot of SendMessage. For example OverWhelmedArena now runs 50% faster
- Improved ray-casting performance
- Dashboard Widgets now have a full-screen button. They run a lot faster in full-screen mode
- Materials now import diffuse color and are better at locating the assigned texture
Shaders:
- Specular highlights now look correctly on BumpSpec and Glossy kind of shaders
- Tangent space calculate is completely rewritten and now allows for mirrored normal maps. Note: meshes using BumpMaps must be reimported
- Radeon 8500-9200 shaders look a lot more like the shaders on higher end graphics cards.
Scripting:
- Added isKinematic flag to the Rigidbody class
- Added GameObject.Find() function to find a game object by their name
- Coroutines will now always wait for at least one frame when using yield; or yield 0;
- Materials can now be assigned to guiText.material and renderer.material from scripts
- Coroutines can now be used as event handlers, eg. OnTriggerEnter () { yield WaitForSeconds (5); }
- Coroutines now keep running during level loads when marked as DontDestroyOnLoad()
Editor and Workflow:
- Scene view camera improved
Bug Fixes:
- Animations now no longer jump when playing the first frame
- Skinned meshes now work correctly when using offset pivot points
- Rewrote the mesh triangulator. Importing large concave polygons from 3D modellers now works correctly
- Importing FBX files with UV's from Lightwave is now more forgiving. Some Lightwave made FBX files didn't show uv's before
- Importing meshes with degenerate triangles now works correctly
- Importing of UVs is more robust now. This solves an issue when import UVs exported from Lightwave could not be imported
- Texture importer now chooses the correct texture format when importing textures that are black or white but have alpha
- Fixed 2 Blender import crash bugs
- Triangle mesh collider is more robust when using a lot of flat parts
- Screen.width and Screen.height is now correct when called from inside the editor
- Dashboard Widgets now render correctly when the monitor resolution is set to 16 bits
- Generated prefabs now correctly enforce that they can not be changed in the user interface
- Dragging a game object onto a script-property now assigns the correct instance