• At Risk
  • Delayed
  • On Track

Released March 31, 2017

2D: Sorting Groups

2D

Sorts a group of renderers (for instance, a character made up of a bunch of sprite renderers) as a whole without any interleaving of other renderers.

9-Slice Sprites

2D

Tiles the sprite's texture using the 9-slice technique when the size of the sprite increased beyond the size of the texture.

See 2D Experimental Preview Forum

Collision Geometry Visualization

Physics

Compute Shaders for Metal

Desktop
Graphics
Mobile

GPU Instancing Improvements

Graphics
  • Procedural mode: supply instance data from a custom data source.
  • DrawMeshInstancedIndirect: supply draw arguments from a GPU resource.

IL2CPP: Windows Runtime projections

Consoles
Desktop

Making IL2CPP understand Windows Runtime projections will enable C# scripts and plugins to consume Windows Runtime APIs directly on Windows Desktop, Windows Store and XBOX One platforms.

Improve Component Dragging Usability

Editor

Drag component headers to reorder, move, copy them around. Suggestion on feedback

iOS Native Crash Reporting

Mobile

Collect, view consolidated crash reports for iOS builds. Forums - Unity Performance Reporting

iOS/tvOS: ReplayKit Live Broadcasting support

Consoles
Mobile

Lighting Modes

Graphics
Lighting

Provide a solution to how to combine baked lighting with realtime lighting including proper handling of baked and realtime shadows. We will provide several presets to cover a wide range of scenarios including fully realtime GI lighting, partially baked lighting, and fully baked lighting.

Experimental Beta Forum

Metal support for Editor on macOS

Desktop
Editor

NavMesh workflow and low level API

AI
  • High Level workflow based on new components:
    • NavMesh Surface – describes a volume where the NavMesh will be built, and allows you to have multiple volumes, at any orientation.
    • NavMesh Link – allows you to connect two NavMeshes with a wide link.
    • NavMesh Modifier – allows fine grained control of area types per Game Object; replaces static flags.
    • NavMesh Modifier Volume – allows to change the area type of the NavMesh which falls inside the volume.

Everything above is built on top of a simple low level API.

  • Low level API:
    • Allows you to pass in the geometry that will contribute to the NavMesh building.
    • Method to quickly collect render or physics geometry for building NavMesh.
    • NavMesh data can be built for different agent sizes.
    • NavMesh data can be created, updated, added and removed at runtime.
    • NavMesh data and can be instanced several times at different position/orientation.
    • ...and more!

Experimental build of Unity - including source for the high level components

New network transport

Networking

The network transport implementation used by the NetworkTransport class has been rewritten to be more robust and performant.

Nintendo Switch

Consoles

Optional PhysX debug configuration

Physics
  • Select debug configuration to get more internal information/warnings/errors/performance advice from the physics engine

Particle System Improvements

Particles
  • Multi-Edit support.
  • Custom Data Module, including HDR color support.
  • More flexible Custom Vertex Streams UI.
  • New Burst Emission UI, with support for repeating bursts.
  • Shape Module upgraded to support non-randomized behaviors (eg. looping and uniform distribution).
  • Particle 2D collision optimization including a 10x performance improvement detecting collisions and improved solving of overlaps.

Physics2D: Collision Detection improvements

2D
Physics
  • New CompositeCollider2D allows other colliders to be merged together producing a single collider that can either be an outline or a decomposed concave polygon.
  • New Contacts API allows any contacts to be retrieved per Collider2D or Rigidbody2D. Also provides more information on contacts.
  • New EdgeRadius property adds a radius around the edges for BoxCollider2D and EdgeCollider2D providing expandable edges with rounded corners.

Platform: Facebook build support

Desktop
Web

Support for publishing Unity content to Facebook using WebGL or desktop apps with built-in SDK and one-click build publishing.

Platform: Google Daydream

xR

Profiling.Recorder

Editor
Profiler

Introduce Sampler and Recorder classes which give access to built-in profiler labels in development builds. This will allow users to create in-game HUD and display important performance metrics.

Progressive Lightmap Baking (Preview)

Lighting

Use PowerVR ray tracing to provide progressively updated lightmap bakes. This aims to reduce baking times and improve iteration on lighting. Blog

Sprite Editor Update

2D
Editor

Sprite Mesh Tessellation Quality Control

2D
Graphics

Fine grained control on the quality of the sprite mesh. Tune accuracy and various other tessellation parameters.

Standalone: Use SDL2 on Linux Player

Desktop

Implementation of window management and input handling with SDL2 instead of raw X11 for desktop Linux. Should be transparent to users, but enables future Wayland and/or Mir support.

Video: New API

Desktop
Mobile

Deprecating MovieTexture and providing a new video playback engine API targeting hardware decoding on platforms

Vulkan Support

Graphics

WebGL Embedding API

Web

WebGL support for WebAssembly (Preview)

Web

Use the upcoming WebAssembly format to distribute our WebGL build output for smaller builds which can load faster and using less memory.

Released Nov 30, 2016

C# Compiler Upgrade

Scripting

Upgrade Mono C# compiler against our current .Net 2.0 and 2.0 Subset profiles. Note that this is an upgrade of the C# compiler only, not the full Mono runtime

Cinematic Image Effects

Graphics

Update important effects to be more intuitive, more physically based, and add dedicated mobile optimizations where relevant.

  • Exposure Adaptation
  • Temporal anti-aliasing

Find them in bitbucket and discuss in the Image Effects Forum

Collaborate: Project Sharing

Collaborate

Publish project to Unity Collaborate.
Invite users to work on project.
Synchronize project to cloud.
Resolve conflicts.

Easy setup of local cache server

Editor

Exposed Meshes and ComputeBuffers to native code plugins

Graphics
  • Mesh.GetNativeIndexBufferPtr
  • Mesh.GetNativeVertexBufferPtr
  • ComputeBuffer.GetNativeBufferPtr

Full Binary Shader Serialization

Graphics
  • faster load times - no parsing at runtime
  • smaller memory footprint

HDR texture improvements

Graphics

BC6H compressed and FP16 uncompressed texture import formats on PC/consoles
Reflection probes use BC6H/FP16 too on PC/consoles now

Improve shadows precision for large worlds

Graphics

Use reverse-float depth buffer for improved depth buffer precision on modern GPUs. Particularly improves directional light shadowing for large view distances.

Line/Trail Renderer Upgrade

Graphics
  • Use a curve to define the widths
  • Use a gradient to define the colors
  • Fully exposed to script
  • Sharp corners handled more gracefully
  • Add extra vertices to create rounded corners and ends

Linear space lighting support on mobile platforms

Graphics

Supports

  • OpenGL ES 3.0+ and Vulkan on Android
  • Metal on iOS

Low-level graphics functionality improvements

Graphics
  • Per-render target blend modes in shaders
  • Manual render texture mipmap generation
  • Increased amount of shader keywords (from 128 to 256)
  • DX9 half-pixel rasterization issues are gone; now completely matches DX11/GL

Microsoft HoloLens

HoloLens

OpenGL2 legacy support removal on MacOSX and Linux

Graphics

Particle System Upgrade

Particles
  • Send customisable vertex data to your shaders
    • Also allows for Normal Mapping and Standard Shader support
  • Rotate particles based on initial direction of travel
  • Align particles to the eye position, instead of simply facing the camera plane
  • Fully expose main particle settings to script
  • Add lights to your particles with the new Lights Module
  • Add noise to particle movement with the new Noise Module
  • Add ribbonized trails to your particles with the new Trails Module
  • New Color Gradient options
  • Unlimited Sub-Emitters of each type
  • Use Time-based and Distance-based emission at the same time
  • Simulate particles relative to any Transform component, not just World or Local
  • Improved curve editor with animation window improvements and wrap mode support

PBR viewer/validation tool (Preview)

Graphics
  • LookDev editor window for viewing & validating meshes and materials in various HDRI lighting environments.

Physics2D Collision Detection

Physics2D
  • New CapsuleCollider2D is a collider primitive that can be elongated in either the vertical or horizontal directions.

Rigidbody2D Improvements

Physics2D
  • New BodyType property allows the explicit selection of the body type of Static, Kinematic or Dynamic showing only the appropriate properties for each body type in the inspector.
  • New UseFullKinematicCollisions property allows Kinematic body types to collide with other Kinematic and Static bodies complete with collision/trigger callbacks.
  • New Simulated property allows the Rigidbody2D and any attached colliders and joints to be temporarily ignored by the simulated to be changed in the inspector.
  • New Material property allows a physics material to be assigned to the Rigidbody2D overriding the global physics material but applying to all attached colliders that do not have their own physics material specified.

Splash screen improvements

Graphics
  • Customise unity splash screen with logo, background and animation.
  • Preview splash screen in editor.
  • Uniform across all platforms

Texture Importer Improvements

Graphics
  • Decoupled texture format, compression and shape (2D/Cube)
  • Removal of the "Advanced" texture type in favor of an "Advanced" options foldout for all texture types
  • Reworked various parameters presentation in the GUI (sRGB, Alpha Usage...)
  • BC4/BC5 compressed format support

Update PhysX to 3.3.3

Physics
  • Update to the latest patch release PhysX 3.3.3
  • Better performance on Android expected

WebGL 2.0

Web

Use the upcoming WebGL 2.0 API to take rendering in the browser up a level (and on par with OpenGL ES 3.0).

WebGL Brotli compression support

Web
  • Optional Brotli compression for WebGL. Improves build size over default GZIP.
  • Hint: Needs extra setup on your server, only works with HTTPS, supported natively by Firefox and Chrome (JS decompression fallback provided by us).

WebGL: Use IL2CPP for final linking

Web
  • Caches and reuses linked artifacts. Reduces build time when there are only asset and no code changes.

Released July 28, 2016

Basic GPU Instancing Support

Desktop
Graphics
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with BillboardRenderers and MeshRenderers that use the same material and the same mesh.
  • Enhanced Standard shader & SpeedTree shader with instancing support.
  • Only needs a few changes to your own shader to enable it for instancing.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supported platforms:
    • Windows: DX11 / DX12 with SM 4.0 and up.
    • OS X and mobile platforms support *might* come in 5.4.
    • Console platforms support will come later.

Depth of Field Image Effect

Graphics

Improved depth of field, more performant, better quality. Supports multiple aperture shapes, and bokeh textures.

Editor: Retina/HDPI Support

Editor
  • Crisp fonts and 3D views on retina displays on OS X.
  • Most existing editor code will just support retina without changes.

Update: Zoomable game view complete, but late found issue on dependent OpenGL legacy backend prevents making 5.3.

Editor: Zoomable Game View

Editor
  • Better ability to view resolutions larger than what the Game View can fit.
  • Ability to scroll with scroll bars or zoom out until it fits in the view.

Update: Late found issue on dependent OpenGL legacy backend prevents making 5.3.

Global Illumination: Light probe grids for large objects (Light Probe Proxy Volumes)

Graphics
Lighting

The Light Probe Proxy Volume component will offer the possibility to get better ambient lighting information for large dynamic objects that cannot use baked lightmaps. A good fit for this feature would be large particle systems or skinned meshes.

Graphics: DX12

Desktop
Graphics

IL2CPP for Android

Mobile

Official support, removing experimental label.

Motion Vector Rendering

Graphics
  • Cameras can render motion vectors for dynamic objects, including skinned meshes
  • Useful for motion blur, temporal anti-aliasing and other post-processing effects
  • Built-in motion vector shaders handle majority of cases; possible to write custom motion vector passes for shaders too

Multi-Threaded Rendering Phase 2

Graphics
  • Parallel command list generation

Native SteamVR support

xR

Integrated VR support for the HTC Vive.

OpenGL2 legacy support removal on Windows

Desktop
Graphics

Particles: Improvements

Graphics
Particles
  • Performance optimization
  • Non uniform scaling
    • Change the width and height of individual particles independently
  • Scriptable trigger system
    • Detect when particles are inside or outside a collection of physics colliders, and use a script callback to react to the trigger
  • Expose all properties to animation

Platform: Substance for Windows Store Apps

Desktop
Graphics

Services: In-App Purchases (IAP) Advanced Integration

Services
  • FakeBillingService to allow testing in sandbox environment
  • Support for client-side receipt verification and backend support for unified receipts
  • Export facilities for bulk upload to the iOS App Store and Google Play
  • Advanced revenue reporting and spender analytics through the Unity Analytics dashboard

Single Pass VR

Graphics
xR

Improves performance across PC and PS4 integrated VR platforms by drawing to both eyes at the same time.

SSRR (Screen Space Raytraced Reflections)

Graphics
  • Screen space raytraced reflections (SSRR) image effect is in development, that would provide more accurate reflections where possible, and fallback to reflection probes where screenspace information is missing.

Update: SSRR was split off from 5.2 work. This should just be an asset with the Standard Asset package, so it may still function with 5.2.

Update 2: Feedback is showing that it needs further work, delaying official release while considering a separate experimental release.

Update 3: Available here and on the asset store (when 5.3 is released)

Sunsetting iOS 6.x support

Mobile

Sunsetting WebPlayer for all OSes

Web

Texture Array support

Graphics

Expose ability to use DX10/GL3/Metal 2D texture arrays in shaders, with a scripting API to manipulate them.

Tonemapping and Color Grading

Graphics

Improved color grading with support for LUT, exposure, gamma, and other filmic settings in one post process effect.

WebGL Improvements (5.4)

Web
  • Option for fast build iteration times for development builds

Released Dec 8, 2015

Additive animation workflow improvements

Animation
Editor

Provide workflow where users specify a reference frame for additive animation. We also allow authoring of additive animation clips.

Async Texture Upload

Graphics

A new feature that enables asynchronous loading of Texture Data from disk and enables time-sliced upload to GPU on the Render-thread. This reduces wait for texture GPU uploads in the main thread.

Basic Multi-scene Editing

Editor

Allows you to open and edit multiple scenes in the editor. Ideal for creating large world.

Buoyancy Effector

2D
Editor

A new 2D physics effector that provides 2D buoyancy and fluid-flow forces.

Deploy: LZ4 data compression

Editor

Introduces realtime LZ4 decompression for AssetBundles.

Euler animation curve import

Animation
Editor

Support for direct import and evaluation of Euler rotation curves in the engine. This is useful for some animation - like Camera cuts - where quaternion baking can't reproduce the exact behaviour of Euler curves.

Frame Debugger Improvements

Editor
Graphics
  • Remote frame debugger: run it on the remote device (e.g. Android).
  • Displays shader properties used by the draw calls.

Host Migration

Networking

Support for migrating the "host" of a network game to be one of the non-host clients when the host is disconnected or crashes. This should allow the game to continue with only a slight interruption for the other players.

This will work with the network HLAPI for LAN games.

HumanPoseHandler API

Animation

Allows to map the pose of a Humanoid Avatar into another Avatar.

IL2CPP for Windows Store Apps

Desktop
Web

JSON Serializer

UnityEngine.JsonUtility is a runtime API for serializing and deserializing objects to JSON format.

MonoDevelop 5.9

Editor

Upgrading MonoDevelop to version 5.9

Multi-threaded Rendering Phase 1

Graphics

Move off main thread:

  • Particles
  • Sprites
  • Flares, Halos, Lines, Trails

New Joints

2D
  • FrictionJoint2D
  • TargetJoint2D
  • FixedJoint2D
  • RelativeJoint2D

OpenGL 4.x support

Desktop
Editor
Graphics
Web
  • OpenGL 4.5 support in Windows & Linux Standalone and Editor
  • OpenGL 4.1 support in Mac Standalone and Editor
  • OpenGL ES 3.1 AEP support on Windows for emulation
  • Threaded OpenGL rendering on Windows

Particles: System Upgrade

Graphics
  • Custom pivot points
  • Render in world, view or local space
  • 3D rotation
  • System scaling
  • Skinned mesh emitter shape source
  • New 3D collision parameters
  • 2D collision support
  • All module properties can now be set from script, including curves and gradients.
  • Emission, Shape, Velocity over Lifetime, Force over Lifetime, Color over Lifetime, Color by Speed, Size over Lifetime, Size by Speed, Rotation over Lifetime, Rotation by Speed, External Forces, Collision, Sub Emitters and Texture Sheet Animation.
  • Inherit Velocity module: new options for inheriting emitter velocity, including curve support

Placeholder Asset Creation Tool

2D
Editor

Easily create primitives like diamonds, n-sided polygons, for 2D game prototyping.

Platform: Apple TV

Consoles

Render to multiple displays on PC

Desktop
Graphics
Web

Services: In-App Purchases (IAP) Basic Integration

  • Support for transaction APIs to implement In-App Purchases in your application across the most popular App Stores
  • Supported platforms include: iOS App Store, Mac App Store, Google Play, and Universal Windows Apps
  • Support for consumable, non-consumable, and subscription items
  • Aggregate, cross-platform revenue reporting and spender analytics through the Unity Analytics dashboard

Shader Optimizations

Graphics
  • Shader data size / load time / memory improvements for large shaders

SpeedTree: Billboard Improvements

Graphics
  • Can Cast and receive real-time shadows
  • Performance improvements via batching

Test: Editor Test Runner

Editor

WebGL Improvements (5.3)

Desktop
Web
  • Soft Shadow support ​- Better quality for Standard shaders
  • Automatic decompression of downloads if the server does not handle compression

Released July 10th, 2018

Animation Stream API (C# jobs)

Animation

ARM64 bit support for Android

Mobile

Enable ARM64 bit support for Android, based on IL2CPP technology. Running 64-bit Android apps will have performance benefits, plus games will be able to address more than 4 GB of memory space.

C# Platform Certificate Store Synchronization

Certificate validation using .Net or UnityWebRequest APIs now validates against the platform system CA store where possible.
On XboxOne, PS Vita and Nintendo 3DS, which doesn't provide access to system store validation, an embedded CA store is used for validation.

C# TLS provider through mbedTLS

Support for TLS 1.2 (secure socket) from .NET code

Drop support for UnityScript

Scripting

As our [blog](https://blogs.unity3d.com/2017/08/11/unityscripts-long-ride-off-into-the-sunset/) noted, we are dropping UnityScript support.

High DPI monitor support for Windows

Editor

Support for per-monitor display scale factors on Windows.

IL2CPP managed debugger

Scripting

IL2CPP managed debugging enables developers to use their preferred debugger to find and fix errors, even when using the IL2CPP back end. All debugging features should be supported for Visual Studio (with Visual Studio Tools for Unity) and Jetbrains Rider on Standalone, Playstation 4, and Mobile platforms.

Physical Camera

Asset Management
Editor

Updates Camera component to optionally allow setting Focal Length / Sensor Size instead of vertical FOV in "Physical Camera" mode. These values will also be imported from FBX.

SSL/TLS Consistency

Networking

TLS 1.2 is now supported across all platforms. This brings the ability to secure your network traffic with the latest standards.

Support for using Java source files as plugins in Unity project

Mobile

Ability to add .java (and .cpp) source files to Unity project plugin folder and those will be recognized as Unity plugins without requiring to separately build libraries for plugins in Android studio.

Support meshes with 8 UVs

Graphics

Support for up to 8 UVs for model import, Mesh API and in shaders. Previously the maximum was 4.

Texture Mipmap Streaming

Graphics

The Texture mipmap Streaming system gives you direct control over which mipmap levels are loaded into memory. Helping reduce the total amount of memory required for textures by only loading the mipmaps needed to render the current camera position in a scene. It trades a small cost of CPU for GPU memory saving.

TrailRenderer Improvements

Graphics

Adds a number of small improvements to the TrailRenderer:

  • SetPositions/AddPositions API
  • Trails smoothly remove their old points, to remove visual popping.
  • A new "Emit" checkbox, to allow trails to start/stop emitting geometry.

Vulkan support for Editor on Windows and Linux (experimental)

Graphics
Vulkan

Experimental support for running the editor on Vulkan for both Windows and Linux.

2018.1.0

Download Release

Released May 2, 2018

2D Physics - Multithreaded Simulation (experimental)

2D Physics

2D Physics simulation ability to run on multiple cores.

Add support for IL2CPP scripting backend for macOS standalone

Desktop
Scripting

Add support for IL2CPP scripting backend for macOS standalone. This brings the CPU speed improvements of il2cpp to the MacOS standalone player.

Add support for IL2CPP scripting backend for windows standalone

Desktop
Scripting

Add support for IL2CPP scripting backend for windows standalone. This brings the CPU speed improvements of il2cpp to the Windows standalone player.

Animation: Weighted Tangents

Animation

This feature allows animators to create animation curves with fewer keys and smoother curves, by letting them control the weight of the tangents. Once a tangent is set to Weighted, the user can stretch it to affect the curve interpolation without adding any additional keys, for a smoother, more precise result.

Audio Sample Output API

Audio

Build Reports C# API

Build
Scripting

Allows retrieval of information about the build process after it has completed.

Building Android games as ARM64 bit executables - Preview

Mobile

Adding ARM64 bit runtime support for Android, based on IL2CPP technology. Currently, only 32-bit ARM or x86 builds for Android can be produced using Unity. Almost all current chipsets ship as 64-bit however, and we're not leveraging the advantages that brings: running 64-bit Android apps will have performance benefits, plus games will be able to address more than 4 GB of memory space.

Built-in support for Resonance Audio spatializer

xR

Integrated support for the Resonance Audio spatializer in the Unity Editor.

C# Job System

Support for asynchronous jobs in C#

C# Job system support for Navmesh navigation

AI

Constraint Components

Asset Management
Editor

Adds support for position, rotation, scale, aim and parent constraints.

Dynamic Resolution for PS4

Consoles
Graphics

Allows users to scale their render textures by a given percentage per-frame at runtime to have better control of the GPU load and maintain framerate.

GPU Instancing: Support for GI

Graphics
Lighting
SRP

Improve Crash Handling & Reporting

Desktop
  • Improve the user experience when Unity crashes: more sensible and informative error messages, better reporting UI, and so on.
  • Report crash information to Unity's Performance Reporting service. This will help Unity diagnose and eliminate common crashes.
  • Improve the reliability and accuracy of the crash handling process in Unity.

Lightmap UV overlap visualization

Graphics
Lighting

UV overlap visualization makes it easy to detect and resolve lightmap chart bleeding

Multi-Platform AR APIs - Preview

xR

Provides experimental base APIs for building mobile AR apps across ARKit (iOS) and ARCore (Android).

Net Standard 2.0 Support and New "Unity" Profile

Scripting

Net Standard 2.0 Support
New "Unity" Profile (supporting netstandard 2.0) optimized for size and AOT friendly

Particle System GPU Mesh Instancing

Particles

Adds support to the Particle System to render meshes using efficient GPU Instancing, when instancing shaders are applied to Particle Systems. On GPU that support instancing, this allows you to render more particles in less time.

Particle System Orbital/Radial Velocity

Particles

Adds new options to the Velocity over Lifetime module to add orbital and radial velocity:

  • Orbital velocity spins particles around their Transform component
  • Radial velocity propels particles out from the center
  • Orbital offset, which allows users to specify a custom center for the rotation.

Particle System Sub Emitter improvements

Particles

Adds the ability to trigger Sub Emitters from the Trigger Module, and also via script.

Particle System Texture Emission Shape

Particles

Take the colors and alpha from a Texture source, and use it to generate particles.

Physics C# Job system support - async raycasts

Physics

C# Job system support for async raycasts.

Presets

Editor

Allows users to:

  • Create and apply Preset assets directly from nearly any object inspector using the new Preset tool, or from the new API
  • Apply Presets with drag & drop
  • Set global default Presets from a Preset's inspector or from the new Preset Manager
  • Create importers and Components with default Presets from UI, or using a new object creation API
  • Display and edit Presets in the new Preset inspector
  • Individual types can be blacklisted to prevent them from being "presettable"

Progressive Lightmapper Large Scene Support

Graphics
Lighting

Scriptable Rendering Pipelines

Graphics
SRP
  • Complete rendering pipelines constructed & driven from C# code
  • Similar to CommandBuffers, but operate on whole sets of objects, with efficient implementations in native code
  • Can imagine something like “deferred shading” just being a C# script that you can also modify to your needs (change G-buffer layout etc.)

Stereo 360 Capture

xR

Experimental feature. Adds support for capturing monoscopic or stereoscopic 360 images as cubemap images. Works in the editor and at runtime.

Tessellation for Metal

Graphics
Metal

Tessellation for Metal

Timeline: Clip Edit Modes

Timeline

Mix, Ripple and Replace edit modes for Timeline clips,

Video: Android Asset Bundle Support

Video

Windows Player Native Crash Reporting

Desktop

2017.3.0

Download Release

Released Dec 19, 2017 - Now part of LTS as 2017.4

32 bit Mesh Index Buffers

Graphics

Adds support for 32 bit index buffers, allowing to have meshes that have more than 65535 vertices.

360 Video Player

Video

Allows you to bring in a 360 2D or 3D movie into Unity and play it back on the Skybox.

Assembly Definition Files

Editor
Scripting

Ability to specify separate assemblies for user scripts.

Cloth Improvements

Physics
  • Better in-editor tools for authoring Cloth
  • More of PhysX internals exposed (more options for collisions, self-collisions, etc)

Crunch compression library update

Asset Management
  • Support ETC_RGB4 and ETC2_RGBA8 compression
  • Improve compression ratio and speed for DXT compression

GPU Instancing Improvements

Graphics
  • Per-instance properties are now packed into a structure data type. One instancing constant buffer contains only one array of such structures.
  • For most platforms the instancing array sizes no longer need to be specified by user: they are instead calculated automatically (maximum allowed constant buffer size / size of the above mentioned structure type).
  • Instancing batch sizes are therefore improved on OpenGL and Metal, and instancing shader variants compile much faster and potentially costs less in terms of CPU-GPU data bandwidth.

HDR support in lightmap pipeline

Graphics
Lighting

Light LODs with realtime probes and baked lightmaps

Graphics
Lighting

Lighting Modes for Progressive Lightmapper

Graphics
Lighting

macOS Player Native Crash Reporting

Desktop

Model Importer Improvements

Editor
  • Add Markdown (.md) to the list of extensions recognized by TextScriptImporter.
  • Add "Preserve Hierarchy" toggle to Model Importer to prevent root transform from being stripped when it has no sibling roots.
  • Update SketchUp SDK.

Particle Shaders providing core particle rendering functionality

Particles
  • Includes Surface and Unlit shaders
  • Distortion
  • Blended Flipbooks
  • Soft Particle settings

Particle System Ribbons

Particles

A new Trail Module option to have particles generate a trail between each particle based on their age.

Particle System Speed Multiplier

Particles

Add a Speed Multiplier curve to the Velocity Module.

Recording Video from Editor playmode playback

Video

Implement recording to generate video from editor playmode playback.

Support for alternative display manager Wayland on desktop Linux (Preview)

Desktop

Universal Manipulator / Transform Tool

Editor

The Transform Tool combines the position, rotation and scale tools in a single tool.

Zoom in Animator Controller Window

Animation
Editor

Ability to zoom, frame & autofit in the Animator window.

2017.2.0

Download Release

Released Oct 12, 2017

2D Tilemap

2D

Includes:

  • New TileMapCollider2D produces colliders per-tile for the 2D Tilemap.

Android Native Crash Reporting

Mobile

AssetBundle LoadFromStream

AssetBundle
Deployment
  • A new AssetBundle API which allows the reading of data from the AssetBundle to be handled by the supplied C# Stream object.
  • Allows custom implementations for loading Asset Bundle data, instead of e.g. loading data using the Unity engine internal file APIs.

AsyncOperation completion events

AssetBundle
Asset Management
Networking
Scripting

An event name completed has been added to AsyncOperation and allows the registration of a handler with the signature void OnComplete(AsyncOperation op).

Deterministic Importers: Embedded Materials on import

Asset Management
Graphics

Create materials inside the import prefab instead of in an external 'Materials' folder.

GI Profiler

Graphics
Lighting

Show statistics and how much CPU time is consumed by the Realtime Global Illumination subsystem.

GoogleVR Video Async Reprojection

xR

Async Reprojection Video allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.

HDR Emission

Graphics
Lighting

Enable 16 bit floating point format for emission for both realtime and baked GI.
HDR color picker limit increased from 99 to 64k.

Lightmap background (push-pull dilation)

Graphics
Lighting
  • Fill the empty space in the (directional) lightmap.
  • The push-pull dilation will take place in compositing jobs for both Enlighten and Progressive lightmapper.

Linear Rendering with WebGL 2.0

Graphics
WebGL

macOS player Retina support

Desktop

NavMesh Builder Debug Visualization

AI
Editor

Visualization of NavMesh in realtime for debugging.

Particles: Auto-Destruct/Disable

Particles

Automatically destroy or disable Particle Systems when they stop playing

Particles: Burst Emission Curve

Particles

Use a curve to control the burst emission rate over time

Particles: Editable Custom Data Module Labels

Particles

Enter contextual labels for custom data, so you can easily remember what you are using it for in your shaders

Particles: Inherit Lifetime for Sub-Emitter particles

Particles

A new inheritance option for Sub-Emitters, to allow a consistent overall duration for an effect, incuding its Sub-Emitters

Particles: Linear Drag

Particles

Add Linear Drag to your particles to customize the amount of resistance applied to their velocities based on their size and speed

Platform: Vuforia Support

xR

Integrated support for the development of Vuforia-powered apps in the Unity editor.

Platform: Windows Mixed Reality

xR

Support the creation of apps for the Windows Mixed Reality platform:
https://developer.microsoft.com/en-us/windows/mixed-reality

Progressive Lightmapper: Cast/receive shadows

Graphics
Lighting

Stingray Shader Support

Asset Management
Graphics

Support standard PBS shaders from Maya and 3D Studio Max.

Timeline visualization of audio clips

Audio
Timeline

Windows Player Launcher

Desktop

Move majority of Windows Standalone player into a separate signed DLL ("UnityPlayer.dll"), leaving the executable to be a thin wrapper that just calls into it.

2017.1.0

Download Release

Released Jul 11, 2017

2D Masking

2D
Graphics

Easily mask multiple sprite objects to create various game play visibility effects.

2D Physics - Simulation

2D
2D Physics

Ability to manually simulate physics using "Physics2D.autoSimulation=true/false" and "Physics2D.Simulate(time)"

2D: SpriteAtlas

2D
Graphics
  • Create an atlas asset within the editor
  • Query the list of sprites in Atlas
  • Runtime swap atlases and automatically rebind with loaded sprite renderers

Ambisonic audio sources

Audio
VR

Add support for ambisonic audio clips and ambisonic decoder plugins.

Animation Performance Recording (Experimental)

Animation
Editor

Simple way to record animations in-game and play it back without having to redo the simulation

Asset Import: FBX improvements

Asset Management
  • Support FBX SDK 2016.1.2
  • Support for FBX lights and camera

Collaborate: Support Rollback

Collaborate

Support rolling back projects to a specific version

Keyframing Workflow Improvements

Animation
Editor

Ability to preview an animation without going in record mode

Native Plugin Extension API improvement

Graphics

Exposed more callbacks to allow plugins to inject their own shader variants.

Particles: Alignment Improvements

Particles
  • Support Render Alignment for mesh particles
  • Align Particles to their velocity direction

Particles: Noise Module Improvements

Particles
  • Apply noise to positions, rotations and sizes in customisable amounts
  • Send noise data to shaders via new Vertex Streams

Particles: Physics / Collision Improvements

Particles
  • New option in the collision module allows users to apply forces back onto the colliders their particles collide with.
  • Fixes made to solve overlap issues in 3D collision. This means Enable Interior Collisions option is obsolete as it is no longer needed (it had been added as a workaround to solve other issues).

Particles: Shape Module Improvements

Particles
  • New Donut emission shape
  • New Thickness params for customisable edge emission
  • Add custom transforms to your emitter shapes
  • Randomize particle positions

Particles: Sprite Texture Sheet Mode

Particles

Use Sprites in the Texture Sheet Animation Module. Allows use of the sprite packing tools for atlasing/batching.

Post Processing V2 (Preview)

Graphics
Package: Post-Processing
  • Volume blending
  • Support for custom effects
  • External LUT authoring
  • Effect improvements
  • Workflow improvements
  • Mobile and XR optimisations

Progress can be followed on the projects public [Github](https://github.com/Unity-Technologies/PostProcessing/tree/v2)

Scripting Runtime Upgrade (Preview)

Scripting

Upgrade Mono and IL2CPP .NET runtimes to support the latest .NET functionality and APIs. This includes access to C# 6 and the .NET 4.6.x class library profile.

Timeline (previously Director)

Cinematics

Cinematic sequencer tool.
Allows the authoring and playback of sequences of animation and audio clips.

UI Profiler

Profiler
UI

Improvements to UI profiling