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unity 3.1 released

By November 12, 2010No Comments

Unity 3.1 was recently released with some new features, a ton of fixes and the addition of a new Asset Store.

Unity Asset Store

  • With over 250,000 users worldwide, the Asset Store gives you benefits of scale the world’s largest game developers can only dream of.
  • While developing, you can easily leverage the work of other Unity users in your productions.
  • When you’re done with your game, add an extra stream of revenue by putting your work up for sale.
  • Find out more

New Features:

  • Managed .NET DLLs can now be placed in the project folder and can contain script code, including MonoBehaviours, EditorWindows and ScriptableObjects. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code. This was introduced in Unity 3.0 but was not mentioned in the release notes.
  • Scripting: Added GL.InvalidateState() to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device.
  • Audio: Added AudioSettings.outputSampleRate. Returns the mixer’s output rate; use this to calculate the precise hertz range returned fromGetSpectrumData().

Fixes:

  • Editor: Fixed out of memory errors when editing very large terrains due to the Undo system.
  • Editor: Fixed “too many open files” error when reimporting a large project with many shaders on Mac OS X.
  • Editor: Some textures would not say “Texture not yet compressed” when importing with the “Compress Textures” preference turned off.
  • Editor: Fixed a bug where upgrading a Unity 2.x project with normal maps would leave some normal maps not marked as Normalmap type properly.
  • Terrain Engine: Unity 2.x Soft Vegetation tree shaders had lighting upside down 🙂
  • Shaders: fixed Surface Shader compilation errors with large custom output structures.
  • Shaders: wrong syntax in UnityCG.glslinc file (for GLSL shaders).
  • Graphics: fixed Projector crash in some circumstances.
  • Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.
  • Graphics: fixed dynamic batching corrupting vertex colors on Direct3D.
  • Graphics: fixed GL.TRIANGLES rendering with large triangle counts on Direct3D.
  • Graphics: fixed some hiccups when changing non-uniform scale of meshes.
  • Graphics: Fixed dynamic batching index overflow.
  • Audio: GetOutputData/GetSpectrumData API changed so it accepts an pre-allocated array instead of allocating on every call. Old API is deprecated and marked obsolete.
lesterbanks

3D, VFX, design, and typography. Twenty year veteran instructor in all things computer graphics.