Unity 4.2一些令我欣喜的新特性

Unity 4.2发布带来了一系列或大或小的更新,增加免费Windows 8/Phone的发布选项,增加免费版功能等重要的就不提了,官方的更新页面有大字介绍。大致看了一遍详细的更新列表后,在这里列举一些我感觉不错或期待已久的新特性,由于目前主要做iOS和Webplayer,所以其他的特性没关注:

Platform switching, player building and asset importing can be cancelled now! How cool is that?
节省时间。

Custom GameView resolutions & aspect ratios. Custom settings are saved per project for easy sharing through version control (ProjectSettings/GameViewSizes.asset).
之前在Windows下做竖版iOS应用的时候就特别希望可以自己设置多种屏幕比例,现在有了,而且还可以通过版本库同步。

Preset Libraries: You can now save the following types as presets:

  • Curves in the Curve Editor and Particle System Curve Editor.
  • Gradients in the Gradient Editor.
  • Colors in the Color Picker.
  • Create new libraries either as personal libraries (saved in preferences) or shared libraries (saved in the project folder).

曾经想着自己做一套这个功能,还没做官方的就出来了,实用度极高,特别是对于GUI的管理。

Added a Quad primitive 😉
终于有官方的正方形面片了,做基于3D Mesh的界面最常用的就是Quad,从官方Quad的轴向设定来看,它完全就是为GUI而准备的。

Memory Profiler: Now shows the objects that have references to another loaded object. This can help pinpoint why a given object is in memory.
性能优化的过程可以更透明一些了

Texture importer now has “Alpha is Transparency” setting, which does color dilation to fix edge artifacts on semitransparent textures. It is enabled by default for GUI textures.
终于不用在Photoshop里做dilation了,设计师提交的透明背景GUI稿终于可以直接用了。

iOS: Added CrashReporter API for crash detection and extraction (requires Unity Pro).
可以更好的处理崩溃错误并且进行汇报和检测了,游戏崩溃真的是让玩家感觉非常沮丧和无助的体验。

iOS: Now you can setup iOS PlayerSettings, texture import overrides and build iOS AssetBundles from Windows Editor. Building an actual iOS player still requires Mac OS X & Xcode.
对于“Windows开发+Mac发布”的开发者是一大福音啊。

Editor: Add MeshRenderer component dependency for TextMesh component.
本来就该有的东西,现在加进来可以通过脚本对TextMesh做更多操作了。

Font colors are now applied as vertex colors, instead of by setting the color on the material. This makes it work better with <color> markup tags in rich text strings. The color property in the font importer has been removed, and instead there are now color properties on the GUIText and TextMesh components to let you set the color of text objects per instance instead of per font.
再也不用复制一堆不同Tint Color的字体材质了(看着心烦,关键是无法Dynamic Batching),也不用依靠Rich Text Tag(<color></color>)来为文字设置颜色了(手写tag繁琐无法维护),随意通过Color Picker控制颜色,而且不破坏Dynamic Batching!其实本该如此。

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