unity vr5.4 支持vr需要跟新什么软件

Unity发布全新5.4.1版本 对VR支持做出进一步优化
Unity 之前我们曾经报道过Unity 5.4对于VR方面的大量更新支持,而日前Unity又放出了这一版本的升级版5.4.1,对VR支持这一领域进行了一部分修复和深入的优化。 优化主要是针对四点: 1. 作品目标群体为Windows玩家时,Mac版本的编辑器现在可以添加OpenVR平台;
Unity之前我们曾经报道过Unity
5.4对于VR方面的大量更新支持,而日前Unity又放出了这一版本的升级版5.4.1,对VR支持这一领域进行了一部分修复和深入的优化。优化主要是针对四点:1. 作品目标群体为Windows玩家时,Mac版本的编辑器现在可以添加OpenVR平台;2. 立体视图(Stereo View)和投影矩阵(Projection Matrices)可以通过API脚本来单独设置;3. 提高单通道立体渲染功能的图像效果,包括Ambient Obscurance、摄影机动态模糊;4. 升级SDK――Oculus升级到1.7,GearVR升级到1.7.1,OpenVR升级到1.0.2。其他还修复了一些VR导致的崩溃问题。【资讯来源:青亭网】
(责任编辑:小V)
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什么是VR和AR?&怎么开发VR游戏?unity3d学校哪个好?
  如今的VR产业正在渐渐浮出水面,根据一些大厂的动态来看,今年的VR就会渐渐的崛起。但相信有很多人对VR以及AR上还是不太熟悉,那么小编就为大家来普及一下VR与AR方面的相关知识以及动态,
  一、什么是VR和AR?&它们有什么区别?
  VR和AR有着不同的应用领域、技术和市场机会,因此区分两者之间的不同至关重要。
  VR让用户置身于一个想象出来或者重新复制的世界(如游戏、电影或航班模拟),抑或是模拟真实的世界(如观看体育直播)。VR领域主要的硬件厂商有Oculus、索尼(PlayStation
VR)、HTC(Vive)和三星(Gear VR)。
  AR是把数字想象世界加在真实世界之上,主要硬件包括微软(HoloLens)、谷歌(Google Glass)和Magic
  区分VR和AR的一个简单的方法是:VR需要用一个不透明的头戴设备完成虚拟世界里的沉浸体验,而AR需要清晰的头戴设备看清真实世界和重叠在上面的信息和图像。
  从目前的观察来看,AR比较适合服务企业级用户,而VR同时适用于消费者和企业用户。有些情况下,两者还会出现重叠市场。。例如,目前大多数游戏基于VR研发,但微软也用HoloLens重新创作了《我的世界》这样的游戏。
  虽然VR和AR有着不同的应用空间,但这两项技术都将推动HMD设备(头戴式可视设备,Head Mount
Display)成为新的计算平台。无论在消费者市场,还是企业市场,VR和VR技术目前还很难说服人们在台式机、笔记本、平板电脑和智能手机之外,再购买额外的HMD设备。
  另外,VR和AR均通过头部和手势操控。这种基于手势的操控非常直观,相信会给计算生态系统带来新的变化。
  二、VR/AR当前市场现状分析
  当前,VR技术得到了业界的普遍关注,但这并不是首次。早在20世纪90年代,就已经有3D游戏上市,VR在当时也引发了类似于当前的关注度。例如,游戏方面有Virtuality的VR游戏系统和任天堂的Vortual
Boy游戏机,电影方面有《异度空间》(Lawnmower Man) 、《时空悍将》(Virtuosity)
和《捍卫机密》(Johnny Mnemonic) ,书籍方面有《雪崩》(Snow
Crash)和《桃色机密》(Disclosure)。但是,当时的VR技术没有跟上媒体不切合实际的想象。例如,3D游戏画质较差,价格高,时间延迟,设备计算能力不足等。最终,这些产品以失败告终,因为消费者对这些技术并不满意,所以第一次VR热潮就此消退。
  到了2014年,Facebook以20亿美元收购Oculus后,类似的VR热再次袭来。在过去的两年中,VR/AR领域共进行了225笔风险投资,投资额达到了35亿美元。那么与90年代的失败相比,当前的VR热有什么不同呢?答案在于技术。当前计算机的运算能力足够强大,足以用于渲染虚拟现实世界。同时,手机的性能得得到大幅提升。总之,当前的技术已经解决了90年代的许多局限。也正因如此,一些大型科技公司开始涉足于其中。
  三、VR和AR的未来
  随着技术的改进、价格的下滑以及相关应用(无论是面向企业,还是个人消费者)的诞生,预计到2025年,,VR和AR的市场规模将达到800亿美元,并有可能像PC的出现一样成为游戏规则的颠覆者,但预计VR/AR的普及速度会慢于智能手机:
  VR/AR最有可能率先实现应用的九大领域:视频游戏、事件直播、视频娱乐、医疗保健、房地产、零售、教育、工程和军事。其中,在VR/AR应用方面,视频游戏将是今年的核心领域。
  用户体验、技术局限、内容和应用的开发,以及价格是VR/AR普及的主要障碍。其中,用户体验是最重要的因素,而技术的改进将提高VR/AR设备的移动性,拓展其应用空间,并推动其普及。至于内容和应用,是一个“鸡和蛋”的问题:如果VR/AR设备的保有量不高,开发者对开发VR/AR内容和应用也持谨慎态度。随着时间的推移,Facebook、谷歌、索尼和微软将通过支持硬件和内容/软件来解决该问题。最后,价格的下滑才能推动VR/AR产品的广泛普及。
  从目前来看,
VR成功的可能性要高于AR,这主要得益于VR技术的进步,已经厂商和合作伙伴生态系统的初步形成。目前,VR和AR的技术均有待进一步提高。
  VR/AR技术将和智能手机一样无处不在。智能手机的部分吸引力在于触摸屏界面所提供的易用性,而VR/AR技术也有潜力达到这样的普及程度,主要得益于其手势操控和3D界面。许多科技都是从最初的小众产品发展成大众平台。很快,第三方应用出现,为商业和消费者应用创造出一个新市场。从长期角度讲,VR/AR产品最终将变得像太阳镜一样轻便。届时,可以把多个设备整合成一款产品,从而取代当前的手机和PC。
  四、VR到底需要学习什么技能?
  如果开发者要开发 VR 游戏,掌握 C/C++ 语言是很基本的,而且需要有比较强的数理背景,对算法实现比较熟悉,VR
游戏是不能照搬传统游戏的。作为 VR 游戏开发者,需要能够开发 3D 游戏的能力,还需要对目前主流的 3D
引擎比方说unity3d游戏引擎比较熟悉。如果对 3D 美术工具有了解,会大大加强你的竞争力。
  北京国贸完美空间游戏实训基地主流课程:unity3d游戏开发现跟随市场需求,发展VR虚拟现实方向,就业领域广泛至VR/AR市场,另美术课程、游戏ui设计课程也涉及VR游戏方向,为学员更好的就业提供更大的机会及便利,为各位热爱游戏行业,喜欢游戏开发设计及虚拟3D领域的同仁提供一个入行、提升、精修的机会,欢迎大家一起学习进步。(来源:)
快来跟我学
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荣誉徽章:Unity 5.1 重大发布,新功能全力支持VR开发!
unity 5.1在今天发布了,我们在5.0发布之后并没有松懈太久便立即投入5.1的更新,想要了解5.1全部的更新请访问官方Release Notes, 以下就由小编来描述一下有哪些重大改变:
  新功能:
  Unity 5.1加入了新的网络功能,你可以从官方文件或是UnityEngine.Networking命名空间来查询更多的细节,通过这个API开发者能从较低阶的传输层传输数据,不管是低阶的NAT支持或是高阶的游戏配对都没问题;
  未来你可以透过
设定你的服务器,目前的RakNet服务器仍然在使用中,但未来会下架;
  新的网络管理控制面板能管理多人联机游戏设定;
  Unity 5.1整合了Oculus Rift 到编辑模式,只要把Player Settings 里面的 Virtual Reality Supported打勾,执行的时候Game View就会自动切换为左右3D格式,可以从官方文件或查询 UnityEngine.VR 命名空间来了解更多细节;
  新的HDR 颜色选择工具:
  Graphics: 有支持DXT硬解的平台现在能使用Crunch模式压缩材质,让文件更小但图片压缩损耗也更大;
  Graphics: 实验性让Windows支持 OpenGL 4.5 和 ES 3.1,用-force-glcore, -force-gles(20|30|31|31aep) 参数来启用,目前GL4不支持Mac和Linux平台;
  Graphics: OpenGL ES 3.1 支持android;
  Unity Analytics: Unity 5.1整合了新的Unity分析系统(目前为测试版本), 代码用法可以查询 Unity Engine.Analytics命名空间;
  把Unity Cloud申请的ID填入Player Setting里的”Cloud Project ID”就可以完成基本设定;
  访问来申请所需要的数据;
  Unity4.x和 5.0也能用这个服务;
  分析报表范例:
  现在你能从开始画面登入你的Unity 账号,体验完整的在线功能,你也可以选择脱机工作,只要点选”Work Offline”即可:
  也可以从这个窗口管理你的Unity Pro序号:
  Editor: 对象时,命名增加改变了规则: MyName,MyName (1), MyName (2)
  GI: 自动烘焙在2D项目预设改为”Disabled”关闭;
  GI: &continuous baking& 标签改为较短的&Auto&;
  Input: 现在新的项目'Fire3' 绑定会从原本的Left Cmd 改为 Left Shift
  iOS: 现在预设情况下 iOS 只支持 Metal 和 OpenGL ES 2.0. 如果你需要支持 OpenGL ES 3.0, 你可以从Player Settings里面改;
  Networking: 旧的NetworkView组件已被移除;
  Physics: Rigidbody2D组件新增了移动约束参数:
  其他大量的修正与功能强化,
Unity 5.1.2
The Unity 5.1.2 release brings you a several improvements, a couple of changes and a large number of fixes. Read the release notes below for details.
For more information about the previous main release, see the
Unity 5.1 Release Notes.
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Release notes
Improvements
Analytics: Added cloudProjectId to hwstat.Android: Audio - Enabled OpenSL for GearVR.Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.Documentation: Docs for Audio / VR / UNet updated.Editor: Informative message will be shown in the material inspector when the material property block values are used.Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
(699578) - 2D: Fixed the issue where it was unable to set Sprite mode to multiple.(701438) - Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.(699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.(665246) - Animation: Remove relative material property blocks when the animator component is being removed.(706635) - Asset Loading: Ignoring hidden dll files.(690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.(670070) - Audio: Audio clip &Force to Mono& now has an option for applying normalization after downmix.(705599) - Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.(694539) - CacheServer: Asset bundle names are not properly imported from metafiles.(702628) - Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.(670391) - DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.(703205) - DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.(686697) - Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.(686697) - Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.(692047) - Editor: Removed MSVCRT dependency for WebGL build.(705649) - Editor: Search correct 32/64bit program files on windows for diff tools.(none) - Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).(none) - GearVR: Removed log spam about user profile.(705573) - GI: Fixed intermittent crash related to realtime lightprobes.(none) - GLES: Fix for TC Particles package from the Asset Store.(699694) - GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.(705269) - GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.(696397) - GLES: Fixed standard shader rendering issues with Mali GPUs.(707361) - GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.(none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.(700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.(698775) - Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.(689087) - iOS: Added a limit for iOS acceleration event queue.(681384) - iOS: Added additional Japanese fallback font.(699574) - iOS: Added iOS Thai font for 8.2.(701425) - iOS: Added support for Xcode 6.3.2.(704699) - iOS: Added support for Xcode 7 beta.(689410) - iOS: Allow to append builds made with different scripting backend.(705241) - iOS: Don't add header files to il2cpp Xcode project.(699907) - iOS: Don't include managed dll files in il2cpp build.(710126) iOS: Fixed a regression which caused appending builds with native plugins to fail(710818) iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder(702900) - iOS: Fixed stuck &Launch screen type& setting.(682882) - iOS: Include iOS Xcode API documentation.(685439) - iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.(695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.(705724) - iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.(708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.(700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.(691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message &Invalid global variables count& when converting some UnityScript assemblies.(704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.(none) - iOS/IL2CPP: Fix embedded resources.(695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.(691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.(697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.(696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.(694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.(694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.(702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.(696745) - iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.(699644) - iOS/IL2CPP: Handle 'void' type parameter.(706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.(698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.(696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test &Unused local just for stack balance&.(702203) - iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.(691077) - iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.(702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.(693259) - iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.(703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.(695319) - iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.(697757) - iOS/IL2CPP: Prevent the exception: &System.ArgumentException: enumType is not an Enum type.& from occurring for a generic type used with an enum type argument.(704069) - iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.(708137) - iOS/IL2CPP: Speed up generic method calls on value types.(705860) - iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.(705860) - iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.(691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.(704998) - License: Added network timeout for all pending operations.(704271) - License: Clear error message once valid serial is entered.(700738) - License: Fixed an issue with Operating System ID changing on Windows 10.(702313) - License: License activation staying stuck in Updating or Connecting screen.(704270) - License: Replace generic invalid serial message with more meaningful message(706183) - Linux: Fixed key release regression.(none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.(none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.(none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.(697582) - Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.(700533) - MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.(673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.(699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.(701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.(699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.(692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.(697809) - Networking: Added missing validation for invalid method signatures on network methods.(693234) - Networking: Added missing validation for SyncVars of invalid types.(697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.(701760) - Networking: Fix for allowing multiple network components on the same game object.(697682) - Networking: Fix for ClientRpc call failing when called on a base class.(698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.(696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.(697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.(696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.(none) - Networking: Fix for garbage at the end of broadcast messages.(697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.(none) - Networking: Fix for IsAcksLong flag doesn't work.(697754) - Networking: Fix for isServer still being true after server was stopped.(701235) - Networking: Fix for not being able to detect idle connections.(697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.(697102) - Networking: Fix for SyncVars not working with script inheritance.(698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.(698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.(none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.(704949) - Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.(none) - Networking: Fixed the problem with long acks.(701313) - Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.(697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.(577228) - Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.(705901) - Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.(703846) - Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.(683964), (696095) - Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.(702907) - Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).(697547) - Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.(701932) - Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.(701202) - Physics 2D: Stop crash if 2D effector is needed but there is none.(697637) - Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.(699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.(685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.(441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.(698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.(697543) - Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.(705471) - Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.(697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.(686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.(none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.(none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.(none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.(693537) - Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization(none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels(705485) - Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.(670391) - Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.(704497), (704501) - Shaders: Fixed resource binding regression breaking TC Particles asset store package.(none) - Shaders: Increased timeout for shader im helps with complex compute shaders.(676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.(none) - Tizen: Added docs about native plugins on Tizen.(none) - Tizen: Added Tizen to the default platforms list.(none) - Tizen: Fixed plugin loading.(689600) - UI: Number of batches created for UI scene back down to 5.0 number.(697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.(none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.(697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.(707761) - Update Checker: Wait for Home Window to be closed before checking for updates(none) - VR: Don't update the head pose until Camera has latched the reference frame.(702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.(704263) - VR: Fix issue where GUI could be inadvertently flipped.(none) - VR: Fix issues with VRSettings.loadedDevice(709060), (703989) - VR: Fix rendering issues when camera parent is scaled.(none) - VR: Fixed anti aliasing.(none) - VR: Fixed aspect ratio of game view and standalone window.(705638) - VR: Fixed GearVR crash with Android Personal Edition.(none) - VR: Fixed linear lighting.(706852) - VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.(none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.(none) - WebGL: Fixed an issue using pression.DeflateStream API.(none) - WebGL: Fixed error messages when refreshing or unloading the page.(none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.(none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.(704102) - Windows Phone 8: Fixed crash when building from Editor.(694021) - Windows Phone 8.1: Fixed simulator build.(703879) - Windows Phone: Fixed build failure when using certain classes from System.Net namespace.(none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.(693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.(709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.(none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces(702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.(670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field(699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).(695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.(690152) - Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.(none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.(none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.
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