Multiplayer: Added UNET encryption support MacOS: Unity can now generate Xcode project for macOS standalone build
Linux: Added IL2CPP scripting backend support for Linux standalone player Kernel: Set the main JobQueue worker thread count from the command line or nfig (player only) using "job-worker-count" property.Īdded JobsUtility.jobWorkerMaximumCount to inspect the maximum JobQueue worker thread count.Īdded JobsUtility.jobWorkerCount to set/get the current JobQueue worker thread count. Kernel: Added JobsUtility.ResetJobWorkerCount to reset JobWorkerCount to the Unity adjusted value. IOS: Unity as a Library enables you to integrate Unity with other native iOS applications. Ability to set the rendering speed independently from other engine updates. Graphics: Added support for customizable initial event names to VisualEffect. Graphics: Added Skinned Mesh rendering support in the SRP Batcher. Graphics: Added Graphics.DrawMeshInstancedProcedural, which is similar to DraMewshInstancedIndirect, but doesn't require compute support (useful for Procedural Instancing) Use SystemInfo.supportsRayTracing for checking if a system supports the Ray Tracing API. New objects exposed in C# namespace: RayTracingShader and RayTracingAccelerationStructure.
#UNITY 2019 FEATURES WINDOWS 10#
The experimental API is currently implemented on top of DirectX Raytracing API (part of DirectX 12 Graphics API) and requires at least Windows 10 October 2018 version (1809) and a DXR-enabled GPU. Graphics: Added an experimental Ray Tracing API. See SubMeshDescriptor, Mesh.SetIndexBufferParams, Mesh.SetIndexBufferData. Graphics: Ability to specify Mesh submesh information directly, and set index buffer data from NativeArrays. See VertexAttributeFormat, VertexAttributeDescriptor, Mesh.SetVertexBufferParams, Mesh.SetVertexBufferData. Graphics: Ability to specify custom Mesh vertex data formats, and set vertex buffer data from NativeArrays.
#UNITY 2019 FEATURES UPDATE#
Use LightProbes.Tetrahedralize() to update the tetrahedralization lookup structure after additive loads so new SH coefficients can be looked up correctly. GI: Baked LightProbes from scenes are now merged when additively loading scenes. GI: Added support for baking box and pyramid shapes for HDRP spotlights. GI: Added submesh support in the GPU Lightmapper. GI: Added an experimental API for modular lighting bake. GI: Added AMD Radeon Pro Image Filters AI denoiser for the CPU and GPU Progressive Lightmapper. This can speed up iteration in the editor.Įditor: Users can now set custom UI scaling on windows across the Editor. Editor: Users can now disable domain reload and Scene reload when entering Play mode.