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Official Unity 2017.2 is now available

Discussion in 'Announcements' started by Jacob_Unity, Oct 12, 2017.

  1. Jacob_Unity

    Jacob_Unity

    Unity Technologies

    Joined:
    Jan 2, 2017
    Posts:
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    [​IMG]



    Unity 2017.2 is now available on the download page (or as a torrent) and read the release notes.

    Read the blog post for full details.
    • 2D: Added Tilemap.
    • Asset Import: Added support for animated custom properties from FBX.
    • Asset Import: Added support for Stingray material import from FBX.
    • GI: Added per-object lightmap seam stitching for Progressive Lightmapper.
    • GI: Added profiler for Realtime Global Illumination.
    • GI: Added support for double-sided materials in Progressive Lightmapper. Added a new Material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other GameObjects. Backface rendering is not controlled by this setting, and backfaces are not represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
    • GI: Added support for per-object casting and receiving shadows in the Progressive Lightmapper. For "Cast Shadows", only the "On" and "Off" options are currently supported.
    • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. Added "Color Gamut" property to Player Settings, which will eventually cover other platforms with wide color gamut support.
    • Multiplayer: Added new QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
    • OSX: Added support for Retina in macOS standalone builds.
    • Package Manager: Exposed the API for enabling internal components to be updated more frequently than the Editor. This is the first step in implementing the Unity Package Manager. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we have avoided exposing user-facing features.
    • Particles: Added "Stop Action" option to allow Particle Systems to be destroyed or disabled when they finish playing.
    • Particles: Added Linear Drag support for Particles. The new options are in the Limit Velocity over Lifetime Module.
    • Services: Performance Reporting Service: Added support for native crashes on Android.
    • Timeline: Added support for Avatar Masks on Animation Tracks.
    • Video: Added pixel aspect ratio support for non-square pixels.
    • WebGL: Added linear rendering to WebGL 2.0
    • XR: Added openVR support for Mac 64bit application target that use Metal graphics.
    • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. To enable this, use the "Mock HMD - Vive" virtual reality SDK in the Player Settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. You can use mock HMD with both multi and single pass rendering paths. It renders as a split-screen stereo display in the Editor.
    • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started
    • XR: Added support for Video Async Reprojection for Daydream View. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system 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 and skips Texture filtering, providing for a much higher quality output. There is also an option to allow for the use of protected memory, for users that need to render DRM-protected content.
    • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
    • XR: Added the TrackedPoseDriver component, which can be added to a game object to match the position and rotation of a AR device, VR HMD, or VR controller.
    • XR: Stereo Instancing (also known as single-pass instanced) is now supported on desktops when the DirectX 11 (DX11) rendering API is in use. Stereo Instancing is only supported with forward rendering.
    • XR: Unity Editor has foundation support for EditorVR. Look for a future announcement around availability of a 2017.2 compatible EditorVR version.
    • XR: Windows Mixed Reality headsets are now supported for playing in-Editor.
    • XR: Introduced native integration for the Vuforia Augmented Reality Platform. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.


    Remember to back up your projects before downloading the latest version of Unity and check out the release notes. If you encounter any issues, please let us know by submitting a bug report so it can reach our developers. Future patch releases for fixes will be found here.


    Thanks again to all the users who helped with testing and giving us feedback on 2017.2 while it was in beta! Notice that we’ve locked the 2017.1 beta forum, so please create your new threads in the appropriate sections of the Forum. We've also released the 2017.3 beta, so head over to the 2017.3 beta forum if you want to participate in the discussions.
     
    Stormy102, aflesher, Thrawn75 and 2 others like this.
  2. EmpireWorld1393

    EmpireWorld1393

    Joined:
    Oct 18, 2016
    Posts:
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    Thanks for the awesome work Unity team.
    Hope Unity continues improving.
     
    Jacob_Unity likes this.
  3. The-Britain

    The-Britain

    Joined:
    Mar 31, 2015
    Posts:
    529
    Thanks for your continued hard work ya'll!
     
    Jacob_Unity likes this.
  4. EmpireWorld1393

    EmpireWorld1393

    Joined:
    Oct 18, 2016
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    Where is C# version 6 support?
    Will be included in 2017.3?
     
  5. Ostwind

    Ostwind

    Joined:
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    Was already added in 2017.1 as a player setting
     
  6. EmpireWorld1393

    EmpireWorld1393

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    It was experimental, i mean a full version support.
     
  7. Ostwind

    Ostwind

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    IIRC from various posts that is not happening until in some mid/late 2018.x
     
  8. EmpireWorld1393

    EmpireWorld1393

    Joined:
    Oct 18, 2016
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    So, we can't use C# 6 experimental in production?
     
  9. Ostwind

    Ostwind

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    Mar 22, 2011
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    Depends entirely what platforms and features you use. For some the support in 2017.1 is already enough for production.
     
    Jacob_Unity and EmpireWorld1393 like this.
  10. Fabiosek

    Fabiosek

    Joined:
    Sep 14, 2017
    Posts:
    3
    @Jacob_Unity

    I have a question. Everything is fine, but where is the smart sprite? I'm waiting for that for two years
     
  11. _Daniel_

    _Daniel_

    Joined:
    Feb 28, 2007
    Posts:
    2,469
    Thank you for macOS retina!
     
    Jacob_Unity likes this.
  12. Mbcburt

    Mbcburt

    Joined:
    Aug 11, 2014
    Posts:
    6
    Where can I get the post processing stack that was shown in the Unity 2017.2 demo in Austin? Also where can I get the Volumetric Fog script that was also shown in the demo in Austin? Thanks.
     
  13. Ippokratis

    Ippokratis

    Joined:
    Oct 13, 2008
    Posts:
    1,452
    Congrats for the release.

    I would like to share some findings and some thoughts regarding the FBX Exporter.

    I tried it with JoinMidPrototype04x06x01 from the prototyping package that is included with Unity. I wanted to change its pivot and place it at the bottom.
    When I import the model in Maya using the importer, the pivot is set wrong (in unity it is at the middle of the model, in Maya at 0,0,0)
    If I reset the pivot, the new pivot does not transfer back to unity after export.
    Reading the documentation I understand it is so by design - changing the pivot is something that must be done often though.

    Having to re-import the package in every new project is boring.

    The scaling differences do not resolve by adjusting near and far fields, because this leads to limited precision in Maya viewport - edges seem to float all around, depending on the zoom level. A smaller scale in Maya is necessary to work properly, this is a known problem in Maya.

    No support for animation - skinned meshes ( as skinned meshes instead of static ones) - well, more or less geometry - vertex colors - lightmaps export could be done via asset store packages, the hard part is exactly this one, animation.

    I hope that you will find this feedback useful, fbx export in its current state is already very useful,
    Kind regards.
     
  14. aflesher

    aflesher

    Joined:
    Dec 12, 2013
    Posts:
    18
    Great stuff guys, tilemap is a fantastic addition.
     
    Jacob_Unity likes this.
  15. Songroom

    Songroom

    Joined:
    Jan 27, 2014
    Posts:
    67
    The 'Post Processing' pack is available from the asset store. I believe that the 'Volumetric Fog' asset is part or the 'Adam Interior Environment'. Both assets are free.

    There are many additional assets you may be interested in...

    Asset Store Link
    Unity Essential Assets
     
    Jacob_Unity likes this.
  16. Jacob_Unity

    Jacob_Unity

    Unity Technologies

    Joined:
    Jan 2, 2017
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    Hi there. I think this thread is your best bet for updates on Smart Sprite. I know the guys are working hard on it, and the latest news in that thread is that they're aiming for this year.

    Edit: Looks like it will still be an experimental preview if I am reading that thread correctly.
     
  17. spryx

    spryx

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    Jul 23, 2013
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    You guys are awesome.
     
    JamesArndt and Jacob_Unity like this.
  18. aubergine

    aubergine

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    Sep 12, 2009
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    Thanks for the new release and especially for the torrent.

    I am almost at the end of my 7 year long development period of my very first super sexy game currently using 5.6.1. And i see on the release notes that terrain trees can cast shadows on the terrain with lightmapper now. This will give my game a significant fps boost.
    However, as previously experienced, whenever i upgraded, i had to revise most of my code with most function names change and getting obsolete.
    Question is; will i get headaches rewriting most of my code when i upgrade to 2017.2? Considering my editor tools and runtime scripts use nearly 80% of unity classes.
     
    Ippokratis and Jacob_Unity like this.
  19. Jacob_Unity

    Jacob_Unity

    Unity Technologies

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    That's a good question. I'd like to think (depending on the scope of supersexiness) that the jump from 5.6 to 2017.1 isn't thaaat big of a deal, and neither should 2017.2 from there - but it's been a while since I tried something like that, so don't take my word for it. I'm rusty and it's never as simple as one might believe. I'd advice to back up your project thoroughly (which you of course is already doing, right?) and give it a shot. You might need to spend some hours getting an overview of what needs fixing and what doesn't, but it might be worth it. :D If not, go back to 5.6.1.
     
    MrEsquire likes this.
  20. MrEsquire

    MrEsquire

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    Nov 5, 2013
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    Is full iOS 11 and macOS High Sierra coming in the next patch.
    Same question for any Andriod 8.0 missing features.
    Please Jacob push for better mobile support, especially now Windows Mobile/Tizen/Samsung TV are dead!!
     
  21. pierre0158

    pierre0158

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    Last edited: Oct 13, 2017
    JamesArndt and MrEsquire like this.
  22. aubergine

    aubergine

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    I went ahead and downloaded via torrent, which took 10minutes, awesome.
    First i tried if terrain tree lightmap baking feature Works, well it doesnt.
    It gives an error on the console
    So, the feature doesnt work or do i need to do something different?

    EDIT:
    Another thing, when you are baking lightmap and move around in the sceneview, when any tree changes lod(mesh to billboard or otherwise) the lightmapper restarts.(It is not on auto)

    EDIT2:
    Tried the progressive Lightmapper and it ate my tree prefabs values, removed the leaf material both from terrain instances and the prefab itself...etc.
    I feel like Many bugs are here, awaiting.
    Who do i yell at?

    EDIT3:
    Speedtree models do cast shadows on terrain when lightmapped. Treemaker or ambient occlusion trees do not.
    As speedtree models do not gain any fps, it makes things worse for my case(which is very generic).
    One quick hack is to get a smiliar speedtree model, bake lightmaps then change the tree model to an ambient occluded one and arrange the shadow distance and tree billboard distance same. Then you get baked tree shadows for distant trees.
    This offcourse comes with the caveat of spending insane amounts of Money for speedtree models which i wont be using at the end, or monthly payments for speedtree modeller which is only good for nothing.
     
    Last edited: Oct 14, 2017
  23. Fabiosek

    Fabiosek

    Joined:
    Sep 14, 2017
    Posts:
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    Ok, I hope it comes out this year :)

    PS. Are you planning on creating Unity like Anima2D? That would be great :)
     
  24. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    452
    When I enable DisplayP3 and build for iPad Pro 9.7in the display is almost completely messed up and I get this warning in Xcode 9.

    Metal: Blending not supported for format 555
     
    Last edited: Oct 13, 2017
  25. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    644
    The most annoying thing I encountered when upgrading from 5 to 2017 was that a lot of code, both mine and purchased assets was using conditional compilation relying on the UNITY_5 macro which obviously isn't present anymore and that made also the script updater fail since that only start after a successful compilation.
    You can quickly fix it anyway by redeclaring it globally and then after that change manually each instance of code to support the new 2017 macro.You don't want to leave the UNITY_5 macro declared.
     
  26. aubergine

    aubergine

    Joined:
    Sep 12, 2009
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    2,398
    Well,i havent checked to upgrade my Project yet. Because the advertised feature of terrain trees is not/partially working as i mentioned on my second post. I wouldnt mind changing my code as it is all mine, no purchased assets.
    Anyways ill check the tree shaders and try to make them work first.
     
  27. mmcconnell1618

    mmcconnell1618

    Joined:
    Oct 10, 2017
    Posts:
    1
    Hi, anyone else having issues with Canvas buttons not working at Retina resolutions on MacOS (High Sierra)? If I choose a non-retina resolution they operate as expected. They also work in the editor play view at retina resolution. They just don't appear to work full screen at Retina resolutions.

    BTW: Thank you for retina support. I appreciate the attention to detail from the Unity Team.

    Thanks!
     
    Last edited: Oct 15, 2017
  28. tetriser016

    tetriser016

    Joined:
    Jan 3, 2014
    Posts:
    76
    I'm just too curious if 2017.2 fixes the memory leak on preview from 2017.1 or not. Does it fixed? @Jacob_Unity
     
    JamesArndt likes this.
  29. RARgames

    RARgames

    Joined:
    Aug 25, 2017
    Posts:
    1
    A support for 18.5:9 aspect ratio will be included?
     
  30. interpol_kun

    interpol_kun

    Joined:
    Jul 28, 2016
    Posts:
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    When will the patch with fixed Tilemap Collider 2D for Androind be available?
     
  31. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    31,358
    Should rather use UNITY_5_OR_NEWER.

    --Eric
     
    00christian00 and JamesArndt like this.
  32. vkovec

    vkovec

    Joined:
    Aug 9, 2017
    Posts:
    2
    Hi Ippokratis, thank you for your feedback!

    By default Unity shows the transform tools in the scene viewport at the center of the object and not the pivot.
    This button toggles showing the transform tool at the center/pivot of the object:

    center_pivot_button.jpg

    Here is what I see for JoinMidPrototype04x06x01 with the button set to "Pivot":

    prototype_pivot.jpg

    For me the pivot appears at the bottom as expected.
    Does changing this option fix the problem for you?

    One workaround could be copy pasting the folder instead of importing from the asset store.

    We're still trying to find the best way to handle large assets that work well with the Maya importer and FBX scene converter.

    Animation support will be added in a future release
     
    Ippokratis likes this.
  33. tolosaoldfan

    tolosaoldfan

    Joined:
    Sep 14, 2012
    Posts:
    50
    Hi,
    Just upgraded yesterday from the last beta of 2017.2.x to 2017.2.0f3 an Android project.
    The build process fails due to a bad value inside the AndroidManifest.xml :

    CommandInvokationFailure: Failed to re-package resources.
    /Users/laurenttournier/Documents/Unity/Android/android-sdk-macosx/build-tools/25.0.2/aapt package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "/Users/laurenttournier/Documents/Unity/Android/android-sdk-macosx/platforms/android-21/android.jar" -F bin/resources.ap_

    stderr[
    AndroidManifest.xml:5: error: Error: String types not allowed (at 'configChanges' with value 'mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density').


    We didn't have any manifest in the plugin/Android folder or elsewhere.
    So,
    We tried to get the manifest.xml generated by Unity located in the Temp folder and modify it by erasing the "configchanges" value in the xml file, and put it in the plugins/Android folder => same result, error during the build with the same message.
    Thanks,
     
  34. kennypu666

    kennypu666

    Joined:
    Feb 26, 2015
    Posts:
    2
    I'm having the same exact issue. I have an android project that was building just fine in 2017.1.x, upgraded to 2017.2 and it won't build:

    CommandInvokationFailure: Failed to re-package resources.
    ...\Android\sdk\build-tools\25.0.0\aapt.exe package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "...l/Android/sdk\platforms\android-23\android.jar" -F bin/resources.ap_ --extra-packages com.unity3d.player -S "...\Temp\StagingArea\android-libraries\VuforiaWrapper\res"

    stderr[
    AndroidManifest.xml:5: error: Error: String types not allowed (at 'configChanges' with value 'mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density').

    ]
    stdout[
    Configurations:
    (default)

    Files:
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Including resources from package: ...\Android\sdk\platforms\android-23\android.jar
    applyFileOverlay for drawable
    trying overlaySet Key=app_banner.png
    trying overlaySet Key=app_icon.png
    applyFileOverlay for layout
    applyFileOverlay for anim
    applyFileOverlay for animator
    applyFileOverlay for interpolator
    applyFileOverlay for transition
    applyFileOverlay for xml
    applyFileOverlay for raw
    applyFileOverlay for color
    applyFileOverlay for menu
    applyFileOverlay for mipmap
    Processing image: res\drawable-xhdpi\app_banner.png
    Processing image: res\drawable-mdpi\app_icon.png
    (processed image res\drawable-mdpi\app_icon.png: 90% size of source)
    (processed image res\drawable-xhdpi\app_banner.png: 93% size of source)
    (new resource id app_banner from xhdpi-v4\drawable\app_banner.png #generated)
    (new resource id app_icon from mdpi-v4\drawable\app_icon.png #generated)
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.PostProcessor.Tasks.TasksCommon.Exec (System.String command, System.String args, System.String workingdir, System.String errorMsg)
    UnityEditor.Android.PostProcessor.Tasks.BuildResources.CompileResources (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.Tasks.BuildResources.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  35. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,664
    Update your plugins..
     
  36. Ippokratis

    Ippokratis

    Joined:
    Oct 13, 2008
    Posts:
    1,452
    Hi @vkovec,

    Thanks for the correction regarding the pivot point - you are right.
    Maybe it makes more sense to include the fbx export option in Unity Editor instead of using a package.
    A possible workaround for the scale problem could be to change the scale as part of the import export, so every package has the scale it likes. Big scale meshes do not work well on Maya.
    It is very nice to know that you are planning to add animation later.

    Kind regards.
     
  37. tolosaoldfan

    tolosaoldfan

    Joined:
    Sep 14, 2012
    Posts:
    50
    @MrEsquire, thanks for your message, but, in our case, I doubt any plugins have different behaviors between the last Release candidate of the 2017.2 and its Release.
     
  38. BakeMyCake

    BakeMyCake

    Joined:
    May 8, 2017
    Posts:
    49
    I have checked out the new Gradle build system for Android and there's an unintended behaviour, or at least I think there is.

    When I build an app with Gradle it always has internet access permissions even if the app doesn't use internet. This doesn't happen with the Internal build system - the Internal one seems capable of detecting internet requirements automatically.
     
  39. vkovec

    vkovec

    Joined:
    Aug 9, 2017
    Posts:
    2
    We are trying to make the scaling as simple as possible (the artists control scaling), but we are open to giving control to scaling for other workflows as long as it just works.
     
  40. LHGameStudio

    LHGameStudio

    Joined:
    May 16, 2013
    Posts:
    35
    Dear unity team. Problem with image quality in lower than native resolution has been fixed. Big thanks! Good job :)