Unity Pro2019中文破解版|三维动画渲染软件 Unity Pro 2019.4.10f1破解版 补丁激活教程

Unity Pro2019破解版是一款最新的专业计算机游戏开发环境。它旨在帮助您快速进行可视化单人或者多人游戏的创建以及实时2D、3D、VR和AR交互式体验。软件分享了完善的开发环境,知识兔支持跨平台和模块化组件系统。构建出精美的内容,提高创作效率的同时能够保障最终的质量,不会在任何一方面妥协,只要你有想法和创意,它就能帮助你实现理想效果。软件拥有灵活的编辑器与艺术家和设计师友好的无缝的团队协作能力,并且知识兔比任何其他创建引擎拥有更多的平台支持,内置游戏分析,多人游戏,货币化和广告解决方案,其优势都是其它同类型软件所无法达到的,Unity还能帮助您提高工作效率及建立与受众的联系,这里有您需要的一切。方便灵活的编辑器,带有便于美术师和设计师使用的工具有助于团队成员无缝、高效协作更广泛的平台支持,所支持的平台多于任何内容创建引擎性能报告,可实时解决问题。本次知识兔分享的是最新2019破解版,含破解文件,亲测可完美破解激活软件,有需要的朋友不要错过了!
2019.7.24更新正式破解版Unity Pro 2019.1.11f1
2019.7.31更新Unity Pro 2019.2.0f1 Win x64正式版
2019.12.16更新Unity Pro 2019.2.16f 1Win x64
2020.2.12更新UnityPro2019.2.21f1

2020.9.19更新Unity pro 2019.4.9f1破解版
Unity Pro2019中文破解版|三维动画渲染软件 Unity Pro 2019.4.10f1破解版 补丁激活教程2D”纸板剧院”风格游戏,分享视差运动效果这是另一种流行的2D游戏风格,知识兔使用2D图形但使用透视相机来获得视差滚动效果。这是一个”纸板剧院”风格的场景,所有图形都是平面的,但是与摄像机的距离不同。在这种情况下,2D模式最有可能适合您的开发。但是,您应将Camera的投影模式更改为Perspective,将场景视图模式更改为3D。One Point Six Studio上面的场景。6、其他款式您可能有适合上述描述之一的项目计划,或者您可能有其他完全不同或独特的东西。无论您的计划是什么,希望以上内容能让您了解启动编辑器的模式。请记住,您可以在以后随时切换模式。请参阅2D和3D模式设置以了解有关如何更改2D / 3D模式的更多信息,并查找有关模式如何不同的更多详细信息。
四、项目模板
项目模板根据不同类型项目的常见最佳实践分享预选设置。这些设置针对Unity支持的所有平台上的2D和3D项目进行了优化。模板加快了准备初始项目的过程,这是一种目标游戏类型或视觉保真度。使用模板向您介绍可能未发现的设置,知识兔以及可编写脚本的渲染管道,着色器图和后处理等功能,创建项目时,知识兔选择用于初始化项目的模板。
1、模板类型Unity分享以下模板,您可以使用它们初始化项目。2、2D配置项目设置中的2D应用程序,知识兔包括纹理(图像)导入,Sprite Packer,场景视图,照明和正交相机。3、3D配置使用Unity内置渲染管道的 3D应用程序的项目设置。4、3D附加功能(预览)配置使用Unity内置渲染器和后处理功能的3D应用程序的项目设置。此项目类型包括新的后处理堆栈,几个用于快速启动开发的预设和示例内容。有关后处理的更多信息,请参阅后处理GitHub存储库中有关后处理的文档。5、高清RP(预览版)配置使用支持Shader的高端平台的项目的项目设置 Model 5.0(DX11及以上版本)。此模板使用Scriptable Render Pipeline(SRP)构建,这是一种现代渲染管道,知识兔包括高级材料类型和可配置的混合瓦片/群集延迟/前向照明架构。此模板还包括新的后处理堆栈,几个跳转开始预设和示例内容。此模板将以下功能添加到您的项目:SRP – 有关更多信息,请参阅SRP GitHub存储库中Scriptable Render Pipeline的文档。后处理堆栈 – 后处理堆栈使艺术家和设计师能够将全屏滤镜应用于场景中的艺术家友好界面。有关更多信息,请参阅后处理GitHub存储库中有关后处理的文档。注意:高清RP目前正在开发中,因此请考虑它不完整且可能会发生变化(API,UX,范围)。因此,常规Unity支持不包括它。Unity正在寻求有关该功能的反馈。要询问有关该功能的问题,请访问Unity预览论坛。6、轻量级RP(预览版)为性能是主要考虑因素的项目配置项目设置,为使用主要烘焙照明解决方案的项目配置项目设置。此模板使用Scriptable Render Pipeline(SRP)构建,SRP是一种现代渲染管道,知识兔包括高级材质类型和可配置的混合拼贴/群集延迟/前向照明体系结构。此模板还包括新的后处理堆栈,几个跳转开始预设和示例内容。使用Lightweight管道减少了项目的绘制调用次数,为低端硬件分享了解决方案。此项目模板使用以下功能:SRP – 有关更多信息,请参阅SRP GitHub存储库中Scriptable Render Pipeline的文档。着色器图形工具 – 此工具允许您使用可视节点编辑器而不是编写代码来创建着色器。有关更多信息,请参阅Shader Graph GitHub存储库中着色器图表的文档。后处理堆栈 – 后处理堆栈使艺术家和设计师能够使用艺术家友好的界面将全屏滤镜应用于场景。有关更多信息,请参阅后处理GitHub存储库中有关后处理的文档。注意:轻量级RP目前正在开发中,因此请考虑它不完整且可能会发生变化(API,UX,范围)。因此,常规Unity支持不包括它。Unity正在寻求有关该功能的反馈。要询问有关该功能的问题,请访问Unity预览论坛。7、[XR] VR轻量级RP(预览版)配置项目的项目设置,其中性能是虚拟现实的主要考虑因素(VR)使用主要烘焙照明解决方案的项目。此模板使用Scriptable Render Pipeline(SRP)构建,SRP是一种现代渲染管道,知识兔包括高级材质类型和可配置的混合拼贴/群集延迟/前向照明体系结构。此模板还包括新的后处理堆栈,几个跳转开始预设和示例内容。要使用此项目,您需要一台设备。在使用此模板之前,请确保为您正在开发的设备分享了正确的SDK。Project Temple使用以下功能:VR – Unity VR允许您直接从Unity定位虚拟现实设备,无需任何外部插件项目。有关更多信息,请参阅VR概述。SRP – 有关更多信息,请参阅SRP GitHub存储库中Scriptable Render Pipeline的文档。着色器图形工具 – 此工具允许您使用可视节点编辑器而不是编写代码来创建着色器。有关着色器图形工具的更多信息,请参阅Shader Graph GitHub存储库中着色器图形的文档。后处理堆栈 – 后处理堆栈使艺术家和设计师能够使用艺术家友好的界面将全屏滤镜应用于场景。有关更多信息,请参阅后处理GitHub存储库中有关后处理的文档。注意:轻量级RP目前正在开发中,因此请考虑它不完整且可能会发生变化(API,UX,范围)。因此,常规Unity支持不包括它。Unity正在寻求有关该功能的反馈。要询问有关该功能的问题,请访问Unity预览论坛。

新功能介绍

Known Issues in 2019.4.10f1AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945) AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220) AI: [Remote Config] package breaks on updating and throws ArgumentNull exceptions (1261652) Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets – Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512) Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511) Asset Import Pipeline: [Asset Import] Errors thrown on creating a project using microgame templates (1268154) Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576) Global Illumination: [GPU PLM] Radeon Pro denoiser crashes the editor (1272936) Global Illumination: [URP] Transparencies are ignored because URP uses _BaseMap as main texture identifier (1246262) Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458) Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775) Graphics – LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to “Don't Sync” (1108469) IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774) IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785) Linux: Linux Editor returns the “O” key's KeyCode when the Space key is being pressed (1263921) Linux: [Editor] Color picker does not work (1174814) MacOS: [OSX] Shader import in an external exFAT drive crashes Unity (727114) Mobile Rendering: [URP] Low performance on some Android devices when rendering only one terrain/texture (1261629) Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859) Scene Management: Building project when two identical scenes are open crashes the editor (1266194) Scripting: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field (1267271) Scripting: [CompilationPipeline] Project recompile and package changes takes a long time when Project includes a lot of packages (1272396) Scripting: [Performance] Slow asset refresh when modifying any script, 45 seconds on one line change (1270910) Scripting: [SerializedField] fields produce “Field is never assigned to…” warning (1080427) Serialization: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute (1237191) Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322) Shader System: [Bug] “min16f as def32” modifier in FXC bytecode not honored when converting to SPIR-V/ESSL (1228687) Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293) Shuriken: Crash after an Overflow in memory allocator when changing Particle System's Duration in Play Mode (1273529) Windows: Crash on D3D12SwapChain::CreateHWND when CreateSwapChainForHwnd returns E_INVALIDARG (1223896) 2019.4.10f1 Release NotesFixes2D: Fix batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh. (1260462) 2D: Fixed ArgumentException when 2D Game Kit is imported for the first time (1244287) 2D: Fixed BakeCollider requires GC every frame even when there are no changes in SpriteShape (1263266) 2D: Fixed exception thrown continuously when Undo operation is performed with sprites are assigned earlier (1256914) 2D: Fixed incorrect dependency on UnityEngine.XR.WSA.Input (case 1253085) (1249390) 2D: Fixed Skinning Module flickers when adding new category (1244097) Animation: Fixed Animation Window icons that where pixelated on HiDPI screens. (1267202) Asset Bundles: Fix asset bundle to be able to load scene from asset bundle build from package. (1233575) Asset Bundles: Fixed an edge case with AssetBundle.Contains not returning true for case sensitive paths. (1253270) Asset Import: Fix for crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial (1267717) Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor (1264768) Asset Import: LoadImage now returns PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details. (1263825) Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window. (1264869) Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream. (1251581) Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719) DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface (1219274) DX12: Editor crashes when shader global constant buffer exceeds 64kB on dx12 (1210562) DX12: Editor crashes when using ProBuilder in Vertex Edit mode View on Crashes HQ with HDRP/DXR (1213285) DX12: Texture2DArray MSAA resolve is broken on d3d12 (1249422) Editor: Fix crash when pasting a copied UI GameObjects when an attached script change Transform type and delete objects in Awake. (1266550) Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window. (1250971) Editor: Fixed EventType.MouseDrag events being triggered when cancelling a contextual menu by right clicking or left clicking in a custom window area (1209976) Editor: Improve performance of accessing information in asset database meta files (1242985) GI: Return the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes. (1262917) Graphics: Fix texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures. (1254505) Graphics: Fixed a crash when doing custom frequency shadow cascade updates (1254121) Graphics: fixed readback from temporary RT not working on metal (1265379) Graphics: Fixed so aspect ratios are maintained and upscaled using letterboxing when rendering with Vulkan. (1192023) Graphics: In Stadia, SetResolution now changes the rendering resolution without recreating the swapchain. (1232719) Graphics: Metal: Fix shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14 Graphics: render targets are now created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1 (1268888) Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh (1239074) IL2CPP: Avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files. (1247033) IL2CPP: Fix crash on startup with script debugging enabled with deeply nested generics (1226831) IL2CPP: Fix open delegate invocation on a struct method that implemented an interface method. (1267228) IL2CPP: Fix performance regression when parsing an XML document with a DTD (1243665) IL2CPP: Fixed a JSON exception when building a project with large number of scenes. (1256534) IL2CPP: Handle enum types with more than 32784 fields. (1258202) IL2CPP: Remove an unnecessary assertion in SetFindPluginCallback (1252614) iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV (1159944) iOS: Fixed an issue with the loading of the system font on iOS 13. (1246465) iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled. (1269547) Package Manager: Added support for External symbols on a platform that required it. Package Manager: Fixed a potential error when running the linker with a failure on lld command. Package Manager: Fixed an issue where the packages-lock.json file could report differing dependencies for the com.unity.ide.rider package. Package Manager: Fixed Debug.Log by re-enabling it when used in function pointers or jobs. Package Manager: Fixed errors when opening Inspector with a non-public Execute method on a job producer type Package Manager: If path to the package contained spaces, then native command execution could fail. This would manifiest as weird errors with 'lld' or 'vswhere' or other native tools. Package Manager: Package Manager doesn't display packages when using candidates registry (1267898) Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer. (1269545) Profiler: Fix profiler not counting number of draw calls correctly when using CommandBuffer (1115727) Profiler: Fixed “System Used Memory” memory counter reporting 0 on iOS, XboxOne and PS4. (1263861) Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing (1269293) Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported (1273416) Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend (1271829) Scripting: Correct file sharing for exFAT partitions on macOS (1253812) Scripting: Fix unlimited warnings to Editor.log using all disk space (1238954) Scripting: Fixed crash that would occur when an exception was thrown during the initialization of a custom attribute. (1255935) Scripting: Fixed hang that would occur when a Debugger.Break was in the accessor of a field. (1254123) Serialization: Fix error “Expect ':' between key and value within mapping” when extra spaces were found at the end of a block mapping. (1268628) Shaders: Fixed an issue which would cause the shader compiler to crash while processing certain shader files. (1251613) Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection (1264467) UI Elements: Fixed duplicate ChangeEvent callback invocation for PopupField. (1194831) UI Toolkit: Fixed TextElements that generates more than 16k vertices cause IndexOutOfRangeException on vertex buffersFixed UI Toolkit leaks memory when new large mesh is allocated via MeshGenerationContextFixed Small visual regressions (1230939, 1259449, 1259808) Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds. (1271694) Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store. (1271695) Universal Windows Platform: Work around MSBuild issue when building UWP AppxBundles from the command line (1165205) Web: UnityWebRequest: fix hang or crash on iOS (upload/abort related) (1211549) WebGL: Fixed an issue when UnityWebRequests would fail on WebGL due to incorrect caching scheme. (1189663) Windows: Fix Shift key not reporting in GUI Event.keyCode property (991861) XR: Added a pre-init flag to request an offscreen Vulkan swapchain. (1253274) XR: Added option to always discard depth after rendering. (1263448) XR: API such as XRSettings.renderViewportScale no longer take more than one frame to apply when running via XRDisplaySubsystem. XR: Fixed XRSettings.useOcclusionMesh, XRSettings.occlusionMaskScale, XRSettings.stereoRenderingMode, XRDevice.fovZoomFactor. ChangesPackage Manager: Asserts that are currently discarded no longer discard arguments with potential side effects. Package Manager: Automatically add embedded package files to the version control system (1271116) Package Manager: Bump com.unity.mathematics to 1.2.1 version Package Manager: com.unity.purchasing package updated to 2.1.0 Package Manager: Update Polybrush to 1.0.2 Package Manager: Update to ProBuilder 4.4.0. XR: Updated Oculus XR Plugin package to 1.4.3. ImprovementsAsset Pipeline: Fix race condition that may occur when downloading non primary artifacts from cache server Profiler: Load icon changed to more clearly read as “Load”. XR: XR Statistics caches thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate). System RequirementsFor developmentOS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.) CPU: SSE2 instruction set support. GPU: Graphics card with DX10 (shader model 4.0) capabilities. The rest mostly depends on the complexity of your projects. Additional platform development requirements:iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher. Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK. Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK For running Unity gamesGenerally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements: Desktop: OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+Graphics card with DX10 (shader model 4.0) capabilities.CPU: SSE2 instruction set support.iOS player requires iOS 10.0 or higher. Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later. WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari. Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities Exported Android Gradle projects require Android Studio 3.4 and later to build 变更集: 5311b3af6f69

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