Unity 2.6.1 Released!

Hi all,

We’ve just shipped Unity 2.6.1 out to the world. This release includes a Webplayer that is compatible with 64-bit Safari on Snow Leopard, and fixes for problems affecting terrain trees and some asset importing.

You can see all the good stuff here: http://unity3d.com/unity/whats-new/unity-2.6#unity-2.6.1

And download the latest build here: http://unity3d.com/unity/download/

Enjoy!

Hey Ulognep…

I was just about to tell you that lightmap is not working as this topic was talking:
http://forum.unity3d.com/viewtopic.php?p=235769&highlight=#235769

But aNTeNNa trEE edited her/his post and now we cannot have lightmap in Indie with objects…

Why? No shadows at all?

And what this bug means:

??

One last thing: if we can create lightmaps with another tools (MAX, Maya, etc) and also you teach us how to do (see resources page)… why then just not let the engine create the lightmap ???

I was sure that this worked in 2.5 indy… didnt will Goldstone have a video explaining how to lightmap taking trees into consideration.

Its a shame if the features been removed.

I had this impression too… but I will not sure, because, trully, I dont remember…

But this is really a shame… lightmaps… :frowning:

Terrain lightmapping has never taken trees into account, as far as I know. There are workflows to do it by painting directly into the lightmap texture (you can automate this through a few different means).

Thanks for the confirmation Matthew :slight_smile:

By the way - I really love watching your vimeo videos :slight_smile:

But it does not even work with static objects, like house models…

With the problem(s) mentioned above is it worth installing 2.6.1?

Yes, it is worth upgrading… 2.6.1 has not added any known bugs or deliberately removed features… it was released to make Unity better :wink:

Lightmapped shadows on the Terrain has never been a feature of Unity Indie/Free. We did not remove it from 2.6 or 2.6.1. And yes, it is possible to export your Terrain as a mesh and lightmap it in a separate program. That’s what I do because to be perfectly honest Unity’s Terrain lightmapper is no match for a dedicated renderer such as Mental Ray.

Thanks aNTeNNa trEE

Actually, its not a problem that 2.6.1 have, its just not a feature available :lol: . And yes, its orth, trully.

I agree with you aNTeNNa trEE, but I dont have resources to buy tools like 3DS or Maya, or any good renderer. I just thought that It could be great if Unity creates lightmaps with Indie version… but ok, I will not die without this feature :lol:

you can use "Gile lightmapper" it’s free an does good job for lightmapping and Global illumination stuff :wink:
by the way cool update , tree doesn’t make unity crash and finally package from unity 2.6.1 doesn’t crash my unity iphone 1.5.1 :lol: should be a good day ^^

Thanks man, I will take a look.
If not too much to ask :lol: can you give me a link?

Can I make lightmap with all my terrain and gameobjects inside Unity? 8)

http://www.frecle.net/index.php?show=&section=giles⊂=download

:wink:

Unfortunately, Gile does NOT import fbx file format…So how could we use Gile for lightmapping?

use obj format, personaly i like to use b3d format cause it work the best with this tools.

but at least obj format will certainly work for your purpose.

I use fbx only when i need animation or have to import model in unity , otherwise I do without it.

Blender is free, and works great for baking textures and lightmaps. It has the best UI of all the 3D apps, too, although they ruined it with the new version. (ducks and runs away)

I cannot download it…
the download button simply refreshes the page.
I have tried it yesterday and today and the same happens.

This usually happens when you have some kind of popup/script/cookie/whatever blocker enabled.

Pixel lighting may be ok for small projects but not larger ones. Frame rate drop too big.

Moire pattern still exists on windows with full screen fx and 7300 cards. (yes, this is a lower end card but not a usergroup we want to lose and it never happened before 2.6)

There were some improvements at first with less ram usage but further implementation of pixel lighting and then the testing on windows full screen made it not worthwhile at this time for a project of our size.

edit: tried again and forcing OpenGL makes it work ok… Windows and directx has memory leak probs, still