Download | Torrent | Release Notes | Blog Post | Docs | Patch Releases
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 âCast Shadowsâ, only the âOnâ and âOffâ options are currently supported.
- Graphics: Implemented Display-P3 color gamut support for iOS and macOS. Added âColor Gamutâ 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 âStop Actionâ 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 âMock HMD - Viveâ 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 Unityâs 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 weâve locked the 2017.1 beta forum, so please create your new threads in the appropriate sections of the Forum. Weâve also released the 2017.3 beta, so head over to the 2017.3 beta forum if you want to participate in the discussions.