Unity 2017.2 is now available

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 “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.

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Thanks for the awesome work Unity team.
Hope Unity continues improving.

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Thanks for your continued hard work ya’ll!

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Where is C# version 6 support?
Will be included in 2017.3?

Was already added in 2017.1 as a player setting

It was experimental, i mean a full version support.

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

So, we can’t use C# 6 experimental in production?

Depends entirely what platforms and features you use. For some the support in 2017.1 is already enough for production.

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@Jacob_Unity
I have a question. Everything is fine, but where is the smart sprite? I’m waiting for that for two years

Thank you for macOS retina!

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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.

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.

Great stuff guys, tilemap is a fantastic addition.

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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

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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.

You guys are awesome.

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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.

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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. :smile: If not, go back to 5.6.1.

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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!!