Unity 2017.3 is here!


Download | Torrent | Release Notes | Blog Post | Docs | Patch Releases

Unity 2017.3 is now available on the download page and read the release notes.

Read the blog post for full details.

  • 360 video
  • Cloth improvements
  • Cinemachine Improvements
  • New Transform Tool
  • Particle System improvements
  • Standard Particle Shaders
  • Assembly Definition Files
  • 32 bit Mesh Index Buffers
  • GPU Instancing improvements
  • Dynamic Resolution
  • Async Compute Runtime
  • Crunch Compression Library Update
  • Xbox One X Support
  • Recorder
  • Standard Events
  • Progressive Lightmapper improvements (Preview)

Remember to back up your projects before downloading the latest version of Unity. 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 2017.3 while it was in beta! Notice that we’ve locked the 2017.3 beta forum, so please create your new threads in the appropriate sections of the Forum.

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Thanks for the info! :slight_smile:

Any idea when will the next beta version come out? The doc is already available: Unity - Manual: Unity User Manual (2018.1) but the beta page is empty.

The executable comes as a setup (528 mB) instead of a download assistant (± 800 kB) ( now?

Edit: Okay, the executable on this page is a download assistant: Thank you for downloading Unity - Unity Store

The one on that page you post a link to in your post is a setup: https://unity3d.com/unity/whats-new/unity-2017.3.0

I had never noticed that there was a difference between the two pages. :wink:

Nice. I can finally try HDR lightmaps. And I hope lightmaps can be saved with prefabs this time… been having so many issues with this

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It looks like you have dropped the support for WWWForm. It’s no longer working. No data reachs the server.

Can we get more info on what the Async Compute Runtime is?

Hi - Samsung Tizen and Samsung TV support files are still listed but lead to a broken download link. I suppose both of those modules now are EOL’d and no longer provided ?

Edit:
Apparently i’m right as the release notes state the following

Please finally remove those links from your template that generates those download pages, as such link error just leads to further confusion…

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Wohoo, trees finally cast shadows on terrain :slight_smile:

EDIT: Even it bakes the lightmapped trees on terrain at first, if you try it the second time, it wont overwrite the previous lightmap throwing an error “Baking lightmap failed” with no explanation. Still it Works after all these years :slight_smile:

error CS1061: Type UnityEngine.Texture' does not contain a definition for imageContentsHash’ and no extension method imageContentsHash' of type UnityEngine.Texture’ could be found. Are you missing an assembly reference?

Target platform is Android

https://docs.unity3d.com/2017.3/Documentation/ScriptReference/Texture-imageContentsHash.html

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Wow. The HDR lightmaps are VERY nice… and I can use low bounce values to light my scenes. And the Bakes Prefab Lightmaps script works wonders here, but we lose light probe information in standalone builds :-(. We have to fix that, guys.

This is crucial especially for character based games. I use the UFE asset and the way levels are designed for it, make it impossible to save light probe data.

Anyone else failing to start it because Unity Package Manager Server fails to load up? Tried some cmd line thing, host file change and virus/firewall whitelisting but it still doesn’t work.

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@Esteban-Gallardo are you sure WWWForm isn’t working? how about using MultipartFormSection? WWWForm is still listed in the docs, even for 2018, although it’s a holdover from the Old Way, it’s the only way I’ve been able to post from iOS.

Do you have a proxy? This an issue that we have seen in the past. Sadly, one final fix did not make it into the final 2017.3 release.
Look at this post for things you can try: https://answers.unity.com/answers/1436360/view.html

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It’s the network at work, so I’m not exactly certain how it is setup but I did things listed in that post and it did not resolve the issue. Will test at home later - which has a much more straightforward network.

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Hi Anne, we’re aiming at having a beta for 2018.1 in the beginning of January. Stay tuned!

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Ah, I should have bet… :wink:

Thank you! :smile:

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Why is Asset Refresh feature FAR slower than it was in 2017.1? It was that way in 2017.2, and now still in 2017.3 it’s still noticeably slower. When I minimize Unity Editor, then I try to bring it back, it freezes for a a good 10 seconds, when before it was 2-3 seconds basically instantaneous like it was for many years, and it’s much harder to bring it back, like I click and nothing happens, then I get a Windows chime sound, then have to click it again to bring it back. It’s very frustrating and bad workflow, it’s especially noticeable in big projects, but even in smaller ones it still happens.

I could just disable automatic Asset Refresh, then just press the Ctrl+R, but it’s not the workflow I’m used to.

When you’ll update the roadmap?

The roadmap for 2018.1 is almost fully up-to-date. We will start building the one for 2018.2 soon. Is that what you are waiting for?

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Hi Squirrelnaut, you can take a look at this document for an overview of the Async Compute Runtime: https://docs.google.com/document/d/1lMk6myULfwnMlxgb_V1FHA8zpQd_NIqe9ItbQRBw6GA/