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Unity 5.4 & 5.5 
新機能キャッチアップ講座

3865d333f9dc02cd417575c2cfa1606f?s=47 unitydojo
October 05, 2016

Unity 5.4 & 5.5 
新機能キャッチアップ講座

Unity 5.4からUnity 5.5で新しく追加された機能を軽く紹介します。

3865d333f9dc02cd417575c2cfa1606f?s=128

unitydojo

October 05, 2016
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  1. 6OJUZ
 倜堣腉ٍؗحث،حف闌䏟⵸

  2. ࣗݾ঺հ ِصذ؍٥ذؙظٗآ٦ؤ٥آٍػٝ ؿ؍٦ٕسؒٝآص،
 ؒٞ؋ٝآؑٔأز
 ؟ه٦ز
 #MPHذٓءُ٦ٕـؚٗ 5XJUUFS!UTVCBLJ@U 㿊募麦䕕

  3. 6OJUZך倜堣腉

  4. 1PTU&GGFDUך䓼⻉

  5. Cinematic Image Effect • 如ך垥彊،إحزהז׷✮㹀ך
 *NBHF&GGFDU • #JUCBDLFUחג
 0QFO4PVSDFדꟚ涪⚥

  6. %FQUI0G'JFME

  7. "NCJFOU0DDMVTJPO

  8. 4DSFFO4QBDF3FGMFDUJPO

  9. 5POFNBQQJOH$PMPS(SBEJOH 0/ 0''

  10. #MPPN

  11. Cinemati Image Effect • Ambient Occlusion • AntiAliasing • Bloom

    • DepthOfField • LensAberrations • Motion Blur • ScreenSpace
 Reflection • Tonemapping
 ColorGrading
  12. Scene ViewͰImageEffectͷಈ࡞Λ֬ೝ

  13. Motion Vector • أؙٔ٦ٝ♳דؾؙإٕך銲稆ָ
 וך玎䏝⹛ְ׋ַ׾鎘皾׃ג鎸ꐮׅ׷ • ٌ٦ءّٝـٓ٦װ5FNQPSBM""ך״ֲז
 邌植ח⢪欽ׅ׷

  14. None
  15. Motion Vector Field • .PUJPO7FDUPSך⡲䧭כծ
 .FTI3FOEFSFS⽃⡘ • 鏣㹀ׁ׸גְ׋㜥さծ
 .PUJPO7FDUPS׾⡲׷儗ח
 ⵃ欽ׅ׷


    
 כ0/ַ0''ך鏣㹀ך׫ծ
 כ1SF0CKFDU.PUJPOה $BNFSB.PUJPOծ0''ָ鏣㹀〳腉
  16. 73ワ׶ך䓼⻉

  17. Single Path Stereo Rendering • 䊩〸ך湡ח邌爙ׅ׷ؔـآؙؑز׾
 ♧䏝ךػأדٖٝتؚٔٝ • ⚕滙חٖٝتؚׅٔٝ׷״ֲז暟׾
 剑黝⻉ׅ׷堣腉

    • *NBHF&GGFDU׾⢪欽ׅ׷㜥さծ
 㼎䘔ׅ׷Ⳣ椚ָ䗳銲
 植4UBOEBSE"TTFUTךؒؿؙؑزכ㼎䘔幥
  18. VRͷϚϧνσόΠεαϙʔτ

  19. Ⳣ椚ךوٕثأٖحس⻉

  20. None
  21. Job System • ύʔςΟΫϧɺεϓϥΠτදݱɺϑϨΞɺϥΠϯɺτϨ Πϧ౳ͷදݱͱಉ͡Α͏ʹϚϧνεϨουԽ

  22. (16*OTUBODJOH

  23. GPU Instancing ず♧ًحءُ٥ず♧وذٔ،ٕ׾
 (16חֶ격ְ׃ג♧䭍䲽歗ׅ׷ 䎗אַךػًٓ٦ة׾ِص٦ؙחׅ׷✲׮ ⳿勻זֻ׮זְ 4LJOOFE.FTI׾⢪ֲ㜥さכ
 䊨㣗ָ䗳銲 ד4QFFE5SFFח㼎䘔
 Cדٌغ؎ٕח׮㼎䘔

  24. …޻෉

  25. ٓ؎ذ؍ؚٝ

  26. Final GatherʹϊΠζআڈϑΟϧλʔΛ௥Ճ

  27. Light probe Proxy Volume

  28. Light probe Proxy Volume • ϝογϡʹLightprobeͷӨڹΛड͚ΔάϦουΛ࡞Γ
 ஈ֊తʹӨڹΛड͚ΒΕΔΑ͏ʹ͢Δ࢓૊Έ
 ʢ௨ৗ̍ϝογϡʹ͖ͭ̍ͭͷLightprobe͔࣋ͨ͠ͳ͍ʣ • ෦෼తͳӨڹΛ༩͑ΒΕΔͷͰɺಈతʹ഑ஔͨ͠


    ΦϒδΣΫτͰ΋݁ߏ៉ྷʹݟ͑Δ
  29. Light probe add direct lightͷ௥Ճ

  30. Shadow Custom Resolution

  31. 0QFO(-$PSFך؟ه٦ز

  32. Open GL Core • Shader Model 5 • Compute Shader

    • ςοηϨʔγϣϯ • MacͰಈ͘ʢݸਓతʹॏཁ
  33. None
  34. None
  35. "OESPJEך*-$11㼎䘔

  36. AndroidͷIl2CPPରԠ • MonoͷίʔυΛIL2CPPͰC++ → NDK • ݱঢ়ɺϑΝΠϧαΠζ͸एׯmonoΑΓେ͖͍ • 5.3·ͰExperimentalͰɺdebug৘ใࠐ •

    Ϗϧυ࣌ؒ͸௕͍ʢͷͰ։ൃ͸Monoਪ঑ʣ
  37. ׉ך➭稢ְַ㢌刿

  38. 1MBZBCMF"1*

  39. Playable API • ⽃♧ך،صً٦ءؙّٝٔحف׾
 ⱄ欰ׅ׷ • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦♶銲 • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦ず㡦ך
 ـٖٝس׮〳腉

    • أؙٔفز乼⡲䗳갭
  40. 5SBOTGPSNⵖ䖴ך䓼⻉

  41. Transform੍ޚͷڧԽ • TransformͷॲཧʹSIMDΛར༻͢Δ • ਌ࢠؔ܎ͷղܾʹOnTransformChildrenChangedΛ
 ࢖༻͢ΔΑ͏ʹ

  42. খ࿩ • SIMD=ίϯϐϡʔλ΍ϚΠΫϩϓϩηοαͰฒྻॲཧΛ ߦͳ͏ͨΊͷઃܭ༷ࣜͷҰͭͰɺҰͭͷ໋ྩΛಉ࣌ʹෳ ਺ͷσʔλʹద༻͠ɺฒྻʹॲཧ͢Δํࣜɻ • ଞʹ͸ɺ෺ཧԋࢉ΍εΩχϯάɺز͔ͭͷॲཧʹ࢖༻

  43. PrefabΛΠϯελϯεԽͯ͠ɺΦϒδΣΫτҎ Լʹ഑ஔ͢Δέʔε

  44. OnTransformParentChangedʢ5.3Ҏલʣ ਌ͷঢ়ଶ มΘͬͨ ਌ͷঢ়ଶ มΘͬͨ ਌ͷঢ়ଶ มΘͬͨ

  45. OnTransformChildrenChangedʢ5.4Ҏ߱ʣ ࢠͷঢ়ଶ มΘͬͨ

  46. 6OJUZך倜堣腉

  47. 倜׃ְ"OJNBUJPO8JOEPX

  48. 倜׃ְ4QMBTI4DSFFO

  49. ৽͍͠εϓϥογϡεΫϦʔϯ • 倜׃ְأفٓحءُأؙٔ٦ٝ • J04"OESPJEך㜥さծ劤勻ך
 أفٓحءُأؙٔ٦ٝ䖓חㄎל׸׷ • 1FSTPOBMד׮㢌刿ָ〳腉
 ⡎׃ծ׉ך㜥さכ㼭ְׁ6OJUZٗ؞
 ׮׃ֻכ6OJUZٗ؞׾갫殢ח邌爙ׅ׷

  50. 'VMM#JOBSZ4IBEFS4FSJBMJTBUJPO

  51. Full Binary Shader Serialisation (SBQIJDT"1*ח床ׅءؑ٦ت٦׾
 غ؎شٔה׃ג⥂䭯ծ「ֽ床׃ׅ׷կ ה嫰鯰׃גծ嶊顤ָًٌٔ幾㼰ծ ַאٗ٦سָ넝鸞⻉կ

  52. Standard Shaderͷ඼࣭ઃఆ 4UBOEBSE4IBEFSךㅷ颵ָ
 (SBQIJDT4FUUJOHT״׶鏣㹀⳿勻׷״ֲחկ ٌغ؎ٕכ➙תד鸐׶-08䱿㤺 73ぢֽך㜥さծ㜥さח״׏גכ-08חׅ׷ ך׮،ַٔ׮׃׸זְկ

  53. None
  54. 倜׃ְ歗⫷ؿؓ٦وحز

  55. ௥ՃͰը૾ϑΥʔϚοτʹରԠ • iOS • ASTC 6x6 ~ 12x12
 (ཁA8Ҏ্ͷCPUʣ •

    PC • BC7, BC6H
  56. None
  57. 1735$ "45$Y

  58. %暟椚怴皾ך何葺

  59. Rigidbody2DͷڧԽ • Rigidbody 2DΛఀࢭ ͢ΔSimulatedΛ௥Ճ • Simulated͕OFFͷ࣌
 ෺ཧԋࢉʹࢀՃ͠ͳ͍

  60. ෺ཧԋࢉʹࢀՃ͠ͳ͍…ͷҙຯ TJNVMBUFE0'' TJNVMBUFE0/

  61. ৽͍͠ઃఆʮstaticʯ TUBUJDכ⹛ַזְؔـآؙؑزח鏣㹀 ⹛ַׅ儗כ*T,JOFNBUJD׮׃ֻכ
 %ZOBNJDח䗳׆ⴖ׶剏ִ׷կ SJHJECPEZEך搀ְDPMMJEFSEכ
 农럀涸זTUBUJD$PMMJEFS

  62. Cancel Collider 2D ্ͷBoxColliderͱ טΈ߹͏ࣄ͕͋Δ ଟ෼େৎ෉

  63. 4DFOFⵖ䖴

  64. Scene Set ء٦ٝ׾♧䭍דٗ٦سׅ׷ ؒر؍ة㼔欽⡦佦˘

  65. "TTFU#VOEMF圓眠ך䓼⻉

  66. AssetBundle ߏஙڧԽ MJOLYNM׾鎸鶢ׇ׆ծأؙٔفز׾4USJQ׃זְ鏣㹀׾鷄⸇ׅ׷կ أزٔحفךⴻ㹀כծ.BOJGFTUח鎸鶢ׁ׸גְ׋ⰻ㺁׮罋䣁ׁ׸׷կ أؙٔفزך#VJME1JQFMJOF#VJME1MBZFSדؽٕس׃׋㜥さחך׫㼎䘔 #VJME0QUJPOד.BOJGFTUָ֮׷ؿٕؓت׾䭷㹀䗳銲ָ֮׷կ

  67. "TTFU#VOEMF uGUIΛ࢖͏ uGUIΛ࢖Θͳ͍ #VJMU*O uGUI
 ؚ·ͳ͍ 1MBZFS ⳿⸂

  68. "TTFU#VOEMF uGUIΛ࢖͏ uGUIΛ࢖Θͳ͍ #VJMU*O uGUI
 ؚ·ΕΔ 1MBZFS .BOJGFTU然钠 ⳿⸂

  69. ٌغ؎ٕךٔص،ؕٓ٦㼎䘔

  70. Linear Colorͷઃఆ ⢪欽勴⟝ "OESPJEכ0QFO(-ַא"OESPJE⟃♳ J04כ.FUBMַאJ04⟃♳ד⢪欽〳腉

  71. ٓ؎ٝزٖ؎ٕٖٝتٓ٦䭁䓸

  72. None
  73. None
  74. ৭ɺ෯ɾଠ͞ɺ֯ͷؙΊͳͲɺ͢΂ͯεΫ Ϧϓτ͔Β΋੍ޚՄೳ

  75. 1#3ثؑحؙؒر؍ة

  76. Look Devπʔϧ • ،٦ذ؍أزぢֽך
 ٌرٕ 1SFGBC 然钠خ٦ٕ • 葿ղז橆㞮ח㼎׃ג
 וֲ鋅ִ׷ַ׾嫰鯰׃ג


    ثؑحؙדֹ׷
  77. None
  78. ׉ך➭˘

  79. Gizmo͕Ξ΢τϥΠϯʹมߋ 鼅䫛⚥ךؔـآؙؑزח،ؐزٓ؎ٝ 䖞勻ךٙ؎َ٦ؿٖ٦يח䨱ׅ✲׮⳿勻׷ ،ؐزٓ؎ٝך葿׮㢌ִ׵׸׷

  80. Local Cache Server ٍؗحءُ؟٦غ٦׾ٗ٦ٕؕח
 ؎ٝأز٦ٕ فٓحزؿؓ٦ي׾ⴖ׶剏ִ׋儗װ؎ٝه٦زךꥷծ (6*%הؿؓ٦وحز٥فٓحزؿؓ٦يָ♧荜ׅ׷ז׵לծ
 ٍؗحءُ״׶ٔا٦أ׾تؐٝٗ٦سׅ׷կ

  81. "OE/&8

  82. .POPךغ٦آّٝ،حف

  83. Mono 4.6 ʴ C#6 • ݱঢ়ΤσΟλͷΈಈ࡞ • Seen GC͸ಈ࡞͕҆ఆͨ͠Β౥ࡌ͢Δ༧ఆ IUUQTGPSVNVOJUZEDPNGPSVNTFYQFSJNFOUBMTDSJQUJOH

    QSFWJFXT
  84. %

  85. • Atlas Assets ʢϑΥϧμ΍άϧʔϓͰవΊͯAtlasԽʣ • Axis Distance Sortʢ͉࣠ͰTransparentΛιʔτʣ • Composit

    ColliderʢίϥΠμʔͷ݁߹ʣ • Pyscis Shape EditorʢίϥΠμʔ͕Ͳ͏࡞ΒΕΔ͔Λ੍ޚʣ • Tilemap IUUQTGPSVNVOJUZEDPNGPSVNTE FYQFSJNFOUBMQSFWJFX
  86. 1SPHSFTTJWF-JHIUNBQQFS

  87. Progressive Lighmapper 4DFOF7JFXָ鋅גְ׷鿇ⴓ׾⮚⯓׃ג
 ك؎ؙׅ׷ٓ؎زوحػ٦ 㼰׃ך㢌刿׾然钠ׅ׷ךָ㺁僒

  88. ׉ך➭

  89. ͦͷଞ • DaydreamରԠ • ValkanରԠ • ৽͍͠input system • Mixed૝ఆͷϥΠςΟϯάγεςϜ

  90. None