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Unity 5.4 & 5.5 
新機能キャッチアップ講座

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。

unitydojo

October 05, 2016
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  1. 6OJUZ

    倜堣腉ٍؗحث،حف闌䏟⵸

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  2. ࣗݾ঺հ
    ِصذ؍٥ذؙظٗآ٦ؤ٥آٍػٝ
    ؿ؍٦ٕسؒٝآص،

    ؒٞ؋ٝآؑٔأز

    ؟ه٦ز

    #MPHذٓءُ٦ٕـؚٗ
    5XJUUFS!UTVCBLJ@U
    㿊募麦䕕

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  3. 6OJUZך倜堣腉

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  4. 1PTU&GGFDUך䓼⻉

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  5. Cinematic Image Effect
    • 如ך垥彊،إحزהז׷✮㹀ך

    *NBHF&GGFDU
    • #JUCBDLFUחג

    0QFO4PVSDFדꟚ涪⚥

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  6. %FQUI0G'JFME

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  7. "NCJFOU0DDMVTJPO

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  8. 4DSFFO4QBDF3FGMFDUJPO

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

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  10. Cinemati Image Effect
    • Ambient Occlusion
    • AntiAliasing
    • Bloom
    • DepthOfField
    • LensAberrations
    • Motion Blur
    • ScreenSpace

    Reflection
    • Tonemapping

    ColorGrading

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  11. Scene ViewͰImageEffectͷಈ࡞Λ֬ೝ

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  12. Motion Vector
    • أؙٔ٦ٝ♳דؾؙإٕך銲稆ָ

    וך玎䏝⹛ְ׋ַ׾鎘皾׃ג鎸ꐮׅ׷
    • ٌ٦ءّٝـٓ٦װ5FNQPSBM""ך״ֲז

    邌植ח⢪欽ׅ׷

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  13. 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

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  14. 73ワ׶ך䓼⻉

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  15. 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

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  16. VRͷϚϧνσόΠεαϙʔτ

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  17. Ⳣ椚ךوٕثأٖحس⻉

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  18. Job System
    • ύʔςΟΫϧɺεϓϥΠτදݱɺϑϨΞɺϥΠϯɺτϨ
    Πϧ౳ͷදݱͱಉ͡Α͏ʹϚϧνεϨουԽ

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  19. (16*OTUBODJOH

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  20. 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

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  21. ٓ؎ذ؍ؚٝ

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  22. Final GatherʹϊΠζআڈϑΟϧλʔΛ௥Ճ

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  23. Light probe Proxy Volume

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  24. Light probe Proxy Volume
    • ϝογϡʹLightprobeͷӨڹΛड͚ΔάϦουΛ࡞Γ

    ஈ֊తʹӨڹΛड͚ΒΕΔΑ͏ʹ͢Δ࢓૊Έ

    ʢ௨ৗ̍ϝογϡʹ͖ͭ̍ͭͷLightprobe͔࣋ͨ͠ͳ͍ʣ
    • ෦෼తͳӨڹΛ༩͑ΒΕΔͷͰɺಈతʹ഑ஔͨ͠

    ΦϒδΣΫτͰ΋݁ߏ៉ྷʹݟ͑Δ

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  25. Light probe add direct lightͷ௥Ճ

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  26. Shadow Custom Resolution

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  27. 0QFO(-$PSFך؟ه٦ز

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  28. Open GL Core
    • Shader Model 5
    • Compute Shader
    • ςοηϨʔγϣϯ
    • MacͰಈ͘ʢݸਓతʹॏཁ

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  29. "OESPJEך*-$11㼎䘔

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  30. AndroidͷIl2CPPରԠ
    • MonoͷίʔυΛIL2CPPͰC++ → NDK
    • ݱঢ়ɺϑΝΠϧαΠζ͸एׯmonoΑΓେ͖͍
    • 5.3·ͰExperimentalͰɺdebug৘ใࠐ
    • Ϗϧυ࣌ؒ͸௕͍ʢͷͰ։ൃ͸Monoਪ঑ʣ

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  31. ׉ך➭稢ְַ㢌刿

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  32. Playable API
    • ⽃♧ך،صً٦ءؙّٝٔحف׾

    ⱄ欰ׅ׷
    • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦♶銲
    • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦ず㡦ך

    ـٖٝس׮〳腉
    • أؙٔفز乼⡲䗳갭

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  33. 5SBOTGPSNⵖ䖴ך䓼⻉

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  34. Transform੍ޚͷڧԽ
    • TransformͷॲཧʹSIMDΛར༻͢Δ
    • ਌ࢠؔ܎ͷղܾʹOnTransformChildrenChangedΛ

    ࢖༻͢ΔΑ͏ʹ

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

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  36. PrefabΛΠϯελϯεԽͯ͠ɺΦϒδΣΫτҎ
    Լʹ഑ஔ͢Δέʔε

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  37. OnTransformParentChangedʢ5.3Ҏલʣ
    ਌ͷঢ়ଶ มΘͬͨ
    ਌ͷঢ়ଶ มΘͬͨ
    ਌ͷঢ়ଶ มΘͬͨ

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  38. OnTransformChildrenChangedʢ5.4Ҏ߱ʣ
    ࢠͷঢ়ଶ มΘͬͨ

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  39. 6OJUZך倜堣腉

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  40. 倜׃ְ"OJNBUJPO8JOEPX

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  41. 倜׃ְ4QMBTI4DSFFO

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  42. ৽͍͠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邌爙ׅ׷

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  43. 'VMM#JOBSZ4IBEFS4FSJBMJTBUJPO

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  44. 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

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  45. 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

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  46. 倜׃ְ歗⫷ؿؓ٦وحز

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  47. ௥ՃͰը૾ϑΥʔϚοτʹରԠ
    • iOS
    • ASTC 6x6 ~ 12x12

    (ཁA8Ҏ্ͷCPUʣ
    • PC
    • BC7, BC6H

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  48. %暟椚怴皾ך何葺

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  49. Rigidbody2DͷڧԽ
    • Rigidbody 2DΛఀࢭ
    ͢ΔSimulatedΛ௥Ճ
    • Simulated͕OFFͷ࣌

    ෺ཧԋࢉʹࢀՃ͠ͳ͍

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  50. ෺ཧԋࢉʹࢀՃ͠ͳ͍…ͷҙຯ
    TJNVMBUFE0''
    TJNVMBUFE0/

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  51. ৽͍͠ઃఆʮstaticʯ
    TUBUJDכ⹛ַזְؔـآؙؑزח鏣㹀
    ⹛ַׅ儗כ*T,JOFNBUJD׮׃ֻכ

    %ZOBNJDח䗳׆ⴖ׶剏ִ׷կ
    SJHJECPEZEך搀ְDPMMJEFSEכ

    农럀涸זTUBUJD$PMMJEFS

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

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

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  54. "TTFU#VOEMF圓眠ך䓼⻉

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  55. 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

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  56. "TTFU#VOEMF
    uGUIΛ࢖͏ uGUIΛ࢖Θͳ͍
    #VJMU*O
    uGUI

    ؚ·ͳ͍
    1MBZFS
    ⳿⸂

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  57. "TTFU#VOEMF
    uGUIΛ࢖͏ uGUIΛ࢖Θͳ͍
    #VJMU*O
    uGUI

    ؚ·ΕΔ
    1MBZFS
    .BOJGFTU然钠 ⳿⸂

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  58. ٌغ؎ٕךٔص،ؕٓ٦㼎䘔

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

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  60. ٓ؎ٝزٖ؎ٕٖٝتٓ٦䭁䓸

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  61. ৭ɺ෯ɾଠ͞ɺ֯ͷؙΊͳͲɺ͢΂ͯεΫ
    Ϧϓτ͔Β΋੍ޚՄೳ

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  62. 1#3ثؑحؙؒر؍ة

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  63. Look Devπʔϧ
    • ،٦ذ؍أزぢֽך

    ٌرٕ 1SFGBC
    然钠خ٦ٕ
    • 葿ղז橆㞮ח㼎׃ג

    וֲ鋅ִ׷ַ׾嫰鯰׃ג

    ثؑحؙדֹ׷

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

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  65. Local Cache Server
    ٍؗحءُ؟٦غ٦׾ٗ٦ٕؕח

    ؎ٝأز٦ٕ
    فٓحزؿؓ٦ي׾ⴖ׶剏ִ׋儗װ؎ٝه٦زךꥷծ
    (6*%הؿؓ٦وحز٥فٓحزؿؓ٦يָ♧荜ׅ׷ז׵לծ

    ٍؗحءُ״׶ٔا٦أ׾تؐٝٗ٦سׅ׷կ

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  66. .POPךغ٦آّٝ،حف

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

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  68. • Atlas Assets ʢϑΥϧμ΍άϧʔϓͰవΊͯAtlasԽʣ
    • Axis Distance Sortʢ͉࣠ͰTransparentΛιʔτʣ
    • Composit ColliderʢίϥΠμʔͷ݁߹ʣ
    • Pyscis Shape EditorʢίϥΠμʔ͕Ͳ͏࡞ΒΕΔ͔Λ੍ޚʣ
    • Tilemap
    IUUQTGPSVNVOJUZEDPNGPSVNTE
    FYQFSJNFOUBMQSFWJFX

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  69. 1SPHSFTTJWF-JHIUNBQQFS

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  70. Progressive Lighmapper
    4DFOF7JFXָ鋅גְ׷鿇ⴓ׾⮚⯓׃ג

    ك؎ؙׅ׷ٓ؎زوحػ٦
    㼰׃ך㢌刿׾然钠ׅ׷ךָ㺁僒

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

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