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Speedtree fbx unity subscription addiction
Speedtree fbx unity subscription addiction












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For this first release, we have avoided exposing user-facing features. It will grow with more features over time. We are taking an incremental approach to integrate the system into the Unity ecosystem. This is the first step in implementing the Unity Package Manager. Package Manager: Exposed the API for enabling internal components to be updated more frequently than the Editor. OSX: Added support for Retina in macOS standalone builds. Multiplayer: Added new QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced). Added "Color Gamut" property to Player Settings, which will eventually cover other platforms with wide color gamut support. Graphics: Implemented Display-P3 color gamut support for iOS and macOS. For "Cast Shadows", only the "On" and "Off" options are currently supported. GI: Added support for per-object casting and receiving shadows in the Progressive Lightmapper. Backfaces bounce light using the same emission and albedo as frontfaces. Backface rendering is not controlled by this setting, and backfaces are not represented in the lightmaps. Backfaces do not count as invalid when seen from other GameObjects. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Added a new Material setting that causes lighting to interact with backfaces. GI: Added support for double-sided materials in Progressive Lightmapper. GI: Added profiler for Realtime Global Illumination. GI: Added per-object lightmap seam stitching for Progressive Lightmapper. The minimum supported version is now 7.0.Īsset Import: Added support for animated custom properties from FBX.Īsset Import: Added support for Stingray material import from FBX. Diff from f2 at end) System Requirements Changes

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Speedtree fbx unity subscription addiction