Speedtree Unity Launcher Download

Zedload.com provides 24/7 fast download access to the most recent releases. We currently have 385,937 full downloads including categories such as: software, movies, games, tv, adult movies, music, ebooks, apps and much more. Our members download database is updated on a daily basis. Take advantage of our limited time offer and gain access to unlimited downloads for FREE! That's how much we trust our unbeatable service. This special offer gives you full member access to our downloads.

Speedtree Unity Launcher Download

Feb 11, 2017 SpeedTree for Unity 5. Who's using SpeedTree in Unity. You mentioned somewhere that the speedtrees where being updated on your store account pages for download.

Click to the Zedload today for more information and further details to see what we have to offer.

Release notes 2017.2.0f3 Release Notes (Full. Diff from f2 at end) System Requirements Changes • Removed iOS 6.0 support. The minimum supported version is now 7.0. Features • 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. Denon Dcd 1650ar Manual Lawn. 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 • 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. Backwards Compatibility Breaking Changes • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module. Changes • Android: 'Export as ADT project' is now obsolete. • Android: Changed default frame rate ( Application.targetFrameRate = -1) to 30 when v-sync is off, similar to iOS.

• Audio: Made improvements to AudioMixer ducking: • Optimized CPU performance. • Changed behaviour so that ducking amount corresponds to the maximum level on each channel. • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information. • Editor: Changed the behaviour of the 'members' button in the Collab toolbar. It now opens a page in the web Dashboard to add/remove project members.

• Editor: Editor GUI tooltips are no longer suspended if the Scene is paused in Play mode. • Editor: Reduced the verbosity in Editor log for script recompilation. • Editor: The 2017 Unity Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys are not accepted by the 2017 Editor. If you have only a 5.x license, please visit or contact your sales representative to obtain a 2017-compatible license. • Graphics: When using custom shadow resolution on a light, the resolution is no longer clamped, so it can reach up to 8k shadowmap if needed.

• Licenses: Updated the FBX license to require acceptance of FBX SDK license (see ) • Package Manager: Moved the location of the project packages manifest from /UnityPackageManager/Project to /UnityPackageManager. • Scripting: Adding a MonoBehaviour to a GameObject in the Editor now calls MonoBehaviour.OnValidate. • Scripting: Serialization: Disabled support for opposite- AssetBundles. • Scripting: The Editor now loads precompiled managed assemblies (.dlls) on startup even if there are compile errors in other scripts. • Scripting: InitializeOnLoad is now invoked after deserialization. See Upgrade guide for details. () • UI: Marked legacy (Unity 1.0) UI system components (GUILayer, GUIText, and GUITexture) as deprecated.

GUILayer components are no longer added to the camera by default. • Universal Windows Platform: Changed the default scripting backend on Universal Windows Platform to IL2CPP. • XR: Camera.stereoMirrorMode is now obsolete. Improvements • AI: Improved performance when synchronizing NavMesh tiles after carving. • AI: You can now use NavMeshEditorHelpers.DrawBuildDebug() to selectively collect and visualize debug data from the process of building a NavMesh with the NavMeshBuilder API. • Android: Android now renders fullscreen on super widescreen devices. • Android: Change to allow extractNativeLibs=false flag to be used if needed.

• Android: Significantly improved the performance of large prefabs loading on Android ( Resources.Load* or AssetBundle.LoadAsset* APIs). () • Android: The backend ETC Texture compressor is now configurable in the Editor Settings, with different quality/compression speed tradeoffs. • Android: UI: Added 'Aspect Ratio Mode' option to Android Player Settings >Resolution & Presentation. • Animation: Added ability to copy and paste transition parameters in Animator State Machine.

• Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime. • Asset Import: Exposed a public API for extracting embedded textures from.FBX and SketchUp files. Airlink Usb Wireless Adapter Drivers. The materials which are embedded in the Asset will be updated automatically to reference the extracted Textures. • Asset Import: Made minor improvements to the Avatar Mask and Transform Mask UI.

• Asset Import: Parallelized the Animation Clip keyframe reduction during import. • Asset Import: Updated SketchUp SDK to 17.0. () • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName. • DX12: Native Rendering Plugin improvements: • Exposed/implemented native RenderBuffer resource retreival. • Fixed multithreading issues. • Editor: Added toggle for color-blind-friendly mode to the context menu in the upper-right corner of the Profiler window. • Editor: Exposed LZ4 compression settings to the Build Player window for iOS, Android, and Standalone platforms.

• Editor: Made usability refinements to Profiler charts: • You can now toggle all series types • Stacked chart series now have explicit reorderable affordances • Stacked plots now appear as solid colors • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper. • GI: Added asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so you can see when lighting is converging.

Added timesliced albedo-emission rendering during load. (710503,, ) • GI: Added support for LOD baking in Progressive Lightmapper. • GI: Added update to fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation).

This fixes visible dark pixels around geometry edges when rendering with lightmaps. The happens due to dark background texels bleeding in when lower MIPs are accessed. • GI: HDR emission: Enabled 16-bit floating point format for emission for both Realtime and Baked GI. Baked GI output is still limited by RGBM range. Increased HDR color picker limit from 99 to 64k. • GI: Terrain trees can now cast shadows into the baked lightmap for Terrains. Terrain Tree Probes are now in the top of the tree canopy to make sure Probes don't end up inside the tree trunk.

(685764) • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1: Improvements: • The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes: • Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers. • Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs. • Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory. • Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.

• Graphics: Added 'Dynamic Occludee' settings in Mesh Renderer to control whether dynamic GameObjects should skip occlusion culling. () • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One. • Graphics: Added new 'Metal Restricted Backbuffer Use' option to Player Settings. This allows improved performance in non-default device orientation.

• Graphics: Frame Debugger Improvements: • Size, format and depth in the Texture shader properties tooltip. • Stencil states.

• Subshader index, pass name and light mode tag. • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost. • Graphics: Texture Importer: Added support for BC5 compression format when the Texture Type is set to to Normal map. Enable the platform-specific override panel at the bottom of the Texture Importer to set the Format to BC5. • iOS: Added an API to retrieve existing build phases for Xcode targets. • iOS: Generated Notification and Spotlight icons for iOS targets. Additionally, modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons.

() • iOS: Implemented Xcode API for embedding frameworks. • iOS: Improved render thread scheduling for Metal. • iOS: Multithreaded rendering option is now available for iOS/tvOS. • Kernel: Added completion events to all return AsyncOperations. • Launcher: Integrated Social Sign-On into the Launcher window.

• Particles: Added a Restart button to the Scene View overlay. • Particles: Added the 'Inherit Lifetime' option to the Particle System Sub-Emitter module. • Particles: Burst Emission now supports curve modes for the count.

• Particles: Custom Module labels are now editable, allowing you to give them contextual names. • Physics: 3D Physics changes caused by modifying the Transform can now be deferred.

They automatically synchronise before the physics simulation runs. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour. • Physics: Added edit modes for joint angular limits to Inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. • Physics: Collision2D.contacts array is now created when accessed so that it isn't allocated any memory until used. • Plugins: Added a rendering command buffer callback to update the contents of a Texture from inside the plug-in (D3D11/Metal/GLES). • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.

• Services: Updated Unity Ads to version 2.1.1. • Shaders: Improved compute shader import times, and eliminated some shader compiler timeouts. • Shaders: Improved import time of surface shaders with many similar shader_feature/ multi_compile variants. • Substance: Added support for V6 engine; Ability to use all the nodes of Substance Designer. • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping now only occurs when the Mask component is enabled. This leads to much better UI performance when Masks are not used.

() • Universal Windows Platform: IL2CPP scripting backend now defaults to using.NET 4.6 API compatiblity level. • VR: Updated Oculus to version 1.14.

• Web: UnityWebRequest now has DownloadHandlerFile available for downloading files and saving them to disk with a low memory footprint. • Windows: Improved the crash dialog in the Windows Player; it now has more detail, and prompts the user to open an Explorer window for the crash report.

• Windows: Split the player executable into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that calls into this DLL at startup. The source code for the executable is in Editor Data WindowsStandaloneSupport Source WindowsPlayer. You can rebuild it with VS2015 as long as you have 'Common Tools for Visual C++ 2015' and 'Windows XP Support for C++' installed. • XR: Improved rendering performance of Daydream and Gear VR apps.

• XR: Made improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed no longer resume if the window focus changes, and vice-versa. • XR: On VR HMDs for WindowsMR, you can now call SetTrackingSpaceType with TrackingSpaceType.RoomScale to set the floor at y = 0.

• XR: Updated interfaces and new data for GestureRecognizer and InteractionManager ( UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon. • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.

API Changes • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(). • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.

• Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip). • Asset Pipeline: Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). () • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder.

• Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls. • Editor: Obsoleted EditorApplication.playmodeStateChanged in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged. • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint. • Editor: Updated ArcHandle.radius so that it can now have a negative value.

• Graphics: Added RenderPass functionality to scriptable render pipelines. • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate. • IMGUI: Added GUI.Toolbar/ GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.

• IMGUI: Updated GUI.SetNextControlName() so that it now works for controls with any FocusType. • iOS: Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. () • iOS: Obsoleted iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent in favor of iOSStatusBarStyle.LightContent. (, 917073) • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync.

The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods. • Kernel: Added AsyncOperation.completed event for delegate registration. • Mobile (Android, iOS, Metro, Tizen): Added TouchScreenKeyboard.keyboardStatus read-only value. Status can be Visible, Done, Canceled, or LostFocus.

() • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860) • Physics: Added Collision2D.GetContacts(). • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms(). • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput(). • Playables: Added PlayableGraph.IsPlaying().

• Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio. • Playables: Removed all *Playable.SetHandle().

• Playables: Renamed PlayableGraph.Connect() parameters for clarity. • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/ kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType. • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex. • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module. • Services: Added support for user-defined purchasing payouts attached to ProductDefinitions. • Terrain: Added Terrain.freeUnusedRenderingResources API.

You can use this to turn off a 'garbage collection' mechanism within the Terrain system to prevent a potential performance hiccup. See the API documentation for details. () • Terrain: Added Terrain.freeUnusedRenderingResources. () • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g.

Wearing a HMD. • VR: Exposed angular velocity and angular acceleration via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.

• Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API. • Web: Obsoleted the following deprecated API: • Application.isWebplayer • GameViewSizeGroupType.WebPlayer • BuildTargetGroup.WebPlayer • EditorBuildSettings.webPlayerStreamed • EditorBuildSettings.webPlayerOfflineDeployment • EditorUtility.BuildResourceFile(Object[] selection, string pathName) • Web: Obsoleted UnityWebRequest.Send() in favor of new SendWebRequest call.