Android has proven itself to be the fastest growing mobile platform. Unity gives you the power to painlessly develop applications for any of the 30 million-plus Android devices out there.
New Major Features
- Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
- New Particle System - "Shuriken".
- Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
- Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
- Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
- Built-in curve editor for easy curve editing.
- Pathfinding and avoidance sub-system added.
- NavMesh: Path-finding API. Bake navigation mesh with markup areas.
- NavMeshAgent: Character navigation. Avoidance system.
- OffmeshLink: used to create arbitrary connections between NavMesh polygons.
- Built-in LOD management via LOD Groups.
- Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
- Asset Cache server.
- Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
- Built-in HDR support and adaptive tonemapping.
- The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
- Multithreaded rendering.
- Most of rendering & driver overhead is put onto another CPU core on multicore systems.
- You don't have to do anything, it just works!
- Currently only on PC / Mac / Xbox 360; and not in the web player yet.
- Light Probes, which allow for using baked lighting on characters and other dynamic objects.
- Directional Lightmaps.
- Generic external version control (.meta files) is now available in the free version.
- Google Native Client is now supported
- It is now possible to select and edit multiple objects simultaneously with the Inspector!
- The Inspector preview supports showing the multiple selected objects.
- Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
- Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
- OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
- Terrains work well with occlusion culling now.
- The default mode for occlusion culling is "automatic portal generation", which is very accurate and works well for dynamic objects.
- Introduced the "Occludee Static" flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
- Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
- GPU Profiler: added the ability to see GPU usage to the profiler.
- A ton of memory and performance optimizations. Several improvements to multithreading.
New Android Features
- Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
- QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
- Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
- Added the API "Screen.dpi" to help determine the need for high/low resolution graphics.
- Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
- Improved load times with a new file reader back-end.
- Profiler information can now be tunneled over ADB.
- Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
- Added support for Gyroscope / Compass input.
- Added Camera support
- Added Microphone support.
- Added Texture Override for ETC/RGBA16, under Build Settings.
- Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
Use your phone as an input device to test your game. The best place to test your game is on the platform itself. With the Android Remote you can easily test with the your preferred target device as a remote; No matter if it’s a Vanilla Android phone or the latest Experia phone. Get an excellent feeling of how your customers are going to play your game without wasting any time compiling code or waiting for builds.
Highly Optimized Graphics Pipeline for OpenGL ES 2.0
We have been working directly with hardware manufacturers such as Nvidia and Qualcomm to get maximum performance out of Unity Android. Furthermore, we have optimized our Android runtime in many other areas, including full sound and sweet performance.
Easy to Use Asset Importing
We support for pretty much every art package under the sun. The same easy to use tool-chain that is being used over the world naturally applies to our Android version.
Proven Development tool-chain.
Since the preview release of Unity Android in the Summer of 2010, over 50 Unity games have been made for the Android platform, including games like the highly anticipated Samurai II : Vengeance, and Zombie Room AR. Unity Android is your first and only stop if you want cool features like occlusion culling and light-mapping in your Android game.