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Unity
Unity 3.5.2f2
Your rating: Now say why...

(2) 5

High-end game development app.   Free
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    943 MB
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    Unity Technologies
Unity delivers a stable and scalable platform for creating captivating content. Content that is efficient to create, and that works on low as well as high-end hardware.

Unity is the only Mac-based high-end game development tool sporting a stylish pro-app GUI, no-friction workflow and top-of-the-line technical features such as extensible graphics, great particle effects, highly optimized scripting, the Ageia physX Engine, skinned character animation and ragdolls, and making standalone games for Mac and Windows (and Dashboard Widgets and web-plugins).

Unity is a 3D
What's New
Version 3.5.2f2:

Improvements:

  • iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
  • iOS: Splash now uses "retina" images if running on "retina" device
  • Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
  • Flash: It's now possible to invoke constructors that declare byref parameters.
  • Flash: Slightly faster Stage3D path and faster path implemented for 11.1 and 11.2 specific deploys.
  • Flash: Point filtering now works.
  • Flash: System.Bitconverter now works.
  • Flash: Dictionary.ContainsValue now works.
  • Flash: Smaller memory footprint in some cases
  • Flash: Speedup in SWFPostProcessing
  • Flash: performance optimizations on generated bytecode.
  • Flash: Byte[] now has a Flash native bytearray as a backing store (.elements).
  • Flash: Shallow implementation of System.Text.Encoding for ascii and utf
  • Flash: Implementations of System.Random, System.IO.MemoryStream, DateTime.Today
  • Flash: System.Exception.StackTrace property.
  • Flash: more conversion errors include related source location now.
Changes:
  • Added Resources.UnloadAsset(Object asset) function. This is useful for unloading large individual assets if you know they are no longer used and you don't want to call Resources.UnloadUnusedAssets().
  • Editor: Introduced [Callbacks.PostProcessBuild] script attribute. It will execute the attributed method after the player has been built.
  • Editor: Introduced [Callbacks.PostProcessScene] script attribute. It will execute the attributed method when the current scene has been processed.
  • Flash: Has build targets for different FlashPlayer version 11.0, 11.1 and 11.2. No Flash Player version specific implementations exposed yet, but setting 11.2 means using a faster code path; better performance.
  • Flash: www.GetAudioClip() now works, only for non streaming mp3's.
  • Flash: WWW support
  • Flash: WWWForm Support
  • Flash: Assetbundle support
Fixes:
  • Android: Possible fix for random crashes in OpenGL ES driver on Galaxy Nexus ICS.
  • Android: Touch problems related to ICS upgrades on some devices have been fixed.
  • Android: Caching.CleanCache() was always returning false (without cleaning the cache).
  • Android: Fixed Webcam texture initialization problem on ICS device.
  • Editor: Catch more corner cases when detecting Visual Studio installations.
  • Editor: Fixed out-of-memory crash when showing AudioClip's inspector while in play mode.
  • Editor: PvrTexTool updated to version 2.10.87.498.
  • Editor: Fixed crash when using SendMessage, a non-null argument is passed to a parameterless receiver.
  • Editor: Fixed used textures stats to display in statistics view
  • Fixed memory leak when the profiler is attached.
  • Fixed WebPlayer crash when downloading an AssetBundle.
  • Fixed a bug in mouse delta handling for non HID enabled mice.
  • Fixed an out of memory crash on audio preview.
  • Fixed race condition while hashing assets for the cache server.
  • Fixed crash in Resources.Load if the resource being loaded referenced a non existing asset.
  • Fixed out of memory crash when building a player with a lot of assets cross references between scenes.
  • Fixed bug where SkinnedMeshRenderers marked as Occluders would result in bad occlusion. SkinnedMeshes can only be marked as Occludees now and the bounding volume of the skinned mesh is used during PVS Calculation.
  • Fixed crash when reloading scripts after launching Unity with a compile error.
  • Flash: Fixed integer division semantics.
  • Flash: Fixed memory leak in native methods returning structs.
  • Flash: Fixed crash on constructors passing fields as byref arguments.
  • Flash: Fixed RuntimeServices_ToBool_Object being invoked, but not implemented.
  • Flash: Fixed endianness error on byte[].
  • Flash: Fixed crashes on monobehaviour deserialization on asset bundles.
  • Flash: Fixed particle system not being scriptable again.
  • Flash: Fixed www.error being set to seemingly random strings, even if there was no eror.
  • Flash: Fixed crashing on fatal errors on errors thrown in coroutines.
  • Flash: Fixed fatal errors on www.texture access.
  • Flash: Fixed flash preloader bar on black background.
  • Flash: Fixed bug where array.CopyTo() fails if the destinationsize is larger than sourcesize.
  • Flash: Fixed fields of type List crashing on Instantiate().
  • Flash: Fixed serialization of List.
  • Flash: Fixed multiple issues with SwfPostprocessor resulting in issues with swf not getting verified or causing stack under - or overflows.
  • Flash: Many small actionscript conversion issues fixed.
  • Flash: GuiTexture is rendering correctly again.
  • Flash: Particles are rendering correctly again.
  • Flash: Texture2D setPixels with larger textures doesn't crash anymore.
  • Flash: UnityContent .setSize(width,height), working correctly.
  • Flash: useGuiLayout works.
  • Flash: No more crashes on gui.window.
  • Flash: No more crashes on physics/charactercontroller collisions.
  • Flash: Physics, fixed issues with objects shooting into space or being sticky.
  • Flash: Array of Structs aren't being (incorrectly) serialized anymore.
  • Flash: ParticleSystem now script accessible.
  • Flash: Serialization of non-public monobehaviour now works.
  • Flash: Issues with coroutines throwing FlashPlayer verify and stack size errors fixed.
  • Flash: EncodeToPNG now works.
  • Flash: Support for c# packing of array data in types.
  • Flash: Correct handling of numeric casts of infix expressions (ex: (int)(f * g)).
  • Flash: Fix serialization of List
  • Flash: Fix SwfPostprocessor; cases where player was throwing fatal error indicating that files are not available / verifier error on constants.
  • Flash: Fix SwfPostprocessor; fix max stack size calculation
  • Flash: Fix WWW.GetAudioClip() usage in StartCoroutine crash.
  • Graphics: Fixed vertex colors being swapped in CombineMeshes
  • Graphics: Fixed projector errors with zero near plane
  • iOS: Fixed dynamic geometry performance regression in 3.5/3.5.1.
  • iOS: Fixed splash rotation, causing it to skew.
  • iOS: setting Application.targetFrameRate <= 0, will force 60 fps (as on other platforms).
  • iOS: Fixed GL.InvalidateState causing INVALID_FRAMEBUFFER_OPERATION_EXT.
  • iOS: Fixed while line in splash screen on iPhones.
  • iOS: Fixed splash rotation, causing it to skew.
  • Legacy particles: ParticleRenderer and TrailRenderer will not leak memory if Time.timeScale is 0.
  • Mobile: Fixed SkinnedMeshRenderer crashes.
  • Navmesh: NavMeshAgent velocity will not become invalid when Time.timeScale is 0.
  • Navmesh: NavMeshAgent fixed occasional invalid position/velocity when destination and position are set to the same vector.
  • OS X: Fixed erratic mouse behavior with Microsoft mouse
Version 3.5.2f2:

Improvements:

  • iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
  • iOS: Splash now uses "retina" images if running on "retina" device
  • Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
  • Flash: It's now possible to invoke constructors that declare byref more...
Requirements
  • Intel
  • Mac OS X 10.5 or later
  • Using Occlusion Culling requires GPU with Occlusion Query support (some Intel GPUs do not support that).



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Unity User Discussion (Write a Review)
ver. 3.x:
(2)
Your rating: Now say why...
Overall:
(5)

sort: smiles | time
burypromote

+54

Itty reviewed on 17 May 2012
The number one choice for artists and game developers on the Mac. Easily integrates with Cinema 4D, Photpshop, etc..
Makes it easy for non-programmers to create interactive ePubs for iPad with 3D immersion and animation. It's amazing that something this powerful is available for free. I'm an artist/illustrator. This app gives me the ability to create games and game-like eBook versions of my Children's Books, for iPad, and other ePub reader/players.
[Version 3.5.2f2]


burypromote
-1

+8
Tsalagi Red commented on 26 Nov 2010
Why is this listed as "Free". It is not! After you have it installed on your computer and open it, you are informed that you have to register and pay to use it.

Please don't waste my time by falsely listing a commercial product as "free."
[Version 3.1.0f3]

1 Reply

burypromote
+3

+8
Tsalagi Red replied on 27 Nov 2010
I have to apologize. After following through, I discovered that there is free option. But the path there makes you believe there is not. It ought to be made more clear.
burypromote

-2
Ergonomicbehaviour commented on 01 Oct 2010
Comes as an installer (I did not launch it). Does the installer install anythin into the system and if so why? What is the "PACE Anti-Piracy" & "InterLok® Engine" - Extension/Helper/Bundle-Stuff which is eventually installed? Is this a copy protection someone can install to protect their own game or what else? Does someone knows more... ?
[Version 3.0]


burypromote
+5

+7
Minilo commented on 29 Oct 2009
The previously $200 indy version is now free!
[Version 2.6]


burypromote

+3
IDK commented on 10 Aug 2008
$200 is a lot but it's worth it. Awesome.
[Version 2.1]


burypromote

ochyming commented on 30 Jan 2007
Apps like this are more effective in bringing more people to Mac.

Not a game developer myself.
But I have toyed with.
[Version 1.6.1]


burypromote


Anonymous reviewed on 25 Aug 2005
I am completly blown away by this app! I didn't even try and make anything, i only messed around with the demo apps and that did more than I thought possible.

Recntly I got training using Renderware Studios by Criterion, which is a $350,000 application, and this seems to have all the functionality of that and more.

When I have some free time in the coming week I plan to spend a lot of time in this app, Awesome job!
[Version 1.1]


burypromote


Anonymous reviewed on 02 Jul 2005
This is an amazing technology. Simple as that. Everything is so slick. At first I thought the price was a little steep, but after thinking about it, it's not really bad at all. Making a game that you could make with this really quickly, even if it is just horsing around, would take months of development time. This app is the real deal. Damn I'm a fanboy.
[Version 1.0.1]


burypromote


Anonymous reviewed on 01 Jul 2005
I must say that this is one of the coolest game engines I have ever tried. It is very easy to use and the examples are fun to play with. The only problem is the price, which is way to much to pay for average users. Is there any way that a non-professional liscense could be made, so that us normal users can fully enjoy such a great product?
[Version 1.0.1]

1 Reply

burypromote

Eduo commented on 28 Aug 2005
The price might be $100 after rebate. That's hardly a LOT of money for this and it's even affordable by anyone seriosuly thinking on giving it a spin. Take a look at it:
http://otee.dk/download.html
Note: During an introductory period we offer an early adoptor rebate of $1000 / €750 / ¥115000 on Unity Pro and $150 / €100 / ¥17000 on Unity Indie.
(you're looking for the 'Indie' version)
There are currently no troubleshooting comments. If you are experiencing a problem with this app, please post a comment.



LucasH rated on 25 Apr 2011

[Version 3.2.0]


Downloads:14,812
Version Downloads:244
Type:Multimedia & Design : Author Tools
License:Free
Date:17 May 2012
Platform:Intel
Price:Free0.00
Overall (Version 3.x):
Features:
Ease of Use:
Value:
Stability:
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Unity delivers a stable and scalable platform for creating captivating content. Content that is efficient to create, and that works on low as well as high-end hardware.

Unity is the only Mac-based high-end game development tool sporting a stylish pro-app GUI, no-friction workflow and top-of-the-line technical features such as extensible graphics, great particle effects, highly optimized scripting, the Ageia physX Engine, skinned character animation and ragdolls, and making standalone games for Mac and Windows (and Dashboard Widgets and web-plugins).

Unity is a 3D game editor which happens to contain one of the most advanced game engines out there. Packed with power it is built to meet the demands of next-generation game developers.

Create dazzling, different, captivating games with state of the art technology such as the Ageia physX™ Physics Engine, the most modern graphical effects, and highly optimized JavaScript.

Automatic asset importing, prefabs, and ultra fast edit-play-modify turnaround while you assemble and test your game helps maintain the creative flow. Asset production was never this fast before. The editor ties together all the powerful features of the engine in an intuitive way.
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