位置: 编程技术 - 正文

UNITY 4.6.2 IOS 64-BIT SUPPORT

编辑:rootadmin
Today we announce the public release of Unity 4.6.2, available for download as of right now. It is the first public release with iOS -bit support, using our new IL2CPP technology.

推荐整理分享UNITY 4.6.2 IOS 64-BIT SUPPORT,希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:,内容如对您有帮助,希望把文章链接给更多的朋友!

IL2CPP is an innovative scripting technology developed in-house by Unity. It delivers greatly improved performance for all scripting inside your projects, and is compatible with the current Mono-AOT solution used on iOS builds.

IL2CPP enables us to rapidly port our scripting solution to new platforms (like our WebGL support) and architectures, of which ARM (the architecture that underpins -bit on iOS devices) is one. With Unity 4.6.2 you’ll thus be able to make a Universal build that works on both -bit and -bit iOS devices.

Impressive performance improvements

During our alpha and beta cycles we’ve benefited from lots of really useful feedback from the Unity Community. And, users testing our iOS -bit and IL2CPP support frequently reported their scripts running much faster with the new scripting backend.

For example, Andrew Witte, who was running the RayTraceBenchmark on his -bit iOS device (benchmark performed on an iPad Mini, 1st gen), achieved the following:

Of course, what we care about most is your scenarios, but during our benchmarking we also saw significant performance improvements.

This is the simple total time of a JPEG Encoder written in UnityScript (this benchmark was performed on an iPad Air 2):

This is the Mandelbrot benchmark that is part of the Unity benchmark used for testing WebGL; it shows a significant performance increase on IL2CPP (this benchmark was performed on an iPad Air 2) :

Get started with iOS -bit support

In this new build, enabling the IL2CPP scripting backend and iOS -bit support on your project is just a couple of clicks away. In the Player Settings for iOS you’ll find two new dropdowns: “Scripting Backend” and “Architecture”.

Switching the scripting backend to IL2CPP unlocks the -bit iOS support. By default it builds for “Universal” Architecture, which means your builds will include both the ARMv7 and ARM binary slices in your application.

If your existing project depends on native plugins, you might need to upgrade them to a version that supports -bit iOS and IL2CPP. We partnered with Unity plugin developer Prime to get all their plugins upgraded for use on iOS. You can download them here.

Once this is done, export your project to Xcode. Note that because IL2CPP outputs scripts as C&#;&#; into your Xcode project, you’ll need to set the configuration to Release to utilize the full performance optimization of the Clang compiler on the IL2CPP generated code.

You can see how to set it up in the following two screenshots from Xcode 6:

UNITY 4.6.2 IOS 64-BIT SUPPORT

Now you’re ready to run your application on a device. Use the Architecture “Universal” player setting, and the appropriate code will run automatically whether you’re using a -bit or -bit device. You can get a more detailed iOS bit upgrade guide from the Unity manual.

Things to be aware of:

WebRequest/WebClient API is currently available but not functioning. Anything requiring asynchronous sockets through Delegate BeginInvoke/EndInvoke currently doesn’t function. We will address this in an upcoming patch release.

Delegate BeginInvoke/EndInvoke will not work though other delegate functions are working well. We will address this in an upcoming patch release.

RakNet networking has not yet been ported to IL2CPP, and causes issues if you or 3rd party assemblies reference it. We will address this in an upcoming patch release.

Stripping is always performed when on the IL2CPP backend. This might necessitate workarounds to prevent stripping of used types.

When stripping is set to micro-mscorlib, compilation might fail on missing types. We are planning to completely disable its selection for IL2CPP in a future build.

Xcode takes longer to build. The main reason being that there is a far greater amount of source code to compile.

Managed Debugger is not supported. We have it on our roadmap. In the meantime, beta users have had great success debugging their script code using the Xcode debugger.

Enabling the Xcode Internal profiler will result in compilation errors when using the IL2CPP scripting backend.

We are very aware that some of the items on the above list will cause shipping delays for some. Ever since Apple’sOct announcement that new iOS apps uploaded to the app store must have -bit support, we’ve been working around the clock, picking off bug-reports at an unprecedented rate while pushing out new builds weekly.

Everyone working on this deeply cares about getting every single issue resolved as quickly as humanly possible.

If you already have your iOS project on the App Store, we recommend that you keep shipping updates using the Mono backend on ARMv7. Apple states that you can continue to do this up until June 1. We further recommend that you commence internal testing of your project using the IL2CPP backend as soon as practically possible.

We’re continuing our weekly builds and you can check out our patch releases regulary Please feel free to reach out to us on this forum thread. We answer queries daily.

Update; we had mirrored some of the benchmarks (Xamarin.iOS 7.0.2.7 LLVM/No-LLVM) in the RayTraceBenchmark that are pointed out to be incorrect, as they are made in debug mode. We’ve thus chosen to update the bar-chart, leaving only the comparison with Mono 2.6 with IL2CPP (which are both tested in Unity).

Update2: after verifying the RayTraceBenchmark we labeled as Mono 3.2 ran in Release mode and testing on a range of devices, we have reverted the post to reflect the original numbers.

原文链接:

Asset Store 下载的package存放位置 PC:C:UsersPCNAMEAppDataRoamingUnityAssetStore//Windows8,C:UsersusernameAppDataRoamingUnityAssetStoreMAC:~/Library/Unity/AssetStore

Unity5中的高性能物理组件 长久以来,我们一直使用PhysX2.8.3。除了单独使用PhysX之外,我们还在过去的数年中,将Unity工程师开发出的多种补丁与其搭配使用。在我们即将发布的Uni

unity3d数学公式之OBB vs AABB 上一篇写了OBBvsOBB,这一篇就把OBBvsAABB放出来吧废话不多说直接上代码需要的朋友直接拿走//OBBvsAABBpublicstaticboolIsOBBIntersectionWithAABB(refVector2blOBB,refVector2tlOB

标签: UNITY 4.6.2 IOS 64-BIT SUPPORT

本文链接地址:https://www.jiuchutong.com/biancheng/369269.html 转载请保留说明!

上一篇:微软企业库Unity学习笔记(一)(微软企业官网)

下一篇:Asset Store 下载的package存放位置(assetstore怎么下载资源包)

  • 设备检验检测
  • 新公司和旧公司对比
  • 所得税申报表里季初资产是指什么
  • 培训学校教具记在什么费用
  • 公允价值变动损益属于当期损益吗
  • 暂估跨年取得发票怎么办
  • 债务重组双方如何进行会计处理
  • 个人房租费收入怎么做账
  • 铁路运费印花税税率
  • 收不回来应收账款会计分录
  • 单位购置汽车如何入账
  • 预缴增值税预缴的城建税怎么申报
  • 地税人工费税率计算是怎样的?
  • 营改增后发票报销管理规定是怎样的?
  • 迁移税务需要带什么资料
  • 特殊建造行业
  • 每个季度企业要缴纳什么税
  • 案例分析:如何缓解幼儿在幼儿园的焦虑情绪
  • 如何在国税网站下载财务报表
  • 国际货运代理免税怎么做账
  • 诊所购药有差价怎么办
  • 如何使用u盘安装win11
  • 有限责任公司注册要求
  • 小规模减免的税额怎么做账
  • 主营业务收入科目应按什么进行明细核算
  • 进项税税额抵扣
  • 有什么好方法可以让小孩子少吃糖
  • 简易征收税务处理
  • 充值会员卡销售话语
  • 电脑上fci是什么文件
  • 委托去银行办理业务的委托书
  • 公司连续几年不向股东分配利润
  • php新手入门
  • SpringBoot + Vue基本知识点荟萃
  • laravel 使用redis
  • bootstrap步骤
  • 租金和物业管理费税率
  • 账本登错的账务如何处理
  • aws documentation
  • nvm for windows
  • php用mysql连接数据库并查询
  • 申报表中的免税销售额是收入吗
  • 冲红发票操作流程
  • shapecfg命令 管制网络设备的流量
  • 用友t6成本核算
  • 补充医疗保险属于什么
  • 投资收益交增值税税率是多少
  • SQLServer 2008 CDC功能实现数据变更捕获脚本
  • 打印银行电子回单有断号
  • 股东多缴投资款处理
  • 公司购买一辆小型货车
  • 基本户转到一般户用途写什么
  • 股权稀释违法吗
  • 开出发票上有折扣的怎么入账?
  • 其它综合收益包括
  • 加计扣除10%进项税政策文件
  • 投资的公司注销了怎么做账
  • 关于低值易耗品的评估说法正确的有()
  • 企业盘盈盘亏的固定资产先要计入待处理财产损益
  • 财务费用中的利息费用指什么
  • 软件开发收费标准
  • mysql深入理解
  • redhat网卡配置文件
  • win8创建系统映像
  • mac系统 硬盘
  • win7升级win10黑屏
  • mac怎么使用islide
  • linux重启shell
  • android开源软件
  • 深入理解ffmpeg pdf
  • 虚拟主机 推荐
  • unity安卓手机游戏官网
  • Android的AdapterView及其子类简介-android学习之旅(二十三)
  • 网上跨区预缴
  • 新疆省国税局
  • 民间非营利组织包括哪些单位
  • 国家税务总局发票查验平台网络异常
  • 水库占地怎么缴耕地占用税
  • 福建省个人所得税申报系统
  • 金米财税口碑如何?
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设