Unity 可能会更改导入到项目中的 3D 对象的网格 UV。
Unity transforms the positions of all imported Mesh vertices to scale in Unity units automatically.
从 Unity 2020.1 开始,如果启用了 Generate Lightmap UVs,则 Unity 会使用变换的网格顶点生成光照贴图 UV。在 Unity 2020.1 之前,Unity 会在进行自动位置变换之前,使用导入的原始网格顶点位置生成光照贴图 UV 贴图。
顶点变换后生成的 UV 对所导入对象的原始形状和缩放更准确。
从 Unity 2020.1 开始,Unity 会为项目中的所有资源包生成不同的哈希值。这可确保构建所有包,包括具有相同内容但可加载路径不同的包。
从 Unity 2020.1 开始,如果要升级的项目具有使用多玩家 HLAPI 的脚本,请从 Package Manager 安装多玩家 HLAPI 包。
从 Unity 2019.1 到 2019.4,升级在 Unity 2018.4 或更早版本中创建的项目时,Unity 会自动安装多玩家 HLAPI 包。
Unity 的渐进光照贴图由 CPU 和 GPU 光照贴图组成。
从 Unity 2020.1 开始,GPU 光照贴图支持细节级别 (LOD) 烘焙。
CPU 光照贴图使用相同的烘焙算法,这使 Unity 可以充分使用所有可用的 CPU 核心,以便在 LOD 值高于 0 的场景中加快烘焙时间。
若要在场景中升级 LOD,请清除烘焙光照贴图,然后重新生成它。为此需要执行以下操作:
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