Unity は、プロジェクトにインポートした 3D オブジェクトの Mesh UV を変更する場合があります。
Unity transforms the positions of all imported Mesh vertices to scale in Unity units automatically.
From Unity 2020.1, Unity generates lightmap UVs using the transformed Mesh vertices, if you’ve enabled Generate Lightmap UVs. Previous to Unity 2020.1, Unity generated lightmap UV maps using the original imported Mesh vertex positions, before the automatic position transformation.
UVs generated after the vertex transformation are more accurate to the original shape and scale of your imported object.
From Unity 2020.1, Unity generates a different hash for all asset bundles in your project. This ensures all bundles are built, including the ones with the same content but with different loadable paths.
Unity 2020.1 からは、アップグレードするプロジェクトに multiplayer HLAPI を使用するスクリプトがある場合、Package Manager から multiplayer HLAPI パッケージをインストールします。
From Unity 2019.1 to 2019.4, Unity automatically installed the multiplayer HLAPI package when you upgraded a project created in Unity 2018.4 or earlier.
Unity のプログレッシブライトマッパーは、CPU ライトマッパーと GPU ライトマッパーで構成されています。
Unity 2020.1 から、GPU ライトマッパーは LOD ベイクをサポートします。
The CPU lightmapper uses the same baking algorithm and this allows Unity to fully use all available CPU cores for faster baking times in Scenes with LOD values above 0.
シーンの LOD をアップグレードするには、ベイクされたライトマップを消去して、再生成します。以下のようにこれを行います。
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