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2018.2 is now available

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Unity 2018.1 marked the start of a new cycle with two major innovations at the core. Together, the Scriptable Render Pipeline (SRP) and Shader Graph give artists and developers more power, while the C# Job System, Burst Compiler and ECS make it possible to take advantage of multi-core processors without the programming headache. Unity 2018.2 […]

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Cito esta parte del blog, por si alguien tiene dudas acerca de UnityScript:


End of support for UnityScript

As previously announced, we have completed the deprecation of UnityScript with this release. See Richard Fine’s blog post from last summer for detailed information.

In general, we made this decision because as we continue to upgrade the Scripting Runtime and the version of C# we support, C# will enable greater possibilities:

  • The Scripting Runtime upgrade enables you to use .NET 4.6 and later C# 7.
  • The JobSystem makes it possible to easily write multithreaded code in a way that protects you from race conditions and deadlocks.
  • The NativeArray type allows you to create and work with large arrays that have their storage controlled by native code, giving you more control over allocation behavior and eliminating garbage-collection concerns.
  • You have control over the script-compilation pipeline, so you can customize how your scripts are combined into assemblies.

We also stopped accepting new Asset Store packages that contain UnityScript code, and we have removed packages with UnityScripts.

Finally, we provided a UnityScript-to-C# Automatic Conversion tool. There are a few of these available, but we weren’t happy with the approaches they use. Since we learned a lot about operating on UnityScript code when we wrote the Script Updater, we decided to apply that knowledge and build our own solution. You can download it here.


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