2 avr. Pour les petits nouveaux du fonds de la classe, PKG Linker est une application PC qui sert à Téléchargement (PSX-Place): PKG Linker v Playstation 3 / 4. [PS3] PS3 PKG Linker, un mod très utile sur PS3Xploit HAN Téléchargement: PS3 PKG Linker v Dimanche 18 Mars. TÉLÉCHARGER PKG LINKER - Pour tout ceux qui ont la fenêtre noir qui s'ouvre et qui se referme, utiliser xampp est la solution. Regardes bien le tuto.

Nom: pkg linker
Format:Fichier D’archive
Système d’exploitation: Android. Windows XP/7/10. iOS. MacOS.
Taille:35.22 Megabytes


Editor: Added EditorApplication. Pour rappel, cette application va créer des raccourcis dans le XMB pour utiliser les fonctions et certaines options du hack, cette nouvelle version a pour ambition d'apporter l'injection de Xploits locaux, notamment grâce au support de PKG Linker v2. Je ne le recommande pas mais vous pouvez testé avec un faux compte pour éviter de bannir votre compte personnel. Windows: Multiple improvements in crash handling: Unity applications that enable the Performance Reporting Service now receive Windows crash telemetry. Editor: Explicitly setting the following delegates to null will now result in a handle size of 0 instead of using a default value: PrimitiveBoundsHandle. Refer to the quick recommendations section in the Python Packaging User Guide for more information. BuildHumanAvatar is no longer supported on the. Android: [Gradle] Added more variables to build. This a requirement from the latest Android SDK. XR: Added degree stereo image capturing, with support for converting rendered textures cubemap to stereo and mono equi-rectangular format for display in VR.

Toute l'information sur pkg sur mysku.pro, le portail français consacré à l' actualité du geek connecté et du joueur de jeux vidéo sur. Il abordera également d'autres outils essentiels pour vos pkg. Enjoy! des pkg simplement via le réseau, en combinaison avec PKG Linker. Les utilisateurs de Nintendo 3DS peuvent désormais télécharger un . PKG Linker v pour installer vos gros fichiers PKG directement sur.

Versions 1. See entry in Features section for further details. Android: Added a new setting, Sustained Performance Mode, which sets a predictable, consistent level of device performance over longer periods of time without thermal throttling. Also see "Constraint Creation" and "Constraint Activation" items. Animation: Added new Parent Constraint component. Animation: Added weighted tangent support to AnimationCurve.


Audio: Added Google's Resonance Audio plug-ins. It supports platform-specific icon types and multi-layer icons. See documentation on PlayerSettings. SetPlatformIcons for more information. Building Players and AssetBundles now returns a BuildReport object that allows you to query information about the build process and outputs. This allows you to deploy to either a specific single device, or to all supported devices simultaneously.

Editor: Added a Clear on play button to the Unity Profiler window. Editor: Added a preset class that allows you to save serialized information about a GameObject to a. Uniy loads all asmdef assemblies that succesfully compile and have all their references compiled, then compiles the remaining scripts Assembly-CSharp. This ensures that Unity packages are always built and and loaded, regardless of other compile errors in the Project. Editor: When running PlayMode and EditMode tests in batch mode, you can now specify which scripting back-end to use, via a Test Settings file.

GI: Progressive Lightmapper is now out of preview! The sky occlusion value for a given input position defines what fraction of the sky is visible for that point. It takes into account any static GameObjects. The sky occlusion allows you to apply the correct amount of sky lighting to GameObjects that are otherwise hard to lightmap, such as trees and foliage.

Graphics: Added dynamic resolution support for Playstation 4. CustomProvided mode. Blogpost: The High Definition Render Pipeline: Focused on visual quality Launcher: The launcher now allows users to select one of the new project templates when creating new projects.

Multiplayer: You can now set Unity up to send you notifications about defined callbacks when there is something to read or the connection is ready to send information. The Package Manager UI is itself a package, at version 1.

The 'In Project' tab shows the packages and versions in the current Project. The 'All' tab shows other packages available for this version of Unity: including preview packages and newer versions of packages in the current Project. The right hand pane shows information about the package, and contains links to the package documentation. Particles: All Particle Emitter shapes now support reading a Texture for masking and color tinting.

Physics: 2D Physics can now use all the cores on a device to run its simulation. This allows you to change the order in which Unity invokes engine systems, removes engine systems from the update order, or inserts new C entry points at any point in the update cycle.

This specifies an extra folder to search when Mono is loading assemblies. You can use this to re-use Assets but load different scripts.

Video: Added support for reading videos from AssetBundles on Android. Web: Added custom certificate validation support to UnityWebRequest. See CertificateHandler script documentation for more info. This sends file contents as a request body, without loading the entire file to memory. XR: Added degree stereo image capturing, with support for converting rendered textures cubemap to stereo and mono equi-rectangular format for display in VR. This allows the OS to better stabilize images without the need to manually set the focus plane.

Added PlayerSettings. Added omni-directional stereo ODS support in the Shader pipeline for rendering to degree stereo cubemap. Added ODS rendering support for screenspace shadows via separate ODS world space passes and render textures, to avoid incorrect shadows per eye. RenderToCubemap with stereo eye parameter. Tizen: Removed Tizen mobile support. Changes Android: Input field character now always appears at the end of text when opening keyboard. This a requirement from the latest Android SDK.

Animation: Starting play mode while editing an Avatar configuration will no longer change the current scene. GetSpectrumData or AudioListener.


GetSpectrumData with float arrays that are not a power of 2 or are outside the valid range between 64 and samples. Editor: Compiling 'unsafe' C code now requires the "Allow 'unsafe' code" option to be enabled in the player settings for predefined assemblies Assembly-CSharp. Editor: Removed MonoDevelop 5. Use the exposure controls in the Color Picker instead. Graphics: Deprecated PlayerSettings.

Use PlayerSettings. Graphics: GraphicsSettings shaders are no longer loaded on startup. Graphics: Metal tessellation: Improved shader importing error reporting for when features are unsupported.


IL2CPP, which never actually did anything. Unknown is deprecated. OSX: Metal is now the default graphics backend for Editor. This is to align the physical path with the logical path of packages. The risk of NuGet and Unity Package Manager sharing the Packages folder is minimal, but we suggest to separate them nonetheless to avoid any issues.

When opening a project created with a previous version, a migration flow will copy the content of the UnityPackageManager folder to the Packages folder. It is left to the project maintainer to erase the UnityPackageManager folder and update source control configuration. Substance: Built-in support for Substance Designer materials is deprecated in Unity To continue using Substance Designer materials in Unity Windows Vista is the minimum supported OS now.


Windows: The Build Player location selection dialog now asks for a folder rather than a file name when building Windows standalone player. The BuildPipeline. BuildPlayer API is not affected by this change. Android: Added InputTouch. Android: Improved shader compilation time. More information added to Ping scripting documentation. Android: Unity now imprints the product name into Unity's default Android banner, making it easier to distinguish between apps on Android devices where the banner is used for showing the app.

Android: [Gradle] Added more variables to build. Animation: Transition exit time condition now works with negative state speed parameter.

Unity 2018.1

SetAnimationEvents now sorts AnimationEvents by time. Otherwise, Unity sets it to root. Audio: Fixed Audio Profiler stall of about 0. Build Pipeline: The build process progress bar now shows progress updates on shaders that have more than variants to prevent editor from appearing unresponsive during long builds.

Editor: Added lightmap overlap visualization for debugging.


Editor: Added Rename option to the the Project view's right-click menu. Editor: Added time ruler, dynamic grid lines, and the ability to select and zoom to specific intervals in the Profiler timeline.

Editor: Added Application. Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints. Editor: Clarified message shown in Build Settings window when the current license does not support the platform. Editor: Profiler now displays 3 frames of context, and supports jobs spanning more than one frame. Editor: Redesigned the color picker window with exposure-based HDR controls.

Editor: Reduced some heap allocations incurred every frame when drawing a serialized property with a PropertyDrawer. This prevents a warning message in the Editor.

Editor: The Editor console window now displays a timestamp from when the entry was logged. Editor: Unsupported shaders are now grouped in the shader selection dropdown in the Material inspector. Editor: You can now select the text in the Profiler Window's "Details" sections. CS Fix for CalcPrecomputedVisibilityWorkspaceSize returning an error CS Unity no longer emits warnings for deprecated attributes that the schema definition has assigned default values to. Graphics: - Directly render and sample into depth-cube map without additional color RT.

Enabled hardware PCF for shadow point light. Added support for Vulkan. PackTextures, similar to DXT. Graphics: Added MeshRenderer.

Graphics: Change to allow you to attach async compute command buffers to Cameras and Lights. Graphics: Enabled instancing flexible array size for Vulkan.

Graphics: Improved shader import handling when using pragma target. If you are not using pragma geometry, pragma hull or pragma domain statements to specify entrypoint functions, Unity drops these shader features geometry or tessellation from the internal shader capabilities requirement, allowing greater compatibility across non-DX11 graphics targets. In practise, this now allows using pragma target 5.

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Graphics: Improved Mesh. Copiez les pkg signés à la racine de votre clé USB 3. Installation du pkg PS3 inférieur à 4Go 4. Allumez votre PS3 4. Insérez votre clé USB sur le port à droite 4.

Chargez le signet HAN Enabler 4.

Allez dans le gestionnaire et installez vos pkg 4. Installez votre jeu PS3 pkg 4. Installez votre rap 4. Une fois installés, les pkg peuvent être supprimés de votre clé USB.

NB: Vous pouvez les conserver sur votre PC ou autre support de stockage 5. Vous allez pouvoir télécharger des démos et en profiter pleinement. Toutefois, certains aspects ne seront pas détaillés dans cette partie du tutoriel et aucun lien ne sera donné et publié. Préparation du jeu PSN 1. Téléchargez votre jeu pkg 1. À noter que le jeu pkg et le RAP vont de paire. Installation du pkg PSN 2.