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Unity 3.2 is Available!

February 10, 2011 in Technology, Unity Products and Services by

Now Shipping: Unity 3.2

We are so happy to announce that Unity 3.2 is now live and available to download!

Here is a rundown of the major new features and improvements:

  • Image Effects: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes.
  • New Water: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more. It even has a full fledged editor – make those oceans come alive.
  • Graphics: Major performance improvements in OpenGL ES 2.0 (iOS/Android).
  • Shaders: Added optimized/simplified versions of some shaders under “Mobile” category (VertexLit, Bumped Specular, Skybox). They work on other platforms as well, but mobiles will see biggest gains. Bumped Specular is 5.3x faster on iPhones.
  • Shaders: Added several Unlit shaders that just display a texture with no lighting. They are the fastest textured shaders.
  • Debugger: Attaching the script debugger to (and detaching from) Unity and debugging-enabled players is now possible.
  • Profiler: you can profile standalone player builds from the Editor. This includes iOS and Android builds!
  • For a full list of all of the updates fixes and improvements, head over to the release notes.

    Or simply go directly to the download link here and get stuck in with all the cool new stuff.

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    Comments (40)

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    10 Feb 2011, 8:17 am

    Rocking :)

    10 Feb 2011, 8:23 am

    Congratulations guys on another nice update

    10 Feb 2011, 8:43 am

    Congratulations! I love the new features and the profiling of standalone player!

    Adams Immersive
    10 Feb 2011, 9:17 am

    Thanks, Unity… for teaching me the word “bokeh!” Turns out it is nothing at all to do with what a cat would say.

    Jason Amstrad
    10 Feb 2011, 10:39 am

    This is great and all (the Unity 3.2 release).
    Now tell us a bit more about the upcoming “new UI system” and “pathfinding” system.

    Jason Amstrad
    10 Feb 2011, 10:42 am

    @Jason Amstrad
    I hope they post a preview video demo about those upcoming things,so that we can see what those things are going to look like.

    Nathali Abbortini
    10 Feb 2011, 10:44 am

    Ow I’m sorry,I accidentally typed your name in the “name field”.

    Jason Amstrad
    10 Feb 2011, 10:45 am

    @Nathali Abbortini
    That’s ok.

    Manon Seppen
    10 Feb 2011, 10:48 am

    @Jason Amstrad , @Nathali Abbortini .

    What are you guys talking about,this new ui system and pathfinding stuff ?

    Jason Amstrad
    10 Feb 2011, 10:50 am

    @Manon Seppen
    It was mentioned in another blog post,search for it.

    Rogier Bruning
    10 Feb 2011, 11:12 am

    @Nicholas Francis
    are the new version 3.2 effects integrated in the bootcamp demo that ships with unity ?

    Joachim Ante
    10 Feb 2011, 11:20 am

    The image effects can be found in the standard asset Image Effects package.

    Paul P.
    10 Feb 2011, 12:50 pm

    @Jason Amstrad

    I searched for “UI” “ui system” “pathfind” both in google and in this blog’s search function, and no relevant blog posts appear.

    Neither do I see anything in the first 4 pages of this blog.

    Do you have a link?

    The current UI system is just terrible. If they are thinking of redesigning it, I would very much like to know some details. That would be my #1 feature request actually.

    10 Feb 2011, 12:58 pm

    Will the water scene become available , I like to see how the box floats ?

    Pete M.
    10 Feb 2011, 1:45 pm

    Well, I do not think I have heard of it on the blog, however there is s semi-confirmation on the Unity feedback site at
    But I did not find anything mentioning pathfinding.

    demo team
    10 Feb 2011, 3:15 pm

    Pete: path finding will come, see the comments of this blog post:
    Maurice: a simple float script is included in the water package.

    10 Feb 2011, 4:13 pm

    This has been a great update in our tests. A great work around for master server issues.

    Pathfinding and UI are solved problems and there are a couple good solutions in the community, right?

    The one thing that would make these transitions easier would be a full breakdown of which method names and method privacy have changed and the recommended way to port; but all in all, rather painless on a very big code base.

    Manon Seppen
    10 Feb 2011, 5:08 pm

    Please do not fill the guys at Unity Technologies their heads with other things. Just let them concentrate on the new UI solution and pathfinding solution .

    Nathali Abbortini
    10 Feb 2011, 5:17 pm

    When can we expect to see a demo “glimpse” of the new UI solution and the pathfinding solution ?

    10 Feb 2011, 6:40 pm

    Thanks, Unity Guys (and Gals)! The new water RAWKS! – along with all the other updates/fixes :)

    10 Feb 2011, 7:39 pm

    Awesome update guys.

    Lot of love in this one for sure.

    10 Feb 2011, 9:36 pm

    Thanks for the floating script,

    overall performance is much better now with 3.2 , keep up the good work

    11 Feb 2011, 2:21 am

    Pretty awesome release – congratulations!!! I think pathfinding’s not really that necessary to have in the engine (we have AngryAnt’s solution, haven’t we? ;-) ) – but a new UI system would be reaoully kewl … and something kind of difficult to get as addon.

    Nathali Abbortini
    11 Feb 2011, 4:41 am

    @Jashan Chittesh
    No no,a good solid NavMesh based pathing solution is in fact needed.
    One created by Unity itself and officially supported by Unity itself.
    The guys at Unity know exactly what they are doing.

    Jason Amstrad
    11 Feb 2011, 4:54 am

    I agree.
    If it comes from Unity than we know that it is good and supported and in which direction it is heading.

    Rogier Freder
    11 Feb 2011, 4:55 am

    @Jason Amstrad @Nathali Abbortini
    I agree too.

    11 Feb 2011, 5:37 am

    Gosh!! Can’t wait to come back home to give it a try…
    You guys Rock!!!
    I never going to be tired of saying that:
    Unity3D have really change my life!!!
    Thank you So much Guys!

    11 Feb 2011, 7:27 am

    You can see, feel and experience the amount of passion, sweat and ingenuity that went into it. Top quality. (as always)
    Thanks so much!

    11 Feb 2011, 7:56 am

    Build-in support for pathfinding (and if possible steer behaviors) and a new GUI system its a must have! Scaleform Gfx? :)

    11 Feb 2011, 8:37 am

    Thanks everyone, thanks UT

    11 Feb 2011, 9:15 am

    Thanks for a quality release. All the iOS + Android improvements are much appreciated!

    11 Feb 2011, 10:01 am

    Great work guys! Now please change Unity GUI >_<

    12 Feb 2011, 12:15 pm

    Great update ! :D
    And yes, please change the Unity GUI ! And please fix the garbage collector issue which currently prevent to use the built in GUI system …

    13 Feb 2011, 3:42 am

    thank you UT guys. suometimes small features are much more important than major ones. he new abiliy of adding components from assemblies loaded in runtime is great. we can download code and attach it to the gameObject. i don’t know if my team and i had any impact on this. the new physics features and OnDesroy are great too. OnDesroy is grea for creating pause systems and adding/removing objects from the list. with OnDisable i was no possible to understand if the objec is destroyed or just disacivated.
    thank you again. everyday i become happier for choosing uniy. thank God!

    Marian Tippets
    13 Feb 2011, 4:48 am

    I tried many game engines before,Shiva3D,UDK,Irrlicht,CrytalSpace to name a few. Recently I switched my project to Unity3D and I am very glad that I did,because it is an amazing game engine and I am going to stick with it for a long time to come.
    Thank you Unity Technologies !

    13 Feb 2011, 4:50 am

    When can we expect to see a glimpse of the new UI system and the pathfinding navmesh system ?

    Ronald Theron
    13 Feb 2011, 4:51 am

    Same here.

    13 Feb 2011, 11:05 pm

    sorry the last time i was typing fast with a stupid keyboard in university and the comment was full of typos.
    pathfinding and AI/steering solutions could be good but they can be implemented by ourselves too. however new rendering systems with dx11 or MMO servers can not be implemented by us. MMO server is possible in theory but in practice it requires much.
    GUI system is not that bad. it’s like all other emmidiate GUIs
    i think having dlls in assetbundles easily is a nice feature that helps us put code and gameobjects in asset bundles completely.
    the good news is that UT is more than 70 people so they can work on great things together. just waiting for GDC and big announcements.

    17 Feb 2011, 7:11 am

    You guys make an incredible product! Thanks so much.

    25 Aug 2011, 6:00 am

    Which one is good? Unity 3d or Ogre 3d in terms of graphics processing?

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