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Now that Unity 5.0 is here, many of you have been asking what is actually in Unity 5.0 and how best to learn it. We have a few ways of getting up to speed with our new features, and some sample and demo content that will get you 5’ing in no time. Let’s dive in!

Unity 5.0 Tutorials

Our Online Content Team has been busy creating a series of tutorials to get you up to speed with the headline features of Unity 5, so over in the Learn area, you’ll find a new series of videos for everyone to learn about Graphics, Audio and Animation, with more to follow in our scheduled Live Training sessions, where our twitch heroes Adam and Matt will be spending time with you to let you know about other features and answer your burning questions!

Tutorials for Unity 5.0

Live Training Sessions

We are also working to recreate our classic Roll-a-Ball tutorial series for total beginners to be aligned with Unity 5 so beginners get a good introduction.

Unity Labs


Those of you lucky enough to attend this year’s GDC will have witnessed our new interactive demo project Unity Labs. Home to the illustrious Dr Charles Francis (pictured above), Unity labs is our latest large project to help you understand the usage of many of Unity 5’s new features. It makes use of –

  • Enlighten Global Illumination
  • Standard shader
  • Audio Mixer
  • State machine behaviours
  • Custom skin and hair shading

We aim to ship this to you by the end of March to the asset store for you all to enjoy, and will keep you posted on when it’s live to download. This demo was shown at GDC on PC, Mac, Xbox One and Playstation 4. For more information on Unity labs and some of the other 5.0 features, see our Talking Tech video below.

Learning Physically-based Shading

For those interested in the art side of Unity development, you’ll likely know that Unity 5.0 ships with what we call the Standard Shader. The Standard Shader is a physically based shader designed to equip you with a single shader for 95% of the use cases in your games. To help you learn this there’s 3 main things you should do first –

1. Watch the tutorial! Read the docs! Check out the blog!

Docs page about the standard shader.

Blog post about physically based shading and how it works.

2. Download the Viking Village

Want to see how our internal teams are using the Standard Shader? grab the Viking Village now from the asset store.

3. Download the Shader Calibration Scene


This small test scene is setup for you to import your assets and try out the standard shader. It comes complete with an array of pre-built configurations of the shader, as well as a test scene with a variety of options for testing. Download it now!

Learn more!


Once you’ve done these, check out some of the content the community is building and sharing, such as this awesome guide to PBR from the guys at Allegorithmic.

Use the all-new Standard Assets


In Unity 5.0 we rebuilt Unity’s Standard Assets from scratch. For those unfamiliar, Standard Assets are our set of tools and prefabs for you to use as a building block in creating your game or even just to get you kickstarted in prototyping. So if you need an First or Third Person controller, a Car, a Plane or 2D character, look no further. We also include useful tools like Touch control setups.

You can grab the new assets from the Unity 5 installer, but if you didn’t grab them then, or you want to make sure you have the latest version, grab the assets from the Asset store.

Note: For anyone using this in beta, we referred to them as ‘Sample Assets’ – note this is simply a change of name – we returned to Standard Assets to ensure totally backwards compatibility. So if you’ve used these in beta when they were called Sample Assets, please update to the latest Standard assets and continue to use them. Thanks to Ray in the comments for raising this. At the time of writing there is no difference between the downloaded install version of SA and the version on the Asset store, but from time to time we may push fixes to the store outside of release / patch releases.

What else would you like to see from Standard Assets? we have more plans but would love to hear from you!


As of Unity 5.0 we’ve made a few changes to the scripting API to tidy things up, add new features and encourage best practices. One important thing we’d like to highlight is deprecation of some of our previous ‘Shortcut’ aspects of the API. In the past, you’ve been able to use for example –

Referring to the Audio Source component directly by using the term ‘audio’. Behind the scenes this was simply utilising a GetComponent(); command, and this is what our auto updater will replace it with. However if you are using this more than once in a script, be sure to go through and cache a reference to the component, instead of leaving many GetComponent calls in your script. For more details on this change, see Lucas’ blog post.

I hope this helps you get started with 5. We’ll have more tutorial and demo content coming soon, and please sound off in the comments below as to what you like and dislike, and if you have requests for future content, let us know about that too!

27 replies on “Getting Started in Unity 5.0”

I have question, unity prepare robot kyle free but it’s cannot idle,walk,run etc. So how make it can do that all?

So I play Battlestar Galactica Online and I downloaded a version of Unity for my computer. I’m running Windows XP…. For some reason I’m getting Red writing on my screen while playing the game…Did I do something wrong?
Also…What should I be running to make the game work better with my current setup?
All help is greatly appreciated!

Hi there, you make a texture and apply it to the model. It is UV’d if you would like to.

We do have a textured version of this model in the Stealth tutorial project should you want to grab that, or alternatively in the Standard assets for Unity 4.6, before we went with the solid colour restyle. Both of these are on the asset store, just click the Unity Essentials section on the right menu.

Very awesome tutorial content, is there any thought to having non-video versions o the tutorials, or maybe add chapters to the videos for quick access? Sometimes it’s useful to just be able to jump around to specific points in a tutorial, say if you’re trying to get something up and running quickly. Keep up the good work, really digging 5 so far!

The Global illumination looks good but maybe it’s too slow on mobile and currently transparent shaders are missing from the mobile shaders sub-menu.

It’s looking great but those Standard assets and ‘Touch control setups’ seem unfnished in the released version, for example some of the CrossPlatformInput Controls just don’t seem to work on mobile (see multiple forum posts).

Also the Global illumination looks good but maybe it’s too slow on mobile and currently transparent shaders are missing from the mobile shaders sub-menu (though there are some under legacy shaders & unlit)

For the sake of having it down for the record, there may be a misunderstanding with some of the standard asset controls. Any of the prefabs that include UI element will need a corresponding Event System added to the hierarchy. This is automatically done when the first canvas is created within Unity. If, however, you drag a prefab with a UI element embedded, there is no trigger to create the Event System, and it would be poor design to have a redundant Event System included in every UI prefab. SO: tldr; Add an Event System to your hierarchy if you don’t have one when working with UI elements.

This is true and a slight oddity/gotcha with the UI system, though the example project did not work properly for me regardless. But one can always make their own version of cross platform controls, as I did, to get full control.

Could you communicate your change about the Standard Assets a little bit in more detail, please? I have adopted the new naming convention of “Sample Assets” since your announcement early last year and I am now very confused about the sudden change back to the old naming. I’m still using the Sample Assets from my Unity 5 installation folder and wonder:

– Does “Sample Assets” still exist or is that notion gone?

– How outdated are the Sample Assets inside my Unity 5 installation folder compared to Standard Assets on the store now?

– What does the naming revert mean for anyone that adopted the Sample Assets naming convention, does it still execute properly like the Standard Assets would or should we actually change back to the old format of Standard Assets to be sure?

– Not directly related, but looking at the Standard Assets contents on the Asset Store the Volumetric Lightshafts seem not to be included anymore unlike with the Sample Assets. The question is, is this an oversight or are you refining it for the Image Effect update you hinted at. Or will they never be natively integrated again and stay on Github forever?

Thank you in advance for addressing my concerns.

Im so glad unity 5 in finally here. Now its possible to make game that looks AAA quality in unity. I can only imagine how much better unity 5 will be at the end of its cycle. I know unity 4 had a great improvements over its cycle unlike other programs i know that dont add many features with new iterations.

The only feature that i know that i need now is better webgl speeds. I really do think web games will flourish in the near future. Ive been impressed with performance the web player build has given me. I just need webgl games to preform a little better to make web games that rival console games in quality. I cant wait for the webgl to get out of beta so that i can make great webgames without a plugin.

I downloaded the viking village demo that was used for the blacksmith video and played around with it. It looks great and all the lighting responds in real time but it seems like you didnt include the characters showed in the video (at least i couldnt find them). I was able to import some characters of my own and they look great.

I was also wondering if you would you’re going to make unity labs demo with Dr Charles Francis available. I really liked the retro futuristic look that went into the project.

Such a good shading model ruined by a complete lack of high-quality AA solution.
EPIC guys know how important AA is and improve their AA with each update of the UE4. Can’t remember the last time Unity updated their AA…
Unity’s motion blur is also a complete farce.
I wonder when you realize that Unity 4 and 5 default assets and post-effects blow and really devote some time fixing them. You can’t go next-gen without those, guys.

this is great, I wonder if the custom skin and hair shaders are the same that were used in The Blacksmith?

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