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Drumroll please! Unity 5.1 is ready for you to download, thereby extending Unity 5’s power, efficiency and multiplatform support.

At Unity, we’re looking on with awe at the extremely polished games that have already been released with Unity 5. Games like Cities Skylines – a mammoth success made by a team of just 13, it’s taken gamers by storm with stunning attention to detail and exquisite graphics.

All in all, over 60% of you have already made the transition to Unity 5, with more and more teams making the move every day. This positive response from the Community is something we’re extremely proud of, and it encourages us to believe we’re on the right track.

If you haven’t already ported your game to Unity 5 and are planning to do so, we suggest you check out our helpful upgrade guide and this practical introduction to the graphics powerhouse that is Unity 5.

So, what’s new in Unity 5.1?

The Unity 5.1 release builds on two key Unity 5 strengths: industry-leading multiplatform support, and unmatched efficiency boosted in the cloud. Amongst other things, it brings you a new unified development experience for VR platforms like Oculus Rift and our easy to use Unity Multiplayer networking solution.

Multiplayer made easy

The first phase of our plan to make it significantly easier to make multiplayer games across a host of platforms is now a reality. Thanks to new APIs, all Unity developers can get deep access to just the features they want, as well as a more automated solution that’s easy to use.

Multiplayer Service: In preview, but not for long

Additionally, the Unity Multiplayer Service, including our Matchmaker and Relay Servers, is currently in preview. While that’s the case, you can use the service with up to 100 concurrent users free of charge.

We’ll launch the full service very soon, and anyone using it during the preview stage can benefit from the full service when their game is production-ready! Sign-up here.

Join the VR revolution

With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.

In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.

Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.

There’ll be much more to come from us in the VR space, so stay tuned, and don’t forget that there are lots of third-party SDKs available for those looking to target other headsets!

Across the board improvements

Every release gives us the opportunity to improve the overall quality of our code base. Beyond the bug fixes we’ve done for our weekly patch releases, we’ve fixed over 170 bugs in Unity 5.1.

Additionally, we’ve made over 70 smaller improvements to API usabilities and workflows, with a focus on 2D and animation features. Another significant refactor sees us introduce a new unified OpenGL rendering backend. This helps us eliminate the numerous code paths between devices, and has made analyzing and fixing mobile rendering bugs significantly easier.

As well as introducing our own quality improvements, we also wanted to assist you in improving your game code. With that in mind, we’ve added a Runtime Assertion Library.

Cloud Build adds support for Mercurial source control

Launched with Unity 5, our Cloud Build service saves you time by automating builds for iOS, Android, and the Unity Web Player. Cloud Build has already saved developers over 200,000 hours, making it easier than ever for them to build, share, and test their games.

Today we’re announcing support for projects using Mercurial. Cloud Build now supports four types of source control servers: Git, SVN, Perforce, and, with this latest addition, Mercurial.

We wish you every joy of Unity 5.1. For a full rundown of the numerous refactors and improvements it features, check out the release notes!


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  1. Will Unity3D WebGL support Oculus Rift?

  2. Crash!!!
    AddComponent() will crash on android devices!

    1. Actually, the “AddComponent()” crash

      1. AddComponent”()

        1. AddComponent(typeof(BoxCollider))

  3. 3.1 독학했었는데…

    5.1 오면서 그래픽 향상 및 기능이 많이 좋아졌네요;

  4. I am doing some research on the history of VR and am looking for great archival content. Does anyone have suggestions?”

  5. Crunch Compression doesn’t seem to be working on Android DXT (Tegra)

  6. Any ETA on linear rendering in VR?

  7. Lisztes Szabolcs

    June 14, 2015 at 3:09 pm

    Unity Editor has stopped working. I try run as administrator but not work. pls help

    1. This blog is not the place really to ask for technical help with Unity.

      Unity has an editor log with you can look at to determine the problem; most likely you have selected a shader for one of the meshes in the offending scene that Unity 5.1 and your GPU combo doesn’t support correctly. You’ll need to look at the log I was telling you about to know for sure.

  8. can u make a cut scene feature in unity so I can do things in it thank you

  9. can u make a molding feature in unity so I can mold things

  10. Does the new format “crunched” texture runs using WebGL on MacOS? Or in the standalone build for MacOS?

  11. Is oculus vr also for non pro users? And is there documentation of it?

  12. Unity 5.1 Standard Shader – is there finally a way to change the tiling settings individually per texture in the new Standard Shader (as was possible in older versions)?

    The same question applies to the option to choose individually (per texture) the UV channel – feature promissed long ago…

    These limitations are very unfortunate…!

    Beside this rant – of course – thanks to Unity team and looking forward to more…:-)

  13. Does new Unity support RETINA SCREEN for mac users?

  14. Thanks for all the great work guys! Really looking forward to being able to use compute shaders on all our supported platforms and trying out the new networking.

  15. Nice update but I can’t see in the release log this (apparently) fixed bug
    In the issues tracker it seems it fixed to a future release actually it seems not.
    If you try to paint some trees, they haven’t got any random rotation.
    According to mine programmer friend we checked if the tree instances have the same rotation value and he confirmed that they have random rotation values but in the editor they are rotated in the same way. It seems it ignores the rotation values.

  16. A slight annoyance/backwards-step with the new ‘improved’ grid is that as you tilt towards a 2d/side-on view it disappears so you have no guide to where y=0 is anymore when looking down the z-axis, in fact you have to tilt it quite a few degrees off before it fades in. I think I may prefer the old grid tbh

    1. (in isometric at least)

    2. Rune Skovbo Johansen

      June 10, 2015 at 10:51 am

      Hi Andy. There hasn’t been made any changes with regard to when the different grids fade in or out. I tried opening Unity 5.0 and 5.1 side by side to confirm and I can’t see any difference in that regard. Can you clarify what difference you’re seeing? If there has been a regression then it’s something we want to address.

      1. Ah perhaps I just didn’t focus on it closely before, it’s much the same as before on closer inspection – looks cool so disregard

  17. What is about webgl support? Do you plan to release stable WebGL version in the very near future?

  18. When will be added realtime lightmapping preview?

  19. Almost 3000 votes and still no dark skin in the free version?
    You really dislike your free-user base…

    1. “You must really dislike the free userbase”

      They literally just gave the vast majority of pro features to free users :|

    2. Pragmatic-Fellow

      June 10, 2015 at 1:27 am

      This display of sheer ingratitude is why no-one does anything for anyone free anymore in this world.
      In-grates will always ask for more and berate you for not cowtowing to their demands…..for free.
      How do you even feel asking for things yet willing not to pay for anything? If you were them, would you take YOU seriously?

      You have Unity, a system backed by years of engineering….made FREE to you….and yet you STILL manage to bicker and moan over not having a “Dark UI”, something that is exclusive for paying customers. If you don’t support the company and pay for things, how will Unity continue to get better? How will the engineers be able to feed their families? etc.

      Your comment and that of most other people in that link you posted deeply disgusts me and any other rational person that views this page.

      1. Well said Pragmatic-Fellow…

      2. Couldn’t agree more. After 15+ years of using crappy in-house engines, tools and pipelines, Unity is an absolute blessing. The fact that the vast majority of it is available for free (as opposed to the millions spent on those crappy engines) is absolutely incredible. I feel fortunate that I have such powerful tools and access to so many platforms for the cost of a few thousand dollars. To complain about not having a cosmetic feature available in the free version really does show utter ingratitude.

    3. If the complaint was about shadows, or missing shaders or something, I might understand, but making the editor a bit darker? Seriously?
      “Here, have a free Ferrari.”
      “No thanks, it’s red. You’re trying to give me a red one. WHAT IS WRONG WITH YOU?!?!”

    4. Really man? We(free users) got nearly every freaking pro feature. Dark skin. Really? I would like the dark skin but it will not change my finished product.

      Thanks for the update Unity.

    5. For those of you who are bitching because Unity didn’t include the dark theme in the free version of Unity – do it yourself. The editor can be enhanced with C# code. Figure out how to change the colors and be the first to tell the world how you did it.

    6. Here’s a solution: Hang a filter over your display to darken the editor :D

    7. As a paying user, I don’t want my license fee to go towards subsidising people having a dark skin, seriously, start being grateful for the free version or go use something else, just stop complaining it’s just sad.

    8. I’d like a customizable skin like the old TWM colors could be customized. I still have my loud neon palette I could use.

  20. Where can I find more info about the assertion library? Sound promising, was just looking into something like that myself.

    1. Take a look at UnityEngine.Assertions

  21. This is great news, and it will be fun to dive into the new networking system. However does it support loadLevelAdditive and keeping objects in those level in sync (the old networking system does not)? This alone required me to write my own networking manager (which I’ll probably scrap now).

  22. Is the script reference for UNET on the way?:)

    1. Lárus Ólafsson

      June 9, 2015 at 8:29 pm

      It in the build and also the website, see the UnityEngine.Networking namespace, for example NetworkServer

      1. Thanks! I couldn’t see the Networking namespace in the index until a couple of F5, hence the question:) Must be some caching glitch

  23. Something I’ve noticed in the Release Notes:

    · “Mecanim: Setting AnimatorState.speed to 0 doesn’t pause the animation as expected.”

    That’s definitely a bad thing, we intended to jump to Unity 5 with the v5.1 update, but we do use that piece of code quite often and having it broken at this point is not acceptable. Any ETA for that bugfix?

    1. Yes, it’s due in 5.1.0p1.

      1. Nice. Thanks for the info

  24. Good news; but still a real shame that iOS build doesn’t work … :'(

  25. Awesome! Then we will jump to Unity 5.1 ASAP before releasing ‘Candle’ to add some extra polish to our game.


  26. Nicholas Ventimiglia

    June 9, 2015 at 7:05 pm

    Host Migrations for uNET ?

    What type of pricing are we looking at for 1000 CCUs ?

    1. Lárus Ólafsson

      June 9, 2015 at 8:31 pm

      Host migrations are on the roadmap, not finished yet. Pricing will be announced later.

  27. Anthony Madden

    June 9, 2015 at 6:34 pm

    Nice update but I’m still waiting for the full support for the gear vr headset first before i update. I don’t want to risk destroying my projects

  28. Crashes on startup unfortunately on w7. Tried reinstalling already.

    1. Hi Stefan, I have the same problem.
      Did reinstalling it help ?
      Thank you

      1. any luck fixing this? I also have the same problem

  29. “Editor: Simple expression evaluator for all number fields. Supports + – / * % ( ) operators. This means that all number fields can be used as a calculator.”


  30. Congratulations on a well done release. These new features are great!

    “Graphics: Command Buffers can be set on Lights, see LightEvent enum and Light.AddCommandBuffer”

    Does that mean the Deferred Decals from the other project can now be used with GI without becoming invisible in shadows?

  31. Kamran Mackey

    June 9, 2015 at 4:50 pm

    For the next Unity release, could you guys please make Unity use the ClearType font rendering engine on Windows? I hate seeing applications not use it. Fonts look ugly as heck when you don’t use ClearType.

  32. Trent Sterling

    June 9, 2015 at 4:23 pm

    I have my own Master Server running on Windows Azure currently, and I’m wondering if this new uNet stuff will allow me to host my own matchmaking service on my own hardware?

    It would be a shame for me to have to stick to the old networking system just to keep my own master server in place.

    1. Lárus Ólafsson

      June 9, 2015 at 8:38 pm

      We’re not publishing the source or binaries for the matchmaker at this time.

      1. Trent Sterling

        June 9, 2015 at 9:08 pm

        So discovery of other games hosted by users will depend entirely on Unity’s paid services?

        1. No. You can ignore the services and still create own custom lobby system using sockets, webservices or etc. if you want to.

    2. Well this is a big problem for me too. I’m developing a multiplayer fps (counter-strike like) since maybe a year now. This sort of game highly depends on user servers and so need the master server and facilitator. Having to rewrite all this stuff is really discouraging. This sort of multiplayer game could also need a lot of concurrent connection which would be out of my budget with unity plans :/

  33. Multiplayer? VR?

  34. What about multiplayer networking for WebGL platform ?

    1. Lárus Ólafsson

      June 9, 2015 at 4:20 pm

      There is preliminary support right now. It works for the transport API but we need to improve the high level API support before we can say it’s officially supported.

      1. Thanks for your reply.
        Does it use WebSocket, UDP sockets, WebRTC and/or another technology ?

        1. Lárus Ólafsson

          June 9, 2015 at 8:41 pm

          It’s using WebSockets, the client can communicate with a standalone Unity player which sets up a listening websocket server.

        2. So, it use TCP/IP which is not very good for realtime game synch :-(
          Any plan to use WebRTC ?

  35. This all sounds great! But serious question, which version of Unity 5 should we be developing off of if we’re planning on releasing on both PC and all of the current consoles?

  36. Yuewu Luochuan

    June 9, 2015 at 3:29 pm

    A lot to be excited too!

  37. And nested prefabs? When will they come?
    Como on Unity devs! you had a nested prefabs preview several years ago what happened?

    1. The preview might have looked good, but after giving it to our alpha testing user group to really give it a proper workout, it became clear that there were a lot of fundamental problems with the approach we were taking. So, we had to go back to the drawing board.

      Don’t worry, it’s still on the list, and we know how high-priority it is for many people…

      1. Besides nested prefabs, it would be nice to show more than the immediate children of a prefab. It is really annoying to drag the prefab into the scene, do some changes, apply, and then delete it.
        But I thing this has also been suggested a million times :)

      2. Oh great news to hear you are on it.
        Thanks! Unity’s workflow is great and working with inner childs as autonomous prefabs should be a panacea for a lot of several things in our code and to our level designers.

        Thanks a lot!

    2. One day, we will have nested prefab. Since then you will have to deal with your own tool home made. We developed something called PrefabInstantiator, which is great but sometimes a pain in the ass when we are talking about referencing prefabs.

  38. Angus Davidson

    June 9, 2015 at 3:09 pm

    Loving Unity, Please when are you going to add local license servers. Having to call home every time it starts or rolling it out to massive labs is a real issue. Seriously look at RLM or something along those lines.

  39. Felix Kollmann

    June 9, 2015 at 3:03 pm

    Unity Multiplayer Service… kind of reminds me of the time when Microsoft started to destroy their own partner market by bundling a defragmentation and client security solution with WinXP.

    Wished for more productivity features like true nested prefab support. Or upgrading to a newer Mono version.

  40. Looking forward to playing with UNET.

    You really had me going there for a moment when I saw the project screen was in Retina.

    Hoping it won’t take too long before the rest of the app follows!

  41. VengefulSpaniard

    June 9, 2015 at 2:35 pm

    Are there any plans of a free tier for multiplayer services?

    1. Lárus Ólafsson

      June 9, 2015 at 2:57 pm

      We’ll have a free tier yes, details announced later, but during the preview phase there will be 100 CCUs for everyone.

    2. I’d like to know about this too. Which features will be available for free?

      Since some of us can’t afford a paid subscription for small games, is it worth it to start using the multiplayer services now or will we lose access to them later if we don’t pay?

      1. Lárus Ólafsson

        June 9, 2015 at 3:48 pm

        All Multiplayer features in Unity itself are free, or in the Personal edition, it’s the hosting of the matchmakers/relay services which has a subscription plan. You can run servers (dedicated or with local client) and use direct connections without using the services.

        1. So you mean we can download Dedicated Multiplayer Server software freely and deploy it on our Linux server?
          It’s Great!

  42. Whenever I think Unity can’t get any better, you come up with an update and just blow my mind…

  43. Peter Louizidis

    June 9, 2015 at 2:28 pm

    I’ve been trialling UNET in the beta for a little while now, and I’d really like to congratulate all the developers who worked on it. I really enjoy using the High Level API. Also really looking forward to using a couple of other features like assertions and crunch textures. A lot to be excited about!
    Well done :)