Unity 5.3: All-new features and more platforms

December 8, 2015 in Technology

We’re pleased to announce that Unity 5.3 is ready for download! Go grab it now. With this latest release, we’re bringing you a wide variety of new features and platforms!

In short:

  • New tools: A MonoDevelop upgrade, multi-scene editing, 2D tools and automated unit testing
  • Graphics optimizations, including a new OpenGL core, experimental support for Metal in OS X, and an upgraded particle system.
  • Coming soon: tvOS support
  • Improved platform support for WebGL and iOS 9
  • Integrated in-app purchase support
  • VR improvements and new VR learning samples
  • And more…

So sit back, relax, and let’s take a look at what’s new in Unity 5.3:

New and upgraded tools

The Unity 5.3 release includes a variety of new tools to simplify and streamline your development process:

Improved scripting editor experience

Unity 5.3 ships with version 5.9 of MonoDevelop-Unity, a significant upgrade to the existing version of Unity’s scripting editor. In addition to an overhauled and simplified UI, debugging can now be performed by attaching to a desired target quickly and easily – saving multiple clicks over the previous workflow. We’ve also fixed a number of bugs and debugging issues to bring you a greatly improved experience when using MonoDevelop. Check out our blog post on the subject to learn more.

 Shows the old way of attaching the MonoDevelop debugger to Unity, by using the attach to process dialog (typically 2-3 clicks and mouse movement required). Still also supported in MD 5.9.

 The new way of attaching the MonoDevelop debugger to Unity, with a single click.

Easier scene management

The editor’s scene-editing capabilities are also getting a significant upgrade with the introduction of multi-scene editing. Unity now allows you to split a level up into smaller scenes, which has some useful applications. For instance, if your game includes a very large level, you may want to split it up to support streaming scenes dynamically and loading/unloading them from memory on the fly. Overall, this should result in performance gains when working with larger levels, giving you more freedom to build bigger in-game environments.

 Multi-scene editing allows you to manage multiple scenes and improves the workflow when collaborating on scene editing. You can separate up your work into individually-loadable chunks and create large streaming worlds.

All-new 2D Tools

We’re continuing our commitment to improving Unity’s capabilities as a complete solution for 2D game development with some exciting new 2D physics tools. These include:

The Buoyancy Effector, a new 2D physics effector that provides simple interaction between objects and fluids and fluid-flow forces:

 Object/fluid interaction in action using buoyancy effector

New Relative, Fixed, Target and Friction Joints paving the way for even more creativity in your 2D games:

 TargetJoint2D chasing targets using different strengths

 RelativeJoint2D and showing breakable joints

FrictionJoint2D showing top-down friction

 FixedJoint2D showing rigid connected bodies

A new 2D placeholder assets creation tool allows you to quickly generate primitive shapes and prototype gameplay ideas:
2DplaceholderassetcreationtoolQuickly create new 2D primitive shapes or generate them from existing textures

Spot problems earlier with Editor Tests

We’re introducing a new way of managing and running automated tests from within Unity: the Editor Tests Runner. It’s an implementation of NUnit, a well-known .Net unit testing library. It allows you to author and run tests to verify individual functions in your code, enabling you to identify issues at an earlier stage in the development process.

To get started using the Editor Tests Runner, simply open up the Editor Tests Runner window, and define some tests that are appropriate for your project. Additionally, you can now configure our automated build service Cloud Build to run these editor tests automatically on your game project, allowing you to catch problems sooner and iterate faster.

More efficient rendering

With Unity 5.3, we’re shipping a number of new features which raise the bar for rendering quality and deliver improvements to rendering efficiency.

For starters, there’s a brand new OpenGL 4.x core, which will replace our legacy OpenGL 2.1 backend. This allows you to take advantage of the very latest OpenGL features on Windows, OS X and Linux, whilst also being able to scale to older versions of OpenGL, depending on the user’s OpenGL driver support. Note that in 5.3, Unity will default to the new OpenGL core, but you can switch to legacy OpenGL 2.1 manually to maintain previous behavior. Our current aim is to remove the legacy OpenGL backend in Unity 5.4.

We are also releasing experimental support for Apple’s Metal technology for standalone OS X builds in the Unity editor, granting you access to much faster graphics processing in OS X games. Metal can be enabled in the Graphics API selection dropdown in the Unity editor’s Player Settings window.

The bar for realistic graphics rendering in Unity is being raised, with the introduction of Screen Space Raytraced Reflections (SSRR). SSRR enables objects to reflect their surrounding environments more accurately than with reflection probes, and are dynamic, so moving objects in a scene are accurately reflected in surfaces. We recently released our Bedroom demo, which showcases the level of visual realism which can be achieved in a scene using SSRR.

Our implementation of SSRR is currently in beta, and available as part of the pre-release Cinematic Image Effects package. Please help us make it better by downloading it from the Asset Store and giving us feedback on the forum.

Unity’s particle system has received a substantial overhaul. All particle system properties can now be configured through script, giving you an unprecedented level of control and unlocking new creative possibilities. Plus, we’ve also added:

System Scaling: Control exactly how particles scale.

3D Rotation controls (full control of particle orientation and rotation on 3 axes):

Mesh Shape Source: You can now use a skinned mesh as a source for particle emitters:

New options to control particle collisions with 3D and 2D objects:

Shiny new features are one thing, but what about performance? Well, in Unity 5.3, the rendering of particles, sprites, flares, halos, lines and trails has got a performance boost, thanks to improvements in how the engine manages threads internally. Plus, we’ve updated our frame debugger so that you can run the tools on a remote device (e.g. an Android phone). For instance, this means you can see which shader properties are used by a draw call, giving you even more visibility and allowing you to troubleshoot rendering hiccups at runtime.

Plus, expensive shaders should now run more efficiently as we’ve taken steps to ensure that load times and memory usage are reduced. Lastly, we’ve enabled asynchronous loading of texture data from disk and time-sliced uploading to the GPU on the render thread. This reduces waiting times for texture GPU uploads in the main thread, which should result in overall improved rendering performance. Hooray!

Conquer the living room with tvOS

We’re happy to report that tvOS will be available soon as a target platform. It’s currently in beta for everyone to try (go to the forum to join), and will be released within the coming weeks in Unity 5.3.x.

tvOS target platform includes input device support for the Apple TV Siri Remote through the Unity Input API, and support for on-demand resources using Asset Bundles.

There are already a number of great titles made with Unity available on Apple TV today – check out this list of Apple TV games, or read our in-depth blog post that includes some great advice for aspiring tvOS game developers from dev.s who have successfully shipped an Apple TV game.


Plus, Unity 5.3 also comes with a slew of updates that will allow you to take advantage of new features in iOS 9 and tvOS, including 3D Touch on the iPhone 6S and 6S Plus, support for iPad Pro and Apple Pencil, and Bitcode support. If you want to learn more about using Unity to develop for tvOS and iOS 9 using on-demand resources, head over to our blog post.

An Update on WebGL Platform Support

In March 2015, with the launch of Unity 5.0, we introduced publishing to WebGL under a “preview” label in the Unity editor. Since then, with the release of 5.1 and 5.2, we have delivered a series of improvements for our support of the platform. With today’s launch of Unity 5.3, we’ve decided to remove the “preview” label, and make WebGL an officially supported build target. It’s worth noting that work on WebGL as a platform is an ongoing work in progress – but we’re confident that our implementation works well within the current constraints of the ecosystem as a whole.

In addition to a number of bug fixes and more comprehensive documentation, the 5.3 release includes a number of improvements to WebGL shaders, shadows and file compression handling, all of which should translate to greater performance and increased graphical fidelity.

Browser support for WebGL has also improved significantly over the course of the past year, which means that the potential target audience for your games is constantly growing.

We are not yet at the point where all Unity features are supported in WebGL, but we are committed to the continued development of the platform, and look forward to bringing you regular updates on new features in future releases of the Unity editor. For a full rundown of the current state of WebGL in Unity, and the work that has gone into bringing WebGL support to the engine, check out our in-depth blog post on the subject.

What’s more, our Cloud Build service now supports WebGL as a target platform. Just configure your project once, and you can build and share your WebGL games automatically from the Cloud Build website. Read more about how to get started using Cloud Build for your game here.

In-app purchases made easy

If you’re currently monetizing your mobile title through in-app purchases, the chances are that you’re familiar with the work involved in configuring and maintaining integrations with different app stores.

With Unity 5.3, we aim to take the pain out of that process with a new service: Unity In-App Purchase. Unity IAP makes it easy to implement in app purchases into your application across the most popular app stores, and you can enable it directly in the Services window in the Unity editor.


What’s more, Unity IAP is integrated deeply in the Unity Analytics platform, allowing you to to continuously track in-app behaviour and make tweaks to your game based on actual revenue and purchase data. Currently Unity IAP supports the iOS App Store, Mac App Store, Google Play and Windows Store, and we’re exploring opportunities to support even more platforms in the future.

You can read more about the new service here. Or, if you’re ready to get started right away, dive straight into our step-by-step article detailing how to integrate Unity IAP in your game.

Get started with VR


We are committed to making the Unity editor a robust and fully featured solution for the creation of immersive VR content. Through our regular releases of the editor, we’re continuously improving Unity support for various VR headsets, including the Oculus Rift and the Samsung Gear VR.

Today we’re happy to announce that with the launch of Unity 5.3, we’re simultaneously releasing a new sample project for those looking for an introduction to developing VR content in Unity. The project is designed to get you started working in VR, with some low-nausea-risk examples of arcade content that work well in the VR environment. The sample project includes a VR cinema curved-display style menu, as well as four different mini-games with three distinct approaches to gameplay and player input:

Flyer allows you to pilot a spacecraft through an asteroid field using head tracking for input:

Maze is a top-down-view tabletop game that uses a combination of head tracking and button input to guide an avatar:

Target Gallery is a gallery-style shooter in which you aim at targets using head tracking:

Shooter360 is a 360-degree arena shooter challenging you to take out spawning targets all around you in a domed arena, designed to be played in a standing position:

This sample project is backed by a wealth of articles on how it was built as well as advice for beginners getting started on the Oculus VR platform. We hope they inspire you to take the plunge into VR development, and we can’t wait to see what you build.
Go grab it now

Modular Installers

In Unity 5.3, we’ve compartmentalized the Unity installer in order to reduce download size and allow you to control what you want to install. Should you wish to, you can still download once and install on multiple machines by choosing the custom download location in the Download Assistant on both Mac and Windows. Learn more in this forum post.

…and much more

Had enough already? Too bad, because we’ve crammed even more goodness into Unity 5.3:

  • Numerous bugs have been mercilessly squashed
  • A new JSON API, that supports conversion of objects to and from JSON format – useful for client/server communication and saving/restoring game state.
  • Multi-display support – render to up to 8 displays from a single application.

As always, you can find the full rundown in the release notes.

Comments (191)

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    January 30, 2016 at 12:21 am / 

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  4. Roman Wanner

    January 21, 2016 at 1:42 pm / 

    Since the new Update my MonoDev doesn’t work anymore. It doesn’t have any more Code Completition. And YES i did try ALL solutions i found on the Forums. I did delete de SLN Files, i did change the Editor in unity from (Built-In) to the Mono Dev version INSIDE the Unity Directory.

    It did all work just before the Update but now nothing works anymore. It’s not on a single Project. Its on all my old Projects & if i create a complete new one. It’s annoying as it destroys my Workflow. I did also reinstall Unity around 3 times…

    Also if i change the “.loadLevel” to the new “SceneManager” it just gives me an Error that “SceneManager” doesn’t exists. It isn’t the first Time i experience Problems with MonoDevelop after an Update. But its everytime very annoying. Im coding in JS, do not want to wait 1 year for VS to startup so im using MonoDev. Got used to it since GTA SA:MP used MonoDevelop for their GameMode Scripts.

    Anyways why the Code completition doesn’t work anymore? As i said it doesn’t matter if its a new Project or an old Project. It just doesn’t work anymore since the Update.

    Before the Update i was just working fine with MonoDev but after the Update (and obviously new Version of MonoDev) no Code Completition anymore.

    Is there a Way to downgrade my Unity back to the Version before this? As it did work just fine with the older Version (one before the actual)…

    But other than that great Work. Follow you Guys for some years now and love your Updates. It just gets annoying if MonoDev stops working as it should… So i’m downloading the new Update for the 4th time now. Will try it a last time before go to an older Version or wait until you did release a Version thats working for me.
    As i said, and before someone say it AGAIN, i did try around 99,9999999% of the Solutions and nothing did
    work for me. And YES i did activate code completition inside of MonoDev (it already was)

    So yes, I’m unhappy with this new Update at the Moment and i got a little bit stressed as without Code Completition I spend up to 5 times longer on a Script than usually… For example its very funny if you write .transform.rotation and not transform.Rotation but it wont show you an Error. It will show you one in Unity and you will have to go back to MonoDev change all the Errors. Those Errors wouldn’t happen if i’d have Code Completition so you get the Point hopefully.

    thanks anyways for your great work guys! i hope there will be a fix for this as it is pretty annoying and no solution online did work for me.

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  6. ismail

    January 20, 2016 at 2:28 pm / 

    I mean unity 5.3 does not work but I have windows 10

  7. ismail

    January 20, 2016 at 2:27 pm / 

    I need help unity 5.3 does now work but I have windows 10

  8. fsyoung

    January 12, 2016 at 6:17 pm / 

    When I use 5.3.1 version to build a clear project for webplayer output.
    It has error occur.

    Failed to decompress data for the AssetBundle ‘WebStartData’.

    Wha is this error?

  9. DirtyFred

    January 9, 2016 at 4:14 pm / 

    Now the Google play services are not working at all. its full of errors. dont even think about upgrading if you are using the google play services in you project

  10. Tyler Hebenton

    January 8, 2016 at 9:27 pm / 

    “Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation”

    Ran into some Animation workflow issues that took a while to solve. Might be worth taking this into more detail by adding that fixing interpolation problems after-the-fact is not a viable solution anymore. Interpolation methods should be updated before animations are keyframed now, to avoid problems.

    Also If I’m wrong about any of this could you please dive more into detail about this specific update? Cheers.

  11. Zen

    January 8, 2016 at 4:26 am / 

    Right to left languages Pleeeeeeeeaaaaaaase .

  12. Kayvan Sylvan

    January 6, 2016 at 10:45 pm / 

    Can you add back in the all-in-one-download file installer? The way you are now packaging up the installer components breaks automated install and deployment.

  13. Gabriel Radic

    January 6, 2016 at 12:54 pm / 

    I’m having issues with UnityScript Autocompletion

  14. Umutcan Erturk

    December 30, 2015 at 3:57 pm / 

    Hi all. When I was updated unity 5.3 I want to build android apk. But unity tells me “no android module loaded”. I have android sdk and jdk. When I use unity’s lates ver. there was no problem. Can you tell me what have I to do fix it. Sorry my english. Thank you. have a nice day.

    1. Alexei

      December 31, 2015 at 7:12 pm / 

      Same here. I’ve updated to latest version and I have only one build choice WebPlayer, all the rest are gray.

    2. RMSuhail

      January 6, 2016 at 4:52 am / 

      hey there,you have just installed the unity editor version only.you need to download other modules like for Android,WindowsStore,IOs from Unity webSite manually and install them or just download unity download Assistant ,then select and download which platform you want to built for through it.

      1. Deepan

        January 7, 2016 at 1:54 pm / 

        I am having same problem with 5.3.1 version. Can you share the link to download other modules like for Android,WindowsStore,IOs from Unity webSite manually?

  15. Delfina

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  16. Yesh

    December 29, 2015 at 12:27 am / 

    I am using 5.3.p1 on a Mac to develop VR app using Oculus DK2.

    Since my update, Whenever I press Play, the Health and Safety warning never disappears (even after pressing keys/waiting/tapping Oculus) and the Unity is struck in Play Mode. I have to quit the whole application and restart.

    How can this be fixed?

    1. Andrew

      January 4, 2016 at 11:07 pm / 

      I’m having the same problem. I don’t think the “Update” is being called in the OVRManager

  17. Alex

    December 28, 2015 at 4:19 pm / 

    Como se construye el apk en Unity 5.3.1, dice que no están cargados los módulos, pero en el Module Manager todos están descargados. . . :/ thx

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  19. Dan

    December 23, 2015 at 7:48 pm / 

    Ijust upgraded and now I cannot compile my project. I see these errors:

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)

    UNetWeaver error: NetworkBehaviour BaseNetworkBehavior1 cannot have generic parameters
    Unity.UNetWeaver.Log:Error(String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:20)
    Unity.UNetWeaver.NetworkBehaviourProcessor:Process() (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetBehaviourProcessor.cs:48)
    Unity.UNetWeaver.Weaver:ProcessNetworkBehaviourType(TypeDefinition) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1074)
    Unity.UNetWeaver.Weaver:CheckNetworkBehaviour(TypeDefinition) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1558)
    Unity.UNetWeaver.Weaver:Weave(String, IEnumerable
    1, IAssemblyResolver, String, String, String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1667)
    Unity.UNetWeaver.Weaver:WeaveAssemblies(IEnumerable1, IEnumerable1, IAssemblyResolver, String, String, String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1757)
    Unity.UNetWeaver.Program:Process(String, String, String, String[], String[], IAssemblyResolver, Action1, Action1) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:34)
    UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)

    Failure generating network code.
    UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)

    I am confused by this because my game does not use ANY networking whatsoever. Wtf am I supposed to do?

  20. ikaria

    December 22, 2015 at 2:19 am / 

    Some NetworkLobbyPlayer and NetworkManager methods (now) make obsolete calls. Easiest to see in the Network Game Lobby (asset store). No errors in 5.2.3.

  21. David

    December 22, 2015 at 1:43 am / 

    Wow, did not work. Trying to fix it now…… Thanks
    Installed everything, and Monodevelop did not work… The second time I have had this problem with an update.

  22. Tiziano Lena

    December 21, 2015 at 8:51 am / 

    As already said:
    FIX THIS!:
    error CS0104: ILogger’ is an ambiguous reference between UnityEngine.ILogger’ and ‘any other logger I have’
    Logging classes ( ILogger etc ) in the UnityEngine namespace is not so great.
    I have problems with Unibill and I’m struck. Please, we need an official fix!
    I can not do an Christmas update for Android due to this bug.

  23. Vova

    December 19, 2015 at 7:50 am / 

    RICHARD FINE you said you will fix this problem. How’s it going?

  24. Yan Verde

    December 17, 2015 at 10:19 pm / 

    I really don’t like the new syntax highlighting in shaders. It was way better before, especially with everything beginning with #

  25. NGC6543

    December 17, 2015 at 3:13 am / 

    Hey, I wanted to have my custom syntax highlighting in Monodevelop 5.9, and it seems that there is a condition missing.

    [pre processor directive text] does not exist -> recognizes as a plain text

  26. David

    December 15, 2015 at 11:10 pm / 

    Maybe i am totally offtopic: How hard is it to have a list somewhere on the 100 webpages of unity, where people can actualy read the download/install size of the unity system? Like with all parts or the size of core part + size of additional download? I dont mean the size of the installer btw.

  27. supGD

    December 15, 2015 at 6:56 pm / 

    Nested Prefabs? No? Ok, c ya.

  28. gagcorpse

    December 15, 2015 at 3:07 pm / 

    In unity 5.3.0f4 we found that particles in Mesh render mode is broken!

  29. Elmo Moulton

    December 14, 2015 at 7:27 pm / 

    I couldn’t resist commenting. Very well written!

  30. hamza

    December 14, 2015 at 4:57 pm / 

    unity download

  31. hamza

    December 14, 2015 at 4:57 pm / 


  32. immeasurability

    December 14, 2015 at 10:30 am / 

    when there are adequate WheelCollider?

  33. Gabor Dosa

    December 14, 2015 at 9:12 am / 

    The shadows on Surface Shaders with custom lighting models looks blocky/low-res.
    The same scene/shaders in 5.2.3 doesn’t have this issue.
    Is this a bug? The 5.3 upgrade guide doesn’t mention any changes regarding surface shaders with custom lighting models.

    1. Linearch

      December 14, 2015 at 3:14 pm / 

      I’m getting similar issue, though it’s with the normal map. Now it looks pixelated. Idk if the issue is with the custom lighting model but yes, I’m using custom lighting model for that shader.

  34. IVCA00

    December 13, 2015 at 1:22 am / 

    Please fix this! It doesn’t show nothing except this! http://prntscr.com/9dhlm3
    If someone know what I need to do tell me please.Thank you.

    1. Vova

      December 13, 2015 at 9:02 am / 

      I have this problem

    2. Richard Fine

      December 13, 2015 at 11:34 am / 

      Are you running on a 32-bit version of Windows? There’s a known issue with that right now. We’ll have a fix released this coming week.

      1. حسين محمد طاهر

        January 14, 2016 at 6:53 am / 


      2. حسين محمد طاهر

        January 14, 2016 at 6:54 am / 


    3. Vova

      December 16, 2015 at 3:11 pm / 

      Thank you that you correct this problem.

      1. matt

        January 14, 2016 at 10:18 am / 

        I thought I’d post here in case anyone else experiences this problem since there is no description for the issue that I’ve seen unless it’s in a defect database somewhere.

        This just happened to me yesterday so I can confirm it’s still occurring.

        Defect: On OSX, the first time v5.3 is installed and launched, an unresponsive blank screen appears.

        On OSX, I just installed v5.3 (had been using v4.6 previously) and when I first opened the app the blank screen displayed.
        After closing and reopening twice, I was able to proceed as a workaround.

  35. Justin S.

    December 11, 2015 at 9:29 pm / 

    When I load a new scene with SceneManager, and then I use FindObjectsOfType(typeof(X)), it only finds components in the primary scene. How can I search all scenes or a specific scene?

    1. Steen Lund

      December 14, 2015 at 2:38 am / 


      I am very confident that Unity does search all scenes, if you are seeing anything else please send us a bug report with attach project so we can reproduce it.

      1. Yossi Horowitz

        December 26, 2015 at 1:19 am / 

        I’m seeing the same behavior. Was this ever tracked down? Thanks!

  36. Sergey

    December 11, 2015 at 7:35 pm / 

    Guys, does anybody experienced such a problem: I’m on MacPro/GTX 285 (OpenGL 3.3), and I have a dramatic fps drop when using OpenGLCore (Standard Assets Example Project – AircraftPropeller4Axis).
    On OpenGLCore scene runs at 18 fps, but if I switch back to OpenGL2 (2.1) it is 380fps (stats window). Any idea why it happens?
    Thank you.

  37. Mackan

    December 11, 2015 at 6:22 pm / 

    These are all good things. Well done! But what I really want is simple: A way to lock or hide GameObjects.

    Imagine two small icons on each GameObject row in the Hierarchy, aligned to the right of the GameObject’s name. These should be visible only when you hover your mouse over the GameObject’s name. One icon is a padlock, the other an eye. Click the padlock and you cannot select the GameObject in the Scene view (you can still manipulate it via the Inspector). Click the eye and you cannot see it in the Scene view (or select it). Clicking a parent’s padlock/eye will apply the same for all of its children, but you should be able to then unlock a child while the parent is still locked.

    This would improve my enjoyment of working in the scene view immensly and considering how basic the feature is I’m surprised it’s missing. Note that I’m aware of being able to show/hide layers in the Scene view, it is not enough for me to work comfortably. Implementing these padlock/eye icons wouldn’t be difficult to do I imagine, especially the padlock since it would simply just ignore any clicks on a GameObject in the scene.

    For your next update of Unity, please consider implementing a way to lock and/or hide individual GameObjects from the Scene view (with just a simple click in the Hierarchy). I believe many would appreciate it.

    Thank you again for your hard work!

    1. Greg Roberts

      December 14, 2015 at 10:57 pm / 

      Yes, locking GOs has been on our wish list since Unity 3. Think Adobe Illustrator. So many times we’ve inadvertantly selected objects and either deleted them or modified transforms by accident. At one time we did have a Unity Asset Store plug-in that did this: https://www.assetstore.unity3d.com/en/#!/content/4851

    2. TheAxelBoy

      December 15, 2015 at 1:36 pm / 

      Hallo Mackan,

      Try using QHierarchy from the Asset Store (https://www.assetstore.unity3d.com/en/#!/content/28577). It’s an amazing productivity tool and you can change your workflow with hiding and locking objects (and a lot more) with some clicks for low cost. If you want to create groups and control them independently from the hierarchy I would suggest ProGroups as an extra (https://www.assetstore.unity3d.com/en/#!/content/13809).

    3. ArtFeel

      December 15, 2015 at 2:08 pm / 

      You can use QuickToggle from UnityToolbag, it’s opensource and free.

  38. Vova

    December 11, 2015 at 12:35 pm / 

    At my computer unity3D 5.3.0f4 does not even start , is there any problem at my hardware? When I open every time unity3D it just show the unity3D logo and then a window of it filled with dark grey color

    1. Vova

      December 12, 2015 at 9:24 am / 

      ++how do I fix this problem

      1. MattFromPhilly

        December 15, 2015 at 1:47 am / 

        What is your hardware? You might get more responses if you at least tell us if you are Mac or Windows. I am on a Mac and had problems running after the upgrade. I had to log in with my admin account and launch Unity as well as Mono Develop for them to work under my main login. I also got info on the main folder inside the Unity package and added read and write permissions for my main account and selected the option under the “gear” to apply the settings to all subfolders. This seems to have fixed it. If you are on Windows, a similar permissions fix might be needed? Try launching under your admin account and re-install if that doesn’t work.

  39. Xesenix

    December 10, 2015 at 8:31 pm / 

    Monodevelop lost ability to create not exiting methods and fields on refactoring…

  40. id0

    December 10, 2015 at 5:57 pm / 

    I’ve had 25-50 fps in my game, and now 15-20.

    Great optimazation! [sarcasm]

  41. TekuStudios

    December 10, 2015 at 5:43 pm / 

    @KARL For future updates, don’t forget about feature requests that have existed for quite some time ;)


    (Since in one of your previous posts you talked about expanding Coroutines in future Unity versions)

    1. Karl Jones

      December 10, 2015 at 10:05 pm / 

      Yeah I was too lazy to check :(
      I’ll give it a vote as way of recompense

      1. TekuStudios

        December 11, 2015 at 11:27 am / 

        Never mind, thanks for checking it out!

  42. Steven Brent

    December 10, 2015 at 2:43 pm / 

    This is an amazing update. The VR samples are especially welcome. So at this point, is there any reason to use the Oculus Utilities for GearVR development? The built-in support seems complete, but I am wondering if I miss out on anything by not using the Oculus code. Thanks!

  43. Bruce

    December 10, 2015 at 10:38 am / 

    This is great!

    Accessing the whole particle system through scripts and integrated in-app purchases are exactly what I wanted right now. Are you stalking me?

    I’ll have to look into the new 2d physics features properly. I expect there are some great new opportunities.

    Thanks very much Unity team. Great prioritization IMO.

  44. Bjon Javin S. Reyes

    December 10, 2015 at 10:25 am / 

    Unity 5.3’s torrent has no executable files for documentation, Blackberry support, Flash support, WebPlayer support, Windows Phone support, Google Native Client support, Wii support, Wii U supoprt, Nintendo 3DS support.

    Can the Unity 5.3’s In App Purchase pay for its Unity 5.3 Professional Edition license?

    Could you open source the support executable files for deprecated target platforms?

    1. Mackan

      December 11, 2015 at 6:29 pm / 

      I would be interested, specifically, in being able to export to Flash. It was a sad day when Unity removed the ability to export to the Flash format, there are still many of us that appreciate it.

  45. Gabriel

    December 10, 2015 at 10:18 am / 

    For 2D developers do not upgrade!. Surprise more 2D bugs do not spend money(I mean time) before a patch. 2D Triggers are not working, there is a post on Unity answers.
    For a software first created for Mac this new Microsoft like policy of release a version and let the users try it and spend time (time = money) finding and reporting bugs is a shame.

  46. HexGrimm

    December 10, 2015 at 9:01 am / 

    Hello, again!
    And again we cant just migrate to 5.3 version; If you used Unity test tools in earlier versions with “Substitutes” you cant compile project now. First of all you have included NUnit.Framework into engine, so there is a conflict already with Nunit class duplicates. But if you remove UTT from project, Substitutes isn’t found. Any tips?

  47. Hagen

    December 10, 2015 at 6:12 am / 

    I’m attonished, you are covering a lot of stuff that I have been waiting: complex/multiple scene management, IAP, all particle properties accessible through scripts, 3D control of the particles, JSON API are super welcome,
    multi display I was looking for these in a future project but with this now available it makes much easier, THANKS A BUNCH UNITY TEAM!

  48. Dan Andre

    December 9, 2015 at 11:49 pm / 

    Is the any news on the Unity Linux Editor?

  49. Alireza

    December 9, 2015 at 10:45 pm / 

    its need about 30 GB for install all features. Ok np. Wait what ?! how this can be explained?
    i think something is wrong in new unity installer :D

  50. Sam Askew

    December 9, 2015 at 9:46 pm / 

    So again I take ages to make my models with hingejoints stable and working then with the new update they are all broken again and need testing and rewriting for the new joints in 5.3. Cant you just leave them alone?

  51. Matt

    December 9, 2015 at 8:27 pm / 

    Is Nintendo 3DS still in the works?

  52. Drew

    December 9, 2015 at 8:02 pm / 

    Hi, I currently have Unity 5.2.3 and it tells me that it the latest update when I search for updates, how can I get this please?

    1. Karl Jones

      December 9, 2015 at 9:06 pm / 

      Just download it from the site: http://unity3d.com/get-unity

      1. Patricio

        December 9, 2015 at 10:55 pm / 

        I also asked this question (earlier). LOL thanks for letting us know! :-)

  53. SSQ_CEO

    December 9, 2015 at 7:27 pm / 

    At my computer unity3D 5.3.0f4 does not even start , is there any problem at my hardware?

    1. SSQ_CEO

      December 9, 2015 at 7:31 pm / 

      ++ when I open every time unity3D it just show the unity3D logo and then a window of it filled with dark grey color

    2. paintingMist

      December 10, 2015 at 1:44 am / 

      I am getting the exact same thing after upgrading to 5.3.0f4 (32 bit). After launching, I get a Unity window, all black, with just a close button at the top right. What’s up?

    3. paintingMist

      December 10, 2015 at 2:05 am / 

      Ok, now I see that many people are having this problem:

      I’m using Windows 10, 32 bit, but it seems other configs are having same issue.

      Looks like they may have a solution of copying some missing files. I’m going to try it.

  54. Patricio

    December 9, 2015 at 5:18 pm / 

    For some reason when I click update on my Unity (I have 5.2.3) it says I have the latest version. Shouldn’t it prompt me to update to 5.3?

  55. Matheus Vinicius

    December 9, 2015 at 3:06 pm / 

    Missing some improvements to Windows Phone. As support for Windows 10 Mobile and improvements in optimization ;-)

  56. Paul D.

    December 9, 2015 at 2:56 pm / 

    Any tutorial for using SSRR reflections?

  57. Inflowence

    December 9, 2015 at 2:50 pm / 

    i tried the Buoyancy Effector 2D. but it didnt worked. i tried it like a Area Effector 2D.
    Where can i download the GIF Sample Assets from Unity 5.3 or other example of new Buoyancy Feature ?

  58. Richard Bubeck

    December 9, 2015 at 2:32 pm / 

    Unity is a great engine. However, 5.3 has some problems for me. I work on x64 system with Win8.1. (a) Monodevelop has a Print capability now, which I was happy to see. But it does not work properly, only prints 4-5 lines then has a page eject. Not good. (b) When I use “Add Component” to object I get a crazy graphic (blue gray lines) screen on the select menu; scripts are particularly difficult to add. I am now reverting back to previous Unity 5.xx version.

    1. Karl Jones

      December 9, 2015 at 3:28 pm / 

      Could you please submit these problems as bug reports?

    2. Jeff

      January 6, 2016 at 12:38 am / 

      I’m having in the same graphic issue with the inspector when I click add component. Where you able to resolve the issue?

  59. Adoha Cgart

    December 9, 2015 at 2:11 pm / 

    Thank so much for a good update,
    But I see haven’t anything improve baking light map with ambient occlusion?
    Ambient occlusion with unity 4.6 so good, but now I have a big problem with unity 5.2
    I make for phone device, so can’t use SSAO script
    Waiting for new update
    Thank so much!

  60. NEO

    December 9, 2015 at 1:19 pm / 

    has the support for GMA 950 dropped already in Unity 5.3?

    I downloaded and installed unityeditor32 [242 MB] setup file and the setup successfully completed but when I launch the editor, the Unity Splash Screen appears then the window (which is supposed to switch to Open Projects) but instead it stays dark gray and doesn’t proceed any further.
    I didn’t install any other package/s cause the internet is very slow (torrent gave 7 kbps!) the download speed from Unity server is 70 – 100 kbps so I used to download through unity server.. is it necessary that I install at least one of the platform addons just launch the editor or is it a bug? Or has the support for GMA 950 been dropped starting with 5.3?


    1. Schubkraft

      December 9, 2015 at 5:14 pm / 

  61. Sylpheed

    December 9, 2015 at 11:26 am / 

    So how are we suppose to use multi-scene? Should we add all scenes in the hierarchy view and load/unload whenever? Is it better to load scenes additively?

    I’m reading that cross-scene referencing does not work yet. This is a big disadvantage and would still force me to use DontDestroyOnLoad to relay data from other scenes.

  62. Dima

    December 9, 2015 at 11:23 am / 

    For those who use UNet in their games, be aware to backup your game before upgrading it to 5.3. There is a high chance of getting UNetWeaver errors as it was in my case. Waiting for 5.3.1 with a fix. So sad.

  63. Kristian

    December 9, 2015 at 11:03 am / 

    Oh my gawd dat particle system! Dem 2D tools! Seriously, loving the particle update, and the 2D tools are simply screaming out “Make a 2D game!”. :D

  64. Adnan

    December 9, 2015 at 10:44 am / 

    Amazing ! Multi scene editing and IAP looks really exciting to try !
    Mono Develop update was also really necessary !

  65. Rasmus

    December 9, 2015 at 10:29 am / 

    The installer shows version 5.3.0f1 while it’s actually f4. :)

  66. Zarkow

    December 9, 2015 at 9:39 am / 

    What is the smoothest way to upgrade from 5.2.3f1 to 5.3 for an ongoing project? Can one merely install the new version, open the old project and fix any API re-names, or is the project locked to the version it was created in unless one exports and re-imports a full asset-archive to a new project?

    1. Zarkow

      December 9, 2015 at 10:09 am / 

      http://docs.unity3d.com/Manual/UpgradeGuide53.html may be helpful but doesn’t answer my question directly. I guess I will test. :)

    2. Richard Fine

      December 9, 2015 at 4:06 pm / 

      You should just be able to open your 5.2 project in 5.3. As always, we recommend you make a full backup of your project first, though.

  67. Jim

    December 9, 2015 at 7:16 am / 

    Is Google Cardboard natively supported by the new VR features, or do I still need to use the Cardboard SDK for Unity from Google?

    1. Kevin

      December 9, 2015 at 11:12 pm / 

      Hi Jim,

      I’ve built the DemoScene.unity for google cardboard with Unity 5.3, and my application crashes at the start. An apk without VR works perfectly.
      I have a Sony Z1 compact.

      Does it work in your case ?

      1. Jim

        December 10, 2015 at 5:56 am / 

        I haven’t had a chance to test it yet and probably won’t until sometime next week…. I will post here once I do.

  68. Calixto

    December 9, 2015 at 6:48 am / 

    Are you guys EVER going to have a “sale” so that we can buy the Pro version at a reduced price? – I’ll bet you would be surprised how many copies you sell if you have a 25% off sale or something like that. You’d probably sell more copies during a “sale” than during normal price days.

  69. Roman

    December 9, 2015 at 5:37 am / 

    What about visual studio as default IDE?

  70. Andrew Peterson

    December 9, 2015 at 4:08 am / 

    Awesome stuff!!! I can’t wait to try it out!

  71. Wayne Wenthin

    December 9, 2015 at 2:55 am / 

    What happened to the 2D tools shown off at Unite? I was really looking forward to those.

    1. Richard Fine

      December 9, 2015 at 3:04 am / 

      The team decided that they weren’t quite user-friendly enough to be ready for 5.3, and they needed a bit more time. Shouldn’t be much longer now, though!

      1. Wayne Wenthin

        December 9, 2015 at 4:18 am / 

        Ok I guess I’ll “suffer” with all the other great stuff. Thanks for the update!

  72. Jack

    December 9, 2015 at 2:41 am / 

    I’m looking forward to trying 5.3.

  73. Nick

    December 9, 2015 at 2:30 am / 

    The particle system upgrades look awesome! Did you happen to fix the issues with inherit velocity? It never seemed to work correctly.

    1. Karl Jones

      December 9, 2015 at 12:00 pm / 

      A lot of the inherit velocity problems are because users have rigidbodies driving the particles. If you use a rigidbody you should enable interpolation so the calculation of velocity will be correct, we added a little warning in the inspector to prompt this.

  74. Juan Pablo Velasquez

    December 9, 2015 at 2:26 am / 

    Hey I’m really excited about the new features. However, I still don’t understand why you haven’t fixed the issue where baked lights are not casting shadows on terrains. Any idea when this will be fixed? It is a big blocker!

  75. Pete

    December 9, 2015 at 1:42 am / 

    Wow! The Multi Scene stuff looks rad!


    December 9, 2015 at 12:18 am / 

    The new particle system struct properties are great – however they are read-only. How do we apply changes back?

    1. Richard Fine

      December 9, 2015 at 12:52 am / 

      No need – the structs that you get from those properties are ‘wired’ back to the underlying particle system. Just changing the values on the members of those structs should be all you need to do.

  77. Frederick

    December 9, 2015 at 12:03 am / 

    Does the multi-scene editing allow for instantaneous editing during gameplay? Or will you still need to exit to make changes and save them?

    1. Karl Jones

      December 9, 2015 at 1:06 am / 

      No we don’t support saving whilst the game is running.

  78. Jordan Martin

    December 8, 2015 at 11:55 pm / 

    Still desperately awaiting news on Unity for 3DS!

  79. nia

    December 8, 2015 at 11:55 pm / 

    Unity is the best thing I’ve met in my life

  80. Justin S.

    December 8, 2015 at 11:55 pm / 

    I can’t find any documentation on the new JSON API?

      1. Jarod

        December 9, 2015 at 7:56 am / 

        Does the JSON Serializer support Arrays?

        1. Richard Fine

          December 9, 2015 at 12:12 pm / 

          Yep. If it works in the Inspector, it’ll work in the JSON serializer.

  81. 0xk4rt

    December 8, 2015 at 11:53 pm / 

    Just great!

  82. Walter Torres

    December 8, 2015 at 11:23 pm / 

    I seen that the ParticleSystem.Particle has a bunch of deprecated properties now.
    And now the particles ask for a particle system in order to retrieve this information, I used to use my own curves that could handle as many colors as I wanted, and then I use to set them using Particle.color, how would I go about doing this now?

  83. Nick

    December 8, 2015 at 11:08 pm / 

    Where are the CustomYieldInstructions ?

    1. Karl Jones

      December 9, 2015 at 1:03 am / 

      They are included. Can you not find them?
      Scripting: Added CustomYieldInstruction class for implementing custom yield instructions

  84. Onsterion

    December 8, 2015 at 10:43 pm / 

    Amazing new features! Thanks Unity Team!

  85. Thomas

    December 8, 2015 at 10:43 pm / 

    Thank you, everyone at Unity, for your hard work! Reading the patch notes felt like Christmas <3

  86. Roman Issa

    December 8, 2015 at 10:09 pm / 

    Does this mean we’re using a newer version of Mono as well? Or is it just the IDE that has been upgraded?

    1. Richard Fine

      December 8, 2015 at 10:27 pm / 

      Nope, only the MonoDevelop IDE. Progress towards upgrading the version of the CLR we use is ongoing, but it’s a long road with many other things we have to sort out first (such as moving Mono-AOT platforms over to IL2CPP). Keep an eye on http://www.unity3d.com/unity/roadmap for progress updates.

      1. koblavi

        December 9, 2015 at 6:56 pm / 

        Is it gonna be feasible in the 5.x timeframe? It this rate, I’m guessing not.

        1. ariana

          December 11, 2015 at 9:24 pm / 

          i was wondering cause I’m new how do you make the avatars

  87. Mat Brummitt

    December 8, 2015 at 9:54 pm / 

    Amazing updates! Thanks so much to everyone responsible.

  88. DimensionU

    December 8, 2015 at 9:02 pm / 

    Why the following editor change?

    In the Hierarchy tab and the Project tab (in 1 column layout mode), you used to be able to use the left arrow key to select an item’s parent container. Now, when you use the left arrow, it behaves the same way it does when you press the up arrow – i.e., it just selects the item directly above it. This change just made the process of hiding and showing children items using the keyboard take more effort and more time. Now, our options are to use the mouse to click on the parent folder or to use the left or up arrow repeatedly until we finally reach that parent item. Was this change intentional? Is there a good reason for it? If not, I’ll gladly file a bug report.

    1. David

      December 9, 2015 at 2:02 am / 

      +1, this change is annoying!

    2. Hudelf

      December 9, 2015 at 5:19 pm / 

      This was intended according to the post here: http://forum.unity3d.com/threads/select-childobjects-parent-from-hierarchy-in-unity-5-3-0f1.369639/

      I also find this change to be less intuitive and harder to use.

      1. DimensionU

        December 10, 2015 at 4:28 pm / 

        Thanks, @Hudelf, for sharing that link. Unfortunately, I don’t have the privs to reply. Thus, I created a feedback item, here: https://feedback.unity3d.com/suggestions/unity-5-dot-3-0f1-left-arrow-selection-change-created-a-regression-in-productivity

        Hoping Unity will reverse course on this change.

    3. Michael Stevenson

      December 10, 2015 at 8:35 pm / 

      Agreed, I’m going to file this as a bug report since it is a major disruption to my workflow.

      In large projects there are often hundreds of items at the same depth in the hierarchy, making it incredibly impractical to use the keyboard for navigation in 5.3. I’m now having to scroll and visually identify the parent nodes, then use the mouse to manually expand & collapse the hierarchy, requiring significantly more time and mental load.

    4. Martian Games

      December 11, 2015 at 9:16 am / 

      +1, this change is annoying!

  89. Peter

    December 8, 2015 at 8:17 pm / 

    Lot’s of good stuff in 5.3 \o/

    I would be interested to get an answer for these questions:

    Does the mesh complexity affects the performance of the skinned mesh emitter? For example, is emitting 1000 particles from a mesh with 100 vertices faster than emitting the same amount of particles from a mesh with 10000 vertices?

    Do 3D particle collisions use the physics system? Which might imply that the cost of 3D world particle collisions is affected by the (collider) complexity of a scene?

  90. dusho

    December 8, 2015 at 8:12 pm / 

    right before Ludum Dare, again.
    hopefully WebGL export will hold against old WebPlayer little bit better, now

  91. Fronne

    December 8, 2015 at 7:43 pm / 

    Are you sure this is Unity 5.3?
    For a moment I thought this has to be Unity 6.0 at least…
    This is a MAJOR Update() {
    // Thanks a lot crew
    // GREAT JOB

  92. Ben Coleman

    December 8, 2015 at 7:41 pm / 

    Does the multi-scene editing support cross scene references?

  93. Craig Stern

    December 8, 2015 at 7:39 pm / 

    Good stuff!

    Suggestion for the next update: you guys should really devote a little time to fixing the Text Mesh gameobject; it’s basically unusable in its default state, which makes Unity difficult to use in creating any sort of text-heavy 3D game.

  94. guillermolmr

    December 8, 2015 at 7:39 pm / 

    I thought that there was going to be a upgrade to the AI system. But multi-scene-editing is awesome!!! I can’t wait to try it.

    1. Richard Fine

      December 8, 2015 at 7:44 pm / 

      The AI team are still hard at work on things, particularly upgrades to the way Navmesh is baked and the level of control you have over it. Check out http://www.unity3d.com/unity/roadmap for more details.

      1. guillermolmr

        December 8, 2015 at 7:50 pm / 

        Thats great! Thanks.

  95. awss

    December 8, 2015 at 7:39 pm / 

    Another amazing release, thank you guys.

  96. Chillfire

    December 8, 2015 at 7:38 pm / 

    Saves me a lot of trouble getting into Samsung Gear VR Development

    Will dive into the tutorials immediately

  97. Tomaz

    December 8, 2015 at 7:37 pm / 

    Hello, i am excited about VR menu and etc…so i saw weapon hold and i ask if you plan to introduce IN UNITY plugin for PSMOVE,i know we have some unofficial plugins but its better to have it working perfect for unity,i tryed many ways to fit the pressbutton with player but i cant..so maybe this API i got isnt too good or correctly configured…
    About the news i am excited about proximity head with tracking to we can make interactions better like: hey dont close up to my face…or something like that.or “hey,dont take look so much on these engines”

  98. Roy

    December 8, 2015 at 7:30 pm / 

    What will happen to the deprecated “IssuePluginEvent”, we are using the cardboard plugin (IssuePluginEvent(kCardboardRenderEvent)) and now is unusable because of this, we don’t know what the new callback is :S

    1. Aras Pranckevičius

      December 8, 2015 at 7:35 pm / 

      The old callback still works (if it does not, that’s a bug and please file a bug report with details)! There’s a new overload for GL.IssuePluginEvent that allows more than one plugin to interact better, without stomping on each other. That’s the recommended way, but by all means the old one still should work.

  99. Stephen Pettit

    December 8, 2015 at 7:25 pm / 

    Any tips for the skinned mesh emission to get that on fire look? Right now I can only get particles to spawn sort of on the animation’s path but not keep the characters volume.

    1. Karl Jones

      December 9, 2015 at 12:57 am / 

      Yes its a known bug.


      Mesh Shape Source: You can now use a skinned mesh as a source for particle emitters

      Feel free to have some fun with this feature but be warned it will change in the next patch, there are some known issues with the positioning which we are working on addressing now. So if things don’t align correctly then hold off for an upcoming fix.

  100. Daniel DUCTEIL

    December 8, 2015 at 6:48 pm / 

    Is it already christmas ?
    Thank you

  101. Andrew Slater

    December 8, 2015 at 6:30 pm / 

    With OpelGL 4, does this mean tessalation will be available on the Mac now?

    1. Aras Pranckevičius

      December 8, 2015 at 7:33 pm / 

      Yes. For Mac GPUs that support OpenGL 4.1 (most recent Macs do), tessellation & geometry shaders are supported. Note however that compute shaders are not supported, since they need OpenGL 4.3 (and all Macs only have up to 4.1).

      1. TNT

        December 8, 2015 at 10:43 pm / 

        So…how do you enable tess for openGL 4.1? I tried from the docs but no effect.

  102. Pedro

    December 8, 2015 at 6:26 pm / 

    Amazing new features ! Thanks so much Unity !

  103. vulgerstal

    December 8, 2015 at 6:03 pm / 

    I’m experiencing GREY SCREEN at startup. Yes, I mean a grey screen instead of login splash screen.
    This problem appeared in 5.2 and it was related to antivirus that considered Unity Launcher as malware.
    This time it’s something different because all the files are okay. Some people say that 5.3 must be installed to disc C only to prevent this problem . . .
    Is that correct? Thanks.

    1. vulgerstal

      December 9, 2015 at 11:38 am / 

      Windows user who have 5.3 working, share screenshot of Your “AppData\Roaming\Unity\Packages”, please.

    2. NEO

      December 9, 2015 at 1:31 pm / 

      I am getting (after Splash Screen,) a dark gray window (which was supposed to switch to Open Projects window, but doesn’t show anything). Clicking the Close button [X] ends the process immediately. Are you having this issue too?

      Are you facing the above problem too? (I installed Unity is C drive BTW.)

      Looking at the System Requirements, it’s the same as 5.2 (which says “any card since 2004 supporting SM2 should work”), so assuming support hasn’t been dropped, maybe a bug with old devices (mine is GMA 950)? Or maybe the support is dropped but yet to be updated in the System Requirements page?

      Do you have a dedicated graphics card and still having this problem OR are you using an old computer like I am?

      1. NEO

        December 9, 2015 at 1:35 pm / 

        OS: Windows 8.1

        No Antivirus installed, only the Windows defender which comes with Win installation is there (but it too hasn’t been updated and hasn’t given any warning or anything) .

        1. vulgerstal

          December 13, 2015 at 9:05 pm / 

          Sorry for late reply, Neo.
          Have You managed to fix that?
          I had ALL my previous versions of Unity working from Disc E. I haven’t up/downgraded my PC. Antivirus’s OK.
          Although I’ve a temporary solution youtu.be/GJv9lCnnUI8 but I’m looking for a patch that’ll allow me to get Project Selection Window.

  104. goet

    December 8, 2015 at 5:43 pm / 

    Will you guys support steamVR natively?

  105. SerGear

    December 8, 2015 at 5:42 pm / 

    Thank you for crossplatform in-apps service!!!

    No more pain around selecting plugins and services!!! Yey!!

    1. SerGear

      December 8, 2015 at 5:49 pm / 

      Also 2D placeholder assets tool awesome! Thank you!

  106. sebastien

    December 8, 2015 at 5:16 pm / 

    Is multi-scene editing equivalent to this plugin ? https://www.assetstore.unity3d.com/en/#!/content/15577

    1. Seneral

      December 8, 2015 at 9:58 pm / 

      Seems so, the author already added “… but are stuck on a pre-5.3 version of Unity.” into the description. Don’t know about the exact implementation differences and advantages/disadvantages but it seems like a equal implementation of this now built-in feature.

      1. sebastien

        December 9, 2015 at 9:57 am / 

  107. 7.R

    December 8, 2015 at 4:58 pm / 

    Multi scene editing is great.
    Logging classes ( ILogger etc ) in the UnityEngine namespace is not so great.

    1. Megan

      December 9, 2015 at 2:15 am / 

      Yeah, all my projects ended up with ” error CS0104: ILogger' is an ambiguous reference between UnityEngine.ILogger’ and ‘any other logger I have’

    2. NadTheVlad

      December 9, 2015 at 3:48 am / 

      Same: ILogger' is an ambiguous reference between Uniject.ILogger’ and `UnityEngine.ILogger’

  108. Devang agrawal

    December 8, 2015 at 4:51 pm / 

    Wow!!!Vr sample#

  109. ifurkend

    December 8, 2015 at 4:49 pm / 

    Hopefully they fixed the most scathing alpha blend mode flickering glitch in 5.3.

    1. Aras Pranckevičius

      December 8, 2015 at 7:31 pm / 

      Any details on what the bug is/was?

      1. ifurkend

        December 9, 2015 at 2:15 am / 

        This has already been reported on the forum routinely and finally followed by karl.jones although there is no report on the progress.[latest forum thread]

        In case you have no clue of how frustrating it is, watch this[video on YouTube which demonstrates the glitch]

        1. Karl Jones

          December 9, 2015 at 3:33 pm / 

          Hey. Its still being investigated. We are working through particle fixes so it will get handled but no ETA at the moment.

  110. Gergely Zsolnay

    December 8, 2015 at 4:30 pm / 

    Yay, particle scaling! As a technical artist, this is how I feel:

  111. Skyblade

    December 8, 2015 at 4:28 pm / 

    What does this tweet mean: https://twitter.com/unity3d/status/646333192471998464 ?
    What changed in 5.3 for Vita?

  112. Ben

    December 8, 2015 at 4:26 pm / 

    Um… for some reason after installation a lot of functions under System.IO.File are missing… =/

    1. Richard Fine

      December 8, 2015 at 4:33 pm / 

      Did you install support for all the platforms you want, and set your project to use the correct platform in the Build Settings window? (If platform support can’t be found, Unity defaults to the Webplayer as a target, which is missing certain System.IO.File functions for security reasons).

  113. Karl Jones

    December 8, 2015 at 4:12 pm / 


    Mesh Shape Source: You can now use a skinned mesh as a source for particle emitters

    Feel free to have some fun with this feature but be warned it will change in the next patch, there are some known issues with the positioning which we are working on addressing now. So if things don’t align correctly then hold off for an upcoming fix.

  114. Kashif C. Riley

    December 8, 2015 at 4:06 pm / 

    Looking forward to the new changes, especially on the rendering front with getting Scene Parity with cubemaps. And SSRR will be something I will try… and multiscene editing… hell yes…

  115. Evan

    December 8, 2015 at 4:02 pm / 

    Can’t wait to try the VR demo and improved particle system!!

  116. Michał Piątek

    December 8, 2015 at 3:59 pm / 

    Great. Particles, particles, particles. Also the multi-scene editing. Next stop: custom particle vertex data and HDR colors ;)

  117. Jonney Shih

    December 8, 2015 at 3:57 pm / 

    Finally ! I like the new download repartition. Congrats, but I’m kinda sad some of the best features got pushed back to 5.4 and 5.5.

  118. XCO

    December 8, 2015 at 3:56 pm / 

    Awesome :D

  119. Dênis Fernandes

    December 8, 2015 at 3:42 pm / 

    Particle collisions & In App Purchase,that’s what i need. thanks Unity!

  120. Taufiq Abdullah

    December 8, 2015 at 3:39 pm / 

    new MonoDevelop :D

  121. Jardel Elias

    December 8, 2015 at 3:23 pm / 

    Multi-scene editing! YES!
    Exactly what I needed for my new game!

    1. Gideon Cresswell

      December 8, 2015 at 4:41 pm / 

      Ditto! This is the best thing I’ve heard in ages. Thanks Unity.

Comments are closed.