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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!

84 replies on “Unity 5.1 is here!”

[…] part of the Unite Europe keynote Lucas Meijer talked about the new features in Unity 5.1, including the out-of-the-box support for Oculus Rift and Gear VR. He said the way forward with VR […]

[…] TVs and game consoles. Now, the company has, like many others, caught the VR bug. Unity version 5.1, which was launched on Tuesday, includes a first round of VR […]

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

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.

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

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…:-)

[…] a clean install and go ahead and get it set up for Google Cardboard. While Unity 5.1 includes some New Virtual Reality features, native cardboard support isn’t one of them, so off to the Google Cardboard site to get the […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new development tools that cover VR and augmented reality apps for some of the most talked-about headsets, starting with the Oculus […]

[…] applications, including Assassin’s Creed, Temple Run, Wasteland 2 and many others—announced new growth collection that cover VR and protracted reality apps for some of a many talked-about headsets, starting with a Oculus […]

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.

Nice update but I can’t see in the release log this (apparently) fixed bug http://issuetracker.unity3d.com/issues/random-tree-rotation-doesnt-work
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.

[…] standard del Web, mentre tra gli engine videoludici compatibili con i caschetti virtuali spicca la nuova versione di Unity (5.1) con supporto specifico per le funzionalità base di Oculus Rift; nuovi dispositivi […]

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[…] a VR és az AR termékekre, de aki behatóbban is ismerkedni kíván a Unity 5.1-gyel, az inkább kattintson ide, letöltéshez pedig […]

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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

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.

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

[…] อ่านรายละเอียดเพิ่มเติมได้ที่ : http://blogs.unity3d.com/2015/06/09/unity-5-1-is-here/ […]

[…] Tra le altre cose, l’aggiornamento apporta anche un nuovo ambiente di sviluppo unificato per i dispositivi a Realtà Virtuale e a Realtà Aumentata come Oculus Rift, facilitando l’integrazione di questi nello sviluppo. Unity Technologies ha annunciato che il supporto per Microsoft Hololens e Gear VR verrà aggiunto presto. Più dettagli qui, sul blog di Unity. […]

[…] Unity’s announcement post on their official blog, they have highlighted 2 features that the update focuses on: Multiplayer and Virtual […]

“You must really dislike the free userbase”

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

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.

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.

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?!?!”

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.

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.

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.

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

[…] developers with an opportunity to boost productivity and efficiency, to an updated editor. Now, Unity 5.1 is ready to be downloaded, improving on two of Unity 5’s key strengths: multiplatform support and the efficiency […]

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

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).

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

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?

[…] and game consoles. Now, the company has, like many others, caught the VR bug. Unity version 5.1, which was launched on Tuesday, includes a first round of VR […]

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

Nice!

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

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

FinalYAAAAAAAAAAAAAAAAAY

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?

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.

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.

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

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 :/

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.

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

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?

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

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…

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 :)

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!

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.

[…]   […]

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.

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.

[…] Unityからのリリースとリリースノートから、大きな変更を個人的に気になったのも含め、簡単にまとめます。 […]

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!

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

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?

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.

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

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 :)

[…] be much more to come from us in the VR space,” the company wrote in an update blog, “so stay tuned, and don’t forget that there are lots of third-party SDKs available for […]

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