Unity 6.1 released
Unity has released Unity 6.1, the first update release in the Unity 6 series.
Unity 6.1 includes performance improvements such as Deferred+, a new deferred rendering path in the Universal Render Pipeline that uses cluster-based light culling and GPU Resident Drawer to handle more lights and objects efficiently. Variable Rate Shading has been added to improve GPU performance by allowing developers to adjust shading rates within URP and HDRP, using Shading Rate Images generated from textures and shaders.
To support development workflows, Unity 6.1 integrates Project Auditor for static analysis, enabling developers to review scripts, assets, project settings, and builds to identify and resolve performance or quality issues. Build Automation is now directly integrated into the Unity Editor, offering cloud-based build capabilities to speed up iteration cycles.
Unity 6.1 improves platform reach with better support for large screens and foldable devices through the latest Android APIs. Unity for Web now supports WebGPU integration, allowing games to run in mobile browsers with compute acceleration. The release also introduces streamlined tools for building and deploying Instant Games on Facebook and Messenger.
For XR development, Unity 6.1 supports multiple build configurations for Android XR and Meta Quest, including Shader Graph support with URP Application Spacewarp. On PC and console platforms, developers gain improvements in CPU performance, pipeline state object caching, and ray tracing through enhanced DirectX 12 support.
For more information, visit Unity’s website.